官术网_书友最值得收藏!

Believability and convenience

There's an important balance to find between believability and convenience; it's easy to sacrifice one for the other. Believability is about creating a world that makes sense; one that's consistent with your theme, story, technology, characters, and more. In sci-fi, for example, the player may expect to find starships, aliens, and laser guns, but not elves, dragons, and undead mages. These elements simply don't belong. Convenience, on the other hand, is about the creative liberties we, as designers, take with the boundaries of reality to make things easier, more fun, or more accessible to the gamer. For example, traveling between villages in an RPG may take only minutes in real time, but represent weeks in game time. We don't make the player wait for weeks; we typically accelerate time for their convenience. When designing levels, we must find a middle point between these two extremes. Sometimes, we'll move closer to one direction than another, depending on the game. For Dead Keys, we'll take a convenience preference to facilitate the pick-up-and-play arcade feel. This will be reflected by a linear-level design allowing only one real route, by the staggered placement of enemies and a fixed-path camera. We'll include some props and objects to express a story now and then, but ultimately the experience needs to be smooth, progressive, and clearly action-focused. This damages the believability and narrative, but that's okay! We simply need to recognize that and focus on what's most important for our design and what our aim is--a fast-paced fun experience.

主站蜘蛛池模板: 遵义市| 农安县| 沁源县| 五指山市| 分宜县| 乌苏市| 云安县| 阳曲县| 梁平县| 临城县| 大厂| 曲阳县| 长沙县| 三门峡市| 内江市| 铜陵市| 抚顺市| 太湖县| 望奎县| 黔西县| 云南省| 昌都县| 朝阳县| 高州市| 稷山县| 翁源县| 肥东县| 蓬安县| 鄢陵县| 永德县| 嵊泗县| 定西市| 田东县| 酒泉市| 华安县| 沅江市| 左云县| 仲巴县| 芒康县| 新源县| 麦盖提县|