Twitch時代:觀看體驗和遊戲體驗的重要性不相上下

原文作者:Mike Willette  譯者:Megan Shieh

Breakaway開發者談Twitch時代適合競技直播的遊戲典型特徵:遊戲理解,緊張感/懸念,和關聯性。

‘遊戲理解’是觀看者對正在發生的事情的理解能力。首次觀看者能不能輕易地理解遊戲的宗旨,跟上動作,並看懂目前誰佔上風?

‘緊張感和懸念’讓觀看者想要坐在玩家的座位邊緣,精神上參與到遊戲中。

引起高度緊張的幾個子因素:

觀看者對風險瞬間的瞭解

視覺清晰度,意思就是遊戲畫面不要一片混亂

觀看者對技巧(vs運氣)的感知,以及不可預測的結果(拒絕一邊倒的比賽)

‘關聯性’是觀衆對遊戲的關聯感,玩家、直播者和其他觀看者可以增加觀看遊戲的愉悅感。例如,如果一個觀看者對遊戲有留戀的感覺,喜歡直播者或是玩家團隊,觀看比賽的過程對她/他來說會更有趣,因爲她/他對遊戲的關聯感更強烈。

twitch-desk(from polygon)

twitch-desk(from polygon)

以下7個關鍵領域是我們提高遊戲觀看性的關注點:

1. 展示競爭性強,技能爲本的遊戲

Emmett(Twitch首席執行官Emmett Shear)給了我們一個決定性的建議:“你需要給每個人一個發光的機會。”他論述了當時Twitch上所有的熱門遊戲爲實現這點而使用的不同方法。例如,Minecraft用建築來突出創造力,而CS:GO用爆頭來強調精確度。

實現這點並沒有特定的方式,但任何成功的Twitch遊戲都必須讓玩家以一種有意義的方式展示自己的技能。我們做了一些調整來簡化戰鬥,同時保持技能差距;然後轉向一個很酷的向下依託系統(down-based system),該系統支持良好的間隔和及時攻擊。

2. 展現完整的競技場

經過深思熟慮,我們極大地縮小了地圖的尺寸並要求整個競技場從一開始就一覽無餘,跟你在體育運動中看到的場景非常相似。

這一設置提供了一系列好處:

每個人都有相同的體驗,因爲每個人都能同時看到所有戰鬥。

它消除了隱藏信息,保持競技場平均分佈,減少了作弊和直播碎片化的可能性。

玩家和觀看者幾乎不會錯過出色的比賽,因爲從大多數角度都可以看到整個競技場的狀況。

3. 鼓勵爆發性動作

一旦比賽鈴聲響起,我們希望玩家能夠立即加入行動或戰鬥。我們從回合到比賽長度,再到冷卻計時器方面壓縮了整體時間。遊戲時間限制在20分鐘以下,因爲遊戲的規則是:5輪決勝負;每個回合的時間上限爲4分鐘;玩家可以在回合開始的5 -10秒內加入戰鬥。

我們對核心遊戲模式也進行了改變:以回合製爲基礎,兩隊相互競爭將單個神物搬運到對方的基地。回合制基礎的遊戲模式帶來了一些很好的成果:

它建立了有趣的起跑線緊張感——人們在起跑線等着發令槍,然後一聽到發令就立刻採取行動。

玩家還可以利用回合之間的休息時間來談論策略。

也讓直播者有機會暫停片刻來討論技能組合和上一輪遊戲,或者推測下一輪的情況。

4. 建立一個單一的焦點

Breakaway的早期迭代中設有多個寶藏,因此當時有多個焦點。這一舉動極大程度地分散了觀衆的注意力,令觀衆很難跟上游戲節奏,因爲觀衆必須得不斷地將注意力轉移到不同的“熱點”上。

因此我們創造了‘神物’,一個必須被帶到對方基地內才能得分的球體。這一設置有幾個優勢:

