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  • SID MEIER: One of the responsibilities I think we have as designers is to protect the player

  • from themselves

  • Whenever a designer makes a game, they'll have certain ideas for what would be the most

  • enjoyable or interesting way for a player to approach things.

  • For example, Jake Solomon reckons that XCOM is at its best when the player is taking risks.

  • He told Rock Paper Shotgun: “Risks are what lead to loss and what lead to triumph".

  • But players will often have other ideas, because many will simply gravitate towards strategies

  • that will most likely lead to success - regardless of how enjoyable those strategies might actually

  • be - so they grind, they use repetitive tactics, and they play slowly and cautiously.

  • As Civilization 4 designer Soren Johnson puts it, “given the opportunity, players will

  • optimise the fun out of a game”.

  • He was talking more about exploits, but I think the quote still works.

  • And this is kinda what happened in XCOM: players rarely took risks, because why would you?

  • Instead, they found much more success when they moved slowly, played cautiously, and

  • overused the overwatch ability - meaning they often ended up playing each mission in largely

  • the same, risk-averse way.

  • But the awesome thing about design is that the game's developers can tweak things,

  • to make sure players approach the game in the way they think would be most interesting.

  • The question is - what's the best way to do this?

  • The most obvious answer would be to add some kind of system that will stop the

  • unwanted behaviour from occurring.

  • And that's what exactly Firaxis did when it decided to introduce turn-limits to standard

  • missions in XCOM 2.

  • Many of the game's missions will have some kind of time limit - hack the network in 8

  • turns, destroy the relay in 6 turns, extract the VIP in 12 turns.

  • And if you don't finish that objective within the turn limit, the mission is failed.

  • And this means that inching slowly across the map like in XCOM 1 is now massively discouraged,

  • and the player is forced to move more quickly and take more risks.

  • A very similar thing happened in the making of Spelunky.

  • Creator Derek Yu says “I never intended Spelunky players to collect every piece of

  • treasure, get every item, or explore every room each time they play.

  • Instead, I wanted to force them to make difficult decisions and experience both the satisfaction

  • of choosing correctly and the regret of choosing poorly.”

  • So, he added the deadly ghost enemy which appears at about two and a half minutes into

  • every level to put pressure on the player and discourage them from dawdling around.

  • Now both of these decisions had the intended effect - but they were also both met with

  • some amount of controversy.

  • Spelunky less so - that's a long time to spend in one level.

  • Besides, the ghost doesn't actually kill you. You can still run away and finish the stage.

  • But many XCOM 2 players hated the turn limits,

  • and even made mods to rip them out of the game.

  • “I didn't expect people to have such a strong reaction to the timers,” says Solomon.

  • And turn limits were greatly reduced in the game's expansion, War of the Chosen.

  • So, what went wrong?

  • Well, there's a bunch of things.

  • Many people simply just enjoyed playing cautiously in the first game, and expected to do so in

  • the sequel.

  • And Solomon suggests thatmaybe there's a clumsy thematic wrapper on the turn-timer”.

  • But one thing is clear: some players will always react negatively to punishment.

  • And, in XCOM 2, the fact that refusing to speed up and take risks will see you fail

  • the mission at hand, means that these players felt that the game was punishing them for

  • playing in a certain way.

  • And there's a famous story about World of Warcraft - which I've never played so excuse

  • me if I screw this up - but in the story, Blizzard didn't want people to play the

  • game for too long - so they introduced a system in the beta where the longer you played, the

  • fewer experience points you'd get for killing monsters and whatnot.

  • But players hated it.

  • They hated seeing the numbers going down.

  • It felt like a punishment for playing the game.

  • So Blizzard did something pretty clever: they flipped the system on its head.

  • Now, players can build up a rest bonus whenever they're not playing the game, and then get

  • an experience points boost when they next log in.

  • It's essentially the same numbers, says Blizzard, but making it a reward rather than

  • a penalty made it much more agreeable to fans.

  • So, it's often better to encourage the behaviour you want, than discourage the behaviour you don't.

  • Instead of punishing a player who is too slow, reward a player who finishes the level quickly.

  • And there are loads of good ways to encourage player behaviour.

  • It starts with the fundamental, moment-to-moment gameplay, where designers can tweak the game's

  • most basic mechanics to push players towards a certain style of play.

  • Take the latest DOOM, where the designers wanted to promote an aggressive sort ofpush

  • forward combat”.

  • One way id Software achieved this was through the glory kill mechanic which provided plenty

  • of compelling reasons to close in on your foes, instead of running away and firing from

  • a safe distance.

  • This move instantly kills an enemy, it doesn't use any ammunition, and it showers the player

  • with useful health pick-ups.

  • And so, despite years of FPS games training players to run away and hide behind cover,

  • in DOOM, players spend much of the game racing headfirst towards demons.

  • Likewise, Bloodborne encouraged players to be more aggressive than they were in Dark

  • Souls by adding the rally mechanic which lets you recover health if you strike an enemy

  • within a few seconds of taking damage.

  • Players are less likely to back off and wait for an opening if they have a chance to win

  • back some health with a quick, aggressive attack.

  • Other examples of this sort of immediate encouragement might include the

  • Burnout games, where you gather much-needed boost by doing all sorts

  • of fun things like driving close to other cars and racing into oncoming traffic.

  • You've gotta drive dangerously to win.

  • And Hyper Light Drifter, where the only way to recharge your gun is to slash bad guys

  • with your sword, encouraging you to get up close and personal with enemies.

  • Encouragement can also be baked into more abstract, overarching systems like scores.

  • In most character action games, you can finish the stage even if you're pretty sloppy and

  • rely on the same few tactics for the whole game.

  • But you'll end up with a crappy grade at the end of the level.

