1 00:00:02,630 --> 00:00:04,470 在游戏最早的岁月里 2 00:00:04,470 --> 00:00:06,470 一切在于追逐高分 3 00:00:06,470 --> 00:00:10,370 像《吃豆人》《大金刚》那样的街机经典是没有尽头的 4 00:00:10,370 --> 00:00:12,550 因为它们会永远循环下去 5 00:00:12,550 --> 00:00:16,370 所以游戏挑战在于你能坚持到多高分 6 00:00:16,370 --> 00:00:17,950 直到最终失手 7 00:00:17,950 --> 00:00:19,600 迎来Game Over 8 00:00:19,600 --> 00:00:23,020 打破个人纪录成了一项奋斗目标 9 00:00:23,020 --> 00:00:26,900 《太空侵略者》随后引入高分榜机制 (1978年发行) 10 00:00:26,900 --> 00:00:28,750 也带来了竞争 11 00:00:28,750 --> 00:00:32,970 附近的玩家蜂拥而至,只为争个榜上排名 12 00:00:32,970 --> 00:00:35,270 但随着游戏进入千家万户 13 00:00:35,270 --> 00:00:38,050 人们开始更关注那些有终点的游戏 14 00:00:38,050 --> 00:00:42,670 虽然《洛克人》《恶魔城》最初对分数念念不忘 15 00:00:42,670 --> 00:00:45,350 但玩家们更感兴趣的是,战胜最终Boss 16 00:00:45,350 --> 00:00:46,350 拯救公主 17 00:00:46,350 --> 00:00:48,250 见证故事结局 18 00:00:48,250 --> 00:00:49,550 至于竞争感 19 00:00:49,550 --> 00:00:53,550 实时多人游戏比高分榜更吸引人 20 00:00:53,550 --> 00:00:55,250 分数那些荣光岁月 21 00:00:55,250 --> 00:00:57,370 那些高分和个人纪录 22 00:00:57,370 --> 00:00:58,750 一去不返 23 00:00:59,020 --> 00:01:01,650 但本期节目我想探讨 24 00:01:01,650 --> 00:01:06,470 这种老派分数系统在现代游戏设计中是否仍有意义? 25 00:01:06,470 --> 00:01:09,970 争取高分是否仍未过时? 26 00:01:09,970 --> 00:01:11,600 答案是肯定的 27 00:01:11,600 --> 00:01:13,200 感谢收看,下次再见 28 00:01:13,200 --> 00:01:16,500 因为某些游戏直接模拟了街机游戏设计 29 00:01:16,500 --> 00:01:19,770 比如激烈的双摇杆射击《折磨X惩罚者》 30 00:01:19,770 --> 00:01:24,120 你要对抗无尽波次的恶魔袭击,生存得越久越好 31 00:01:24,120 --> 00:01:27,700 然后与在线排行榜的玩家们对比 32 00:01:27,700 --> 00:01:28,750 这挺有趣 33 00:01:28,750 --> 00:01:30,470 但除非你技术过硬 34 00:01:30,470 --> 00:01:34,920 除非身边有热衷竞争的朋友,或你对打破纪录上了瘾 35 00:01:34,920 --> 00:01:37,100 否则无尽模式的街机类游戏 36 00:01:37,100 --> 00:01:39,470 没法吸引你太久 37 00:01:39,470 --> 00:01:44,800 所以我更感兴趣的游戏,是在现代设计中融入复古分数系统 38 00:01:44,800 --> 00:01:47,620 并从中受益匪浅 39 00:01:47,620 --> 00:01:48,820 比如 40 00:01:48,820 --> 00:01:52,050 分数能提供额外的难度挑战 41 00:01:52,050 --> 00:01:56,220 举个例子,在令人焦躁的噩梦音游《暴走甲虫》中 42 00:01:56,220 --> 00:01:58,450 玩通关是一回事 43 00:01:58,450 --> 00:02:01,530 但高分通关并拿到S评价 44 00:02:01,530 --> 00:02:03,070 就是另一回事了 45 00:02:03,070 --> 00:02:05,850 只有技术彪悍者才能奢望 46 00:02:05,850 --> 00:02:09,690 这很好,因为它确实为游戏提供了多层次难度 47 00:02:09,690 --> 00:02:12,720 又避免了难度选项的各种问题 48 00:02:12,720 --> 00:02:13,470 你懂的 49 00:02:13,470 --> 00:02:17,020 怎么可能在开玩前,就判断自己的技术水平? 