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Designing Radically Non-Linear Single Player Levels

0:06
阿布雷先生 评审 大家好,我是阿布雷先生。我已经做了10年的关卡设计。
Abrey Sir Reviewer Hi everyone, I'm Abrey Sir. I've been doing level design for 10 years.
0:10
现在我经营一家名为12 Beast Games的小型独立游戏公司,仍然从事关卡设计。
These days I run a small indie game company called 12 Beast Games where I still do level design.
0:16
但我更为人所知的是我在Wolfire的工作,我们组织了第一次Humble Bundle,并制作了像Overgrowth这样的游戏。
But I'm better known for my previous work at Wolfire, where we organized the first Humble Bundle and made games like Overgrowth.
0:23
我还与其他独立开发者合作,在关卡中制作艺术。我专注于特定类型的关卡,这就是我今天在GDC与大家分享的原因。
I also collaborate with other indies making art in levels. My focus is on a specific type of level, type of level, which is why I'm here to talk to you at GDC.
0:30
今天我将与大家分享我最喜欢设计的关卡类型,我称之为激进非线性关卡。
Today I'm going to share with you my favorite kind of levels to design, which I call radically nonlinear levels.
0:36
我的演讲分为三个部分。首先,我将准确定义激进非线性关卡的含义,它们是基于自由移动和沙盒玩法的理念,以及激活空间。
My talk has three sections. First, I'll define exactly what I mean by radically nonlinear levels, how they're based around the idea of free movement and sandbox play, and activating the space.
0:48
其次,我将描述如何构建它们的基础知识,比如布局选项和典型动态。
Second, I'll describe the basics on how to build them, like layout options and typical dynamics.
0:54
最后,我将解释一些我用来解决激进非线性地图中常见问题的技巧,比如地图感觉空荡荡或缺乏结构。
And finally, I'll explain some techniques I use to fix common issues that may come up in radically non-linear maps, like the map feeling empty or not having enough structure.
1:03
然后我将以回顾和最后的例子结束。
Then I'll wrap it up with a recap and final example.
1:07
但在此之前,我想提到一个我认为我们作为关卡设计师可能都同意的想法。
But before that, I want to mention an idea I think we as level designers probably agree with.
1:12
这个想法是,所有传统关卡都有一些开放性和一些线性。
That idea is that all conventional levels feature some openness and some linearity.
1:18
换句话说,所有关卡都有可以去的地方和被阻挡的地方。
In other words, all levels have places you can go and places that are blocked.
1:23
这些是我们最基本的关卡设计工具,路径和墙壁。线性关卡从创建路径开始。
These are some of our most fundamental level design tools, paths and walls. Linear levels start with making paths.
1:30
即使我们谈论非线性关卡时,描述的通常是具有分支路径的关卡。
Often, even when we talk about nonlinear levels, what's described are levels with branching paths.
1:35
这类关卡可以很棒,但另一种关卡是基于相反的理念。
These kinds of levels can be great, but an alternative kind of level is based on the opposite idea.
1:41
而不是构建路径,你从一个可移动空间开始,并放置墙壁来阻挡玩家。
Instead of building paths, you start with an area of movable space and place walls to block the player.
1:48
《杀手》团队称这些类型的关卡为非线性沙盒。
The team behind Hitman calls these types of levels nonlinear sandboxes.
1:51
激进非线性关卡是一个沙盒关卡,旨在鼓励不可预测的玩家移动和空间探索。
A radically nonlinear level is a sandbox level that is designed to encourage unpredictable player movement and exploration of the space.
1:59
各种单人关卡都适合这个范式,我稍后会给出一些例子,还有很多介于两者之间的内容。
All sorts of single player levels fit this paradigm, which I'll give some examples of in a moment, and there's also a lot of stuff in between.
2:07
即使是高度线性的关卡也有开放区域,并且这种关卡与大多数多人竞技场之间显然存在重叠。
Even highly linear levels have open areas in them, and there's an obvious overlap between this kind of level and most multiplayer arenas.
2:15
所以我认为这些技巧适用于玩家可以自由移动的任何空间。
So I think these techniques apply to any space the player is free to move in.
2:18
因此,我希望这些想法能帮助你在任何类型的关卡设计中。
So I hope some of these ideas can help you in whatever kind of level you might be working on.
2:25
尽管有这种重叠,我认为这种类型的关卡是独特而有趣的。不过,我并不总是这样认为。
Despite that overlap, I think this type of level is distinct and interesting. I didn't always feel that way, though.
