1 00:00:00,960 --> 00:00:06,100 如今,你似乎没法推出一款3A动作游戏 2 00:00:06,100 --> 00:00:09,670 却不带上一棵“技能树” 3 00:00:09,670 --> 00:00:14,120 你在“古墓丽影”或“看门狗”中肯定已见识过 4 00:00:14,120 --> 00:00:16,550 它们通常有三条分支 5 00:00:16,550 --> 00:00:19,940 标着“革新者”或“猎人”这类有趣名字 6 00:00:19,940 --> 00:00:23,500 在这些游戏中,你通过完成任务获得经验值 7 00:00:23,500 --> 00:00:26,570 当经验值达到特定门槛 8 00:00:26,570 --> 00:00:27,820 就获得技能点 9 00:00:27,820 --> 00:00:31,570 技能点可用于解锁新能力 10 00:00:31,570 --> 00:00:33,800 比如一种有趣的全新操作 11 00:00:33,800 --> 00:00:37,600 或没那么有趣的额外血量 12 00:00:37,600 --> 00:00:42,620 技能树首先出现于重视数值的RPG,如《暗黑破坏神2》 13 00:00:42,620 --> 00:00:45,800 后来却成为3A动作游戏标配 14 00:00:45,800 --> 00:00:48,320 从《漫威蜘蛛侠》到《毁灭战士4》 15 00:00:48,320 --> 00:00:51,800 它成了现代主机游戏的常客 16 00:00:51,800 --> 00:00:55,420 就像“育碧塔”和微交易一样 17 00:00:55,420 --> 00:00:59,420 虽然我觉得这些设计老套又烦人 18 00:00:59,420 --> 00:01:01,420 但完全理解技能树为何有用 19 00:01:01,420 --> 00:01:03,900 它如何让某些游戏受益 20 00:01:03,900 --> 00:01:08,670 比如,它可以循序渐进地展示游戏复杂性 21 00:01:08,670 --> 00:01:11,870 如果《战神》一上来就开放奎爷所有技能 22 00:01:11,870 --> 00:01:13,430 你可能会不知所措 23 00:01:13,430 --> 00:01:15,700 有些玩家会满足简单玩法 24 00:01:15,700 --> 00:01:19,150 不再探索战斗系统的精妙 25 00:01:19,150 --> 00:01:21,900 但当你从技能树获得新能力 26 00:01:21,900 --> 00:01:26,770 你的招式会随着游戏进行变得丰富 27 00:01:26,770 --> 00:01:29,550 由于解锁技能是有开销的 28 00:01:29,550 --> 00:01:32,850 所以你对新技能跃跃欲试 29 00:01:32,850 --> 00:01:39,150 技能树还很好地让玩家在游戏中感受自我成长 30 00:01:39,150 --> 00:01:43,070 冒险之初你力量弱小,只有薄技在身 31 00:01:43,070 --> 00:01:47,050 但最后你大杀四方,无所不能 32 00:01:47,050 --> 00:01:49,870 技能树还吸引玩家玩下去 33 00:01:49,870 --> 00:01:54,250 玩家通过遍历技能树,提前了解未来的能力 34 00:01:54,250 --> 00:01:56,850 他们冲着目标一路坚持 35 00:01:56,850 --> 00:02:00,950 期待着用上新技能的一刻 36 00:02:00,950 --> 00:02:04,500 技能树还能在根本上增加游戏多样性 37 00:02:04,500 --> 00:02:07,220 它们让玩家每次有不同体验 38 00:02:07,220 --> 00:02:09,750 也让UI团队有事可做 39 00:02:09,750 --> 00:02:11,810 总得有人来画图标吧 40 00:02:12,400 --> 00:02:13,920 尽管有这些好处 41 00:02:13,920 --> 00:02:16,250 大部分游戏都糟蹋了技能树 42 00:02:16,250 --> 00:02:20,570 在分支设计上犯了许多错误 43 00:02:20,570 --> 00:02:22,400 所以本期节目 44 00:02:22,400 --> 00:02:25,800 我们来聊聊技能树设计的一些常见问题 45 00:02:25,800 --> 00:02:28,470 以及可能的解决之道 