Josh Bycer關於遊戲中的隨機性設計進行的制約探討

本文原作者:Josh Bycer 譯者:ciel chen

我們之前就RNG或者說遊戲設計中的隨機化聊了聊。當它在運作時,會給遊戲帶來很多重複可玩性。然而,太多的RNG會讓玩家在玩遊戲的過程中失去掌控力。今天的推送,我要講講開發者如何找到或大或小的方法來讓沒有被RNG之神眷顧的玩家們也有勝利的機會的。

99不能和100劃上等號

就像我們之前聊到的那樣,沒有遊戲的構建是把隨即率調到100%的。原因是如果玩家對遊戲的輸贏完全失去了掌控,那麼玩這個遊戲的意義何在?所以一個遊戲的設計難點是瞭解這款遊戲需要隨即性佔有多大比重。

Hearthstone(from gamasutra.com)

Hearthstone(from gamasutra.com)

一些已發行的、重複可玩性極高的遊戲就在遊戲裏注入了隨機性和隨程序生成的內容。再說一遍,你永遠不知道通關到底會是簡單還是困難。對玩家和遊戲設計者來說一個重要的方法就是了解如何控制或緩解RNG的作用。

概率堆積

掌控設計者使用的RNG有大大小小的方法。有時,會是一些設計好的附加系統來幫助那些倒黴的玩家。另外有些時候,我們會看到可以繞開或者淡化RNG影響的遊戲集成機制。

先從前者開始說,如今一個最典型的例子就是CCG類型遊戲(卡牌類)。任何玩CCG的人都可以告訴你RNG作爲遊戲中的一個要素佔據了多大的比重。CCG遊戲增重了RNG比重,決定了你會拿到什麼樣的新卡,以及一局戰役中手裏會有什麼卡牌。

能夠合成你想要的卡牌(花錢)是CCG遊戲裏減少RNG作用的一種方法

對於比較古老的TCG遊戲來說,花50美元買了booster pack增強包,結果拿到的全是已經有的卡牌的,就等於50美元白白打水漂了。

《爐石傳說》(Hearthstone)的“dust”或者《昆特牌》(Gwent)的“scrap”讓玩家可以通過收集它們來合成任何他們想要的卡牌。

越稀有的牌,自然就越貴。回爐系統讓玩家爲了那張他們想要的卡牌而存卡,還有確保他們花的錢並不都是浪費。

在CCG遊戲中,有些卡牌的設計需要讓你把倉庫裏特定的卡拖出來。這種高級玩法是爲了讓你組合其他牌來合成你想要的特定卡牌。

好,我繼續往下,說說rogue-like的遊戲例子,這些遊戲中的RNG影響是可以通過一些這樣那樣的方法來減緩的。《以撒的結合》(The Binding of Isaac)就有一些端系統用來給玩家一些獎勵來應對藏寶室裏抽卡運氣很差的情況。Rogue-like遊戲擁有持久性元素,這可以讓玩家慢慢對角色進行沒有盡頭的改變來一點一點提高角色的能力。另外一個選項是提供一個能給玩家在遊戲規則中帶來更多掌控性的系統。

運氣 vs. 技巧:

試圖擺平運氣與技巧的天秤總是不容易的。在玩Loot Rascals的過程中,我發現自己並沒有真正地掌控了遊戲的輸贏。有時,我只是運氣好,得到了足夠多的攻擊道具提升了能力。然而還有時,我我別無選擇只能希望敵人的攻擊可以被擋掉或者能自己掉血。

在這張圖片裏,我攻擊性武器極少根本沒法反擊敵人

隨機行爲對於重複可玩性是很重要的一部分,但是如果運氣不在玩家這一方,那至少得有點選擇性。爲了平衡,隨即行爲外有把握的物品和選擇需要有額外代價。

在《未知敵人》(XCOM)中,能造成直接傷害或者無視RNG效果的能力是每個任務的修正量。

在Diablo 3中,要使用Kanai的Cube就要有在資源上大量的金錢投入。重點是那些選擇終究對玩家是開放的,這樣能避免純RNG。

coh2 soviet mud(from gamasutra.com)

平衡數值:

你遊戲裏RNG的比重對遊戲重複可玩性和難度是會有影響的。平衡RNG在運氣和技巧上的平衡是非常困難的。你遊戲越是難以預測,重複可玩性就越高,但是如果輸贏已經完全脫出了玩家掌控的話,那玩起來就很鬱悶了。

遊戲中的大師級玩法,比如說像Binding of Isaac就是在構建時緩減了RNG影響,讓你玩得起來;同樣的還有XCOM。困難的地方是讓玩家看得到這些可選項,這需要有一個很好地新手教程和詮釋系統。

你還能想到其他減緩了RNG影響的遊戲例子嗎?

