2025-01-27 13:02:25|Myriagame |source:minecraft skins
The Platinumgames (commonly known as "Platinum Studio"), such as "Hunter Witch", "Conquest", "Magic Superman 101", "Angel Hunting Witch 2".Essence
In this year's GDC, one of the representatives of Platinumgames, and Mr. Tonoto, who is almost the position of the company's game producer, is also the "Action Game with Borders: Making Platinum-Quality Games for The World" (Action game: Global game of making platinum quality), shared the method of making action games for Platinumgames. Inaba said that this was not only his first public company's game production theory, but even in the company that he had never talked about this way like this.Intersection
Action game is a passive game!What's more?
Before starting to explain how to make action games, what we have to discuss is a very basic but important question: "What is an action game?" For rice leaves, he believes that the action game is made by a series of "output".The "response action" is composed of "output" here refers to the situation provided by the game to the player. For example, the enemy appears in front of the player, the enemy shoots the player, etc.For example, when you see the enemy, you have to attack, dodge when you see the enemy shooting, etc. Because of what happened, so what reactions do you have to do.In contrast, if nothing happens, players will have nothing to do. From this point of view, Inaba believes that "action games" are actually a "passive" game, which seems to be with ordinary players' impression of action games.It is completely opposite.
In contrast, like adventure games or horror games belong to the "active" game. The game's response is based on the input of the player. Usually what the player actively does it, the game will respond to the player's movement.Change changes.This view may also be the opposite of the player's previous impression of this type of game.
In the action game, the player's ability to deal with the situation also represents the level of players' skills.In terms of game design, the key to the difficulty adjustment is that there are many and continuous lengths that need to be responding successively, and the length of time given by the player.
The three major constituents of action games are "selling points", "expansion" and "depth"
Inaba believes that an action game must have three major constituent elements.The first is the unique "selling point", which can also be said to be the clear feature of the game, such as "Witch Time" of "BayOnetta", "AR Mode" of "AR Mode" of "Complete Conquest".In a game, at least three or more selling points are designed. Inaba is straightforward, if there is the idea of "the game is only available in one selling point", then it is difficult for such a game planning to be calledOccupational level, the game is destined to fail.
The second element is "expansion", such as the unlocking of new weapons and new skills, which can develop new actions, new segments, and operating new characters are also a part of expansion.The addition of these new elements can make the player's game process more changes, and it can also allow players to try to repeatedly play the same levels in different ways to expand the playability of the game horizontally.
The third element is "depth", and the concept of "depth" is more difficult to explain. For example, it is like the COMBO system is a direction that can create depth.It is a vertical stretching game.
Assuming that a game has three selling points of A/B/C, and has two dilated elements: D/E and F/G depth element. Maybe not every player can fully understand these elements, or in fact only it needs to be of them.Several elements are enough to make players feel that this is a good game, but once the game can provide more horizontal and vertical fun, players will invest more, like games more, and get higher satisfaction and sense of accomplishment.
"Status Design" is the best thing to consider
Since the selling point of the game is so important, how to design such a selling point? The intuitive idea may be designed from the "function/ability" as a "function/ability".However, as mentioned earlier, Inaba believes that action games are a "passive game", so he believes that the design of the selling point is from the "situation", and the imagination of "what kind of situation we want to put the player inWhat kind of thing is then let the players do? "
To do such a thing, there is a series of context ideas and creative ability, and this is actually difficult to describe it in text. Inaba said that although he was a bit embarrassed to say it, but when they did design in this regardShao Zhen wrote what kind of planning documents are described as the main body, so when the planner provides the needs to the programmer and art designer, it will not ask them to do it according to the hard specifications. Instead, they will say "Hey, do you think the best way! "Although this will lead to the difference between the finished product and the expected direction of the concept interpretation, it may also create a good result that was not imagined.Letting the creators fully play, not only can exercise the situation of creators' contextual creativity, but also create a personalized selling point.In addition, if you want to make a sequel, because of the foundation of the previous work, many people will intuitively think that as long as the previous system is functionally enhanced and changed, this idea is a dangerous trap.Condition design is the best thing to consider first.
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