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我们身处在一个悲哀的国家, 我们同胞的血脉中流动着短视的劣根性, 我所从事的行业正处于黑暗的时代, 我没有热血,但一息尚存。

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A theoretical game concept of a theoretical MMORPG, chapter I (as my opinion on current game project)  

2006-11-24 13:58:46|  分类: 游戏设计 |  标签: |举报 |字号 订阅

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l  Player individuality

Each player is a unique individual and that must be able to be projected downwards to the character. The players play for different reasons and in different ways. The game concept should make it possible for most players to find a strategy that suits them. In that way, the character can become distinct in the game world. Furthermore, character individuality must be obtained to make each character in the game uniquely attractive to the game play in its entirety.

 

l  Character utilization

No matter what manifestation the character has in the game, it is important that it can persist a value to all interested parties. How the value is defined varies, but no matter how and what it is, the character must be an integrated part of the game world. The characters are of course the most dynamic part of the game, which is why it is important that the characters’ value is not taken too lightly. Using classifications and roles is not necessary, but doing so aids the multi-playing. 

 

l  Group dynamics

The forming of groups is an often occurring phenomenon, intended or not. Integrating the grouping-aspect to the game concept right from the start enhances almost everything in the game. When grouping is integrated, the character must have an additional value to the grouping system. The group must function as a unit with a purpose; otherwise the whole idea is lost entirely. Not to forget is the communication and the authorities in the group, which is a part of the purpose of the group feature. 

 

l  Single player management

It must be possible for a single player to play the game and still have something to do when he is alone or does not want to interact with anyone else. A game should never be entirely about interacting with other players; then a large part of the character’s value would be lost, in addition with a large part of the game concept. The game concept must offer the player something to do in all situations regardless of the presence of other players. 

 

l  Aging factors

The game world and all its characters must be alive. As time passes, both in the real world and in the game world, the aging factors such as growth, diminishing and erosion must have an effect. If everything is constant and unchanging, the game losses in interactivity and in dynamics. A MMOG differs from regular games in the way that the player is required to be active in the game world in order to participate in it. Inactive players are never to profit from lack of activity; instead the character shall deteriorate. 

 

l  Purposes

When the game concept is being designed, it is vital that the intentions with the game, as well as the purpose for any players to play, are established. The purpose of having a multiplayer feature is equally as important. Both of these purposes are what fundamentally compose the game from the end-user’s point of view. If the game is not experienced as an entirety, the player might be put out of focus, thus the player becomes a lesser part of the game. 

 

l  Elements and items

A MMOG can not entirely consist of characters. Elements and items are important to create a vivid game world. Without them, the world simulation will be inadequate. However, as they are highly dynamically affecting the game world, it is imperative that they are well balanced. Otherwise they can have a negative effect on the game concept, causing severe repercussions. 

 

l  Information flow

If the player do not receive information of what is happening in the game world, he cannot objectively interact with it. Information about events and generic information about the game world along with communication are essential types of information. Interaction with other characters is not possible without basic information. While supplying information is important, it is also important not to reveal or distribute excessive information. Only necessary information is required.

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