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减少动作类游戏中的重复 2

(2010-07-15 11:46:02)
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杂谈

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.
 
在游戏中设立规则和联系是另有原因的。有一种游戏玩法规则叫做即时行为。它是一种新东西:出现,兴起,发生或发展,尤其是刚出现的时候。因此即时游戏玩法基本上是你有了一整套规则,但这些规则在很大范围内相互联系着。侠盗猎车手3便是以即时游戏性为主旋律的最好游戏实例。某些人把即时游戏玩法比作建沙堡。假设你给某个人(玩家)一些工具(技术),还有一大片玩耍的区域(游戏),他们就会考虑自己要建造什么(如何玩游戏)。即时游戏玩法有很多好处,很多挑战但也存在一些弊端。如果你想使用这类系统制作一款游戏,你真的要仔细考虑一下如何设置游戏,什么样的规则是合适的。不是所有游戏都可以从这类规则结构中受益的。

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.

在即时游戏中玩家可做的任务多种多样,所以这避免了游戏的重复性并且可给玩家不断的惊喜。玩侠盗猎车手3时,你可以遵循故事情节,严格按故事描述行事。或者如果你感到厌烦或被卡住的话,你可以自行离开,在游戏世界玩一会儿。侠盗猎车手3非常成功因为它可以让你在游戏世界里真实的活着,你能偷车,打别人,违法,制造各种乱子,你也可以去进行线性冒险。我玩这款游戏时遇到过一个即时玩法的场景让我感觉非常棒。一群暴徒突然从一个小巷中出来抢劫一个老婆婆。我可以做的事情很多可以帮助劫匪,或帮助老婆婆,可以打败劫匪然后自己抢劫,也可以忽略这个场景走我的路。这些情节都不会直接影响我的游戏体验,我可以做我想做的事情,游戏会做出相应的反应。

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.

即时游戏玩法也有弊端,它一般不会给你一个连贯的故事。你可能知道故事的部分内容,但是很难讲述一个时间清楚内容精确的故事,因为你不知道玩家会去哪或将要做什么。对于这个问题可能有解决办法但它并不是这么容易就能解决的。

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.
你可能看到很多人都在谈论即时游戏以及如何正确的设计它。无论你做什么,最具挑战性的就是制作一个具有多种选择机会的开放世界。这一点要好好记住并且在前期制作的时候好好估量它一下。

Problem Areas and Solutions in Repetition
重复性问题以及解决方案

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.

游戏很多地方会使玩家感觉重复,乏味,沮丧,恼火,无聊。列出的这些问题都很明显然而我们还是经常在游戏中犯这些错。优秀的游戏测试员或者游戏测试会在游戏发行之前帮你发现并找出解决方案。请记住,你需要深入执行游戏性测试,以确保玩家玩上几小时游戏后还会继续玩。我看到过很多游戏在开始的一两个小时测试中很出彩,但仅仅几个小时后效果就变得很差。

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.
每个角色都有自己特定的几个动作。有的游戏刚开始就会把所有的动作教授给玩家,然而其它游戏则是在玩的过程中教授。大多数第一人称射击类游戏没有多少正宗的招式,最常使用的就是前进,后退,平移,跳跃,躲闪等动作。然而平台类游戏招式最多,玩家经常可以跑,跳,以多种方式攻击等。格斗类游戏就是一系列的招式组成的。

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.

 设置招式时会遇到一些问题,因为你既要保持游戏简单易玩,又要在控制角色的招式上增加难度。格斗类游戏中常出现这种问题。当格斗游戏从2D过渡到到3D时(我说的格斗游戏是指它允许3D空间内的随意移动,而不仅仅是3D引擎),便出现了很多问题。让玩家记住50-100个不同招式,并把这些招式设置到家用游戏的控制器上是相当困难的。但是如果需要添加3D移动和摄像控制的话,事情就会更复杂。格斗类游戏的过渡比较容易,因为游戏在一个比较小的场所进行,也没有动作游戏那样复杂。
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.
在动作冒险游戏中,你会需要许多不同的招式和技能。如果你提供的招式过少,比如,你把跳跃动作卸掉,玩家会非常沮丧的。如果你提供的招式太多,玩家便不能很好地控制角色,尤其是在摄像机很差控制器出问题的情况下。

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.
阳光马里奥是一个很好的例子,游戏提供的招式很多然而能用到的只有几个。问题是很多招式都太难完成所以你只能一遍又一遍的重复几个简单的招式,因为即使你知道自己该做什么招式,有时由于身体上的限制也很难做到。更糟糕的是手动摄像机只会阻碍你的行动,在不能看到自己情况下,要完成某个招式很具挑战性。鬼泣偶尔也会遇到与阳光马里奥相似的问题因为它使用的是固定摄像机,玩家偶尔会看不到自己在做什么

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.
我发现最好的解决方法是允许玩家既可以学习新招式,又可以在游戏过程中发现新招式,亦或是付费学习新招式又或者至少在游戏的前半部分学习新招式。从游戏整体来讲,如果在引入新招式的同时介绍新武器,技能以及道具,玩家便会感到游戏具有深度。

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