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Views in video games are observation points used to highlight a lot of objects into one frame or shot using a special camera move. Vistas are special types of views that show distant objects, mainly far off landscapes.
电子游戏中的视图是观察点,用于将许多对象突出显示为一帧或使用特殊的相机移动来拍摄。 远景是特殊类型的视图,可显示远处的物体,主要是远离景观的物体。
Certain games use vistas as one-off moments (like Uncharted and Tomb Raider) where a special camera move will highlight the vista for the first time. Other games like Zelda: Breath of the Wild allows the players to look at views and vistas as they like without a special camera move. Other than showing off beautiful art, these views and vistas perform some important functions in game design. Let us take a look at them.
某些游戏使用远景作为一次性时刻(例如Uncharted和Tomb Raider ),其中特殊的摄像头移动将首次突出显示远景。 其他游戏,例如《 塞尔达传说:荒野之息》,可以让玩家自由观看摄像机的景色和远景。 除了炫耀精美的艺术品,这些视图和远景还可以在游戏设计中发挥某些重要作用。 让我们看看它们。
1.起搏 (1. Pacing)
This is probably the most common function of a vista. A vista is considered a low intensity beat in design and provides a break to the player between high-intensity beats. For a lot of games, vistas are a mandatory part of the experience to maintain pacing and convey information while for others, it is optional to interact with them.
这可能是Vista最常见的功能。 远景在设计上被认为是低强度的节拍,并在高强度的节拍之间为演奏者提供了休息时间。 对于很多游戏而言,远景是维持节奏和传达信息的必不可少的一部分,而对于其他游戏,与它们进行交互是可选的。
2.突出目标和地标 (2. Highlight goals and landmarks)
Vistas highlight faraway landmarks in multiple directions allowing the player to create and maintain a mental map of the world. Open world games frequently use this technique to guide players around the world.
Vista可以在多个方向突出显示遥远的地标,从而使玩家可以创建和维护世界思维图。 开放世界游戏经常使用这种技术来指导世界各地的玩家。
Zelda: Breath of the Wild and Assassin’s Creed games make good use of this technique.
塞尔达传说:荒野之息和刺客信条游戏都很好地利用了这种技术。
3.突出未来的游戏路线 (3. Highlight future gameplay paths)
Views are very commonly used to highlight future paths. Do you remember the last time you saw a game moving its camera to show the path you must take to your next goal? All the time, right?! Though this only counts if there is a clear observation for the player to see where to go. This observation point can be a view as well as a vista. It is important to note that this observation point is not to be confused with a high vantage point that aims to show all aspects of the surrounding area - like a tower top in a fort outpost.
视图通常用于突出显示将来的路径。 您是否还记得上次看到游戏移动摄像机以显示必须达到下一个目标的路径吗? 一直在,对吗? 虽然这仅在玩家清楚观察到要去哪里时才算在内。 这个观察点既可以是视野,也可以是远景。 重要的是要注意,此观察点不应与旨在显示周围区域所有方面的高角度相混淆-就像堡垒哨所中的塔顶。
4.显示先前浏览过的路径或区域 (4. Show a previously explored path or area)
A vista can also be used to show previously explored paths or areas. This vista rewards the players by showing them a good chunk of the game that they have cleared. Looking back at previously traversed spaces is a nice reminder of the player’s experience so far and also shows how different areas are tied together from a higher vantage point.
远景也可用于显示以前探索的路径或区域。 这种远景通过向玩家展示他们清除的大部分游戏来奖励他们。 回顾以前遍历的空间可以很好地提醒玩家到目前为止的经历,并且还显示了如何从更高的视角将不同的区域联系在一起。
A cleverly placed observation point will show previously explored paths and hint at future paths at the same time.
巧妙放置的观察点将显示以前探索的路径,并同时提示将来的路径。
5.显示一个大难题场景 (5. Show a large puzzle scenario)
When introducing a puzzle, it is always good to highlight as many puzzle elements as possible in a single frame. Sometimes when the puzzle elements are too big to fit into a player camera set up, a view is set up to frame all or most of the elements and introduce the player to the puzzle. This view can also contain elements of a vista while showing off distant objects to set the tone of the level.
引入拼图时,最好在单个框架中突出显示尽可能多的拼图元素。 有时,当拼图元素太大而无法放入玩家的摄像机设置中时,就会建立一个视图以框住所有或大部分元素,并将玩家介绍给拼图。 该视图还可以包含远景元素,同时炫耀远处的对象以设置级别的色调。
Tomb Raider is a great example of this, especially challenge tombs, which culminate in a final puzzle room with large mechanical elements.
古墓丽影》就是一个很好的例子,尤其是具有挑战性的古墓,这些古墓最终在具有大型机械元素的最终拼图室中达到顶峰。
6.提示新的机械师或系统 (6. Hint to a new mechanic or system)
We have already looked at views and vistas being used to highlight future gameplay areas. A designer can go even deeper here by showing an area where a new mechanic or system, that is yet to be introduced by the game, will be used.
我们已经研究了用于突出未来游戏领域的视图和远景。 设计师可以通过显示将要使用的新机制或系统(将由游戏引入)的区域来进一步深入研究。
A great example of this is the paraglider in The Legend of Zelda: Breath of the Wild. While the player is still on the Great plateau (starting area), they can see far off gameplay spaces. Yet, reaching there seems impossible as the starting area is at a much greater height than the surrounding gameplay areas. Therefore, any attempt to jump or climb down to those areas without the use of a paraglider (which the player has not yet received) will result in Link falling to his death.
