Masahiro Sakurai on Creating Games - D09 - Maps Are Game Screens Too
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Masahiro Sakurai on Creating Games - D09 - Maps Are Game Screens Too
(00:03) 玩过各种游戏后,我常深切感受到:我们其实是在地图界面上玩游戏。虽说是漫步在 3D 空间,但视线总被角落的小地图绑架——明明主画面辽阔壮美,实际却盯着方寸之地操作,总觉暴殄天物。平面俯瞰尚可应付,立体空间的表现则尤为棘手。像 Subnautica 那样需要表现三维地形的作品,全局地图的识别度与操作流畅度如何平衡?频繁切换全屏地图毕竟恼人,但这不该成为放弃思考的借口。谈及地图处理,Shiren the Wanderer 系列让我印象深刻
(01:07) 该系列采用半透明全局地图覆盖主画面,按键即可切换纯净地图模式。虽非万能设计,却是革命性的启示:与其强化地图功能,不如增加主画面的信息密度。比如 极限竞速 Forza Horizon 等竞速游戏的引导系统,即使不看小地图,也能通过弯道曲率提示预判路线。即便不采用此法,通过环境叙事暗示关键位置——建筑排布、地貌特征等视觉语言,同样能达成空间引导。思考玩家的视觉焦点分布本就是重要课题,洞悉玩家认知规律更是核心要义
(02:12) 这个充满启示的命题,或许值得在游戏创作中持续探索
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