2:32
让我告诉你我第一个商业关卡设计工作的经历。那是为一款名为《黑暗时代》的游戏。
Let me tell you about my first commercial level design job. It was for a game called Darkest of Days.
2:38
我被聘为艺术家,但立即被安排从事关卡设计。
I was hired as an artist, but was immediately put to work on level design.
2:43
除了我八岁时做的几条Excitebike赛道,我几乎没有关卡设计经验。
Outside of a few Excitebike tracks I made when I was eight, I had almost no level design experience.
2:48
事实上,这是大多数团队的第一个重大游戏项目。
In fact, this was the first major game project for most of the team.
2:53
我们有自己的自定义引擎和工具,但它们缺少一些基本功能。例如,地图编辑器没有撤销功能。
We had our own custom engine and tools, but they were lacking some basic functions. For example, the map editor had no undo function.
3:00
所以在这方面,这次演讲和当时的工作很相似。我必须在第一次尝试时做到完美。
So in that way, it was a lot like this talk. I had to try to do everything perfectly the first try.
3:09
一方面,能拿钱学习是件好事;另一方面,关心自己的工作却不知道怎么做,这带来了很大的压力。
On the one hand, it's nice to get paid to learn. On the other hand, it's a lot of pressure to care about your work and not know how to do it.
3:15
但别担心,结果还不错。
But don't worry, it turned out okay.
3:23
在我们制作这些地图时,我们的首席工程师杰夫不断提到他认为他的测试地图比我们制作的更有趣。
As we were making these maps, our lead engineer Jeff kept mentioning that he thought his test maps were more fun than what we were making.
3:30
我们不断面临一个无法调和的问题。
We were constantly running up against a problem we couldn't reconcile.
3:33
我们想制作一款像《使命召唤:现代战争》那样的电影化游戏,但我们也想要开放空间中的大型动态战斗。
We wanted to make a cinematic game like Call of Duty Modern Warfare, but we also wanted large dynamic battles in open spaces.
3:41
解决这个问题让我对激进非线性地图的想法产生了兴趣,参与了很多这样的游戏,最终它们成为我最喜欢的地图类型。
Trying to solve this problem is how I became interested in the idea of radically nonlinear maps, worked on a lot of games with them, and ultimately how they became my favorite kind of map.
3:57
说到这里,第一部分来了。我将准确说明我所说的激进非线性关卡。
With that out of the way, here's part one. I'll define exactly what I mean by radically nonlinear levels.
4:04
当我第一次开始研究这个问题时,我想找到一个大家都熟悉的非常基本的例子。
When I first started researching this question, I wanted to find a really fundamental example of what I meant that everybody would be familiar with.
4:11
我找到的最古老、最清晰的例子是吃豆人,但我们要讨论的是小姐吃豆人,因为它是一款更好的游戏。
And the oldest, clearest example I found was Pac-Man, but we're going to talk about Ms. Pac-Man because it's a better game.
4:17
那么为什么选择小姐吃豆人呢?这个地图足够开放,可以提供自由形式的战术选择,
So why Ms. Pac-Man? The map is open enough to offer free-form tactical choices,
4:23
比如选择哪条路径来避开鬼魂,并且足够大,可以进行战略选择,比如吃能量豆或去拿奖励水果。
like which path to take to avoid ghosts, and large enough for strategic choices if you're going to eat a power pellet or go for the bonus fruit.
4:32
小姐吃豆人的设计师提到每个鬼魂都有不同的行为,因此每个鬼魂都是玩家需要考虑的独特风险因素。
The designer of Ms. Pac-Man mentioned that each ghost has a different behavior, and in this way, each ghost is a unique risk factor which the player needs to consider.
4:42
还有一些关于小姐吃豆人地图的有趣之处。它足够小,以至于整个地图都在游戏中。我稍后会提到这点为什么重要。
And there's some other interesting things about Ms. Pac-Man maps. It's small enough so that the whole map is in play. And I'm going to touch on why this is important later.
4:50
所有系统在某种意义上都是可读的,复杂到足够有趣,但又透明到足以可预测。没有出口。
All the systems are legible in some sense, complex enough to be interesting, but transparent enough to be predictable. There's no exit.
4:58
这对于这种类型的地图来说是很常见的事情。即使激进非线性地图有出口,玩家通常也会忽略它,直到完成其他目标。
This is a common thing for this kind of map. Even if a radically nonlinear map has an exit, the player often ignores it until other objectives are met.

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