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  • Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design.

    大家好!我是Mark Brown,歡迎收看《遊戲開發者懶人包》,一系列的遊戲設計單元。

  • Resident Evil 4 does something really clever.

    《惡靈古堡4》實在使人驚嘆!

  • I mean, that's an understatement: the game's a masterpiece. But I'm talking specifically

    不只如此,它根本是曠世巨作!現在我要細說

  • about the way the game dynamically shifts its level of difficulty to meet your skill

    這部遊戲設定中的「自動難度調整」,以符合你的能力和技巧

  • level.

    程度。

  • Perform well at the game, by avoiding attacks and shooting accurately, and the game will

    闖關口訣主要是「閃避攻擊」還有「精準射擊」。但隨著

  • get harder as enemies do more damage and become more aggressive. But if you suck, and keep

    遊戲難度增加,敵人攻擊的殺傷力與頻率也會增強。但如果你真的輸到快吐血,血量條老是

  • dying or just keep getting hurt, the game will ease off and the Ganados will go down

    出現紅色閃爍,或是成為「挨打王」(女主諧音);遊戲會自動調簡單一點,這樣Ganados(殭屍村民,Ganados在西班牙與中代表「家畜」)

  • more easily, and wait around longer to get shot before rushing at you.

    血量與攻擊速度就會降低很多。

  • Also, the contents of the crates and barrels shift from being generous to being stingy

    遊戲中隨處出現的木箱與木桶,也會因為難易度改變,影響

  • as you become more skilled. And, sometimes, enemies will completely disappear from existence

    掉寶機率。甚至,有些敵人會直接從遊戲關卡中消失,

  • if you're really struggling.

    假如你很難撐住的話。

  • Here I've been playing really well...

    比方說:目前這裡的敵人都是專門當砲灰的,

  • ...and I enter the notorious 'water room', and get set upon by nine cultists - seven

    一旦我進入這間該死的水之聖堂時,會遇上9個邪教徒----7個

  • on the ground, and two crossbow snipers up high. But then I die a few times and

    在前方,2個弩弓在後方的左右看臺。但當我掛點一次後,

  • suddenly, the snipers are gone, making this room slightly easier to tackle.

    那兩個弩弓手竟然不見了,所以剩下的小婁婁我根本不看在眼裡。

  • Because the game keeps pace with your own skill as a player, Resident Evil 4 helps you

    因為《惡靈古堡4》會配合你的程度,讓你快速進入

  • slip into a zone that psychologists and game designers call "flow", which is the fabled

    心理學家和遊戲開發者所謂的「心流」(持續關注和享受的狀態),是一個假想的

  • middle ground between a game being so easy it leaves you bored, and so hard it makes

    中間區域,區域之外的右下代表遊戲越簡單越無聊,左上則代表越困難

  • you anxious or frustrated.

    越受挫。

  • While the gradually rising difficulty curve of most linear video games will try and keep

    雖然漸升的難度曲線會盡量

  • players in that flow state, it can't account for every type of gamer. And if the player

    保持在心流區域內,但這並非適用於每一位玩家。而且如果玩家

  • picks the wrong difficulty option at the start, they may instantly rob themselves of a satisfying

    一開始就選錯難度,他們很快就會玩到崩潰。

  • experience.

  • That's the advantage of a dynamic difficulty setting, which constantly corrects itself

    所以這就是自動調整難度的好處,持續更改挑戰模式

  • to provide an experience that challenges the player, without overwhelming them. And it

    讓玩家可以享受破關的過程,而不是玩到半死不活。遊戲不會

  • stops them from getting stuck in a rut, but it doesn't let them waltz through the game

    讓玩家狂卡關,也不會讓玩家殺殭屍像在拍蚊子。

  • either.

  • This is, however, not the most clever thing about Resident Evil 4's dynamic difficulty.

    但難易度自動設定本身,並不是《惡靈古堡4》真正讓人驚奇的。

  • The smartest thing is that many gamers watching this video right now are saying to themselves

    最屌的是,現在在看這部影片的多數玩家,會驚覺:「

  • "Wow! I didn't even know the game did that!"

    啥咪@@有這檔事?」

  • And that may be the point. Capcom never officially stated that the game altered its own difficulty.

