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促进角色创造&资源管理的游戏道具类型

发布时间:2014-04-21 14:07:53 Tags:,,,,

作者:Koobazaur

什么是“工具”道具?

在本文中,我将把工具定义为一种可获得的道具,即提供给玩家一种全新且非战斗能力去通过障碍。例如撬锁工具将帮助玩家打开门,爪钩将帮助他们攀升到一个全新高度,或者氧气罩将让他们能够长时间待在水里。

工具=能力[-]障碍

deus-ex-multitool(from gamingpoint.org)

deus-ex-multitool(from gamingpoint.org)

需要注意的是我特别排除了战斗工具,如武器或盾牌,因为我想专注于那些用于打开新的前进方向或避免障碍(如守卫,所以就包含了潜行工具)的工具。我同样也排除了在传统RPG风格游戏中通过升级而获得的能力。然而,《生化奇兵》的补养药却包含在内,因为它们的功能与道具很像。

典例:《杀出重围》,《神偷》,《羞辱》,《塞尔达传说》,《银河战士》,《生化奇兵》

工具的类型

着眼于各种游戏,我总结出了工具的以下特征:

获取——玩家是如何获取工具

给予——在某些点上工具是自动给予玩家(如《神偷》中的lockpics)

可发现的——可以在游戏世界中的各种地方发现它们(如在《银河战士》,《塞尔达传说》和《杀出重围》中)

独有的选择——可以排除其它内容而选择它(如《杀出重围》中的AUG升级道具)

可购买的——可以通过使用某些货币进行购买(如在《生化奇兵》,《羞辱》中那样)

永久性——玩家可以使用工具多长时间

无限的——能够无限期地使用(如《神偷》的lockpicks,《银河战士》)

一次性——使用数量有限,如果想再次使用就需要再次获取(如《杀出重围》中的多功能工具)

基于燃料——能够无限次地使用,但要求某些燃料或弹药的补给(如《生化奇兵》的补养药,《杀出重围》的AUG)

可升级性——可改变或完善?

静态的——始终保持一样(如在《塞尔达传说》和《银河战士》那样)

可升级的(通过货币)——通过使用一些货币而获得省级(如在《羞辱》中)

以下是一些例子:

super-metroid-items(from gamingpoint.org)

super-metroid-items(from gamingpoint.org)

《杀出重围》中的多功能工具=可发现的+一次性+静态的

《杀出重围》中的AUG=可发现的+基于燃料+可升级的(通过货币)

《羞辱》中的能量=可购买的(通过货币)+基于燃料+可升级的

《神偷》中的绳索或青苔箭=可发现的/可购买的+一次性+静态

《银河战士》的能量=可发现的+无限的+静态的

当然,游戏也可以基于单一规格混合多种道具特征——就像《生化奇兵》中的某些补养药便是给予的(如前面几个)而有些则是可发现的(非必要的)。

我能想到的最复杂的例子便是《杀出重围》的AUG——它们不只是要求燃料的可发现且一次性的选择资源,同时也可以通过完全不同的资源获得升级!

通过工具进行角色定制

工具能够提供最基本的角色创造方法。工具的实用性,永久性,和可升级性定义了玩家选择的灵活性和意义,以及他们的角色将具有多大的差别。

karas38_tempering_with_gears(from gamingport.org)

karas38_tempering_with_gears(from gamingport.org)

举个例子来说,因为工具的规格,《银河战士》具有非定制的线性角色创造—-你将在每次游戏的几乎同一个点上获得工具,并且不能在之后升级它们。基于所有目的,武器例外,“角色创造”总是会基于同样的方式发展。相反地,《杀出重围》的AUG更加定制化且两级化—-它们会要求你在两个会对之后游戏发展造成重要影响的内容中做出选择。

《神偷》的箭就是个有趣的例子——你可以在每个阶段购买它们,并且将看到各种不同的数量,在每个任务结束前你都可以自由地进行购买。《生化奇兵》允许玩家交换补养药,但限制了升级它们的资源。

试验

此外,工具的规格也影响了玩家能够做试验的次数。在此他们会提出一个问题“在致力于某一工具前我是否能够给予基本形式去测试每种工具?”

