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关于《军团要塞2》的游戏设计分析

发布时间:2013-10-22 09:44:35 Tags:,,,,

作者:Dustin Treece

《军团要塞2》(Xbox 360—-多人游戏)

成功:

类别和不同游戏风格的有效平衡,甚至是在发行几年后也不存在什么主导策略。通过平衡点和奖 励去解释每个类别的特定才能(如医师能够通过治愈伤者获得点数,工程师能够通过联系队友并利用哨兵杀死地方而获得点数,狙击手和间谍可以分别通过打爆敌人 的头以及瞬间杀死对方而获得双倍点数)。

不同的游戏风格伴随着每种独立类别为玩家创造了许多不同意义的角色(作为工程师去设置防御,作为间谍在敌人防线后潜行并找到关键目标,作为喷火兵在较近的范围内瞄准玩家并创造出巨大伤害,作为士兵瞄准任何对象发射火箭)。

team_fortress_2(from technotaste.com)

team_fortress_2(from technotaste.com)

地图是专门为每种游戏类型所设计的(每张地图代表一种游戏类型,如2 Fory便是针对于夺旗的地图),如此便允许每张地图的设计都带有一个游戏目标,而不是一张地图必须适应各种游戏类型。

每种类别的机制推动着团队协作。每种类别都有特定的劣势和优势,但是通过与其它类别玩家相协作,他们的劣势便会被遮掩,而优势则会被突出。例子:医师较弱,但却能够通过治愈病患而让自己队友变得更加强大。工程师可以利用哨兵去守卫自己的区域,但却很容易受到间谍的攻击,即他们将寻找一个合适的角度袭击哨兵(而不会被射中)。工程师将根据团队成员去处理战斗类别,并尝试着移除他的哨兵。

每个角色的移动,武器和游戏风格的机制支持着他们的个性并将其有效呈现出来。例如,Heavy速度较慢,但在游戏中却拥有最高破坏力的枪支,即让他能够使用枪支“Sasha”做自己的想做的事。侦查员的移动速度非常快,但却只在近距离时才能发挥作用,他最适合射击-奔跑类游戏。特别是伴随着他那爱吹牛且放肆的态度,他总是愿意花足够长的时间进入游戏并快速杀死敌人,也许还会做出巧妙的评价,并在之后快速逃走。

失败:

游戏并未提供给新玩家真正的教程。每张地图都带有一个简短的视频解释(游戏邦注:关于玩家该做什么),但却缺少有关任何类别或任何游戏元素的教程,如间谍如何伪装或如何创建并升级工程师的创造等等。

考虑到游戏主要专注于团队工作,团队工作主要得益于交流,而包含一种让玩家可以无需使用麦克风便与团队成员进行交流的方法便是最理想的方法,除了呼唤医师。

360上的游戏正遭受着许多游戏小故障的困扰,即玩家可以经过墙壁,并穿越它们,而不会被射中。将此与工程师的哨兵枪结合在一起,团队便不可能使用这一故障去战胜另外一个团队。

游戏的PC版本添加了许多更新和额外功能,并修改了许多游戏问题。但是几乎所有的这些内容都未曾执行于Xbox版本上,这便忽视了游戏的大部分用户。

想法:

游戏包含了一个排行榜去比较每个玩家在自己玩得最好的时候获得多少分数。但是因为玩家可以通过各种方法挣得更多分数,所以他们可以一开始轻松地游戏并花费8个小时去经历自己的传送器(因为每当有人使用传送器时玩家便会获得1/2个点)。不用说,这一排行榜立刻便失去了作用。因为游戏主要专注于团队游戏玩法,而非个人表现,所以它没有理由在一开始便添加一个个人排行榜。

虽然间谍拥有非常酷的技巧,即他能够伪装成对方团队的一员,但是在每个类别中他只能持有一种类型的枪支。也许让玩家在伪装的时候获得随机分配的武器或拥有选择自己喜欢武器的权利会更好。

火焰兵配备着能够保护自己免受自己喷射的火焰灼烧的装置,但是他们却会被其他火焰兵烧伤,这根本说不通。

除了颜色之外,红色基地和蓝色基地的美观也是不同的。蓝色更加工业化且整洁,而红色像是西方的乡村,基于木制结构。奇怪的是,虽然这两个团队来自完全不同的环境,但是除了颜色外,它们与其它团队并无不同。我们会有趣地发现工业/西方外观在角色模型中也很突出。

修改:

扩展可行类型的数量将为游戏玩法添加更多多样性。只要它们能与剩下的类别达成有效平衡,它便不会影响游戏的平衡性。为什么不添加能够利用许多地图垂直性的飞行类别。这也能够有效适应游戏美观的技术和氛围。

修改允许玩家穿越墙壁或掌握“天空盒”的游戏故障。

鉴于当前地图设计会导致每个迭代出现不同的平衡,并导致地图的特定迭代偏袒其中一个团队,设计师可以通过改变Hydro中的一些点让它们趋于平衡。

添加更多地图或在一些可行的地图上呈现更多游戏玩法(如夺旗)。

允许玩家可以不使用麦克风做更多交流。PC版本让玩家可以在不使用麦克风的前提下通过聊天以及做出一些命令去传达自己的想法。如果玩家按压方向键上的一个方向便能打开一个命令行,从而快速传达自己的想法。在游戏中方向键是用于转变武器方向,但是每种类别只拥有3种武器,所以有一个方向他们永远也不会用到(通常是左边那个方向)。

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

Game Analysis Team Fortress 2

by Dustin Treece

Team Fortress 2 (Xbox 360 – Multiplayer)

Successes:

Excellent balance between classes and different styles of play, no dominant strategies are present, even several years after its release. Points and rewards are balanced to take account for each class’ specific talents (medic gets points for healing, engineer gets points for teleporting teammates and getting kills with his sentry, snipers and spies get double points for getting headshot and backstab instant kills respectively).