50 00:02:17,020 --> 00:02:21,020 你甚至对这款游戏难在哪都毫无头绪 51 00:02:21,020 --> 00:02:23,350 所以更好的办法,是让你尽情玩 52 00:02:23,350 --> 00:02:26,820 按你展现的技术水平给予相应奖励 53 00:02:26,820 --> 00:02:30,920 这种难度设计同样体现于Zachtronics的最新游戏中 54 00:02:32,150 --> 00:02:35,100 游戏目标是设计强大的机械装置 55 00:02:35,100 --> 00:02:40,820 自动将原材料转化为药水、毒剂和其它炼金术产物 56 00:02:40,820 --> 00:02:43,620 你拥有无限金钱、空间和指令线 57 00:02:43,620 --> 00:02:46,500 只要机器最终生产出所需产品 58 00:02:46,500 --> 00:02:47,970 就能通关 59 00:02:47,970 --> 00:02:50,800 无论你的机器多么低效或昂贵 60 00:02:50,800 --> 00:02:53,970 你都可以完成关卡,继续下一关 61 00:02:53,970 --> 00:02:56,500 不过,分数系统在此登场 62 00:02:56,500 --> 00:02:59,700 游戏会从三方面为机器打分 63 00:02:59,700 --> 00:03:02,000 一是零部件的“总费用” 64 00:03:02,000 --> 00:03:04,070 二是机器的“占地面积” 65 00:03:04,070 --> 00:03:07,600 三是机器完成生产前花费的“周期数”,这个 66 00:03:07,600 --> 00:03:09,600 衡量了机器的效率 67 00:03:09,600 --> 00:03:11,900 你的分数会显示在直方图上 68 00:03:11,900 --> 00:03:13,720 它会将你的表现水平 69 00:03:13,720 --> 00:03:18,200 与全世界其他玩家的平均得分做对比 70 00:03:18,200 --> 00:03:22,500 如果看到机器的“周期数”远高于平均线 71 00:03:22,500 --> 00:03:25,370 你肯定深感耻辱,想再来一次 72 00:03:25,370 --> 00:03:29,340 重新思考,直到看着“周期数”降下来 73 00:03:30,450 --> 00:03:33,150 我喜欢这种设计,因为它让玩家自我驱动 74 00:03:33,150 --> 00:03:35,700 机器好坏的衡量取决于你 75 00:03:35,700 --> 00:03:38,800 如何优化机器也取决于你 76 00:03:38,800 --> 00:03:42,870 你追求打造的机器也许小而紧凑 77 00:03:42,870 --> 00:03:45,800 也许造价最低 78 00:03:45,800 --> 00:03:47,200 也许效率最高 79 00:03:47,200 --> 00:03:50,480 也许在三者间取得完美平衡 80 00:03:50,480 --> 00:03:53,220 Zachtronics其实可为每关设置目标 81 00:03:53,220 --> 00:03:57,970 比如,必须低于200费用或少于60周期才能通关 82 00:03:57,970 --> 00:04:00,650 有些玩家可能需要这个才有动力 83 00:04:00,650 --> 00:04:01,600 但对我而言 84 00:04:01,600 --> 00:04:06,300 没什么比看着成绩远低于世界平均水平更能激励我 85 00:04:06,300 --> 00:04:07,420 回炉重造 86 00:04:07,420 --> 00:04:09,570 优化我的蹩脚设计 87 00:04:09,570 --> 00:04:11,770 设法做得更好 88 00:04:11,770 --> 00:04:15,130 但分数系统不只限于为游戏增加难度 89 00:04:15,130 --> 00:04:18,270 它还能揭示一些全新玩法 90 00:04:18,270 --> 00:04:20,520 在白金动作游戏《猎天使魔女》中 91 00:04:20,520 --> 00:04:23,500 拿高分不光要少犯错 92 00:04:23,500 --> 00:04:25,970 还要用不同方式战斗 93 00:04:25,970 --> 00:04:28,300 而非像新手那样一顿乱搓 94 00:04:28,300 --> 00:04:32,870 为了纯白金奖章,你要用上新手陌生的复杂连招 95 00:04:32,870 --> 00:04:35,290 要快速打出高连击 96 00:04:35,290 --> 00:04:38,850 要用上复杂操作,比如挑衅和闪避offset (插入挑衅或闪避但不会打断连招的技巧) 97 00:04:38,850 --> 00:04:44,020 不过说实话,我并不太关心白金游戏中的那些奖章 98 00:04:44,020 --> 00:04:47,820 但有那么一个系列,它的分数系统让我完全受用 99 00:04:47,820 --> 00:04:51,150 以至于我可以为它写篇论文 100 00:04:53,520 --> 00:04:56,180 它就是“托尼·霍克职业滑板” 101 00:04:56,180 --> 00:05:01,270 这里的多数关卡目标,只要求你对操作和机制有基本理解 102 00:05:01,270 --> 00:05:03,600 就算不知道怎么做“花式跟翻” 103 00:05:03,600 --> 00:05:05,970 你也能将工头撞进水里 104 00:05:05,970 --> 00:05:07,900 希望那真的是水 105 00:05:08,270 --> 00:05:10,000 但如果你想拿高分 106 00:05:10,000 --> 00:05:13,520 就要用上游戏提供的全套滑板技巧 107 00:05:13,520 --> 00:05:15,620 你要连续组合多个技巧 108 00:05:15,620 --> 00:05:18,720 通过“恢复站位”和“后轮平衡”连招到底 109 00:05:18,720 --> 00:05:22,000 让分数在倍数加成下一飞冲天 110 00:05:22,000 --> 00:05:23,800 你要用上许多不同诀窍 111 00:05:23,800 --> 00:05:28,070 因为每次重复相同动作,得分就会减少 112 00:05:28,070 --> 00:05:30,400 你想加入“回旋”和“反脚姿势” 113 00:05:30,400 --> 00:05:32,310 因为这会带来更高得分 114 00:05:32,310 --> 00:05:36,180 你也想在关卡中游走,因为平台间的特殊缺口 115 00:05:36,180 --> 00:05:37,920 会提供大量奖励 116 00:05:37,920 --> 00:05:40,150 基本上,为了拿高分 117 00:05:40,150 --> 00:05:43,150 你得充分理解技巧系统的每部分 118 00:05:43,150 --> 00:05:46,950 相比那些休闲玩家,你得玩得截然不同 119 00:05:46,950 --> 00:05:48,750 接着,就有点小心机了 120 00:05:48,750 --> 00:05:50,520 当你开始追求高分时 121 00:05:50,520 --> 00:05:54,420 你会发现自己的玩法其实中了设计师的“套” 122 00:05:54,420 --> 00:05:56,120 因为那些得分项 123 00:05:56,120 --> 00:05:59,920 都在鼓励你用最有趣的方式玩游戏 124 00:05:59,920 --> 00:06:03,640 重复动作的降分,促使你玩出花样 125 00:06:03,640 --> 00:06:07,470 技巧组合的奖励,让你的胆子越来越大 126 00:06:07,470 --> 00:06:10,200 特殊缺口的加分,推动你玩遍整个关卡 127 00:06:10,200 --> 00:06:13,820 因为分数能鼓励你发掘游戏预期体验 128 00:06:13,820 --> 00:06:15,850 在《合金装备5》中 129 00:06:15,850 --> 00:06:18,100 你可以按喜好随意游玩 130 00:06:18,100 --> 00:06:20,420 无论是在草中潜行 131 00:06:20,420 --> 00:06:23,750 还是直接召唤武装直升机扫射敌阵 132 00:06:23,750 --> 00:06:25,070 怎么玩全看你 133 00:06:25,070 --> 00:06:28,350 游戏并没对玩法做出多少限制 134 00:06:28,350 --> 00:06:30,670 但如果想拿到更高评价 135 00:06:30,670 --> 00:06:33,170 