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《Hardcore Henry》带给FPS的3大经验教训

发布时间:2016-08-30 16:01:32 Tags:,,,

作者:Josh Bycer

最近我看了《Hardcore Henry》,或者可以说是一款实景电子游戏。这部电影是以壮观的第一人称枪战形式呈现出来。而尽管它只是表现出第一人称射击内容,但是在这里还是有很多值得游戏开发者去学习的东西。

Hardcore-Henry(from gamasutra)

Hardcore-Henry(from gamasutra)

1.沉默并不意味着没有灵魂

通常情况下,第一人称射击游戏的主角都没有多大个性。或许我们可以从过场动画中看到一些不同之处,但其实多半时间他们都是沉默的。而就像Henry虽然不怎么说话,但是从他的移动和反应中我们就可以看出他的情感与个性。

几乎没有一款FPS会在玩家游戏过程中去展现主角的个性。《毁灭战士》的陆战队员便是个例外,但这里也存在一个问题。即陆战队员的个性只会在游戏中的特定情况中表现出来。而其他时候这个角色也就跟机器人一样。

我知道为什么开发者要这么做,因为他们希望玩家感受到自己的控制权。但同时为了让玩家和角色具有共鸣也需要赋予角色一些情感。

我便喜欢看到主角对不同事件做出反应。这种反应不能是即时的,但却足以让我清楚感受到自己在控制着某些人。

接下来我们将从角色过度到他们所做的事。

2.利用周边环境

在过去几年里FPS设计在很多方面中发生了巨大的发展。就像带有基于分数的战斗的游戏《子弹风暴》以及《Condemned》中的第一人称战斗元素。有些游戏甚至让玩家能够掩藏射击动作,但却不能近身战斗,或者让一个敏捷的角色甚至跃不过一堵及胸高的墙。

在《Hardcore Henry》中,Henry能够做所有的事,包括打斗,射击,掩藏,潜行,利用周边环境等等。这部电影的节奏非常快,并贯穿着一些固定场景。而在每个固定场景中,Henry将鲜有地只能做一件事。他会变得很活跃并利用自己身边的各种事物去对付坏人。

当然了,关于开发者不让玩家做所有的事还有一个非常显著的原因:这需要投入大量的工作。

第一人称设计,也就是基于技能的设计,总是需要设计师去明确玩家能够做什么以及不能做什么。任何全新机制都必须与设计的基本元素保持平衡。

当你在设计一款线性游戏或地图时更是如此。如今大多数FPS都是围绕着一个固定的发展形式进行设计。而在一些固定场景中能够拥有一些特殊的情况。不过我们还没看过真正的开放世界FPS,即在那里玩家将不再受到任何强制条件或机制的约束。

如果从机制的自由度来看,《消逝的光芒》可以说是非常典型的例子。但是这款游戏所存在的问题便是其RPG进程会影响到游戏机制,并在玩家开启这些内容前限制玩家的能力。

3.有趣的角色

在我关于故事叙述问题的文章中,我曾提到静态角色在游戏中会有多无聊。游戏必须像完善英雄角色那样去完善NPC。虽然游戏的视角是第一人称,但这却不意味着角色就不能吸引人。

当我们在观看《Hardcore Henry》时,我们可以发现演员也会与用户进行“互动”并去控制那个空间,即从传统意义上来看这里并不需要电影艺术。从各种情况看来Jimmy总是活跃的并且很少会站在同一个地方说话。

我便曾提过这一内容,而《蜘蛛侠:破碎维度》则是我所认为的最佳游戏例子。

游戏中所有的过场动画都是以第一人称的视角出现,但蜘蛛侠以及其他配角都非常活跃。通常情况下,玩家未能在游戏空间与角色进行互动总是会破坏掉角色本来想要呈现的个性。

《无主之地》便是这一问题的典型例子。这款游戏中有许多带有有趣个性的疯狂角色,但所有的这些角色都只是什么都不做地站着。就像我们所说的,创造角色动画的成本是一个问题。而就像拥有一个真正的开放世界FPS概念一样,我希望开发者能够在静态角色和躁动症角色间找到一种有效的平衡。

结论

就全新机制看来,FPS游戏的发展是起起落落的。比起进行各种尝试,大多数设计师似乎选择坚持于“现代FPS设计”。尽管这是一种普遍选择,但是除了我们在《使命召唤》等游戏中看到的,我们还可以找到更多创造FPS游戏的方式。

我认为专注于单人玩家模式是《毁灭战士》突显于其它射击游戏间的优势。比起多人游戏模式,你在围绕着单人玩家去平衡一款游戏时能够进行更多尝试。而因为《使命召唤》是基于多人游戏空间,所以如果开发者因为《毁灭战士》而去尝试扩展单人玩家选择,那就有趣了!

