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獨立遊戲開發者分享會 110528

   GDC 2011 心得分享
 "15 Games in 15 Years"
15 Games in 15 Years (actually 16)
●   Stone Librande
●   Creative Director, EA/Maxis
●   Spore 的主導者之一
15 Games in 15 Years (actually 16)
●   16 個「非電子」遊戲
●   「非商業」,純粹的遊戲設計
●   只為 2 個人而做 => 他兩個兒子
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   設計目標
●   設計挑戰
●   從中學到了什麼
15 Games in 15 Years (actually 16)
●   1995, Hidden Reindeer, 小孩 3 歲
●   目標:
    不要讓小孩閒著
    測試小孩對顏色的反應和記憶力
●   經驗:
    對 3 歲小孩而言,遊戲的目的並不重要
    注意玩家反應,必要時隨時改規則
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   1996, Fishin', 小孩 4 歲
●   目標:
    做個「傳家遊戲」
    測試小孩的運動神經
●   經驗:
    有時候小元素比整體規則更吸引人
    當可以用實體空間時,為什麼要用棋盤?
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   亂入
15 Games in 15 Years (actually 16)
●   1997, Alpha Zoo-tauri, 小孩 5 歲
●   目標:
    不要做得那麼趕 ( 讓小孩也來幫忙做 )
    教拼字
    認識太空!
●   經驗:
    使用現有素材
    和小孩一起設計遊戲也很有教育意義
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   1998, Roboball, 小孩 6 歲
●   目標:
    用 Z-Bots 玩具來當角色
    玩彈珠
    充滿破壞性的遊戲
●   經驗:
    要花老大半天把遊戲零件歸位很累
    讓規則去配合你用的素材
    每個角色都有不同的特色
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   1999, Maze, 小孩 7 歲
●   目標:
    重複利用 aMAZEing Labyrinth
    強化角色特色
    「非暴力」遊戲
●   經驗:
    不斷反複精進
    遊戲角色模組化,延展遊戲
    當無法決定時,讓玩家選擇他要的規則
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2000, Junkyard Bots, 小孩 8 歲
●   目標:
    只用骰子
    強化模組化設計
    盡量降低等待時間
    「非暴力」遊戲
●   經驗:
    讓玩家在等待時也不要無聊
    設計不同的勝利條件
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2001, Kong-Zilla, 小孩 9 歲
●   目標:
    用 Kong-Zilla 玩具當主題
    雷射筆!
    非對稱遊戲設計
●   經驗:
    遊戲玩起來有點太麻煩;而且對小孩不安全
    幹麻要數字?
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2002, Monster Hunter, 小孩 10 歲
    ( 和 CAPCOM 的 MH 無關 :p)
●   目標:
    把 Diablo 做成紙牌遊戲
    No More DnD ?怎麼把 DnD 精神做進去?
●   經驗:
    活用 Excel :p
    獲得到 Blizzard 工作的機會!(是嗎? XD )
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2003, Hyperline, 小孩 11 歲
●   目標:
    Master of Orion 桌上版!
    可以做成無數字版的嗎?
    遊戲可以塞進小盒子裡嗎?
●   經驗:
    一樣重複利用其他遊戲素材
    小心對玩家過度懲罰,應該以獎勵方式引導
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2004, Spellbind, 小孩 12 歲
●   目標:
    在送小孩上學的途中可以讓他們玩的遊戲
    要夠輕巧而且可以在車上玩
●   經驗:
    基於剪刀、石頭、布再延展
    適度的非對稱設計
    最後連卡片都是多餘的了
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2005, Fridge, 小孩 13 歲
    (講者去 EA 了)
●   目標:
    如何設計一個不中斷,隨時可玩的遊戲
    用冰箱門當遊戲空間 ( 磁鐵 )
    抽象策略遊戲
●   經驗:
    一回合很長沒關係,只要玩家在等待時不無聊
    挑戰傳統的遊戲設計原則
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2006, Nanobots, 小孩 14 歲
    (講者正在開發 Spore )
●   目標:
    把 Spore 的細胞階段設計成桌上遊戲
    三個玩家
    快節奏遊戲,不要放入隨機要素
●   經驗:
    在達成快節奏這方面失敗了
    拿來當做電子遊戲的週邊產品
    ... 或是反過來做另一個電子遊戲 (Microbots)
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2007, W.Z.D, 小孩 15 歲
●   目標:
    如何和電子遊戲競爭?
