carry on! Effective Game Design!

zhaozj2021-02-16  61

The switch in a room opened the door to another room, don't do this! Cute game designer, isn't your bedroom light switch in the kitchen, and the kitchen light switch in the living room? If this is not this, then why do you design a maze?

In fact, this article is not only the switches in the maze, but it also includes other forms of prefilms and obstacles in the game, sometimes you will find a choice you made early in the game, it will affect the later period of the game. A very critical branch point development, do you have a feeling of being deceived? I have chosen when I have previously don't know how many situations, and then tell me, "Sorry, because you have chosen A, so you can only choose the second item."

Let me think about it, "Tiandi Robbery - The Sword of the City" likes to engage in such a trick, I have to come from the head for it. This is what people are very angry.

This is also a designer's lazy performance, they don't have much thought of how to make the puppet become interesting, but the free setting boring obstacles to waste players, this means is very small.

In the case where n (please fill in a number), only one situation is right, others are wrong.

Oh, cute NPC tells you that as long as A, B, C, D four lamps are all bright, and there will be a wonderful thing. So you go to the lights, FT, you find that you have no effect, no choice but you have to find the so-called Raiders. It turns out that you can follow the order of C A D B, and you have tried it. There are 23 different order, it seems that your luck is too bad.

Hey, the designer is lazy, he doesn't have fun, tonless things come to you, this kind of thing is meaningful? We think this is meaningless.

Kill / get a sword / sell / buy another sword / kill

... Circulation, um, in other words, you can think that this is a standard RPG experience. I played an adventurous RPG just want to be a hero, kill the princess, save the dragon, do you want to spend almost two-thirds of time to go with the hateful blacksmith shop boss bargaining . I want to be a hero, but the game let me pay attention to the second-hand equipment in the past, I still hero?

OK, this list can also be written, there is always too many problems in the game, and why the designer does not consider the revision? I know that the prevention design is really difficult, and it is more difficult to design an interesting prevention. The design is actually the art of weighing. You also see that some of the above terms, it is difficult to seek the destruction of the whole, but at least, we must realize the problem, and try to close to the best situation, you said is it?

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