《賽博朋克2077》開發者解釋他認爲的遊戲設計存在的問題

來源:Aroged

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關卡設計師Miles Toast解釋了他認爲《賽博朋克2077》設計中的錯誤,CD Projekt Red不希望在未來的遊戲中重蹈覆轍。Toast在離開《巫師3》後,於2016年開始製作《賽博朋克2077》,並立即遇到了一個重大問題:CD Projekt Red希望在給予玩家自由方面更進一步。所以Tost必須創造支持所有遊戲風格的關卡,從最殘酷和直接的到純粹的潛行以及介於兩者之間的一切。

根據Toast的說法,這是一個瘋狂的挑戰,但同時也很刺激。當然,我們都知道它的結局:當《賽博朋克2077》在2020年發佈時,它被證明是一款充滿技術問題的未完成遊戲。一個補丁接一個補丁,很多地方都出了問題,這個項目並沒有讓許多玩家滿意。

Toast在GDC 2023大會上以“賽博朋克2077教會了我們什麼”爲主題的會議上再次談到了這一話題,並直接談及了開發者所面臨的最大問題。

根據Toast的說法,關卡設計是他的專長,但矛盾的是,這個波蘭工作室的優勢之一—總是努力講述強大的故事:“我們以成爲故事講述者而自豪,不想幹擾玩家享受故事。”這就爲每個關卡創造了一個無法跳過的通用路徑。問題在於,這些路徑太過明顯。事實上,這只是遊戲玩法中最受批評的缺陷之一。

根據Toast的說法,CD Projekt Red將從這個角度發展,參考特定的模式,第一個是Arkane Studios的《恥辱》系列,它在鼓勵不同的遊戲風格和尋找替代路徑方面做得很好。

Toast隨後闡述了在針對不同遊戲風格設計關卡時應遵循的三個原則:它們應該提供距離感,也就是說,路徑之間的距離應該更遠,讓玩家覺得自己的選擇是有意義的;它們應該被玩家視爲孤立的、特殊的,這樣玩家纔會認爲它們是特殊的,從而更專注於遊戲體驗;它們應該具有特殊性,通過給予玩家獨特的內容作爲獎勵來強化玩家的選擇。

© Level designer Miles Tost explained what he thinks went wrong with the design of Cyberpunk 2077, a mistake that CD Projekt Red doesn’t want to repeat in future games. Tost started working on Cyberpunk 2077 in 2016 after leaving The Witcher 3: Wild Hunt and immediately ran into a major problem. CD Projekt Red wanted to take it a step further in terms of the freedom given to the player. So Toast had to create levels that supported all playstyles, from the most brutal and straightforward to pure stealth and everything in between. According to Tost, it was a crazy challenge, but at the same time stimulating. Of course, we all know how it ended: when released in 2020, Cyberpunk 2077 turned out to be an unfinished game full of technical problems. In particular, it lacked the meaningfulness of different play styles, and the research was unsatisfying. Patch after patch, the game recovered its position, but there is no doubt that a lot went wrong and the project did not satisfy many players. Toast returned to this topic during a conference at GDC 2023 titled “What Cyberpunk 2077 taught us about non-linear level design”, directly touching on the biggest problems developers faced. According to Tost, level design, which is his specialty, paradoxically didn’t work out because of one of the strengths of the Polish studio – always striving to tell strong stories: “we pride ourselves on being storytellers and don’t want to interfere with less cautious players to enjoy the story” . This resulted in a generic path being created for each level that could not be skipped, which is useful for players with low stats. The problem is that these paths were often so obvious that players chose them independently using different playstyles. In fact, this is just one of the most criticized defects in the gameplay. According to Toast, CD Projekt Red will evolve from this point of view, referring to specific models, the first of which is Arkane Studios with the Dishonored series, which does a great job of encouraging different playstyles and finding alternative paths. Toast then illustrated three principles to follow when designing levels for different playstyles: they should give a sense of distance, that is, paths should be farther apart and give the player the idea that their choice means something; they should be perceived by the player as isolated and exceptional so that the player can consider them special and focus more on the experience; they should be treated as special to enhance the player’s choices by giving them unique content as a reward.

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