欢迎大家 回到另一节课上 我们来看看游戏类型 Welcome, guys, back to another lecture in this one will be taking a look at game genres.
所以这将是一个非常大的讲座 因为我们将要讨论很多不同的问题 So this is going to be a very big lecture here because we're going to go over a lot of the different
目前流行的游戏类型 game genres that are currently out there.
让我们马上开始吧 So let's get started right away.
根据定义 我们谈论的是一种游戏类型 So by definition, we're talking about a game genre.
这些是在某个游戏中表演的动作的名称 它们基于文学和电影类型 These are names for actions performed in a certain game, and they're based on literary and film genres
同时 也带来了这种娱乐体验 as well, thus bringing forth that entertainment experience with it.
名字也考虑到了比赛的目标 And the names also take into account the goals of the game as well.
那么 主要目标是什么？ So what are the main objectives?
什么工作？ What's the job?
一般来说 当我们谈论这些类型中的任何一种时 这就是我们所拥有的 我们将从 Generally, that's what we have when we talk about any one of these genres and we'll start off with
首先 我们有一个好主意 the first ones, we get a good idea.
所以这里我们要谈谈第一人称射击 So here we're going to talk about first person shooters.
所以当我们看第一人称射击运动员时 他们节奏快 动作导向 他们是一帧一帧的 So when we look at first person shooters, they're fast paced, action oriented, they're frame by frame
故事讲述和主要情节通常在游戏间隙讨论 storytelling and the main plot usually discussed during intermissions of gameplay.
这里的核心技术是射击、躲避和瞄准 The core mechanics here are shooting, dodging and aiming.
我们可以举个例子说 使命召唤 现代战争 And we could take an example and say, call of duty, modern warfare.
这是一个直接的第一人称射击游戏 This is a straight up first person shooter game.
下一个是实时策略 The next one will have is real time strategy.
所以这里的主要故事是在任务或级别之间 So here the main story is between missions or levels.
游戏过程中的小对话只是为了增加趣味性 而这些场景中的剪贴镜头是至关重要的 Little dialogue during gameplay just for flavor and cut scenes in these ones are crucial to deliver
关键情节指向玩家 key plot points to the player.
装备、核心机制通常包括基地建设、部队管理、资源管理和战术 The kit, the core mechanics are usually base building, unit management, resource management and tactical
搏斗 combat.
我们在星际争霸中有一个例子 An example we have here in Starcraft.
如果你们从来没玩过星际争霸 那它就是一个非常棒的游戏 几乎是一个普通的游戏 If you guys never played Starcraft, it's a it's pretty much a staple benchmark run of the mill real
时间策略游戏 time strategy games.
你开始游戏 他们会给你一些对话 You start the game, they give you a bit of dialogue.
在开始时 有一点削减 In the beginning, a little bit of cut.
似乎明白发生了什么 Seem to understand what's going on.
在整个任务中 你都要完成任务 You do the mission throughout the mission.
你会让詹姆斯·雷纳告诉你 或者去看看这个 或者我们去那边 You'll have James Rayner telling you or maybe go look at this or let's go over there.
因此 在这个层次上更新目标的过程中 您将有一点故事时间 So updating the objectives along the way at the level, you'll have a little bit of a story time where
他们有点 你知道 卡齐纳会解释 好吧 这就是我们的反应 they kind of, you know, the Katsina would explain, OK, and this is what happens of our repercussions
从上一级开始 from the previous level.
现在我们进入了下一个阶段 And now we're at the next level.
这基本上是我们的实时战略游戏的作品 That's basically our real time strategy games works.
下一个是角色扮演游戏 The next one we have is role playing games.
现在 故事和这些是游戏的主要驱动因素 Now the story and these ones are the main driving factor of the game.
复杂且相互关联的角色弧分散在整个游戏中 Complex and interconnected character arcs are scattered throughout the entire game.
所以你有很多深度 你有很多角色 这些角色都非常充实 So you have a lot of depth and you have a lot of characters that are fleshed out very well that the
玩家可以与网络连接 players can connect with.
在这里 很明显 这是草率的故事讲述 这取决于游戏的大小 And here, it's sloppy storytelling, obviously, depending on the size of the game.
这里的核心机制是探索、任务和战斗 The core mechanics here are exploration, questing and combat.
曾经的主打游戏是最终幻想 云彩在这里 最终幻想 我只是在做 And once staple game would be Final Fantasy with cloud over here, Final Fantasy, I was just making
游戏已经有很多年了 他们几乎把这一特定的游戏都敲定了 games for many years now and they pretty much hammered down this specific game.
你也可以 比方说 如果你愿意的话 也可以选择《刺客信条》 甚至可以选择《看门狗军团》 You can also take, let's say, Assassin's Creed, if you want, or even watch Dog Legion.
