1 00:00:03,870 --> 00:00:07,570 潜行英雄们总有最好的道具 2 00:00:07,570 --> 00:00:10,100 从杀手47的钢琴线 3 00:00:10,100 --> 00:00:12,100 山姆·费舍尔搞笑的护目镜 4 00:00:12,100 --> 00:00:14,970 到艾米丽·考德温的各种超能力 5 00:00:14,970 --> 00:00:20,300 这些潜行高手常常凭他们的标志性道具成名 6 00:00:20,300 --> 00:00:21,770 因为事实上 7 00:00:21,770 --> 00:00:27,500 潜行游戏不仅在于坐等挡路的守卫挪开 8 00:00:27,500 --> 00:00:29,700 相反,它要求利用道具 9 00:00:29,700 --> 00:00:31,420 超能力和各种技能 10 00:00:31,420 --> 00:00:34,320 让形势变得对自己有利 11 00:00:34,320 --> 00:00:36,550 所以欢迎回到“潜行学堂” 12 00:00:36,550 --> 00:00:39,840 一个关于潜行游戏设计的迷你系列 13 00:00:39,840 --> 00:00:43,000 第二集里,我们已身处敌后 14 00:00:43,000 --> 00:00:44,400 准备渗透 15 00:00:44,400 --> 00:00:46,770 所以是时候看看我们的百宝腰带 16 00:00:46,770 --> 00:00:51,000 列举潜行游戏的五类道具 17 00:00:51,800 --> 00:00:53,070 就像我刚说的 18 00:00:53,070 --> 00:00:57,250 大部分潜行道具可归为五类 19 00:00:57,250 --> 00:01:00,770 第一类是能收集信息的道具 20 00:01:00,770 --> 00:01:05,100 也就是一切能让你突破视野限制的玩意 21 00:01:05,100 --> 00:01:10,020 所以当你无从得知一扇门后的情况时 22 00:01:10,020 --> 00:01:14,850 山姆·费舍尔可以将光纤探头伸入门缝进行侦察 23 00:01:14,850 --> 00:01:17,900 类似例子还有《异形:隔离》的“运动跟踪器” 24 00:01:17,900 --> 00:01:20,350 《隐形公司》的“锁眼窥视” 25 00:01:20,350 --> 00:01:22,220 《耻辱》的“探头窥视” 26 00:01:22,220 --> 00:01:25,470 以及用夜视仪看清黑暗中的敌人 27 00:01:25,470 --> 00:01:28,100 你甚至可以把Snake的审讯技巧算上 28 00:01:28,100 --> 00:01:33,050 因为它强迫敌人交待巡逻和弹药库存的情报 29 00:01:33,050 --> 00:01:36,870 这些道具让你比敌人拥有更多信息优势 30 00:01:36,870 --> 00:01:39,600 正如《枪口》作者汤姆·弗朗西斯所说 31 00:01:39,600 --> 00:01:43,050 “当你对敌人的了解胜过他们对你的了解” 32 00:01:43,050 --> 00:01:45,060 “你就可以把敌人纳入思考” 33 00:01:45,060 --> 00:01:49,220 “这些信息就是计划的原材料” 34 00:01:49,220 --> 00:01:52,550 潜行道具还能主导游戏节奏 35 00:01:52,550 --> 00:01:57,900 潜行游戏的节奏取决于如何小心探查下一个房间 36 00:01:57,900 --> 00:01:59,510 然后动身通过 37 00:01:59,510 --> 00:02:04,100 这是侦察与执行反复循环的过程 38 00:02:04,450 --> 00:02:08,600 第二类是能操控敌人的道具 39 00:02:08,600 --> 00:02:10,350 在上一集中 40 00:02:10,350 --> 00:02:17,070 我介绍了潜行游戏守卫如何通过虚拟的眼睛和耳朵去看去听 41 00:02:17,070 --> 00:02:21,920 第二类道具能让我们利用敌人的感知取胜 42 00:02:21,920 --> 00:02:23,750 所以一本《花花公子》 43 00:02:23,750 --> 00:02:24,550 一个诱饵 44 00:02:24,550 --> 00:02:28,250 一把掉落的武器都能引起守卫的视觉兴趣 45 00:02:28,250 --> 00:02:29,750 蝙蝠镖的响动 46 