parents: 玩法原型

children: Convergent Goals vs. Divergent Goals, Multiple Paths Race

form: definition

aliases: Race Archetype


赛跑原型

定义

  • 定义:赛跑是一种以“更早达成一个或多个预设目标”为胜利条件的原型。
  • 例子:赛车游戏,麻将,斗地主,自走棋的发育阶段。
  • 赛跑范式的核心是“第一个达成目标 X”,而非具体的表现形式。这个“目标”可以是:
    • 终点线: Mario Kart
    • 资源阈值: 谁先攒到 10 个金币 (桌游)
    • 摧毁对手基地: StarCraft
    • 耗尽对手生命值: Hearthstone (某种意义上,血量就是倒计时的赛道)
  • 获胜的核心: 获胜的关键在于以更高的效率(时间、资源、动作)达成目标。
  • 默认路径: 玩家的首要任务是推进自身的游戏进度,而非阻碍他人。
  • 互动:根据游戏规则允许的干扰程度,赛跑游戏可以从“和平的优化竞赛”延伸到“残酷的破坏性竞争”。

用户画像

设计维度

  • 赛道层
    • 终点:融合 vs. 分离
    • 竞赛维度:单维 vs. 多维
    • 信息维度:公开 vs. 隐藏/欺骗
  • 引擎层/赛程层
    • 引擎构建是赛跑原型的核心机制之一。通过引入指数成长,提供了强烈的成长感,创造出关注当下还是投资未来的有趣决策。这是赛跑原型最典型的取舍。
    • 逐渐加速,逐渐减速,波动,匀速
    • 平衡滚雪球效应和橡皮筋机制
    • 核心驱动:引擎构建 vs. 风险赌博
    • 增长曲线:线性 vs. 指数
  • 互动层
    • 互动强度:光谱 (弱>强)
    • 互动形式:直接干扰/增益 vs. 环境改造
    • 社会层面:个人主义 vs. 动态联盟/社会博弈

局限

欲了解关于此主题的完整知识结构和深度分析,请见赛跑原型研究

Race Archetype

The Race Archetype is a Game Archetype where the Victory Condition is to be the first to achieve a predefined goal.

It is considered one of the PvP 玩法的三种原型.

Define

  • Core Principle: The essence is “first to Goal X,” not the specific form of the race. The primary focus is on advancing one’s own progress.
  • Path to Victory: Winning is about achieving the goal with greater Efficiency (e.g., in time, resources, or actions).
  • Spectrum of Interaction: Race games exist on a spectrum, from peaceful optimization contests to destructive competitions, depending on the allowed level of Player Interaction.

The Goal

The “goal” in a race can take many forms:

  • Crossing a Finish Line: As in racing games like Mario Kart.
  • Reaching a Resource Threshold: For example, being the first to gain 10 gold in a board game.
  • Destroying an Enemy Base: Like in StarCraft.
  • Depleting Enemy Health: As in Hearthstone, where health acts as a countdown track.

Design Dimensions

Design Patterns

Examples