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製作遊戲時的「運氣趣味」概念

作者:微小的光│2013-11-03 12:03:49│巴幣:78│人氣:1532
這篇的譯文很簡單而清楚的介紹了在做遊戲時的「隨機趣味」概念,
在今日的遊戲產業裡已是不可或缺遊戲設計要素之一,
尤其卡牌類型的手持遊戲多半或多或少參考了桌遊的設計規則。

此文講的並非如暗黑破壞神3、WOW副本那種掉寶機率的設計概念;
或是亞洲免費商城制裡的抽包營銷手法,
裡頭寫的是遊玩時核心要素裡使用到的部分,
舉例來說:近期暴風雪出品的「爐石戰記」,
便是巧妙的利用了此核心價值。
如有心想製作移動平台卡牌類遊戲的人不妨可以看看此篇。
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原文網頁(英):gamesfromwithin

遊戲中運氣元素的數量和類型會對遊戲的整體感覺產生深遠影響。有些遊戲根本就沒有運氣元素,所有的變化均來自對手的行為(例如象棋),有些遊戲則全部取決於運氣(例如輪盤賭),多數遊戲則介於兩者之間,從而創造了無數種體驗。
在此我們不打算過多探討運氣在電子遊戲中的作用,因為它隱藏在計算機模擬的黑盒中,但與桌遊一樣,它可能對電子遊戲所提供的體驗產生極大影響。
對於我正在製作的遊戲來說,運氣是一個重要元素。我們制定了一些重要決定,這裡涉及運氣如何成為遊戲的一部分,以及它能夠為玩家創造哪種體驗。希望本文對面臨相似設計挑戰的人有所幫助。
本文適用於任何類型的遊戲(包括桌遊和電子遊戲)。在此,我對運氣的定義是植入遊戲系統本身的隨機效果,而不只是玩家互動。

非運氣遊戲
在不含運氣的遊戲中,玩家完全依靠技能取勝。這種遊戲類似於體育項目。遊戲就變成了一種緊張、直接競爭、考驗玩家大腦的活動。這可以看出運氣究竟會對遊戲產生什麼特殊影響。
非運氣遊戲的絕佳典型就是象棋或圍棋等遊戲。此外,《Pue​​rto Rico》、《Caylus》等現代桌遊(它們的最初佈局就極少含有運氣元素)也屬於這種類型。
有趣的是,許多抽象遊戲通常都不含運氣元素,而遊戲主題越明確,就越需要碰運氣。

你幸運嗎?
對多數桌遊來說,含有一些運氣元素對它們來說非常有好處。例如:

1.讓遊戲顯得與眾不同。

2.讓玩家覺得自己有機會贏,即使自己現在並不領先。

3.移除獲勝玩家所背負的心理壓力(例如,“假如有人打敗我,那也是因為他運氣好罷了。”)

4.讓沒有贏的玩家覺得自己下次還有機會扳回一局(“下次我會來個絕地大反攻!”)
以上的第2、3、4點都有助於鼓勵更多玩家參與遊戲,讓他們覺得自己有競爭力,即使現在沒贏(或者即使他們實際上並沒有競爭力)。這方面的一個例子就是撲克:每個人都覺得如果自己得到好牌,就能夠打一手好牌。實際上,從長遠來看並非如此,但撲克引進了不少短期內的確能夠見效的運氣元素。
上述幾點總合起來的好處就在於,可以讓不同技能水平的玩家參與到同一款遊戲中,共同獲得樂趣。對於那些需要多人參與的遊戲來說,運氣元素甚為關鍵。

運氣的類型
至於那些添加了一些運氣元素的遊戲,它們可以選擇不同的運氣數量和類型創造不同效果。不幸的是,這也有可能因為混合了錯誤的運氣類型,而創造了一種令人抓狂的體驗。