46 00:02:29,320 --> 00:02:32,120 首先,许多有技能树的游戏 47 00:02:32,120 --> 00:02:37,370 允许玩家在游戏结束前,只通过正常流程 48 00:02:37,370 --> 00:02:39,400 就解锁几乎全部技能 49 00:02:39,400 --> 00:02:44,270 这白白浪费了一个让玩家权衡抉择的机会 50 00:02:44,270 --> 00:02:47,100 玩家只需考虑技能解锁顺序 51 00:02:47,100 --> 00:02:51,120 而无需思考如何选择性升级 52 00:02:51,120 --> 00:02:54,600 我个人很喜欢《刺客信条:起源》的技能树 53 00:02:54,600 --> 00:02:58,810 因为游戏结束时,我肯定无法技能全开 54 00:02:58,810 --> 00:03:01,120 相反,我得有所专精 55 00:03:01,120 --> 00:03:04,100 我专注于“猎人”和“先知”分支 56 00:03:04,100 --> 00:03:06,750 努力提升我的暗杀技能 57 00:03:06,750 --> 00:03:12,300 通过欺骗AI和制造混乱让我有各种办法攻破营地 58 00:03:12,300 --> 00:03:14,220 这种体验很酷 59 00:03:14,220 --> 00:03:18,170 比如主角巴耶克让我很有代入感 60 00:03:18,170 --> 00:03:21,420 因为他的技能很符合我的玩法 61 00:03:21,420 --> 00:03:24,470 但我的抉择也产生了有趣代价 62 00:03:24,470 --> 00:03:26,620 因为忽视“战士”分支 63 00:03:26,620 --> 00:03:29,350 我在近战中表现很差 64 00:03:29,350 --> 00:03:32,130 我不得不常常避开正面战 65 00:03:32,130 --> 00:03:34,970 另辟蹊径解决麻烦 66 00:03:34,970 --> 00:03:39,800 沉浸模拟游戏也充分展现了技能取舍的效果 67 00:03:39,800 --> 00:03:41,250 《杀出重围》中 68 00:03:41,250 --> 00:03:45,850 某些路径选项会根据你的升级选择而关闭 69 00:03:45,850 --> 00:03:49,330 迫使你寻找更适合角色的路线 70 00:03:49,330 --> 00:03:50,420 《掠食》中 71 00:03:50,420 --> 00:03:53,700 解锁越多异能,你就越像外星人 72 00:03:53,700 --> 00:03:58,570 最终会被友方炮台视为威胁并遭到攻击 73 00:03:59,320 --> 00:04:01,050 技能树的另一毛病 74 00:04:01,050 --> 00:04:05,150 就是技能设计非常乏味 75 00:04:05,150 --> 00:04:08,620 让攻击多一点伤害,或 76 00:04:08,620 --> 00:04:11,650 给你些额外血量,这些都.. 77 00:04:11,650 --> 00:04:13,600 让人提不起劲 78 00:04:13,600 --> 00:04:18,020 所以,《耻辱》的超能力和《战神》的符文攻击 79 00:04:18,020 --> 00:04:23,920 比在游戏的数值表上做些加减要有趣得多 80 00:04:23,920 --> 00:04:26,320 别忘了“银河战士”的经典手法 81 00:04:26,320 --> 00:04:29,150 一种能力,多种用途 82 00:04:29,150 --> 00:04:30,450 比如冰冻枪 83 00:04:30,450 --> 00:04:33,810 既是武器,又能用于探索 84 00:04:33,810 --> 00:04:38,120 说到底,优秀的技能设计才让人渴望解锁 85 00:04:38,120 --> 00:04:41,700 并迫不及待地上手尝鲜 86 00:04:41,700 --> 00:04:43,550 玩《刺客信条:起源》时 87 00:04:43,550 --> 00:04:46,230 我会沉迷于一种循环 88 00:04:46,230 --> 00:04:48,220 解锁新技能 89 00:04:48,220 --> 00:04:51,240 兴奋地在新任务中试验 90 00:04:51,240 --> 00:04:54,520 攒够经验去解锁另一项技能.. 