如何避免益智遊戲讓玩家受挫

作者:Sande Chen

有一年在Austin遊戲大會中,我真的非常受挫,那並不是因爲聚會,而是因爲我熬夜想要在《泡泡龍》這款遊戲中通關。我注意到遊戲的難度上升太快,即發現有個關卡特別複雜時我就覺得事情不對了,特別是後面的關卡反而比它還簡單。鑑於玩家會不斷熟悉遊戲,在關卡間有效提高難度和挑戰變得更加重要。

puzzle bobble(from gamasutra)

puzzle bobble(from gamasutra)

除此之外這些益智遊戲還擁有一個運氣變量,即你會覺得所需要的顏色很少出現。《Candy Crush Saga》就是如此,即當你需要紅色糖果時,你便會覺得其它顏色的糖果一直涌現出來。我特別討厭在一直等待某一特殊顏色的時候進行移動。這或許也是我決定刪掉《花朵傳奇》的原因。

我的意思是,我有耐心去面對複雜的謎題以及大多數免費遊戲中一些不公平的關卡設計,但如果我在解決謎題的努力讓我感到受挫而不再是有趣時,我便會選擇退出。特別是當我覺得這是和運氣相關的元素時。

雖然《Candy Crush Saga》會提供給我免費的禮物,但這卻不是我繼續玩這款遊戲的唯一原因。我發現《Candy Crush Saga》雖然擁有運氣元素,但我卻還是能從遊戲中獲得樂趣。基於遊戲關卡設計,我總是覺得自己只要進行一個或兩個移動便能夠解決謎題。所以即使需要花費較長時間我都能夠去解決謎題。如果我看不到獲勝的機率,我可能就只會攤手說道:“這是不可能的事!”所以我便知道爲什麼玩家會受到激勵去購買額外的移動了。而與我所刪掉的另一款遊戲《Candy Crush Jelly Saga》不同的是,我在《Candy Crush Saga》中擁有那些推動元素,所以即使我遇到一個不可能完成的關卡我也會想辦法將自己帶出那裏。

我同時也會玩《Candy Crush Soda Saga》,雖然這款遊戲沒有免費的推動元素,但我還是很喜歡它。我發現當我在《Candy Crush Saga》中長時間面對一個謎題時,像相同顏色的球或炸彈出現在彼此身邊的情況也是會發生的。我不知道遇到這種好運需要花費多少時間或者是否是設計師想要幫助我。但如果這是遊戲設計的一部分,那也太酷了。

過去我曾負責設計過一款麻將紙牌遊戲。在這類型遊戲中開發者可能遇到一個沒有解決方法的謎題。同時也有些遊戲會使用算法去確保遊戲謎題存在解決方法。假設在前者中,玩家將能夠通過推動元素走出不能解決的謎題中。而我會選擇後者便是因爲我希望玩家可以不用任何推動元素便能夠獲得遊戲的勝利。而似乎讓玩家面對一個沒有推動元素便不能解決的謎題是不公平。畢竟我還是希望我們玩家能夠繼續嘗試下一個關卡或遊戲。

挑戰固然很棒,但要知道過多挑戰只會讓玩家受挫,並導致你最終失去他們。

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

A Look At Puzzle Games

by Sande Chen

One year, at the Austin Game Conference, I was exhausted, not from partying, but because I had stayed up all night trying to progress through Puzzle Bobble. My college friend had the original arcade machine and since I could use the same quarter over and over, I stayed with it. I noticed almost immediately spikes in difficulty, remarking how I felt that one level was out of place because it was especially hard and the levels after it were easy in comparison. Considering that the player also gains proficiency, gauging the increase in difficulty or challenge between levels must be an interesting exercise.

In addition, there is a luck variable to these puzzles since colors can randomly get scarce on you. It’s the same way with Candy Crush Saga, that when you need red candies, you feel like all the other colors keep on showing up. I especially hate using up moves while waiting for a certain color to show up in a line. This probably contributed to my decision to delete Blossom Blast Saga.

I mean, I do have a certain amount of patience with difficult puzzles and in most free-to-play games, a player may have access to power-ups or boosters that can make uneven level design tolerable, but when my puzzle-solving efforts feel like frustration rather than fun, then I’ll just quit. Especially when I feel like it’s a luck-related factor.

Candy Crush Saga showers me with free gifts, but that’s not the only reason why I still play Candy Crush. I fully realize Candy Crush Saga has that luck component but despite that, I still manage to have fun with it. The way the levels are designed, I always feel like I have a chance at solving the puzzle because I’ll be one or two moves out. That motivates me to keep on playing because sooner or later, I’ll feel like I’ll solve it, even if it takes a long time. If I don’t see that possibility of winning, then I’ll throw my hands figuratively in the air and mutter, “This is impossible!” I can see why players are motivated to buy extra moves because it’s almost … just almost… there. Unlike with Candy Crush Jelly Saga, another I deleted, I did have those boosters in Candy Crush Saga, so if I did feel like I had come across an impossible level, I could help myself out.

I also play Candy Crush Soda Saga, which I like better, even though there aren’t free boosters given out there. I’ve noticed that after I’ve been at a puzzle for a long time on Candy Crush Saga, something remarkable will happen such as a color ball and a color bomb ending up next to each other. I have no idea if that was just the allotted time needed for this lucky occurrence to happen or if the designers were specifically thinking about helping me along. It would be great if this were a matter of design.

In the past, I was in charge of designing a mah jong solitaire game. In those types of games, there are the ones where it’s possible for the player to have a puzzle without a solution. Alternately, there are the ones that use an algorithm to make sure there was always a solution to the puzzle. I suppose in the former, a player would be able to get out of that unsolvable state with a booster. I chose the latter because I always wanted players to be able to win without using boosters. It seems unfair that the player could be presented with a puzzle that couldn’t be solved without a booster. After all, I wanted the player to stick around for the next level or game.

Challenge is great, but too much challenge leads to frustration, which can lose players.(source:gamasutra