*事後運氣。這種運氣要在玩家已經做出決定並執行一項操作後才會出現。它可能是通過拋硬幣來決定玩家能否解瑣一個箱子,或者搖骰子來決定你的敵人是否進攻一個國家。

*事前運氣。事先運氣包括玩家執行一項操作之前發生的隨機事件。玩家可以先考慮這一因素再做決定。

*隱藏信息:隱藏信息是第三種運氣類型。我有點猶豫到底該不該其單獨分類,但它看起來又與其他兩類不同。隱藏信息是指那些只有一些玩家知道,並且會影響其他玩家或者遊戲積分情況的東西。

dice-troyes

事後運氣
我並不推崇事後運氣。玩家已經執行了操作,但結果卻是隨機的(例如搖3顆6面的骰子)。這並不會增加玩家所擁有的選擇,這在多數情況下並不有趣。這是一種可以為無聊的遊戲增加一點特色的運氣,但並不會讓遊戲變得更有趣。
如果使用不當,這種運氣會極為令人抓狂。玩家會覺得自己選擇的是“最佳”操作,但搖出來的結果卻是適得其反。當然,也可能出現一些令其興奮的結果,但這真的好玩嗎?也許第一二次還行,但之後就很難說了。
通常我並不喜歡在自己的遊戲中運用這種運氣,但也有一些情況下,我還是會將其添加到遊戲中。

第一種情況,當玩家可以在兩項操作中進行選擇,並且知道這兩種操作的不同難度時。你選擇擲一次骰子,重創敵人;也可以擲兩次骰子,但如果兩次的結果都是1,那麼受傷的就是你的角色。在這種情況下,儘管這仍然是一種事後運氣,玩家也需要提前做出有意義的決定,並且要衡量兩種選擇的利弊。

第二種情況,當玩家在遊戲過程中多次重複某項操作時。此時每回操作本身的結果都沒有什麼變化,所有操作最終會在遊戲過程中趨於平庸。這時引進的運氣元素可以為遊戲帶來一點變化,在不影響遊戲環節的前提下製造一點興奮感。
如果玩家在遊戲過程中能夠慢慢改變其概率曲線,再結合這些運氣元素,就可以隨著遊戲發展增加某項操作的成功機率,從而令玩家覺得自己變得更強大。這種做法常見於RPG和電子遊戲。
添加一些影響操作結果的事後運氣還可以給予玩家希望,讓他們覺得自己能夠取得成就,即使成功機率如此之小。而如果沒有任何運氣元素,他們就會覺得毫無希望,並對遊戲喪失興趣。與此同時,運氣元素的存在也讓玩家無法預測操作結果,這便於玩家無需耗心思去猜測結果而做出決定。
最後一種適用事後運氣元素的情況就是非常短小的遊戲。我喜歡《King of Tokyo》,儘管它完成是一場骰子遊戲,含有大量事後運氣元素。即使你真的只得到一些很糟糕的點數,這款遊戲也不過10-15分鐘,不會讓你覺得浪費時間。而如果你在一個骰子上投入4個小時,那就真的太不值得了。
事後運氣的負作用表現在人類對隨機獎勵的成癮性,這也正是賭博和老虎機如此受歡迎的原因。遊戲可以藉用人類弱點來吸引玩家體驗原本並不是非常有趣的活動。

有一種事後運氣是購買收藏卡牌遊戲的“提升牌組”(例如《萬智牌》。購買紙牌是執行操作,但你打開時看到的牌卻是隨機的。相信多數《萬智牌》玩家都可以作證,這種設計極富成癮性。

事前運氣
這種運氣像事後運氣一樣可以增加許多隨機性,但卻可為遊戲創造一種截然不同的體驗。由於隨機事件是發生於玩家行動之前,所以如果你覺得自己並沒有得到理想的結果,你就可以選擇在下次行動之前發揮最好的表現。
要說明這兩種運氣的不同,我們可以看看第一人稱射擊遊戲中的加成道具。你打開門進入一個房間,看到一個神秘的禮盒。你不知道那是什麼,打開看看發現是命值加成。如果此時你恰好命值不足,那就是個好事。也有可能你命值已滿,所以這就是無用之物。這就是所謂的事後運氣。

另外,還可以想像你打開房門,看到3個加成道具並排放在那裡。你看得到它們各自的作用(命值、彈藥和新武器)。你只要拿起其中一件,其他幾個就會消失。這幾個選擇未必都很理想,但你可以根據自己當時的情況做出決定。這就是所謂的事前運氣。