爲體驗創造了一個焦點,觀看者可以輕易地追蹤它,並確定自己正在觀看的是遊戲中的重點

確保了每個人的觀看體驗都是相同的

也讓直播者的故事闡述變得更容易

5. 創造多個勝利場景,建立更有意義的瞬間

擁有一個統一的行動點對集中注意力很有幫助,同時我們也想要在比賽中創造一些增加玩家和觀看者緊張感的瞬間。所以我們想出了兩種建立在回合制基礎上的額外得分方案。

領土勝利——清除自己競技場內的神物。隨着回合時間的流逝,將神物轉移到對手的競技場內,以獲得勝利。

團隊清除——消除對方團隊的所有成員,讓他們同時處於死亡計時器上。

兩種得分類型的發生頻率都很低,因此當它們真的發生的時候就像是一種奇觀。

6. 強調重要瞬間

重要瞬間發生的時候,它們需要被強調,這樣即使是第一次觀看遊戲的人也能意識到它們的重要性。

在傳統得分中,遊戲攝像機將焦點轉移到傳送門的視野,慢動作回放最後幾秒鐘的動作。在團隊清除的過程中,爲了向所有玩家展示最終一擊,最後一次攻擊會變成超級慢動作。

我們的研究還表明,爲重要的、自然演進的瞬間提供機會的遊戲更好看。每個人都記得Daigo的完美閃避大招或xPeke的nexus後門。這些激動人心的瞬間會創造戲劇性的感覺和興奮元素,同時突出了個人技能,致使觀衆想要再次回來觀看。

我們發現最好的瞬間都有這幾個特徵: a)罕見,b)難以實行,c)能對比賽結果產生影響。

因此我們審覈了Breakaway的遊戲設置來確保它支持自然演進瞬間。在得分方面我們已經有了一些很酷的設置。爲了確保有更多的機會,我們審閱了玩家可能採取的所有動作,並將它們通過上面的過濾條件進行分析。然後我們開始尋找其他的潛在瞬間,比如攔截、出局、後仰跳投、撞擊得分、2 – 1傳球。社區和玩家們已經開始用他們得到的工具來創建自己的遊戲了。
7. 支持觀看

圍繞觀看比賽日漸提升的觀看體驗。我們都是Evolution,ESL和LCS的忠實粉絲,因此我們想要開發一些特殊工具。這些工具需要爲聯賽組織者提供一些強調動作的方式,讓他們可以爲在家觀看遊戲的人在賽事中突出重要動作。

我們開始在自己的工作室進行直播,邀請社區成員參加與開發團隊的比賽。自己進行直播並與社區成員緊密合作,給了我們第一手知識,讓我們瞭解到作爲一個直播者展示遊戲競技所需要的東西。

我們將目光專注於觀衆模式的關鍵組成部分,以便任何類型的播送都能受益。觀看工具:

球型攝影機Ball Camera——以核心動作爲中心

自由攝像機Free Camera——突出了戰鬥和重要場邊賽事的更大視野

貼身攝像機Ghost Camera——跟隨單個角色,從該玩家的視野觀看

玩家攝像機Player camera——-鎖定一個角色,將攝像機控制放在觀衆的手中

報道工具Reporting tools——帶來觀衆感興趣的大量統計數據,包含網絡、擊殺/死亡/助攻、設備購買等等。

最後我希望你能在開發自己遊戲的時候,從這篇文章中找到靈感。考慮遊戲體驗的時候也別忘了考慮觀看體驗,因爲它們的重要性不相上下。

本文由遊戲邦編譯,轉載請註明來源,或諮詢微信zhengjintiao

Breakaway is a 4 vs 4 team battle sport, built to deliver fast action, competition, and teamwork, and to be as fun to watch as it is to play. The rules are simple: Work with your team to seize the Relic and score it into the enemy team’s base. But Breakaway started as a much different game.

Breakaway began life as a 48-player competitive platformer code named Portobello, where two teams of 24 players raced to gather a bounty of gold from a small port town. During development Amazon acquired Twitch.tv, and when Twitch CEO Emmett Shear stopped by the studio to play Portobello with the development team, he immediately saw its potential as a Twitch game.

Inspired by our conversations with Emmett, we shifted gears and started heavily researching highly watchable games. We found a few specific things that keep first-time viewers watching a stream: gameplay understanding, tension/suspense, and relatedness.

Gameplay understanding is the viewer’s ability to understand what’s going on. Can a first-time viewer look at the screen and easily understand the objectives, follow the action, and know who’s winning?

Tension and suspense is what keeps viewers on the edge of their seats and engaged with the action. High tension is a result of several sub-factors, including:

Knowledge of the stakes moment-to-moment

Visual clarity, or the lack of “chaos”

The perception of skillful play (vs luck), and unpredictable results (no one-sided matches)

Relatedness, the viewer’s feeling of connection to the game, the people playing, the broadcasters, and other viewers can make a game more fun to watch. For example, if a viewer feels nostalgia for a game, or enjoys the broadcaster or the team playing, the game will be more fun to watch because of the deeper connection the viewer feels.

As we researched, we started thinking about ways we could transform Portobello into a highly watchable game. This meant making significant changes to the core gameplay loop. Here are 7 critical areas where we focused to address gameplay understanding, tension/suspense and relatedness, in order to improve watchability.

