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来自游戏设计的6大经验教训

发布时间:2016-03-23 17:00:22 Tags:,,,,

作者:Abbas Razzaq

对于作为设计师的我来说,创造出《Norna》这款益智游戏是很重要的,在回首创造的过程中我获取了6大设计经验教训并能够将其用于未来的项目中。

Norna(from norna.net)

Norna(from norna.net)

1.不要对你的设计带有偏见

不要强迫你的游戏变成你并不希望它变成的内容—-你最好让它自然发展。当你拥有一个游戏理念时,你肯定会在真正执行前发挥想象力。或许这能够很好地调动你的积极性,但也有可能将你绕进死胡同。

2.明确新理念的引进时机

不要同时呈现给玩家一个以上的新理念。你必须明确新理念的引进速度—-你肯定不希望等到玩家已经习惯了上个理念才引进新理念,同时你也不会希望因此让玩家感到厌烦。这在游戏开始时更难设置。

3.信息冗余导致的困惑

玩家总是会通过不断尝试一款电子游戏去创建他们的游戏系统内部版本。而如果游戏拥有多余的机制或控制,玩家便会对游戏到底是关于什么内容感到困惑。这便是大多数优雅设计想要避免的情况。

4.美感也需要具有功能性

我们都清楚图像和音效在传达设计中的作用。当你在添加最终图像和音效到游戏中时千万不能模糊了它们间的联系。你肯定希望图像和音频都很棒,但同时你也希望它们具有功能性。

5.重视游戏测试反馈

在游戏测试过程中玩家将提供给你一种突出,且主观的体验感受。你不应该从表面上去看待这些反馈,相反地你应该仔细思考为什么他们这么说,他们在整体体验中的感受如何。

6.设计决策已经过时了

一个在过去是正确的设计决策并不意味着在一年的游戏开发后(游戏邦注:即在你引进了许多其它理念后)它仍然是正确的。你必须重新评估之前一些有效的设计决策。

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

6 Formative Game Design Lessons

by Abbas Razzaq

Making my puzzle game Norna has been formative for me as a Designer, and looking back there are 6 design lessons I will take with me into future projects.

1. Don’t prejudice your design

Don’t force your game to be something it doesn’t want it to be – let it grow of its own accord. When you have a game idea, it’s natural for your imagination to go wild before having implemented anything. This is great for motivation, but it can also lead you down many dead ends.

2. Pace the introduction of new ideas

Try not to introduce more than one new idea to the player at a time. You have to keep a check on the rate at which new ideas are introduced – you don’t want to introduce a new idea until the player is used to the last one, but you also don’t want to bore the player. This is especially difficult at the start of the game!

3. Redundancy causes confusion

Players are constantly poking at a videogame to build their internal version of the game system. Having redundant mechanics or controls makes it harder for the player to form any clear idea of what the game is about. This is really about the pursuit of the most elegant design.

4. Aesthetics need to be functional

There has to be a clear understanding of what the graphics and sound communicate about the design. These communication “lines” shouldn’t be obfuscated or stepped on when final art and sound are added to the game. You want the graphics and audio to be beautiful, but you also want them to be functional.

5. Work at interpreting playtest feedback

The player is giving you an account of the salient, subjective experiences during their playtest. It’s important to not take this feedback literally, but instead to think about why they are saying what they are saying in the context of the entire experience (Hard!).

6. Design decisions can go out of date

Just because a design decision was once right, doesn’t mean it is still so after a year of development – after you’ve introduced a bunch of other ideas. Allow yourself to re-evaluate previously-good design decisions.(source:Gamasutra

 


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