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列举电子游戏应回避的10种错误设计

发布时间:2013-08-06 15:42:11 Tags:,,,,,

作者:Eric Sandroni

我常为写评论而玩大量电子游戏,部分评价过程包括分析某款游戏的好坏,以及它是否暇不掩瑜,值得一试。但多数时候,我却发现有些小问题却最为令人不快,这也正是我为何在此列出电子游戏最令人抓狂的10个设计问题。

在切入正题之前,我要先声明我并非电子游戏设计师,也不打算向此发展。我并不了解编程,也不知道解决我所列出的这些问题究竟有多费劲。虽然如此,作为一名电子游戏发烧友,我还是认为不应该存在某些设计缺陷,我希望以下10个设计问题永远不要再出现。

启动游戏时出现的logo

如果你已经玩过一段时间的电子游戏,也许就会很清楚这种情况。每次你启动游戏时,就不得不观看所有与这款游戏相关的公司logo。我想多数玩过该电子游戏的人已经很熟悉这些发行商和开发商了,而休闲玩家却并不关心谁制作或发行了这些游戏,所以这一做法略显多余。

Nvidia-Logo(from gamesretrospect)

Nvidia-Logo(from gamesretrospect)

不可跳过的过场动画

假如你玩的是一款日本RPG游戏。其中出现了一个关卡,你保存游戏后就会看到一个10分钟的过场动画。就在过场动画播放完毕,你的角色就遭到一个庞大boss的攻击而殒命,而当你从上一个关卡复活时,你又得重新再看10分钟的视频。如果玩家已经看过一次过场动画,游戏就应该允许玩家跳过这一幕。

Final-Fantasy-2-Adamantoise(from gamesretrospect)

Final-Fantasy-2-Adamantoise(from gamesretrospect)

在boss战斗之前未设保存点

这是RPG的另一大弊病。没有什么比好不容易进入一个冗长的地下城,结果却在一场boss战斗中比毙命更令人抓狂了。重玩这整个环节着实令人痛苦,有些玩家甚至会因此而受挫关掉主机,永远不再碰这款游戏。

Too-Human(from gamesretrospect)

Too-Human(from gamesretrospect)

无法更改的控制方式

非直觉性的控制方式是PC玩家多年来最遭罪的心病之一。但即使你是开发者,并且使用了有史以来最直观的界面,你至少也应该给予玩家一个重组控制方式的选择。每个玩家对游戏都有不同的操作方式,我相信执行这种功能并没有那么困难。

Xbox-360-Controller(from gamesretrospect)

Xbox-360-Controller(from gamesretrospect)

惩罚经常保存的玩家

对此我有足够的例子来证明。我记得数年前玩《生化危机2》时,你的保存次数很有限。你得搜集到能够运用于打印机的墨带才能保存游戏。如果你的色带用完了,就得想法在保存游戏之前找到更多色带。虽然这种设计令《生化危机2》更为刺激,但它对谨慎的玩家来说无疑是一种惩罚。

Resident-Evil-2(from gamesretrospect)

Resident-Evil-2(from gamesretrospect)

需要解琐的内容

有些游戏应该一开始就解琐其所有的内容。而像《摇滚乐队》或《街头霸王》等特殊游戏则需一开始就解琐所有歌曲/斗士。如果是因为未解琐相关内容而让玩家无法操纵自己最喜欢的斗士或播放自己想要的歌曲,那真是一种令人失望的体验。

Street-Fighter-IV-Character-Select(from gamesretrospect)

Street-Fighter-IV-Character-Select(from gamesretrospect)

频繁出现快速反应事件(QTE)

我知道QTE的魅力从何而来:摁压一系列按钮,令游戏出现一些直接的反应,这会让玩家觉得乐在其中。但如果游戏中出现过多QTE呢?玩家很快就会厌倦,而不断摁下按钮也会令人抓狂。

Asuras-Wrath-Quick-Time-Event(from gamesretrospect)

Asuras-Wrath-Quick-Time-Event(from gamesretrospect)

保持在线体验

这里的典型就是《模拟城市》。如果你买的是全新的游戏,就应该让你能够随时随地玩游戏。我不关心EA服务器是否掉线,也无所谓现在是不是2033年,它发布的是不是《模拟城市13》。总之我为游戏花了钱,我就应该能够在飞机或山顶上(等无网络连接的场所)玩游戏。

SimCity-Error-Screen(from gamesretrospect)

SimCity-Error-Screen(from gamesretrospect)

隐形墙

在原版的《Serious Sam》中,除了偶尔撞到一些奇怪的秘密,你可以毫无障碍地在一个沙漠中行走数小时。在《超龙珠Z:电光火石2》中,你总会不时撞到隐形墙,这让游戏体验大大失真。前一个例子极为罕见,但如果游戏打算融入隐形墙,开发者就应该在隐形墙的设计上多下点功夫。

Dragon-Ball-Z-Budokai-Tekaichi-2(from gamesretrospect)

Dragon-Ball-Z-Budokai-Tekaichi-2(from gamesretrospect)

稀缺的检查点

便携式游戏应该让玩家随时随地保存游戏。主机和PC游戏则应该允许玩家经常保存游戏。我知道许多人喜欢某些游戏提供的刺激感,但如果你是一名没有那么多时间玩游戏的成人用户,在不能保存的状态下就关掉主机真是一种令人心痛的体验。

