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

业内观察家谈游戏产品开发应该先关注的9个视角问题

发布时间:2017-09-12 15:21:48 Tags:,

原文作者:Ric Cowley 译者:Megan Shieh

第一个问题:“除了游戏你还喜欢什么东西?”

他建议开发者们找到自己真心喜爱和热衷的东西,然后围绕这些东西来创建一个全新的游戏体验。

第二个问题:“为什么没有其他人做这个游戏?”

哪些东西给了你牛逼的资本?对这些东西的喜爱和激情最有助于提高游戏质量,也可能有助于巩固你的许可证(如果你有用IP的话)。

Horizon Zero Dawn(from gamasutra.com)

Horizon Zero Dawn(from gamasutra.com)

第三个问题:“玩家会梦到你的游戏吗?”

你的游戏需要有一个震撼人心的视觉元素——就算玩家很久不玩这个游戏了还是会记住那些画面,然而对游戏的记忆不一定非得是积极的。

第四个问题:“我如何能让玩家痛恨一个机制”

例如:制作一个超难的关卡,这样一旦玩家过了这关就会很有满足感。

第五个问题涉及到功能/特性的移除

移除一个游戏类型固有的某些元素可以创造一个全新的体验。例如:塔防游戏本质上是删减版的即时策略游戏(游戏邦注:游戏的逻辑里包括建设,破坏和交互)。

第六个引起争论的问题是“我如何能阻止玩家不停地玩游戏?”

开发者需要考虑玩家们实际玩游戏的时间,让他们在会话间隙“自觉地”去休息,避免精疲力竭。

第七个问题:“我该怎么吊玩家胃口?”

我们必须创造一种机会成本的感觉。如果玩家只购买一次,那么你就失败了,因为玩家对重复购买的兴趣不够。

第八个问题:“我如何能让玩家一直查看手机?”

这是一个悬而未决的问题,开发者需要思考“什么功能/特性能吸引玩家定期回到我的游戏?”。

最后一个问题:“如何让其他游戏的玩家感到嫉妒?”

比如给玩家提供一种展示技能的方式,或者创造机会让玩家可以通过购买高级装备来向他人炫耀自己的财富。

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

Kicking off the second day of Devcom 2017,Oscar Clark, an evangelist at Unity, gave a talk on the nine ridiculous questions every game developer should ask themselves.

The first question was “what do you love that isn’t a game?”, suggesting that developers find something that they feel very passionate about to make an entirely new game around the experience.

Next up was “why would no one else make this game?” – “what is it that you’ve got that makes you badass?”, Clark expanded, noting that having the passion for something can help make your game better, and perhaps secure a license if you’re using an IP.

Pinch me

“Will players see your game in their dreams?” was the third question, with Clark adding that your game needs to have a visual element that they will remember long after they’ve stopped playing.

Memories about games don’t have to be positive, however. He adds that you should ask “how can I make you hate a mechanic”, such as an incredibly high difficult, which will reward players once they overcome it.

The fifth question revolved around dropping features, with Clark noting that removing certain elements of an established genre can create a whole new experience – such as how a tower defence game is essentially a cut-back real-time strategy.

Wanting more

“How can I stop the player playing?” was the controversial sixth question, with Clark adding that developers need to consider the timeframe which players might actually play their game in, to give them “natural” rests between sessions and avoid burnout.

He then asked “what is the worst thing I can deny a player?” – “we have to create a sense of an opportunity cost”, he said, adding that if players only buy once, then you’ve failed because the player wasn’t interested enough to make a repeat purchase.

“What will keep my players checking their phone?” was the penultimate question asked, with developers needing to consider what makes their game compelling and demanding players return to it regularly.

And finally, Clark asked “how can I make the other players jealous?” – this could be giving the player a way to show off their skill, or just showing off their wealth through the ability to buy premium items.(Source: pocketgamer.biz  )


上一篇:

下一篇: