如何鼓励玩家升级多个角色?[关闭]


30

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:)))


1
您可以在任何角色上取得成就,从而获得某种总体进步。例如,根据角色的选择,您可能具有不同的过场动画/故事情节,并且有一张图表显示玩家在不同角色上解锁了哪些过场动画。
extropic-engine

3
不知道游戏本身一无所知,不知道该如何回答。它是MMO风格的游戏吗?玩家可以同时玩多个角色吗?所有角色都在同一个世界中玩耍还是分开?在地理上是分开的还是只是实例?
jcora 2012年

3
您可能也想立即等待接受答案。它不鼓励进一步回答。
MichaelHouse

1
@Yannbane:这些问题肯定是相关的;许多截然不同的游戏都面临着单个角色的问题,并自然以完全不同的方式解决了它们。但是,(理解)这些解决方案,即使是不适用于您的特定游戏的解决方案,也可能会有所帮助。我担心如果我们深入研究游戏的细节,这个问题可能会变得过于局限。
马克·托马斯

4
具体或模棱两可,过于局部化或过于模糊,这只是一个频谱。如果问题在两端都不好,那最好是在中间。如果您问我,目前有点含糊不清,但是可以。
jcora 2012年

Answers:


18

我在行动中看到的一些想法:

  • 调整增长数字。这是具有练级系统的游戏几乎应该做的事情。角色通常从一开始就轻松而快速地获得力量,但是以后需要付出更多的努力。通过扩大这种区别,玩家将更倾向于将他们的资源花费在低级角色上。相关:调整敌人力量的增长可能会迫使低级角色要么跟上要么落后。
  • 应用团队合作奖金或独狼处罚。有些游戏会根据周围人物的数量施加人为(不利)优势。诸如《全面战争》系列之类的策略游戏通常以士气检查的形式使用此功能,尽管这种机制在上下文中似乎是任意的。
  • 创建风险与奖励方案。如果玩家由于某种原因倾向于坚持一个角色,那就让他们冒着角色无法使用的风险,以鼓励他们不要将所有蛋都放在一个篮子里。很大程度上受故事驱动的游戏(会想到多个JRPG)经常使用此卡。
  • 拆分字符。通常,多个角色只是相互竞争。一个人的缺席可以通过增强另一个人来弥补。不必如此。例如,在《魔法门之英雄无敌》中,多个英雄不仅增加了战斗力,而且每回合还允许更多地图控制和更多任务完成。
  • 多人游戏。没有人喜欢成为无用的踢腿者。玩家将放弃那些不好玩的最佳策略。这自然也适用于单个玩家,但实施起来并不容易。

前四个都是好主意!第五种对于单人游戏有点混乱,但我认为我可以使它起作用。(尽管这对多人游戏很有用)
Doorknob 2012年

很棒的HOMM参考!早期,游戏中的限制因素是黄金。通常,您可以拥有几个角色并浏览更多地图,但是要以较弱的英雄为代价。相反,一开始我将最便宜的生物用作额外的探索者。直到我对游戏有了很好的掌握后,通常我才会拥有其他强大的英雄,他们也不会与我的“主要”英雄一起旅行。
乍得

15

一些想法:

  • 允许玩家以NPC的身份呼唤其他角色以支持其当前角色(短时间内呼唤治疗者或DPS角色)。
  • 建立共享银行以共享项目/资源。
  • 允许玩家与其他角色一起“训练”,以在离线时提高他们的XP。(不同的群体训练得更好,同等水平的人物训练得更好)
  • 仅在有团队的情况下提供一些任务。(类似于第一个选项,第二个字符可以在打开门的控件上或其他位置)

1
1.好主意!我可能会在我的游戏中使用它。2.我还是要这样做。是单人游戏。3.这是一个单人游戏。不过,对于多人游戏来说,这将是一个好主意。4.是的,听起来不错:)
Doorknob 2012年

1
@Doorknob 3应该工作,即使在单人游戏,在您的“派对”收到您的主角的XP等的某一部分
约书亚·德雷克

7

像《口袋妖怪》这样的游戏有很多问题。我认为他们使用了两种不同的方法。

  1. 损耗。限制攻击和治疗,鼓励多个角色
  2. 剪刀石头布。在某些情况下使某些角色变得更好

促进成就等多重游戏的技术也可以提供帮助。

编辑:

经过一番思考,像《最终幻想》这样的游戏也有很多问题。我已经看到他们使用故事情节来迫使多个角色前进。


第一个听起来不错,但是第二个与我问题中的第二段恰恰相反。不过请支持,如果没有其他答案,我将接受。
门把手

4

以下是一些建议:

  1. 如果没有事先使用特殊角色类将它们解锁,则无法前进到某些区域。
  2. 可以将两个字符合并为一个字符以获得好处。
  3. 介绍WOW风格的手工和收藏专业,该专业已被证明可以工作。您至少需要几个角色才能获得最多的资源(例如,矿工,铁匠和炼金术士)。
  4. 这很简单:使班级变得独特而有趣。这也为游戏增加了重玩价值。如果再也不会发生同样的事情,并且他们有新的问题要解决并且需要新的技巧,那么玩家就没有理由不进行其他冒险。

1、3和4都是有问题的(由于类问题)。我当时在考虑2,但似乎有点奇怪,因为它将如何实际起作用?(尽管我想我的游戏目前还不太现实)
Doorknob 2012年

我不了解“班级问题”。您能详细说明一下吗?
jcora 2012年

阅读我的问题的第二段。
门把手

好吧,我做了几次,但是我仍然不明白问题出在哪里。您希望玩家拥有多个角色-当然,他们每个班级都会有一个角色(可能不是每个班级都有,但这取决于您游戏中的班级数量)。
jcora 2012年

1
为了在《魔兽世界》中获得每个班级的强大角色,您需要数年的非常活跃的游戏玩法。而且您在游戏中仍有很多经验。在我真正了解您的游戏基础之前,我要得出的结论是,您确实不会遇到任何问题……
jcora 2012年

2

在当今的权利世界中,这听起来像是异端,但是考虑一个游戏系统,其中升级角色也会带来惩罚(也许是老化的技师或其他)。这将使玩家能够在某些领域成长,但同时又在其他领域失去力量。它可能会产生有趣的动态效果,其中低水平的角色在某些方面可能比高水平的角色更好


2

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.


2

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.


1

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.


1

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.


1

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.


0

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).

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