00:02:29,750 --> 00:02:31,250 黏力监视器的噪音 47 00:02:31,250 --> 00:02:33,250 还有那些摇滚金曲 48 00:02:33,250 --> 00:02:35,670 则触发守卫的听觉反应 49 00:02:35,670 --> 00:02:39,720 有时,这些干扰物就在游戏场景里 50 00:02:39,720 --> 00:02:42,300 如《杀手2》的溢水盥洗盆 51 00:02:42,300 --> 00:02:46,620 这些干扰道具能让AI角色偏离巡逻路线 52 00:02:46,620 --> 00:02:49,380 进入对我们有利的位置 53 00:02:49,380 --> 00:02:53,450 有些也许能帮你在守卫巡逻中开条缝 54 00:02:53,450 --> 00:02:55,400 让你悄悄溜过去 55 00:02:55,600 --> 00:02:58,400 有些则诱使敌人落入圈套 56 00:02:58,400 --> 00:03:01,270 或把他们引到暗处干掉 57 00:03:01,270 --> 00:03:05,500 你也可以进一步,用道具改变守卫行为 58 00:03:05,500 --> 00:03:07,020 在《忍者之印》中 59 00:03:07,020 --> 00:03:10,650 “恐惧飞镖”能让敌人变得恐慌多疑 60 00:03:10,650 --> 00:03:14,570 你可以利用这点让他们意外杀死队友 61 00:03:15,670 --> 00:03:19,520 第三类是能改变空间的道具 62 00:03:19,520 --> 00:03:20,850 为了帮大家理解 63 00:03:20,850 --> 00:03:25,250 我们得花点时间讲讲潜行关卡是如何设计的 64 00:03:25,250 --> 00:03:28,200 “神偷”游戏总监格雷格·罗彼哥罗曾说 65 00:03:28,200 --> 00:03:31,020 “空间就是关卡设计的筹码” 66 00:03:31,020 --> 00:03:36,370 他还说了如何给潜行关卡划分安全区和危险区 67 00:03:36,370 --> 00:03:39,570 “神偷”里,空间划分有两个维度 68 00:03:39,570 --> 00:03:41,600 一是光线明暗 69 00:03:41,600 --> 00:03:43,850 二是声响大小 70 00:03:43,850 --> 00:03:45,920 其它游戏可能有不同标准 71 00:03:45,920 --> 00:03:47,950 比如“蝙蝠侠”分位置高低 72 00:03:47,950 --> 00:03:50,250 “杀手”分公用和私人区 73 00:03:50,250 --> 00:03:52,050 但其实原理一样 74 00:03:52,050 --> 00:03:55,050 潜行关卡就像一片危险海域 75 00:03:55,050 --> 00:03:58,250 你得在安全的岛屿间游弋 76 00:03:58,250 --> 00:04:02,200 但是,利用道具可以改变这些布置 77 00:04:02,200 --> 00:04:05,420 比如“神偷”里,水箭能浇灭烛光 78 00:04:05,420 --> 00:04:10,320 把一片明亮的危险区变成阴暗的安全区 79 00:04:10,320 --> 00:04:11,770 在声响维度 80 00:04:11,770 --> 00:04:16,650 用青苔箭射出一片草毯,你就能悄无声息地踩上去 81 00:04:16,650 --> 00:04:19,200 让噪音区变得安静 82 00:04:20,050 --> 00:04:23,420 另一种办法是角色伪装 83 00:04:23,420 --> 00:04:27,520 这样就算身处危险区,也相对安全 84 00:04:27,520 --> 00:04:32,620 比如《潜龙谍影3》用迷彩系统来融入环境 85 00:04:32,620 --> 00:04:37,650 或“杀手”系列用伪装提升47的访问权限 86 00:04:37,650 --> 00:04:42,100 这些道具让关卡不再只是个静态谜题 87 00:04:42,100 --> 00:04:45,900 而成了有机会改变并为你所用的世界 88 00:04:46,560 --> 00:04:50,100 第四类是能改变你行动能力的道具 89 00:04:50,100 --> 00:04:54,770 通常,这些道具能让你到达守卫够不着的地方 90 00:04:54,770 --> 00:04:56,300 比如蝙蝠侠的“抓钩枪” 91 00:04:56,300 --> 