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Josh Bycer关于游戏中的随机性设计进行的制约探讨

发布时间:2017-03-15 16:41:19 Tags:,,

本文原作者:Josh Bycer 译者:ciel chen

我们之前就RNG或者说游戏设计中的随机化聊了聊。当它在运作时,会给游戏带来很多重复可玩性。然而,太多的RNG会让玩家在玩游戏的过程中失去掌控力。今天的推送,我要讲讲开发者如何找到或大或小的方法来让没有被RNG之神眷顾的玩家们也有胜利的机会的。

99不能和100划上等号

就像我们之前聊到的那样,没有游戏的构建是把随即率调到100%的。原因是如果玩家对游戏的输赢完全失去了掌控,那么玩这个游戏的意义何在?所以一个游戏的设计难点是了解这款游戏需要随即性占有多大比重。

Hearthstone(from gamasutra.com)

Hearthstone(from gamasutra.com)

一些已发行的、重复可玩性极高的游戏就在游戏里注入了随机性和随程序生成的内容。再说一遍,你永远不知道通关到底会是简单还是困难。对玩家和游戏设计者来说一个重要的方法就是了解如何控制或缓解RNG的作用。

概率堆积

掌控设计者使用的RNG有大大小小的方法。有时,会是一些设计好的附加系统来帮助那些倒霉的玩家。另外有些时候,我们会看到可以绕开或者淡化RNG影响的游戏集成机制。

先从前者开始说,如今一个最典型的例子就是CCG类型游戏(卡牌类)。任何玩CCG的人都可以告诉你RNG作为游戏中的一个要素占据了多大的比重。CCG游戏增重了RNG比重,决定了你会拿到什么样的新卡,以及一局战役中手里会有什么卡牌。

能够合成你想要的卡牌(花钱)是CCG游戏里减少RNG作用的一种方法

对于比较古老的TCG游戏来说,花50美元买了booster pack增强包,结果拿到的全是已经有的卡牌的,就等于50美元白白打水漂了。

《炉石传说》(Hearthstone)的“dust”或者《昆特牌》(Gwent)的“scrap”让玩家可以通过收集它们来合成任何他们想要的卡牌。

越稀有的牌,自然就越贵。回炉系统让玩家为了那张他们想要的卡牌而存卡,还有确保他们花的钱并不都是浪费。

在CCG游戏中,有些卡牌的设计需要让你把仓库里特定的卡拖出来。这种高级玩法是为了让你组合其他牌来合成你想要的特定卡牌。

好,我继续往下,说说rogue-like的游戏例子,这些游戏中的RNG影响是可以通过一些这样那样的方法来减缓的。《以撒的结合》(The Binding of Isaac)就有一些端系统用来给玩家一些奖励来应对藏宝室里抽卡运气很差的情况。Rogue-like游戏拥有持久性元素,这可以让玩家慢慢对角色进行没有尽头的改变来一点一点提高角色的能力。另外一个选项是提供一个能给玩家在游戏规则中带来更多掌控性的系统。

运气 vs. 技巧:

试图摆平运气与技巧的天秤总是不容易的。在玩Loot Rascals的过程中,我发现自己并没有真正地掌控了游戏的输赢。有时,我只是运气好,得到了足够多的攻击道具提升了能力。然而还有时,我我别无选择只能希望敌人的攻击可以被挡掉或者能自己掉血。

在这张图片里,我攻击性武器极少根本没法反击敌人

随机行为对于重复可玩性是很重要的一部分,但是如果运气不在玩家这一方,那至少得有点选择性。为了平衡,随即行为外有把握的物品和选择需要有额外代价。

在《未知敌人》(XCOM)中,能造成直接伤害或者无视RNG效果的能力是每个任务的修正量。

在Diablo 3中,要使用Kanai的Cube就要有在资源上大量的金钱投入。重点是那些选择终究对玩家是开放的,这样能避免纯RNG。

coh2 soviet mud(from gamasutra.com)

平衡数值:

你游戏里RNG的比重对游戏重复可玩性和难度是会有影响的。平衡RNG在运气和技巧上的平衡是非常困难的。你游戏越是难以预测,重复可玩性就越高,但是如果输赢已经完全脱出了玩家掌控的话,那玩起来就很郁闷了。

游戏中的大师级玩法,比如说像Binding of Isaac就是在构建时缓减了RNG影响,让你玩得起来;同样的还有XCOM。困难的地方是让玩家看得到这些可选项,这需要有一个很好地新手教程和诠释系统。

你还能想到其他减缓了RNG影响的游戏例子吗?