    機器人戰殭屍
●   經驗:
    讓玩家同時思考下個回合,加上時限
    讓玩家在遊戲中到底扮演什麼角色
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2008, Soccer Bots, 小孩 16 歲
●   目標:
    解決 Nanobots 裡的節奏問題 ( 非隨機遊戲 )  
    不是戰爭遊戲,做運動遊戲
●   經驗:
    開始有能力依規則自己去製作遊戲素材了
    "JUST USE A TIMER"
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2009, Swords, 小孩 17 歲
●   目標:
    快速版 Monster Hunter (不是那個 MH )
●   經驗:
    在不太相關的事物上也許可以找到適合的機制
    讓規則更動態
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   2010, 1001 Words, 小孩 18 歲
●   目標:
    Party Game
    不要魔法、武器和機器人
    和 Words with Friends 競爭
●   經驗:
    還沒做完,但總之有雷射切割器的朋友是不錯的
15 Games in 15 Years (actually 16)
15 Games in 15 Years (actually 16)
●   What's next?
●   講者的忠實玩家流失中 XD
●   做屬於你自己的遊戲
●   不要想得太大 =>
    只有兩個玩家,但你能做到嗎?
●   可以想遠一點 => 不一定有期限
●   挑戰自己
15 Games in 15 Years (actually 16)

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igdshare 110528: GDC2011 心得分享 "15 games in 15 years"

  • 1. 獨立遊戲開發者分享會 110528 GDC 2011 心得分享 "15 Games in 15 Years"
  • 2. 15 Games in 15 Years (actually 16) ● Stone Librande ● Creative Director, EA/Maxis ● Spore 的主導者之一
  • 3. 15 Games in 15 Years (actually 16) ● 16 個「非電子」遊戲 ● 「非商業」,純粹的遊戲設計 ● 只為 2 個人而做 => 他兩個兒子
  • 4. 15 Games in 15 Years (actually 16)
  • 5. 15 Games in 15 Years (actually 16) ● 設計目標 ● 設計挑戰 ● 從中學到了什麼
  • 6. 15 Games in 15 Years (actually 16) ● 1995, Hidden Reindeer, 小孩 3 歲 ● 目標: 不要讓小孩閒著 測試小孩對顏色的反應和記憶力 ● 經驗: 對 3 歲小孩而言,遊戲的目的並不重要 注意玩家反應,必要時隨時改規則
  • 7. 15 Games in 15 Years (actually 16)
  • 8. 15 Games in 15 Years (actually 16) ● 1996, Fishin', 小孩 4 歲 ● 目標: 做個「傳家遊戲」 測試小孩的運動神經 ● 經驗: 有時候小元素比整體規則更吸引人 當可以用實體空間時,為什麼要用棋盤?
  • 9. 15 Games in 15 Years (actually 16)
  • 10. 15 Games in 15 Years (actually 16) ● 亂入
  • 11. 15 Games in 15 Years (actually 16) ● 1997, Alpha Zoo-tauri, 小孩 5 歲 ● 目標: 不要做得那麼趕 ( 讓小孩也來幫忙做 ) 教拼字 認識太空! ● 經驗: 使用現有素材 和小孩一起設計遊戲也很有教育意義
  • 12. 15 Games in 15 Years (actually 16)
  • 13. 15 Games in 15 Years (actually 16) ● 1998, Roboball, 小孩 6 歲 ● 目標: 用 Z-Bots 玩具來當角色 玩彈珠 充滿破壞性的遊戲 ● 經驗: 要花老大半天把遊戲零件歸位很累 讓規則去配合你用的素材 每個角色都有不同的特色
  • 14. 15 Games in 15 Years (actually 16)
  • 15. 15 Games in 15 Years (actually 16) ● 1999, Maze, 小孩 7 歲 ● 目標: 重複利用 aMAZEing Labyrinth 強化角色特色 「非暴力」遊戲 ● 經驗: 不斷反複精進 遊戲角色模組化,延展遊戲 當無法決定時,讓玩家選擇他要的規則
  • 16. 15 Games in 15 Years (actually 16)
  • 17. 15 Games in 15 Years (actually 16)
  • 18. 15 Games in 15 Years (actually 16)
  • 19. 15 Games in 15 Years (actually 16) ● 2000, Junkyard Bots, 小孩 8 歲 ● 目標: 只用骰子 強化模組化設計 盡量降低等待時間 「非暴力」遊戲 ● 經驗: 讓玩家在等待時也不要無聊 設計不同的勝利條件
  • 20. 15 Games in 15 Years (actually 16)
  • 21. 15 Games in 15 Years (actually 16) ● 2001, Kong-Zilla, 小孩 9 歲 ● 目標: 用 Kong-Zilla 玩具當主題 雷射筆! 非對稱遊戲設計 ● 經驗: 遊戲玩起來有點太麻煩;而且對小孩不安全 幹麻要數字?