00:04:59,870 能让你飞上房间高处的滴水嘴兽 92 00:04:59,870 --> 00:05:03,120 还有山姆的“劈叉跳”,在某些过道里 93 00:05:03,120 --> 00:05:06,000 能让你隐蔽地立于敌人上方 94 00:05:06,000 --> 00:05:09,920 还有“耻辱”里炫酷的短距传送:瞬移 95 00:05:09,920 --> 00:05:12,050 让你轻松爬上高处 96 00:05:12,050 --> 00:05:14,470 也能在掩体间穿行 97 00:05:14,470 --> 00:05:18,220 不过这些大胆动作在潜行游戏里并不常见 98 00:05:18,220 --> 00:05:21,720 大多数游戏只有普通姿势,比如 99 00:05:21,720 --> 00:05:24,670 站着、蹲着和趴着 100 00:05:24,670 --> 00:05:27,650 这些姿势都有不同的可见度 101 00:05:27,650 --> 00:05:28,350 声响 102 00:05:28,350 --> 00:05:29,820 和移动速度 103 00:05:30,100 --> 00:05:34,720 最后,第五类是能让敌人失去行动力的道具 104 00:05:34,720 --> 00:05:37,400 要是潜行游戏没了闷棍 105 00:05:37,400 --> 00:05:38,200 绊雷 106 00:05:38,200 --> 00:05:42,450 或可靠(但的确不真实)的消声枪会怎样? 107 00:05:42,450 --> 00:05:46,020 潜行游戏的代入感并不排斥干掉守卫 108 00:05:46,020 --> 00:05:48,500 只是你必须消除证据 109 00:05:48,500 --> 00:05:50,070 但有一点很重要 110 00:05:50,070 --> 00:05:54,800 潜行游戏通常不提供机关枪或火箭发射器,因为 111 00:05:54,800 --> 00:05:57,500 仔细想想上述五类道具 112 00:05:57,500 --> 00:06:02,570 他们能让你在各种维度上胜于敌人 113 00:06:02,570 --> 00:06:04,750 除了纯粹的蛮力 114 00:06:04,750 --> 00:06:06,900 你知道得更多,行动力更强 115 00:06:06,900 --> 00:06:09,950 你可以操纵守卫做你想做的事 116 00:06:09,950 --> 00:06:12,250 这些都带给你掌控感 117 00:06:12,250 --> 00:06:15,250 直到发生正面交火 118 00:06:15,250 --> 00:06:17,870 不过这点我们以后再谈 119 00:06:19,520 --> 00:06:22,270 除此以外,这些道具还有个共同点 120 00:06:22,270 --> 00:06:24,500 就是它们必须平衡 121 00:06:24,500 --> 00:06:29,270 要是不仔细考虑这些道具的局限或弱点设计 122 00:06:29,270 --> 00:06:32,950 它们很可能导致各种问题 123 00:06:32,950 --> 00:06:37,370 所以,不加限制地让你用道具操纵敌人和空间 124 00:06:37,370 --> 00:06:39,470 会产生万能解法 125 00:06:39,470 --> 00:06:42,550 也就是那些简单、超有效的策略 126 00:06:42,550 --> 00:06:47,070 你会一遍遍重复,从而无缘更有趣的玩法 127 00:06:47,070 --> 00:06:51,100 比如用数不清的石头引开无脑敌人 128 00:06:51,100 --> 00:06:53,250 或灭掉你看到的每根火把 129 00:06:53,250 --> 00:06:57,620 信息搜集能力太强的道具会破坏游戏体验 130 00:06:57,620 --> 00:06:59,370 所以在《刺客信条:起源》里 131 00:06:59,370 --> 00:07:02,820 你可以召唤猎鹰像无人机一样侦察 132 00:07:02,820 --> 00:07:05,000 标记出每个敌人 133 00:07:05,000 --> 00:07:08,170 然后你就对敌人的位置了如指掌 134 00:07:08,170 --> 00:07:09,800 只要他们还活着 135 00:07:09,800 --> 00:07:12,370 这会破坏潜行游戏的精彩节奏 136 00:07:12,370 --> 00:07:17,020 