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kkk120688
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总共只有五十个话题,果然还是贴吧好点= =
What makes the game good? (by guy who wants to make fan games)
11 months ago :: May 02, 2012 - 4:25PM
I'm messing with some game making stuff, and it see***ike Ghost Trick would be pretty simple to pull off, technically (In my case, using a mouse on a computer, though porting to Android seems feasible).
Of course, there's more to the game than just technical achievement. So if one was to make a Ghost Trick style game, what are the ingredients that make Ghost Trick special? What kind of planning processes would be involved? Is there something interesting you noticed about the way the Puzzles are set up?
然后下面的回复:
One of the elements I enjoy about Ghost Trick's puzzles is that at times, you have to react according to what the characters do. The story unfolds as you clear the level, but it helps you figure out how to do so. For instance, there's a moment where Cabanela rides his bicycle near a spotlight. Once you enter the Ghost World, you can see that the spotlight can be possessed. You'll have to possess Cabanela's bike and jump to the spotlight as he approaches it to get closer to your destination.
Sometimes you even have to manipulate objects to get a character to react, then wait for an opportunity to react yourself. Do you need a police officer to move closer to you? Manipulate the police siren, then jump to his baton as he heads over to check it out. It's a good mix of encouraging patience but expecting decisiveness when the time calls.
The game doesn't just have you jump from object A to object B to object C... and so on.
The game designers mix it up, and keep it interesting with the Tricks your character can use and moments where you have to be patient until you can make a move. It also helps to have a few
curveballs here and there to keep the player honest. In other words, the player can't just coast through the level like normal.
One of the biggest curveballs in Ghost Trick is a chapter in the game where if a certain character notices you performing Ghost Tricks, you'll fail. You have to work around that character to complete the chapter. They don't just slap a "game over" in your face - there's a cutscene that explains what the player did wrong. It's entertaining and helpful.
In a puzzle game like Tetris Attack, you can't have any story taking place during the gameplay. At best, you can have the characters barking plot related comments at each other as they make chains and combos.
In Ghost Trick, the level is the story; you can enjoy them both simultaneously. That's part of the magic.
不知道大家对这个评论看法如何呢?
2013年03月08日 07点03分
1
What makes the game good? (by guy who wants to make fan games)
11 months ago :: May 02, 2012 - 4:25PM
I'm messing with some game making stuff, and it see***ike Ghost Trick would be pretty simple to pull off, technically (In my case, using a mouse on a computer, though porting to Android seems feasible).
Of course, there's more to the game than just technical achievement. So if one was to make a Ghost Trick style game, what are the ingredients that make Ghost Trick special? What kind of planning processes would be involved? Is there something interesting you noticed about the way the Puzzles are set up?
然后下面的回复:
One of the elements I enjoy about Ghost Trick's puzzles is that at times, you have to react according to what the characters do. The story unfolds as you clear the level, but it helps you figure out how to do so. For instance, there's a moment where Cabanela rides his bicycle near a spotlight. Once you enter the Ghost World, you can see that the spotlight can be possessed. You'll have to possess Cabanela's bike and jump to the spotlight as he approaches it to get closer to your destination.
Sometimes you even have to manipulate objects to get a character to react, then wait for an opportunity to react yourself. Do you need a police officer to move closer to you? Manipulate the police siren, then jump to his baton as he heads over to check it out. It's a good mix of encouraging patience but expecting decisiveness when the time calls.
The game doesn't just have you jump from object A to object B to object C... and so on.
The game designers mix it up, and keep it interesting with the Tricks your character can use and moments where you have to be patient until you can make a move. It also helps to have a few
curveballs here and there to keep the player honest. In other words, the player can't just coast through the level like normal.
One of the biggest curveballs in Ghost Trick is a chapter in the game where if a certain character notices you performing Ghost Tricks, you'll fail. You have to work around that character to complete the chapter. They don't just slap a "game over" in your face - there's a cutscene that explains what the player did wrong. It's entertaining and helpful.
In a puzzle game like Tetris Attack, you can't have any story taking place during the gameplay. At best, you can have the characters barking plot related comments at each other as they make chains and combos.
In Ghost Trick, the level is the story; you can enjoy them both simultaneously. That's part of the magic.
不知道大家对这个评论看法如何呢?
