Foreign experts talk about game production

xiaoxiao2021-03-06  14

On May 14, 1998, Intel's developer meeting organized by Shangri-La Hotel was technically lectures. Among them, the interactive software script design courses are described in the art and technology of computer game software design. The lecture of this course is Mr. Lee Sheldon, South Peak Intective, USA. He was engaged in film and television script to create more than 20 years, and it turned into game design work. It can be said to be experienced, and the application of film and drama in the game's application to the point. In the lecture, he mainly talked about the following aspects: · The application of the drama in video games · The application of the movie language in the game · Game script design · Simple explanation multi-user Internet game · In addition, I also asked Mr. Sheldon Some problems, the specific appendix is ​​behind. Note: The following description is based on my understanding and playing according to Mr. Sheldon.

First, the application of drama techniques in the game

(1) How to determine the topic design of the game when designing games, should notice that there are gaming players with general, common topic, suitable for gamers in different cultural backgrounds. Such as love theme, war theme, etc. It is easy to cause the consensus and resonance of the players, and it is good for the promotion of the game in different regions. If the game theme is more old, you should try to explain an old story from a new perspective; or interpret the ancient subjects in a new idea; or make an old theme with a new genre. Do old bottles of new wine or new bottled old wine, can't give players to feel bored or similar. Let the player experienced new ideas in different respects.

(2) How to promote the game forward development in the drama, two important factors are the driving force of the storyline: obstacles and conflicts. Specific applications in the game, the obstacles can be made into the game process, and the problem that the player needs to solve; the conflict becomes the obstacle to the player, forcing the players to think of effective solutions according to their current situation. More specifically, the obstacle is a puzzle, and the conflict is a battle. In the RPG game, these two factors are the most widely used. Appropriately set obstacles and conflicts for the players, the player has the power to overcome difficulties to move forward, so that the story is moving forward.

(3) The story of the story of the story is two: inverted law and positive sculpture. The inverting method is to give the environments where the player is given, first make the player in the result of the incident, and then let the player returns to the past and find what the incident will occur, or block the incident occur. The most typical example is the AVG game "Myst". The regular nyriology is an ordinary way, and the story is unknown with the encounter of the player. The general game uses this way.

(4) How to set the master's owner of the game is the soul of the game, only excellent protagonists can make people in the story world to perform excellent stories. Therefore, successful settings have a master, and the game has a successful grasp. The owner in the game is not necessarily a kind, excellent person can't, or it can be evil or between it is between Usually the evil owner is more likely to succeed. If the protagonist can be evil, although he is disgusted, but you can't give up him, let people want to see what he can make, or what is it, or what is better than the benevolent owner. The heart of the player. For example, the Ph.D. in the movie "Silent Lamb", or Malcom in the game "Malburg". It is also important to note that the design of the protagonist does not face, protocol, and do not vane. If the protagonist does not have its own unique personality, the unique image is impossible to interested the player.

