開發者以真實案例談遊戲設計中的核心體驗及其價值

原文作者:Max Pears  譯者:Megan Shieh

遊戲核心體驗指的是開發者意圖傳遞給玩家的3-5種主要元素或情緒。

那麼,遊戲核心體驗的作用是什麼?爲什麼我們需要將遊戲限制在這些範疇之內?

讀者可能會回覆我說:“Max,我的遊戲潛力無限,我不想給它設置限制。”

那麼我可以告訴你,設置限制是爲了保持遊戲的連貫性。

遊戲開發的過程中,如果你什麼都想要,什麼都想做,那麼做出來的成品就可能會像一盤散沙——玩家找不到你的核心,你計劃構建的這些元素或情緒也只會呈現一般水準。

此外,遊戲核心體驗能夠幫助全體開發人員理解遊戲的整體構想。即使處於遊戲的製作階段,部分開發者還是會不可避免地‘偏航’。有了明確的方向,遊戲開發會變得更加順暢、團隊的工作會變得相對容易一些、整體工作氛圍也會更加輕鬆!

有了這些核心體驗作爲參考,他們就可以問問自己,這個機制/想法是否符合我們設置的遊戲核心體驗?如果答案是“否”,那麼最好還是儘早放棄這個機制。(我的意思不是說每個機制都必須服務於這些核心體驗,你可以用‘不相關’的機制來構造不同的情緒,但是這些想法通常會在開發後期纔出現。)在顛覆體驗之前,開發團隊可以先專注於遊戲的核心元素。

下面讓我們從核心核心體驗方面來看看幾個遊戲的案例。

實例分析一:《The Last of Us》

道具合成:武器彈藥稀缺,所以爲了分散注意力或給敵人造成更大的傷害,最好的方法是使用遊戲中的各種物品——與遊戲的核心世界觀一致,符合了資源稀缺這一特點。

The Last of Us(from 3dmgame.com)

The Last of Us(from 3dmgame.com)

劇情:《The Last of Us》是一款線性劇情遊戲,該作中的所有劇情都是圍繞着‘資源稀缺’這一主題而構建的,着重描寫了兩位主人公的故事而不是玩家自己的故事。

AI夥伴:遊戲主要是關於玩家控制的主人公在旅途中與AI夥伴Ellie和其他角色建立關係的故事。

潛行:該作包含了戰鬥元素,不過近身快攻的戰術在遊戲中並不吃香,因此玩家最好是採取潛行的方式進行戰鬥。

如果你有玩過這款遊戲的話,就會發現遊戲中的大部分元素都符合了它的核心準則。各種謎題、對AI 夥伴的需求、任務中的潛行部分、劇情爲王,即使是在多人遊戲中,‘道具合成’也是非常重要的一環。

實例分析二:《Zelda: Breath of the Wild》

探索:《Zelda: Breath of the Wild》鼓勵玩家去探索,玩家可以去到遊戲世界中的每個角落(遊戲邦注:完成新手教學後)。與育碧的開放世界遊戲不同,本作對玩家隱藏了部分特定的信息,在屏幕上顯示了多個支線任務,意思是玩家必須自己去探索並找到這些隱藏信息。

遍歷:本作提供了多種傳送模式,每種都很有趣。從登山、游泳、跑步、滑翔傘再到別出心裁的盾牌滑行,移動方式的多樣性使得探索過程變得極其有趣。

搜尋:玩家們時常需要在遊戲世界中游歷,尋找特定的物品。比如武器或者食物,因爲武器用過幾次後會損壞,而食物則是穿越危險環境的必需品,能夠用來補充生命值。

選項:本作爲玩家了提供各種各樣的選項。從可以用多種方案解答的謎題,到各種戰鬥場景,再到玩家移動的方式,等等,只要是玩家想要嘗試的東西,幾乎都可以實現。與其他遊戲相比,這是一個決勝性優勢。

戰鬥:我把它看作是這款遊戲的次要核心體驗之一。遊戲中含有大量的戰鬥場景和敵人類型,我個人認爲它的戰鬥系統不咋地;但無論如何,它是核心體驗之一,因爲這是玩家與遊戲世界中的大多數生物交互的方式。

以上就是《The Last Of Us》和《Zelda: Breath of the Wild》的核心體驗。設計支柱可以讓開發者們集中精力去推動遊戲中最精彩的部分,然後圍繞這些部分來優化遊戲中的其他特性。它是一款非常強大的工具,可以幫助你和你的團隊保持遊戲的連貫性,同時也可以引導團隊成員作出更爲明智的設計決策。

我建議你騰出幾分鐘的時間,想想你最欣賞的一兩款遊戲,然後分析一下它們的核心體驗,看看你是否能夠從中學習到一些東西,以及遊戲是如何圍繞着這些核心體驗來展開其他豐富內容的。

本文由遊戲邦編譯,轉載請註明來源,或諮詢微信zhengjintiao

During the early stages of design, you will be working on creating/answering the question of

“What is the game?”