    這就是重點----卡普空公司從未宣布過這件事。

  • It's not an option in the menu, and it's not in the manual. It wasn't in a trailer or a

    自動調整難度沒有出現在遊戲選單,也無法由玩家手控。這個功能不曾發布在任何遊戲介紹,或

  • bullet point in a press release, and designer Shinji Mikami - who would later turn this

    官方報導中。《惡靈古堡4》開發者三上真司最近要將一款

  • system into an entire game in the brilliant PS2 brawler God Hand - didn't gab about it

    出色的PS2格鬥遊戲《神手》設計成相同的功能,但也從未在任何訪談中透露

  • in interviews.

    半點消息。

  • The only real source for the feature's existence, other than the experiences of Resident Evil

    除了惡靈迷自己發覺外,唯一正式指出:敵人可能會隨死亡次數改變的設定,

  • obsessives, is from an official strategy guide that came out almost a year after the game.

    是在遊戲上市將近一年後,才問世的官方攻略。

  • You see, a number of games offer to help out if you're struggling, like the Super Kong

    看吧!許多遊戲在玩家堅持下,還是會佛心大發,就像《大金剛再起》的

  • in Donkey Kong Country Returns, which clears a tricky level for you if you fail too many

    超級金剛(指導模式的白色的金剛),在連續GG太多次(八次),就會出現直接幫玩家闖關。

  • times.

  • But many hardcore players are too proud to accept the helping hand, and would rather

    但是許多硬派玩家(樂於挑戰困難、對遊戲標準嚴苛的玩家),實在不甘心接受這個功能。

  • beat their head against the wall in frustration than suffer the indignity of getting a free

    他們寧可挫敗,也不要這種開外掛式的勝利。

  • pass.

  • Especially when the game actually mocks you for reducing the difficulty. If you die too

    尤其是當遊戲還白目的給玩家角色一些明顯標記。例如:即將上市的

  • often in the upcoming Metal Gear Solid 5, you'll be given the option to wear a goofy

    《潛龍諜影5:幻痛》玩家在死太多次的時候,遊戲會問:要不要戴一頂腦殘味十足的「雞冠帽」

  • chicken hat, which reduces the challenge but makes Snake look like a complete burk.

    (Chicken在英文裡面也代表弱者),這樣可以降低難度。但可想而知戴上那頂蠢帽的Snake,就跟喜憨兒沒兩樣。

  • However, by making the effects subtle and not advertising them to the world like it

    然而,讓難度調整功能不被玩家發現,也不想像《惡靈古堡:黑暗編年史》跟外界

  • did with Resident Evil: Darkside Chronicles, Resident Evil 4 gives players all the advantages

    宣布這件事,《惡靈古堡4》希望讓玩家

  • of dynamic difficulty adjustment without making them feel patronised.

    享受這個功能,卻又不傷他們的自尊。

  • Plus, if they don't know about it, players can't game the system by intentionally killing

    除此之外,就算玩家不知道這個功能,也無法鑽遊戲漏洞,透過故意自殺

  • or injuring themselves to drop the difficulty setting, which is exactly what speed runners

    或受傷來降低難度。就像有些追求秒速破關的玩家會做的事。

  • do.

  • Here's a top Resi 4 speed runner, Robert 'Sunblade' Brandl, getting hit on the ski lift and purposefully

    這三位是《惡靈古堡4》頂尖的秒破玩家:Robert、Sunblade、Brandl,正嘗試在滑雪覽車上被攻擊,

  • failing QTEs, to reduce the difficulty and therefore make certain sections easier to

    還有故意在快速反應關卡(Quick time Events)中失敗,讓遊戲難度降低,所以最後還是有某些地方比較

  • dash through.

    容易通關。

  • Resident Evil 4 did not invent the idea of a sliding difficulty scale, of course. NES

    不過《惡靈古堡4》並不是「難度滑尺量度」功能的設計者。在80年代紅白機

  • and arcade shmups like Zanac and Xevious were doing it back in the eighties, and Remedy

    和一些太空射擊遊戲,像:《銀河號》和 《鐵板陣》就已經把這個功能放在遊戲中。芬蘭的Remedy

  • applied the idea to a third person shooter in Max Payne, a few years before Capcom had

    公司也把這個功能用在《江湖本色》第三人稱射擊中。他們都比卡普空早了好幾年。

  • the chance.

  • Left 4 Dead made particularly good use of dynamic difficulty, to modulate dramatic tension.

