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Level Design Workshop: Solving Puzzle Design

0:05
好的,大家早上好。感谢乔尔的介绍。
All right, good morning everybody. Thanks Joel for the introduction.
0:08
这是一个关于设计的一天,这是一个我非常关心的话题,解决难题设计。
This is a little design in a day and this is a talk a topic that's near and dear to my heart solving puzzle design.
0:16
关于我的一点背景。我
A bit of a background on me. I
0:19
在Telltale Games开始我的职业生涯,担任电影艺术家
began my career at Telltale Games as a cinematic artist
0:23
和设计师,现在我是一个关卡设计师
and a designer and now I'm a level designer
0:26
在Ubisoft SF工作,就在拐角处
at Ubisoft Studio SF just around the corner on
0:29
新的南方公园角色扮演游戏《破碎但完整》想
the new South Park RPG the fractured but whole think
0:35
关于它,所以
about it so
0:37
为什么我喜欢拼图,我爱拼图,因为设计
why puzzles I love puzzles because designing
0:40
一个好的拼图意味着你结合了大量
a good puzzle means you're combining tons
0:44
不同的概念和游戏设计,完全结合在一起,制作
of different concepts and game design altogether to make
0:47
一个非常酷的游戏单元,一个
a really cool unit of game a
0:50
好的游戏,现在你有你的机制、关卡设计、叙事、平衡你的难度、进展,这些都是构成拼图的因素,使拼图成为玩家的伟大体验。
good game now get so you have your mechanics your level design your narrative balancing your difficulty, progression, these are all things that go into puzzles that make a puzzle great a great experience for a player.
1:03
所以在这个演讲中,我将从拼图的定义开始,
So in this talk I'm just going to start with exactly what a puzzle is,
1:07
在关卡设计的背景下讨论它的含义,
defining that in the context of level design, talk about what
1:10
使拼图变得优秀,然后我们将讨论拼图的元素、合理的拼图设计、如何构建拼图,以及一些故障排除拼图的技巧,当它们根本没有意义时。
makes a puzzle good, and then we're going to go into the elements of a puzzle, rational puzzle design, how to build a puzzle, and then some tips for troubleshooting puzzles when they just don't make sense.
1:21
那么,让我们开始什么是拼图?
So let's Let's start off with what is a puzzle?
1:27
所以拼图有点难以定义。再次,我们有关卡设计领域可以参考。
So puzzles are kind of hard to define. Again, we have the level design domain to kind of work within.
1:35
但一般来说,
But in general,
1:37
我对拼图的一个最喜欢的定义是,它是一个具有主导策略的游戏,也就是说,当你给玩家提供选择时,其中一个选择明显优于其他选择。
one of my favorite definitions for puzzles is it's a game with a dominant strategy, which is when you have choices that are offered to a player, but one of them is clearly better than the rest.
1:49
而这在游戏设计中通常不是一件好事。你希望玩家能够选择他们想做的事情。
And now this usually is not a good thing in game design. You want a player to be able to choose what they want to do.
1:55
你希望他们能够做出决定。但你仍然可以在主导策略下做到这一点。
You want them to have decisions they can make. But you can still have that with a dominant strategy.
2:03
这是因为拼图是具有一个解决方案的游戏。这就是它们的本质。
And that's because puzzles are games with one solution. That's what they are inherently.
2:09
这是因为虽然游戏是为了赢得胜利而玩,拼图是为了找到解决方案而玩。在它们的核心,它们是关于找到那个策略。
And that's because while games are played to win, puzzles are played to find a solution. At their very heart, they are about finding that strategy.
2:16
所以你的游戏玩法在于获得那个主导策略的挑战。
So your gameplay finds in the challenge of getting that dominant strategy nailed down.
2:24
所以,谜题是一种挑战,但它不是一种竞争性的挑战。
So a puzzle is a challenge, but it's not a competitive challenge.
2:30
这是玩家停下来思考你作为设计师给他们的挑战。
It's the player stopping and thinking about a challenge that you as the designer have given them.
