1 00:00:03,620 --> 00:00:09,220 很少游戏类型能像潜行那样有这么强的代入感 2 00:00:09,820 --> 00:00:12,200 这类游戏要你东躲西藏 3 00:00:12,200 --> 00:00:14,350 从阴影中出击 4 00:00:14,350 --> 00:00:17,020 你要智取一整队敌人 5 00:00:17,020 --> 00:00:19,020 又不暴露自己存在 6 00:00:19,020 --> 00:00:21,150 其中囊括了间谍 7 00:00:21,350 --> 00:00:23,100 刺客,呃还有… 8 00:00:23,100 --> 00:00:24,530 蝙蝠侠 9 00:00:24,530 --> 00:00:29,150 但要实现这份代入感,就得平衡若干复杂的游戏系统 10 00:00:29,150 --> 00:00:30,420 从敌人感知 11 00:00:30,420 --> 00:00:31,570 到信息收集 12 00:00:31,570 --> 00:00:34,050 到稳健的侦测系统 13 00:00:34,050 --> 00:00:35,220 任何一个出错 14 00:00:35,220 --> 00:00:38,050 就会破坏整个体验 15 00:00:38,050 --> 00:00:40,800 所以欢迎来到“潜行学堂” 16 00:00:40,800 --> 00:00:45,920 这是“游戏制作工具箱”关于潜行游戏机制的迷你系列 17 00:00:45,920 --> 00:00:50,120 每一集,我将介绍潜行游戏的一个系统 18 00:00:50,120 --> 00:00:52,000 剖析它的机制 19 00:00:52,000 --> 00:00:55,100 考察其中有意义的技术问题 20 00:00:55,100 --> 00:00:56,470 设计想法 21 00:00:56,470 --> 00:00:58,800 和玩家实际体验 22 00:00:58,800 --> 00:00:59,900 第一集 23 00:00:59,900 --> 00:01:02,820 我们从大多数潜行游戏的起点讲起 24 00:01:02,820 --> 00:01:04,920 即玩家的躲藏 25 00:01:04,920 --> 00:01:06,520 然后回答个问题 26 00:01:06,520 --> 00:01:11,520 守卫是如何看见听见玩家的? 27 00:01:11,850 --> 00:01:12,770 说到底 28 00:01:12,770 --> 00:01:15,950 游戏里守卫都有虚拟的眼睛和耳朵 29 00:01:15,950 --> 00:01:19,470 用于模拟人类的两种主要感官 30 00:01:19,470 --> 00:01:21,450 视觉与听觉 31 00:01:21,450 --> 00:01:25,720 为了模拟视觉,游戏中的守卫通常会有视锥 32 00:01:25,720 --> 00:01:30,220 就是敌人面前这个隐形的扇形区域 33 00:01:30,220 --> 00:01:32,400 一旦玩家进入视锥 34 00:01:33,170 --> 00:01:34,500 就会被发现 35 00:01:34,500 --> 00:01:37,040 当然,实际情况会更复杂 36 00:01:37,040 --> 00:01:42,020 简单的锥形会让玩家即使挨着敌人也无法被发现 37 00:01:42,020 --> 00:01:44,550 所以游戏中的形状通常更复杂 38 00:01:44,550 --> 00:01:46,300 《细胞分裂:黑名单》中 39 00:01:46,300 --> 00:01:49,620 守卫的主要视野是个基本视锥 40 00:01:49,620 --> 00:01:53,600 但用了第二层大框来模拟外围视野 41 00:01:53,600 --> 00:01:56,070 身后还有个小区域 42 00:01:56,070 --> 00:02:00,250 用于模拟那种“有人在背后”的第六感 43 00:02:01,100 --> 00:02:04,150 开发者还要考虑视锥高度 44 00:02:04,150 --> 00:02:08,650 这取决于是否允许玩家藏于敌人上方 45 00:02:08,650 --> 00:02:10,800 要判断玩家藏在掩体后 46 00:02:10,800 --> 00:02:13,400 游戏通常会用“射线检测” 47 00:02:13,400 --> 00:02:17,470 就是在两个元素间画一条看不见的线 48 00:02:17,470 --> 00:02:21,050 检测是否有东西挡在中间 49 00:02:21,050 --> 00:02:25,600 游戏还会用更复杂的模型捕捉玩家部分掩护的状态 50 00:02:25,600 --> 00:02:27,020 比如《细胞分裂》中 51 00:02:27,020 --> 