vista下載
Views in video games are observation points used to highlight a lot of objects into one frame or shot using a special camera move. Vistas are special types of views that show distant objects, mainly far off landscapes.
電子游戲中的視圖是觀察點,用于將許多對象突出顯示為一幀或使用特殊的相機移動來拍攝。 遠景是特殊類型的視圖,可顯示遠處的物體,主要是遠離景觀的物體。
Certain games use vistas as one-off moments (like Uncharted and Tomb Raider) where a special camera move will highlight the vista for the first time. Other games like Zelda: Breath of the Wild allows the players to look at views and vistas as they like without a special camera move. Other than showing off beautiful art, these views and vistas perform some important functions in game design. Let us take a look at them.
某些游戲使用遠景作為一次性時刻(例如Uncharted和Tomb Raider ),其中特殊的攝像頭移動將首次突出顯示遠景。 其他游戲,例如《 塞爾達傳說:荒野之息》,可以讓玩家自由觀看攝像機的景色和遠景。 除了炫耀精美的藝術品,這些視圖和遠景還可以在游戲設計中發揮某些重要作用。 讓我們看看它們。
1.起搏 (1. Pacing)
This is probably the most common function of a vista. A vista is considered a low intensity beat in design and provides a break to the player between high-intensity beats. For a lot of games, vistas are a mandatory part of the experience to maintain pacing and convey information while for others, it is optional to interact with them.
這可能是Vista最常見的功能。 遠景在設計上被認為是低強度的節拍,并在高強度的節拍之間為演奏者提供了休息時間。 對于很多游戲而言,遠景是維持節奏和傳達信息的必不可少的一部分,而對于其他游戲,與它們進行交互是可選的。
2.突出目標和地標 (2. Highlight goals and landmarks)
Vistas highlight faraway landmarks in multiple directions allowing the player to create and maintain a mental map of the world. Open world games frequently use this technique to guide players around the world.
Vista可以在多個方向突出顯示遙遠的地標,從而使玩家可以創建和維護世界思維圖。 開放世界游戲經常使用這種技術來指導世界各地的玩家。
Zelda: Breath of the Wild and Assassin’s Creed games make good use of this technique.
塞爾達傳說:荒野之息和刺客信條游戲都很好地利用了這種技術。


3.突出未來的游戲路線 (3. Highlight future gameplay paths)
Views are very commonly used to highlight future paths. Do you remember the last time you saw a game moving its camera to show the path you must take to your next goal? All the time, right?! Though this only counts if there is a clear observation for the player to see where to go. This observation point can be a view as well as a vista. It is important to note that this observation point is not to be confused with a high vantage point that aims to show all aspects of the surrounding area - like a tower top in a fort outpost.
視圖通常用于突出顯示將來的路徑。 您是否還記得上次看到游戲移動攝像機以顯示必須達到下一個目標的路徑嗎? 一直在,對嗎? 雖然這僅在玩家清楚觀察到要去哪里時才算在內。 這個觀察點既可以是視野,也可以是遠景。 重要的是要注意,此觀察點不應與旨在顯示周圍區域所有方面的高角度相混淆-就像堡壘哨所中的塔頂。
4.顯示先前瀏覽過的路徑或區域 (4. Show a previously explored path or area)
A vista can also be used to show previously explored paths or areas. This vista rewards the players by showing them a good chunk of the game that they have cleared. Looking back at previously traversed spaces is a nice reminder of the player’s experience so far and also shows how different areas are tied together from a higher vantage point.
遠景也可用于顯示以前探索的路徑或區域。 這種遠景通過向玩家展示他們清除的大部分游戲來獎勵他們。 回顧以前遍歷的空間可以很好地提醒玩家到目前為止的經歷,并且還顯示了如何從更高的視角將不同的區域聯系在一起。
A cleverly placed observation point will show previously explored paths and hint at future paths at the same time.
巧妙放置的觀察點將顯示以前探索的路徑,并同時提示將來的路徑。
5.顯示一個大難題場景 (5. Show a large puzzle scenario)
When introducing a puzzle, it is always good to highlight as many puzzle elements as possible in a single frame. Sometimes when the puzzle elements are too big to fit into a player camera set up, a view is set up to frame all or most of the elements and introduce the player to the puzzle. This view can also contain elements of a vista while showing off distant objects to set the tone of the level.
引入拼圖時,最好在單個框架中突出顯示盡可能多的拼圖元素。 有時,當拼圖元素太大而無法放入玩家的攝像機設置中時,就會建立一個視圖以框住所有或大部分元素,并將玩家介紹給拼圖。 該視圖還可以包含遠景元素,同時炫耀遠處的對象以設置級別的色調。
Tomb Raider is a great example of this, especially challenge tombs, which culminate in a final puzzle room with large mechanical elements.
古墓麗影》就是一個很好的例子,尤其是具有挑戰性的古墓,這些古墓最終在具有大型機械元素的最終拼圖室中達到頂峰。