#1 – Showcase competitive, skill based gameplay

One critical piece of advice that Emmett gave us was, “you need to give individuals a chance to shine.”  He discussed how all the popular games on Twitch at the time did that in different ways—for example, Minecraft highlighted creativity with building, while CS:GO highlighted precision with headshots.

There wasn’t one way a game had to do it, but any successful Twitch game had to let players show off a skill in a meaningful way. We made adjustments to simplify the combat while maintaining a skill gap. We shifted toward a cool down-based system for abilities that favored good spacing and well-timed attacks.

#2 – Show the whole arena

We made a deliberate decision to dramatically reduce the size of the maps and make it a requirement that the whole arena be visible from the starting point, very similar to what you see in physical sports.

This provided a number of benefits:

Everyone shares the same experience, since everyone can see all the action at once

It removes any hidden information, keeping the playing field level and reducing the possibility of cheating and stream snipping

Players and viewers rarely miss out on cool plays, since from most angles you can see the whole battlefield

#3 – Promote explosive action

Once the bell sounded to start the match, we wanted players to be able to immediately get into action or conflict. We compressed the overall time, from rounds, to match length to cool down timers. Our time caps out below 20 minutes because of our game rules: Best of 5 rounds; rounds are capped to 4 minutes apiece; players can get into conflict within 5-10 seconds of round start.

We also changed the core gameplay to be round-based, with the two teams competing to carry the single Relic into the opposing base. Round-based gameplay provided some great results:

It created fun starting-line tension, where people wait for the starting gun, then burst immediately into action.

It provided downtime between rounds that players could use to talk strategy

It gave broadcasters a moment to pause and discuss builds and the last round, or speculate on the next round

#4 – Create a single point of focus

In early iterations of Breakaway there were multiple treasures, and thus multiple points of focus. This scattered the action, making it harder to follow since viewers had to continuously switch their attention to the most important “hot spot.”

So we created the Relic, a ball that must be carried to the opposing team’s base to score. This had a few advantages:

It created a focal point for the experience—everyone could easily track it and be sure they were watching the most important thing

It ensured that everyone shared the same viewing experience

It made it easier for a broadcaster to tell the story of the game

#5 – Create more meaningful moments with multiple win scenarios

Having a unified point of action was great for focusing attention, and we also wanted to create moments that increased tension in the match for both the players and viewers. So we came up with two additional scoring scenarios that built upon the round-based structure.

Territory Wins – Clearing out the Relic from your side of the arena. As time runs out on the round, move the Relic to your opponent’s side to win.

Team Wipes – Eliminating all of the members of the opposing team so they are all on death timers at the same time.

Both scoring types happen at a much lower frequency, which makes them more of a spectacle when they occur.

#6 – Supporting moments

When important moments happen, they need to be highlighted so that even someone watching the game for the first time can recognize their importance.

During a traditional score, the game camera shifts focus to a view of the portal, with a slow motion replay of the last seconds of action. During a team wipe, the action goes to super slow motion on the final hit, showing all players the final blow.

Our research also showed that games that provide opportunities for big, organic moments are more fun to watch. Everyone remembers Daigo’s full parry comeback or xPeke’s nexus backdoor. These thrilling moments create drama and excitement and get us to come back and watch again—and they highlight individual skill.

When we looked through memorable moments, we found that the best ones were: a) rare, b) hard to execute, and c) impactful on the outcome of the game.

So we went through Breakaway’s gameplay to make sure it supported organic moments. We already had some cool potential with scoring.  We wanted to make sure there were more opportunities, so we looked at all the actions a player could take and analyzed them through the above filter. We started to find other potential moments, like interceptions, ring outs, jump fade away shots, dash scores, 2-on-1 pass plays. The community and players started creating plays of their own with the tools they were provided.

#7 – Support spectating

A growing part of the viewing experience revolves around watching tournaments. We are big fans of Evolution, ESL, and the LCS. So we wanted to develop tools that would allow tournament organizers ways to highlight the action during events for the viewers at home.

We started broadcasting out of our own studio, inviting members of the community to participate in matches with the dev team. Broadcasting ourselves, and working closely with community members, gave us first-hand knowledge about what was needed to showcase the action as a broadcaster.

We focused on key features for our spectator mode so that any type of broadcast could benefit.

Spectating tools:

Ball camera – Stays centered on the core action

Free camera – Highlights bigger views of the battle and important side events

Ghost camera – Follows individual characters and sees exactly what that player sees

Player camera – Locks to a character but retains camera control with the spectator

Reporting tools – Brings up an abundance of stats that are interesting to viewers, including network, K/D/A, equipment purchases, and more

In closing, I hope that you will find inspiration from this post in developing your own games. Thinking about the people watching the game is nearly as important as thinking about the people playing.(Source: gamasutra.com