00:02:31,520 敌人会向山姆骨架模型上的8块骨头投出射线 52 00:02:31,520 --> 00:02:34,820 看到一定数量的骨骼才会发现他 53 00:02:35,750 --> 00:02:39,450 如果玩家进入敌人视锥又没掩护 54 00:02:39,450 --> 00:02:42,100 玩家可能不会被立刻发现 55 00:02:42,100 --> 00:02:45,920 但是,守卫的警觉性开始上升 56 00:02:45,920 --> 00:02:49,250 要让警戒条涨得慢一些 57 00:02:49,250 --> 00:02:51,340 玩家要么待在远处 58 00:02:51,340 --> 00:02:53,620 要么在守卫的外围视野 59 00:02:53,620 --> 00:02:54,520 要么藏于暗处 60 00:02:54,520 --> 00:02:55,420 要么蹲着 61 00:02:55,420 --> 00:02:57,350 要么静止不动 62 00:02:57,350 --> 00:02:59,100 但当警戒条满格 63 00:02:59,100 --> 00:03:01,350 守卫就会知道你的确切位置 64 00:03:02,300 --> 00:03:06,850 值得一提的是,守卫能察觉玩家角色之外的异常 65 00:03:06,850 --> 00:03:08,120 如开着的门 66 00:03:08,120 --> 00:03:09,330 有趣的物品 67 00:03:09,330 --> 00:03:10,470 或尸体 68 00:03:10,470 --> 00:03:14,470 这可以让玩家制订有趣的计划,如陷阱和干扰 69 00:03:14,470 --> 00:03:18,450 还能给人一种守卫们有智能和意识的错觉 70 00:03:18,970 --> 00:03:22,250 不过,听觉模拟又是另一回事 71 00:03:22,250 --> 00:03:23,550 当你发出声响 72 00:03:23,550 --> 00:03:25,070 比如开枪 73 00:03:25,070 --> 00:03:26,650 把地板踩得嘎吱响 74 00:03:26,650 --> 00:03:28,000 或丢石头 75 00:03:28,000 --> 00:03:30,200 声响会根据音量大小 76 00:03:30,200 --> 00:03:32,820 形成一个影响范围 77 00:03:32,820 --> 00:03:34,950 范围内的守卫 78 00:03:34,950 --> 00:03:38,500 都会被派去检查声响来源 79 00:03:38,500 --> 00:03:42,970 但是,声音不一定会直线传到守卫耳中 80 00:03:42,970 --> 00:03:46,050 因为墙壁会阻隔声响 81 00:03:46,300 --> 00:03:50,470 所以,通常的解决办法是运用寻路系统 82 00:03:50,470 --> 00:03:56,070 也就是那种引导敌人绕过障碍、找到前进路线的技术 83 00:03:56,070 --> 00:03:58,070 让声音在环境中穿行 84 00:03:58,070 --> 00:04:03,800 游戏就能更逼真地模拟声响在现实世界的传播方式 85 00:04:04,280 --> 00:04:06,370 以上只举了几个要点 86 00:04:06,370 --> 00:04:09,800 有些游戏可能会用更复杂的设计 87 00:04:09,800 --> 00:04:11,150 以《神偷》为例 88 00:04:11,150 --> 00:04:16,770 守卫可以从同伴的遭遇中间接掌握玩家动向 89 00:04:16,770 --> 00:04:18,070 在《杀手2》里 90 00:04:18,070 --> 00:04:23,300 如果47背过身,就会让执法者对他的感知降低 91 00:04:23,300 --> 00:04:25,700 使伪装更容易成功 92 00:04:25,700 --> 00:04:31,470 视频下方的简介里有更详细的技术资料链接 93 00:04:32,450 --> 00:04:34,220 如果实现得好 94 00:04:34,220 --> 00:04:40,570 这个系统就能模拟出相当逼真的人类视听感知 95 00:04:40,570 --> 00:04:44,070 让你能有依据地推断哪些地方安全 96 00:04:44,070 --> 00:04:48,320 还能用常识去判断不同光线下的能见度 97 00:04:48,320 --> 00:04:51,170 或墙壁的隔音效果 98 00:04:51,170 --> 00:04:55,870 但玩家总会遇到一些难以判断的情况 99 00:04:55,870 --> 00:04:58,670 并感到挫败和不满 100 00:04:58,670 --> 00:05:02,100 我敢肯定你试过在游戏中满以为自己完美隐蔽 101 