(5) The narrative angle in the game is in general games, most commonly used two narrative angles, or it can be called a perspective - the first person's perspective and a third person viewing angle. The first person's perspective is a narrative angle with the personal experience of the game owner. The image does not appear on the screen. It is the feeling of "I am the master", so it is easier to put the player in the game. Thirdly, the perspective of watching the development of the game with the point of view, although it is "bystander", but in the player's input, it is not as good as the first person's perspective. The game of the first person's perspective is difficult than the game of the third person's perspective. The RPG in Europe and the United States is generally all the first person's perspective to perform game design. For example, the famous "Magic Gate" series. In fact, I still prefer the game of the third person's perspective. In the game of the third person, you can use different ways to strengthen the player's input, such as the name of the protagonist, and pick the face. From the performance effect of the game, the first person is also its limitations. (6) The emotional factors in the game in the game are very important. Only people's nature can touch people to make the player into this game. As a game designer, you should first ensure that your design can touch yourself, you can say that it is the beginning of success. One work doesn't even feel it, how can I imagine what other players can be imagined? Another important factor in the game is suspense. Hanging - is a factor in the game with tension and uncertainty, don't let the player easily guess what will happen next. Adding an appropriate suspense allows the game more attractive. For example: put the props needed in a box, but add agencies on the box, which will explode on the opening. The player doesn't know what the items placed in the box, but by tips, he knows that this item will help him. However, he also knows that it will be dangerous to open the box - the same, he doesn't know what is dangerous. How to open the box is dangerous to become the problem he has to solve. In this way, it also creates a problem while manufacturing the suspense. The player does not know the running mechanism of the game kernel in the game, so there is a disturbing expectation for their own action. In all games, the player always has achieved experience in unpredictability. From unpredictable, the game can be divided into two types: a skill game, another is called opportunity game. The internal operation mechanism of the former game is determined, the cause of unpredictability is that the game designer deliberately hides the operating mechanism, and the player can ultimately relieve this through understanding and control of the game operation mechanism (ie some skills). Unpredictability. The running mechanism of the game itself in the latter game has ambiguity, random factors, cannot eliminate unpredictability to the game mechanism, and the results generated by the game action are random. The suspense and the expectation caused by the suspense is important in the game. In the game, you can't make the player's expectation completely, which will cause the player to produce a great frustration; you can't make the player's expectation, which will make the game unpredictability. It should be time to make the player's expectation to become accurate results, enhance confidence, get joy; time to suppress the player's expectations, make it doubtful, the longer the doubt, the more strong, the more strong, established suspense The larger the tension, the stronger the feeling of relief from the emotion caused. The value generated by the suspense is not in itself, but is the release of the coming. The suspense and its release process are actually related to anxiety, and the release process is corresponding.

(7) The rhythm of the game should first be clearly pointed out that the time concept in the game is different from the time concepts in reality. The time in the game is controlled by the timer. Timer is divided into two: real time (real time) timer and event-based timer. Real-time timers are similar to C & C and Doom time. Event-based timers refer to the timing mode of the round-making game and general RPG and AVG. There are also two timings in the game, or two timing methods simultaneously. For example, some tasks in the "Red Alert". In an instant game, the rhythm of the game is directly controlled by time, but in other games, the role of real time is not very obvious, which requires other ways. In the game, try to let the player control the rhythm of the game, and try to do less by the designer. The designer controls the way the game rhythm should be to make the player difficult to notice. For example: in the AVG game, adjust the size of the player activity space (ie Room); adjust the size of the activity range (ie, the world); adjust the difficulty of the puzzle; adjust the type of tool in the game, you can change the game rhythm effect. In the ACT game, you can use the number of adjustment enemies; adjust the enemy's health. In the RPG game, in addition to the similar techniques similar to the AVG game, the frequency of occurrence of the event can be adjusted; the intensity of enemies in the game can be adjusted. Generally speaking, the rhythm of the game should be getting faster and faster, the closer to the end of the game, the more the player feels that they are gradually accelerating the true end of the game. Just like to detect a case, starting thousands of Wan Xu, with gradual in-depth investigation, gradually exclude, and then, the more cranes the case. In addition, never make the game look long. The description of the event of an event will make the player lose their interest in the game, and to make the player in new challenges and excitement. (8) The style of the game is consistent in a game, which is very important from the head to the end. Style is consistent with the consistency of characters, consistent with the style of game style, and more. In a general game, if it is not a special need for game plots, don't make the characters more than the language of the history period, pay attention to the characteristics of the times.

Second, the application of movie language in the game

(1) The rules of iron - the camera cannot be across the axis as shown in the following example:

figure 1

: The camera cannot span the axis

When the camera is photographed -, for example, two face-to-face dialogue, the connection between the object is called the axis. When the camera 2 is taken first in the moving 2, the next lens should shoot objects 1 in the position of the unit 2, so that the direction of the object on the screen is relatively, so even after the lens clip is played, it will not Causes chaos in the direction. It is strictly forbidden to shoot objects 2 in the unit 1, and the object is taken in the position 2A, which makes the characters "a smooth" on the screen, which is a taboo when shooting. In other words, it is strictly prohibited to cross the axis when shooting. If you want to span the axis, it is not possible, you must let the viewer can see the moving process of the camera, do not clip the process of the winding. These techniques are generally applied in the game's overview.

