Corrugal! Effective Game Design!

zhaozj2021-02-16  51

Hey! Writing is indeed an easy task, so I decided - plagiarism. Yes, it is plagiarism.

First of all, the title I plagoned Effective C this book, but said it back, this book is really good! So I have to copy it!

Ernest Adams Bad Game Designer, No Twinkie! This series of articles, I think Effective Game Design is very embarrassed, so what I want to write below, actually my reading note, most of the content, all Ernest Adams wrote, I added some own opinions and understanding, this is the first to be declared to avoid unnecessary trouble.

The electronic game has been developed for many years. Technology has already changed the earth-shaking change, which is obvious, but people are angry, but the game design is not much progress, but more angry is that many years ago The mistake of commitment is still committed now. For various reasons, we can forgive old games such a mistake, but in the past, in a new game, it can often see these mistakes, this is really unforgivable.

Stupid, disgusting maze

We have played a piece of paper - walking the maze. Many lines around the line form a complex maze, you need to find a correct connection starting point and the route of the end. It seems that this game is not bad, but if I have money, I really make an actual maze, then put it in, I will play a baby with you - you can't walk. Do you think that someone will give you a group? Don't forget that is myth.

When you play maze games on paper, I am very lucky. You can see the whole maze at a glance. Even if so, you have to spend a while to find exports, but if you are in an actual maze, The situation is not the case, you can only see an extremely limited area (we assume that this game does not have a map, this is the second point will be discussed), you will be extremely difficult to judge the location. If this maze is slightly more complicated, I want to make a good memory, and you will be interrupted in this process, your idea will be interrupted. Randomly occurred (most of the games have this stuff) simply like a disgusting dead mouse.

Many of the game designers are still in such a maze, and playing such a game is simply not going to go. A inexperitive game is "剑 传", I can't care about it, in short, in the design of the maze, it is poor. In the "New Fairy Sword" pass, the designer simplifies some maze, in addition, in the labyrinth, the perspective is adjusted so that the player can see more location information on the screen, but this is just another soup His labyrinth is still designed very badly.

In my opinion, don't design the labyrinth of the game, they are totally different, design ideas should be completely different, I suggest you see "Sald Legend" maze design , The fans of the maze of the video game should not take a quick effort in a simple path, but in the positive top and down, how to open the door to the next room, similar to the prosecutive feature is the labyrinth. The reason, extremely said that if a maze is removed after removing all obstacles, the player can easily walk from the entrance to the exit, which is a qualified maze.

Maze should be attractive, smart, and most important to solve it. If the unique use of the maze is to hope that the player uses the exhaustion law to find a feasible path, then this maze is too failed. That kind of thing should be handed over to the computer, not a person. No map

From the above, we can easily draw this conclusion: the game should have a map to indicate enough location information to the player. It is not enough to design the path to design the path, you can't solve all the problems, your game can always have only one straight way. However, even more labyrins are more simple than the real world (several rooms and access to their channels are a maze), it will become very complicated in the game. In real life, you can judge the location, such as stains on the carpet, paintings on the rug, etc., but in the game, use the same map in a wall and floor, even if the road is again Simple, you are also easy to get lost.

So, it is necessary to provide a map in the game, don't worry about the so-called authenticity, those so-called real and no maps have compared, it is really insignificant.

Uncoordinated or killing players imagined game elements with gaming themes

Sometimes the designer of the adventure game will give you a puzzler or set this obstacle: it is completely deviated from your imagination. In my opinion, this is the result of the designer deviates from the theme of the game, which makes the players very disappointed. If you have completely brought me into a sword and magic world, let me be a glorious mission - rescue a princess - the heroic knight, then, when I and the last BOSS, evil black dragon duel , Tell me, the way the duel is - play mahjong - I have already lost it from the chair.

This extreme metaphor shows such a problem: designers must always keep in mind the theme of the game. Yes, the design of the design is indeed less easy, but don't get some things that have nothing to do with the game theme or destroy the player's imagination. At this time, the word you want to think is: "Ning Shun"

Putting topiness requires extreme level thinking

This kind of pretty is like a swan poem that can often be seen on the mobile phone. The designer thinks he is very avant-garde. In fact, he is really naive. This is a lazy performance - let the answer are very vague or have no truth, and this means to increase the difficulty of the prevention. If your purpose is to increase the fun of players, then this type of thing has no contribution, except for the waste of players.

In my impression, some Taiwan games like to engage in these small trows, but unfortunately, I have forgotten it, although they have plagued me for a long time, but after I haven't been there. Impression, in addition to remember that it is really a breaking game.

Puppet, no need to think

You came to a door, ha, the old suit's puzzle, isn't it just to find a key? However, if the key is bored, the process is also bored, so the game provides another mechanism, you can use the brute force to give the door.

You can also choose the explosive explosive door, or other methods, just as long as you don't do this when you design: only one solution.

I have to give an extreme example. In an old text adventure game, a famous question is "Can you find the correct verb?" - "You are now in the water, oxygen is running out, you have a door in front of you, what do you want?" "Impact", wrong, so players enter "tapping", still wrong, players lose "heavy hits", ft, or wrong, Game Over, I have a Raiders, it should be Lost "strike".

The problem now is not so exaggerated, but there is still a lot of similar problems. An obstacle can only have a solution that can be, and the player needs the correct designer's meaning to continue the game. God, I am now thinking about a two digits, you can't guess what the number is it? The solution to a problem in real life will be a variety of ways. When you are asked to enter a door to be locked, you can have many ways to find the key, turn the window, smash, digging the Covert, etc. Wait.

I have to mention a positive example, in the "Xuanyuanjian 3 外 外 外 外 外 外 外 外" 办 进 进 进 进 个 子 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 水 进 水 水 进 进Done, in a monotonous single-line RPG, I can see such something, I am very pleased.

Indeed, doing and reality, considering each input, and join the corresponding implementation, it is a harsh requirement for design and production, but as long as you are not monotonous, after all, we There are some changes to reward those players who are keen on horizontal thinking so they will be very happy.

Puttings need to come from exterior knowledge

This is a way to enter the flow, let the players are very angry, if you play a fantasy game in a certain day, a NPC in the game suddenly asked you "Zhongshan Road No. 15 is the address of the company?" This kind is only " What do you think of in Millionaire?

It is a Taiwan game, like this kind of trick, "Xuanyuan Sword 3 - Yun and Mountains of the Yun and Mountain" This type of game is more, although the difficulty is not big, but the design idea is at least a deviation. Playing such inferior means is the ultimate game "Tiandi Job - Atlanti", playing such a game, as if you can see the designer stole music: small! Don't know! I really don't know how these guys think about it, their games really do it to play?

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