1 00:00:04,050 --> 00:00:07,250 只要你在某个多人游戏社区待过 2 00:00:07,250 --> 00:00:08,850 这些词应该不陌生 3 00:00:08,850 --> 00:00:09,900 太强 4 00:00:09,900 --> 00:00:10,700 太便宜 5 00:00:10,700 --> 00:00:11,870 不公平 6 00:00:11,870 --> 00:00:14,020 其实这些玩家争议的 7 00:00:14,020 --> 00:00:16,250 是游戏平衡性 8 00:00:16,250 --> 00:00:21,270 “平衡性”是确保多人游戏一切选项公平的艺术 9 00:00:21,270 --> 00:00:24,550 没有太弱、不值得一用的设计 10 00:00:24,550 --> 00:00:28,950 也没有太强、统治一切的存在 11 00:00:28,950 --> 00:00:30,100 但话说回来 12 00:00:30,100 --> 00:00:32,970 大多数电子游戏不只是为了平衡 13 00:00:32,970 --> 00:00:37,270 而是追求众多差异化选项间的平衡 14 00:00:37,270 --> 00:00:41,000 做好一款“对称游戏”的平衡不难 15 00:00:41,000 --> 00:00:44,860 因为所有玩家的开局条件完全相同 16 00:00:44,860 --> 00:00:46,950 但多数游戏是“非对称” 17 00:00:46,950 --> 00:00:51,250 即玩家可能面对与自身完全不同的对手 18 00:00:51,250 --> 00:00:55,070 试想一款游戏包含74名不同斗士,或 19 00:00:55,070 --> 00:00:57,250 140位独特英雄 20 00:00:57,250 --> 00:01:00,700 开发者期望对于水平相近的玩家 21 00:01:00,700 --> 00:01:03,220 每种选项都各有潜力 22 00:01:03,370 --> 00:01:05,000 他们是怎么做的? 23 00:01:05,000 --> 00:01:05,970 不过我想说 24 00:01:05,970 --> 00:01:08,870 追求平衡性并非易事 25 00:01:08,870 --> 00:01:12,450 公司可能为此成立整个部门,而且 26 00:01:12,450 --> 00:01:18,220 Riot的《英雄联盟》在过去十年已发布超过200个平衡性补丁 27 00:01:18,220 --> 00:01:21,450 另外它不仅关乎数值,还有玩家心理 28 00:01:21,450 --> 00:01:23,700 《守望先锋》的杰夫·卡普兰说 29 00:01:23,700 --> 00:01:27,520 “对平衡性的感知比平衡性本身更重要” 30 00:01:27,520 --> 00:01:31,100 所以本期节目并非细致教程 31 00:01:31,100 --> 00:01:34,720 “游戏制作工具箱”将带你走马观花 32 00:01:34,720 --> 00:01:36,600 关于游戏如何去做平衡 33 00:01:36,600 --> 00:01:38,120 再平衡 34 00:01:38,120 --> 00:01:39,270 再平衡 35 00:01:39,270 --> 00:01:40,310 再平衡 36 00:01:40,310 --> 00:01:41,500 再平衡 37 00:01:42,250 --> 00:01:45,770 那开发者一开始是怎么做平衡的? 38 00:01:45,770 --> 00:01:48,870 他们首先考虑“制衡” 39 00:01:48,870 --> 00:01:54,470 也就是让角色的竞争优势能被缺点所制约 40 00:01:54,470 --> 00:01:56,520 以“马力欧赛车”为例 41 00:01:56,520 --> 00:02:00,170 森喜刚那种重型车手极速很高 42 00:02:00,170 --> 00:02:01,920 但加速很慢 43 00:02:01,920 --> 00:02:04,900 奇诺比奥那种轻量级车手正好相反 44 00:02:04,900 --> 00:02:06,400 在设计平衡的赛道上 45 00:02:06,400 --> 00:02:08,500 他们几乎旗鼓相当 46 00:02:08,500 --> 00:02:11,620 你可以假设角色有个“能力预算” 47 00:02:11,620 --> 00:02:14,070 至少Riot是这么想的 48 00:02:14,070 --> 00:02:15,920 “优势”是一种开销 49 00:02:15,920 --> 00:02:18,320 “劣势”是一种补贴 50 00:02:18,320 --> 00:02:22,370 如果所有角色都花掉相同的“能力预算” 51 00:02:22,370 --> 00:02:24,620 他们就离平衡更近一步 52 00:02:24,620 --> 00:02:26,450 当然一般没那么简单 53 00:02:26,450 --> 00:02:27,500 没错 54 00:02:27,500 --> 00:02:31,120 有时一张牌对所有随从造成1点伤害 55 00:02:31,120 --> 00:02:34,500 另一张对所有随从造成4点伤害 56 00:02:34,500 --> 00:02:35,570 这个不难 57 00:02:35,570 --> 00:02:38,870 只要让第二张牌费用更高 58 00:02:38,870 --> 00:02:43,300 但你该如何计算那些不可比较的事物,比如 59 00:02:43,300 --> 00:02:44,650 《守望先锋》的英雄? 60 00:02:44,650 --> 00:02:47,320 或各种参数组成的选项? 61 00:02:47,320 --> 00:02:52,220 例如,Bungie时代的《光环3》最初狙击步枪过强 62 00:02:52,220 --> 00:02:54,220 它包含大量微调参数 63 00:02:54,220 --> 00:02:55,570 比如视野大小 64 00:02:55,570 --> 00:02:56,800 放大时间 65 00:02:56,800 --> 00:02:57,900 装弹时间 66 00:02:57,900 --> 00:02:59,100 最大携弹量 67 00:02:59,100 --> 00:03:02,900 他们最后发现,最佳做法是调整“射击间隔” 68 00:03:02,900 --> 00:03:06,800 将0.5秒调成0.7秒 69 00:03:06,800 --> 00:03:07,920 其中关键在于 70 00:03:07,920 --> 00:03:11,020 你得突出不同选项的差别 71 00:03:11,020 --> 00:03:13,020 狙击步枪和霰弹枪 72 00:03:13,020 --> 00:03:17,070 应该是令人兴奋的选择,而非简单两种突击步枪 73 00:03:17,070 --> 00:03:19,820 哪怕后者更容易做平衡 74 00:03:20,220 --> 00:03:23,320 所以我赞同前暴雪设计师罗布·帕尔多 75 00:03:23,320 --> 00:03:28,270 他曾提醒设计师,别用数学公式把“平衡”变“平庸” 76 00:03:28,270 --> 00:03:28,770 他说 77 00:03:28,770 --> 00:03:33,120 你最后得到的游戏会处处平淡无奇 78 00:03:33,120 --> 00:03:36,220 你们可以击掌相庆说平衡了,但这有趣吗? 79 00:03:36,220 --> 00:03:37,200 恐怕不是 80 00:03:37,900 --> 00:03:40,520 另一个考虑是“相克” 81 00:03:40,520 --> 00:03:45,500 即赋予角色抵消对手操作和战术的能力 82 00:03:45,500 --> 00:03:46,270 举个例子 83 00:03:46,270 --> 00:03:49,770 “星际争霸”的虫族速攻很好用 84 00:03:49,770 --> 00:03:54,350 但前提是对手未能抢先造出防御性地堡 85 00:03:54,350 --> 00:03:58,470 我们期望的是“一物降一物” 86 00:03:58,470 --> 00:04:00,820 所以星际中的防御打法 87 00:04:00,820 --> 00:04:04,320 也会被一种经济型战术克制 88 00:04:04,320 --> 00:04:10,350 即囤积资源,建造最终能碾压地堡的大型单位 89 00:04:10,350 --> 00:04:13,470 然后我们得为这也造个克星 90 00:04:13,470 --> 00:04:15,720 但这样会没完没了 91 00:04:15,720 --> 00:04:17,650 其实办法已经有了 92 00:04:17,650 --> 00:04:21,770 你该如何对付那些悠哉着存钱的对手? 