[請益] 關於偷竊的設計
現在很多單機遊戲,尤其是美式RPG遊戲,都有偷竊系統
事實上偷竊系統也不是不好,只是到最後都會像成得了強迫症般的執行
至少我就是如此。
偷竊技能是什麼?其實就是把所有的路人當作會移動的寶箱
只要你偷竊技能夠高,就能打開對方口袋的鎖。
然而偷竊這系統,說真的我越來越覺得有些弊大於利
這就好比玩遊戲在路上看到了寶箱,沒有人會不嘗試著去打開吧?
雖然明知道每個路人身上帶的十之八九都是垃圾,還是會想去看、甚至去偷。
很多遊戲玩到中後期,每到一個新地點,就是開始先繞一圈把能偷的拿一拿,
最後再開始找路人對話,接任務....
後來發現,這樣實在很影響遊戲體驗。
如果說偷竊時就直接跟你講會成功或失敗的,那倒還好
若是有機率性失敗的,恐怕免不了一直S/L了....
偷竊系統應該是讓玩家更有代入感的設計才對,
在某些時候可以不顧道德順手牽羊,滿足玩家邪惡、貪婪的扮演念頭
但似現在似乎有點本末倒置了,
不偷看一下NPC身上有沒有寶,就覺得渾身不對勁,
但每個NPC身上一直看、一直偷。重複S/L,又會使得整個遊戲節奏被打斷
進而提前放棄這個遊戲。
不知道大家對偷竊系統,有什麼看法嗎?
謝謝。
--
至今我仍然深深相信,我是個帥哥,不過是量子力學定義中的帥哥。
當沒人觀測我的時候,我肯定是全地球最帥的男人。
--
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