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减少动作类游戏中的重复 2

(2010-07-15 11:46:02)


Emergent Game Play即时游戏性

There is another reason for establishing rules and relationships in games. Another kind of game play rules is called Emergent Behavior. Emergence is defined as something new: appearing, arising, occurring, or developing, especially for the first time. Therefore Emergent game play is basically when you have a global set of rules, but these rules can interact with each other in a wide variety of different ways. Grand Theft Auto 3 is the best example of a game which is primarily based around emergent game play. Some people also talk about emergent game play as building a sandbox. It follows that if you give the person (player) a bunch of tools (mechanics) and a big area to play in (the game) then they will figure out what they want to build (how they are going to play the game). Emergent game play has a lot of benefits, many challenges and some disadvantages. If you are trying to build a game using this kind of a system, you really have to take a close look at what you’re building and what kinds of rules are appropriate. Not every game can benefit from this type of rules structure.

Emergent play can be continually rewarding for the player and help minimize repetition because you’re able to do so many different things. In GTA3, you can follow the story and do exactly what you are told, or if you get bored or stuck you can go off on your own and just play in the world for awhile. GTA3 is successful because it lets you live in the world, steal cars, beat up people, break the law and get into all kinds of trouble yet it still allows you to follow a linear adventure. A good example of emergent game play in GTA3 can be found in a situation I encountered while playing. Some thugs jumped out of an alley and started mugging some old lady. I had the choice of helping them, helping the old lady, beating them off and then mugging her myself, or just ignoring the situation and walking on. While none of these solutions directly affected my game, I was still allowed to do anything I wanted, and the game would react accordingly.


Emergent game play has the disadvantage of not being able to easily tell a cohesive story. You can tell parts of stories, but it’s hard to tell a very well timed and precise story, since you don’t know where the player is going to go or what he is going to do. There may be some solution, but it’s not going to be an easy problem to solve.


You will probably start to find a lot of people talking about emergent game play and how to do it correctly. No matter what you do, trying to create a very open world, with lots of different possibilities is extremely challenging, and needs to be properly evaluated before you jump too far into it.

Problem Areas and Solutions in Repetition

There are many different areas in games which can make them repetitive, tedious, frustrating, annoying and boring. Most of the problems listed in this section would seem to be obvious, but it’s surprising how often we still see them in games. A good usability tester or playtest should help you find and solve many of these problems before you ship your game. Just remember that you need to perform deep gameplay tests, to make sure that the game stays fun for everyone after the first few hours of play. I have seen many games pass the first hour or two of testing with flying colors, only to get a sharp dropoff after the first few hours of play.


Moves & Actions招式&动作

Every character has a certain number of moves they can do. Sometimes all of the moves are given to the player and taught to them at the beginning of the game, while other games spread out the moves. Most first person shooters have little real moves, mostly forward, backwards, strafe, jump, duck type moves. Platform games typically have the most moves, with the player being able to often run, jump, attack in many different ways and more. Fighting games are almost nothing but a series of moves.

The problem with moves is complicated by the need to keep the game simple and easy to play and with the difficulty of actually controlling a character in 3D through a wide variety of moves. You can see this problem most easily in fighting games. When fighting games transitioned from 2D to 3D (and I’m talking about fighting games which allow for a full range of 3D movement, not just a 3D engine), there were a lot of problems. It was difficult enough to have to have players memorize 50-100 different moves and then try and fit them all onto a console controller, but when you added the need for 3D movement and often camera control, things got a lot trickier. Fighting games had an easier time transitioning though, since they take place in smaller arenas and had less complexity than action adventure games.

In an action adventure game, you have the possibility of needing a stupid number of different moves and abilities in the game. If you offer too few moves, like if you take away jumping, players can get very frustrated. If you offer too many moves, players can’t control their character very well, especially if they’re fighting a bad camera and other quirks in the controls.

Mario Sunshine is a good example of a game that has a ton of different moves on one hand, but they can only be used in a few ways. The problem however is that many of the moves are so difficult to pull off, that you end up having to repeat the same thing over and over, because you just can’t physically do the move, even though you know what you’re suppose to do. This is complicated by a very manual camera that hinders you as much as it helps you, so that pulling off the move can be a challenge since you can’t see what you’re doing. Devil May Cry also suffers from a similar problem occasionally because of it’s fixed cameras, which make it so that you occasionally can’t see what you’re doing, or you’re trying to attack enemies off camera or something, making it impossible to know which moves you need to pull off.

The best solution overall I’ve found however is to allow the player to either learn new moves, discover new moves, buy new moves or somehow learn new moves for at least the first half of the game. If you combine this with the introduction of new weapons, abilities and items throughout the game, you can provide the player with a lot of depth in the game.


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