91 00:04:54,520 --> 00:04:55,650 乐此不疲 92 00:04:56,320 --> 00:04:57,420 也就是说 93 00:04:57,420 --> 00:05:02,700 技能树通常不应包含玩家本该具备的能力 94 00:05:02,700 --> 00:05:04,870 玩《地平线:零之曙光》时 95 00:05:04,870 --> 00:05:09,820 我很恼火不能像其它同类游戏那样吊在崖边杀敌 96 00:05:09,820 --> 00:05:13,450 后来才发现这是一项升级技能 97 00:05:13,450 --> 00:05:15,400 《镜之边缘:催化剂》也一样 98 00:05:15,400 --> 00:05:18,950 升级菜单锁定了费丝的跃过动作 99 00:05:18,950 --> 00:05:22,750 但这在首作中却是初始技能 100 00:05:22,750 --> 00:05:27,770 噢,也不要用一些蹩脚技能来充数 101 00:05:27,770 --> 00:05:31,800 某些设计师显然认为技能树越大越好 102 00:05:31,800 --> 00:05:36,900 瞧瞧《流放之路》及《盐和避难所》恐怖的技能森林 103 00:05:36,900 --> 00:05:38,000 但我觉得 104 00:05:38,000 --> 00:05:42,470 精心裁剪、紧凑有趣的技能树 105 00:05:42,470 --> 00:05:44,420 通常才是最好的 106 00:05:45,600 --> 00:05:51,070 技能树的另一大问题在于玩家如何获取技能点 107 00:05:51,070 --> 00:05:54,420 大部分游戏按主线流程分布技能点 108 00:05:54,420 --> 00:05:56,920 这样太浪费了 109 00:05:56,920 --> 00:05:59,650 看看《掠食》里的神经调整仪 110 00:05:59,650 --> 00:06:01,470 (即游戏的技能点) 111 00:06:01,470 --> 00:06:03,920 它是环境物品 112 00:06:03,920 --> 00:06:06,670 这意味着你得四处寻找 113 00:06:06,670 --> 00:06:10,100 要么翻遍空间站每个角落 114 00:06:10,100 --> 00:06:11,920 要么完成支线任务 115 00:06:11,920 --> 00:06:17,620 如何分布技能点也让设计师能鼓励某种玩法倾向 116 00:06:17,620 --> 00:06:20,300 或推动玩家探索可选内容 117 00:06:20,300 --> 00:06:22,100 在《旷野之息》里 118 00:06:22,100 --> 00:06:25,920 试练通过证可用于兑换血量和耐力 119 00:06:25,920 --> 00:06:28,420 打通神庙后才能获取 120 00:06:28,420 --> 00:06:33,430 这让整个海拉鲁变成一棵巨大的技能树 121 00:06:33,430 --> 00:06:37,370 这也让玩家能主动提升角色 122 00:06:37,370 --> 00:06:40,470 而非等着随机的数值成长 123 00:06:40,470 --> 00:06:43,550 这让我想起《孤岛惊魂3》的制作系统 124 00:06:43,550 --> 00:06:46,800 游戏中,我想要个更好的手枪皮套 125 00:06:46,800 --> 00:06:51,250 游戏告诉我要先收集某种动物的皮 126 00:06:51,250 --> 00:06:53,050 于是我暂停主线任务 127 00:06:53,050 --> 00:06:55,620 在地图上找到动物繁殖地 128 00:06:55,620 --> 00:06:59,400 然后打猎,直到收齐材料 129 00:06:59,400 --> 00:07:02,870 我想升级装备,所以得搞清方法 130 00:07:02,870 --> 00:07:05,510 采取行动,实现目标 131 00:07:05,510 --> 00:07:08,350 如果要学…“冲刺滑行”呢? 132 00:07:08,350 --> 00:07:13,060 好吧,我又探索了一下,直到凑齐技能点 133 00:07:13,470 --> 00:07:18,800 你瞧,玩家当然会想着去打通游戏主线 134 00:07:18,800 --> 00:07:21,410 毕竟这是买游戏的初衷 135 00:07:21,410 --> 00:07:25,550 