从本质上把它变成一次性又毫不费力的观测过程 137 00:07:17,020 --> 00:07:21,620 随后便是一路畅通、风险不大的行动阶段 138 00:07:21,620 --> 00:07:27,150 而且用威力过大的武器杀死(或永久瘫痪)每个敌人 139 00:07:27,150 --> 00:07:30,820 实际上会降低关卡复杂度 140 00:07:30,820 --> 00:07:33,250 游戏设计专家罗伯特·杨曾说 141 00:07:33,250 --> 00:07:36,420 在潜行游戏中杀人会“消解关卡” 142 00:07:36,420 --> 00:07:38,170 “断绝系统间的联系” 143 00:07:38,170 --> 00:07:40,120 “让游戏变得无聊” 144 00:07:40,120 --> 00:07:46,150 如果你曾在“耻辱”里杀了所有人,大摇大摆地踏过尸体通关 145 00:07:46,150 --> 00:07:47,720 就明白他说啥了 146 00:07:47,720 --> 00:07:52,200 噢,还有个问题:透视模式是如此有用 147 00:07:52,200 --> 00:07:54,000 以至于你舍不得关掉 148 00:07:54,000 --> 00:07:58,720 让整个游戏玩着就像机场的安检监视器一样 149 00:07:59,150 --> 00:08:02,470 所以我们该如何平衡这些道具? 150 00:08:02,470 --> 00:08:05,970 一是给系统加上先天限制 151 00:08:05,970 --> 00:08:08,420 看看《幽灵行动:荒野》 152 00:08:08,420 --> 00:08:11,970 它有着跟“刺客信条”相似的鹰眼系统 153 00:08:11,970 --> 00:08:14,620 只是鸟换成了无人机 154 00:08:14,620 --> 00:08:17,020 所以电量有限、航程不长 155 00:08:17,020 --> 00:08:19,650 还会被警觉的敌人击落 156 00:08:19,650 --> 00:08:21,500 它帮你搜集情报 157 00:08:21,500 --> 00:08:23,420 但并非无所不能 158 00:08:23,420 --> 00:08:27,100 同样的,《最后生还者》让你能透视墙后敌人 159 00:08:27,100 --> 00:08:29,600 但只在敌人发出声响时有效 160 00:08:29,600 --> 00:08:31,620 “杀出重围”允许你标记敌人 161 00:08:31,620 --> 00:08:35,150 但限制你同时能追踪的敌人数量 162 00:08:35,150 --> 00:08:38,150 另一种办法是让效能短暂化 163 00:08:38,150 --> 00:08:41,100 山姆·费舍尔可以大范围灭灯 164 00:08:41,100 --> 00:08:43,150 但灯光不久会恢复 165 00:08:43,150 --> 00:08:47,950 烟雾弹能在危险区里创造一个小小的临时安全区 166 00:08:47,950 --> 00:08:50,600 当你在《隐形公司》里击倒敌人 167 00:08:50,600 --> 00:08:52,900 他们会在几回合后苏醒 168 00:08:52,900 --> 00:08:56,300 除非你牺牲一名队员去把敌人锁死 169 00:08:56,300 --> 00:09:01,150 一个更显而易见的办法是通过数量来限制道具效能 170 00:09:01,150 --> 00:09:02,300 在《细胞分裂:混沌理论》 171 00:09:02,300 --> 00:09:04,700 你每关能拿的黏力监视器有限 172 00:09:04,700 --> 00:09:05,450 在“神偷”里 173 00:09:05,450 --> 00:09:09,600 你必须用上一关偷到的钱去买水箭 174 00:09:09,600 --> 00:09:13,220 尽管某些游戏允许无限地按键扔石子 175 00:09:13,220 --> 00:09:16,320 但“耻辱”只让你扔环境物品 176 00:09:16,320 --> 00:09:17,250 至于“杀手” 177 00:09:17,250 --> 00:09:20,850 你最多只能往一个橱柜塞两个敌人 178 00:09:20,850 --> 00:09:24,950 你还能赋予AI反击能力 179 00:09:24,950 --> 00:09:28,850 “杀手”里的执法者可以看穿你的伪装 180 00:09:28,850 --> 