從《塞達爾傳說:荒野之息》看遊戲中的產品設計

本文原作者: Bryant Francis

《塞達爾傳說:荒野之息(The Legend of Zelda: Breath of the Wild)》造成的對遊戲行業的衝擊讓很多公司想要知道他們是如何做出強大的開放世界型遊戲的,以及如何成功地在一個本應該力量不足的平臺構建出一個如此高大上的世界。

由於我們玩這款遊戲玩得停不下來,也由於我們開始見識到開放的海拉爾(Hyrule)世界的魔力,於是我們今天到Gamasutra Twitch頻道來重點聊聊這款遊戲的關鍵系統和成功之道,希望能對開發者們在開發下一款開放世界型遊戲時有所助益。

視頻訪問,gamasutra原來的鏈接

如果你在找我們談論內容的重點,這裏是給予我們談話內容的一個簡單陳列。

The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild

林克(Link)可以爬上任何可以攀爬的東西/可以去到任何地方,但是在他能攀爬到什麼程度是有限度的。

在幾個禮拜以前,任天堂在遊戲開發者大會上就這點有過一些討論,但是很顯然的是荒野之息在玩家行動中加入了一些人工阻礙,而不是採取耐力系統來防止他們想去哪就去哪。這是自《刺客信條:辛迪加(Assassin’s Creed: Syndicate)》和《地平線:黎明時分(Horizon:Zero Dawn)》以來,在展現自由度的賣點上做出的巨大改變,這點,尤其是對於不同場景的應用上,是極其值得學習的。

美術設計減免了對“探測視角”的需要

很多開放世界型遊戲對逼真環境塑造下足了功夫,讓遊戲從多方向上吸引玩家注意。爲了確保玩家不走偏主線,很多遊戲使用了特殊視覺模式來觸發一些腳本故事,最後讓玩家走回主線路段。我們討論了《荒野之息》的美術和空間設計是如何確保玩家不需要糾結做什麼去哪裏的問題,以及討論了它是如何使玩家留下不斷探索這個開放世界的。

說真的,資源短缺未必是壞事

有一次,一個Twitch上的網友問我們是否試驗過Amiibo系統(然而並沒有),但是這點值得關注,因爲Ammiibo系統讓玩家無論在遊戲中任何地方都能得到關鍵材料和物品。但是這未必是件好事!就像我們討論過的,《荒野之息》吸引玩家的一部分原因就在於尋找各種各樣的物品以及交互方式上,如果你能想要什麼就有什麼那就失去了遊戲這部分的魅力了。

正如我們的記者Kris Graft指出的那樣,遊戲的包容性和歡迎性是有一個更遠大目標的,就是要能同時契合設計和商業目標,所以說,塞爾達的基礎並非對所有可能玩這款遊戲的玩家來說都能穩穩站住腳的。

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

Key lessons developers can take away from Breath of the Wild

March 15, 2017 | By Bryant Francis

The Legend of Zelda: Breath of the Wild has crashed into the games industry right as many companies are trying to figure out how to make powerful open-world games, and it succeeds in building a compelling world on what is supposedly an underpowered console.

Since we can’t stop playing the game, and because were starting to notice some of the magic tricks that were selling the illusion of an open-world Hyrule, we took to the Gamasutra Twitch channel today to highlight some of the key systems and how they succeed, to help developers improve their next open-world games.

If you’re looking for a few highlights of what we discussed, here’s a short list based on our discussion (seen above).

Link can climb anything/go anywhere, but there’s a limit on how much he can climb.

Nintendo discussed some of this in their GDC talk a couple weeks ago, but it’s notable how Breath of the Wild implements few artificial barriers on player locomotion, instead using a stamina system to keep them from just going where they want, when they want. It’s a big change from how theAssassin’s Creeds and Horizon Zero Dawns of the world sell the illusion of freedom, and one worth studying extensively, especially as it’s used in different locales.

The art design eliminates a need for “detective vision.”

Many open-world games have to grapple with photorealistic environments that can draw the player attention in a lot of different directions. To keep players on the right path, many employ a special vision mode that will have some root in the game’s story, but ultimately be responsible for keeping them on the right track. We discussed how Breath of the Wild’s art and spatial design keeps players from struggling to identify what to do/where to go, and how it helps keep players flowing through the open world.

Resource shortages are good, actually.

At one point, a Twitch viewer asked us if we’d experimented with the Amiibo system yet (we haven’t), but it’s worth noting because it’s a system that gives players key ingredients and items no matter where they are in the game. But that isn’t necessarily a good thing! As we discussed, part of Breath of the Wild’s allure is in finding various items and how they interact, which doesn’t work well if you can call them up on demand.

The familiar Zelda story is revisited—for better and for worse.

While many developers and players have been fawning over the Zora Prince Sidon and his—physique—we took note that a lot of Breath of the Wild seems to revisit major story/pacing beats covered byOcarina of Time, A Link to the Past, and other games. That’s not inherently bad on its own, and enough innovation seems to be in place to keep it from being another run around Hyrule, but this leaves characters like Zelda and the Gerudo tribe in some awkward situations, since both are still saddled with the uncomfortable tropes of their origins. Zelda is still effectively kidnapped, and the all-female tribe of Gerudo are caught in an awkward scene that other critics have explained doesn’t do a service to transgender players.

As our own Kris Graft points out, inclusiveness and welcomeness in games has a broader purpose that fits both design and business goals, so it’s a place where the Zelda foundation doesn’t hold up as strongly for all the people who might pick up the game.

For more insights on The Legend of Zelda: Breath of the Wild, be sure to watch the full stream above, and follow the Gamasutra Twitch channel for more gameplay commentary, editor roundtables, and developer interviews. (source:gamasutra.com