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Params: post, 378341, a:54:{i:0;s:618:"近日,又有一款爆款小游戏引起了群众热议,甚至知乎上都出现了关于它玩法的讨论话题,这款游戏就是——《合成大西瓜》。之所以说“又”,是因为这已经不是第一次出现这种现象级的小游戏了,早有气死人不偿命的《flappy bird》,晚有连猫都会玩的微信小游戏《跳一跳》。这些游戏都在当时引起了相当高的讨论度,甚至创造不少有趣的梗。
大家也发现了一个非常有趣的现象,这些并不复杂的小游戏都无一例外地有一个共同点——能让玩家产生上瘾的感觉。
";i:1;a:4:{s:3:"tag";s:3:"url";s:6:"option";s:66:"https://static.cnbetacdn.com/article/2021/0128/89e848f7bce5d37.jpg";s:8:"original";a:2:{i:0;s:74:"[URL='https://static.cnbetacdn.com/article/2021/0128/89e848f7bce5d37.jpg']";i:1;s:6:"[/URL]";}s:8:"children";a:1:{i:0;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:96:"https://rdimg.com/proxy/https://static.cnbetacdn.com/thumb/article/2021/0128/89e848f7bce5d37.jpg";}}}}i:2;s:276:"
论制作,这些小游戏可能的花费可能还没有3A大作一幅原画的经费高;论游戏玩法,这些小游戏基本就只有一个模式一种玩法。那到底为什么经历过大风大浪玩家也会不禁沉沦进这些制作单一小游戏之中呢?
";i:3;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:27:"永无止境的游戏目标";}}i:4;s:14:"
早在智能";i:5;a:4:{s:3:"tag";s:3:"url";s:6:"option";s:76:"https://c.duomai.com/track.php?site_id=242986&euid=&t=https://shouji.jd.com/";s:8:"original";a:2:{i:0;s:84:"[URL='https://c.duomai.com/track.php?site_id=242986&euid=&t=https://shouji.jd.com/']";i:1;s:6:"[/URL]";}s:8:"children";a:1:{i:0;s:6:"手机";}}i:6;s:255:"普及之前,智能手机就有许多小而精的游戏,像《水果忍者》、《神庙逃亡》等都是最好的例子,它们当时成为了手游风向标级别的作品。很多玩家都会玩得不亦乐乎,一旦上手就会停不下来。";i:7;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:192:"其实这些游戏都在某种程度上利用了其特有机制,定制了一个玩家无法拒绝的规则,玩家在游玩的过程会不自觉地走进他们设计的“魔法圈”里。";}}i:8;s:2:"
";i:9;a:4:{s:3:"tag";s:3:"url";s:6:"option";s:66:"https://static.cnbetacdn.com/article/2021/0128/1ce16126e2d90ac.jpg";s:8:"original";a:2:{i:0;s:74:"[URL='https://static.cnbetacdn.com/article/2021/0128/1ce16126e2d90ac.jpg']";i:1;s:6:"[/URL]";}s:8:"children";a:1:{i:0;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:96:"https://rdimg.com/proxy/https://static.cnbetacdn.com/thumb/article/2021/0128/1ce16126e2d90ac.jpg";}}}}i:10;s:2:"
";i:11;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:186:"如果玩家细心观察的话,就会发现很多小游戏都会有着“无限”的属性,它们不会告诉玩家终点是什么,也不会让玩家知道玩法的意义在哪。";}}i:12;s:256:"这种“无限”贯穿了整个游戏,《跳一跳》无尽的跳跃平台;《flappy bird》看不到尽头的水管通道;《合成大西瓜》落不尽的缤纷水果。虽然玩家也知道这一事实,但是他们也会愿意乐在其中。
";i:13;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:90:"https://rdimg.com/proxy/https://static.cnbetacdn.com/article/2021/0128/4b3992b59fa1cb4.jpg";}}i:14;s:2:"
