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Josh Bycer谈吃鸡游戏的设计问题及改良建议

发布时间:2019-04-10 08:47:57 Tags:,

Josh Bycer谈吃鸡游戏的设计问题及改良建议

原作者:Josh Bycer 译者:Vivian Xue

过去几个月人们一直希望我直播吃鸡游戏,于是我试玩了Apex Legends。大约三小时后,我发现自己又回到了刚开始的状态——无法理解吃鸡游戏的设计。

在以团队第二名的成绩完成了某场比赛后,我发现了这种游戏设计的问题所在。尽管游戏开发者称他们在创造多人游戏的未来,但实际上他们只是在重复着以往平平无奇的设计。

吃鸡游戏的基本介绍:

如果你错过了过去一年的吃鸡游戏热潮,这部分将帮助你快速了解它。一大群没有任何武器装备的玩家(通常超过50个)被投放到同一张地图上,基础装备随机散布在地图上,更高级的装备藏在特定地点。每隔几分钟,地图会随机缩小——迫使玩家聚集到越来越小的环境中直到仅剩一名玩家,游戏结束。

pubg(from gamasutra.com)

从H1Z1,到Apex Legends,以及所有未来的吃鸡游戏,这个类型的发展速度惊人。如今很多传统的多人射击游戏都加入了吃鸡模式——比如《战地5》和《使命召唤》。在我讨论设计问题前,让我们看看这个类型为什么变得如此流行。

吃鸡游戏的特点:

尽管已经存在《绝地求生》和H1Z1这样的游戏,一款新的吃鸡游戏仍然可以很快席卷主流市场。从设计上看,它的刺激程度并没有比市场上其它射击游戏高。玩《守望先锋》或者《使命召唤》时,你面对的是小规模、但高强度的战斗。

在吃鸡游戏中,战斗有可能很快结束,但通常情况下将持续更长的时间。吃鸡游戏的节奏变化也和传统射击游戏不同。战斗一开始节奏很慢(取决于你的着陆点),因为你需要不断搜集生存所需的物资和装备。

尽管游戏地图是固定的,但地图上安全区的划定是随机的,因此打法也会随之改变。充足的随机元素防止游戏陷入固化,同时为每一场比赛设定了节奏。

我认为吃鸡游戏的一个设计问题在于它使我回想起了rogue-like游戏,但不是那种好的rogue-like游戏。

存在的问题:

多年来市场上发行了众多质量参差不齐的rogue-like游戏,决定游戏好坏的关键在于变数(Variance)。变数越大的游戏每次的体验都不同,从而避免重复枯燥。

未能创造变数的游戏无法提供使每一场比赛与众不同的随机性或程序生成元素。我在之前的文章中讨论过《塞尔达传说》之类的rogue-like游戏,以及仅仅让玩家在硬编码的景点间移动的问题。问题是无论地图多么随机,玩家总是在做同样的事情。

Rogue-like游戏中固定的元素越多,就越容易产生一套固定的策略。即便存在随机元素,如果它们对玩法的改变起不到什么作用,还是会产生同样的问题。优秀的rogue-like游戏提供多种胜利方式,避免产生唯一的最佳策略。

我提到的这些都是设计师在设计rogue-like玩法时常犯的错误,但吃鸡游戏存在相同的问题。我想你们可能会问:我该怎么设计吃鸡游戏呢?

设计改良建议:

本文所持的观点是,吃鸡模式之所以成功,是因为它模仿了rogue-like设计,提供足够的随机性以使玩家不断玩下去。然而,我认为它并没有突破rogue-like玩法。

如果让我设计,首先我会优化地图本身,使它随机化或者由程序生成。即便玩家从一个不同的方向进入游戏区域,地图上的重要区域或景点仍然保持不变。如此一来,游戏空间就拥有了双重随机性:地图本身和安全区缩小的方式。我们还可以进一步创造随机事件,不过这样会使游戏的随机性过大。

在装备方面,我希望装备由程序随机生成,或者扩大装备的数量,大到它们无法在一场游戏中全部出现。当前吃鸡游戏的一个问题是每场比赛中总会出现顶级装备,首先获得该装备的玩家将很容易主宰游戏。

玩家在游戏中不应该只专注于找最强的武器。通过多样化武器,使每个玩家都小心翼翼并增加每一场最终对决中的策略选择。

和其它吃鸡游戏相比,Apex Legends有两个令我很喜爱的地方:组队玩法和英雄角色。我不太了解吃鸡游戏,无法评价单人模式和组队模式的流行程度对比,但我认为吃鸡游戏都应该包含组队模式。

在角色方面,提供拥有独特技能玩法的英雄有利于减少游戏的重复率。尽管Apex Legends做到了这一点,但我觉得他们做的仍然不够。我希望吃鸡游戏可以提供某种程度上的个性化服务——像MOBA游戏一样让玩家自己设定角色形象,或者像《军团要塞2》一样提供武器皮肤。

再次强调,这些改良的关键在于增加游戏体验的随机性。MOBA游戏让玩家组队做出利于全体的一致决策也是出于这个目的。

类型游戏的泛滥:

吃鸡类型游戏甚至未能摆脱同质化的命运,2019年更多的游戏将会发行,如果开发者们执意追随《堡垒之夜》或《绝地求生》的脚步,我想它将和MMO游戏一样面临泛滥的危机。

你完全可以创造自己的游戏公式,那么问题来了——你会怎么设计吃鸡类型游戏呢?

