最新消息:

[文化][游戏相关][中英对照]Part 2:On How to Improve LOL for a Longer Game Product Life

一线实稿 樊明璨 来源:樊明璨博客 673浏览 0评论

Source: 向天再圈500年 谈谈LOL如何改进以延长寿命
Translated by: FMC
Date: January 2, 2015

Source(点击显示/隐藏原文)
作者:ULin 观点:增加游戏机制蕴含的可能性

Cyberdear ULin’s view: Enrich possibilities carried by gaming mechanism

不太赞同bbking的“减法论”,因为单纯通过简化游戏机制,试图讨好每一个人的结果就是谁都不爽,看看国产网游的自动打怪是个什么德行。

I disagree with BBKinG’s “subtraction theory”, because pure simplification of gaming mechanism in an attempt to please every player will end up with no pleased players. Just check and see how disgusting the botting system of home-made online games is.

一款游戏能够做到经久不衰,核心的一点是游戏本身蕴含的可能性要大,这些可能性不是游戏开发者白纸黑字告诉你该怎么怎么玩,而是通过合理的游戏机制,预留可变化的空间,交给玩家自己去开发,这个空间越大,游戏的耐玩度越高。

The most important thing for a longlasting game is various possibilities carried by the game itself. Such possibilities come from variable room reserved by game developer and should be discovered by players themselves through reasonable gaming mechanism instead of disclosed in writing by game developer.

最典型的例子:围棋。作为世界上最古老的棋类游戏之一,围棋的机制看似简单合理,实则变化无穷,以至于到目前为止电脑所能达到的最强围棋棋力只能在业余4段左右(网友点化),而绝大多数棋类游戏,顶级棋手是无法击败顶级的算法的,这便是无穷的可能性的力量。

The most typical case is Go. As one of the oldest board games, Go has unlimited possibilities though its mechanism looks simple and reasonable. So far for most board games, top human players cannot beat top computer players, but for Go, the best computer player can only reach the amateur 4th-dan rank (A cyberdear told me this). This is the power of infinite possibilities.

同理,我们再看minecraft,这个游戏虽然有着渣一样的画面,庞大难记的合成列表,可它就是能风靡全球这么任性,许多人每天对着方块脑袋不亦乐乎,原因还是在于其蕴含丰富的可能性。

Likewise, let’s take a look at Minecraft. Although this game is designed with unbelievably lousy graphics and hard-to-remember numerous crafting formulas, it has successfully gained its worldwide popularity. Many players are crazy about it every day thanks to its rich possibilities.

许多游戏试图复制这种可能性,以为可能性就是往游戏里塞进更多的可玩要素,坐骑,宝宝,装备强化,结婚,股票,农场…最后出来的都是些恶心人的玩意。制作者对要素的肆意添加,反而压缩了玩家发挥的空间。

Many other games tried to duplicate such possibilities by inserting more playable elements, such as mounts, pets, gear upgrader, wedding system, stock market and farm. It eventually turned out that they were nothing but awful designs. Arbitrary addition of such elements simply narrowed down the variable room for players.

所以,当初的dota复杂吗?绝对是复杂的,假如一个从没接触过dota的玩家,你丢给他war3和dota地图,仅凭自己琢磨的话,绝对是要费不少功夫的,但它又那么火爆,因为这些乱七八糟的英雄和乱七八糟的装备,还有树林,甚至还有bug,都能让玩家找到无限的可能。而同样掀起狂潮的lol,在降低了游戏门槛的同时,如果能让游戏中的英雄定位别那么清晰,装备的用法别那么明确,说不定会更有趣。

So was DotA a complex game in those days? Absolutely! A freshman player had to invest considerable time and efforts in studying the DotA map and other maps of Warcraft 3 if he did this on his own. In spite of this, DotA still won the favor of countless players thanks in large part to its flexible designs of heroes, gears, forests and even bugs from which players can discover infinite possibilities. LOL as the latest craze, on the other hand, might be much more interesting if the roles of its champions and the uses of gears are not defined so clearly in addition to already lowered gaming threshold.

另外,我个人认为游戏复杂性和可玩性之间没有必然联系,游戏的成功与否和玩家数量也没有必然联系。游戏发展至今,已经不仅仅是商业产品,而是各种艺术与科学技术、商业的融合,如同电影,不能因为某些电影的受众面窄就说这电影是垃圾,也不能因为爆米花片有大量票房就认为其艺术价值高。

Moreover, I personally think that there is no positive connection either between game complexity and playability, or between successful game and number of players. In the modern world, a game is not only a commercial product, but also a combination of various arts, sciences, technologies and businesses. This is pretty much like movies. We can neither assert that some movies are trash just because of their narrow audience, nor think that some popcorn movies have high artistic value due to their stunning box offices.

简言之:

In simple terms,

复杂的游戏机制+缺乏可能性=无趣

Complex gaming mechanism + Poor possibilities = Boring

简单的游戏机制+缺乏可能性=无脑

Simple gaming mechanism + Poor possibilities = Mindless

复杂的游戏机制+丰富可能性=高大上

Complex gaming mechanism + Rich possibilities = High-end

简单的游戏机制+丰富可能性=普及化

Simple gaming mechanism + Rich possibilities = Popular

转载请注明:樊明璨博客 » [文化][游戏相关][中英对照]Part 2:On How to Improve LOL for a Longer Game Product Life