    《惡靈勢利》也非常善用這個功能,讓整個遊戲不至於太過緊湊。

  • Here's Valve's Gautam Babbar on the subject:

    維爾福軟體公司的遊戲開發者 Gautam Babbar描述:「

  • "We created a system that tracks each survivor's stress level by watching for events like 'how

    我們會追蹤每位玩家的壓力等級,藉由參考他們的

  • much damage are you taking?', 'how many zombies have you killed near you?', and so on."

    『受傷程度』,還有『殺戮殭屍的數量』...等等。」

  • "If a survivor's stress level gets too high, the system will step in and forcibly throttle

    「如果玩家的壓力等級太高,系統就會介入,並強制讓

  • back the zombie population system to make sure the team gets a break every now and then".

    殭屍數量減少,使玩家三不五時可以休息一下。」

  • Kid Icarus Uprising and Super Smash Bros have an interesting system where you essentially

    《新‧光神話 帕爾提娜之鏡》與《任天堂明星大亂鬥》都有一個有趣的設定,

  • place a bet on the difficulty level you think you'll finish the stage at. If you succeed

    闖關前,玩家必須先選擇自己認為可以贏的等級。倘若真的獲勝,

  • - you get a big payout. But if you fail - you lose a bunch of your stuff and get knocked

    就會得到獎勵;但如果不幸落敗,就會失去一些寶物,而且會被踢到

  • down to an easier difficulty level, until you can beat the game.

    比較簡單的關卡,直到玩家有辦法獲勝。

  • And Flow, which is named after that psychological zone, lets you manually moderate your level

    而以心流理論(flow)命名的《浮游世界》(Flow) ,可以讓你自己決定難易度,

  • of difficulty, by choosing when to delve into deeper waters - by chomping on a red organism

    藉由吃掉紅色微生物,潛入深處(難度提高);

  • - and when to retreat to safety by munching on a blue one. It's a bit like deciding whether

    或是吃掉藍色微生物,回到安全的淺水區。整款遊戲似乎就在

  • or not to grind for a while in a RPG.

    吃與不吃之間。

  • But the number of games with dynamic difficulty adjustment is pretty small, and most of them

    其實擁有「自動調整難度」功能的遊戲寥寥無幾,而且大多數

  • advertise it to the world, like SiN Episodes, which made a big song and dance of its 'Personal

    都有向外界透露這個功能,像是:《原罪:首部曲》,就大篇幅在Steam官網中

  • Challenge System' right there on the Steam description.

    宣傳他們的「個人挑戰系統」。

  • But I think this is something that game designers should keep on the down low. Don't make it

    但我覺得其實這些遊戲開發者應該低調一點,不要將這個功能

  • a press release or a blog post. Keep it a secret.

    公諸於世,而是應該讓它成為秘密。

  • You want to let players reap the benefits of a sliding difficulty scale, that keeps

    你希望讓玩家因為「難度滑尺量度」,而樂在其中----因為

  • perfect pace with their skill level and helps remove areas of boredom or frustration. But

    它可以讓玩家不會有無聊或受挫的狀況。但同時

  • you also want to avoid the drawbacks, of hardcore gamers getting cranky, and others spoiling

    又希望可以避免它帶來的缺點----硬派玩家的暴怒,或是某些玩家

  • their own experience by cheating the system.

    鑽這個遊戲漏洞來刷經驗值。

  • And yes, I do realise that there may be many games that use this system but have done it

    沒錯!我非常清楚有很多遊戲都在使用這個系統,但他們

  • *so* subtly that no one has actually noticed. In which case, bravo mysterious game developers.

    是「偷偷來」,所以根本不會被抓包。真是如此的話,遊戲開發的大大們,接受我的膜拜吧!

  • Thanks for watching! Think you've spotted a game with a secret sliding difficulty scale?

    感謝收看!你覺得自己也找到其他遊戲有「難度滑尺量度」嗎?

  • Whack it in the comments below. Plus, please like the episode, subscribe to the channel,

    那就盡情在底下留言。如果你喜歡這集,請訂閱我的頻道

  • and consider supporting me on Patreon.

    並在Patreon上繼續支持我。

Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design.

大家好!我是Mark Brown,歡迎收看《遊戲開發者懶人包》,一系列的遊戲設計單元。

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