你可能就得换种玩法了 136 00:06:33,170 --> 00:06:35,150 每次任务后,你会获得评分 137 00:06:35,150 --> 00:06:39,320 更高命中率、更短通关时间和解救人质都能加分 138 00:06:39,320 --> 00:06:42,720 但被发现或受伤要被扣分 139 00:06:42,720 --> 00:06:47,450 所以你不会真的因“兰博式”玩法受到惩罚 140 00:06:47,450 --> 00:06:51,390 但会因更Snake的潜行受到奖励 141 00:06:51,390 --> 00:06:54,550 所以分数系统不仅属于街机时代 142 00:06:54,550 --> 00:06:58,360 也不仅属于那些试图复现投币感的怀旧游戏 143 00:06:58,360 --> 00:07:02,070 它们确实能与现代游戏共舞 144 00:07:02,070 --> 00:07:03,890 但它们也有缺点 145 00:07:03,890 --> 00:07:06,420 许多玩家都因分数气馁过 146 00:07:06,420 --> 00:07:10,150 比如成功打通一关白金游戏后 147 00:07:10,150 --> 00:07:12,220 玩家被差劲的分数打脸 148 00:07:12,220 --> 00:07:14,120 唔,这感觉可不好 149 00:07:14,120 --> 00:07:16,620 另外,分数可被完全无视 150 00:07:16,620 --> 00:07:20,250 所以某些玩家会错过游戏的预期体验 151 00:07:20,250 --> 00:07:22,800 如果乱按能打通《猎天使魔女》 152 00:07:22,800 --> 00:07:26,170 那很多人根本没动力探索整个连招表 153 00:07:26,170 --> 00:07:29,150 也不会在意连击,或闪避offset 154 00:07:29,370 --> 00:07:33,400 但有款游戏,某种程度解决了这两个问题 155 00:07:33,400 --> 00:07:35,250 顽皮的双摇杆射击 156 00:07:35,250 --> 00:07:37,370 《卡图斯:进击的机器人》 157 00:07:37,770 --> 00:07:38,720 这款游戏中 158 00:07:38,720 --> 00:07:43,250 为了通关,你可以简单地杀光每关敌人 159 00:07:43,250 --> 00:07:46,900 这被认定为胜利,也足以支撑你走到最后 160 00:07:46,900 --> 00:07:50,920 但你也能争取足够分数,获取更高评价 161 00:07:50,920 --> 00:07:53,300 这要求你更快通关 162 00:07:53,300 --> 00:07:56,250 避免被击倒,以及最重要的 163 00:07:56,250 --> 00:07:58,300 连续快速地杀敌 164 00:07:58,300 --> 00:08:01,050 每次杀敌都会开启一次连杀计算 165 00:08:01,050 --> 00:08:03,170 如果能在两秒内杀死下一个 166 00:08:03,170 --> 00:08:04,830 连杀就能继续 167 00:08:04,830 --> 00:08:08,120 连杀数会为杀敌得分提供加成 168 00:08:08,120 --> 00:08:12,470 10次连杀就能达到最高的10倍加成 169 00:08:12,470 --> 00:08:15,070 如果某关从头到尾保持连杀 170 00:08:15,070 --> 00:08:18,600 就能更进一步,赢得S+评价 171 00:08:19,500 --> 00:08:21,850 保持连杀很需要诀窍 172 00:08:21,850 --> 00:08:24,950 你要更富侵略性,把握好杀敌优先级 173 00:08:24,950 --> 00:08:27,620 并仔细考虑如何运用特殊武器 174 00:08:27,620 --> 00:08:32,470 比如这些红色敌人,通常能在你的常规武器前存活超过两秒 175 00:08:32,470 --> 00:08:35,670 你需要仔细应对,才能保持连杀 176 00:08:35,670 --> 00:08:40,870 所以《卡图斯:进击的机器人》用分数系统为玩家提供了额外挑战 177 00:08:40,870 --> 00:08:42,550 一种完全不同的玩法 178 00:08:42,550 --> 00:08:45,200 一种游戏预期的最佳体验 179 00:08:45,200 --> 