2:37
你知道,冒险游戏就是一个很好的例子。这是《阴阳魔界》。
You know, adventure games are a great example of this. This is Grim Fandango.
2:41
你会,嗯,你在扮演侦探,所以一切都在于寻找线索,弄清楚你需要和谁交谈,了解这个世界并应用这些。
You're gonna, you know, you're playing a detective, so it's all about finding clues, figuring out who you need to talk to next, learning about the world and applying that.
2:49
总是像侦探一样停下来思考。我这里还有《愤怒的小鸟》。
always stopping and thinking the way a detective would. I also have up here Angry Birds.
2:55
现在,《愤怒的小鸟》也是一个谜题游戏,因为如果你想想,有一种理想的方法可以摧毁它们的家中的所有猪。
Now, Angry Birds is also a puzzle game because if you think about it, there is an ideal way to destroy all the pigs in their home.
3:03
这是通过星级系统传达的。有一种主导的、理想的方法,一种最有效的方法,利用你拥有的鸟来解决摧毁一堆猪家园的谜题。
That's messaged with the star system. There is a dominant, ideal way, a most efficient way, using the birds you have to solve the puzzle of breaking a bunch of pigs' homes.
3:18
那么,是什么让一个谜题变得好呢?有人知道吗?
So what makes a puzzle good? Does anyone know?
3:24
乐趣对一个好的谜题很重要。
Fun is important to a puzzle being good.
3:30
但这种乐趣应该来自挑战。而这种挑战发生在玩家感受到设计师的信任和尊重时。
But that fun should come from the challenge. And that challenge happens when the player feels a sense of trust and respect from the designer.
3:41
你如何获得这种信任和尊重?你邀请玩家找到解决方案。你不直接给他们一个。
How do you get that trust and respect? You invite the player to find a solution. You don't hand them one.
3:47
你让他们自己尝试找到它。但你也要确保这个解决方案是可以实现的。
You let them try to find it themselves. But you also make sure that solution is attainable.
3:52
你不挑战他们,你不,嗯,不要做那个糟糕的游戏主持人,直接杀死你所有的玩家。
You don't challenge, you don't, you know, be the awful GM who just kills all your players.
3:56
你总是让他们至少凭借自己的能力摆脱困境。
You're always letting them at least get out of the situation by their own merit.
4:02
所以,如果你能做到这一点,玩家会有一种通过自己克服某事的成就感。
And so if you do achieve that, the player has a sense of accomplishment of getting through something themselves.
4:09
所以,从这个角度来看,玩家在学习如何摆脱困境。学习是有趣的。
So thinking about it that way, it's players learning how to get out of a situation. Learning is fun.
4:18
而学习是有趣的,因为知识就是力量。
And learning is fun because knowledge is power.
4:22
游戏就是让你在环境中感到强大或能够很好地应对情况。
Games are all about feeling powerful in your surroundings or well-equipped to handle a situation.
4:28
所以提供知识,这就提供了力量。
And so providing knowledge, that provides power.
4:31
当你处于一个停下来思考谜题的情况下,感到强大意味着知道如何解决它。
And when you're in a situation where you're stopping to think about a puzzle, feeling powerful means knowing how to solve it.
4:40
所以,这是去年在GDC上的一场演讲。它叫做《情感的精确性,一种新的有趣方法》。
So, this is a talk that was at GDC last year. It's called Precision of Emotion, A New Kind of Fun Approach.
4:46
这是由一位名叫艾琳·霍夫曼的女性提供的。
And this was given by a woman named Erin Hoffman.
4:50
她对乐趣的理论是,玩家所经历的知识搜索是这种情感旅程,
And her theory on fun is that the search for knowledge that a player undergoes is this emotional journey
4:57
通过这个旅程,他们实现了掌握,掌握一种情况、一个概念、一个谜题。
by which they achieve mastery, mastery of a situation, of a concept, of a puzzle.

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