為什麼近年流行的動作遊戲都是偏魂類的? - PS
By Ina
at 2021-07-23T19:59
at 2021-07-23T19:59
Table of Contents
魂系列以遊戲設計層面來說
最厲害的是大幅減少了很多工作量
讓開發者可以把開發能量放在打磨出遊戲體驗上
精巧的開關捷徑重複地圖設計->減低3d建模人力->打磨出經典場景
簡化的動作磨組->減少動作模組人力->打磨出動作的質感
單一難度->減少使用者體驗差異->打磨出最符合設計者預期的難度
然後上面幾個點還讓BUG數量跟測試難度降低
一個遊戲設計最難的不是想出最好玩的遊戲內容
是想出固定資源下最可能做出來的好玩遊戲
英高以遊戲設計層面來說簡直是神
魂系列不只好玩還大幅減少了開發成本
讓省掉的開發成本能投入到其他方面
後面遊戲場商當然是要向魂系列看齊
就跟食物一樣流行的不見得是最好吃的,但一定是最好賺的
--
最厲害的是大幅減少了很多工作量
讓開發者可以把開發能量放在打磨出遊戲體驗上
精巧的開關捷徑重複地圖設計->減低3d建模人力->打磨出經典場景
簡化的動作磨組->減少動作模組人力->打磨出動作的質感
單一難度->減少使用者體驗差異->打磨出最符合設計者預期的難度
然後上面幾個點還讓BUG數量跟測試難度降低
一個遊戲設計最難的不是想出最好玩的遊戲內容
是想出固定資源下最可能做出來的好玩遊戲
英高以遊戲設計層面來說簡直是神
魂系列不只好玩還大幅減少了開發成本
讓省掉的開發成本能投入到其他方面
後面遊戲場商當然是要向魂系列看齊
就跟食物一樣流行的不見得是最好吃的,但一定是最好賺的
--
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