但更多的时候 我认为 对我来说 最终幻想是真正做得很好的幻想之一 But more often than not, Final Fantasy, I think, for me is one of the ones that really did it well
早些时候 early on.
接下来 我们有一个模拟 所以一般来说讲故事是有限的 Next, we have a simulation, so generally there's limited storytelling.
你基本上就是那个讲故事的人 You basically are the one doing the storytelling.
可能会有一些辅助事件来驱动辅助任务或任务 There could be side events which drives side quests or missions.
情节并不总是这个游戏的驱动因素 是一个模拟 Plot is not always the driving factor of this game is a simulation.
你只是在略读一些东西 You just you're skimming something.
根据游戏的不同 玩家可以在游戏中创建自己的事件故事 And depending on the game, players can create their own story of events in the game.
显然 综合管理和基准游戏的核心机制将是模拟人生 And obviously the core mechanics of general management and the benchmark game would be The Sims.
我相信如果有人玩模拟人生 基本上就是你创造一个角色 And I'm sure if anybody in there played The Sims, basically the concept is you create a character,
你在玩游戏 你在房子里 你在玩房子 基本上 you played the game, you're in a house, you're playing house, basically.
所以你必须让你的角色去工作 So you have to send your character to work.
你必须给他们买食物 You have to buy them food.
他们必须吃饭 必须睡觉 They have to eat, they have to sleep.
去洗手间 基本上是模拟某人的日常生活 Just go to the washroom, basically as a simulation of an everyday life of somebody.
下一个是platformer现在 在这里创建一个叙事元素来讲述故事 The next one we have is platformer now levels here create a narrative element that tells the story depending
在整个游戏中 玩家们都在区域内 而且明显地 整个游戏都在讲述着最重要的故事 on the zones the players in and obviously overarching stories being told throughout the entire game.
很明显 我们有一个全球性的故事 玩家需要完成 但每个不同的级别都有 So obviously, we have a global story that the players to complete, but also each different level has
他们自己的小故事 their own little mini story.
一路上 这里的核心机制通常是跳跃战斗和收集 Along the way, the core mechanics here are usually jumping combat and collection.
Sarastro先生现在的超级马里奥64的基准几乎是 And the benchmark for this Super Mario 64 now for Mr. Sarastro is pretty much one of the one of the
我年轻时非常喜欢玩的主要游戏 main games I really enjoy playing in my youth.
它真的把我带进了游戏行业 让我真的想在游戏行业找份工作 It really brought me into the game industry and really made me really want to pursue a job in game industry
因为我真的很喜欢这个游戏是如何设计的 它是如何开发的 because I really enjoyed just basically how the game was designed, how it was developed as well.
天狗用它做了一件很棒的工作 The Tendu did a fantastic job with it.
所以 当我们特别谈论platformer时 我认为《马里奥64》是所有游戏和每个游戏的基准 So when we talk about platformer specifically, I think Mario 64 is the benchmark of all games and every
之后的比赛有点像是朝着同一个方向 game after that has kind of taken the same direction.
但也有一个转折点 But also there's a twist of it.
正当 Right.
所以对于platformer 就像我说的 它非常简单 直接 So for platformer like I said, it's very simple, straightforward.
马里奥64 看看 Mario 64, check it out.
下一个是动作冒险 Our next one is Action Adventure.
现在 根据游戏的不同 故事可以根据主人公的个人背景进行改编 Now, depending on the game, the story can be immersed based on the protagonist's personal background
和动机 and motivation.
传统上 这是一个混合了快速和草率的故事讲述围绕着目标 Traditionally, it's a mix of both fast and sloppy storytelling surrounded by objectives.
这里的核心机制是战斗探索 And here the core mechanics are combat an exploration.
我选择的基本游戏是《巫师》可以做得很好 And the basic game that I would choose for this one would be the witcher could be well done.
它可以是任何一个版本 It could be any one of the version.
但是威格伦将军会把加里达·里维尔看作一个非常严厉的角色 But the WIDGREN general will look at Garralda Revere as a very stern character.
我们真的了解了他们的战斗 他们的幕后故事 他们是谁 是什么驱使他们 We really learn about their battle, their their backstory about who they are and what drives them,
但同时也保持它非常基于动作 几乎像一个探索式的游戏 but also keeping it very action based and almost like an exploration style game.
所以我们讨论这个特定的类型 So we talk about this specific genre.
想想巫师吧 Think of The Witcher.
接下来 我们有动作RPG 所以这些基本上都是故事元素 更容易上手 并且充满了 Next, we have action RPG, so these are basically story elements are more bite sized and packed with
有很多潘趣酒 a lot of punch.