  • To get a better grade, you need to play in the way that the designers intended.

  • So, for a game like Devil May Cry which is all about being stylish, you'll get better

  • grades - plus, some handy items - if you use varied and more difficult attacks, and use

  • your guns to keep the combo ticking along.

  • Likewise, Tony Hawk's makes you connect up different tricks to keep your combo going,

  • and will give fewer points each time you repeat a move.

  • In all of these games, the only way to get a high score is to play in the most stylish

  • and interesting way possible, and to use the full extent of the game's mechanics.

  • Rewards like experience points and achievements can also be used for this purpose, because

  • the designer gets to choose exactly what sort of activities or challenges the player must

  • do to earn those points, and can tailor this to reward players for taking actions that

  • fit the game's intended experience.

  • GRAYSON HUNT: Ooh, son of a mother. Tech is wild. This cocky leash is grading my performance.

  • Now, this is not to say that games should never discourage, punish, or penalise people.

  • This will always have a place in games.

  • But for those games that do focus on negative enforcement, they should be wary of pushing the

  • slider from discouraging a playstyle, to practically forcing you not to use it.

  • Not to beat a dead horse, but playing fast in XCOM 2's timed missions is not just the

  • best way to play - but, basically, the only way to play.

  • Because forcing a very specific playstyle is difficult to pull off.

  • I'm sure we've all played stealth games where getting spotted by enemies leads to

  • instant failure.

  • And sure, this makes you play in a stealthy, ninja-like manner, and doesn't allow you

  • to just Rambo your way through the game with superior fire power, but it's also annoying,

  • and it gets rid of exciting moments like where you get spotted but manage to escape and go

  • back into hiding.

  • So the goal is not necessarily to shut down tactics that can lead to uninteresting playstyles.

  • For example, if players are spending too much time hiding safely behind cover in a shooter,

  • when you'd prefer them to run around the battlefield, you don't have to remove cover entirely.

  • It's more often about keeping this stuff as a valid tactic for certain situations - but

  • tweaking them so the player will not abuse or completely rely on them.

  • So, you can discourage players from abusing cover by having enemies throw in grenades

  • or having cover break over time.

  • Or you could encourage players to stay out of cover by giving them points for fighting

  • out in the open.

  • And to go back to the stealth example, there are better ways to encourage stealthy play

  • than just insta-failing players who get spotted.

  • You could discourage direct attacks by making the player very weak.

  • In the Arkham games, Batman is useless against enemies with guns, so punching the crap out

  • of guards during the stealth bits is a bad tactic, but you can stay alive long enough

  • to grapple hook your way back to safety.

  • Or you could encourage stealth by using the scoring systems mentioned earlier.

  • In Hitman, the only way to get a high score, or finish many of the challenges like Silent

  • Assassin, is to play in the most sneaky way possible.

  • Never get seen, hide the bodies, delete the camera recordings, and so on.

  • Or, one less obvious way to tackle it, is to make players more aware that direct attacks

  • are not the focus of the game.

  • With Mark of the Ninja, lead designer Nels Anderson said that the game originally had

  • an in-depth combat system with different stances and parries and whatnot, but this level of

  • depth signalled to the player that direct combat was may more important than it actually was.

  • By reducing the combat to something much more simple, players now understood that direct

  • attacks were not point.

  • Anderson explained this on the podcast Designer Notes,

  • NELS ANDERSON: People would try to sneak, they would fail, and then they'd just Rambo

  • through the rest of the level.

  • It's like: okay, we just need to pair this down, get rid of as much of it as possible,

  • make it really simple.

  • And once we just kept pairing it down to, the amount of presence it had in the design

  • was about proportional to how important we thought it should be, that's when it sat

  • about right.

  • So, designers should know how they want players to approach their game.

  • Perhaps stylishly, or stealthily, or while taking risks, or using the full extent of

  • the mechanics, or just feeling like a demon murdering machine.

  • Whatever they think is most fun, or interesting, or thematically relevant.

  • But if a player can reach their goals - from microscopic targets likeget health

  • ordefeat an enemy”, to longer-term goals likereach the end of the levelorearn

  • a new skill point” - if players can reach those goals more easily through ways that

  • don't match that intention, and are actually pretty boring, then the game might have a problem.

  • Locking off that easier route is certainly one way of going about it, but forcing players

  • to meet your vision and punishing them for playing otherwise, is fraught with difficulty.

  • And so while I personally understand and even appreciate XCOM 2's turn timers in the broad

  • strokes, I'm not surprised that they were met with controversy.

  • So, it's often better to encourage and incentivise a player to see the game in the best possible light.

  • To allow for other playstyle, but give rewards, high scores, easy kills, and handy resources

  • when the player is meeting that intended experience.

  • Now, please, this is definitely not as easy as I'm making it sound.

  • There are plenty of pitfalls to think about and some of the most controversial and disliked

  • mechanics are those that were initially designed to encourage or discourage a certain way of playing.

  • But when used really well, this type of design can subtly push a player towards having the

  • best possible experience, and, like Sid says, protect players... from themselves.

  • Hey, thanks for watching!

  • I hope you found this one interesting.

  • I love seeing all the differnet ways that designers try to encourage and discourage different

  • behaviours, and it's fascinating to see how successful they end up being.

  • I'd love to hear your examples from games you've played.

  • Or games you've made, if you're a designer.

  • Leave 'em in the comments below, if you like.

  • Game Maker's Toolkit is funded on Patreon.com

SID MEIER: One of the responsibilities I think we have as designers is to protect the player

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ゲームデザイナーがプレイヤーを自害から守る方法|ゲームメーカーのツールキット (How Game Designers Protect Players From Themselves | Game Maker's Toolkit)

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    ping に公開 2021 年 01 月 14 日
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