在桌遊中,Stefan Feld可以說是事前運氣的大師。他的許多遊戲都包含此類限制你操作的運氣機制。例如,在《The Castles of Burgundy》或者《Bora Bora》中,你擲骰子,並由這些骰子上的數字來決定你可以採取的行動。

任何與紙牌有關的遊戲或多或少都會使用事前運氣。你所擁有的紙牌是事前運氣,之後你就要儘自己最大努力打一手好牌。

關於事先運氣的一個極端例子就是最初遊戲佈局。這在遊戲中只會發生一次,並且是在玩家採取行動之前,所以它有可能影響整個遊戲過程。即使堅決反對遊戲運氣元素的玩家,通常也很容易接受這種隨機性,因為他們可以在遊戲過程中將其考慮入列。
事前運氣並不像事後運氣那麼普遍,但和後者一樣適用於多種情況。例如在角色攻擊一些怪物時,通過擲骰子來決定是否要進攻,以及將產生多大殺傷力這種場景中,我們可以讓玩家擲骰子,並以此來決定他們可以採取的操作,使之變成事先運氣。比如,低點數的骰子表明玩家只能執行一些貼近地面的攻擊,面高點數的骰子則意味著他們可以攻擊高處飛的敵人。之後,玩家可以選擇自己能夠採取的攻擊行為,或者採取防禦姿態,或者溜之大吉。
事先運氣的一個弊端在於,它會延伸每位玩家的操作。使用得越多,其呈現給玩家的選擇就越多,遊戲所需的時間可能就越長,所以最好將其運用於需要做決定的時候。如果不是,最好使用事後運氣或不要採用運氣元素。

shipyard

隱藏信息
桌遊的一個普遍例子就是隱藏遊戲獎勵。例如,在《Shipyard》中,玩家會實現一系列最終會讓自己得分的目標。這些目標的存在原因有二:通過給予玩家不同目標,鼓勵玩家專注於遊戲的不同層面,而不只是重複同一系列的“最優”行動。它還鼓勵玩家關注其他玩家的行動,並試圖阻其他玩家過於領先。
另一個更有趣的例子是《Troyes》。每位玩家可通過一系列終極遊戲目標獲得額外點數,並且所有玩家還將根據這些目標獲得分數。這會讓玩家關注其他人的表現,並讓這種行為變得更有意義。
隱藏信息的一個極端例子是《Discworld:Ankh-Morpork》,每位玩家在其中都有一個隱藏的獲勝條件。在有人宣布自己獲勝之前,大家都會各行其事,並亮出自己隱藏的勝利條件底牌。
隱藏信息越是重要,遊戲的休閒和隨機性就越強(因此遊戲就可能越短)。

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Luck In Games

by Noel

The amount and type of luck involved in a game has a profound impact on the feel of that game. Some games have no luck whatsoever, and all the variation comes from what the opponent does (chess), some of them are all about luck with not much else (roulette), and most of them fall somewhere in between, creating a wide spectrum of possible experiences.

We don't talk much about the role of luck in video games, probably because it's hidden away under the black box of the computer simulation, but just like with board games, it can have have a large impact in the type of experience the video game provides.

Thinking about luck in these terms was crucial for the game I'm working on (still unannounced!). We made some crucial decisions thinking about how luck was part of the game and kind what kind of experience it created for the player. I' m hoping this post helps people with similar design challenges.

This post should apply to any kind of game in general (board or video games). Next time, I'll be focusing especially on luck in video games using this as a launching point for a deeper look. Also, I'm limiting the definition of luck to random effects built into the game system itself, and not due just to player interaction.

No-Luck Games

In games with no luck, players rely completely on their skill to win. In that way, they're closer to sports. Games become an intense, straight competition, pitting players' brains against each other. Right there it shows how luck (or in this case, the absence of luck) creates a very specific feel to a game.

Good examples of games without any luck are classics such as Chess or Go. There are also plenty of modern board games with no luck, like Puerto Rico, Caylus (they both have a minimal amount of luck in the initial tile order), or Hive .

It's interesting that a lot of abstract games tend to have no luck, and the more thematic a game gets, the more they seem to rely on luck.
Are You Feeling Lucky?