(2) The dialogue in the movie has occupied a very important location in the movie. Be sure to guarantee that all people have some people's style, so that everyone's character and characteristics are manifested in the dialogue, and the topic of the game should be reflected in the conversation. Dialogue is the best way to reflect the characteristics of the owner. Dialogue should not be monotonous, try to exaggerate, and it is necessary to bring some humorous ingredients. After all, the game is a entertainment product, let the player get the greatest enjoyment and relaxation is its most prominent function. If it is not the subject, it is strictly limited to the serious theme. If you don't relax your dialogue, you don't have to completely stick to the limitations of the times and theme. Dialogue plays an important role in reflecting the individuality of various characters in the game. Whether in drama, movies or games, each personality is most prominent on the content of the dialogue. (3) Clip The application in the game has many people who are originally engaged in film and television creation, and I like to use the clip to use the clips to connect all scenes in the game. In fact, in the game, in addition to special needs, the clip technique is rarely applied to the actual production. Because the game always has developed with the encounter of the protagonist, there are very few lines of parallel. However, the clip is a good choice for the global story and display global.

(4) A viewpoint in the game in the game, like the drama part, there is also the first person's viewpoint and the third person point of view in the method of movie. It should be noted that in the same game, don't do switch between viewpoints - you will use the first point of view in a while, which will cause the player's confusion and the confusion of the game concept. There are many game designs that have made a problem that has been handwritten in the game, especially in the animation in the game, the animation or the animation of the game, in the game, has used different views in the game. The most common thing is that all the games are carried out in the first perspective, but the filing is all the third perspective.

Third, the game script design

(1) Game type (simple example) 1 Instant Strategic Game 2 Doomtoo Game 3 RPG 4 AVG 5 Mixed Type: Game the game, the most promising game. It is likely that all game types will be replaced by this type of game type.

(2) Some of the game design 1 Timer role in the game, the role of the timer is to give the player a relatively time concept, so that the game's forward development has a reference system. In the game design, two timers can be mixed, but they cannot cause players' trouble. 2 Interface Design In the game, the interface should be designed as simple as possible, easy to understand, and try to be considerate as much as possible. Multi-image, symbolic interface design, less monotonous, dull word menu. And it is not necessarily the menu, to update the concept of interface design. 3 The real and fiction gamers in the game are playing games, mainly to experience the process of different life and get the liberation of the mind. So the world of the game can be fiction, but the characters, feelings, etc. in the game must be true. The essential core of the game is close to life, but the theme of the game can be a variety. 4 Design item items should be paid to reasonable. It is impossible to put a tank into your own backpack. Also pay attention to thinking about it. For example, in the game, the player needs to nail a nail into the wall, then he needs a hammer, which is one of the problem of game designer design. But if this is a stone, there is a stone, in real life, we can use the stone nail, then in the game, you should also allow the player to use the stone on the nail, but can't use in the player When the stone is on the nail, ", you can't use this" prompt, so that the player must play the game in the way you design, which is unreasonable. If your design is not allowed to find a hammer, then you don't give him a stone. One point to pay attention to the game designer is that your mission is to try to help the player, not a hundred martyrdom. 5 RPG game Design Misunderstandings RPG games are the most common misunderstandings: dead and wandering. Dead way means that the player will carry out the game to a certain extent, suddenly discovered that he entered the dead road, there was no clue and scene that can be done. This is usually happening because the game designer does not design all the design, and all the possible processes of all games are all designed, and the gamer does not advance according to the route specified by the game designer, resulting in in the game process. Dead road. Wanting means that the player moves any mobile in a broad map and it is difficult to find the clues and ways to develop the game further. This phenomenon is very similar to dead roads, but there is different in nature. The way to solve the wandering is to narrow the scope of the world in the development of the story, so that the player can reach the place to reach; or make the clue more obvious, give more prompts, let the player can easily find themselves The goal. 6 The interactivity of the game and nonlinear interactive means that the game does or choose the action or choice of players in the game. For a very simple example, when a hero arrived in a town, no one knows him, but when he solved the problems encountered by urban residents, he should become a well-known person in the town. Residents will have a reaction in the future. Another example is that when the protagonist has helped an NPC, the attitude of this NPC will see the master's attitude should be different. More complete design is to add a parameters to the protagonist, which makes him a series of, and finally affects the process and ending of the game. Nonlinear means that the game should be an open structure, not a simple single line or a simple multi-line system. That is, the structure of the game should be a mesh, not a linear or tree. That is, the branches in the game allow each other to jump, not a simple tree. Linear structure linear structure mesh structure