本文由游戏邦编译,译者ciel chen,转载请注明来源,或咨询游戏邦,微信zhengjintiao

How to Fight RNG in Game Design

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
We’ve talked about the use of RNG or randomization in game design before. When it works, it can give a game a lot of replayability. However, too much RNG and the player has no control over playing the actual game. For today’s post, I want to talk about how developers have found ways large and small to give the player a chance when the RNG Gods are not smiling on them.

99 Doesn’t Equal 100:

Anyone who has played a game built on RNG will tell you that nothing is set in stone. You never know when a lucky item drop will save the day, or one bad fight ruins you.

As we’ve talked about, no game is built on 100% randomization. The reason is if the player has absolutely no control over winning or losing, then what’s the point of playing? The tough design point is knowing just how much randomization you want in your game.

Some of the most replayable games released have randomized or procedurally-generated elements to them. Once again, you never know just how easy or hard a playthrough is going to be. An important tool for players and designers to use is understanding how to control or mitigate RNG.

Stacking the Odds:

There are large and small ways of controlling RNG that designers have used. Sometimes, these are extra systems designed to help someone with poor luck. Other times, we’ve seen games integrate mechanics that get around or downplay RNG’s impact.

Starting with the former, the biggest example of this today would be from the CCG genre. Anyone who has played a CCG can tell you just how much RNG is a factor. CCGs have the added weight of RNG with getting new cards and what your hand will be for a match.

Being able to craft the cards you want (at a cost) is a way to reduce RNG in a CCG

With older TCGs, spending $50 on booster packs and getting all duplicates meant $50 lost. Today, CCGs give you the option to “mill” extra cards for a secondary resource.
Hearthstone’s “dust” or Gwent’s “scrap” allows players to collect these resources to be used to create any card they want.

The rarer the card, the more expensive it will be. A milling system allows players to save up for that one card they want, and makes sure that money spent is never truly wasted.
Within the CCGs, there are cards designed to get you to draw specific cards in your deck. Advanced play in this case is setting your deck up to get the cards that you want by comboing off of other cards.

Moving on, there are rogue-like examples of games where RNG could be mitigated in some way, shape or form. The Binding of Isaac has several side systems in the game that can give the player bonus items and get around unlucky draws from the treasure room.

Rogue-likes with persistence elements can allow the player to make permanent changes to a character to help slowly boost their abilities. Another option is to provide systems that give the player more control over how the game is played.

FTL is completely randomized in terms of situations and fights, but it still relies on player skill to win the tactical battles.
Luck vs. Skill:
Trying to get the balance between luck and skill down is never easy. Playing through the game Loot Rascals, I found myself having no real control over my success of the game. Sometimes, I got lucky with enough attack items to power through. Other times, I had no options other than to hope that the enemy’s attack would be blocked or lose precious health.

In this picture, I have very little offensive items to fight back against the enemies

Randomization is an essential part of replayability, but if luck is not on the player’s side, then there has to be an alternative. For balancing reasons, sure things or options outside of randomization should have an extra cost to them.

In XCOM, the ability to do direct damage or ignore RNG were fix quantities per mission.

In Diablo 3, the option to make use of Kanai’s Cube required a massive investment in terms of resources. The point is that those choices were still accessible by the player and could get around pure RNG.

Balancing the Numbers:

The amount of RNG that’s in your game will have an impact on replayability and difficulty. Getting the balance of RNG between luck and skill is tricky. The more unpredictable your game is, the more replayable it is, but if winning or losing is out of the player’s hands, it can be frustrating to play.

Master level play in games like the Binding of Isaac is built around mitigating RNG and making it work for you; the same goes for XCOM. Getting the player to see those options is the tough part, and requires a good tutorial and explanation of systems.

Can you think of other examples of games that had ways of mitigating RNG?(source:gamasutra.com

 


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