Having some amount of luck in a game can be very beneficial for most kinds of board games. It accomplishes many things:

Keeps things varied from game to game

Keeps players feeling they have a chance to win even if they're not currently ahead

Removes pressure from winning players (“If someone beats me, it's because they had a lucky streak”)

Makes players who didn't win feel they stand a chance next time they play (“next time I'll catch a break and I can win!”)

Points 2, 3, and 4 all encourage more people to play the game and feel they're competitive at it, even if they didn't win (and even if they're not really competitive). One of the best examples of this is poker: Everybody feels they can do great at poker, if only they get good cards. In reality, this is not true in the long term, but poker introduces plenty of luck that it really is true in the short term.

A consequence of all those points is that having some amount of luck allows players of different skills to participate in the same game and enjoy it equally. For games that rely on having multiple people looking to play it, it can be a big factor.

Types of luck

For games that choose to add some luck element, there's a whole range of amounts and types of lucks they can use for different effects. Unfortunately, it's also possible to mix the wrong type of luck with a given game feature and create a frustrating experience instead of an enjoyable one.

Post-action luck. This is luck introduced after the player has made a decision and executed an action. It can be in the form of flipping a coin to see if you unlock a chest, or rolling a dice to see if your armies invade a territory.

Pre-action luck. Pre-action luck consists of the random events that happen before the player performs an action. The player is able to take them into account and make a decision based on them.

Hidden information. Hidden information is the third kind of luck. I was a bit hesitant to include it as its own category first, but it seemed different enough from the other two to warrant being listed on its own. Hidden information refers to things that are known only to some players and will affect other players or the game scoring.

Dice troyes

Post-action luck

OK, I'm going to say it: I'm not a fan of post-action luck. The player has already made its action and the outcome is random (even if it's based on a probability curve the player is aware of, like rolling 3 six-sided dice). Since it doesn't add to the choices the player has, it's mostly uninteresting. This is the kind of luck that can add a bit of spice to an otherwise boring game, it doesn't do much to make the game more interesting.

When used incorrectly, this kind of luck is extremely frustrating. The player can feel they chose the “best” action, but they rolled double 1s and their move backfired on them. Sure, there was some tension knowing that could happen, but was it really fun? Maybe the first time or two, but probably not long term.

While I typically really don't like this kind of luck in my games, there are some situations in which even I will add it can add some interest to the game.

The first case is when the player can choose to perform one action or another, being aware of the different probability curves for both actions. For example, you can roll a single die and deal that damage to an enemy, or you can roll two dice , but if you roll two 1s, your character gets hit instead. In a situation like that, even though it's still post-action luck, the player was presented with a meaningful decision ahead of time and had to weight the risks and rewards of both options.

The second case where post-action luck can work is when the action is repeated many times over the course of a game. That way, the outcome of each individual action in themselves is not game-breaking, and all the actions will eventually add up to the average over the course of the game. Luck in this case introduces a bit of noise and slight excitement without affecting things much.

This is a good situation to combine with the ability for players to slowly change their probability curves over the course of the game. That way, they can increase their chances of success for an action as the game progresses, presenting the player with a way to feel more powerful. This is often used in RPGs and video games.

Having some kind of post-action luck that affects the outcome of an action can also give players hope that they can do something, even if those chances are small. Otherwise, without any luck involved, they would see the situation is hopeless and lose interest in the game. At the same time, having that luck element makes predicting every possible outcome nearly impossible, so it encourages players to make a decision without spending a long time figuring out an ideal outcome.

Finally, another situation where post-action luck isn't always a bad thing is in very short games. I love King of Tokyo even though it's a complete dice fest with lots of post-action luck. Even if you get some really bad dice rolls, a game maybe only lasts 10-15 minutes, so it didn't feel like a complete waste of time. On the other hand, losing a 4-hour game to a dice roll can be extremely infuriating.

The dark side of post-action luck is the human addition to random rewards, which is the reason why gambling or slot machines are so popular. Games can exploit that human quirk to their advantage and hook players in a game that would otherwise not be very interesting or fun.