所以要用技能点鼓励主线之外的玩法 136 00:07:25,550 --> 00:07:28,220 比如挑战更高技巧、更高难度 137 00:07:28,220 --> 00:07:30,500 或探索更多内容 138 00:07:30,500 --> 00:07:34,550 但要注意你鼓励的玩法是否恰当 139 00:07:34,550 --> 00:07:38,770 比如《上古卷轴5》,通过特定行为获得技能点的设计 140 00:07:38,770 --> 00:07:42,320 会诱使玩家制造一堆匕首 141 00:07:42,320 --> 00:07:44,450 只为提升锻造技能 142 00:07:44,450 --> 00:07:50,250 你可不想鼓励刷刷刷,或与核心体验相背的玩法 143 00:07:51,100 --> 00:07:55,950 最后一个问题,就是乏味的技能树界面 144 00:07:55,950 --> 00:07:57,950 它们破坏了沉浸感 145 00:07:57,950 --> 00:08:01,870 你打开菜单,看着就像买旅游保险什么的 146 00:08:01,870 --> 00:08:05,370 这对“巫师”那样的庞大冒险而言没什么 147 00:08:05,370 --> 00:08:10,470 但它会大大破坏快节奏体验,比如《毁灭战士4》 148 00:08:10,470 --> 00:08:11,920 所以界面要明快 149 00:08:11,920 --> 00:08:12,920 比如《坠落深井》 150 00:08:12,920 --> 00:08:16,270 每关之间呈现3种升级选项 151 00:08:16,270 --> 00:08:18,220 你任选其一,继续 152 00:08:18,220 --> 00:08:20,050 要么做成自动化 153 00:08:20,050 --> 00:08:23,670 《荒野大镖客:救赎2》里亚瑟和马匹都有技能树 154 00:08:23,670 --> 00:08:24,720 而这些升级 155 00:08:24,720 --> 00:08:28,050 比如耐力和马匹默契度 156 00:08:28,050 --> 00:08:30,450 会自然增长 157 00:08:30,450 --> 00:08:34,250 不过,《毁灭战士4》真需要技能树吗? 158 00:08:34,250 --> 00:08:36,700 那是另一个问题了 159 00:08:37,500 --> 00:08:39,150 关于技能树 160 00:08:39,150 --> 00:08:41,620 其实还有很多有趣设计 161 00:08:41,620 --> 00:08:45,920 比如让技能同时带上正面和负面效果? 162 00:08:45,920 --> 00:08:48,820 让技能相互联系? 163 00:08:48,820 --> 00:08:52,150 一次只能装备有限技能? 164 00:08:52,150 --> 00:08:56,020 感觉技能树如今之所以到处可见 165 00:08:56,020 --> 00:08:58,820 只因为人人不能免俗 166 00:08:58,820 --> 00:09:00,120 这本身不坏 167 00:09:00,120 --> 00:09:02,620 只是很容易让人懒于设计 168 00:09:02,620 --> 00:09:04,570 生搬硬套 169 00:09:04,570 --> 00:09:08,040 无论它是否符合游戏玩法、体验 170 00:09:08,040 --> 00:09:09,990 和节奏等 171 00:09:09,990 --> 00:09:11,480 所以来点创意吧 172 00:09:11,480 --> 00:09:14,820 别让玩家把游戏玩了一半 173 00:09:14,820 --> 00:09:17,360 才获得那些早该有的能力 174 00:09:17,360 --> 00:09:21,570 别让人打开枯燥的界面只为加点血 175 00:09:21,570 --> 00:09:24,070 技能树的关键在于个性化 176 00:09:24,070 --> 00:09:26,270 在于多样化玩法 177 00:09:26,270 --> 00:09:28,850 在于权衡抉择 178 00:09:29,200 --> 00:09:32,420 在评论区里说说你最爱的技能树设计 179 00:09:32,420 --> 00:09:38,250 我等着大伙吐槽《最终幻想10》疯狂的晶球盘系统 180 00:09:38,250 --> 00:09:40,620 其实它到底是啥呢…