7 The rewards and hidden design games in the game are going to a certain extent to give the players some rewards, such as beautiful pictures, wonderful overports, even useful props, etc., there is something that can't get in the game. Similar to rewards is a hidden design in the game, such as Cheat Mode, invincible passwords and hidden levels, hidden characters. These design is very interesting, it is also necessary to add, but pay attention to these designs do not affect the normal process of the game, after all, they are the category of the junction. 8 About the death of the game To make the player learn something from their own death, death this penalty measures are beneficial. 9 Dialogue in the game is divided into three types: (1) Non-dialogue games:, for example, Myst (2) limited dialogue game: such as Diablo (3) Natural Dialogue Game: Dialogue design is emotional, in order to be clear Let the player make what he wants to do. If the player chooses one of the dialogue, then other topics will disappear, and the topic in the future is the first trigger he chosen, do not let the player repeatedly see the previous topic. A good game designer should be able to write a dialogue that is unexpected to players. Dialogue does not need to be monotonous, generally have a commonly used conversation between 50 sentences, which combine between them can be monotonous. Don't encounter an NPC. Always: "Hello", "Hello", and try to do different times. (3) Cooperation between game designers and other sectors 1 How to cooperate designer more than before, if they can work properly with programmers, can create amazing effects and successful games in the case of programs, the two sides To coordinate each other, agree, allowing both parties to accept. Everyone in the team has its own ideas for games. Designers should fully adopt a good part of the suggestion, but must have a clear main thought and a person who is responsible for the entire game, when there is inconsistent situation He can have final decision. 2 relationship between game production

image 3

: Relationship diagram of game making

The three aspects of the game can be a solid triangle. This triangle can be rotated along the center, and one of the three aspects can be in the vertex position, that is, the focus of any side as a game made, it is possible to make a good game.

Four, multiplayer online game (MUD)

(1) Ideal MUD structure

Figure 4: Ideal MUD structure

The large circle in the figure represents the entire game world, the small circle represents the place where interesting things, other blank places represent the world's wilderness, towns, rural areas ... The players are unrestricted in the world, they can be moved, free trigger event. There is no necessarily link between events and events, but if something will have, it will affect the entire world, such as people in other places know the incident, thus changing the attitude towards the player.

(2) The so-called chaos theory is in the game, and the incident is close to random, but it is actually rules. Mr. Lee Sheldon has his own theory: "Worse Day" theory. For example, the following incidents have an impact on you: 1 Tie wrinkled 2 and colleagues quarreled 3 by leadership 4 No 5 wallets I lost 6 car broken ... ...... These things can be in any day of you What happened, but you don't know when they happen, what will happen, but once they happen, they will have an impact on your emotions, and the number of pieces that have occurred, the greater the impact on your emotions. When they happen enough, you will think you have spent the "bad day". The situation in the game is similar. The player doesn't know what he will encounter. If you encounter a certain number of events, you can make the player feel. Currently, the domestic game designers are basically all from the players, and everyone has more enthusiasm for game production and insufficient theoretical. So I think that this lecture is very necessary to talk about our game designers. From the practice of experienced game designers from theory to theory to our design, we have benefited our design level to improve the design level of the game. In fact, the game design is a very special art, which requires employment to have a high overall quality. Not only must create creativity, literary skills, even for movies, drama, history, culture, etc., it is best to have a certain understanding of programming and art, so that it can become a successful game designer. At present, the domestic industry has streamed this: "When the programming is the program, it will paint when the art will be planned." This responded to the current mainland game producer, but also pointed out that only The game design is non-professionals in this work. At the same time, we have passed their own efforts on the one hand, and they explore themselves; on the one hand, it is also urgent to find any opportunities that can improve our professional level.

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