A very meta post-action luck is buying “booster packs” of collectable card games (like Magic The Gathering). Purchasing the cards is the action, and the luck happens when you open it and see which random cards were in the pack. As most ex-Magic The Gathering players can attest, this can be extremely addictive.

Pre-action luck

This type of luck can add just as much randomness as post-action luck, but creates a very different feel for the game. Since the random event happens before the player action, even if you didn't get the ideal outcome you were hoping for , you can choose to do the best action given your situation.

To illustrate the difference, consider power-ups in a first-person shooter. You open the door to one room and there's a mysterious gift package power-up. You have no idea what it is, you pick it up and… i​​t turns out it was health. Maybe that's great because you were low in health. Or maybe you were maxed out and it was useless. That's post-action luck.

Alternatively, imagine you open that door and you see 3 power-ups side by side. You see what they're going to give you (health, ammo, or a new weapon). As soon as you take one, the others go away . Maybe neither one of them is exactly the ideal, but you can make a decision and pick the best one for your situation. That's pre-action luck.

In board games, Stefan Feld is the master of pre-action luck. A lot of his games involve some kind of luck mechanism that limits your actions. For example, in The Castles of Burgundy or Bora Bora, you roll dice, and the numbers on those dice determine which actions you can take.

Without going that far, just about any games that involves drawing cards from a deck and having a “hand” of cards uses pre-action luck. The cards you're dealt are the pre-action luck, and then you have to do the best you can with those cards.

An extreme type of pre-action luck is initial game layout. That happens only a single time during the game, and before players make any actions, so it has the potential to affect the full course of the game. Even players who are adamantly opposed to luck in games, are often willing to accept game setup randomness because it can be fully taken into account during the game without any surprises.

Pre-action luck isn't as common in games as post-action luck, but it could be used just about anywhere that post-action luck is used. Consider the classic situation of a character attack some monsters and rolling a set of dice that determine whether he hits and how much damage it does. We could change that into pre-action luck by having players roll the dice (either all at once or separately), and having the dice restrict the options of what they can do. For example , low rolls on one dice could indicate that they can only do an attack close to the ground, while high rolls means they can attack flying enemies. Then the player can choose which of those actions to take, or maybe he can instead take a defensive stance or run away.

The main downside of pre-action luck is that it can extend every player action. The more it's used, and the more possible choices it presents to the player, the longer the game might take, so it's best to save it for times where the decisions really matter. If not, either post-action luck or no luck at all, might be better choices.

Hidden information

The most common example in board games is hidden end of game bonuses. For example, in Shipyard players get a set of goals that will score them points at the end of the game. There are two reasons for these goals: By giving each player different goals, it encourages players to focus on different aspects of the game instead of fighting over the same set of “optimal” actions. It also encourages players to pay attention to what other players are doing, and potentially try to anticipate or even block other players from getting too far ahead in their goals.

An even more interesting case is the game Troyes (one of my favorites!). Not only does each player get a set of end-of-game goals to get extra points, but all players, not just the player holding them, will be scored based on those goals. That makes paying attention to other players and trying to guess what they're doing even more important.

At the extreme end of hidden information there are games like Discworld: Ankh-Morpork, in which each player gets a hidden winning condition. Players go about doing their actions until someone announces at the beginning of their turn that they have won the game, and they reveal their hidden victory condition card.

The higher the importance of the hidden information, the more casual and random the game becomes (and so, the shorter the game should be ideally).
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留言共 2 篇留言

哈利菠菜
這篇文章挺好的喲 :D
事後運氣就像抽卡牌一樣
點下去前,沒有方法可以改變結果或目的
事前運氣就像在關卡中面對未知的敵人
雖然不知道會遭遇什麼樣的情況,但至少有很多應對方式給我們選擇
該篇文章的作者提到不喜歡事後運氣
原因應該是賭博的成分過大而策略性低的關係
偏偏這是最好賺錢的地方喔喔喔喔XDD
事後運氣可以讓玩家感到遊戲給予選擇
雖然會讓玩家滿意,但事後運氣講求規則
一方面增加遊戲難度、一方面增加遊戲回合的長度

11-12 03:41

電線怪
其實不是很懂事前運氣的運用在TCG或桌遊領域上...

01-10 12:38

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