2026-0112-1116 gdc - The Level Design of God of War 4


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根据 GDC 2019 的演讲“《战神》(God of War)关卡设计:从传统规则到现代大师之路”,圣莫尼卡工作室的 Rob Davis 分享了游戏如何通过 6 条核心规则来平衡动作与冒险。

以下是详细的总结:

1. 三大核心支柱 (Core Pillars)

在 2014 年,工作室决定打破前作“战斗、跳跃、谜题”的公式,确立了新的三大支柱:

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camera is the genre

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2. 将支柱转化为指标 (Metrics)

为了保证布局清晰和开发一致性,团队制定了严格的 “建筑标准”

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3. 每个关卡都有强主题 (Strong Themes)

一个好的关卡必须有一个独特的游戏元素作为“核心锚点”。

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4. 关键路径解锁新能力 (New Ability Unlock)

游戏每 90 到 120 分钟会解锁一个新能力,以保持新鲜感并驱动主题。

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5. 明确的探索间歇期 (Exploration Breaks)

关卡遵循 “3/4 规则”

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6. 枢纽(Hub)并非开放世界

圣莫尼卡将“九界之湖”设计为 “轮轴式结构 (Hub and Spoke)”

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补充洞察:

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这些“经典设计规则”让《战神》在技术挑战巨大的情况下,依然能提供稳定且富有层次感的动作冒险体验。

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