93 00:04:21,770 --> 00:04:23,500 嗯,速攻 94 00:04:23,500 --> 00:04:25,360 你应该想到了 95 00:04:25,360 --> 00:04:28,250 这是“石头剪刀布” 96 00:04:28,250 --> 00:04:32,820 这种决定谁去洗碗的傻游戏可能过于简单 97 00:04:32,820 --> 00:04:34,950 也缺乏策略深度 98 00:04:34,950 --> 00:04:37,200 但它是完美平衡的 99 00:04:37,200 --> 00:04:39,220 因为一切都有克星 100 00:04:39,220 --> 00:04:40,920 一切都是克星 101 00:04:40,920 --> 00:04:43,870 伙计,赢了你的剪刀 102 00:04:43,870 --> 00:04:48,100 这就是为何它成了许多多人游戏的基石 103 00:04:48,100 --> 00:04:50,820 几乎每个格斗游戏都有类似系统 104 00:04:50,820 --> 00:04:52,070 比如“死或生” 105 00:04:52,070 --> 00:04:54,820 它所夸耀的三角系统就是 106 00:04:54,820 --> 00:04:56,150 “打击”克“投技” 107 00:04:56,150 --> 00:04:57,320 “投技”克“返技” 108 00:04:57,320 --> 00:04:59,000 “返技”克“打击” 109 00:04:59,000 --> 00:05:02,470 在策略游戏中,三角相克的不仅是战术 110 00:05:02,470 --> 00:05:04,320 还有作战单位 111 00:05:04,320 --> 00:05:08,200 虽然种类繁多的宝可梦分布于一张相生相克的大网 112 00:05:08,200 --> 00:05:12,370 但开局的御三家,是火、水、草 113 00:05:12,370 --> 00:05:16,350 “石头剪刀布”是很好的平衡性框架起点 114 00:05:16,350 --> 00:05:19,750 因为你能确保没有选项过强 115 00:05:19,750 --> 00:05:21,120 克星总是存在 116 00:05:21,120 --> 00:05:22,970 也没有选项无关痛痒 117 00:05:22,970 --> 00:05:26,170 一个起码能克制另一个 118 00:05:26,170 --> 00:05:28,550 另外至少对策略游戏而言 119 00:05:28,550 --> 00:05:30,310 它会鼓励混合策略 120 00:05:30,310 --> 00:05:32,870 它要求你成为多面手 121 00:05:32,870 --> 00:05:37,250 迫使你在不同战术之间随机应变 122 00:05:37,250 --> 00:05:39,000 对于多职业游戏 123 00:05:39,000 --> 00:05:42,300 它很容易自动促成混合队伍 124 00:05:42,300 --> 00:05:43,920 以《军团要塞2》为例 125 00:05:43,920 --> 00:05:46,150 九个职业中的七个 126 00:05:46,150 --> 00:05:51,920 组成一张“石头剪刀布”相生相克的复杂关系网 127 00:05:51,920 --> 00:05:57,200 所以,团队必须挑选互补职业来相互照应 128 00:05:57,200 --> 00:06:00,700 比如你是工程师,间谍不断瘫痪你的步哨枪 129 00:06:00,700 --> 00:06:04,720 这时你就需要队友切换成火焰兵 130 00:06:04,720 --> 00:06:07,970 这些通常被称为“硬相克” 131 00:06:07,970 --> 00:06:10,000 它们能彻底击败对方 132 00:06:10,000 --> 00:06:13,620 比如《ARMS》的“出拳”硬克制“投掷” 133 00:06:13,620 --> 00:06:16,870 因为前者每次都能化解后者 134 00:06:16,870 --> 00:06:21,720 而“软相克”则意味着一个面对另一个有优势 135 00:06:21,720 --> 00:06:24,020 比如麦克雷胜过猎空 136 00:06:24,020 --> 00:06:27,620 但前者胜率不可能100% 137 00:06:27,770 --> 00:06:29,370 说到相克 138 00:06:29,370 --> 00:06:32,600 很重要的一点是分清,什么是“手” 139 00:06:32,600 --> 00:06:34,620 什么是“出手” 140 00:06:34,620 --> 00:06:38,570 “手”是指比赛开始前就已确定的东西 141 00:06:38,570 --> 00:06:41,800 比如角色和种族 142 00:06:41,800 --> 00:06:44,850 “出手”是指比赛过程中的抉择 143 00:06:44,850 --> 00:06:47,550 包括操作、单位和战术 144 00:06:47,550 --> 00:06:50,020 对于团队游戏,如《守望先锋》 145 00:06:50,020 --> 00:06:52,150 整支队伍是“手” 146 00:06:52,150 --> 00:06:55,180 单个玩家的表现是“出手” 147 00:06:55,180 --> 00:06:59,400 “出手”在设计上会突出对抗的不平衡 148 00:06:59,520 --> 00:07:02,820 以此营造胶着战况和团队协作 149 00:07:02,820 --> 00:07:05,660 但“手”的设计旨在平衡 150 00:07:05,660 --> 00:07:08,700 确保玩家能用上所有招式 151 00:07:08,820 --> 00:07:12,120 如果桑吉尔夫不能格挡 152 00:07:12,120 --> 00:07:13,620 他就没法打了 153 00:07:17,400 --> 00:07:20,970 于是有了一堆角色,考虑了“制衡”和“相克” 154 00:07:20,970 --> 00:07:23,270 你觉得这平衡了 155 00:07:23,270 --> 00:07:25,750 但你该如何确保这点? 156 00:07:25,750 --> 00:07:28,200 嗯,是时候收集数据了 157 00:07:28,200 --> 00:07:30,050 无论是来自内部测试 158 00:07:30,050 --> 00:07:32,950 还是成千上万的在线玩家 159 00:07:32,950 --> 00:07:37,850 你可能觉得,要做的也就是跟踪每名角色的获胜表现 160 00:07:37,850 --> 00:07:39,970 也即“胜率” 161 00:07:39,970 --> 00:07:42,430 如果一名角色有50%胜率 162 00:07:42,430 --> 00:07:43,520 就平衡了 163 00:07:43,520 --> 00:07:45,220 但正如所有统计那样 164 00:07:45,220 --> 00:07:46,720 这也会误导人 165 00:07:46,720 --> 00:07:49,400 想想一款格斗游戏有三名角色 166 00:07:49,400 --> 00:07:52,120 如果隆每次都能赢春丽 167 00:07:52,120 --> 00:07:54,050 却每次都输给嘉米 168 00:07:54,050 --> 00:07:56,660 他的胜率也是50% 169 00:07:56,660 --> 00:07:57,970 但这平衡吗? 170 00:07:57,970 --> 00:07:59,120 非也 171 00:07:59,120 --> 00:08:00,700 这就是“对阵胜率表” 172 00:08:00,700 --> 00:08:04,850 一张每个角色对阵其它所有角色的胜率表 173 00:08:04,850 --> 00:08:06,370 为何如此重要 174 00:08:06,370 --> 00:08:08,750 但即使这张表也不全面 175 00:08:08,750 --> 00:08:12,150 Riot曾遇到《英雄联盟》角色阿卡丽的问题 176 00:08:12,150 --> 00:08:16,220 数据显示她非常平衡,44%的胜率 177 00:08:16,220 --> 00:08:18,070 可能还有点偏弱 178 00:08:18,070 --> 00:08:22,950 所以她是怎么在2018全球总决赛稳获72%胜率 179 00:08:22,950 --> 00:08:26,120 并在禁选率上拔得头筹? 180 00:08:26,120 --> 00:08:29,020 这是因为她虽然很强 181 00:08:29,020 --> 00:08:31,220 却难以精通 182 00:08:31,220 --> 00:08:34,250 换言之,她的技巧门槛很高 183 00:08:34,250 --> 00:08:38,100 所以尽管顶级玩家能用她横扫千军 184 00:08:38,100 --> 00:08:42,500 低级玩家用阿卡丽却被虐来虐去 185 00:08:42,500 --> 00:08:45,950 因此,她的胜率被拖累了 186 00:08:45,950 --> 00:08:51,370 这就是为何要在不同水平线上考察一名角色的对阵胜率 187 00:08:51,370 --> 00:08:56,250 最后,胜率并不完全体现游戏实际情况 188 00:08:56,250 --> 