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Game版 - zz 游戏乐趣(DavidPerry游戏设计白皮书)
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话题: 游戏话题: game话题: fun话题: 玩家话题: 乐趣
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发帖数: 19309
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文章标题 游戏乐趣(DavidPerry游戏设计白皮书)
来源: [ ogdev ] 浏览: [3134]
Fun
游戏乐趣
Why is it important?
什么最重要
People buy games to have a good time, be stimulated, or simply to pass the
time in a not-so boring
manner. Either way, the game has to appeal to the person for that desireable
effect to be there.
If it doesn't appeal, the person won't play it and will likely spread the
news that it's not a
great game. So, to put it simply: fun is important for a game to be
successful.
人们买游戏是为了开心,刺激,或者仅仅是消磨时间。无论如何,人们对游戏都有期望
。如果没有吸引力,
人们就不会玩它。所以,很简单,游戏乐趣非常重要。
Varieties of fun...
各种游戏乐趣
Some like racing...
But that's of course not the end of it. What's fun for one person is not
necessarily fun for
another. Kid A might like Formula 1 racing, but College Dude X might prefer
an action-packed,
full-of-taunts FPS.
例如,有人喜欢赛车… 当然不仅仅如此。一个人喜欢的东西别人不一定喜欢。小孩喜
欢F1赛车,但是大学
生可能更喜欢搞怪的FPS。
Fun not only varies with the player, but also with the style of game. Just
as item collecting and
questing might be fun in an RPG, seeing your opponent blown to bits by your
enourmous Plasma Rifle
while you are mid-air might (would) be fun in an FPS.
乐趣不仅对玩家来说不同,对不同游戏也不同。就像收集装备和解密在RPG里面就很有
趣,但是在FPS里面跳起来用激光枪爆敌人头更加有趣。
The message: fun isn't a static concept, and so a bit of research is needed
about what would and
would not be fun given a particular game's style/concept, as well as the
intended audience.
记住:乐趣不是一个静态的概念,因此需要研究特定的游戏概念如何带来或者失去乐趣。
How to get it right?
如何做才是正确的
...others prefer FPS
That's the challenge. To keep fun in mind throughout the whole design
process is hard, but
rewarding. If a person can be continuously hooked to the game because the
enjoyment lasts, you
know the game will be a success! Here are some things H. Hernán Moraldo
recommends: creativity,
surprise, understanding, power, challenge, and growth...
有人喜欢FPS。这是一个挑战。整个游戏设计过程中都考虑乐趣是一件困难事情,但是
值得去做。如果一个玩家能
够持续被游戏吸引,持续感受乐趣,那么游戏就是成功的。这里H. Hernán Moraldo为
大家总结了几点:创新,惊
喜,理解,力量,挑战和成长。
Be creative: people's attention is grabbed by new and interesting things.
Take advantage of this.
Bring in something new - a new look, movement, whatever. And don't always
look to past games for
ways to improve. Recycling works well with paper, and not so well with games
. You can find
inspiration in anything around you. Just take the time to observe everyday
life around you, and some crazy idea will pop up soon enough.
创新:人们的注意力总是被新奇和有趣所吸引。擅长创新,把东西做得看起来不同,操
作起来不同或者其它。
不要总是希望改造老游戏。翻新的工作适合写论文,但是不适合做游戏。。只要每天花
时间观察身边的生活,
以及积累突如其来的疯狂的点子。你可以在任何东西中找到激情。
Surprise the player: very similar to the above. Have the game do something
that would be unexpected
in the situation (within bearable and enjoyable limits of course). If a
person gets surprised every
so often, their attention will be more focused on the game.
让玩家惊奇:和创新类似。游戏里面是否有让玩家在情景下意料不到的东西(当然在玩
家承受的极限内)?
如果一个玩家经常的遇到惊奇,他们会在游戏中更加集中注意力。
Make sure the person CAN play: nothing is more frustrating than wanting to
keep playing but not
realizing how to do something that is necessary. Help the person understand
the game mechanics!
保证玩家可以完成游戏:没有什么比玩家希望继续游戏但是又无法明白应该怎么做而更
加带来挫折感了。
尽可能帮玩家理解游戏机制。
People like power: give them power, but just the right dose. Too much power
gets boring quickly,
and too little power instills a feeling of helplessness. Make the player's
actions count, make
them feel powerful, and don't make the person feel like an idiot or a baby
playing the game.
人们喜欢力量:给玩家力量,当然在合适的范围内。太多力量会让玩家很快厌烦,太少
的话会让玩家感到无助。
计算玩家的动作,让他们感到有力量,不要让玩家在游戏中觉得像个白痴或者婴儿一样。
Make it challenging: when players are challenged, the first impulse is to
overcome the challenge.
Great! Sucks them more into the game. When players complete challenges, they
feel they've
accomplished something. Great! A rewarding experience means wanting more of
the same!
有挑战感:当玩家遇到挑战的时候,最首先的冲动就失去克服挑战。很好。带他们进入
游戏。当人们赢得挑战,
他们会觉得自己完成了一些东西。很好。一种胜利的体验会让他们更多的尝试游戏。
Growth: have the game grow (story), have the player grow (knowledge about
what's going on) and
allow the player's abilities to grow (don't allow an action that is a sure
way to ALWAYS win).
The feeling of growth, whether internal or in the game, definitely won't
allow boredom or dullness.
成长:让游戏成长,让玩家体验成长,让玩家的属性成长。当玩家感受到成长的时候,
无论是属性还是游戏情节,
玩家都会感到摆脱了厌倦和无聊。
More generally, the game needs to be player-oriented. What one designer
thinks is a great game-play
mechanic may be specific to his/her own tastes, and the end users might hate
it. A game's fun
factor needs to be developed in a rather objective manner. It needs to be
fun to as many people as
possible. This is a major challenge, of course, because a game has a
particular genre,
presentation, and ideas... all of which will be appreciated by some, not
cared about by others,
and hated by the rest. But striking the right balance in the fun factor is a
worthwhile challenge.
更一般的,游戏需要面向玩家。一个设计者想的是一个伟大的游戏机制,但是有可能只
符合他自己的胃口,其他人
却不喜欢。一个游戏的乐趣点需要以玩家的偏好来引导。乐趣应当覆盖尽可能多的玩家
。这是一个最大的挑战,
当然,因为一个游戏有自己特定的类型,表现和创意… 所有的方面都只可能覆盖特定
人群而不是所有人群,有些
人必然讨厌。所以,在乐趣点上找到一个最佳的平衡是一个值得尝试的挑战。
http://www.ogdev.net/bbs/Forum/ShowDoc.asp?AID=9291
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