王學仁(學仁大大)
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    # 魔王(Boss)設計原則😈 從網路影片中整理出的魔王設計心得,很多元素不特定是用在Boss上,也適用在一般敵人。 ### 預備動作 - Telegraphing ![](https://i.imgur.com/CV9SxYX.png) Telegraphing在Google翻譯上是電報的意思,Gamasutra網站裡面的文章[Enemy Attacks and Telegraphing](https://www.gamasutra.com/blogs/MikeStout/20150902/252736/Enemy_Attacks_and_Telegraphing.php)有不錯的解釋,但我還是沒找到合適的中文翻譯,我自己先翻成"預備動作"好了。 >Telegraph (v) - To convey a message, intentionally or not, especially with facial expression or body language.中文意思是有意無意的釋出訊息,特別是肢體語言或是臉部語言 Telegraphing在這邊指的是Boss在出招前的預備動作,讓玩家知道要發生什麼事了,有時間做出反應。 Telegraphing可以明顯或不明顯,但不能完全讓人摸不著頭緒,比如說Boss要吐火前會有個吸氣的動作,讓玩家可以有時間反應,不然玩家會玩到腦羞。 有些攻擊力越強大的攻擊,Telegraphing的時間會越長,像是魔王在射出超大雷射光束前的集氣時間通常會比較久。 ### 隨機 雖然魔王的攻擊有固定的行為模式,但如果每次出招的方式都一模一樣,會太容易被摸透,這樣玩起來會很無聊,所以在裡面加上隨機的要素很重要。 比如說火龍要吐火球的動作可以讓玩家察覺,但是會吐出一顆火球還是兩顆就不一定,或是火球是往左上方發射還左下發射也是未知的,這樣的隨機考驗玩家瞬間反應能力,所以玩家必須要專注去觀察火球的隨機方向與隨機速度,遊戲才會更有挑戰。 ### 階段 - phase 這其實很常見,魔王在不同的階段會有不同的攻擊模式,如果你的魔王只有一個階段,你又想延長魔王戰的時間,有些人會把魔王血量調高,但那並非是好的設計,透過讓Boss有不同階段,可以讓延長魔王戰的時間,而且不失趣味。 --- ## 相關影片精華整理 ### [Good Game Design - Bosses](https://www.youtube.com/watch?v=YmwLPF11eos) 1. boss 一定要有挑戰性,不能跟小兵一樣弱 2. 要有一些讓玩家可預測的行為模式,不能讓人完全摸不著頭緒 3. 給boss很多血不代表更有挑戰性更好玩,有時候只會讓遊戲更無聊 4. boss最好是嚇人的,讓人心生畏懼的 5. boss可以提供讓玩家驗收在這關學到的新技能,玩家希望自己不是靠暴力破關,而是靠批判性思考,最常見的就是薩爾達傳說 6. 打完boss後會得到什麼? 通常最簡單的回報就是劇情的推進,但也可讓玩家得一些報酬,像是新武器 7. boss不一定要長得很怪,但他的行為一定要跟一般敵人不同 8. 如果不同的boss只是換不同的顏色或造型,玩家會覺得有點無聊,但是同樣的boss換不同角色去打可能會有不同的體驗 9. boss可以有不同階段,也就是第二型態、第三型態的行為模式 --- [【遊戲製作工具箱】《茶杯頭》中Boss是如何(試著)幹掉你](https://www.youtube.com/watch?v=Ov_FIe5Mvzo) 1. 前搖Telegraphing,就是敵人出招前的動作 2. 敵人攻擊有哪些套路,直的子彈,反彈子彈,S路線子彈(1:50) 3. 魔王出招,如果有兩招,後期可以把兩招同時使出來(4:23) 4. 魔王考驗了玩家 * 記憶:記住魔王的招式有哪些 * 反應:如果你全靠記憶背下魔王的套路,那很無聊,所以總要有點隨機,讓玩家反應 * 技巧:就是玩家本身的手指靈活吧 --- ## Ptt GameDesign 板友對 Boss Design 的回饋 jerryklu: > 要研究BOSS戰的設計我會推薦直接先從MGS全系列的BOSS戰看起,MGS真正唯一無人能及的就是BOSS戰的變化,你這些整理我猜基本上都是從日系風格遊戲來的,可以理解,但是在美系或是像MGS這種日美系混和風的有時候,例外就會有,雖然大原則還是差不多,但我想更理想的設計方式應該要強調你裡面寫到"考驗玩家技能"這個方向開始,因為隨機跟預備動作其實小兵也會有,只是程度的問題,還有另一個原因就是甚至要考量到需不需要有BOSS戰的問題,例如走寫實路線的FPS如COD或BF就不適合,另外一種是像起源以前的刺客教條,其實也不能算有BOSS戰,一個是他核心的機制不夠完備,不管是拳腳戰還是匿蹤,都不夠做出變化,另外一個是純潛行的BOSS戰本來就更難做,MGS大概有一半的BOSS戰跟潛行沒關係,甚至有些BOSS戰是幾乎全新的動作設定,所以簡單來說整個BOSS戰的根還是要先從你遊戲機制的核心多元度,再考慮整體風格,然後BOSS戰才有戲 LayerZ: > 寫實路線FPS,可以直接看全境封鎖XD 可是後來就沒有什麼真的難的BOSS,FPS的難易度太難抓了,難起來一直被秒,全境後來是靠全域事件撐起來,各種秒本來很難過的王,那是後話,COD之前的BOSS戰與其說難易度,都是作氣氛的,但是這一代 BO4對於槍戰的打擊感總算抓到巧妙的平衡,不會過於秒殺,也不會打了沒感覺的FU,然後回你內文,你必須要把隨機性跟可預期性兩件事分開 ImCasual: > 這說是Boss 不如說是會攻擊的敵人吧!我覺得Boss最重要的是一個「總結」感,讓人可以從遊戲的經驗當中找出這個Boss的打法,就會感覺到「我玩這個遊戲就是為了這刻」,動作遊戲就是 用你摸熟了的機制應對攻擊,劇情遊戲 重點會在讓你想起自己歷經過的事件,小Boss中Boss採用單純變化性大的沒問題 很有趣,不過最終Boss 必須把玩家投入的時間和情緒列入考慮,Undertale和平結局Boss戰超級感人,各種爆哭,但是那個戰鬥如果沒把遊戲打完就是個三洨,直接把玩家丟到那個結局 那個就不會有用,呃 總之我要說的是 Boss戰的設計 定義超廣,建議把標題限縮一下範圍

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