6.提示新的機械師或系統 (6. Hint to a new mechanic or system)
We have already looked at views and vistas being used to highlight future gameplay areas. A designer can go even deeper here by showing an area where a new mechanic or system, that is yet to be introduced by the game, will be used.
我們已經研究了用于突出未來游戲領域的視圖和遠景。 設計師可以通過顯示將要使用的新機制或系統(將由游戲引入)的區域來進一步深入研究。
A great example of this is the paraglider in The Legend of Zelda: Breath of the Wild. While the player is still on the Great plateau (starting area), they can see far off gameplay spaces. Yet, reaching there seems impossible as the starting area is at a much greater height than the surrounding gameplay areas. Therefore, any attempt to jump or climb down to those areas without the use of a paraglider (which the player has not yet received) will result in Link falling to his death.
一個很好的例子是《 塞爾達傳說:狂野的呼吸》中的滑翔傘。 當玩家仍在大高原(起始區域)上時,他們可以看到遠處的游戲空間。 但是,到達那里似乎是不可能的,因為起始區域比周圍的游戲區域高得多。 因此,任何不使用滑翔傘(玩家尚未收到)而跳入或爬下這些區域的嘗試都會導致Link死亡。
7.突出區域主題 (7. Highlighting the theme of an area)
Understanding the playable area from a higher vantage point has another advantage. It reveals a lot about the story behind the area. Imagine a city that has been leveled by a nuclear blast. It is difficult to understand the destruction when standing in the city debris. But taking a look from a higher vantage point can help the player understand the gravity of the situation.
從更高的角度了解游戲區域還有另一個優勢。 它揭示了該地區背后的故事。 想象一個被核爆炸夷為平地的城市。 站在城市碎片上很難理解破壞。 但是從更高的角度來看,可以幫助玩家理解情況的嚴重性。
On a lighter note, there could be a festival going on in a town, and taking it all in, in the form of a vista, can tell the player the story behind the festival and how people enjoy it. All in one frame!
一個輕松的說法是,某個城鎮可能會舉辦一個節日,并且以遠景的形式將其全部納入,可以告訴玩家節日背后的故事以及人們如何享受它。 在一幀中!

8.在游戲空間之外講故事 (8. Tell a story outside the gameplay space)
It is difficult to show moments, for example, a space war, inside the gameplay space when the player is on the ground. Vistas are great opportunities to tell stories happening in the distance. Halo uses this technique masterfully to show large scale stories happening in the background.
當玩家在地面上時,很難在游戲空間內顯示瞬間,例如太空戰爭。 遠景是講遠方故事的絕佳機會。 Halo熟練使用此技術來顯示背景中發生的大規模故事。

