現在的遊戲、破關時間設計好長 - PS
By Hedda
at 2019-06-16T06:47
at 2019-06-16T06:47
Table of Contents
有些人忽略了一點
現代遊戲有演出
而且演出正常人不一定會跳過
或者是根本無法跳過
不像過去你一直決定鍵按按按按就可以了
節奏在你自己掌控
如果有演出 大部分人會隨著創作者的節奏
而不自覺陷入遊戲時數拉長的狀況
再來是模組3D化
從A點到B點所需要時間
比起2D平面時代
絕對有長足的增加
倒不一定是現在遊戲拉長了
想想巫師3
如果弄到點陣圖畫面
然後對話變成嘟嘟聲
搞不好遊戲時數直接減一半也不一定
這點我覺得如果你同時有玩DQ11的
3DS版和PS4 版應該會有很明顯的感受
移動 演出 還有戰鬥節奏
都會影響遊戲時長
--
現代遊戲有演出
而且演出正常人不一定會跳過
或者是根本無法跳過
不像過去你一直決定鍵按按按按就可以了
節奏在你自己掌控
如果有演出 大部分人會隨著創作者的節奏
而不自覺陷入遊戲時數拉長的狀況
再來是模組3D化
從A點到B點所需要時間
比起2D平面時代
絕對有長足的增加
倒不一定是現在遊戲拉長了
想想巫師3
如果弄到點陣圖畫面
然後對話變成嘟嘟聲
搞不好遊戲時數直接減一半也不一定
這點我覺得如果你同時有玩DQ11的
3DS版和PS4 版應該會有很明顯的感受
移動 演出 還有戰鬥節奏
都會影響遊戲時長
--
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