Intrusion-2(from gamesretrospect)

Intrusion-2(from gamesretrospect)

无法攻克的boss战役

这也是RPG中常见的一种情况。你要与超级强大的boss过招,但你使尽浑身解数也没有办法击败它,最终只能在沮丧中坐以待毙,怀着无比受挫的心情认为这款游戏在捉弄你。

Shadow-Hearts-Roger-Bacon(from gamesretrospect)

Shadow-Hearts-Roger-Bacon(from gamesretrospect)

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

Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

by Eric Sandroni

SimCity Error Screen Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

As you can appreciate just by looking around this website, I play a lot of video games for the purposes of review. Part of the review process involves analyzing what’s good about a certain title, what’s bad about it and how recommendable that game is despite its flaws. Most of the times though, I find that the little quirks can be the most infuriating ones and that’s why I decided to create a list with ten of the most frustrating design decisions in video games.

Before moving on to the actual list, I want to say that I’m not a video game designer and I don’t intend to become one. I don’t know anything about programming and I have no idea how difficult it’s to fix all the issues on this list. Nevertheless, as someone who’s extremely passionate about video games, I think that certain design decisions should simply cease to exist. Without further ado, these are ten flaws and design quirks that I just hope disappear and never come back. As usual feel free to share those design decisions you hate in the comments down below.

Logos that appear when you launch the game

If you’ve been playing video games for a while, you’re probably familiar with this one. Every single time you launch the game, you’re forced to watch the logos of all the companies behind the game you’re playing. I think it’s fair to assume that most of the people who play video games are quite familiar with most publishers and developers. On the other hand, casual players couldn’t care less about who made or published the game they’re playing.

Nvidia Logo Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Unskippable cutscenes

Let’s say you’re playing a Japanese role-playing game. There’s a checkpoint, you save and then you watch a ten-minute cutscene. Right after that cutscene your party gets annihilated by a gargantuan boss and when you restart from the last checkpoint, you’re forced to watch the ten-minute video all over again. You should be able to skip that custcene once you have watched it at least one time.

Too Human Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

No save points before boss fights

Another RPG quirk. There’s nothing more frustrating that making it to the last floor of a really long dungeon and then dying during a boss fight. Replaying the entire section all over again is extremely painful and some players will be so frustrated that they will turn off the console and never play that game again.

Final Fantasy 2 Adamantoise Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Controls that can’t be changed

Unintuitive controls is something that PC players have been suffering for years and years. But even if you’re a developer and you’re using the most intuitive interface ever made, you should at least give the player the option to remap controls. Each player likes playing games in different ways and I’m pretty sure this feature isn’t really that difficult to implement.

Xbox 360 Controller Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Penalty for saving often

I have a really specific example to illustrate this point. I remember playing Resident Evil 2 a few years ago and noticing that you could only save a limited number of times. Basically, you need to collect ink ribbons that you can then use on typewriters to save the game. If you run out of ink ribbons, you have to find more of them before you can save. Although this makes the experience of playing Resident Evil 2 a lot more thrilling, it also punishes cautious players.

Resident Evil 2 Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Content that needs to be unlocked

Some games should have all their content unlocked right off the bat. Specific titles such as Rock Band or Street Fighter should come with all songs/fighters unlocked from the beginning. There’s nothing more disappointing that having people over and realizing that you can’t play as your favorite fighter or that you can’t play a specific song because you haven’t unlocked it.

Street Fighter IV Character Select Screen Custom Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Excessive quick time events

I understand the appeal of quick time events: pushing a series of buttons that have a direct repercussion in the game makes players feel engaged (hey, that rhymes!) But what happens when there are way too many QTEs? The player gets bored and the process of pushing random buttons becomes frustrating. Next!

Asuras Wrath Quick Time Event Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Always online

One word (or is it two words?): SimCity. If you buy a brand new game, you should be able to play that game whenever you want and wherever you want. I don’t care if the EA’s servers are down and I don’t care if it’s the year 2033 and SimCity 13 is out. I paid for your game, so I should be able to play it on a plane or a mountaintop.

SimCity Error Screen Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Invisible walls

In the original Serious Sam, you could walk towards the desert for hours without running into anything other than some bizarre secrets. This made the game feel huge in terms of scope. In Dragon Ball Z: Budokai Tenkaichi 2, you where constantly running into invisible walls that made the experience feel extremely contrived. I understand that the former is an extremely rare example, but if they are going to include invisible walls anyway, developers should take the time to disguised invisible walls a bit better.

Dragon Ball Z Budokai Tekaichi 2 Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Scarce checkpoints

Portable titles should let you save pretty much whenever you want. Console and PC games should let you save often. I understand that a lot of people enjoy that feeling of thrill that certain titles offer, but when you’re an adult and you don’t have that much time to play video games, turning off the console when you haven’t had a chance to save for a while can be heartbreaking.

Intrusion 2 Top 10: Video Game Design Decisions that Need to Go Away (and Never Come Back)

Unbeatable boss fights

This one’s also common in certain RPGs. You fight an overly powerful boss and there’s no way to defeat it. You try your best and you feel frustrated when the boss is about to kill you, only to realize that there was no way to beat that boss and that the game was pretty much making fun of you.(source:gamesretrospect


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