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Cooperation and Engagement: What can board games teach us? Matt Leacock April 25, 2008 GoogleTechTalks http://www.youtube.com/watch?v=cdTVcFo2EQw
前言 瘟疫危機Pandemic是我很愛的一套桌遊,第一次玩到時就直覺覺得這是一套很適合拿來做研究的遊戲。 剛好看到這場演講,想說主題再講合作機制,和最近讀的合作學習主題蠻相近的,而且設計師又很帥,就來整理一下,和大家分享囉。 會有很多誤植和聽不懂的地方就略過了,請斟酌使用。 2011/03/24 南瓜妹pumpkinmay@gmail.com
演講者簡介 作者在2000寫的自傳 http://www.leacock.com/locust/bio/ Matt Lecock 現職是Interactive Designer 介面與軟體設計師曾任職於Yahoo、Netscape、Apple等公司 遊戲設計作品: Pandemic(2008)瘟疫危機 Roll Through The Age(2009)骰越世紀 Forbidden Island(2010)禁制之島
演講摘要 本講題由Google Tech舉辦,和TED類似,都是以科技、設計、娛樂、生態為主題的系列演講,在Youtube上可以免費觀看。 演講時間是2008年5月,Pandmic正式發行兩個月後,遊戲發行第一個月賣了3000套,目前在BGG上排名28,登記擁有者為17661人。 本次講題的重點為: Pandemic的設計歷程 遊戲設計和軟體設計的比較
關於合作遊戲 桌上遊戲中的合作機制稱為 Co-operative Play。 運用的方法是和「特定機制對抗」,有危機讓玩家來克服,譬如:疾病爆發、島嶼沉沒、大魚入侵、地球暖化。 合作遊戲的代表作品是R.K在2000年出版的The Lord of Ring,玩家要扮演哈比人前往魔多,對抗邪惡勢力。 合作遊戲會搭配時間和抽牌數的限制,變化時間長短和卡片數量就可以調整遊戲的難易度。 另一種組外對抗,組內合作的夥伴機制(Partnership),也具有合作特質,通常和隱藏身分並用,像矮人礦坑、圓桌武士、Bang、The Blink(Pandemic的擴充版)。
遊戲構想如何產生? 其實作者也不知道,但是他從小累積的很多遊戲經驗,譬如兒時玩一種遊戲叫Fishing Chip,要一直把圓片翻面直到找到特定的那張,很刺激。 某天,他邊照顧兩歲的女兒邊很隨意的畫出遊戲草圖,先用撲克牌的J、Q、K來做位階排序(善用熟悉的符號作為設計發想的工具)。
遊戲設計的注意事項 先立下目標明確(Goal): 40分鐘內可玩完 太太會很喜歡一起玩 找出遊戲的賣點(Find a spark) 高概念 讓玩法簡單易懂(Keep it simple) 保留配件的彈性,過程中便於修正(Keep it raw) 找出遊戲的重要特質(Find the Core Game) 指機制
遊戲架構與圖板的設計 先畫草圖來測試core idea 後把手稿畫的更具體(如下圖),便於進行微調 核心規則的確立要很謹慎,和目標吻合,之後不輕易變動
反覆修正是必要的 多次修正時,要確保目標一致,不要亂了方向 遊戲測試和修正需要時間醞釀,Pandemic花了四年 可以先設計出Prototype,實際找人玩再改正 不要太早把卡片的美工、內容固定下來,反覆修正時會有很高的機率更動,設計的太精細修改時會很痛苦
Game Board 的修正過程 作者花了很多時間修改連線的相對位置,用來控制擴散和移動的速度,以及圖示表達(使用者介面的Usability Testing)
Make it Accessible You can’t have a great game if people can’t play it  你的遊戲再好,玩家不能玩一切就徒勞無功 ,[object Object]
修正顏色,並在節點上面用符號標示有兩種辨別方式,就不易混淆,[object Object]
改善方法:回合流程 所有動作都花費一個行動點 結束時直接抽兩張牌 在遊戲版圖和玩家幫助卡上標明回合可執行動作
改善方法:卡片設計 使用單一種卡片,同時可用來作多重動作: 1. 移動 2. 研發解藥 3. 擴散城市 優點 介紹卡片功能時比較容易,教學比較迅速 降低印製卡片的成本
為什麼把卡片分成兩種? Observed: 玩家很容易把兩疊卡片搞混(抽過和沒抽過) Prescription: 區分出兩個牌堆區 Opportunities: 便於增加Epidemic Cards和Special action cards Result: 更好玩,降低混淆
設計的注意事項 Internationalized 為發行國際版做準備 No language needed 使用圖示代替文字 Local names used 使用通用的地名 Accessible 讓訊息更容易判讀 Double-coded city 卡片上標示色彩和圖示 City-finder map 卡片上標明地理位置便於查找 Reversible orientation 卡片和圖板正反看都OK
Embody the Players 要讓玩家覺得自己置身於遊戲之中 使用角色身分卡,和人形米寶來讓玩家有依附感 Players will enjoy themselves more if they're "in" the game 這是作者喜愛的兩款遊戲 用卡片繪製和標示物, 讓玩家覺得自己覺得自己身在遊戲中