一个很好的例子是《 塞尔达传说:狂野的呼吸》中的滑翔伞。 当玩家仍在大高原(起始区域)上时,他们可以看到远处的游戏空间。 但是,到达那里似乎是不可能的,因为起始区域比周围的游戏区域高得多。 因此,任何不使用滑翔伞(玩家尚未收到)而跳入或爬下这些区域的尝试都会导致Link死亡。
7.突出区域主题 (7. Highlighting the theme of an area)
Understanding the playable area from a higher vantage point has another advantage. It reveals a lot about the story behind the area. Imagine a city that has been leveled by a nuclear blast. It is difficult to understand the destruction when standing in the city debris. But taking a look from a higher vantage point can help the player understand the gravity of the situation.
从更高的角度了解游戏区域还有另一个优势。 它揭示了该地区背后的故事。 想象一个被核爆炸夷为平地的城市。 站在城市碎片上很难理解破坏。 但是从更高的角度来看,可以帮助玩家理解情况的严重性。
On a lighter note, there could be a festival going on in a town, and taking it all in, in the form of a vista, can tell the player the story behind the festival and how people enjoy it. All in one frame!
一个轻松的说法是,某个城镇可能会举办一个节日,并且以远景的形式将其全部纳入,可以告诉玩家节日背后的故事以及人们如何享受它。 在一帧中!
8.在游戏空间之外讲故事 (8. Tell a story outside the gameplay space)
It is difficult to show moments, for example, a space war, inside the gameplay space when the player is on the ground. Vistas are great opportunities to tell stories happening in the distance. Halo uses this technique masterfully to show large scale stories happening in the background.
当玩家在地面上时,很难在游戏空间内显示瞬间,例如太空战争。 远景是讲远方故事的绝佳机会。 Halo熟练使用此技术来显示背景中发生的大规模故事。
9.增加世界规模 (9. Increase the world size)
Often times playable game areas themselves are not good enough to make the world seem wholesome and sufficiently large. Cleverly placed vistas, showing off objects a lot farther away than the player can reach, can make the world feel wholesome and seem a lot bigger than it really is.
通常,可玩游戏区域本身并不足以使整个世界看起来健康且足够大。 巧妙地放置远景,可以将物体展示得比玩家可以到达的更远,可以使整个世界变得健康,并且看起来比实际要大得多。
While a lot of games use this trick, my favorite examples are vistas in shorter single-player adventures like What remains of Edith Finch, where the playable area is limited to a large house and a path to the house.
虽然很多游戏都使用这种技巧,但我最喜欢的示例是较短的单人冒险中的远景,例如Edith Finch的《剩下的东西》 ,其中可玩区域仅限于大房子和通往房子的道路。
This shot from What Remains of Edith Finch cleverly shows the whole island that the house stands on, making the world seem bigger than it really is.
伊迪丝·芬奇的遗物拍摄的这张照片巧妙地显示了房子所处的整个岛屿,这使世界看上去比实际要大。
10.情感奖励 (10. Emotional rewards)
Vistas are a great example of emotional rewards. They neither provide any tangible skills or abilities to the character nor systemically heal or level up the player. Though they provide a sense of accomplishment much like how reaching the top of a peak to get a good view feels. Sometimes this feeling is more than enough motivation to explore the world more.
远景是情感奖励的一个很好的例子。 他们既不能为角色提供任何切实的技能或能力,也不能系统地治愈或升级玩家。 尽管它们提供了成就感,就像到达顶峰以获得良好视野的感觉一样。 有时候,这种感觉足以激发人们探索世界的动力。
It is important here to distinguish between an emotional response and an emotional reward. All vistas might trigger an emotional response (because of the beautiful art) but not all vistas are emotional rewards. Vistas work as rewards when players work hard to reach the high vantage point that triggers the vista.
在这里重要的是要区分情绪React和情绪奖励。 所有的远景都可能触发情感React(由于精美的艺术品),但并非所有的远景都是情感上的奖励。 当玩家努力达到触发远景的高有利位置时,远景将作为奖励。
结论 (Conclusion)
Views and vistas are far more important than we realize. They are a great way to show a large amount of information in a few frames. They can be used to highlight paths, story, exposition, goals, etc, without the use of dialogue and emotionally reward the player at the same time. Usually, they perform a combination of functions discussed above. So, the next time you see a beautiful view in a game, try to understand why the designer and the artist placed it there. What does it do for the player besides showing potentially exceptional game art?
视野和远景远比我们意识到的重要。 它们是在几帧中显示大量信息的好方法。 它们可用于突出显示路径,故事,论述,目标等,而无需使用对话并在情感上同时奖励玩家。 通常,它们执行上述功能的组合。 因此,下一次您在游戏中看到美丽的景色时,请尝试理解为什么设计师和艺术家将它放在此处。 除了展示潜在的出色游戏艺术外,它还对玩家有什么作用?
Here are some more reads on the use and creation of views & vistas in video game design:
以下是有关在视频游戏设计中使用和创建视图和远景的更多信息:
https://gamedevelopment.tutsplus.com/articles/level-design-views-and-vistas--cms-25036
https://gamedevelopment.tutsplus.com/articles/level-design-views-and-vistas--cms-25036
https://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
https://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
http://www.mikebarclay.co.uk/my-level-design-guidelines/
http://www.mikebarclay.co.uk/my-level-design-guidelines/
翻译自: https://medium.com/nyc-design/function-of-vistas-and-views-in-game-design-5bd069cfc05f
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