譯者卷首語:大家都明白的一個道理,成功不可復制。也許你的經歷要比這些不痛不癢的內容更鮮血淋漓;也許你是江湖中一位低調的大俠對此不屑一顧。對于這十條,個人有個人的解讀,不笑人無,不嫉人有,不褒不貶。
Gamasutra的編輯們從諸多開發者的文章中總結摘錄了他們認為值得每個游戲開發者借鑒的十條引言。我沒有把原文全部翻譯過來,只有核心的十條摘錄。出處和作者請詳見原文。
No.1 ?關于設計游戲中的挑戰
"We've been learning that players in general want a game that rewards them for thinking, and doesn't penalise them with meaningless randomness. ... We've been learning that players embrace a challenge and don't mind failing as long as the failure seems fair."
我們認識到大多數玩家需要游戲能夠讓他們思考,而不是用沒有意義的隨意性來懲罰他們。... 我們認識到玩家歡迎挑戰,即便是失敗了,只要是公平的都可以接受。
No.2 為什么設計文檔有時是廢紙
“We find you need to make a game wrong at least two or three times before you find the right path. ... We took a lot of opportunity to design and explore, knowing that a lot of it would be thrown away.”
我們發現在找到正確方法之前,你至少需要兩到三次把游戲做錯。... 我們花了很多機會去設計和拓展,最后明白了它們中的很多都將被丟棄。
No.3 為什么做一周的游戲會做了一年
"If you don't finish your game one week, THAT'S OKAY."
"Give yourself a break and jump right back onto the project next week."
如果你不能在一周內完成游戲,沒什么的。
讓自己休息一下,下周再精神飽滿地回到項目上。
No4. 游戲公司運營最重要的是什么
"You don't make money by working on things; you make money by shipping things."
你不是通過做東西掙錢,賣出去才能掙錢。
No5. 贊揚你的團隊
"Whenever your teammates send you any notable work, have a look and tell them what you like about it before anything else. Be specific and genuine - as genuine as you can. (People can see through fake compliments in a heartbeat.)"
無論你的伙伴在什么時候發給你工作紀要,首先要做的就是看一遍然后告訴他們哪些地方是你喜歡的。很具體地,很真誠地。(人們的內心是可以感覺出你的贊揚是否真實。)
No6. DOOM21周年
"The game designer shouldn't be making a world in which the player is just a small part. The player's the boss; it's your duty to entertain him or her."
游戲設計人員不應該只把玩家當作游戲世界中一個很小的部分。玩家才是老板,你的職責就是取悅他或者她。
No7. 簡潔的美術設計有優勢
"To evoke emotions through art, in games or anything else, you have to break down your medium. What's the minimum amount of information we can use to tell you what you need to know about an object?"
"Use that, and no more."
讓游戲中的美術喚起情感,你需要把手上的媒介進行分解。可以幫助你了解一個物體的,我們能用到的最少的信息量是多少?
就用那些,不要再多了。
No.8 Mario and Zelda的配樂給游戲配樂的意見
"The important thing is just to use whatever is at your disposal to create new ideas and come up with stuff that's fresh and new. That's just the important thing. Rather than trying to recreate something, or go over the same old ground, create new things."
很重要的一件事是,使用一切你可以用到的信息去創造新想法,做出不同的內容來。這比試圖重新創作,或者在原有基礎上做新東西,要重要。
No.9 分享在開發Dying Light時創造現實角色的教訓
"Here's the thing: crafting female characters in laze, sexist, one-dimensional ways isn't just doing them a disservice and insulting the female gamers out there (one of whom is my 22-year-old niece)." It's also, put very simply, bad writing."
創造一個只有懶惰,性感,?單調的女性角色,不僅僅是對女性形象的損害,也是對女性玩家的侮辱(我22歲的侄女就是一名玩家)。這同樣也是糟糕的故事寫作。
No.10 資深BioWare的寫作建議
"The Player should feel like the NPC serves to further her story. The Player should feel like she has the best lines and coolest moments (Players aren't fond of being upstaged). Picturing a version of the scene without the Player character should be virtually impossible."
應該讓玩家感覺,NPC是服務于她的故事發展的。要讓玩家覺得,她在經歷最棒的故事線和最酷的瞬間(玩家不喜歡被搶鏡頭)。構思一個沒有玩家角色存在的場景,實際上是不可能的。