00:09:31,500 所以私人区域一样有风险 181 00:09:31,500 --> 00:09:33,850 在《影子战术:将军之刃》中 182 00:09:33,850 --> 00:09:37,800 戴着草帽的敌人没法被投石引开 183 00:09:37,800 --> 00:09:39,920 我不懂这背后的逻辑 184 00:09:39,920 --> 00:09:40,550 不过没事 185 00:09:40,550 --> 00:09:41,620 电子游戏嘛 186 00:09:41,620 --> 00:09:45,200 还有种适应性设计,比如《潜龙谍影5》 187 00:09:45,200 --> 00:09:48,920 如果你太擅长爆头,守卫们会戴上头盔 188 00:09:48,920 --> 00:09:51,970 《回声》的做法则更大胆 189 00:09:51,970 --> 00:09:54,600 敌人会学习并复制你的策略 190 00:09:54,600 --> 00:09:57,400 所以如果你惯用某种技巧 191 00:09:57,400 --> 00:10:01,470 当敌人以牙还牙时你也别见怪 192 00:10:01,470 --> 00:10:06,100 还可以为特定关卡或区域加上特殊设定 193 00:10:06,100 --> 00:10:08,670 暂时打断你的套路 194 00:10:08,670 --> 00:10:10,870 比如《细胞分裂:混沌理论》 195 00:10:10,870 --> 00:10:14,220 有一关在船上,引擎室里布满瓦斯 196 00:10:14,220 --> 00:10:17,920 所以你没法用武器和一切可燃物 197 00:10:17,920 --> 00:10:21,370 然后是关卡布局和守卫巡逻模式的设计 198 00:10:21,370 --> 00:10:24,350 孤身一人的守卫能被轻易摆平 199 00:10:24,350 --> 00:10:29,700 但相互照应的两名守卫则要求更复杂的策略 200 00:10:29,700 --> 00:10:30,800 最后 201 00:10:30,800 --> 00:10:35,270 还有存在于关卡环境之外的抽象系统 202 00:10:35,270 --> 00:10:40,530 所以在《隐形公司》里杀死一名守卫会让警戒程度升高一级 203 00:10:40,530 --> 00:10:43,200 而在“耻辱”中用致命手段击杀 204 00:10:43,200 --> 00:10:46,920 会让你在关卡后的评分中失去特定评价 205 00:10:46,920 --> 00:10:49,370 并影响后来的叙事 206 00:10:49,900 --> 00:10:54,000 关键是让玩家选择战术时更深思熟虑 207 00:10:54,000 --> 00:10:58,550 防止游戏退化成更单调的体验 208 00:10:58,550 --> 00:11:00,750 所以用武器要有风险 209 00:11:00,750 --> 00:11:02,020 不能毫无代价 210 00:11:02,020 --> 00:11:05,200 信息收集应谨慎而难免缺失 211 00:11:05,200 --> 00:11:06,500 不能轻而易举 212 00:11:06,500 --> 00:11:08,790 潜行策略应该混合多样 213 00:11:08,790 --> 00:11:10,800 而非无尽地重复 214 00:11:10,800 --> 00:11:12,400 以上就是第二课 215 00:11:12,400 --> 00:11:16,500 下回我们将继续深入探讨潜行游戏设计 216 00:11:16,500 --> 00:11:20,650 现在,请在下方评论聊聊你最喜欢的潜行道具 217 00:11:22,250 --> 00:11:23,800 嘿,感谢收看 218 00:11:23,800 --> 00:11:28,350 “游戏制作工具箱”的油管粉丝突破80万 219 00:11:28,350 --> 00:11:30,070 这太棒了 220 00:11:30,070 --> 00:11:33,120 如果你点击订阅按钮旁的铃铛 221 00:11:33,120 --> 00:11:37,330 就能在新视频发布时收到手机通知 222 00:11:37,330 --> 00:11:38,900 据我分析 223 00:11:38,900 --> 00:11:41,170 10%的粉丝已经这么做了 224 00:11:41,170 --> 00:11:41,820 所以,嘿 225 00:11:41,820 --> 00:11:43,120 谢谢大家