Widely varied playstyles associated with each individual class makes for many different meaningful roles for players (set up defenses as an engineer, sneak behind enemy lines and takeout key targets as the spy, ambush players at close range and cause massive damage as a pyro, run in firing rockets at anything that moves as a soldier)

Maps are each designed specifically for each game type that is played there (one gametype per map (e.g. 2 Fort is a map which is exclusively for capture the flag), which allows each map to be designed with one game objective in mind, instead of one map having to accommodate various gametypes).

The mechanics of each class promote teamwork. (Each class has specific weaknesses and strengths, but by working together with players of other classes, their weakness can be masked and their strengths exemplified. Examples: The Medic is weak, but is makes his teammates stronger through his healing, over-healing and ubercharge. The engineer can use his sentry to hold areas single handedly, but is extremely vulnerable to spies and players that can get a good angle to hit the sentry to kill it without being shot. The engineer depends on his teammates to deal with combat classes trying to take out his sentry and to “spy check” for him).

The mechanics of each character’s movement, weapons and playstyles support their personalities and help flesh them out as characters. (Examples: The Heavy is slow, but has the highest damage dealing gun in the game, which enforces his love affair with his gun “Sasha” and his affinity for sandviches. The scout is fast moving and primarily only effective at close range, he’s best used for hit-and-run style of play. This makes sense with his big-talking and in-your-face attitude that has him move in to just long enough to grab a quick kill, and maybe make a smart comment, and then run away).

Failures:

The game has no real tutorial for new players. Each map has a short video explaining what to do on it, but no tutorials for any of the classes or any of the finer elements of gameplay like how the spy’s disguise works or how to build and upgrade the engineer’s creations.

Given that the game has a major focus on teamwork, and teamwork is tremendously benefited by communication, it would be ideal for them to include a way for players without microphones to communicate to their teammates, other than just calling for medic.

The game on the 360 is also plagued by many game-breaking glitches where players can travel through walls, and shot through them without being able to be shot back. Combine this with the engineer’s sentry gun, and it can become almost impossible for a team to overcome another team using this glitch.

Many updates and extra features were added to the PC version of the game, which fixed many of the game’s issues. However, almost none of these were implemented on the Xbox counterpart, which is a failure in ignoring a fairly large section of the game’s audience.

Thoughts:

Game contained a leaderboard that compared how many points each player earned in his or her best game. However, because players could earn points through various methods, they could vary easily just start a game and spend 8 hours going through their own teleporter (because the player earned a ? a point each time someone used the teleporter). Needless to say, the leaderboard became useless instantly. Besides, the game is focused primarily on team-based play, not individual performance, so the game had no reason to include an individual leaderboard in the first place.

The spy has a very cool trick where he can disguise as a member of the opposing team, however he is only ever holding one type of gun for each class, which is often a dead giveaway. Perhaps it would be better for the player to get randomly assigned a weapon for the class when they disguise as it or have the option of choosing which weapon they’d like to appear to be holding.

Pyros wear gear that presumably protects them from the flames that they spray, but pyros take damage from the flames of other pyros, which doesn’t make sense.

The aesthetics for the Red and Blu bases are different, besides just the color. Blu is more industrialized and clean while Red typically has more of a country western look, with run down wooden structures. It is odd that these two teams come from completely opposing environments, but each class, besides the color, looks exactly the same as the same class from the other team. It would be interesting to see the industrial/western looks expressed in the character models as well.

Fixes:

Expanding the amount of classes available would add even greater variety to the gameplay. So long as they’re carefully balanced with the rest of the classes, it wouldn’t upset the balance of the game. Why not add a flying or jetpack class that would take advantage of the verticality of many of the maps. It would also fit in well with the tech and atmosphere of the game’s aesthetics.

Fix the game breaking glitches that allow player to get through walls or on top of the “skybox”.

Change some of the points in Hydro to make them more balanced, as current design of the map leads to each iteration being balanced differently, which frequently results in specific iterations of the map largely favoring one team over the other.

Add more maps or allow for different gametypes to take place in already available maps where they’d work (e.g. Capture the flag on Well).

Allow for more communication from players without microphones. The PC version does this with a type chat and several shout commands that players can use to express themselves, without the use of a microphone. Opening up a scroll wheel of shout commands if the player presses a direction on the d-pad would enable players to quickly communicate with each other. The d-pad is used for switching weapons in game, but every class only has 3 weapons, so one direction (usually left) is never used.(source:gamasutra)


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