本文由遊戲邦編譯,譯者ciel chen,轉載請註明來源,或諮詢遊戲邦,微信zhengjintiao

How to Fight RNG in Game Design

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
We’ve talked about the use of RNG or randomization in game design before. When it works, it can give a game a lot of replayability. However, too much RNG and the player has no control over playing the actual game. For today’s post, I want to talk about how developers have found ways large and small to give the player a chance when the RNG Gods are not smiling on them.

99 Doesn’t Equal 100:

Anyone who has played a game built on RNG will tell you that nothing is set in stone. You never know when a lucky item drop will save the day, or one bad fight ruins you.

As we’ve talked about, no game is built on 100% randomization. The reason is if the player has absolutely no control over winning or losing, then what’s the point of playing? The tough design point is knowing just how much randomization you want in your game.

Some of the most replayable games released have randomized or procedurally-generated elements to them. Once again, you never know just how easy or hard a playthrough is going to be. An important tool for players and designers to use is understanding how to control or mitigate RNG.

Stacking the Odds:

There are large and small ways of controlling RNG that designers have used. Sometimes, these are extra systems designed to help someone with poor luck. Other times, we’ve seen games integrate mechanics that get around or downplay RNG’s impact.

Starting with the former, the biggest example of this today would be from the CCG genre. Anyone who has played a CCG can tell you just how much RNG is a factor. CCGs have the added weight of RNG with getting new cards and what your hand will be for a match.

Being able to craft the cards you want (at a cost) is a way to reduce RNG in a CCG

With older TCGs, spending $50 on booster packs and getting all duplicates meant $50 lost. Today, CCGs give you the option to “mill” extra cards for a secondary resource.
Hearthstone’s “dust” or Gwent’s “scrap” allows players to collect these resources to be used to create any card they want.

The rarer the card, the more expensive it will be. A milling system allows players to save up for that one card they want, and makes sure that money spent is never truly wasted.
Within the CCGs, there are cards designed to get you to draw specific cards in your deck. Advanced play in this case is setting your deck up to get the cards that you want by comboing off of other cards.

Moving on, there are rogue-like examples of games where RNG could be mitigated in some way, shape or form. The Binding of Isaac has several side systems in the game that can give the player bonus items and get around unlucky draws from the treasure room.

Rogue-likes with persistence elements can allow the player to make permanent changes to a character to help slowly boost their abilities. Another option is to provide systems that give the player more control over how the game is played.

FTL is completely randomized in terms of situations and fights, but it still relies on player skill to win the tactical battles.
Luck vs. Skill:
Trying to get the balance between luck and skill down is never easy. Playing through the game Loot Rascals, I found myself having no real control over my success of the game. Sometimes, I got lucky with enough attack items to power through. Other times, I had no options other than to hope that the enemy’s attack would be blocked or lose precious health.

In this picture, I have very little offensive items to fight back against the enemies

Randomization is an essential part of replayability, but if luck is not on the player’s side, then there has to be an alternative. For balancing reasons, sure things or options outside of randomization should have an extra cost to them.

In XCOM, the ability to do direct damage or ignore RNG were fix quantities per mission.

In Diablo 3, the option to make use of Kanai’s Cube required a massive investment in terms of resources. The point is that those choices were still accessible by the player and could get around pure RNG.

Balancing the Numbers:

The amount of RNG that’s in your game will have an impact on replayability and difficulty. Getting the balance of RNG between luck and skill is tricky. The more unpredictable your game is, the more replayable it is, but if winning or losing is out of the player’s hands, it can be frustrating to play.

Master level play in games like the Binding of Isaac is built around mitigating RNG and making it work for you; the same goes for XCOM. Getting the player to see those options is the tough part, and requires a good tutorial and explanation of systems.

Can you think of other examples of games that had ways of mitigating RNG?(source:gamasutra.com