";i:15;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:201:"其实这种“无限”的属性是游戏制作者的刻意为之,它的不给予玩家游玩的上限,消解了游玩的目的性,玩家也会在不断地游玩中逐渐消磨了思考能力。";}}i:16;s:709:"没错,这类游戏的要达成的最佳目标就是让玩家放弃思考,让他们在既定的游戏规则中形成条件反射。“无限”的机制就是一个漫长的条件反射训练,玩家也会在逐渐延长的游戏流程中产生不自觉的瘾性,操作往往在下意识之间就完成了。
玩家在玩游戏的时候,总会不自觉地给自己定立目标,例如“打赢这个boss就睡觉”“打赢这把就学习”“打完这局文明6就去锻炼身体”等等。游戏的目标不仅仅是为了限制游玩的度,这样做还能在一定程度上不丧失游玩的动力,并且清晰明白自己的操作所带来的收获,可以说是游戏的内驱动力。";i:17;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:72:"但是为什么这些小游戏却偏偏想到了反其道而行之呢?";}}i:18;s:2:"
";i:19;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:73:"https://img.leikeji.com/resource/img/c6b9a6de2daa46f08f2fd27638aabba0.jpg";}}i:20;s:392:"
这一定程度上说是快餐化的生活节奏问题,逐渐缩短的生活时间,更便利的设备和应用,让现在的人们很难再愿意花费时间去慢慢了解和享受游戏。如果在游玩前知道了游戏目标的冗长,游戏就很难再吸引到玩家,所以他们从一开始就放弃为游戏设计目标,让玩家自己的操作来决定游玩的时间。";i:21;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:84:"小游戏的“无限”,在某种层面上反应了我们这个时代的侧面。";}}i:22;s:2:"
";i:23;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:27:"简洁纯粹的游戏玩法";}}i:24;s:124:"
无论是《flappy bird》还是微信小程序的《跳一跳》,他们都有一个显著的特征——操作简单。";i:25;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:3:{i:0;s:141:"这两款游戏的设计理念基本就是能用一根手指操作的就绝不会用两根,易上手、门槛低,玩家往往都不需要";i:1;a:4:{s:3:"tag";s:3:"url";s:6:"option";s:149:"https://c.duomai.com/track.php?k=iRyUSQzUycwRHdo1Ddm0DZpVXZmkDN2ITPklWYmYDO5IDNy0DZp9VZ0l2cmUmchdHdm92cGJTJjZkMl42Yu02bj5SZy9GdzRnZvN3byNWat5yd3dnRyU";s:8:"original";a:2:{i:0;s:157:"[URL='https://c.duomai.com/track.php?k=iRyUSQzUycwRHdo1Ddm0DZpVXZmkDN2ITPklWYmYDO5IDNy0DZp9VZ0l2cmUmchdHdm92cGJTJjZkMl42Yu02bj5SZy9GdzRnZvN3byNWat5yd3dnRyU']";i:1;s:6:"[/URL]";}s:8:"children";a:1:{i:0;s:6:"教程";}}i:2;s:57:"就能掌握游戏的玩法,进而就会沉浸进去。";}}i:26;s:2:"
";i:27;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:73:"https://img.leikeji.com/resource/img/54851909b6fb4a928988062b6664cdeb.gif";}}i:28;s:218:"
虽然这样的设计看起来很简单,甚至会觉得就是偷懒的行为,但其实这却是最难构思的游戏玩法,因为这种简洁的游戏往往会在好玩与不好玩的钢丝线上两头摇摆。";i:29;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:240:"简洁的玩法带给玩家最直接的感受就是不用在操作上在花更多复杂的心思,专心把注意力放在操作的时机上,这种专注很容易转换为沉浸,而沉浸之后的失败也会给玩家更强的冲击。";}}i:30;s:397:"
比起很多游戏致力于让玩家体验到更多的要素,这些小游戏给予玩家更多的是挑战,这一点宫崎英高的《黑暗之魂》系列就是典范,通过增加难度来增强游戏的挑战和成就感。虽然这些微不足道的小游戏没有华丽的画面、丰富的系统、革新的游戏性,但它们在游戏的难度设计上却有着独特的想法。
";i:31;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:73:"https://img.leikeji.com/resource/img/6a530854b3124415ad9bf0e451ef2808.jpg";}}i:32;s:250:"