在《杀出重围》中,一旦玩家做出一个增强选择,他便丧失了一个机会——他将永远不会知道自己错过了什么。所以你并不能真正进行“试验”。

另一方面,《神偷》在某些点上提供给你至少每种类型的箭中的一个,如此你便能够在花钱辛苦获得道具前对它们进行试验。

我们还可以看到《生化奇兵》采取了一种中立的方法,即基于基本形式提供给你几乎每一种补养药,让你决定升级哪一个。《羞辱》也是如此——玩家并不是基于每种能力开始游戏,但是他们却可以通过游戏赚到足够的货币去获取基于基本形式的每种工具。

bioshock-loot-glint(from gamingpoint.org)

bioshock-loot-glint(from gamingpoint.org)

作为资源的工具

在我看来,资源也是一种你能够发现,获得或购买的工具或货币/燃料,它们是有限供应或者是一次性的。包括一般弹药,《杀出重围》中的电池或《生化奇兵》中的药剂。

当工具变成资源时情况会变得更有趣,它将引进一种管理和探索元素。例如《杀出重围》中的多功能工具或《神偷》中的绳索/青苔箭便是如此。

相反地,《塞尔达传说》中的大多数工具(游戏邦注:如爪钩或盾牌)便不属于资源—-它们在游戏世界中只有一个,并且不要求管理。炸弹则是例外,它们在游戏世界中是一次性的且可发现的。

thief-dark-project-rope-arrows(from gamingpoint.org)

thief-dark-project-rope-arrows(from gamingpoint.org)

资源管理和探索

当工具作为或依赖于资源时,它们将能提升游戏玩法的深度——基于你的游戏表现以及做出何种选择,你将不断“获得”并“失去”能力。

再一次地,《杀出重围》的多功能工具和lockpick,《神偷》的箭或《塞尔达传说》的炸弹都是很棒的例子——它们都是探索的一种奖励。

相反地,《银河战士》的工具或《塞尔达传说》的爪钩虽然能够推动探索但却不能基于自身去“鼓励”它——你必须找到它们去推动股市的发展,所以你不能从技术上进行“探索”,只能走在预先设定好的设计之路。

平衡道具的难度

适当地设计并平衡工具很难。解释并验证每一个选择也很难。《杀出重围》中的游泳升级或水中呼吸器便是很好的例子,很少用例是在否定它们。襄樊地,你也会无法忍受某种过度设计的工具—-《羞辱》中一种闪光能够让你非常有效地完成每一个任务,从而导致其它工具变得无用。

此外,当工具是资源或依赖于资源时,我们将很难去平衡它们的数量,特别是考虑到玩家技能的不同以及随机探索的能力时。一位资深的《神偷》玩家将能够基于过多的箭而完成一个任务。但新手却只能勉强维持下来。不同的难度级别能够缓解这种情况,但每个设置中仍然存在着设计问题。(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 Items as Character Building and Resource Management

by Koobazaur

What is a “Tool” Item?

In this article, I am defining a tool as an acquirable item that provides the player with a new, non-combat ability to get past obstacles. For example a picklock might allow the player to open doors, a grappling hook may let them climb to new heights, or an oxygen mask stay longer underwater.

Tool = Ability [-] Obstacle

Note I am specifically excluding combat tools, such as weapons or shields, as I want to focus on tools that open up new paths or avoid obstacles (including guards, so Stealth tools are in). I am also not counting abilities acquired purely via upgrading stats in a traditional RPG fashion. However, I am still including tonics in Bioshock, as they function more like items.

Role Models: Deus Ex, Thief, Dishonored, Zelda, Metroid, Bioshock

Dimensions of Tools

Looking at a variety of games, I propose the following characteristics of a tool:

Acquisition – how the tool is acquired by the player

Given – the tool is automatically given to the player at some point (i.e. Thief’s lockpics)

Findable – it can be found somewhere in the world (i.e. Metroid, Zelda, Deus Ex)

Exclusive Choice – it can be chosen at the exclusion of others (i.e. Deus Ex AUG upgrades)

Purchasable – it can be purchased via some currency (i.e. Bioshock, Dishonored)

Permanence – how long does the tool stay with the player

Unlimited – can be used indefinitely (i.e. Thief’s lockpicks, Metroid)

Disposable – can only be used a finite amount of times and needs to be re-acquired (i.e. Deus Ex Multitools)

Fuel-based – can be used indefinitely but requires some fuel or ammo to use (i.e. Bioshock’s tonics, Deus Ex AUGs)

Upgradability – can the tool be changed or improved?

