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[其他] 虽然火星但是还是要说,R星做沙箱已入化境,无人能敌

什么是沙盘游戏?
貌似这帖子里说的都不是唉。

用零碎的零件自由创造建设世界的才叫沙盘游戏,比如minecraft这类。


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引用:
原帖由 JZF 于 2011-11-4 22:08 发表
什么是沙盘游戏?
貌似这帖子里说的都不是唉。

用零碎的零件自由创造建设世界的才叫沙盘游戏,比如minecraft这类。
看起来美帝人不是这样理解的sandbox games的mechanics
http://en.wikipedia.org/wiki/Open_world

An open world is a type of video game level design concept where a player can freely roam a virtual world and change any factor at will.[1] Video games that include such level design often are referred to as "free roam" games.
The term is sometimes used interchangeably with "sandbox" and "free-roaming";[2][3] however, the terms open world and free-roaming describe the game environment itself and allude more to the absence of artificial barriers,[4] in contrast to the invisible walls and loading screens that are common in linear level designs. The term sandbox refers more to the mechanics of a game and how, as in a physical sandbox, the user is entertained by his ability to play creatively and with there being "no right way"[5] of playing the game.

However, the series that had the greatest cultural impact was the Grand Theft Auto series.[3] With over 14 million sales,[42] some critics treat the release of Grand Theft Auto III in 2001 as a revolutionary event in the history of video games, much like the release of Doom nearly a decade earlier.[43] Other critics, however, likened Grand Theft Auto III to The Legend of Zelda and Metroid,[4] as well as Shenmue,[38][39][40][41] and noted how GTA III had combined elements from previous games and fused them together into a new immersive experience. For instance, radio stations had been implemented earlier in games such as Sega's Out Run (1986)[33] and Maxis' SimCopter (1996), open-ended missions based on operating a taxi cab in a sandbox environment were the basis for Sega's Crazy Taxi (1999),[44] the ability to beat or kill non-player characters dates back to several titles such as Portopia (1983),[45] Hydlide II (1985)[46] and Final Fantasy Adventure (1991),[47] and the way in which players run over pedestrians and get chased by police has been compared to Pac-Man (1980).[48] After the release of Grand Theft Auto III, many games which employed a 3D open world were labeled, often disparagingly, as Grand Theft Auto clones, much as how many early first-person shooters were called "Doom clones".[49]



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引用:
原帖由 chovosky 于 2011-11-4 22:15 发表


看起来美帝人不是这样理解的sandbox games的mechanics
http://en.wikipedia.org/wiki/Open_world

An open world is a type of video game level design concept where a player can freely roam a virtual w ...
这里说的是开放世界概念,只是引用了沙盘中的可改变这一点。
因此你们讨论的只是比较自由的开放世界类游戏,并不是沙盘游戏。
沙盘游戏最早就是沙盘游戏,就是给你一个大沙盘和一堆类似乐高积木的小零件,自己去创造自己想像的世界或者场景的游戏。
之后把那些可以自由创造世界类的叫做沙盘游戏。广义点说,simcity类包括SNS游戏中自己建设经营一块场地的都可以沾上边,但本帖所说的游戏都不是。


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原来不喜欢R星的都是文盲

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塞尔达这种游戏不好突破,因为他主要是解密,解密这东西,同样形式的谜题,第一次感觉牛逼大了,第二次就普普通通,第三次就开始烦了

这也是为什么任何其他游戏的解密都很难跟塞尔达相提并论,不是那些解密不好,而是绝大多数在塞尔达系列里头看见过了,第二次再见,成就感大打折扣。像braid这种呢,2d平面,个别场景个别谜题惊艳,但比起塞尔达整个迷宫的全局互动,还是有差距。为啥洞穴第一作那么牛逼,就是因为那种方式没见过,那也算是这么多年,唯一一个能跟塞尔达系列相提并论的3d解密游戏。不过2代似乎就没那么惊艳了。

反过来呢,游戏这种东西,发展这么多年了,这帮设计师脑子里能想出来的解密形式也是有限的。做画面,做拟真多容易,做玩家从来没见过的牛逼解密,太困难了,所以越来越少的人去做这种费力不讨好的事,塞尔达现在也很难产,憋好几年才憋出来一个,但不用玩就知道肯定会有不少以前的影子,那种扑面而来的完全创新,只有第一次3d化的oot才看得见,这是必然的。

所以,塞尔达永远也没法超越oot,就是这个道理,不是说后来的做的还没一个96年的游戏做得好,但是想完全超越就得在没一个环节都有充分的创新,摆脱oot的影子

就像马银到马64那种,整个思维上的改变。

这条路真是越走越窄,太难了,太难了。

不过作为塞尔达的粉丝,能做的只有默默支持,盼望奇迹。

[ 本帖最后由 约翰法雷尔 于 2011-11-4 22:53 编辑 ]

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看到这贴,突然怀念起去年玩儿大表哥的日子了
至高神作不解释

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posted by wap, platform: Nokia (E72)
引用:
原帖由 @tntforbrain  于 2011-11-4 13:08 发表
阳马我认为算是马尿系列里的黑历史...+_+
请问你真的仔细玩了吗????

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我这个文盲也不喜欢大表哥

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posted by wap

大表哥主角虽是前劫匪,但主题还是向善的,导致好多坏事干不了,白瞎了这捆绑系统和这荒郊野岭悬崖峭壁了,把人绑了从山上扔下去都被通缉,太不爽了。。。

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我是来喊大表哥最高的!唯一通过的所谓的"沙盘“游戏

画面,音效,配乐,游戏性,自由度均属极品!

贪心的说如果地图能在大点就更爽了,赶快出续作吧

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大表哥是神作,不解释

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年度游戏最佳,我觉得次时代最佳也不夸张~~~~~,这游戏确实很神,要是国人能制作一个这种风格的中国古代游戏,难以想象~~~~~~~~~~~~~~~~~~

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那个,我们都叫沙盘叫习惯了,确切的说该叫沙箱游戏...

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大表哥不出PC导致没汉化一直很怨念~R星做得太绝了吧~

黑色洛城倒是出了PC,估计马上有汉化出来了(3DM可能7月份就开始汉化,目前估计已经汉化完毕就等着测试了)

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大表哥画面还是不错的,对我来说是本世代第一神作

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