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从《塞达尔传说:荒野之息》看游戏中的产品设计

本文原作者: Bryant Francis

《塞达尔传说:荒野之息(The Legend of Zelda: Breath of the Wild)》造成的对游戏行业的冲击让很多公司想要知道他们是如何做出强大的开放世界型游戏的,以及如何成功地在一个本应该力量不足的平台构建出一个如此高大上的世界。

由于我们玩这款游戏玩得停不下来,也由于我们开始见识到开放的海拉尔(Hyrule)世界的魔力,于是我们今天到Gamasutra Twitch频道来重点聊聊这款游戏的关键系统和成功之道,希望能对开发者们在开发下一款开放世界型游戏时有所助益。

视频访问,gamasutra原来的链接

如果你在找我们谈论内容的重点,这里是给予我们谈话内容的一个简单陈列。

The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild

林克(Link)可以爬上任何可以攀爬的东西/可以去到任何地方,但是在他能攀爬到什么程度是有限度的。

在几个礼拜以前,任天堂在游戏开发者大会上就这点有过一些讨论,但是很显然的是荒野之息在玩家行动中加入了一些人工阻碍,而不是采取耐力系统来防止他们想去哪就去哪。这是自《刺客信条:辛迪加(Assassin’s Creed: Syndicate)》和《地平线:黎明时分(Horizon:Zero Dawn)》以来,在展现自由度的卖点上做出的巨大改变,这点,尤其是对于不同场景的应用上,是极其值得学习的。

美术设计减免了对“探测视角”的需要

很多开放世界型游戏对逼真环境塑造下足了功夫,让游戏从多方向上吸引玩家注意。为了确保玩家不走偏主线,很多游戏使用了特殊视觉模式来触发一些脚本故事,最后让玩家走回主线路段。我们讨论了《荒野之息》的美术和空间设计是如何确保玩家不需要纠结做什么去哪里的问题,以及讨论了它是如何使玩家留下不断探索这个开放世界的。

说真的,资源短缺未必是坏事

有一次,一个Twitch上的网友问我们是否试验过Amiibo系统(然而并没有),但是这点值得关注,因为Ammiibo系统让玩家无论在游戏中任何地方都能得到关键材料和物品。但是这未必是件好事!就像我们讨论过的,《荒野之息》吸引玩家的一部分原因就在于寻找各种各样的物品以及交互方式上,如果你能想要什么就有什么那就失去了游戏这部分的魅力了。

正如我们的记者Kris Graft指出的那样,游戏的包容性和欢迎性是有一个更远大目标的,就是要能同时契合设计和商业目标,所以说,塞尔达的基础并非对所有可能玩这款游戏的玩家来说都能稳稳站住脚的。

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

Key lessons developers can take away from Breath of the Wild

March 15, 2017 | By Bryant Francis

The Legend of Zelda: Breath of the Wild has crashed into the games industry right as many companies are trying to figure out how to make powerful open-world games, and it succeeds in building a compelling world on what is supposedly an underpowered console.

Since we can’t stop playing the game, and because were starting to notice some of the magic tricks that were selling the illusion of an open-world Hyrule, we took to the Gamasutra Twitch channel today to highlight some of the key systems and how they succeed, to help developers improve their next open-world games.

If you’re looking for a few highlights of what we discussed, here’s a short list based on our discussion (seen above).

Link can climb anything/go anywhere, but there’s a limit on how much he can climb.

Nintendo discussed some of this in their GDC talk a couple weeks ago, but it’s notable how Breath of the Wild implements few artificial barriers on player locomotion, instead using a stamina system to keep them from just going where they want, when they want. It’s a big change from how theAssassin’s Creeds and Horizon Zero Dawns of the world sell the illusion of freedom, and one worth studying extensively, especially as it’s used in different locales.

The art design eliminates a need for “detective vision.”

Many open-world games have to grapple with photorealistic environments that can draw the player attention in a lot of different directions. To keep players on the right path, many employ a special vision mode that will have some root in the game’s story, but ultimately be responsible for keeping them on the right track. We discussed how Breath of the Wild’s art and spatial design keeps players from struggling to identify what to do/where to go, and how it helps keep players flowing through the open world.

Resource shortages are good, actually.

At one point, a Twitch viewer asked us if we’d experimented with the Amiibo system yet (we haven’t), but it’s worth noting because it’s a system that gives players key ingredients and items no matter where they are in the game. But that isn’t necessarily a good thing! As we discussed, part of Breath of the Wild’s allure is in finding various items and how they interact, which doesn’t work well if you can call them up on demand.

The familiar Zelda story is revisited—for better and for worse.

While many developers and players have been fawning over the Zora Prince Sidon and his—physique—we took note that a lot of Breath of the Wild seems to revisit major story/pacing beats covered byOcarina of Time, A Link to the Past, and other games. That’s not inherently bad on its own, and enough innovation seems to be in place to keep it from being another run around Hyrule, but this leaves characters like Zelda and the Gerudo tribe in some awkward situations, since both are still saddled with the uncomfortable tropes of their origins. Zelda is still effectively kidnapped, and the all-female tribe of Gerudo are caught in an awkward scene that other critics have explained doesn’t do a service to transgender players.

As our own Kris Graft points out, inclusiveness and welcomeness in games has a broader purpose that fits both design and business goals, so it’s a place where the Zelda foundation doesn’t hold up as strongly for all the people who might pick up the game.

For more insights on The Legend of Zelda: Breath of the Wild, be sure to watch the full stream above, and follow the Gamasutra Twitch channel for more gameplay commentary, editor roundtables, and developer interviews. (source:gamasutra.com

 


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