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阐述游戏设计秘诀之快速制作原型

发布时间:2013-07-17 16:09:27 Tags:,,,

作者:cogentesque

越快越好

创意的最大灾难就是懒散。当懒散来袭,你就会把尚处于婴儿期的游戏(创意)搁置一边,虽然你心里想着“不要忘记它,也许能做成一款好游戏”。最终,这个创意慢慢地烂在你自己的脑子里了。

我的创意碎片能够免于腐烂,主要是因为我采用了快速原型法。

我通常要求自己尽早设计规则,一旦想清楚了,就写到纸上。这时候我会觉想法很棒。又过了两个月,如果游戏没什么进展,那我就意味着我已经对它失去兴趣了。我对这款游戏当初的兴奋感之所以消失了,是因为我没有继续给创意注入生命。

Prototype-blank cards(from aregames.eu)

Prototype-blank cards(from aregames.eu)

准备简单的材料

简单的材料有助于快速制作原型。为了把头脑中的缥缈想法固定在纸上,我建议大家到网上购买以下材料:

1、大量空白卡片

2、大量大尺寸纸板(灰纸板或厚卡纸)

3、记号笔(我大爱Posca牌的笔)

4、A4贴纸

5、空白骰子

6、30mm打孔机

以上游戏设计工具大约需要20英镑到50英镑(30美元到75美元),基本上够用了。把你的桌子收拾一下,腾空作业的空间。拿一些空白卡片就可以开始写了。

打个比方,如果你想制作陶器,这时把你锁在一个温控黏土设计室,里面有大量黏土,一部制陶旋转器、工具、画笔和干燥炉。一周后,你觉得结果会怎么样?

越快把想法做成可玩的原型,创意就越能保留完整。

从容面对失败

从容面对失败。正如Matt在他们的文章中所说的,我们必须理解“坏游戏”其实是个好东西。我们可以从中吸取教训,使我们更快做出下一个原型。同样的,好的快速原型可以加快游戏设计过程,无论结果是好是坏。

快速原型可以让你尽快知道“好吧,结果竟然是一堆垃圾”。垃圾就垃圾吧。这反而给你新的机会去做更好的东西了!到你完成一款游戏的原型的时候,看看是不是垃圾,然后再制作下一款游戏的原型,你会越做越好。从容面对失败,你才有勇气继续创新的冒险。

时间不等于质量

30年做一个好项目并不意味着一定能做好。有些好游戏只花了一个冲凉的时间就想出来了。

从核心部分做起

如果你担心制作大型游戏的原型太费时间,那就找找游戏的核心吧。即使原型中包含200张卡片让你觉得可怕,游戏的核心通常只需几分钟就能完成了。从核心部分做起。

总结

准备简单的材料,及时写下来,从核心部分开始,做坏了就丢了做下一个。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Game Design Secrets #3 – Rapid prototyping

by cogentesque

The faster you can prototype a game, the better.

The worst thing that can happen to your beautiful new creation, all shiny eyed and full of joy, is a pained visit from the grizzly arm of indolence. Manifesting itself to gently place your keen-baby-bunting game on the top shelf of your cupboard, with all the other “Didn’t give it a go, probably would be great to finish” games –shelved to rot.

The cause of the decaying stack of chits and boards on my shelf can mostly be traced back to one point. Rapid prototyping.

I promise myself to get the rules up soon – and then once they are ready, I’ll paperfy the thing, it’ll be great just you watch. Then, 2 months later, when the game is in no other state than which I left it, I have lost my urge for it. My very own hype for the game has evaporated because I didn’t give the idea a life.

Making it easy on yourself

All the necessities. Also a hole punch for tokens. Those things are awesome. When you bring your hammer of justice down onto the soft card to create money tokens, you feel like … well like a hero to be honest.

Having readily accessible material helps the rapid protyping immensely. Try and remove all barriers between the ethereal idea in your head and the paper in front of you. I would recommend any enthusiast go on ebay, amazon, whatever and get:

A load of blank cards

Lots of heavy gauge paper (Greyboard or any thick card equivalent)

Some fancy permanent pens (I love Posca Pens)

Sheets of A4 sticker paper

Some blank, indented dice

1 inch (30mm) hollow hole punch

This whole game design kit will cost you somewhere between £20 and £50 ($30-$75) and will … essentially … set you up for ever! Get this stuff, have it handy and accessible. Tidy your desk a little and get a big nice space ready to go. Pick up some blank cards – and start writing.

A quick analogy; if I locked someone in a temperature controlled clay design room, with a clay spinning wheel, loads of clay, clay tools, patina paints, and a kiln for 1 week, what do you think would happen?

The quicker you can get the idea down in an alpha playtest state, the more chance you give your creation. Now this next bit is tricky, but bear with me:
Rapid Prototyping will enhance the possibility of success AND failure.

Embrace the possibility of failure. As Matt’s excellent previous post advised us all, we need to understand that “bad game” is a good thing. It enables us to move on quicker to the next one. In exactly the same manner, good rapid prototyping accelerates the game design process, both for good and bad – which is good.

Following this quickening will force you into a position where you will say “Well, this very quickly turned out to be … utter horsecrap” – embrace that. Embrace the horsecrap. Now you can have a new chance to make something that will be better! By the time that you have prototyped one game, decided it’s rubbish, and then prototyped the next game, you will be on a better footing. Embracing the possibility of failure encourages creative risk taking.

More Time =/= More quality

Working for 30 years on a project does not make a good project. Some of the best games in the world have been conceived in the time it took to have a shower.

Build the toy first

If you are worried about the time it takes to proto a big ‘ol box game, then find the toy of the game, and do that bit first. Even if you feel scared about prototyping 200 cards for your mammoth deck builder, the core of the game will be able to be formed in a matter of minutes. Start there.(source:exampleofplay)


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