注册 登录  
 加关注
   显示下一条  |  关闭
温馨提示!由于新浪微博认证机制调整,您的新浪微博帐号绑定已过期,请重新绑定!立即重新绑定新浪微博》  |  关闭

红楼&游戏

一位红楼爱好者&游戏策划的blog

 
 
 

日志

 
 
关于我

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。

网易考拉推荐

向暴雪学习  

2009-03-28 21:27:33|  分类: 游戏设计 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |

听了GDC上暴雪主策划Jeffrey Kaplan的报告以后,我第一次觉得“向暴雪学习”不是简单的口号。这一次Jeffrey不是来宣扬暴雪的成功经验,而是指出wow的许多失误教训。记得当初很多人视wow的任务为圭臬,但在设计者心目中觉得有很多缺点,而且基本来说比较客观。部分摘要如下:

The Christmas Tree Effect: This is when a player shows up to a new quest hub, and his or her mini-map is lit up like a Christmas tree with new quest opportunities. When a designer dumps so many quests on a player, it may appear that he's giving a gamer more options in an open world. But gamers can easily lose direction and a sense of purpose. Some direction from the designer is needed. "We’ve lost control of designers to guide the player to a really fun experience," Kaplan says.

A variant of the Christmas Tree Effect involves a quest giver that has too many quests to offer. Players just end up vacuuming up the quests with little thought.

"Too Long, Didn't Read": That quote comes from a WoW forum post referring to quests that are too lengthy in their descriptions. “It’s great to limit people on how much pure text that they can force on the player," Kaplan says. Blizzard's quest editor limits the amount of characters to 511.

On a related note is what Kaplan calls "Medium Envy," which describes when long-winded videogame writing appears to want to be like books or films. “We need to stop writing fucking books in our games because there are lots of better books out there," he finds. He's not against story in games, though. “We need to deliver our story that is uniquely videogame.”

Mystery: Mystery is a bad thing, as it means the player doesn't know what to do. An example of a bad, "mysterious" quest would be, "Something’s wrong in the forest, go figure it out." When players aren't clear on what to do, they become confused, and that provides for a bad game experience.

Poorly-paced quest change: Kaplan described a long WoW quest that is impossible to complete until the player reaches a certain level. For players below that level who are failing at that quest, frustration sets in, which leads them to lose trust in the game's design. This also leads to frustration, and a bad experience.

Gimmick quests without polish: These are quests that are more fun for the game designer than the player. Kaplan described a vehicle quest in WoW. The game's engine isn't really designed for vehicles. If it's only designed as a gimmick, it's probably not really fun for the player.

Bad flow: This occurs in WoW when players are given an inordinate amount of collection quests or kill quests in a row. It gets boring and repetitive. Kaplan laid claim to the design of what he called the worst quest in WoW, The Green Hills of Stranglethorn. Players have to find pages of a manuscript in a jungle by killing enemies who drop the items. Problem is that there are a lot of pages to find, and a very low drop rate. In such quests, players are pulled out of the experience and begin to wonder why exactly they are performing the action.

“You never want the player to think that somebody made the game. Every time they’re thinking, 'Why is this happening?', you have failed.”

Kaplan ended with a little food for thought for GDC attendees: “Every little decision we make as designers has a direct impact on players. It’s not enough for designers just to put stuff in games to see what the player does. We have a constant responsibility that gameplay needs to be fun."

He says that giving gamers a strong sense direction shouldn't be considered dumbing down a game. "This is not over-simplified hand-holding, it’s elegant game design.”

  评论这张
 
阅读(376)| 评论(1)
推荐 转载

历史上的今天

评论

<#--最新日志,群博日志--> <#--推荐日志--> <#--引用记录--> <#--博主推荐--> <#--随机阅读--> <#--首页推荐--> <#--历史上的今天--> <#--被推荐日志--> <#--上一篇,下一篇--> <#-- 热度 --> <#-- 网易新闻广告 --> <#--右边模块结构--> <#--评论模块结构--> <#--引用模块结构--> <#--博主发起的投票-->
 
 
 
 
 
 
 
 
 
 
 
 
 
 

页脚

网易公司版权所有 ©1997-2017