業內觀察家談遊戲產品開發應該先關注的9個視角問題

原文作者:Ric Cowley 譯者:Megan Shieh

第一個問題:“除了遊戲你還喜歡什麼東西?”

他建議開發者們找到自己真心喜愛和熱衷的東西,然後圍繞這些東西來創建一個全新的遊戲體驗。

第二個問題:“爲什麼沒有其他人做這個遊戲?”

哪些東西給了你牛逼的資本?對這些東西的喜愛和激情最有助於提高遊戲質量,也可能有助於鞏固你的許可證(如果你有用IP的話)。

Horizon Zero Dawn(from gamasutra.com)

Horizon Zero Dawn(from gamasutra.com)

第三個問題:“玩家會夢到你的遊戲嗎?”

你的遊戲需要有一個震撼人心的視覺元素——就算玩家很久不玩這個遊戲了還是會記住那些畫面,然而對遊戲的記憶不一定非得是積極的。

第四個問題:“我如何能讓玩家痛恨一個機制”

例如:製作一個超難的關卡,這樣一旦玩家過了這關就會很有滿足感。

第五個問題涉及到功能/特性的移除

移除一個遊戲類型固有的某些元素可以創造一個全新的體驗。例如:塔防遊戲本質上是刪減版的即時策略遊戲(遊戲邦注:遊戲的邏輯裏包括建設,破壞和交互)。

第六個引起爭論的問題是“我如何能阻止玩家不停地玩遊戲?”

開發者需要考慮玩家們實際玩遊戲的時間,讓他們在會話間隙“自覺地”去休息,避免精疲力竭。

第七個問題:“我該怎麼吊玩家胃口?”

我們必須創造一種機會成本的感覺。如果玩家只購買一次,那麼你就失敗了,因爲玩家對重複購買的興趣不夠。

第八個問題:“我如何能讓玩家一直查看手機?”

這是一個懸而未決的問題,開發者需要思考“什麼功能/特性能吸引玩家定期回到我的遊戲?”。

最後一個問題:“如何讓其他遊戲的玩家感到嫉妒?”

比如給玩家提供一種展示技能的方式,或者創造機會讓玩家可以通過購買高級裝備來向他人炫耀自己的財富。

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Kicking off the second day of Devcom 2017,Oscar Clark, an evangelist at Unity, gave a talk on the nine ridiculous questions every game developer should ask themselves.

The first question was “what do you love that isn’t a game?”, suggesting that developers find something that they feel very passionate about to make an entirely new game around the experience.

Next up was “why would no one else make this game?” – “what is it that you’ve got that makes you badass?”, Clark expanded, noting that having the passion for something can help make your game better, and perhaps secure a license if you’re using an IP.

Pinch me

“Will players see your game in their dreams?” was the third question, with Clark adding that your game needs to have a visual element that they will remember long after they’ve stopped playing.

Memories about games don’t have to be positive, however. He adds that you should ask “how can I make you hate a mechanic”, such as an incredibly high difficult, which will reward players once they overcome it.

The fifth question revolved around dropping features, with Clark noting that removing certain elements of an established genre can create a whole new experience – such as how a tower defence game is essentially a cut-back real-time strategy.

Wanting more

“How can I stop the player playing?” was the controversial sixth question, with Clark adding that developers need to consider the timeframe which players might actually play their game in, to give them “natural” rests between sessions and avoid burnout.

He then asked “what is the worst thing I can deny a player?” – “we have to create a sense of an opportunity cost”, he said, adding that if players only buy once, then you’ve failed because the player wasn’t interested enough to make a repeat purchase.

“What will keep my players checking their phone?” was the penultimate question asked, with developers needing to consider what makes their game compelling and demanding players return to it regularly.

And finally, Clark asked “how can I make the other players jealous?” – this could be giving the player a way to show off their skill, or just showing off their wealth through the ability to buy premium items.(Source: pocketgamer.biz  )