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减少游戏设计中不必要复杂性的5个方法

发布时间:2016-10-31 15:00:26 Tags:,,,,

作者:Josh Bycer

对于所有优秀的设计师来说,创造出具有易用性且并不愚蠢的游戏是个非常大的挑战。复杂性并不总是等于突出的游戏玩法,并且通常情况下有可能赶走玩家。而本文将着眼于创造出更容易理解的游戏的基本方法。

Civ(from gamasutra)

Civ(from gamasutra)

1.减少重复动作

在游戏设计中,重复动作可以分为两种情况。第一种情况就是在每次游戏一开始的重复动作。如果你玩的是策略游戏,你便知道游戏一开始是如何进行的。就像不管玩家拥有怎样的技能水平,《星际争霸》的前几分钟始终都保持一致。

第二种情况便是添加步骤到过程中的重复动作。假设你每次想在角色中使用一个道具你便需要做这些行动:暂停游戏,点击库存,点击使用指令,点击道具,点击角色,然后点击确认窗口。

过于臃肿的UI便表示拥有太多重复动作。即你并不是在让玩家做出一些有趣的选择,而是让他们必须越过重重关卡去做些简单的任务。

设计师必须认真去对待每次所出现的相同或重复的动作。首先必须确保它能让游戏更容易被理解。其次能够避免让已经知道如何游戏的玩家感到厌烦。

所以这时候便可以使用与上下文相关的控制理念:让玩家能在一次输入中附加多个命令。还存在其它能够强化UI的方法,但这却不属于本文的介绍范围。尽管设置2个或3个步骤去执行一个动作看起来不怎么合理,但是你必须记住玩家将不断去执行这样的动作。

2.始终呈现相关信息

围绕着多种系统进行创造的游戏从本质看来就是很难学习的。玩家必须基于多种信息来源去做决定,通常情况下这些信息是分布在游戏的各个地方。你可能会认为在UI的多个地方重复呈现同样的信息太麻烦,但却是确保玩家掌握资讯的有效设计。

使用工具提示去提供相关信息也能够起到这一作用。《城市:天际线》的UI中最出色的一处便是游戏总是会呈现给玩家他们当下正在寻找的实用信息。

对于小型游戏来说使用动态UI似乎并不合适,而工具提示便是一种更廉价的替代选择,

你不应该让玩家总是徘徊在游戏的UI中去做决定。

在这里关于工具提示还有另一种用途便是呈现前沿信息。例如《帝国3》和《国家的崛起》便会在玩家想要了解有关选择的描述前将详细信息呈现给他们。

3.使用主屏幕

根据不同游戏,这一方法可能很简单也有可能根本无法实现。如果玩家需要专注于游戏中的更多区域,他们便更难去追踪所有内容。成功的UI设计的一个目标便是创造能够提供给玩家所有他们需要的信息的“主屏幕”。

主屏幕应该能够提供所有有关游戏发展的相关信息。关于主屏幕的设置并不存在什么技巧。根据鼠标的位置,动态工具提示可以在玩家需要的时候出现或消失去呈现相关信息。

有些游戏会将游戏图像作为设计的一部分。例如《文明》系列并擅于使用主屏幕去呈现游戏进程的总体状态。

你必须明确玩游戏与理解游戏的最重要的细节是什么并始终呈现这些内容。你用于呈现游戏进程的屏幕越少,玩家便能够越轻松去了解你的游戏。

简单的流线型:

确保游戏越容易学习是非常重要的。一个聪明设计师的标志便是找到并减少任何阻止人们学习的阻碍。深度与不必要的复杂性是不同的,而以上技巧则能够帮助你们减少那些不必要的复杂性。

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

3 Simple Tips for Streamlining Games

by Josh Bycer

Building accessible games that aren’t dumb down is every great designer’s big challenge. Complexity doesn’t always equal great gameplay, and more often than not, will drive people away. Today’s post looks at some basic tips that can go a long way towards making your game easier to understand.

1: Reduce Repetitive Actions

Repetitive actions fall into two camps in game design. The first example is repetitive actions that are repeated at the start each time you play. If you play strategy games, then you know about how the early game plays out the same way. The first minute or so of a Starcraft match are the same every time no matter the skill levels of the players.

The second group is repetitive actions that add steps to a process. Let’s say for every time you want to use an item on your character you need to do the following: Pause the game, click on inventory, click on the use command, click on the item, click on the character, and then click a confirm window.

A good sign of a bloated UI is having repetitive actions. You’re not asking the player to make interesting choices, but jump through hoops to do simple tasks.

Actions that are going to be the same each time or repeated should be made as elegant as possible. One, it makes your game easier to learn. Two, it will reduce the tedium for players who have already figured things out.

This is where the idea of context-sensitive controls come into play: Allowing you to attach multiple commands to a single input. There are other ways to enhance your UI, but that’s beyond the scope of this post. While it may not seem bad to have two or three steps to an action, you need to remember that the player is going to be doing it constantly.

2: Always Show Relevant Information

Games built around multiple systems are by their nature hard to learn. Players have to make decisions based on multiple sources of information; often times spread around the game. You may think it’s cumbersome to repeat the same information in multiple areas of your UI, but its good design to keep the player informed.

The use of tool-tips to provide relevant information helps with this point. One of the best parts of the UI for Cities: Skylines was how the game would always bring up information related to the utility that you were currently looking at.

Using a dynamic UI may be out of scope for smaller games, but tool-tips can be a cheaper alternative.

The player should never have to hunt around your game’s UI to make a decision.

Another use of tool-tips in this regard is to show advanced information. A great example would be from Age of Empires 3 and Rise of Nations who both showed detailed descriptions of stats and choices if the player wanted to know.

3: Using the Main Screen

Depending on your game, this one could be very easy or downright impossible to do. The more areas that a player has to focus on in a game, the harder it gets to keep track of everything. One of the goals of successful UI Design is to create a “main screen” that gives the player all the information that they would need.

The main screen should provide all relevant information about what’s going on. There are little tricks that you can use to make an effective main screen. Dynamic tool-tips can appear or disappear depending on the cursor’s focus to show information when the player needs it.

Some games can use the art of the game as part of their design. The Civ series has gotten good at using the main screen to show the general status of what’s going on.

You need to figure out what are the most important details to playing and understanding your game and have them present at all times. The fewer screens you need to show someone what’s going on, the easier it will be for them to learn your game.

Simple Streamlining:

Making your game easier to learn is always a good thing. A sign of a smart designer is finding and reducing any walls that are stopping people from learning. There is a difference between depth and needless complexity, and these tips should help to reduce the latter.(source:gamasutra)

 


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