令玩家最绝望的可能不是无法战胜的boss,而是心有余而力不足的操作,游戏经常通过限制玩家的操作来增加游戏的难度,曾经上天入地的奎爷在《战神4》中也得老老实实一步步翻山越岭。";i:33;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:189:"小游戏的操作就更局限了,只留下一个可操作选项,却也保留玩家操作时机的自由,这就让游戏难度平衡在一个能吸引玩家继续玩下去的境地。";}}i:34;s:2:"
";i:35;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:73:"https://img.leikeji.com/resource/img/96c8f40b426d4f6aa9187cbef4d36c8b.jpg";}}i:36;s:2:"
";i:37;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:168:"这种简洁玩法的本质是让玩家忽略游戏操作的难度,能放弃思考专注于操作的时机,在降低门槛的同时也消解了游戏本身内容。";}}i:38;s:206:"和前面说的一样,这样的设计依然是想让玩家把放弃思考,用更多的时间来沉浸在游戏中,简单的操作让游玩更加便利,玩家也会不自觉地玩到“上瘾”。
";i:39;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:33:"“爆破”压力的游戏设计";}}i:40;s:376:"
人人都有压力,在学校会有学业压力,出社会了有生存压力,而游戏就成了我们释放压力的最佳途径。
每个人都有自己释放压力的方式,有人会去专门的场所破坏一通泄气,有人会看治愈的猫猫狗狗来舒缓,也有人会到超市捏碎方便面泄愤。释放压力最直观的方式,就是“爆破”。";i:41;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:201:"我们会常常把游戏中某些指代不明事物幻想成现实对应的东西,然后通过破坏掉它们来消解这份压力,而我们今天的讲的小游戏中,就暗藏了这些设计。";}}i:42;s:219:"
《合成大西瓜》和《2048》本质上是一个类型的游戏,通过相同元素的合成消解,积攒出最大的合成体,只不过《合成大西瓜》用了更加具象的水果来表示这些元素。";i:43;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:237:"这些元素合成积攒的过程也是玩家内心情绪的积累,元素合成为最终目标时,积攒的情绪和压力就会爆破式释放,所以某种程度上说玩家的游玩就是一个释放爆破消极情绪的过程。";}}i:44;s:2:"
";i:45;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:90:"https://rdimg.com/proxy/https://static.cnbetacdn.com/article/2021/0128/bb4be1dd35f668c.jpg";}}i:46;s:2:"
";i:47;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:225:"而游戏也需要让玩家积压足够的压力才能实现“爆破”的这一目的,所以游戏会有一定的难度的设计,随着游戏进度逐渐加深的难度设计就是为了把玩家一步步拉入坑中。";}}i:48;s:220:"《flappy bird》让人抓狂的操作也是这个原理,纵使玩家在游戏中受苦千遍万遍,只要最后结果有了突破,玩家积攒的压力就会有所释放。“爆破”的起点往往是积累。
";i:49;a:4:{s:3:"tag";s:3:"img";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[IMG]";i:1;s:6:"[/IMG]";}s:8:"children";a:1:{i:0;s:90:"https://rdimg.com/proxy/https://static.cnbetacdn.com/article/2021/0128/035a6e8047a1279.jpg";}}i:50;s:262:"
其实这种积攒到释放的“爆破”游戏原理早在《俄罗斯方块》、《扫雷》等游戏中就有体现,不过如今玩家有了更便利的设备、更便利的方式去游玩这些游戏,这也让这种游戏得到了很好的传播。
";i:51;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:6:"小结";}}i:52;s:327:"
《合成大西瓜》的爆火其实也算是沾了时事热点的光,在2021年初的各种“大瓜”让人们应接不暇,“吃瓜”这个词也闯入了更多的生活之中。游戏本身的形式并不算新鲜,硬要说设计形象有新意的话,这款游戏可能还没有《合成大欧派》有意思。";i:53;a:4:{s:3:"tag";s:1:"b";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[B]";i:1;s:4:"[/B]";}s:8:"children";a:1:{i:0;s:87:"不过这些小游戏走红背后的原理,可能远比它本身来的更有意义。";}}}, 1621686945, 1714332735
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