《英雄联盟》设计师分享游戏设计实战手册
League of Legends designer shares game design field manual

原始链接: https://areadenial.games/design/preface#00-01

本手册提出,“游戏手感”与“游戏对待玩家的方式”存在于同一个时间体验的连续体上,涵盖了从毫秒级的反馈到长达数年的互动。文中指出,每一个设计决策——从打击停顿(hitstop)和后坐力,到匹配机制和社区排行榜——都是一种沟通方式,用以告知玩家其操作的意义,以及系统如何衡量这些操作的价值。 本书分为三个主要部分: * **第一部分(连续体):** 按时间尺度组织,涵盖了游戏手感、用户体验(UX)、新手引导、竞技系统、元游戏、社交结构及运营维护。书中强调,与旨在帮助用户离开的网页端用户体验不同,游戏设计必须优先考虑维持玩家的参与度。 * **第二部分(设计愿景):** 为游戏开发提供了实用的模板,包括从最初概念到首个可玩版本中确定功能优先级的“由内而外模型”(Inside-Out Model)。 * **第三部分(破局之道):** 提供了二十一种可操作的流程“招式”,旨在帮助克服创意瓶颈与开发停滞。 总之,本书将游戏设计定位为一门整体性学科,其中每一个细节都体现了设计意图、准则及玩家关系。

这篇 Hacker News 帖子讨论了一位《英雄联盟》(LoL)设计师分享的“游戏设计实战手册”。然而,评论区很快转向了关于 MOBA 游戏起源的争论。 批评者认为,《英雄联盟》的成功完全建立在 IceFrog 创作的原始《DotA》地图之上,并指责 Riot Games 未能认可或补偿原始创作者。相反,其他人则提供了历史背景,指出 IceFrog 只是从《星际争霸》自定义地图开始的长久开发者序列中的一名维护者。 参与者争论《英雄联盟》作为《DotA》衍生品的身份是否损害了其作为独立作品的合法性。虽然有些人坚持认为它最初是直接的“抄袭”,但另一些人则认为,该游戏已经发展成为一款独特且精心打造的产品,并将其演变比作建立在既定规则之上而非声称原创发明的体育模拟游戏。
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原文

I treat “game feel” and “how the game treats you” as one continuum, and this manual walks it from 33 milliseconds to seven years.

Swink called the sensation of controlling a digital object the most overlooked phenomenon in HCI, and the field mostly stopped reading at a hundred milliseconds. The sensation of being governed by a digital system (measured by it, priced by it, recognized by it over months) is the same phenomenon at longer exposure, and it gets even less credit. A hitstop and a ranked split are both the game telling you what your actions meant. So Section 01’s chapters are ordered by timescale, shortest to longest, because the structure is the argument:

01.01 Game feel. The first 33 milliseconds. The smallest statements: hitstop, recoil, the weight of a death. A time-to-kill number is a philosophy of dying. I shipped inside two studios that held opposite ones, both coherent.

01.02 Game UX. The session. Can they do it, do they understand it, does it feel good? In that order, no skipping. Web UX serves a user who wants to leave. We serve a player who wants to stay, and that changes most of what the web taught us.

01.03 Onboarding. The first hours. Marketing is a promise the game has to keep, launch day is part of the tutorial, and somewhere in the first session there’s a moment where the player nods. Everything before that nod is running on credit.

01.04 Competitive systems. The season. A ladder is a contract about what gets measured and what being measured costs. Keeping that contract explicit is the whole job. That, and the one thing a matchmaker must never be allowed to optimize.

01.05 Metagame. The account. One match record, opened up, powers tier lists, mastery, social resumes, and a third-party ecosystem no first-party roadmap could buy. Also: what the battle pass genuinely fixed, and what it traded the dice for.

01.06 Social systems. The community. The scoreboard is a values statement, probably the purest expression of this preface. What a game makes visible, players optimize, so choose what you display like it’s doctrine (because it is).

01.07 Live ops. The years. Who owns a shipped system: you, or the people living in it? The patch is the product, a season is a promise structure, and a reversal budget is insurance you buy hoping never to learn why you needed it.

After that comes Section 02, Design Vision: the template I use to take a game from a blank page to a first playable, including the Inside-Out Model for deciding what to build first, next, and later. Then Section 03, Getting Unstuck: twenty-one process tricks for getting unstuck, in three suits. No theory, just moves.

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