00:08:59,570 我们还得知道玩家会选哪些角色 189 00:08:59,570 --> 00:09:03,120 人们可能会嫌弃某些平衡的角色 190 00:09:03,120 --> 00:09:05,570 因为角色不够有趣 191 00:09:05,570 --> 00:09:08,660 或只适应特定场景 192 00:09:08,660 --> 00:09:11,020 暴雪发现《守望先锋》的秩序之光 193 00:09:11,020 --> 00:09:13,200 是个大体平衡的角色 194 00:09:13,720 --> 00:09:17,820 但她出场率不高,因为适用场景很有限 195 00:09:17,820 --> 00:09:20,050 所以在首次重做中(2016) 196 00:09:20,050 --> 00:09:24,070 暴雪为了让她更流行,给了她两个终极技能去选 197 00:09:24,070 --> 00:09:26,500 “传送面板”和“护盾发生器” 198 00:09:26,500 --> 00:09:30,470 这就是为何玩家反馈和出场率如此重要 199 00:09:30,470 --> 00:09:34,370 后者能体现一名角色实际被用的频率 200 00:09:34,370 --> 00:09:35,770 对于《彩虹六号:围攻》 201 00:09:35,770 --> 00:09:40,200 育碧用一个矩阵来对照胜率和出场率 202 00:09:40,200 --> 00:09:45,070 加上针对落入这四个区间每种干员的不同考虑 203 00:09:45,070 --> 00:09:48,720 出场率还能反映当前趋势 204 00:09:48,720 --> 00:09:52,950 也就是比赛环境下流行的角色、牌组、战术等等 205 00:09:52,950 --> 00:09:57,270 那些被主流社区所发掘的最高效和常用搭配 206 00:09:57,270 --> 00:09:59,820 它们通常可见于论坛帖子 207 00:09:59,820 --> 00:10:01,470 粉丝自制排行 208 00:10:01,470 --> 00:10:02,770 YouTube视频 209 00:10:02,770 --> 00:10:04,650 和电竞赢家那 210 00:10:04,650 --> 00:10:08,220 当名为詹森的小伙赢得《皇室战争》赫尔辛基锦标赛后 211 00:10:08,220 --> 00:10:11,900 他的牌组突然成了热门 212 00:10:11,900 --> 00:10:15,150 趋势其实也是自我平衡的力量 213 00:10:15,150 --> 00:10:18,770 假设人人都知道特定角色太强 214 00:10:18,770 --> 00:10:20,720 人人都去用 215 00:10:20,720 --> 00:10:22,600 那现在大家的关注点 216 00:10:22,600 --> 00:10:26,770 就是拼命找出克制或针对那个角色的打法 217 00:10:26,770 --> 00:10:29,770 一旦找到,趋势就可能变化 218 00:10:29,770 --> 00:10:32,170 这种风水流转让游戏常葆新鲜 219 00:10:32,170 --> 00:10:36,700 赋予那些找到克制之道的玩家极大满足感 220 00:10:36,700 --> 00:10:38,670 《守望先锋》的杰夫·卡普兰说 221 00:10:38,670 --> 00:10:42,470 “想想那些趋势转变是源于玩家发明的新战术” 222 00:10:42,470 --> 00:10:45,320 “嗯,这是最理想状况” 223 00:10:45,320 --> 00:10:48,050 “但我们已看过它一次次上演” 224 00:10:48,050 --> 00:10:50,820 当然,它并非总是奏效 225 00:10:50,820 --> 00:10:54,270 有时,设计师得动手做些修改 226 00:10:54,270 --> 00:10:56,220 如果战术过于强势 227 00:10:56,220 --> 00:10:58,220 如果角色无人问津 228 00:10:58,220 --> 00:11:00,470 如果某种打法破坏氛围 229 00:11:00,470 --> 00:11:02,570 是时候动刀了 230 00:11:02,570 --> 00:11:03,170 首先 231 00:11:03,170 --> 00:11:08,970 开发者需要搞清角色或战术不平衡的具体原因 232 00:11:08,970 --> 00:11:12,450 你很容易看出某个角色称霸胜率表 233 00:11:12,450 --> 00:11:14,770 但不容易找出原因 234 00:11:14,770 --> 00:11:18,120 对于《任天堂明星大乱斗X》的梅塔奈特 235 00:11:18,120 --> 00:11:21,200 不平衡很可能是因为他极快的攻速 236 00:11:21,200 --> 00:11:25,420 和半空中取消操作、规避击倒的能力 237 00:11:25,420 --> 00:11:28,050 他优势满满,制衡不足 238 00:11:28,050 --> 00:11:31,320 其他角色也没法克制他 239 00:11:31,320 --> 00:11:32,820 一旦找到根源 240 00:11:32,820 --> 00:11:35,950 你就得琢磨削弱什么、强化什么 241 00:11:35,950 --> 00:11:38,420 “削弱”是指降低某物威力 242 00:11:38,420 --> 00:11:39,850 比如减慢速度 243 00:11:39,850 --> 00:11:41,050 限制射程 244 00:11:41,050 --> 00:11:42,670 或削减攻击 245 00:11:42,670 --> 00:11:46,000 “强化”正相反:让某物更强大 246 00:11:46,000 --> 00:11:50,400 但你不一定要强化弱势角色、削弱强势角色 247 00:11:50,400 --> 00:11:52,820 你可以把强势角色留着 248 00:11:52,820 --> 00:11:54,850 然后强化克制他的角色 249 00:11:54,850 --> 00:11:56,700 一样能解决问题 250 00:11:56,700 --> 00:12:02,100 请务必看看Core-A Gaming这期视频:为什么更应Buff而非Nerf? 251 00:11:56,700 --> 00:12:02,100 252 00:12:02,200 --> 00:12:06,520 平衡性调整多种多样,无论是微调角色移动速度 253 00:12:06,520 --> 00:12:09,150 还是回炉重做角色设计 254 00:12:09,150 --> 00:12:11,950 它甚至可能改变游戏基本规则 255 00:12:11,950 --> 00:12:15,120 《彩虹六号:围攻》让攻守更平衡的做法 256 00:12:15,120 --> 00:12:17,470 是将比赛缩为三分钟 257 00:12:17,470 --> 00:12:20,520 有时你甚至得砍掉整个东西 258 00:12:20,520 --> 00:12:25,400 就像Epic移除《堡垒之夜》的神器“无尽之剑” 259 00:12:25,400 --> 00:12:27,870 任何改动都会影响玩家 260 00:12:27,870 --> 00:12:33,170 尤其是那些已非常习惯特定角色或相克的玩家 261 00:12:33,170 --> 00:12:34,620 所以当游戏更新时 262 00:12:34,620 --> 00:12:38,820 通过更新日志或视频来解释改动非常重要 263 00:12:38,820 --> 00:12:41,270 其实,更新日志太重要了 264 00:12:41,270 --> 00:12:44,670 Riot曾发布日志,说一名英雄被削弱 265 00:12:44,670 --> 00:12:47,350 却忘了对代码做实际修改 266 00:12:47,350 --> 00:12:50,450 尽管如此,英雄出场率仍然暴降 267 00:12:50,450 --> 00:12:53,070 就连胜率都少了点 268 00:12:53,070 --> 00:12:56,650 我说玩家心理也是个重要因素对吧? 269 00:12:57,570 --> 00:12:59,500 那么在节目开头 270 00:12:59,500 --> 00:13:03,020 我曾说“平衡性”是关于对水平相近的玩家 271 00:13:03,020 --> 00:13:05,820 让每种选项都各有潜力 272 00:13:05,820 --> 00:13:09,300 但如果玩家水平参差不齐会怎样? 