Combat- the Fibonacci principle of game design methods(战斗u2014u2014游戏设计的斐波那契原理方法).doc

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1、 Combat: the Fibonacci principle of game design methods (Research papers Download News) continue to add content until the situation became worse, until it is no longer to remove the contents of a good trend. The system will find the best players to keep guessing and content to keep the balance betwe

2、en simplicity, which means that developers both know how much choice available to the player, but also know when to stop adding choice (no matter how cool they are), which contains the game how many weapons, how can the tree, or the player will encounter many monsters and so on. Situations like this

3、 rarely have the perfect answer, and this infinite possibilities let my brain stopped working in the first blank canvas to leave may be the most difficult, so I always try to restrict their choice. You may be in college math lessons Fibonacci sequence, which is this: 1,1,2,3,5,8,13, . In my own game

4、 design in the application of this sequence: three rules (expanded version) and the golden ratio << >>. Three rules (Extended Version) Initially using Fibonacci sequence is a three game design principles. Figure 3 in the game design (game state Note: Includes one of every thing) is a spe

5、cial number which will appear in any place, for example, three skill trees, three rounds, three members and so on. I do not care what you design, if you can break down, divide or subtract things and get three copies of content, then this is a good decision and you will be better for the game, which

6、is a commitment I know it might seem more rough, because you will lose some of the content and sad, but the players did not know that you deleted something from the game, they see only the final product. Three law is a very common and can be applied method, it will be your most powerful kind of tool

7、box skills that people will you be able to create a simple, clear and exquisite systems surprised, they do not know you do is focus on this smaller figure 3 .3 This figure is really powerful and you can see it suddenly appeared in all the different areas: Photography - Rule of Thirds Writing - Three

8、 Laws Economy - third law Estimated project - no matter how you estimate the time are inseparable from the three elements of this But I also recognize that sometimes all the content into three sections and unreasonable, but this time its two friends to play a role in respect of, or 2 and 5. This is

9、only based on the elements 2, 3 and 5 systems. They look very reasonable and you will feel like they own choice, but it will not be the weight of these choices do not come breathe air and you will notice that these figures belong Fibonacci numbers (ie 2,3,5), and this is not a coincidence. Because w

10、hen you are five options available to players, someone will say: Why not six kinds? Because it would lead to the expansion of the game. Do not always represent the more the better, in fact, it usually is wrong . When we think about adding some content to the game, I would limit yourself to the Fibon

11、acci sequence, it will drive me really thinking just one more idea, as now it is not only more one, but a few more. give you an example, if I am now offers five options, and then I will upgrade it to eight kinds of selection and later upgraded to 13 kinds, just like what you see , offering the choic

12、e of players choose will become increasingly high: there is a lesson here. If you choose to set up in accordance with this approach, your design will become even better. Golden Ratio 30 points in the level 50vs How many games in which players need to experience? 20 in the level and how much experien

13、ce? You need at least in his own career to solve the problem once And if you become a system designer, you may be faced with the problem several times, and this is another question about the blank canvas you experience set and no upper limit, while if it is taken into account the scale of the game s

14、et up, how to control the gain and system by showing feeling and so on, this is a problem, of course, you have to make a choice will make your life more complicated . Now, from my personal point of view, I prefer exponentially growing system I like quick access points at the outset, so you will be a

15、ble to use Pavlovian reward system. But how do we increase the content of an exponential manner it, and is based on what the ratio? Into the golden ratio. Select the Fibonacci sequence any number N, the sequence will be divided by the number in front of row N-1. When N approaches infinity, obtained

16、by you through the digital divide will be closer to the golden ratio. You may want to know how this will and the Fibonacci sequence bound together, which is really interesting, but how it should play a role? Like the golden ratio and the three laws will suddenly appear in any field: Human proportion

17、 Nautilus shell spiral Bank of spiral galaxies Light switch rectangular graphical tools From some of the very small number of very large content to the things that can see the figure of the golden ratio. Anyone used the proportion of people know how I should move forward in the direction, so let us

18、be able to catch up with you and we The goal is to create an equation to estimate at any particular level players need much experience, and we hope that the way to expeystem begins to interact, but this is usually a good place to start and you might say how does give some information about using Fib

19、onacci reality game design examples? Let We looked at < >. Application examples When I was < > Design Challenge Tower, I ran into a prominent problem. Players that should have 300 completely different tasks, they need to earn enough money to accomplish these tasks, they should be able to

20、 spend skip those they do not like. task, and it needs to be able to adapt to all content greater overall economic situation. I need to solve the first problem is how to break down tasks, I decided based on the same role and task decomposition five blocks based on the way I can increase the difficul

21、ty for the players, they will get enough time to become familiar with character control. between blocks in each group will have a little game, so decomposition will be able to keep the content gameplay interesting enough. I want to show some special or interesting task, and to do so would mean betwe

22、en tasks in every 30 will be a cool task. When all the content I own tasks into chunks, I began to enter the next stage, which is based on the difficulty of their range of 1 to 5 according to their arrangement of the system difficult for us to accomplish this in a vacuum estimated Therefore, this ti

23、me to help other people who need help and you can not always the most difficult to effectively determine their peak. BTW, I have been studying how people use gameplay ideas, different roles appeared many times it happens in any place, what kind of game uses elimination mechanism and so on. Task is a

24、lways changing with, so Record these contents is a need to invest time and effort all the tedious work, but it is very valuable. Finally, since I already have all the arrangements for orderly task, I will start to use their own difficulty created by the 5:00 range to assign rewarimportant is that yo

25、u will be noticed in the design and 2,3 5 The emergence of these constants, which are so deliberately set. Result When we have to work a strict framework, the imagination will be pushed to the limit, and create the best ideas, while the largest free-based work will likely unplanned sprawl forward. N

26、o structural design only weeds, which is the fact that we all know, but it is difficult to truly as a designer this means you have a dream of love hearts, or you will not be at the beginning do the job, and if we add more content mean better? likely not true. Figures 2, 3 and 5 are not magic missile

27、s, they do not suddenly become very tidy your design, they can do is maintain the structure of the content, like I said in the beginning to draw something on a blank canvas When a little bit of restriction will be more helpful. Look back when Im in the creation of the challenges facing the tower tas

28、ks: for a variety of different gameplay to create 300 tasks. Though I like these tasks (you may also be), but such freedom will lead you to very easily fail! How do I start?! I will immediately be brought to the Fibonacci sequence of this process, not because it would limit my imagination, but becau

29、se it allows my brain to focus on what really matters: the provision of the best experience to the players. Same is true for you. Fibonacci game design is a great way you can use it for his own criticism of any single system, so people will because you created a clear, simple and Interestingly system surprised. (Source: game state compile: free download 9

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