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

After months of people asking me to try a battle royale on my daily livestream, I had a chance to try Apex Legends. After about three hours of play, I found myself back in the same position I had before I started—just not getting into Battle Royale design.

After finishing a match somehow on the second place squad, I had a realization about the problem with this form of game design. Despite developers claiming they’re creating the future of multiplayer games, they’re all really just chasing the same example of lackluster game design.

Battle Royale Primer:

As always, if you have somehow missed the Battle Royale craze this past year, then here’s a quick catch up. A large number of players (usually above 50) are put on the same set map with no weapons or equipment. Basic gear is randomly spawned around the map, with higher quality in more specific areas. Every few minutes, the map itself shrinks in a random direction—forcing players to converge in smaller and smaller environments until there is only one person left standing.

From H1Z1, to Apex Legends, and to all the future Battle Royale games in the works, the genre has taken off in a big way. We are also seeing many traditional multiplayer shooters adding in a Battle Royale mode as another option—such as Battlefield 5 and Call of Duty. Before I talk about my problems with the design, let’s discuss why this has gotten so popular.

The Chicken Dinner:

Battle Royale is one of those games that just quickly snuck up on everyone in the mainstream market despite titles like PUBG and H1Z1. From a design standpoint, it is less intensive compared to other shooters on the market. When you play a game like Overwatch or COD, you are having small, but very intense matches.

With a Battle Royale game, a match can be over quickly, but usually will take longer to play out. There are peaks and valleys when it comes to the pacing of a Battle Royale shooter that you don’t see in traditional shooters. The beginning of a match tends to be very slow (depending on your landing point), as you try to get the basic resources and equipment you need to keep going.

While the map is indeed fixed, by randomly deciding what part of the map to focus on changes the basic play of a match. There are just enough random elements at play to keep the game from becoming stale, while still having a set pace to each match.

The problem I have with battle royale design is that it’s reminding me of rogue-like design, but not in a good way.

Battle Rogue:

Over the years we have seen many rogue-like titles released of varying qualities, and the one key area that distinguishes the good from the bad is variance. A game with high amounts of variance can provide different experiences on each play; preventing the game from becoming repetitive.

Titles that fail to create variance end up not providing enough random or procedural elements to make each play feel unique. In an earlier post I talked about the issues of Zelda-rogues and just moving around hard-coded points of interest. The problem is that no matter how random the map is, the player is still doing the same things.

The more elements in a rogue-like that are fixed, the greater the chance of developing a set strategy that works every time. Even if there are randomized elements, if they don’t go far enough in terms of changing the play, then those patterns can form. Good rogue-likes provide multiple ways of winning and avoid having just one best option.

What I just described are elements that designers tend to slip up on when it comes to rogue-like gameplay, but the same could be said of the Battle Royale genre. With that said, I’m sure some of you are wondering: how would I design a Battle Royale game?

Improving Battle Royale:

The thesis for this post is that the Battle Royale genre works because it emulates aspects of rogue-like design to provide plays that are just random enough to keep players invested. However, it doesn’t go far enough in my opinion to push that rogue-like play.

The first thing I would do is to do more with the map itself and make it either randomized or procedural. Even if the players are approaching the gamespace in a different direction, it still doesn’t change important areas or points of interest on the map. This way, we have double randomization going on in terms of the space: the map itself and how the ring condenses. We could go one step further and have randomized events that could happen, but that may take the RNG too far in that case.

In terms of gear, I would like to see either procedurally generated gear, or having such a large pool of items that it’s not possible that everything can spawn in a single game. The problem that I see is that there is always gear that is considered top-tier, and whoever gets it first will have a good chance of dominating.

Players should not just focus on the #1 weapon each play. By diversifying the pool, it keeps everyone on their toes and provides more options when you get to the end part of each match.

For me, there are two areas of Apex Legends that I did like compared to other Battle Royale games: The squad-based gameplay and the champions. I’m not versed enough in Battle Royale Meta to comment on the popularity of single vs. squad matches, but I do think squad should always be a legitimate mode in a Battle Royale title.

That also plays into the idea of champions. Having unique characters with their own spins on the gameplay does a lot to keep things repetitive. While Apex Legends does this, I don’t think they go far enough with this concept. I would like to see a Battle Royale game that allows for some aspect of customization—either having champions go the MOBA route of being uniquely different or going the Team Fortress 2 route of having sidegrade equipment.

Again, the key aspect here is to introduce more randomization to the experience. This can also be tied to the squad gameplay of having people making the same kind of decisions and synergies that we see in the MOBA space.

First Person Rogue-Likes:

The Battle Royale genre is not even close to leaving the popular zeitgeist, and I know we have many more games coming in 2019. If developers continue to solely chase after Fortnite or PUBG, I feel we will be looking at another MMO-styled crash.

There is still plenty of room to create your own takes on the Battle Royal formula. So with that said—How would you design the perfect Battle Royale Game?(source:Gamasutra

 

 


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