在我的游戏中,可以制作多个角色。您可以根据需要制作任意数量。我通常所做的(几乎所有玩家都做)只是制作一个角色并将其升级为很多,然后将其用于所有操作。
一些游戏试图通过具有多个“类”或执行不同功能的角色类型来解决此问题,但这通常导致每个“类”只有一个。
我该如何鼓励玩家不要制作一个或两个真正的高级角色,而是要拥有一些目前正在升级的高级角色,一些中级角色和一些低级角色?
(注意:我不接受以前接受的答案,因为我似乎有很多新的答案。(对不起,托马斯·马内尔,您的答案仍然很棒:)))
在我的游戏中,可以制作多个角色。您可以根据需要制作任意数量。我通常所做的(几乎所有玩家都做)只是制作一个角色并将其升级为很多,然后将其用于所有操作。
一些游戏试图通过具有多个“类”或执行不同功能的角色类型来解决此问题,但这通常导致每个“类”只有一个。
我该如何鼓励玩家不要制作一个或两个真正的高级角色,而是要拥有一些目前正在升级的高级角色,一些中级角色和一些低级角色?
(注意:我不接受以前接受的答案,因为我似乎有很多新的答案。(对不起,托马斯·马内尔,您的答案仍然很棒:)))
Answers:
我在行动中看到的一些想法:
一些想法:
以下是一些建议:
您尚未编写游戏类型以及为什么要让玩家扮演多个角色,所以我只能推测。
一个玩家的多个角色之间可以接受的互动是什么?它比简单地创建多个类提供了更多的可能性。
Example A: inspired by Arena Albionu and Vallheru. Characters can be trained in multiple jobs, so that they can produce multiple resources. The final resources are weapons and potions. The energy is limited, so you need many characters to suppor powerfull warrior.
Example B: inspired by Diablo and the team play abilities. You could provide missions, where the player could play with all his characters. There's the rule 'non Hercules contra plures', so 10 low level characters would be more powerful than single high level one. Add the requirements for battle leaders, which would have to have higher level, and you'll result in optimal strategies for having a few high levels, a bunch of middle level and a lot of low level ones.
This really all comes down to the type of game you're making, and what you'd like to (/have time to) add, in order to promote this growth.
From the standpoint of making something like a traditional RPG, take a tip from Fallout 1 (NOT 3, whatsoever):
Build a game in which it is impossible to do everything with one character.
Build a game which doesn't support "classes", but rather customizations -- as the player customizes, open doors and paths and bonuses for those customizations (/modules/attributes/etc).
However, limit the AMOUNT of modules/perks/bonuses/boosts/etc, so that a character MUST either be semi-specialized, or suffer the penalty of being a very underpowered jack-of-all-trades, who has limited/no access to the additional content.
In the level/quest design phase, make it clear that a particular skill/stat/attribute (or one of a set, or several in conjunction) must be used, in order to access that content.
(eg: to go on a specific quest with a modern-day Robin Hood, you must have 75% lockpick, 60% speech, agility of 8 and a perception of 6).
Make it clear, as you pass each of these checks, that a user DOES need to meet these requirements.
Have entry to another quest be based on picking up the back end of a car, and moving it out of the way...
...or based around having a carry-weight of more than 300lbs...
These are things which would appear to the player as something they CAN do, in a meta-gaming sense, but CAN'T do with their current player, without coming back 20 levels later, and dedicating all of the rest of their stat-points to.
In terms of weapons and gear and crafting, you can apply the same concepts...
Looking at WoW and Diablo II, the kings of gear-grubbing (great retention-rates, too).
Instead of making gear have class-requirements ("only druids can wear this pair of gloves"), have gear be based on:
a) stat-requirements ("Boots of Sneaking [req: sneak <= 50%]")
b) att-requirements ("Goggles of Grokking [req: INT <= 7]")
c) story-requirements ("Sword of Swords [req: 'Quest of Awesomeness' -- must have DEX > 4 STR > 7 to begin quest]")
If you put an item-crafting element into the game, from there, you should be able to auto-generate stat/att requirements, based on, say, the components used to make the item (or used to enchant/patch the item), their quantity, if they have different potencies, et cetera.
Now you have gear that ANYBODY can use...... IF THEY HAVE THE ABILITY TO USE IT, or let them use it anyway, but apply a penalty to misuse.
Give everybody the ability to use a minigun, but if they don't meet the strength requirement, then slow their movement speed by req_str - player_str
units of movement per turn (or a multiplier, depending on what a move-unit might look like in your game).
Give everybody the opportunity to use a sniper rifle, but without high perception and agility, make it impossible to hit anything...
The point of the whole thing is that if you want to foster replayability with characters who are unique, then you want to limit what each character is allowed to do.
Therefore, each character with different skill-sets will have different advantages and disadvantages.
Just be sure to spend a lot of time balancing them, and make sure that every major quest point is solvable in at least 3 or 4 different ways, based on characters who MUST play to match their skills, and make side-quests accessable in only 1 or 2 or 3 ways:
Not every character needs to access all content, and instead of thinking about adding class-specific stuff, think about removing access to things based on character-weaknesses.
Make the leveling fun, with support to multiple playstyles. I play wow and I'm always playing low level chars because I think it is fun to level doing only battlegrounds.
Also, if you have some achievements system, make it account wide, so the player can advance some achievements with any char, of any level.
The first key is to have a diverse system of customizing your characters, specifically giving each character choices in the abilities they'll have and what they can do, so you can make your super cool single character, but that single character can't do everything. What this accomplishes is it motivates multiple characters to have access to all the abilities. Maybe your main damage dealer won't be able to heal, so having a healer is nice, or some enemies are resistant to your main's abilities so you have a secondary damage dealer.
^This encourages diversity which is usually enough, but to help things along you can have higher level characters assist in leveling up lower characters, which will help those with high level characters bring up new characters without a long grind. Something that can be done in addition is allow different characters to give passive, boosts to the rest, which will encourage full teams of characters.
SWTOR has a legacy system which i love. You could somehow make new skills if items in the game available to all char's. So that way players will want those skills or items so they will try and keep all their "classes" leveling at the same rate to unlock the skills for example: when you have a lvl 10 "soldier" and Level 10 "medic" all characters can use the stimpack during a battle. and then have a super large ladder like that. You could have powers that required X levels chars in all classes.
What you're essentially asking for is for the player to like starting over again.
Games like Diablo or Diablo II had me do this because of the random generation, the possibility of finding new weapons or armor on different plays. Diablo kind of left you with a sense of something being unexplored in those other games you started but didn't progress in, which is I guess what made me go back and play those lower level characters further.
Games like Final Fantasy 6, did not have me do this (I had a single "important" save game with very high level characters) because the play through was pretty much the same, and the variability in play due to item drops was kind of minimal (barring that time I got 2x Minerva armor from defeating Pugs in a treasure chest! And of course what you can get in the Colloseum, but that is very late in the game).