那Ticket to Ride呢? 作者講了一段他和Day of Wonder的”愉悅”經驗,然後幽了該公司主打商品票去騎一默,他說,玩家會覺得幾就是圖板上面的那些不同顏色的”鐵軌”嗎?其實公司超用心的,把角色印在盒子上啦,你看,黃色玩家就是那位撐雨傘的小妞呢… 有人知道Allen Moon到底幹了什麼好事?為什麼一堆人都喜歡拿它的遊戲來開玩笑,Scott也做過這種事…在他的新遊戲宣傳影片上也Kuso了Ticket to ride…
[object Object]
遊戲的Flow和Fun  軟體設計上就是能帶給玩家新體驗、照顧差異化需求。
讓玩家藉由Avator融入遊戲 在Social Network上可以建立個人檔案。
遊戲可預留擴充的空間 軟體平台可以update、提高相容性。
合作的遊戲進行,有玩家和他說玩遊戲很像在meeting,而且是很令人著迷卻異常的不Boring的meeting(全場一堆開會開到翻的人,笑到爆炸!),[object Object]
FUN and FLOW 但是Accessibility + Usability 代表遊戲沒有明顯的BUG,一般人都可以玩,但代表一定覺得好玩(FUN) 參考以下兩本聖經等級的書:
FLOW 玩家的任務難度略高於他當前的能力時,會進入Flow Channel,隨著經驗的累積,他的能力會上升,這時關卡難度也要隨之配合,才能提供匹配的challenge 新手玩Basic遊戲,使用四張感染卡 老手玩英雄模式,使用六張感染卡
如果遊戲難度和能力錯置 玩家會感到挫折或者是無聊,都會導致他們想提前結束遊戲
增加可變動性讓遊戲更耐玩 難易度可以調整 提供3個不同levels,針對玩家經驗給予起始設定建議 遊戲的變數多樣,每次玩的挑戰和情節都不同 2,3,4個玩家時,角色選擇和任務調配上有差異 每次感染城市的排列組合不同 插入不同的事件牌,會有意外的插曲發生 擴充版本加入不同關卡和玩法 增加新種類的病毒 增加生化恐怖份子(叛徒模式)的玩家間對抗玩法
玩家參與設計新擴充 1 hours of observation = countless hours of meandering refinement 玩家是你的金主,也是提昇遊戲品質最佳的夥伴,測試時要仔細觀察他們的反應,聆聽他們的意見。
Q & A 聽眾排排站等著發問 還有人帶著遊戲盒來到現場 是要等著會後要簽名嗎?
Q & A (1/8) (1)R.K的魔戒有劇情和角色任務相伴,你的遊戲有設想過要加入主題情節嗎? Locack: 故事性會增加融入和擬真感,但文本撰寫不易,Pandemic算是RPG遊戲,玩家扮演不同職責的角色,要去完成任務,和遠征隊有相似的急迫性和責任與爽度。
Q & A (2/8) (2)介紹你的新遊戲outbreak吧!! Locack:一開始把Pandemic拿給遊戲商時,他們覺得瘟疫主題感覺很恐怖,應該不適合家庭遊戲,後來我又設計了一套遊戲Outbreak聽起來又是病毒、危機四伏,還在反覆測試階段,這次不知道出版商又會有啥反應? P.S 目前還沒有這套遊戲的消息 倒是兒童版的forbidden island先發行了。
Q & A (3/8) (3)你覺得桌遊和電腦遊戲有什麼差異?為什麼偏愛桌遊? Locack: 1.設計桌上遊戲可以Do yourself,設計師在構思和製作階段可以完全掌握遊戲流程,不像設計電腦遊戲大多是一整個Team在進行,分工比較明確,會有訊息切割的狀況。 2.真實的互動(human social)是桌遊動人的重要原因。 3.可以摸到真實的配件,而且大多很精緻。
Q & A (4/8) (4)想請你聊聊Board Game的長尾理論,它不像音樂P2P傳遞,也不像CD和書放在Amazon的很久後還可以拉出長長的尾巴,Board Game的銷售大多集中在出版前期,之後如果不是知名遊戲就很少有機會復活了…. Locack:很樂觀的,桌遊是個小市場,但裡頭有很多不同的玩家,他們個有偏好的遊戲類型,現在有了多樣的資訊平台,如BGG,桌遊還是可以搭上長尾效應的,而且Pandemic發行首月賣了3000套後,還陸續有穩定的銷售數字,當然這個市場還有很多問題和空間值得開發……
Q & A (5/8) 你認為在遊戲進行中,同時多少人加入討論才合適? 多人一起討論時會出現主導者指揮別人的狀況,怎麼解決? 如何界定團隊勝利分數,以及個人的分數? P.S 我覺得這三個問題都很關鍵,作者的回答在影片42分的地方,可是沒有回答的很明確,有提到擴充Blink中增加的生化恐怖份子玩法,剩下的我聽不太清楚,再補囉
Q & A (6/8) (6)超簡單的問題,你最喜歡哪一套遊戲? Locack:超簡單的答案「兩河流域」(完全不加思索)

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2011-03-24 pandemic

Editor's Notes

  1. 作者是Yahoo的人機介面設計師,很多來自桌遊設計的IDEA啟發了他日常的工作
  2. Players will enjoy themselves more if they're "in" the game
  3. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect
  4. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect
  5. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect
  6. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect
  7. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect
  8. 1.可以掌握完成的出版流程2.不像電腦遊戲開發需要很多人,把訊息分散在很多人的工作任務中3.桌遊人們可以面對面遊玩,有social inflect