00:05:02,100 --> 00:05:03,900 结果却被守卫发现 102 00:05:03,900 --> 00:05:06,150 所以为了让玩家心中有数 103 00:05:06,150 --> 00:05:11,010 开发者可以用一些巧妙办法让感知系统更明显 104 00:05:11,010 --> 00:05:14,050 一是界面辅助元素 105 00:05:14,050 --> 00:05:16,700 早在《神偷》时开发者就知道 106 00:05:16,700 --> 00:05:22,220 玩家很难从第一人称视角了解自己的显眼程度 107 00:05:22,220 --> 00:05:22,870 所以 108 00:05:22,870 --> 00:05:27,400 游戏用“光线宝石”提示你当前的隐蔽性 109 00:05:27,400 --> 00:05:28,950 在《细胞分裂》里 110 00:05:28,950 --> 00:05:32,100 要想知道自己正发出多大声响 111 00:05:32,100 --> 00:05:35,470 看一眼山姆抬头显示器里的表盘即可 112 00:05:35,470 --> 00:05:40,100 另外,大多数游戏界面还有探测指示器 113 00:05:40,100 --> 00:05:43,250 功能类似于之前提到的警戒条 114 00:05:43,250 --> 00:05:45,900 它帮助玩家了解自己是否要被发现 115 00:05:45,900 --> 00:05:49,800 有时甚至会提示发现你的人在哪 116 00:05:49,800 --> 00:05:52,470 第二,利用动画或音频 117 00:05:52,470 --> 00:05:55,380 帮助玩家读懂守卫状态 118 00:05:55,380 --> 00:06:00,570 无所事事的守卫,代表他们感知力很低 119 00:06:00,570 --> 00:06:03,450 但疑心重重的敌人会举着武器 120 00:06:03,450 --> 00:06:06,070 对潜在威胁更敏感 121 00:06:06,070 --> 00:06:11,100 对讲机声音也能让你了解守卫是否注意到你 122 00:06:11,100 --> 00:06:13,400 接着是避难空间 123 00:06:13,400 --> 00:06:17,270 通常情况下,游戏里这些地方 124 00:06:17,270 --> 00:06:19,250 能让你绝对隐蔽 125 00:06:19,250 --> 00:06:22,120 它们可能是“蝙蝠侠”里的滴水嘴兽 126 00:06:19,250 --> 00:06:22,120 (建筑输水管道喷口终端的一种雕饰) 127 00:06:22,120 --> 00:06:24,970 或“刺客信条”里的高草地 128 00:06:24,970 --> 00:06:27,550 或“杀手”里的箱子和橱柜 129 00:06:27,550 --> 00:06:29,670 游戏至少有这样一处地方 130 00:06:29,670 --> 00:06:34,020 让你能绝对安全地进行侦查或谋划 131 00:06:34,020 --> 00:06:36,920 还有个常用办法是“偏袒玩家” 132 00:06:36,920 --> 00:06:40,470 就是巧妙操纵系统使之对玩家友好 133 00:06:40,470 --> 00:06:43,870 《细胞分裂:黑名单》程序员马丁·沃尔什曾说 134 00:06:43,870 --> 00:06:49,320 “从模拟角度来看,NPC看到听到什么并不重要” 135 00:06:49,320 --> 00:06:54,510 “重要的是玩家觉得NPC应该看到听到什么” 136 00:06:54,510 --> 00:06:55,650 所以在他的游戏中 137 00:06:55,650 --> 00:06:59,470 守卫超出屏幕的话,听力会减半 138 00:06:59,470 --> 00:07:03,580 因为被看不见的人听到行踪,令人觉得不公平 139 00:07:03,580 --> 00:07:05,050 《最后生还者》里 140 00:07:05,050 --> 00:07:09,450 敌人的视线通常投向乔尔的头部 141 00:07:09,450 --> 00:07:12,270 当乔尔蹲伏时,则投向他的胸部 142 00:07:12,270 --> 00:07:15,620 这样乔尔就算探头窥视也不会被发现 143 00:07:15,620 --> 00:07:18,920 然后最有用的办法,如前所述 144 00:07:18,920 --> 00:07:21,220 就是模糊的侦测系统 145 00:07:21,220 --> 00:07:24,970 如果一进入守卫的视锥就被发现 146 00:07:24,970 --> 00:07:27,020 会让人觉得不太公平 147 00:07:27,020 --> 00:07:33,750 