游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

开发者谈核心机制和整体游戏循环的互为作用

发布时间:2017-03-24 09:05:35 Tags:,,

本文原作者:Daniel Doan 译者ciel chen

我们在设计游戏时,如果做出来的游戏很平淡,一下就能感觉到。我们常常收到类似说我们游戏没什么特色或者很无聊的反馈。秘诀就在这里了:找到解决这些反馈的办法。也许你会选择无视,这些用户能懂什么呀?不过,要是真的无视了这些玩家们提出的有建设性的批判,这对你、对你的游戏、以及对你的玩家都没什么好处。

battlenetwork(from gamasutra)

battlenetwork(from gamasutra)

把关注点放在强有力的核心游戏机制上。令人兴奋的状态在游戏设计中不会持续太久,一个低于平均水平的核心机制,即使有新颖或高度复杂的特色也无法满足你——就像你在饭前吃了块儿糖,一开始的甜味确实很让人开心,不过糖的甜头很快就过去了,饭的甜度就显得太淡了,你的游戏也是,很快就会变得无聊单调没意思了。所以说,决定游戏主循环的强大核心机制应该要作为游戏开发者的首要关注点。

保证你的核心机制里有这两样东西。

第一个是对于如何把游戏做成功的明确规则——玩家是否知道如何达成游戏提出的目标来获得胜利?游戏设置的挑战是否能让玩家在合理时间里解决?如果不能,你要如何设置出一个合理的参数来留住玩家,让他们不至于失去动力弃你的游戏而去呢?

你的游戏应该设置新手教程、或一些角色、菜单之类的来让玩家有门可入和有章可循。教程要能让在游戏界面里很快上手。如果玩家遇到困难,却没有明确的目标和方法来求助,玩家就可能会因为沮丧而放弃游戏。这样的正面强化作用会让游戏对玩家保持吸引力,而这种作用正是由清晰的指导开始的。所以因果关系应该很明了了:当一个玩家进行A事件时,B事件会发生等等。所以,频繁而又明确的玩家反馈是我们所需要的,他们做的对,我们要听,甚至他们做的不对,我们也要听。

第二,你的核心机制要让人感觉自然。你必须让玩家在游戏中有挑战感的同时还能自然而然地自我发展。为了在游戏里比别人厉害,玩家必须学会一些技能,而这些技能必须随着时间不断进化。在低等级时段就应该开始技能学习,比如说,如果你做的是一个玩家在一开始能够跳过一个桶的简单游戏,那之后玩家随着等级增长要能够跳过两个桶、三个桶以此类推。这会让玩家自然而然地发展并且得到成就感。要求玩家每升高一级就需要通过更高级难度的关卡,这不仅让游戏在深度方面有了更大的提升,而且避免了游戏核心机制的平淡无奇之感。总之要时刻确保玩家保持在一个学习的过程,能不断被指引接触新的东西——他们之前没有遇到过的挑战。

要点:你的核心机制应该恰当地引导你的玩家达成他们的游戏目标,而这种给玩家的引导方式应该明显又直接。没有什么比让玩家迷茫更令人沮丧的了。所以核心机制还必须让玩家能够自然而然地用到游戏所有的功能,从而达成一个目标,再转向下一个目标。为了达成这个效果,可能需要我们的核心机制在难度方面要有能够随玩家掌握技巧变化而进行自我调节的能力。

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

GameDev Protips: How To Design More Meaningful And Engaging Game Mechanics
by Daniel Doan on 03/22/17 10:59:00 am
Post A Comment

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.
In game design, we can often sense when our games feel flat. We often get feedback that says our game isn’t unique or that it is boring. The trick is figuring out what to do with this feedback. Perhaps you could ignore it — what does your audience know anyway? But, ignoring the constructive criticism of people playing your game won’t do you, your game, or your players any good.

Focus on designing strong core mechanics. Excitement doesn’t last very long in game design, and novel or highly complicated features with a sub-par core mechanic is like eating a candy bar before dinner. It’s great in the beginning, but it won’t satisfy you. Your players might feel excited at first, but they’ll quickly become bored and your game will just start to seem uninteresting and one dimensional. The strong core mechanic of your main game loop should be your primary focus.

Make sure that your core mechanic has two things. One, your core mechanic needs clear rules on how to be successful. Does the player know how to complete the objectives presented and win the game? If there is a challenge will the player be able to solve in a reasonable amount of time? If not, what parameters do you have in place to ensure that your player will not become so unmotivated that they will just leave and quit your game?

Your game should have a tutorial or some character or menu in the game that the player can easily refer to when they need assistance. The tutorial should be easily accessible within the gamer’s interface. Without there being clear objectives and a way for the player find help when things get rough, the player will become frustrated and quit. Positive reinforcement keeps players interested in a game and positive reinforcement begins with clear instructions. Cause and effect should be clear; when a player does A, B will happen, etc. Feedback should be frequent and unambiguous, to let your player when they are doing something right and even more, when they are doing something wrong.

The second thing your core mechanic needs to do, is to feel natural. The player must feel like they are being challenged and naturally progressing through the game at the same time. In order to advance through the game, the player must pick up skills and those skills must evolve over time. Skills should start off at low levels, for example if you were making a simple platformer, a player can jump over one barrel at the beginning. Then later on, the player would be able to jump over 2 barrels, then 3, and so forth. This will result in progression and a feeling of accomplishment by the player. Going through each level with increased levels of difficulty will provide your game a greater level of depth and prevent your core mechanic from feeling flat. Always make sure that the player is learning and being introduced to something new — a challenge that they haven’t faced before.

Important Takeaways: Your core mechanic needs to properly guide the player towards successfully completing their in-game objectives and this must be presented to the player in an obvious and immediate manner. There’s nothing more frustrating to a player than being confused. The core mechanic also must also allow the player to move naturally from objective to objective and for the player to use all the in game features as intended. This may require that the core mechanic with regards to difficulty be self adjusting depending on the player’s skills. A player’s skill will grow over the course of playing the game, and the difficulty curve must match.(source:gamasutra.com


上一篇:

下一篇: