Design

[翻譯] The secret to Mario level design


本文轉錄自gamasutra

http://www.gamasutra.com/view/news/168463/The_secret_to_Mario_level_design_.php

The secret to Mario level design
by Christian Nutt [Console/PC, Exclusive, Design]

April 13, 2012

The secret to Mario level design

瑪莉歐關卡設計的秘訣

In a new feature interview, Koichi Hayashida, director of Super Mario 3D Land and Super Mario Galaxy 2 reveals one of Miyamoto’s secrets for engaging level design.
在一次訪問中,Super Mario 3D Land與Super Mario Galaxy 2的製作人Koichi Hayashida揭露了宮本茂設計關卡的秘密。

“Yes, I do think it’s really important to decide on a core concept in level design," says Hayashida, when asked if the levels in Super Mario 3D Land were each designed around a specific gameplay idea.
當談論到每個Super Mario 3D Land的關卡都圍繞著遊玩的一部分Hayashida說道:決定關卡設計的核心概念是很重要的。

However, though he led level design for Super Mario Galaxy and directed its sequel, he reveals that “it wasn’t really until Super Mario 3D Land that I think I really became a lot more rigorous about enforcing that in level design, where you have a clear concept in the beginning, and that’s carried through absolutely all the way."
雖然設計過Super Mario Galaxy跟其續作的關卡,直到Super Mario 3D Land我才真正嚴肅地強迫自己把這概念放到遊戲設計裡,自開始到結束都有一個清楚的想法。

“First, you have to learn how to use that gameplay mechanic, and then the stage will offer you a slightly more complicated scenario in which you have to use it. And then the next step is something crazy happens that makes you think about it in a way you weren’t expecting. And then you get to demonstrate, finally, what sort of mastery you’ve gained over it," he says.
首先玩家要先學習如何使用新的技巧,然後這關會增加一些些更複雜的情境,強迫玩家必須使用新的技巧。然後玩家經歷一些特別難以想像的內容,最後玩家就能證明已經能夠很純熟的使用它。

“It’s very similar to a narrative structure that you find in four-panel comics. Something that’s talked a lot about in Japanese manga, for example, is a phrase, kishoutenketsu, where you introduce a concept, and then in the next panel you develop the idea a little bit more; in the third panel there’s something of a change-up, and then in the fourth panel you have your conclusion."
這跟日本漫畫四格漫畫的敘事方式很類似,就是起承轉合,開啟想法,繼續擴展,改變,最後做總結。

This concept has been introduced to Nintendo by Mario creator Shigeru Miyamoto, who used to draw comics when he was younger, says Hayashida.
這概念是被馬力歐的創造者宮本茂所引進任天堂,導因於他年輕時畫漫畫的經驗。

“He drew comics as a kid, and so he would always talk about how you have to think about, what is that denouement going to be? What is that third step? That ten [twist] that really surprises people. That’s something that has always been very close to our philosophy of level design, is trying to think of that surprise."
他畫漫畫時就像小孩一樣,總是想著讀者如何思考,如何結局?第三步是什麼?這樣的扭轉都會使讀者驚訝。跟遊戲的關卡設計哲學非常相同,作到出其不意。

The full feature, in which Hayashida goes further in depth into this concept as well as discussing how Nintendo approaches playtesting — and more — is live now on Gamasutra.
完整的訪問,Hayashida深入說明任天堂的遊玩測試現在就在Gamasutra上。

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