00:08:47,620 但开发者Witch Beam还做了两点改进 180 00:08:47,620 --> 00:08:50,670 以回避分数系统的主要缺陷 181 00:08:50,670 --> 00:08:51,320 首先 182 00:08:51,320 --> 00:08:55,720 设计师确保核心体验向不同层次的玩家敞开 183 00:08:55,720 --> 00:08:58,570 而不限于钻研高分的老手 184 00:08:58,570 --> 00:09:00,570 游戏的死亡机制很棒 185 00:09:00,570 --> 00:09:02,100 战斗会消耗电量 (被敌人击中只会短暂昏迷,电量耗尽才会导致任务失败) 186 00:09:02,100 --> 00:09:06,570 你必须杀敌,拾取电池来不断充电 187 00:09:06,570 --> 00:09:08,970 这意味着新手体验 188 00:09:08,970 --> 00:09:11,620 即疯狂杀敌并捡电池的玩法 189 00:09:11,620 --> 00:09:13,920 其实与老手体验相近 190 00:09:13,920 --> 00:09:16,920 因为后者要疯狂杀敌以维持连杀 191 00:09:16,920 --> 00:09:19,010 两种体验都紧张刺激 192 00:09:19,010 --> 00:09:21,570 都要玩得争分夺秒 193 00:09:21,570 --> 00:09:24,220 只是前者挣扎着不要失败 194 00:09:24,220 --> 00:09:27,220 后者挣扎着不要毁了完美通关 195 00:09:27,220 --> 00:09:31,020 其次,通关后会显示分数,像《猎天使魔女》那样 196 00:09:31,020 --> 00:09:32,370 但特别的专业模式 197 00:09:32,370 --> 00:09:35,050 即屏幕上方显示着S+奖章 198 00:09:35,050 --> 00:09:37,050 在你失去连杀时破裂 199 00:09:37,050 --> 00:09:41,050 只有连杀某一关所有敌人,才能解锁这一模式 200 00:09:41,050 --> 00:09:42,720 所以达到相应水平前 201 00:09:42,720 --> 00:09:45,720 你可能根本不知道这一模式存在 202 00:09:45,720 --> 00:09:47,870 在玩家上手前隐藏玩法 203 00:09:47,870 --> 00:09:50,320 是防止玩家气馁的好办法 204 00:09:50,320 --> 00:09:54,420 让他们不会因一开始打出的平庸奖章而灰心 205 00:09:54,630 --> 00:09:56,050 通过这些设计 206 00:09:56,050 --> 00:10:00,550 《卡图斯:进击的机器人》让人感觉易于上手、紧张刺激 207 00:10:00,550 --> 00:10:04,850 同时也为追求极限的高玩们准备了一份秘密玩法 208 00:10:04,850 --> 00:10:07,100 而你甚至无需选择难度 209 00:10:07,100 --> 00:10:08,580 你只要换着花样 210 00:10:08,580 --> 00:10:10,700 努力玩得比别人好 211 00:10:10,700 --> 00:10:13,470 卡图斯:没问题,我整天这么干 212 00:10:14,420 --> 00:10:17,650 分数系统也许不适合每款游戏 213 00:10:17,650 --> 00:10:22,070 但只要巧妙运用,它们就能为设计师提供各种便利 214 00:10:22,070 --> 00:10:25,950 那些在投币街机高分榜中“留名”的日子已经远去 215 00:10:25,950 --> 00:10:31,300 但追逐高分的兴奋,依然长存于现代游戏设计 216 00:10:32,630 --> 00:10:33,670 嘿,感谢收看! 217 00:10:33,670 --> 00:10:38,550 提醒一下,我会在这个画面推荐其它精彩YouTube视频 218 00:10:38,550 --> 00:10:41,100 去看看它们有哪些有趣内容吧 219 00:10:41,100 --> 00:10:44,820 Patreon赞助者每月会看到我的更多推荐 220 00:10:44,820 --> 00:10:47,950 也正是这些赞助者让GMTK生存至今 221 00:10:47,950 --> 00:10:51,070 免费且不附带任何广告 222 00:10:51,070 --> 00:10:52,100 祝好