这里是基于玩家与游戏互动的快节奏故事讲述 Here is very fast paced storytelling based on the player's interaction with the game.
这是科米克的机械学 So here are the Cormick mechanics.
机械师们正在收集战斗和任务作为例子 Mechanics are collecting combat and questing as an example.
这将是来自迪斯尼的王国之心 This would be Kingdom Hearts from Disney.
所以这基本上是一款很棒的游戏 真正的动作和RPG 很多RPG So this would basically be one of the great games of where it's really action and RPG, a lot of RPG
它的元素和它的行动 elements to it and it's action along the way.
总的来说 这场比赛很棒 Great game overall.
我认为这部电影很好地定义了这部电影的风格 I think this one pretty really defines what the genre is about.
我们的下一个是沙盒 所以我们将在玩家穿越世界时讨论沙盒 纽约 Our next one is Sandbox, so we'll talk about Sandbox as the players traverse around the world, new
故事中引入了叙事发展 显然取决于玩家探索的动机 narrative developments are introduced to the story, obviously relies on players motivation to explore,
与他们所在的世界的方方面面互动 interact with all facets of the world they're in here.
探索的核心机制和这一类型的主要基准是地雷工艺 The core mechanics of exploration and the main benchmark for this genre is Minecraft.
Minecraft几乎是沙盒的主要产品 Minecraft is pretty much a staple for sandbox.
现在很多游戏都试图模仿这一点 但这几乎已经成为一种真正的轰动 A lot of games try to emulate that nowadays, but it's pretty much what's become a real sensation over
时间 time.
另一个是MMR RPG 所以我们谈到了不再有桥梁 这个故事基本上是基于新的 Another one is MMR, RPG, so we talked about no more bridges, this basically story is based on new
内容介绍 content introduced.
每一个细分或扩张都有一个总的叙事 以小规模展开 Every segment or expansion expansions have an overarching narrative that plays out in small amounts
在整个比赛中 throughout the game.
所以补丁有点补丁 So patches a little patchier.
一分一分二分三的玩家可以通过探索游戏的各个方面来学习新的规则 A point one point two point three players can learn new law by exploring all facets of the game.
这里的核心机制是战斗探索、收集和社交 And the core mechanics here are combat exploration, collecting and socializing.
我想魔兽世界就是一个例子 And example of this would be World of Warcraft, I think.
好吧 魔兽多年来一直有很多仇恨和竞争 但它是其中之一 Well, the Warcraft has had a lot of hate and competition along the years, but it's been one of the
最稳定的比赛已经持续了16年 most consistent games going on 16 years already.
所以魔兽世界将是一个基本的游戏或RPG So will the Warcraft is pretty much a staple of or RPG.
顺便说一句 我还没有把奶油皇室放进去 因为对我来说是战斗皇室 而他们是他们的 And on a side note, I didn't put butter Royales yet because Battle Royale for me, while they are their
自己的风格 own genre.
我觉得它们作为一个整体已经在很多不同的地方做了多次 I felt that they as a whole have been done multiple times throughout a lot of different a lot of different
公司 companies.
他们把动物抽出来 They pumped out animals.
我的意思是 对我来说 动物 基本上他们的主要核心机制就是战斗和美丽 I mean, for me, animals, basically the the main core mechanics for them is just combat and pretty
沿途大量收集小型流氓轻资产 much collecting in small rogue light assets along the way.
像流氓一样 显然不是天才 Roguelike, obviously not a genius.
嗯 我的意思是 正如你们所看到的 伙计们 有很多流派自始至终都在涌现 Well, I mean, as you can see, guys, there's a lot of genres that have been coming out throughout
在过去的十年里 我试图让它们尽可能简单 尽可能高 因为 the last decade, and I try to keep them as simple as possible and as high level as possible, because
通常情况下 你们要做的第一个游戏就是一个游戏 more often than not, the first games that you guys are going to be working on is going to be a game
这个行业已经有好几年了 that's already been in the industry for quite a few years.
除非这是一家初创企业 Unless it's a start up.
我们为独立公司工作 We work for indie company.
通常情况下 独立音乐公司不会试图偏离并创造自己的风格 Then more often than not, indie companies are not going to try to deviate and create their own genre.
他们将坚持行业标准的基本原则 They will pretty much stick to the bread and butter of what the industry standards have been.
所以一般来说 伙计们 最后10张幻灯片几乎是关于所有10种特定类型的 So generally, guys, the last 10 slides have been pretty much about all the 10 specific genres have
多年来一直是行业标准 been industry standard throughout the years.
伙计们 我们的游戏类型基本上就是这样 And that's pretty much it, guys, for our game genres as a whole.
下节课我们再见 And I'll see you all in the next lecture.