  • 22. 15 Games in 15 Years (actually 16)
  • 23. 15 Games in 15 Years (actually 16) ● 2002, Monster Hunter, 小孩 10 歲 ( 和 CAPCOM 的 MH 無關 :p) ● 目標: 把 Diablo 做成紙牌遊戲 No More DnD ?怎麼把 DnD 精神做進去? ● 經驗: 活用 Excel :p 獲得到 Blizzard 工作的機會!(是嗎? XD )
  • 24. 15 Games in 15 Years (actually 16)
  • 25. 15 Games in 15 Years (actually 16)
  • 26. 15 Games in 15 Years (actually 16)
  • 27. 15 Games in 15 Years (actually 16) ● 2003, Hyperline, 小孩 11 歲 ● 目標: Master of Orion 桌上版! 可以做成無數字版的嗎? 遊戲可以塞進小盒子裡嗎? ● 經驗: 一樣重複利用其他遊戲素材 小心對玩家過度懲罰,應該以獎勵方式引導
  • 28. 15 Games in 15 Years (actually 16)
  • 29. 15 Games in 15 Years (actually 16)
  • 30. 15 Games in 15 Years (actually 16) ● 2004, Spellbind, 小孩 12 歲 ● 目標: 在送小孩上學的途中可以讓他們玩的遊戲 要夠輕巧而且可以在車上玩 ● 經驗: 基於剪刀、石頭、布再延展 適度的非對稱設計 最後連卡片都是多餘的了
  • 31. 15 Games in 15 Years (actually 16)
  • 32. 15 Games in 15 Years (actually 16) ● 2005, Fridge, 小孩 13 歲 (講者去 EA 了) ● 目標: 如何設計一個不中斷,隨時可玩的遊戲 用冰箱門當遊戲空間 ( 磁鐵 ) 抽象策略遊戲 ● 經驗: 一回合很長沒關係,只要玩家在等待時不無聊 挑戰傳統的遊戲設計原則
  • 33. 15 Games in 15 Years (actually 16)
  • 34. 15 Games in 15 Years (actually 16) ● 2006, Nanobots, 小孩 14 歲 (講者正在開發 Spore ) ● 目標: 把 Spore 的細胞階段設計成桌上遊戲 三個玩家 快節奏遊戲,不要放入隨機要素 ● 經驗: 在達成快節奏這方面失敗了 拿來當做電子遊戲的週邊產品 ... 或是反過來做另一個電子遊戲 (Microbots)
  • 35. 15 Games in 15 Years (actually 16)
  • 36. 15 Games in 15 Years (actually 16) ● 2007, W.Z.D, 小孩 15 歲 ● 目標: 如何和電子遊戲競爭? 機器人戰殭屍 ● 經驗: 讓玩家同時思考下個回合,加上時限 讓玩家在遊戲中到底扮演什麼角色
  • 37. 15 Games in 15 Years (actually 16)
  • 38. 15 Games in 15 Years (actually 16) ● 2008, Soccer Bots, 小孩 16 歲 ● 目標: 解決 Nanobots 裡的節奏問題 ( 非隨機遊戲 )   不是戰爭遊戲,做運動遊戲 ● 經驗: 開始有能力依規則自己去製作遊戲素材了 "JUST USE A TIMER"
  • 39. 15 Games in 15 Years (actually 16)
  • 40. 15 Games in 15 Years (actually 16) ● 2009, Swords, 小孩 17 歲 ● 目標: 快速版 Monster Hunter (不是那個 MH ) ● 經驗: 在不太相關的事物上也許可以找到適合的機制 讓規則更動態
  • 41. 15 Games in 15 Years (actually 16)
  • 42. 15 Games in 15 Years (actually 16) ● 2010, 1001 Words, 小孩 18 歲 ● 目標: Party Game 不要魔法、武器和機器人 和 Words with Friends 競爭 ● 經驗: 還沒做完,但總之有雷射切割器的朋友是不錯的
  • 43. 15 Games in 15 Years (actually 16)
  • 44. 15 Games in 15 Years (actually 16) ● What's next? ● 講者的忠實玩家流失中 XD ● 做屬於你自己的遊戲 ● 不要想得太大 => 只有兩個玩家,但你能做到嗎? ● 可以想遠一點 => 不一定有期限 ● 挑戰自己
  • 45. 15 Games in 15 Years (actually 16)