1 00:00:03,300 --> 00:00:06,320 电子游戏属于每个人 2 00:00:06,320 --> 00:00:10,020 哪怕残障玩家也能享受游戏 3 00:00:10,020 --> 00:00:12,870 只要开发者做出特定设计 4 00:00:12,870 --> 00:00:15,370 或引入特别选项 5 00:00:15,370 --> 00:00:17,070 在往期节目里 6 00:00:17,070 --> 00:00:20,520 我探讨了游戏如何更好地照顾听觉 7 00:00:20,520 --> 00:00:21,250 视觉 8 00:00:21,250 --> 00:00:23,000 和运动障碍者 9 00:00:23,000 --> 00:00:24,700 我们谈了色盲模式 10 00:00:24,700 --> 00:00:25,770 按键重映射 11 00:00:25,770 --> 00:00:27,620 和字幕准则 12 00:00:27,620 --> 00:00:29,850 本系列最后一期节目 13 00:00:29,850 --> 00:00:31,900 我要谈的是 14 00:00:31,970 --> 00:00:33,900 认知障碍 15 00:00:33,900 --> 00:00:35,120 其中涵盖了… 16 00:00:35,120 --> 00:00:36,120 癫痫 17 00:00:36,120 --> 00:00:37,020 阅读障碍 18 00:00:37,020 --> 00:00:38,250 学习障碍 19 00:00:38,250 --> 00:00:41,270 尽管这些障碍看上去很难克服 20 00:00:41,270 --> 00:00:43,850 但设计师还是有很多办法 21 00:00:43,850 --> 00:00:47,270 来提升这类玩家的游戏体验 22 00:00:48,150 --> 00:00:49,870 模拟器眩晕症 23 00:00:49,870 --> 00:00:52,250 模拟器眩晕症,简单来说 24 00:00:52,250 --> 00:00:55,020 就是眼睛感受到运动刺激 25 00:00:55,020 --> 00:00:59,070 内耳却以为你静止不动 26 00:00:59,070 --> 00:01:03,320 这种不协调会让身体感到不适 27 00:01:03,320 --> 00:01:05,740 这种症状多见于3D游戏 28 00:01:05,740 --> 00:01:08,300 特别是第一和第三人称视角 29 00:01:08,300 --> 00:01:10,750 这里没有一刀切的办法 30 00:01:10,750 --> 00:01:12,870 只能提供丰富选项 31 00:01:12,870 --> 00:01:16,450 让玩家找出适合自己的设置 32 00:01:16,450 --> 00:01:20,100 比如允许玩家关闭镜头特效 33 00:01:20,100 --> 00:01:20,650 包括 34 00:01:20,650 --> 00:01:21,700 武器晃动 35 00:01:21,700 --> 00:01:22,650 呼吸起伏 36 00:01:22,650 --> 00:01:23,850 震屏效果 37 00:01:23,850 --> 00:01:24,970 动态模糊 38 00:01:25,120 --> 00:01:29,200 允许修改画面视场角也是个好办法 39 00:01:29,200 --> 00:01:31,050 还有灵敏度 40 00:01:31,050 --> 00:01:33,770 能减少画面大幅晃动 41 00:01:33,770 --> 00:01:35,450 在第一人称游戏里 42 00:01:35,450 --> 00:01:38,550 你还可以让玩家打开准心 43 00:01:38,550 --> 00:01:41,850 哪怕是非射击游戏,如《见证者》 44 00:01:41,850 --> 00:01:46,720 作为设计师,你得避免镜头出人意料地大幅运动 45 00:01:46,720 --> 00:01:49,120 换镜应尽量平滑 46 00:01:49,120 --> 00:01:51,800 而非跳跃和快速缩放 47 00:01:51,800 --> 00:01:55,200 这显然对VR游戏尤为重要 48 00:01:55,200 --> 00:01:57,150 但那是另一话题了 49 00:01:57,150 --> 00:02:02,200 不过,我已将有关VR眩晕症的GDC演讲和Gamasutra文章链接 50 00:02:02,200 --> 00:02:04,770 附在了视频简介 51 00:02:04,770 --> 00:02:05,650 感官负载 52 00:02:05,650 --> 00:02:11,110 在游戏中,这表现为人们无法承受画面的视觉刺激 53 00:02:11,110 --> 00:02:12,450 比如强光 54 00:02:12,450 --> 00:02:13,500 持续闪光 55 00:02:13,500 --> 00:02:15,500 和事物密集涌现 56 00:02:15,500 --> 00:02:19,220 这会引起多种影响感官的疾病,包括 57 00:02:19,220 --> 00:02:20,120 自闭症 58 00:02:20,120 --> 00:02:21,150 偏头痛 59 00:02:21,150 --> 00:02:23,120 乃至意想不到的 60 00:02:23,120 --> 00:02:24,920 光敏性癫痫 61 00:02:24,920 --> 00:02:28,380 引起游戏感官超载的原因有二 62 00:02:28,380 --> 00:02:29,520 快速闪光 63 00:02:29,540 --> 00:02:31,070 密集排列 64 00:02:31,070 --> 00:02:34,350 所以设计师要察觉这些元素 65 00:02:34,350 --> 00:02:36,600 并允许玩家禁用它们 66 00:02:36,600 --> 00:02:40,150 《形状节奏》有关闭闪光的选项 67 00:02:40,150 --> 00:02:43,150 《星露谷物语》则允许调节雪花效果 68 00:02:43,150 --> 00:02:45,670 因为后者可能引发密集恐惧 69 00:02:45,670 --> 00:02:49,520 你可以试试育碧等大型开发商所用的一款软件 70 00:02:49,520 --> 00:02:52,200 名为“闪光和密集检测器”(Harding FPA) 71 00:02:52,200 --> 00:02:55,450 你只要上传一段录制的游戏视频 72 00:02:55,450 --> 00:02:59,150 它就能检测出其中不符合健康标准的画面 73 00:02:59,900 --> 00:03:01,900 “阅读障碍”是个统称 74 00:03:01,900 --> 00:03:06,800 泛指个人阅读能力与认知水平不匹配的症状 75 00:03:06,800 --> 00:03:13,090 阅读障碍玩家在阅读游戏文本时会非常吃力 76 00:03:13,090 --> 00:03:14,200 因此 77 00:03:14,200 --> 00:03:18,070 游戏文本要尽可能清晰易读 78 00:03:18,070 --> 00:03:20,720 我在“字幕设计”那期讲过 79 00:03:20,720 --> 00:03:23,200 要用干净整洁的无衬线字体 80 00:03:23,200 --> 00:03:25,770 区分大小写 81 00:03:25,770 --> 00:03:28,300 使用1.5倍行距 82 00:03:28,300 --> 00:03:30,720 避免每行超过70个字符 83 00:03:30,720 --> 00:03:33,050 确保文本背景稳定 84 00:03:33,050 --> 00:03:35,720 这样字体显示就不受干扰了 85 00:03:35,720 --> 00:03:39,700 此外还可以使用专门设计的易读字体 86 00:03:39,700 --> 00:03:42,000 比如免费的Open Dyslexic 87 00:03:42,000 --> 00:03:44,320 或FS-ME 88 00:03:44,320 --> 00:03:47,620 恐怖像素风游戏《最后一扇门》 89 00:03:47,620 --> 00:03:49,620 就提供了Open Dyslexic选项 90 00:03:49,620 --> 00:03:54,850 开发人员称通关玩家有14%使用了这种字体 91 00:03:54,850 --> 00:03:58,750 还有,要避免文本自动播放 92 00:03:58,750 --> 00:04:02,950 某些玩家需要更多时间进行阅读理解 93 00:04:02,950 --> 00:04:08,600 最好是让文本停留,直到玩家点击才播下一段 94 00:04:08,600 --> 00:04:09,350 执行功能 95 00:04:09,350 --> 00:04:14,500 “执行功能”是指我们获取信息、思考并采取行动的能力 96 00:04:14,500 --> 00:04:16,500 有学习困难的患者 97 00:04:16,500 --> 00:04:19,150 要花更长时间完成上述步骤 98 00:04:19,150 --> 00:04:21,800 以下是一些降低门槛的办法 99 00:04:21,800 --> 00:04:25,070 简化信息 100 00:04:25,070 --> 00:04:29,400 首先,清晰简明地引导玩家操作 101 00:04:29,400 --> 00:04:31,450 在《刺客信条:奥德赛》里 102 00:04:31,450 --> 00:04:34,400 游戏角色会在过场动画给出下个目标 103 00:04:34,400 --> 00:04:39,700 但之后,游戏界面依然会简明地显示这些目标 104 00:04:39,700 --> 00:04:41,700 并高亮关键词 105 00:04:41,700 --> 00:04:44,720 这些文字会在执行任务时一直显示 106 00:04:44,720 --> 00:04:47,400 这样玩家就记得要做啥了 107 00:04:47,400 --> 00:04:51,450 接着你可能还要提供筛选信息的功能 108 00:04:51,450 --> 00:04:55,620 比如地图界面的过滤器,只显示真正重要的内容 109 00:04:55,620 --> 00:04:57,820 或《文明5》的六角地图 110 00:04:57,820 --> 00:05:00,850 有助于玩家理解世界地图 111 00:05:00,850 --> 00:05:05,000 导航帮助 112 00:05:05,000 --> 00:05:08,720 认路对某些玩家来说可能很难 113 00:05:08,720 --> 00:05:11,200 所以要考虑提供路标选项 114 00:05:11,200 --> 00:05:12,100 小地图 115 00:05:12,100 --> 00:05:13,300 标记工具 116 00:05:13,300 --> 00:05:15,200 甚至是大导航箭头 117 00:05:15,200 --> 00:05:17,920 《荒野大镖客:救赎2》开启GPS后 118 00:05:17,920 --> 00:05:20,400 会出现一条红线指路 119 00:05:20,400 --> 00:05:24,000 《超级马力欧:奥德赛》“辅助模式”会在地上画蓝箭头 120 00:05:24,000 --> 00:05:26,250 指引你前往下个目的地 121 00:05:26,250 --> 00:05:29,200 教程与练习 122 00:05:29,200 --> 00:05:33,750 入门教程有助于玩家热身,熟悉玩法 123 00:05:33,750 --> 00:05:37,450 但让认知障碍玩家更易上手的办法 124 00:05:37,450 --> 00:05:40,500 是允许他们随时重玩教程 125 00:05:40,500 --> 00:05:43,470 或去菜单里查看指南 126 00:05:43,470 --> 00:05:46,520 界面复杂的游戏,如《城市:天际线》 127 00:05:46,520 --> 00:05:52,070 有可选的提示框和帮助窗口,提醒玩家界面各处的功能 128 00:05:52,070 --> 00:05:54,700 哪怕他们已玩完教程 129 00:05:54,700 --> 00:05:56,500 “练习模式”也是个好办法 130 00:05:56,500 --> 00:06:01,020 许多对战游戏都有这个模式,让你用自定义角色练习 131 00:06:01,020 --> 00:06:03,170 离线对抗AI 132 00:06:03,170 --> 00:06:07,750 玩家因此能毫无压力地锻炼技能 133 00:06:07,750 --> 00:06:10,320 这同样适用于单人游戏 134 00:06:10,320 --> 00:06:13,370 中心世界,比如《超级马力欧64》的城堡 135 00:06:13,370 --> 00:06:19,020 让玩家能在一个安全无害的环境中熟悉操作并练习 136 00:06:19,020 --> 00:06:21,570 《猎天使魔女》载入关卡时会有出招练习 137 00:06:21,570 --> 00:06:25,250 让玩家在开战前有时间熟悉操作 138 00:06:25,270 --> 00:06:27,900 暂停 与 游戏速度 139 00:06:27,900 --> 00:06:29,850 还有“暂停”功能 140 00:06:29,850 --> 00:06:32,100 它让玩家能喘口气 141 00:06:32,100 --> 00:06:33,900 并思考后续操作 142 00:06:33,900 --> 00:06:37,720 暂停页面可显示有用信息,如当前目标 143 00:06:37,720 --> 00:06:40,450 或展示游戏静止画面 144 00:06:40,450 --> 00:06:42,900 让玩家能安心评估环境 145 00:06:42,900 --> 00:06:45,200 无需担心敌人和危险 146 00:06:45,450 --> 00:06:49,370 某些游戏还把暂停融入玩法,如《模拟人生》 147 00:06:49,370 --> 00:06:53,500 你可以在游戏里暂停时间,仔细查看 148 00:06:53,500 --> 00:06:56,500 “辐射”系列里,VATS模式让疯狂的射击 149 00:06:56,500 --> 00:06:59,000 变得更像策略游戏 150 00:07:00,120 --> 00:07:05,270 还有些游戏允许玩家调慢全局节奏 151 00:07:05,270 --> 00:07:06,900 比如《蔚蓝》 152 00:07:06,900 --> 00:07:10,670 让你在“辅助模式”下调整游戏速度 153 00:07:10,670 --> 00:07:13,950 降低精准跳跃的难度 154 00:07:13,970 --> 00:07:18,000 手动存档 155 00:07:18,000 --> 00:07:21,900 手动存档会让玩家更有掌控感 156 00:07:21,900 --> 00:07:25,000 他们先存档,然后尝试各种策略 157 00:07:25,000 --> 00:07:28,750 搞砸也不怕,回到之前的存档点重来就行 158 00:07:28,750 --> 00:07:31,620 给存档加上游戏截图就更棒了 159 00:07:31,620 --> 00:07:34,330 这有助于玩家辨认存档位置 160 00:07:34,330 --> 00:07:36,600 难度选项 161 00:07:36,600 --> 00:07:41,120 允许玩家降低游戏难度也是个好办法 162 00:07:41,120 --> 00:07:43,600 你会有更多时间思考 163 00:07:43,600 --> 00:07:47,400 Game Over前有更多机会去试错 164 00:07:47,400 --> 00:07:52,350 大部分游戏只提供“简单”、“中等”、“困难”等选项 165 00:07:52,350 --> 00:07:55,570 它们只是调整玩家和敌人的血量 166 00:07:55,570 --> 00:07:57,850 潜行游戏的守卫警觉度 167 00:07:57,850 --> 00:08:00,470 或赛车游戏的对手车速 168 00:08:00,470 --> 00:08:03,270 但有些游戏会让你修改、甚至禁用 169 00:08:03,270 --> 00:08:05,700 某些机制和规则 170 00:08:05,700 --> 00:08:09,920 比如“耻辱”让你修改一切,包括敌人伤害、攻击频率 171 00:08:09,920 --> 00:08:13,020 药水回复量和守卫勇敢度 172 00:08:13,020 --> 00:08:16,320 《暗黑地牢》则允许禁用带来压力的规则,比如 173 00:08:16,320 --> 00:08:19,400 怪物死后的尸体会挡路 174 00:08:19,400 --> 00:08:21,570 某些游戏更进一步 175 00:08:21,570 --> 00:08:26,400 海底恐怖游戏《活体脑细胞》让你能完全无视敌人 176 00:08:26,400 --> 00:08:28,620 《Furi》则有“无敌模式” 177 00:08:28,620 --> 00:08:32,270 你可以毫无压力地痛扁Boss 178 00:08:33,550 --> 00:08:37,450 所以,让你的游戏对认知障碍玩家更友好 179 00:08:37,450 --> 00:08:40,250 并非难于登天 180 00:08:40,250 --> 00:08:42,120 但正如这几期节目所说 181 00:08:42,120 --> 00:08:46,320 最好的办法还是让残障玩家亲身试玩 182 00:08:46,320 --> 00:08:50,270 与他们合作设计改善游戏体验的选项 183 00:08:50,270 --> 00:08:53,970 你做得越多,整个行业就会… 184 00:08:53,970 --> 00:09:00,400 朝着“人人都能从游戏受益”的目标更进一步 185 00:09:00,400 --> 00:09:03,720 “善待残障玩家”系列节目就此告一段落 186 00:09:03,720 --> 00:09:07,100 我会在日后的视频中探讨更多 187 00:09:07,100 --> 00:09:07,950 感谢收看 188 00:09:07,950 --> 00:09:12,900 再次感谢Game Accessibility Guidelines的Ian 189 00:09:12,900 --> 00:09:19,120 你可以点击屏幕上的播放列表查看本系列完整视频 190 00:09:12,900 --> 00:09:19,120 (B站请查看置顶评论)