Static – always stays the same (i.e. Zelda, Metroid)

Upgradable (by finding) – can be upgraded by finding a newer version, or some other resources (i.e. Bioshock tonics, Deus Ex AUGs)

Upgradable (by currency) – can be upgraded by spending some currency (i.e. Dishonored)

Here’s a few examples:

Deus Ex multitools = Findable + Disposable + Static

Deus Ex AUGs = Findable + Fueled + Upgradable (by currency)

Dishonored Powers = Purchasable by currency + Fueled + Upgradable

Thief Rope or Moss arrows = Findable/Purchasable + Disposable + static

Metroid powers = Findable + Unlimited + Static

Of course, games can mix multiple characteristics in a single dimensions – some of Bioshock’s tonics are Given (like the first few forced on the player) while others Findable (non-essential).

The most complex case I can think of are Deus Ex AUGs – not only are they Findable, Exclusive Choice Resource that requires Fuel, but they can also be upgraded via a whole different resource. Crazy!

Character Customization via Tools

Tools provide the most basic method of character building. Tool availability, permanence and upgradability defines how flexible and meaningful player choices are, and how polarized their character becomes.

For instance, Metroid has linear character building with no customization due to the dimensions of its tools – you get the tools at almost exact points in each playthrough and cannot upgrade them after. With exception of weapons, for all intents and purposes, the “character building” always progresses the same way. Conversely, Deus Ex AUGs are far more customizable and polarized – they force you to choose between two options which have critical implications for the rest of the game.

An interesting case is Thief arrows – you can purchase them on each stage, in varying amounts, giving you a lot of freedom and a blank slate before each mission. Bioshock allows for similar hot-swappability of the tonics, but limits the resources for upgrading them.

Experimentation

Furthermore, tool dimensions also influence how much experimentation the player is allowed. The question posed is “do I get to test each tool in some basic form before committing to one?”

In Deus Ex, once an augmentation choice is made, an opportunity is lost – you will never know what you missed out on. Ergo, you can’t really “experiment.”

On the other hand, Thief gives you at least one of each type of arrow at some point so you get to play around and experiment with them before deciding which ones you want to fork your hard-earned (well, stolen) cash on.

We can see a middle-ground approach in Bioshock, giving you almost every tonic in its basic form and letting you decide which to upgrade. Another way of achieving that is seen in Dishonored, – player doesn’t start with every ability, but they can earn enough currency throughout the game to acquire each one in its basic form.

Tools as Resources

In my definition, a resource is an item or currency/fuel you find, receive, or purchase, which has a limited supply, and is disposable. So anything from generic ammo, to batteries in Deus Ex, or Bioshock’s potions.

Now things get interesting when a tool becomes a resource – it introduces an element of management and exploration discussed below. Such was the case for multitools in Deus Ex or rope/moss arrows in Thief.

Conversely, most Zelda tools (like a grappling hook or a shield) are not a resource – there is exactly one of each in the world and they don’t require management. Bombs are one exception, however, as they are disposable and findable throughout the world.

Resource Management and Exploration

When tools act as, or rely on, resources, they increases the depth of gameplay – abilities are constantly “obtained” and “lost” back and forth depending on how you play and what choices you make.

Again, Deus Ex multitools and lockpicks, Thief’s arrows, or Zelda’s Bombs are a great example – they both enable and are a reward for exploration.

Conversely, Metroid’s tools or Zelda’s grappling hook enable exploration but do not “encourage” it by themselves – you must find them to advance the story, so you aren’t technically “exploring”, just playing the predefined design path.

Difficulties in Balancing Items

It is tricky to design and balance tools properly. It’s hard to account and validate each choice. Such was the case of the swimming upgrades or aqualungs in Deus Ex, which had so few use cases they were a waste. Conversely, you can also overpower a tool by over-designing – a maxed out blink in Dishonored will let you accomplish every single objective extremely efficiently, making the other tools seem useless, if not downright too risky.

Further, when tools are or depend on resources, it becomes difficult to balance their amount as well, especially considering varying player skills and aptitude for random exploration. An experienced Thief player will end a mission with over-abundance of arrows. A novice may be barely scraping by. Different difficulty levels help alleviate this somewhat, but the desing problem still exists for each setting.

My Work

Curious about my own indie game that spawned this feature? Check out my DevBlog, currently working on a Slavic-Steampunk game of sneaking and investigation onboard a damaged Zeppelin, uncovering the secrets of its passengers.(source:gamingpoint)


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