沿线的思考这个问题,并且也真棒使用一般的比喻。游戏设计师为什么要在他们的游戏中包含消耗品?
《真人快打11》让我开始思考...为什么要包括消耗品,这些消耗品会让您在战斗中一臂之力?
我正在寻找关于消耗品会增加游戏玩法的具体答案的问题,无论是那些可以用真钱购买的东西,还是您只是通过玩游戏而获得的东西,或者是限量提供还是无限提供的数量。
沿线的思考这个问题,并且也真棒使用一般的比喻。游戏设计师为什么要在他们的游戏中包含消耗品?
《真人快打11》让我开始思考...为什么要包括消耗品,这些消耗品会让您在战斗中一臂之力?
我正在寻找关于消耗品会增加游戏玩法的具体答案的问题,无论是那些可以用真钱购买的东西,还是您只是通过玩游戏而获得的东西,或者是限量提供还是无限提供的数量。
Answers:
好吧,在流氓之类的东西中,如果您最终不使用消耗品,它们就会过期(因为您死亡或获胜),那么消耗品将为玩家提供另一层中长期战略规划,供玩家考虑。现在,您不仅可以确保每次遇到的消耗品都以可持续的速度消耗,而不仅仅是确保在每次遇到的情况下都有效地使用可再生资源,但是死掉的东西却很少(会丢失所有物品)。
对于某些游戏,消耗品是一种让玩家一次又一次购买相同奖励的方式,从而保持玩家的参与度(以语言进行交流)。您可以将它们出售给他们,而不必为您的最高收入客户增加购买能力的升级(这样就使非收入玩家甚至认为他们没有机会,因为他们远远落后)。每次购买的上一份副本到期时,都会重复使用同一项目。
消耗品可以是玩家传递游戏难度峰值的一种方式。
常见的游戏设计智慧是创建难度逐渐增加的曲线。但是,如果您的游戏很复杂,并且其步调更多是由叙事驱动,而不是出于游戏考虑,那么说起来容易做起来难。因此,您经常会遇到突然突然超过难度曲线的情况。
想象一下,您的玩家在游戏的某一时刻面临如此挑战,而他们却无法克服。他们根本不够熟练,也没有耐心训练。这可能是玩家沮丧地放弃游戏的关键所在。或者这可能是玩家仔细查看其库存,消耗其拥有的每种消耗品的点,这给了他们带来优势,克服了挑战并继续进行游戏。
因此,消耗品是一种设计元素,会给您的游戏增加动态难度。如果玩家没有受到足够的挑战,他们会倾向于feel积消耗品,从而使游戏对自己而言更加困难。当玩家感到不知所措时,他们将使用自己的消耗品来降低难度。
这是创造动态难度的几种方法之一,这种动态难度既在玩家的控制下(不同于当玩家输掉时自动使敌人变弱),又在游戏的虚构内是合理的(不同于在游戏选项中设置难度)。
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability. The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.
Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.
For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:
Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.
Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.
The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)
The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).
It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.