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    # 解謎遊戲的「潛規則」 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/HksczuLpu) [官網連結](https://2021.tgdf.tw/speakers/36) 講者:無藝 # 關於講者 作品 - 只是另一個平台解謎遊戲 (2017) - 只是另一個推箱子謎題 (2018) - The Witness 同人遊戲 (2020) - 頓悟 Understand (2020) - 每關規則都不太一樣 # 關於解謎 - 點擊解謎(point & click)不是解謎 - 冒險解謎(adventure)也不是解謎 # 為什麼獨立開發者要選擇解謎 - 便宜 - 舉例:史蒂芬的香腸捲 - 多樣化:玩家要求小,不會要求遵守現實規則,也不會特別要求遊戲背景設定 - 低重玩性:解謎一般遊戲時長 2-20 小時,且玩過就不會再玩 - 從而促進更多消費 (XD) - 自己想做 (XD) # 「遊戲內核」 (講者自定義名詞) 遊戲的特色/核心機制 - 舉例:Portal - 傳送門、軟膠等 優點 - 獨特玩法 - 順暢關卡結構 - 回報感 (熟悉感) # 構建遊戲內核 - 尋找具有潛力的玩法(或者探索玩法的潛力) - 舉例:分身具有質量,所以可以踩住開關、當踏板、繼承動量、... - 獨特的全局規則 - 舉例:「每關的規則都在變」也是一種獨特規則。「你可以改變規則」也很獨特(Baba Is You) - 設置全局規則,可以讓變化顯得自然、而不會鬆散 - 提及 A Monster's Expedition: 三種元素構成所有關卡 # 關卡設計 - 「基於矛盾」 - 舉例:The Talos Principle 一般關卡是干擾器對一扇門。某關只有兩個干擾器,如何打開三個門? - 核心玩法到關鍵步驟 - 對關鍵步驟進行包裝 - 可以放在誤導的地方 - 設定多個關鍵步驟 - 或者讓關鍵步驟互相糾纏 # 試錯成本 - 「試錯(對玩家)是必需品」:玩家一定需要試錯 - (某遊戲)「復原與重置」的功能 - 不要設置謎題之外的障礙 - 提供輔助措施 - 多一些存檔點 - 放慢時間速度 # 侷限性(約束) 不同核心玩法會有不同的侷限性 - 第一人稱 - 會卡視角 - 舉例: Portal 有一關需要找到一份白牆,尋找過程很無趣煩躁 - 改善方式:關卡做小、調整光影 - 即時 - 操作難度 - 特殊移動方式 - 反直覺 - 舉例:推一格,卻移動兩格 - 建議:形狀可以複雜,但是移動不能複雜 - 猜規則 - 難度感受差距大、難以預測 - 講者解決方式:多於一種的通關方式 與侷限性相處:克服侷限性,或者向侷限性妥協 # 最後 - 以上每一條都不需要被遵守:獨立遊戲就是不用受約束 - 受約束幹嘛做獨立遊戲? ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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