There are many ways to answer this but the one method I want us to focus on today in this post is the games ‘Pillars’.

Some of you may be wondering what I mean by this or may not be familiar with this term. What I mean by this term is think about the 3 – 5 main elements/emotions your game is trying to explore and make the players feel?

So why is it important to figure this out? Why do I need to limit my game to these amount of categories?
“Max, my game is going to tackle and do so many amazing things” Replied the reader.
Well sir or madam, as always I appreciate the question. The reason behind this is to keep your game coherent. If you are trying to do everything in one game then players may be getting lost or you will not be able to deliver all these elements/emotions to a high standard when you have 100s.

Another reason why is it helps all your teammates understand the overall picture of your game. Most people do not realize that even while in the production stage of the game not all the answers are there. We all wish they were trust me, it would make game dev a lot smoother. Yet giving your team these key elements to work with during the production process it allows them to make informed design decisions. Giving your teammates guidelines will make your team’s life easier and overall a happier team!

As with these pillars, they can start to ask themselves, does this mechanic/idea serve or fit into the pillars of our game? If the answer is ‘No’ then it may be best to remove this mechanic. (Now I am not saying every mechanic must serve these pillars, you can use “off topic” mechanics to create different emotions and make the player feel a way uncomfortable. Yet these ideas will come later on during development) The team can focus on the core elements of the game, before working on subverting the experience.

So now that you have an understanding of a Game Pillar let’s take a look at a few examples of games and break them down into their core pillars.

The Last of us is one of Naughty dog’s many master pieces. If you have not played it yet (then seriously why?) go and check it out.

A lot goes into making Last of Us a truly an amazing game, that so many of us enjoyed. So let’s take a look at the core pillars of this game:

Crafting: Ammo is scarce, so to distract or cause a higher amount of damage to one’s foes it is better to use items populating the world. This works in unison with the environmental story telling of how this is not many resources left in this world

Story: Last of Us is a linear game which is heavily narrative lead, they want everything to tie in with the story as mentioned with crafting. The game focuses on the story of the two main characters rather than the player’s own story.

AI partners: The game is all about building a relationship between the player’s character with the AI partner Ellie and other partners you meet throughout your journey

Stealth: Combat is used in this game, but if you were to run and gun, then the game would make your life extremely difficult. So player are encouraged to play more stealthily

As you can see (if you have played the game) that most of the game fits with these core principles. Puzzles, requiring AI help, there are stealth section in the missions, the story is king and even in multiplayer crafting is important to the players.

That is only one game, so let us break down another.

Hhhmm I have recently picked up a Switch

Which means I want to break down Legend of Zelda: Breath of the Wild.

I am only just passed the tutorial but have seen a lot of videos breaking this down, (If you feel I have missed anything please Tweet me with your thoughts)

Exploration: Player are encouraged to explore, by being able to go to any area they wish whenever they wish (Once they have finished the tutorial) the designers have hidden certain information from the player compared to Ubisoft open world games, where they litter the player’s HUD with side missions. Meaning players have to look for these.

Traversal:  BoW offers so many modes of transport, each being as fun as one another. From, climbing, swimming, running, paragliding to the amazing shield surfing. Moving through this world is made into a fantastic experience through the diversity and (sorry for lack of a better word) fun of the movement in the world.

Scavenging: Players are constantly needing to go through the world and search for items. From weapons which break after a few battles, to the food players must use to regain health or help them traverse through all kind of environmental hazards.

Options: This game is praised all around for a number of options that are given to the player. From multiple ways to solve puzzles to the combat scenarios or how the player makes their way around the world. Anything the player can think of in terms of trying, the most likely will be able to do it. Compared to most games, there is no one way to solve the issues, which is laid in front of the player.

Combat: I see this as one of the lesser pillars for this game personally. Now you have loads of combat in this game and a number of enemy types but again my personal opinion is that the combat is not the most amazing combat system out there. Still, it is a pillar as this is how you interact with most creatures in the world

Those are two games broken down into their core pillars, I am hoping that you can see how using just a few pillars it has allowed the creators to focus and push the best part of their game, working around these to enhance everything. This is a great tool to bring more coherence to your game as well as a good guideline to help your teammates when working on a game of your own.

I would like to ask you to take a few mins and think about one or two of your favorite games and break them down into their key pillars. See if you learn from this, how the game actually bases a lot of its challenges around these pillars.(Source: gamasutra.com