9.增加世界規模 (9. Increase the world size)
Often times playable game areas themselves are not good enough to make the world seem wholesome and sufficiently large. Cleverly placed vistas, showing off objects a lot farther away than the player can reach, can make the world feel wholesome and seem a lot bigger than it really is.
通常,可玩游戲區域本身并不足以使整個世界看起來健康且足夠大。 巧妙地放置遠景,可以將物體展示得比玩家可以到達的更遠,可以使整個世界變得健康,并且看起來比實際要大得多。
While a lot of games use this trick, my favorite examples are vistas in shorter single-player adventures like What remains of Edith Finch, where the playable area is limited to a large house and a path to the house.
雖然很多游戲都使用這種技巧,但我最喜歡的示例是較短的單人冒險中的遠景,例如Edith Finch的《剩下的東西》 ,其中可玩區域僅限于大房子和通往房子的道路。
This shot from What Remains of Edith Finch cleverly shows the whole island that the house stands on, making the world seem bigger than it really is.
伊迪絲·芬奇的遺物拍攝的這張照片巧妙地顯示了房子所處的整個島嶼,這使世界看上去比實際要大。

10.情感獎勵 (10. Emotional rewards)
Vistas are a great example of emotional rewards. They neither provide any tangible skills or abilities to the character nor systemically heal or level up the player. Though they provide a sense of accomplishment much like how reaching the top of a peak to get a good view feels. Sometimes this feeling is more than enough motivation to explore the world more.
遠景是情感獎勵的一個很好的例子。 他們既不能為角色提供任何切實的技能或能力,也不能系統地治愈或升級玩家。 盡管它們提供了成就感,就像到達頂峰以獲得良好視野的感覺一樣。 有時候,這種感覺足以激發人們探索世界的動力。

It is important here to distinguish between an emotional response and an emotional reward. All vistas might trigger an emotional response (because of the beautiful art) but not all vistas are emotional rewards. Vistas work as rewards when players work hard to reach the high vantage point that triggers the vista.
在這里重要的是要區分情緒React和情緒獎勵。 所有的遠景都可能觸發情感React(由于精美的藝術品),但并非所有的遠景都是情感上的獎勵。 當玩家努力達到觸發遠景的高有利位置時,遠景將作為獎勵。
結論 (Conclusion)
Views and vistas are far more important than we realize. They are a great way to show a large amount of information in a few frames. They can be used to highlight paths, story, exposition, goals, etc, without the use of dialogue and emotionally reward the player at the same time. Usually, they perform a combination of functions discussed above. So, the next time you see a beautiful view in a game, try to understand why the designer and the artist placed it there. What does it do for the player besides showing potentially exceptional game art?
視野和遠景遠比我們意識到的重要。 它們是在幾幀中顯示大量信息的好方法。 它們可用于突出顯示路徑,故事,論述,目標等,而無需使用對話并在情感上同時獎勵玩家。 通常,它們執行上述功能的組合。 因此,下一次您在游戲中看到美麗的景色時,請嘗試理解為什么設計師和藝術家將它放在此處。 除了展示潛在的出色游戲藝術外,它還對玩家有什么作用?
Here are some more reads on the use and creation of views & vistas in video game design:
以下是有關在視頻游戲設計中使用和創建視圖和遠景的更多信息:
https://gamedevelopment.tutsplus.com/articles/level-design-views-and-vistas--cms-25036
https://gamedevelopment.tutsplus.com/articles/level-design-views-and-vistas--cms-25036
https://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
https://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
http://www.mikebarclay.co.uk/my-level-design-guidelines/
http://www.mikebarclay.co.uk/my-level-design-guidelines/
翻譯自: https://medium.com/nyc-design/function-of-vistas-and-views-in-game-design-5bd069cfc05f
vista下載
本文來自互聯網用戶投稿,該文觀點僅代表作者本人,不代表本站立場。本站僅提供信息存儲空間服務,不擁有所有權,不承擔相關法律責任。 如若轉載,請注明出處:http://www.pswp.cn/news/274181.shtml 繁體地址,請注明出處:http://hk.pswp.cn/news/274181.shtml 英文地址,請注明出處:http://en.pswp.cn/news/274181.shtml
如若內容造成侵權/違法違規/事實不符,請聯系多彩編程網進行投訴反饋email:809451989@qq.com,一經查實,立即刪除!