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游戏设计师谈《Super Crate Box》项目来源

发布时间:2013-12-25 15:42:14 Tags:,,,

你知道2011年独立游戏节亮相的街机游戏《Super Crate Box》吗?该游戏出自荷兰工作室Vlambeer之手,其开发者已投入开发iPhone游戏《Serious Sam》。

该工作室游戏设计师Jan Willem Nijman亲切地回答了我们的10个采访问题:

1.Vlambeer的目标之一是重现街机游戏潮流。对你们来说,街机游戏的本质是什么?

我们的游戏非常短小:你可以只玩5分钟,但也可以投入数个小时。我们一般是制作短小、困难的游戏。我们制造短暂快速的循环,允许点击一个按钮重新开始游戏,从而为玩家提供紧凑而不令人疲乏的游戏玩法。

super-crate-box(from super-crate-box.en)

super-crate-box(from super-crate-box.en)

2.《Super Crate Box》展现了精美的复古2D图像。你对这款游戏有何影响?

这款游戏是以较低的分辨率运行,以便给予人们更棒的控制感:你向错误的方向移动一个像素时,就会注意到这一点。我们想要很棒的复古图像,我们团队有两位极有才华的成员:美术人员Roy Nathan de Groot和动画师Paul Veer。我们一直希望团队中的成员能够发挥自己的特长。所以我们会与他们坐下来讨论美术的问题,但之后会给予他们完全的控制感。我们最终获得了极为精美而有点新鲜感的老式图像。

3.《Super Crate Box》的游戏灵感来源是?

我有很长一段时间是同旧式平台射击游戏打交道,最后决定去除它们的复杂性:抛弃弹药、命值条或等级这类元素。围绕这一特点设计游戏最终得到了板条箱机制。当时我们刚成立Vlambeer,才刚给游戏润色并令其更具易用性。

4.你们在独立游戏节上获得了最佳游戏提名,并入围最佳设计大奖。对你来说,位于独立领域是否重要?是否认为自己是独立开发者社区的一员?

可以说独立领域很重要。这里有许多很棒而富有灵感的开发者,大家都很乐于助人。当然,获得奖项提名很酷,但开发人员才是最重要的。

5.《Super Crate Box》中的操作极为迅速,并且需要一些技巧。你们瞄准的是硬核玩家吗?还是意在吸引更广大的用户?

我猜我们的游戏很难精通,但却很容易上手:它有射击、跳跃和移动功能。这就够了。我认为任何掌握了控制方法的人都能融入游戏,但这需要一定的时间。我们看到有些玩家无法完成教程中的任务。但这款游戏仍比首个版本更有可玩性。

6.当你设计一款游戏时,你最关注的是哪一方面:趣味?图像?还是其他的?

我们的游戏设计使用的是极简主义的方法。我们搞定游戏玩法的控制方式时,就可以据此设计,给予玩家最有趣和紧凑的游戏体验。

7.你们已经创造了许多游戏(超过50款),可以给那些想制作游戏的人提供什么建议吗?

去做游戏吧!人人都会有想法或者想出故事,但这并不重要,关键是开始动手。

8.最近,荷兰电子游戏行业给我们带来了诸如《Killzone》和《Overlord》等许多出色的游戏。在荷兰制作游戏有何感受?你对荷兰未来的游戏行业有何看法?

这里有许多富有创意的人才,这里的游戏行业也日益受到瞩目。这里有很好的环境,因为荷兰是一个小国,很便于大家出行和见面。现在我们希望荷兰出现更多独立开发群体。我们希望像Winnitron NL等独立开发者项目的出现可以改善这一情况。

9.是否考虑过向Steam或iPhone等商业平台发布游戏?

现在还不能保证,但我想有可能。

10.你们未来的项目是什么?

Serious-Sam(from videogamecreators)

Serious-Sam(from videogamecreators)

我们正在开发《Serious Sam:The Random Encounter》以及一个神秘的Vlambeer Light项目。

原文发表于2011年4月8日,所涉事件及数据以当时为准。(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

10 questions to… Jan Willem Nijman, game designer

Super Crate Box

Do you know Super Crate Box, the fashionable arcade revival spotted during the Independent Games Festival 2011? The Dutch studio which created this gem, Vlambeer, drew attention to itself to the extent that they are now working on a Serious Sam game for iPhone.

Jan Willem Nijman, game designer of the studio, kindly agreed to answer our questions…

1. One of the Vlambeer’s goals is to bring back arcade gaming sensations. For you, what’s the essence of arcade gaming?

Our games are very short: you can play for 5 minutes, but also lose hours to them. We basically love to make short, difficult games. By having a really quick cycle with players restarting with the press of a button we can give them really intense gameplay without it being too tiring.

2. Super Crate Box features beautiful retro 2D graphics. What were your influences on this game?

The game runs in a really low resolution to give people a great sense of control: you can really notice it if you get killed just by moving one pixel in the wrong direction. To go with that we wanted really nice retro graphics, and we got two extremely talented guys on the team: Roy Nathan de Groot for the art and Paul Veer for animation. We always want people on our team to do what they are best at. So we just sat with them and talked about the art, but then we gave them total control. We ended up with really nice oldschool graphics that hopefully still feel a bit fresh.

3. Where does the idea of Super Crate Box come from?

I have been messing with oldschool platform shooters for a long time and, in the end, decided to strip them of all complexity: no ammo, health bars or levels. By shaping the design of the game around he finally ended up with the crate mechanic. That’s around the time we started Vlambeer, and we just kept polishing the game and making it more accessible.

4. You just got an honorable mention for Best Game and a nomination for Excellence in Design at Independent Games Festival. Is it important for you to be a part of the indie world? Do you consider yourself as being a part of community?

You could say the indie world is important. There are many cool and inspiring people, everybody is willing to help and just genuinely nice. Of course getting a nomination is insanely cool, but it’s the people that are the most important.

5. In Super Crate Box, action is frenetic and requires some skills. Do you only target hardcore gamers or do you think you are attracting a larger audience?

I guess our game is pretty hard to get into, but on the other hand it’s super easy to pick up interface-wise. It has shooting, jumping and moving. That’s all. I guess anyone who can master the controls can get into the game, but it will take a while. We’ve had people who couldn’t complete the tutorial. Still, the game is way more playable then the first version. That shit was HARD!
Winnitron NL
6. When you are designing a game, on which aspect do you focus the most: fun? graphics? something else?

We sort of use a minimalist approach to game design. No bullshit in the design. Once we have that we have super control over the gameplay and can just shape it around to give players the most fun and intense experience possible.

7. You have created a lot of games (more than 50), what advices would you give to someone who’d like to make a game?

Make them! Anyone can have ideas or think of a story, but that doesn’t get you anywhere. Start making games.

8. Recently, Dutch video game industry brought us a lot of great games like Killzone or Overlord. What are your feelings about making games in the Netherlands? What do you think the future will be made of in your country for the industry?

There’s quite a lot of creative people in here and the game industry is getting quite a bit of attention. It’s a nice environment, and because the Netherlands is so small, it’s easy to travel around and meet people. Right now we hope there’ll be more of an indie scene in Holland. We’re trying to improve that with projects such as the Winnitron NL and the semi-bimonthly indie meetup.

9. Did you ever think about releasing your games on commercial devices like Steam or iPhone?

We can’t say anything about that, which says enough I guess.

10. What are your future projects?

We’re working on Serious Sam: The Random Encounter and a secret Vlambeer Light project right now.(source:videogamecreators


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