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转发,如需转载请联系:游戏邦

3 Lessons FPS can Learn from Hardcore Henry

by Josh Bycer

Recently, I caught Hardcore Henry, or what could be described as a live-action video game. The movie shown entirely in first-person featured epic shootouts, a burly brawl and things I can’t mention without spoilers. One thing’s for sure, despite mirroring first-person shooters, there are some lessons for developers to take note of.Hardcore Henry

1: Silent doesn’t mean Soulless

Far too often, first person shooters feature main characters with little personality to them. If anything, we may get something from cut-scenes, but for the rest of the time they are dead silent. Henry despite not speaking shows emotion and personality in how he moves and reacts. From simple things like giving an “A-Ok” sign, to tripping while he’s running.

There hasn’t been a FPS yet where the main character shows personality during play. The closest I’ve seen was the Doom Marine, but even then there’s a problem. The Marine’s personality only happens at specific instances throughout the game. The rest of the time, the character is a complete robot.

Being silent doesn’t mean that you can’t have your character react to the world
I know why developers do this, because they want the player to feel like they’re in control. However, the character must show emotion in order to connect with them.

I would love for a main character to react at different events. The reacting shouldn’t be constant, but enough that I remember I’m playing someone.

Next, we turn from our character to what they do.

2: Using your Surroundings

FPS design has evolved in many ways over the years. I’ve seen games like Bulletstorm with score-based combat to first-person-fighting in Condemned. The problem is that many FPS designers limit the player in some way. Some examples would be giving the player the ability to cover shoot, but not fight in hand-to-hand, or have an agile character that can’t leap over a chest high wall.

In Hardcore Henry, Henry does it all: Fight, shoot, use cover, stealth, use his surroundings and more. The movie moves at a pretty fast pace, with several major set pieces throughout. In each set piece, Henry is rarely just doing one thing. He’s always active and using whatever is around for dealing with the bad guys.

Of course there is an obvious reason why developers don’t let the player do everything: That would require a crazy amount of work.

First-person, and by extension skill-base design, requires the designer to define what the player can and can’t do. Any new mechanics must be balanced with the basic foundation of the design.

This is all the more so when you are developing a linear game or map. Most FPS today are designed around a set form of progression. To mix things up, set pieces can have unique situations. What we haven’t seen yet is a true open-world FPS: Where the player is not limited by arbitrary conditions or mechanics.

In terms of giving complete freedom of mechanics, Dying Light was the closest lately for FPS design. The problem was the RPG progression’s impact on the mechanics; limiting abilities until the player could unlock them.

Finally for this post, something readers on Game-Wisdom should already know.

3: Interesting People

In my post on storytelling issues, I brought up how boring and static characters are in games. NPCs should be improved just as the hero. Just because the camera is in first-person doesn’t mean that characters can’t be engaging.

Watching Hardcore Henry, you can see how the actors can still engage with the audience and control the room; without needing cinematography in the traditional sense. Jimmy in all his forms is always active and rarely standing in one place talking.

Other characters should be even more reactive when you’re not seeing the main character
I mentioned this in the post, but Spiderman Shattered Dimension was a good example of what I wanted for games.

All the cutscenes took place in first-person, but Spiderman and the supporting cast were active. Often, trying to show inventive characters personalities is ruined by the player not interacting with them in the gamespace.

Borderlands is a good example of this issue. The game is full of crazy characters with interesting personalities, but all they do is just stand around not doing anything. As we talked about, the cost of animating characters is part of the problem. Just like with the concept of having a true open-world FPS, I would love to see developers figure out a happy medium between static and spastic characters.

A Shoot-Out:

The FPS genre seems to evolve in an ebb and flow manner in terms of new mechanics. Most designers stick with “modern FPS design” instead of experimenting or growing. Even though that is the popular option, there are more ways to build FPS than just what we see in Call of Duty.

I think having a focus on singleplayer is what made Doom stood out compared to other shooters. You can obviously do more when balancing a game around one person than multiple. Given how dominate Call of Duty is in the multiplayer space, it would be interesting to see developers try to expand the singleplayer options thanks to Doom.

And while it may be played out at this point, but if more games can use the songs of Queen in their soundtracks, I wouldn’t be complaining.(source:Gamasutra

 


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