所以合理做法是让守卫花点时间才意识到你存在 148 00:07:34,320 --> 00:07:38,820 最后还有个相当大胆的做法 149 00:07:38,820 --> 00:07:41,850 就是向玩家展现这些感知系统 150 00:07:41,850 --> 00:07:45,670 在优秀的横版潜行游戏《忍者之印》中 151 00:07:45,670 --> 00:07:50,020 你可以清楚看到守卫的感知范围 152 00:07:50,020 --> 00:07:52,820 他们的视锥显示在画面上 153 00:07:52,820 --> 00:07:55,550 忍者在阴影或光线中的状态 154 00:07:55,550 --> 00:07:58,050 会在角色图像上反映出来 155 00:07:58,050 --> 00:08:03,400 你制造的噪音会围绕声源发出又大又圆的脉冲 156 00:08:03,400 --> 00:08:07,020 影响范围甚至在发声前就会显示 157 00:08:07,020 --> 00:08:13,100 辅助你判断声东击西或隐匿潜行能否成功 158 00:08:14,020 --> 00:08:16,050 借助屏幕上的信息 159 00:08:16,050 --> 00:08:19,320 玩家不会对系统当前状态有任何疑惑 160 00:08:19,320 --> 00:08:20,920 你要么在视锥里 161 00:08:20,920 --> 00:08:21,770 要么不在 162 00:08:21,770 --> 00:08:24,420 声响要么传到了守卫耳中 163 00:08:24,420 --> 00:08:25,470 要么没有 164 00:08:25,470 --> 00:08:28,320 所以《忍者之印》的二元感知系统 165 00:08:28,320 --> 00:08:33,750 能搭配一个即时触发的二元侦测系统 166 00:08:33,750 --> 00:08:39,520 不过,这游戏的敌人视锥边缘检测还是有点模糊 167 00:08:39,520 --> 00:08:40,600 “有人在吗?” 168 00:08:40,600 --> 00:08:42,970 这里还有个稍有区别的例子 169 00:08:42,970 --> 00:08:46,470 看看《影子战术:将军之刃》 170 00:08:46,470 --> 00:08:49,970 游戏中,敌人视锥分三部分 171 00:08:49,970 --> 00:08:53,650 敌人面前的鲜绿色区域是高危区 172 00:08:53,650 --> 00:08:56,720 一旦进入就会被立刻探测到 173 00:08:56,720 --> 00:09:00,470 深绿色区域中,蹲伏能保持隐匿 174 00:09:00,470 --> 00:09:02,870 站起来就会暴露 175 00:09:02,870 --> 00:09:07,620 点状区是避难空间,长满灌木与高草 176 00:09:07,620 --> 00:09:09,750 让你保持隐蔽 177 00:09:09,750 --> 00:09:11,770 如果你进入敌人视野 178 00:09:11,770 --> 00:09:14,420 敌人整个视锥会逐渐变黄 179 00:09:14,420 --> 00:09:16,870 一旦黄色部分碰到你 180 00:09:16,870 --> 00:09:17,900 你就暴露了 181 00:09:17,900 --> 00:09:23,850 这种在屏幕显示所有必要信息的做法很高明 182 00:09:23,850 --> 00:09:28,900 当然,在3D游戏里实现会困难得多 183 00:09:28,900 --> 00:09:33,170 初代《合金装备》的解决方案就是勾勒画面布局 184 00:09:33,170 --> 00:09:36,700 然后在雷达上以俯视角2D显示 185 00:09:36,700 --> 00:09:39,350 再画出敌人视锥 186 00:09:39,350 --> 00:09:45,510 《杀出重围:人类分裂》等游戏仍在用这种粗暴的办法 187 00:09:45,510 --> 00:09:46,950 但它是可行的 188 00:09:46,950 --> 00:09:53,120 “狡狐大冒险”系列的守卫会用手电照出一圈显眼的黄光 189 00:09:53,120 --> 00:09:56,470 你要是踏入光圈,就会被发现 190 00:09:56,470 --> 00:09:58,300 否则就很安全 191 00:09:58,300 --> 00:09:59,300 有点不真实? 