273 00:13:09,300 --> 00:13:12,800 嗯,许多重度竞技游戏都有匹配系统 274 00:13:12,800 --> 00:13:15,000 配对水平相近的玩家 275 00:13:15,000 --> 00:13:17,870 但对于更易上手的聚会游戏 276 00:13:17,870 --> 00:13:20,520 我们也许想有个“负反馈循环” 277 00:13:20,520 --> 00:13:21,950 或“追赶机制” 278 00:13:21,950 --> 00:13:25,020 向表现不佳的玩家伸出援手 279 00:13:25,020 --> 00:13:28,120 例子包括《现代战争2》的“连死补助” 280 00:13:28,120 --> 00:13:30,870 给死得太多的你一份特殊奖励 281 00:13:30,870 --> 00:13:32,870 还有“马力欧赛车”的道具系统 282 00:13:32,870 --> 00:13:36,120 像蓝龟壳那样恼人的强力道具 283 00:13:36,120 --> 00:13:38,900 只会送给跑在队尾的玩家 284 00:13:38,900 --> 00:13:42,900 这些设计很有争议,必须谨慎而行 285 00:13:42,900 --> 00:13:46,620 我们也能加入更多运气成分降低门槛 286 00:13:46,620 --> 00:13:51,070 这在《蛇梯棋》和《大富翁》等家庭桌游中屡见不鲜 287 00:13:51,070 --> 00:13:53,850 它们非常依赖掷骰子的运气 288 00:13:53,850 --> 00:13:57,420 而在电子游戏中,这可见于《Apex英雄》 289 00:13:57,420 --> 00:13:59,770 你的赢面并非固定 290 00:13:59,770 --> 00:14:03,420 得看你着陆时捡到什么好东西 291 00:14:03,420 --> 00:14:06,050 游戏还能提供“让分模式” 292 00:14:03,420 --> 00:14:06,050 (为弱者提供优势选项来弥补差距) 293 00:14:06,050 --> 00:14:07,550 而在团队游戏中 294 00:14:07,550 --> 00:14:11,770 我们可以提供更多玩法,让新手也能贡献力量 295 00:14:11,770 --> 00:14:14,850 而不一定要求冲锋在前 296 00:14:14,850 --> 00:14:17,520 比如担任医生或工程师 297 00:14:18,990 --> 00:14:22,100 所以打造平衡性颇具挑战 298 00:14:22,100 --> 00:14:24,230 角色越是差异化 299 00:14:24,230 --> 00:14:26,950 让他们公平竞技就越难 300 00:14:26,950 --> 00:14:30,500 这还没考虑玩家水平参差不齐的情况 301 00:14:30,500 --> 00:14:32,470 我们可以先从“制衡”出发 302 00:14:32,470 --> 00:14:35,020 确保角色不会过强 303 00:14:35,020 --> 00:14:36,670 然后设计相克角色 304 00:14:36,670 --> 00:14:38,300 让他们相互牵制 305 00:14:38,300 --> 00:14:43,050 但即使是最好的设计也经不起数百万玩家的挑剔 306 00:14:43,050 --> 00:14:45,320 所以我们得不断检查平衡性 307 00:14:45,320 --> 00:14:47,500 观察胜率、对阵胜率 308 00:14:47,500 --> 00:14:49,320 出场率和玩家反馈 309 00:14:49,320 --> 00:14:53,250 虽然玩家趋势变化可能会自然修正不平衡 310 00:14:53,250 --> 00:14:56,800 但有时开发者还是得动手修改 311 00:14:56,800 --> 00:15:00,620 然后你引入一名全新角色,一切又得重来 312 00:15:00,620 --> 00:15:03,350 哎,我说过这不简单 313 00:15:03,350 --> 00:15:07,000 所以你觉得最平衡的游戏是什么? 314 00:15:07,000 --> 00:15:10,620 你是否玩过平衡性差得离谱的游戏? 315 00:15:10,620 --> 00:15:14,800 请在下方评论中分享你的体验吧 316 00:15:15,550 --> 00:15:16,670 感谢收看 317 00:15:16,670 --> 00:15:20,750 本期节目得到很多人帮助,从多人游戏大神 318 00:15:20,750 --> 00:15:24,470 到一线开发者,他们参与过《英雄联盟》、《脏弹》 319 00:15:24,470 --> 00:15:26,000 和《彩虹六号:围攻》 320 00:15:26,000 --> 00:15:29,470 这个话题还有很多可聊,比如多人射击游戏的地图平衡性 321 00:15:29,470 --> 00:15:31,800 但我们可以来日再叙 322 00:15:31,800 --> 00:15:34,170 现在嘛,谢谢,拜拜