開發者談核心機制和整體遊戲循環的互爲作用

本文原作者:Daniel Doan 譯者ciel chen

我們在設計遊戲時,如果做出來的遊戲很平淡,一下就能感覺到。我們常常收到類似說我們遊戲沒什麼特色或者很無聊的反饋。祕訣就在這裏了:找到解決這些反饋的辦法。也許你會選擇無視,這些用戶能懂什麼呀?不過,要是真的無視了這些玩家們提出的有建設性的批判,這對你、對你的遊戲、以及對你的玩家都沒什麼好處。

battlenetwork(from gamasutra)

battlenetwork(from gamasutra)

把關注點放在強有力的核心遊戲機制上。令人興奮的狀態在遊戲設計中不會持續太久,一個低於平均水平的核心機制,即使有新穎或高度複雜的特色也無法滿足你——就像你在飯前吃了塊兒糖,一開始的甜味確實很讓人開心,不過糖的甜頭很快就過去了,飯的甜度就顯得太淡了,你的遊戲也是,很快就會變得無聊單調沒意思了。所以說,決定遊戲主循環的強大核心機制應該要作爲遊戲開發者的首要關注點。

保證你的核心機制裏有這兩樣東西。

第一個是對於如何把遊戲做成功的明確規則——玩家是否知道如何達成遊戲提出的目標來獲得勝利?遊戲設置的挑戰是否能讓玩家在合理時間裏解決?如果不能,你要如何設置出一個合理的參數來留住玩家,讓他們不至於失去動力棄你的遊戲而去呢?

你的遊戲應該設置新手教程、或一些角色、菜單之類的來讓玩家有門可入和有章可循。教程要能讓在遊戲界面裏很快上手。如果玩家遇到困難,卻沒有明確的目標和方法來求助,玩家就可能會因爲沮喪而放棄遊戲。這樣的正面強化作用會讓遊戲對玩家保持吸引力,而這種作用正是由清晰的指導開始的。所以因果關係應該很明瞭了:當一個玩家進行A事件時,B事件會發生等等。所以,頻繁而又明確的玩家反饋是我們所需要的,他們做的對,我們要聽,甚至他們做的不對,我們也要聽。

第二,你的核心機制要讓人感覺自然。你必須讓玩家在遊戲中有挑戰感的同時還能自然而然地自我發展。爲了在遊戲裏比別人厲害,玩家必須學會一些技能,而這些技能必須隨着時間不斷進化。在低等級時段就應該開始技能學習,比如說,如果你做的是一個玩家在一開始能夠跳過一個桶的簡單遊戲,那之後玩家隨着等級增長要能夠跳過兩個桶、三個桶以此類推。這會讓玩家自然而然地發展並且得到成就感。要求玩家每升高一級就需要通過更高級難度的關卡,這不僅讓遊戲在深度方面有了更大的提升,而且避免了遊戲核心機制的平淡無奇之感。總之要時刻確保玩家保持在一個學習的過程,能不斷被指引接觸新的東西——他們之前沒有遇到過的挑戰。

要點:你的核心機制應該恰當地引導你的玩家達成他們的遊戲目標,而這種給玩家的引導方式應該明顯又直接。沒有什麼比讓玩家迷茫更令人沮喪的了。所以核心機制還必須讓玩家能夠自然而然地用到遊戲所有的功能,從而達成一個目標,再轉向下一個目標。爲了達成這個效果,可能需要我們的核心機制在難度方面要有能夠隨玩家掌握技巧變化而進行自我調節的能力。

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GameDev Protips: How To Design More Meaningful And Engaging Game Mechanics
by Daniel Doan on 03/22/17 10:59:00 am
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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.
In game design, we can often sense when our games feel flat. We often get feedback that says our game isn’t unique or that it is boring. The trick is figuring out what to do with this feedback. Perhaps you could ignore it — what does your audience know anyway? But, ignoring the constructive criticism of people playing your game won’t do you, your game, or your players any good.

Focus on designing strong core mechanics. Excitement doesn’t last very long in game design, and novel or highly complicated features with a sub-par core mechanic is like eating a candy bar before dinner. It’s great in the beginning, but it won’t satisfy you. Your players might feel excited at first, but they’ll quickly become bored and your game will just start to seem uninteresting and one dimensional. The strong core mechanic of your main game loop should be your primary focus.

Make sure that your core mechanic has two things. One, your core mechanic needs clear rules on how to be successful. Does the player know how to complete the objectives presented and win the game? If there is a challenge will the player be able to solve in a reasonable amount of time? If not, what parameters do you have in place to ensure that your player will not become so unmotivated that they will just leave and quit your game?

Your game should have a tutorial or some character or menu in the game that the player can easily refer to when they need assistance. The tutorial should be easily accessible within the gamer’s interface. Without there being clear objectives and a way for the player find help when things get rough, the player will become frustrated and quit. Positive reinforcement keeps players interested in a game and positive reinforcement begins with clear instructions. Cause and effect should be clear; when a player does A, B will happen, etc. Feedback should be frequent and unambiguous, to let your player when they are doing something right and even more, when they are doing something wrong.

The second thing your core mechanic needs to do, is to feel natural. The player must feel like they are being challenged and naturally progressing through the game at the same time. In order to advance through the game, the player must pick up skills and those skills must evolve over time. Skills should start off at low levels, for example if you were making a simple platformer, a player can jump over one barrel at the beginning. Then later on, the player would be able to jump over 2 barrels, then 3, and so forth. This will result in progression and a feeling of accomplishment by the player. Going through each level with increased levels of difficulty will provide your game a greater level of depth and prevent your core mechanic from feeling flat. Always make sure that the player is learning and being introduced to something new — a challenge that they haven’t faced before.

Important Takeaways: Your core mechanic needs to properly guide the player towards successfully completing their in-game objectives and this must be presented to the player in an obvious and immediate manner. There’s nothing more frustrating to a player than being confused. The core mechanic also must also allow the player to move naturally from objective to objective and for the player to use all the in game features as intended. This may require that the core mechanic with regards to difficulty be self adjusting depending on the player’s skills. A player’s skill will grow over the course of playing the game, and the difficulty curve must match.(source:gamasutra.com