parents: 玩法实验室

children: PvP 玩法的三种原型, 赛跑原型

aliases: Game Archetype


玩法原型

起源

  • 在研究 pvp 玩法时,发现赛跑、猜拳和解题,每类原型都可以概括很大一类核心趣味和设计模式。我发现使用这三个名次的排列组合,可以更好的概括很多设计意图。
  • 进而我在想,是不是可以提出一种抽象的概念来概括这些东西。
  • 再进一步,是不是还有除此之外的其他原型?

玩法原型应该如何定义 ?

  • 玩法原型是根植于人类心智的原始游戏冲动。
    • 这种冲动是跨越文化的、永恒的理想型。
  • 玩法原型可以在几乎任何形式中被体验。
    • 所有原型在现实世界中,都有其对应的活动或范例。
    • 现代电子游戏只是提供此种体验的一种方式。
  • 玩法原型是互动体验的“目的因”,是其灵魂。
    • 它回答了“这个体验的核心乐趣是什么?”这一根本问题。
  • 一个游戏玩法,是由一种或多种玩法原型复合构成的。

有何意义?

  • 用玩法原型可以方便的描述高层次的设计意图。
    • 比如玩家激烈对抗的强互动赛跑原型。
    • 玩法创造论中,玩法原型引导整个设计过程。
  • 分离不同的原型,从而找出每种原型的用户画像、体验、满足的需求、设计维度,以及典型的游戏设计模式,从而更好的观察和设计。
    • 赛跑原型关注目标、引擎、赛程和互动程度。
    • 猜拳原型关注信息和信息优势变现方式。

都有哪些原型?

目前我发现了这些原型

开放问题

  • 所有的原型都是同一个层次吗?有无层级划分或从属关系?
  • 原型和设计模式的边界在哪?

Game Archetype

  • A Game Archetype is a primal impulse for play, rooted deep in the human mind.
    • This impulse is a timeless, cross-cultural ideal.
  • Game Archetypes can be experienced in almost any form.
    • All archetypes have real-world activities or counterparts.
    • Modern video games are just one medium for these experiences.
  • A Game Archetype is the “why” of an interactive experience; it is its soul.
    • It answers the fundamental question: “What makes this experience fun at its core?”
    • The Game Archetype is not just one layer in a model of gameplay; it is the “prime mover” that governs the whole structure.
  • A game’s design is often a composite of one or more archetypes.
  • By separating archetypes, we can better understand and design for each one’s unique player feelings, and design dimensions, often expressed through Game Design Pattern.
    • The Race Archetype focuses on goals, the path to victory, and the level of player interaction.
    • The Mind Game Archetype centers on private information, public information, and strategies for winning.
  • I believe the concept of an archetype is significant in game design process, as it can bridge design purpose and rules.
    • Design Purpose Archetypes Game Design Patterns Rule Set Rules

Archetypes I’ve Found

Open Questions

  • Are all archetypes on the same level?
  • Can some archetypes be divided into more specific sub-archetypes?
  • What is the boundary between an archetype and a Game Design Pattern?