The purpose of this document is to point out the importance of a detailed storyboard and intelligent story planning。

I will describe various key techniques used in popular movies and story mode games。

Our goal is to make an interesting story experience。 We don’t want our single player mode to become a game mode where you only shoot at stuff。 We want it to become a game players talk about, we want a game with a soul that will stay in players memories。

我寫這份文件是想和大家分享一下【分鏡】與【代入感】的重要性

我會列出多種普遍流行於大片以及單機遊戲的關鍵性技術。

我覺得我們的目標應該是讓我們的遊戲更加有故事代入感,而不是讓我們的遊戲(主要體現在PVE上)變成一個純粹的到處突突突的遊戲。我們希望這款遊戲可以口口相傳,並且玩過我們遊戲的玩家都能感受到我們遊戲的靈魂,印象深刻。

——————Einsphoton & David Hanson

接上篇

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

https://www。zhihu。com/video/1155424296519176192

The electric laser alien

電鐳射外星人

Pay attention to how he stops moving when he’s charging energy to shoot the electric laser。 Its giving you a little time to decide what to do; you probably want to hide behind something and then kill him right after he shot his electric laser。

NOTE: The AI of monsters are often interesting when they have some sort of weakness you can take advantage of。

注意,當他充能射鐳射的時候,他是如何停止動作的。他會給你一些時間間隙來讓你考慮如何行動。你可以選擇找個地方躲起來,或者剛好殺了他。

註釋:好的怪物AI設計,經常會給你留一些有趣的弱點讓你利用的。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

https://www。zhihu。com/video/1155424539038019584

The electrocuting alien

電擊外星人

Notice how one of the two alien is also able to teleport。 This will surprise you and might force you to find another cover position, adding pressure and challenge。

注意,兩個外星人可以相互傳送到對方那裡。這樣會嚇你一跳,然後迫使你去找個地方作掩護,給你壓力和挑戰。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

https://www。zhihu。com/video/1155424832920465408

Story events

Certain events can make you feel more vulnerable; for a minute you don’t have full control and you will be put in a difficult situation。

In the following video, you have been captured and are carried by 2 enemy solders, they will throw you in a trap。 You have a few seconds to understand what happens and to find a way out or die。

故事事件

某些特殊的事件可以讓你覺得措不及防,比如在某一刻你還不能控制角色(因為一些劇情),下一刻就把你丟到某一個危險的環境中去。

下面的影片,你會被兩個士兵擄走,他們會把你丟到一個陷阱中。你只有很少的時間去意識到底發生了什麼,然後找到一條出路,不然你就狗帶了。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

https://www。zhihu。com/video/1155425241525403648

Boss fights

Boss fights don’t need to be impressive by their size, they mostly need to be special by the way you can kill them。

BOSS戰

BOSS戰其實不需要被體型碾壓,然而需要讓玩家體驗到一些策略感,從而感受到擊殺BOSS的快感和成就感。

Boss fights

Some of the first interesting boss fights where made in shoot em up game such as one of these:

BOSS戰

一些有趣的射擊遊戲的BOSS戰:

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

Boss fights

What’s characteristic of fun boss fights are their are predictable phases。

Example: first shoot their eyes so they stop shooting lasers at you then shoot the tail so it stop hitting you with it, then shoot the head to win。

BOSS戰

BOSS的各個階段形態是BOSS戰獨有的趣味,然而這些形態是需要能夠輕鬆理解的。

例如:先摧毀眼睛,他就不能射激光了。再打尾巴,他就不能用尾巴打你了。然後再打腦袋,他就屎了。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

Boss fights

Today players expect interesting bosses。 Just shooting on them is boring, uninteresting。

We need bosses with mechanics like World of Warcraft。 These bosses have different phases and mechanics and require some teamwork。 They sometimes spawn various AI around the boss arena to further make it challenging for the player。

You can find websites online describing how to kill various bosses of World of Warcraft (WoW), this is a great source of inspiration for boss mechanics。 The fun killing WoW bosses are one of the main reason why WoW is such a big success around the world。

BOSS戰

當今玩家都追求有趣的BOSS。如果僅僅是突突突會很無聊很無趣。我們需要設計BOSS的一些機制像《魔獸世界》那樣。這些BOSS會有不同的形態和一些行動機制,需要隊友之間的配合。經常還會有一些小怪在BOSS戰場上出生,進一步增加遊戲難度。

你可以到網上搜一下魔獸世界的影片,“如何擊殺各種BOSS”。這些都是設計BOSS機制現成的靈感來源。擊殺BOSS的樂趣是《魔獸世界》為何全球受歡迎的原因之一。

What make stories bad:

Bad voice acting kills stories: The more voices sound natural, the better。 It is actually very hard to achieve and it require experienced voice actors。 They need to have voices that match the game (we are not making a cartoon)。 The chances of breaking a story immersion with a wrong voice actor selection, a stupid text or wrong voice acting are very high。

什麼能使故事情節變得更糟糕:

糟糕的配音破壞情節:配音音效越自然越好。實際上這條很難做到,這需要一個有經驗的聲優。我們需要和我們遊戲風格匹配的配音(畢竟不是卡通)。使用錯誤的配音,如愚蠢的對話、不對路的配音破壞劇情代入感的機率特別大。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

https://www。zhihu。com/video/1155426059779579904

More world interactions

The world must be a toy, not a punishment。

We need more than just shooting interactivity:

Breaking boxes that gives you loot

Breaking or moving environment that give you access to different areas of the level or access to secret rooms。

Getting access to cameras to perhaps open a door at the right moment

Finding item that allow you to activate doors or machines

Smart puzzles (don’t bother spending time making them if they are boring)

更多的場景互動

遊戲世界必須要充滿獎勵,而不是懲罰。

“人有多大膽,地有多大產”,在合理的範圍內盡情的造,不用擔心。

除了突突突,我們需要更多的互動:

砸箱子,掉裝備

破壞某些場景,可以發現暗道,或者隱藏密室

在某些時候,開門時調整一下鏡頭

需找開門或者發動某個機器的道具

靈活的解密(如果很無聊,就不要浪費更多時間了)

So the big question now is:

How can we plan and organize a cool story mode?

How can we work in a professional, collaborative and efficient way?

The answer is: by using a Story board with passion and listening to everyone’s ideas。

所以,現在最大的問題是:

我們如何能夠設計一個很酷的故事模式?

我們如何才能做得更佳專業、有效、搭配的巧妙?

答案是:帶著激情和虛心去聽取大家的建議的心態,去設計【分鏡頭】

Story boards allow you to describe events on a timeline。 Its dynamic in nature, things change all the time。

分鏡可以讓你在時間軸上描述各種事件。隨靜然動,別人一看就明白怎麼回事。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

Instead of using old fashion physical boards, I recommend to use an online service: https://realtimeboard。com 。 It works without VPN。

相比傳統的白板,我推薦線上的設計工具,不需要VPN也能使用。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

Everyone working on the single player mode should look at the story mode regularly。

Sometimes something doesn’t make sense in a story and sometimes nobody notices it until its too late。 It also allows everyone talk about it; if you think something is boring or if you think you have a good idea to add to the story say it!

每一個做單人模式的同事都需要時刻關注一下副本的設計。

有時候,如果沒人關注副本的那些不合理的地方,直到大家都意識到了,為時已晚。大家都需要積極的關注討論副本。如果你有一些想法,就說出來,無論是覺得無聊也好,還是有一些好主意也好。

Advantages of realtimeboard。com:

Can be accessed directly from your computer

Can contain images, text, notes, videos and more

Has the ability to allow people to leave comments and chat about something in particular

Can scale in all directions without size restrictions

Easy to use

這個工具的優點:

http://

realtimeboard。com

每臺電腦都可以參與討論

可以發包括影象、文字、投票、影片等

可以針對具體的事情,留言、討論

不受尺寸影響,你想建立多大的白板都可以

簡單易用

Conclusion:

A good story mode is more than just a player running around a level and killing small and big enemies。 Its not something you can write around a game mode, or describe in a couple of words; its something you need to plan carefully in advance。

Intelligent design and deep story planning is required to generate true emotions。

So what actions can we take right now?

總結:

一個好的關卡副本,不是隻有在關卡里到處亂跑,突突各種小怪和大BOSS;不是隨便寫一個遊戲模式,或者一兩句話就能描述的。好的關卡副本需要精心去設計的。

精心設計和深度劇情可以幫助建立遊戲代入感。

所以,我們現在應該怎麼做?

Put a real story board in place such as https://realtimeboard。com , add the main parts of the story and let creative minds grow ideas until we have something full of fun, mysteries, surprises and emotions。 Find a concept artist who can draw fast sketches about situation that describe certain key events。 Places images of the story horizontally to create a timeline (the left side is the beginning, right side is the end of the story)。 Write explanations for every events and add additional drawings from other games or movies bellow them to further give food to imagination。

做一個真正的分鏡設計(比如在https://realtimeboard。com ),先把主要的劇情結構搭好,然後“眾籌”好點子直到我們都覺得這個關卡不錯,充滿了樂趣、神秘感、充滿驚喜等。找一個美術概念設計師,能夠快速畫草圖的,表達每一個分鏡的核心事件。把這些分鏡圖片按照時間軸水平排開。針對每一個分鏡頭圖片寫一些註解,或者給一些其他遊戲的圖片作參考。

Plan and design interesting AI behaviors and tools to create more exciting and interesting gameplay。

設計一些更有趣的AI行為以及一些輔助工具,從而創造更多令人興奮、有趣的玩法。

Acquire a motion capture suite to easily record animations for cut scenes。

買一個動作捕捉裝置,可以很簡單的錄製一些過場動畫的動作。

如何打造AAA遊戲關卡——PVE關卡模式設計策略(二)

Study World Of Warcraft boss mechanics and upgrade our boss fights to something more modern, with more teamplay, more challenge to make something actually fun to play。

If watching the fight is boring, it means the boss is not ready。 If by watching the boss fight you want to play the game, it means you succeeded to make a good boss。

借鑑《魔獸世界》的BOSS機制,然後讓我們的BOSS更加好玩、讓玩家配合的更加緊密,更有挑戰的快感。

如果看到BOSS戰就覺得很無聊,說明你沒設計好。如果看到BOSS戰就很想玩我們的遊戲,說明你已經設計了一個非常不錯的BOSS。

Every good story has an end:

THE END!

每一個好的故事都有一個結局:

THE END!