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[新闻] 神海&TLOU制作人Neil解释神海4中存在的攀爬关卡节奏问题

http://www.interactive.org/Inter ... utm_campaign=buffer
来自于一段访谈,NeilDruckman解释了神海4中冗长的攀爬关卡存在的原因,原来ND真的为神海4设计过耐力攀爬系统。
另外涉及到一段神海4开发过程中的重启事件,Amy Henning离职前往EA,项目转交给制作TLOU的Neil Druckman和Bruce Straley(已退休),新浪有一篇翻译在此附上:
http://games.sina.com.cn/t/n/2017-09-11/fykuftz6073628.shtml
引用:
I'm going to go off on a tangent, but for Uncharted 4, because the game got rebooted part way through production, we had very little time to do... we basically made a 3 year project in 2 years, and one of the things the designers were really playing with is wanting to add more depth to climbing. So we had all these climbing mechanics, with a stamina meter so you can only hold onto ledges for so long, which meant the climbing sequences became a lot more engaging. It gave much more agency to the player and strategy and they had tension to them. So designers were building these levels and creating these pretty long and elaborate climbing sequences, and as we were testing combat, all of a sudden all these systems were fighting the fluidity we had in all the previous Uncharted's, because now you have all these complexities of how you climb. All of a sudden you don't want to climb anymore and combat became very flat.
So we were like okay, what is the game we are ultimately making and we said the gameplay genre is really a third-person shooter, more than anything. Yeah it's an adventure and there's all the other aspects to it, but the core systems are that, therefore that has to win. So the climbing has to be simple because it's there to support the shooting. So we had to remove a lot of those systems, but because we were out of time, those long climbing sequences just had to stay, we actually didn't have time to shorten the level. One of the criticisms we had for Uncharted 4 for pacing is like, ah man you have these really long climbing sequences and they're so simple, why didn't you think about cutting them shorter and why did you make these really long and it's like, that's just the reality of production. Sometimes you don't have the time to make the, well, you never have time to make the perfect game. There's always these compromises between the realities of production and this creative vision that you had.
对于神海4而言,由于游戏的开发在半途重启过(AmyHenning离职,Neil和Bruce接手神海4),开发日程非常紧。我们基本是在两年的工期里制作一个三年的游戏,设计师们在续作中最想办的一件事就是给神海的攀爬系统赋予更多深度。于是就有了一个带有耐力条的攀爬系统,你只能在有限的时间里扒住边缘,这意味着游戏的攀爬部分会变得更加抓人。这样做可以给玩家更多地操控感、策略性和紧张感。这也是设计师们在关卡中设计了冗长复杂的攀爬部分的原因,然而在我们测试战斗系统的时候,突然发现耐力系统完全破坏了系列往作的流动性战斗的特点,因为你的攀爬有着复杂的因素在限制,你在战斗中一点也不想进行攀爬了,战斗变得非常平面化。
  所以我们只能说好吧,毕竟最终制作目标在游玩类型上仍然是第三人称射击游戏。它确实是一款有着其他内容的冒险游戏,但游戏的核心系统就是TPS,因此这一块必须做好。所以攀爬部分必须简洁来和射击部分保持良好的相性,所以我们最终移除了大量原来攀爬系统的的设计,因为在工期上已经没有时间了,那些冗长的攀爬关卡设计只能作为设计残留物待了下来,因为我们连削减关卡的时间都没有。我们受到的关于神海4的关卡节奏的批评就是“老天这些冗长的攀爬部分也太单调了,为什么不把他们砍短一点儿呢?怎么会想着把这么单调的部分做的这么冗长的。”只能说这就是游戏生产的现实。有时候你没有足够的时间,不,是你从来就没有足够的时间去制作一款完美的游戏。关于生产日程和创意设计之间的妥协总是会在游戏开发过程中出现。

[ 本帖最后由 king8910213 于 2017-12-21 10:30 编辑 ]


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好吧,明白了。爬的是挺无聊的。。。



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posted by wap, platform: Android
顽皮狗必须要恢复能够同时制作两个3A ip的能力才好,看索尼能不能投钱了。


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posted by wap, platform: iPhone
攀爬部分确实太长了,有耐力系统的话多了点策略性也就还好吧
总算结束了

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posted by wap, platform: Galaxy S7 Edge
否决这个系统的是个傻逼

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只要开始爬,就肯定能过去,这种设计思路,就让攀爬失去了意义。

攀爬一点也不好玩,基本就是在人为拉长时间而已。

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神海4起码没有用醒目黄色标出来哪里能爬,比地平线好。

地平线那个太无脑了,就连大跳都不需要QTE的,出了手势就代表此处有大跳,无脑按跳100%成功

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神海的攀爬最大问题就是路线固定没有一点自由性也没有任何难度吧,和刺客性条甚至古墓都完全不是一个档次

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posted by wap, platform: iPhone
那就变成和古墓6一样了

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不过攀爬的时候多数风景不错,所以多拍拍照倒不觉得枯燥,我一周目有一半时间是在拍照截图

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posted by wap, platform: 小米NOTE
这个设定都做出来了其实可以保留的,加入最高难度就好

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好好的系统都做出来了还否决掉。。。。。

联机对战时要是有这个系统也不至于经常有人在悬崖边上一挂就是老半天 ,起码游戏节奏又加快了

非常同意楼上的看法,否决这个系统的人是个傻比

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posted by wap, platform: iPhone
《华盛顿邮报》当年的打分和点评绝壁让人信服

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所以双妹冒险有了开发时间之后,又能恢复顽皮狗游戏一贯的流畅节奏了,很棒

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新浪那个只是翻译自PSU网站对原书的节选
Jason Schreier这个人挺大度的,对于网站的转载书中内容不在乎,但他希望转载的时候能转的全面一些,而不是断章取义
实际上不存在严格意义上“Amy版神海4”这个说法
因为Amy时代的神海4一直在搞实验,没有看准一个方向专注下去,所以Amy自己也不知道他心中的神海4究竟是什么样的
也就是说,Amy被开的原因不是其他人跟她的方向有分歧,而是她根本就没有明确方向
后来Jason Schreier揭露了Amy去EA之后的“神海版星战”的失败原因,这次Amy又犯了类似的问题

[ 本帖最后由 Nemo_theCaptain 于 2017-12-21 18:01 编辑 ]

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