來自遊戲設計的6大經驗教訓

作者:Abbas Razzaq

對於作爲設計師的我來說,創造出《Norna》這款益智遊戲是很重要的,在回首創造的過程中我獲取了6大設計經驗教訓並能夠將其用於未來的項目中。

Norna(from norna.net)

Norna(from norna.net)

1.不要對你的設計帶有偏見

不要強迫你的遊戲變成你並不希望它變成的內容—-你最好讓它自然發展。當你擁有一個遊戲理念時,你肯定會在真正執行前發揮想象力。或許這能夠很好地調動你的積極性,但也有可能將你繞進死衚衕。

2.明確新理念的引進時機

不要同時呈現給玩家一個以上的新理念。你必須明確新理念的引進速度—-你肯定不希望等到玩家已經習慣了上個理念才引進新理念,同時你也不會希望因此讓玩家感到厭煩。這在遊戲開始時更難設置。

3.信息冗餘導致的困惑

玩家總是會通過不斷嘗試一款電子遊戲去創建他們的遊戲系統內部版本。而如果遊戲擁有多餘的機制或控制,玩家便會對遊戲到底是關於什麼內容感到困惑。這便是大多數優雅設計想要避免的情況。

4.美感也需要具有功能性

我們都清楚圖像和音效在傳達設計中的作用。當你在添加最終圖像和音效到遊戲中時千萬不能模糊了它們間的聯繫。你肯定希望圖像和音頻都很棒,但同時你也希望它們具有功能性。

5.重視遊戲測試反饋

在遊戲測試過程中玩家將提供給你一種突出,且主觀的體驗感受。你不應該從表面上去看待這些反饋,相反地你應該仔細思考爲什麼他們這麼說,他們在整體體驗中的感受如何。

6.設計決策已經過時了

一個在過去是正確的設計決策並不意味着在一年的遊戲開發後(遊戲邦注:即在你引進了許多其它理念後)它仍然是正確的。你必須重新評估之前一些有效的設計決策。

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

6 Formative Game Design Lessons

by Abbas Razzaq

Making my puzzle game Norna has been formative for me as a Designer, and looking back there are 6 design lessons I will take with me into future projects.

1. Don’t prejudice your design

Don’t force your game to be something it doesn’t want it to be – let it grow of its own accord. When you have a game idea, it’s natural for your imagination to go wild before having implemented anything. This is great for motivation, but it can also lead you down many dead ends.

2. Pace the introduction of new ideas

Try not to introduce more than one new idea to the player at a time. You have to keep a check on the rate at which new ideas are introduced – you don’t want to introduce a new idea until the player is used to the last one, but you also don’t want to bore the player. This is especially difficult at the start of the game!

3. Redundancy causes confusion

Players are constantly poking at a videogame to build their internal version of the game system. Having redundant mechanics or controls makes it harder for the player to form any clear idea of what the game is about. This is really about the pursuit of the most elegant design.

4. Aesthetics need to be functional

There has to be a clear understanding of what the graphics and sound communicate about the design. These communication “lines” shouldn’t be obfuscated or stepped on when final art and sound are added to the game. You want the graphics and audio to be beautiful, but you also want them to be functional.

5. Work at interpreting playtest feedback

The player is giving you an account of the salient, subjective experiences during their playtest. It’s important to not take this feedback literally, but instead to think about why they are saying what they are saying in the context of the entire experience (Hard!).

6. Design decisions can go out of date

Just because a design decision was once right, doesn’t mean it is still so after a year of development – after you’ve introduced a bunch of other ideas. Allow yourself to re-evaluate previously-good design decisions.(source:Gamasutra