192 00:09:59,300 --> 00:10:00,200 是的 193 00:10:00,200 --> 00:10:02,650 但也确实直观 194 00:10:03,620 --> 00:10:05,350 不过最重要的 195 00:10:05,350 --> 00:10:09,120 是不同感知系统所造就的体验 196 00:10:09,370 --> 00:10:12,650 如果感知系统带有模糊与不确定性 197 00:10:12,650 --> 00:10:17,670 玩家就必须更设身处地地用常识来判断环境 198 00:10:17,670 --> 00:10:20,600 分析光线、阴影、距离和声音 199 00:10:20,600 --> 00:10:23,770 这也会给游戏带来一定的紧张感 200 00:10:23,770 --> 00:10:27,050 让你永远不能百分百放心 201 00:10:27,050 --> 00:10:30,970 我觉得这跟潜行游戏的代入感很吻合 202 00:10:30,970 --> 00:10:35,000 你的力量并非源自纯粹的蛮力 203 00:10:35,000 --> 00:10:38,400 而是来自躲避敌人的技巧 204 00:10:38,400 --> 00:10:41,650 所以让玩家的潜行带点脆弱和不确定 205 00:10:41,650 --> 00:10:46,650 能时刻提醒玩家随时失去微弱优势的风险 206 00:10:46,650 --> 00:10:49,250 正如“神偷”程序员汤姆·里安纳特所说 207 00:10:49,250 --> 00:10:51,380 “这是为了让玩家脉搏加速” 208 00:10:51,380 --> 00:10:54,100 “因可能暴露而提心吊胆” 209 00:10:54,100 --> 00:10:59,970 在借鉴潜行元素的生存恐怖游戏里隐藏感知系统尤为重要 210 00:10:59,970 --> 00:11:01,950 比如《异形:隔离》 211 00:11:01,950 --> 00:11:06,400 要是能清楚看到异形的视线范围就太糟糕了 212 00:11:06,400 --> 00:11:12,420 因为游戏的恐怖与焦虑正源自你对异形感知的模糊认识 213 00:11:12,420 --> 00:11:16,000 不过,让感知系统完全可见显然也有好处 214 00:11:16,000 --> 00:11:18,200 它赋予玩家更多掌控感 215 00:11:18,200 --> 00:11:21,250 让你玩起来自信满满 216 00:11:21,250 --> 00:11:23,720 你就像一个顶级捕食者 217 00:11:23,720 --> 00:11:25,270 引诱敌人落入圈套 218 00:11:25,270 --> 00:11:27,270 或悄然而来、无声击杀 219 00:11:27,270 --> 00:11:29,750 正如《忍者之印》制作人杰米·郑所说 220 00:11:29,750 --> 00:11:31,070 “迭代过程中” 221 00:11:31,070 --> 00:11:35,570 “我发现自己没兴趣去猜测守卫能否听见我” 222 00:11:35,570 --> 00:11:39,700 “而是醉心于为敌人埋下死亡陷阱” 223 00:11:39,700 --> 00:11:43,870 当然,狩猎的感觉可通过其它途径实现,比如 224 00:11:43,870 --> 00:11:45,720 前面提到的避难空间 225 00:11:45,720 --> 00:11:49,150 或提供一堆小工具和超能力 226 00:11:49,150 --> 00:11:52,600 但玩家越是能精确预测敌人感知 227 00:11:52,600 --> 00:11:55,950 就能越快收获成就感 228 00:11:57,010 --> 00:11:58,820 以上就是第一课 229 00:11:58,820 --> 00:12:03,700 潜行游戏的守卫通过虚拟的眼睛和耳朵去看去听 230 00:12:03,700 --> 00:12:06,550 开发者带来的不同游玩体验 231 00:12:06,550 --> 00:12:10,400 取决于感知系统对玩家的展现程度 232 00:12:10,400 --> 00:12:14,970 下回我们将继续深入探讨潜行游戏的设计 233 00:12:14,970 --> 00:12:17,020 如果你订阅了我的频道 234 00:12:17,020 --> 00:12:20,460 就能第一时间收看最新视频 235 00:12:22,580 --> 00:12:24,150 嘿,感谢收看 236 00:12:24,150 --> 00:12:28,920 希望大家在这场可怕的新冠疫情中一切安好 237 00:12:28,920 --> 00:12:30,520 现在情况太可怕了 238 00:12:30,520 --> 00:12:32,170 大家注意安全 239 00:12:32,170 --> 00:12:33,600 勤洗手 240 00:12:33,600 --> 00:12:35,350 听从必要安排 241 00:12:35,350 --> 00:12:38,370 我会尽力制作有趣的内容 242 00:12:38,370 --> 00:12:40,850 供大家开心地消磨时间