2018-11-16 Video Game Report

視訊游戲報告:守望先鋒

守望先鋒是一款暴雪娛樂于2016年推出的多人在線第一人稱射擊游戲螟碎。游戲內(nèi)玩家被分為兩隊,每隊六人彻坛,在十余張地圖上扮演數(shù)十名英雄互相合作寂祥、對抗荐虐,并完成不同模式下的勝利目標(biāo)。該游戲是暴雪娛樂近20年來的首個全新IP丸凭, 也是暴雪嘗試的首款第一人稱射擊游戲福扬。該游戲制作組來自于暴雪擱淺的次世代MMO項目”泰坦“,守望先鋒在該項目遺留的Origin引擎上進(jìn)行改進(jìn)惜犀,并沿襲了泰坦項目的部分藝術(shù)風(fēng)格及設(shè)計理念铛碑。

盡管暴雪擁有龐大的項目組和負(fù)責(zé)各方面事務(wù)的工作團(tuán)隊,但暴雪從第一代多人在線對抗游戲:魔獸爭霸開始虽界,就一直沿襲著從一而終的設(shè)計思想汽烦。從多達(dá)數(shù)百頁的《暴雪的藝術(shù)》一書中,我們可以將暴雪的藝術(shù)核心歸納為五個方面:可讀性莉御,夸張的比例撇吞,有深度的故事,浸入感以及藝術(shù)性礁叔。

可讀性意味著藝術(shù)作為游戲最直觀的表達(dá)方式牍颈,需要將游戲的創(chuàng)意以最“可讀”的方式展現(xiàn)出來,而表現(xiàn)的方式不僅包括人物的模型琅关,更包括場景的設(shè)計煮岁,光影與色調(diào),以及音樂音效死姚。例如《星際爭霸》中互相對立的種族:蟲族與神族人乓,就采用了截然不同的藝術(shù)風(fēng)格勤篮。蟲族的美術(shù)風(fēng)格取材于節(jié)肢動物和人類頭骨的X光片都毒,并加入深海魚類常見的倒刺與外骨骼以展現(xiàn)野性,貪婪和邪惡的種族特點碰缔;而神族則利用鐳射账劲,全息投影與折躍等視覺效果塑造出該種族的科技感,并利用反重力的移動方式金抡,無嘴的面部與森嚴(yán)的階層關(guān)系塑造出該種族冷漠而自負(fù)的性格瀑焦。守望先鋒中也是如此,世界觀中反派角色均帶有侵略性的面紋與紋身梗肝,并用較暗的色盤榛瓮、尖刺與獠牙凸顯他們的侵略性,而正面角色則擁有更柔和的外形輪廓和更明亮的色彩搭配巫击。

暴雪的游戲中也同樣大量利用了夸張的比例禀晓。男性角色充滿張力的肌肉精续,獸人以反常角度突出的獠牙,未來人族不符合人體比例的裝甲等等粹懒,這種夸張的比例可以很好的塑造出“英雄角色”的力量感與壓迫感重付。守望先鋒普遍將負(fù)責(zé)吸收傷害,站在團(tuán)隊前方的坦克角色設(shè)定的身軀龐大凫乖,武器笨拙且具有強大的殺傷力确垫,例如三米長的戰(zhàn)錘,一人高的激光炮以及令人生畏的屠鉤帽芽。利用夸張的體型比例和裝備元素删掀,玩家可以很快的帶入自己的角色,并理解在游戲中所扮演的位置导街。

而暴雪也有同樣的藝術(shù)創(chuàng)作團(tuán)隊負(fù)責(zé)游戲的背景故事爬迟,像《魔獸世界》,《星際爭霸》或是《暗黑破壞神》這樣帶領(lǐng)玩家遍歷整條故事線的游戲需要一個龐大而健壯的故事背景菊匿,性格鮮明的人物付呕,以及令玩家想要參與和改變的大量事件。而守望先鋒作為強對抗性游戲跌捆,由于幾乎沒有機(jī)會將玩家?guī)雱∏榛罩埃瑒t需要利用動畫短片,漫畫等游戲外的藝術(shù)作品佩厚,配合游戲內(nèi)場景的細(xì)節(jié)表達(dá)整個團(tuán)隊想要講述的故事姆钉。從游戲發(fā)布至今的九部劇情短片,均發(fā)生在游戲內(nèi)現(xiàn)存地圖的戰(zhàn)斗區(qū)域內(nèi)抄瓦。而這些地圖的勝利機(jī)制(例如護(hù)送物品潮瓶,爭奪控制權(quán)等)均和短片中發(fā)生的故事相契合。因此玩家在觀看短片時會因熟悉短片內(nèi)的場景而產(chǎn)生更強的代入感钙姊,反過來在游戲中也會因為劇情的感染而更投入的扮演英雄角色毯辅,并完成任務(wù)目標(biāo)。

除去劇情本身煞额,暴雪的藝術(shù)團(tuán)隊也通過游戲的音樂思恐、光影效果以及圖形界面為玩家提供沉浸式體驗。從魔獸爭霸系列到魔獸世界的八個資料片膊毁,魔獸世界作為一款具有魔法胀莹,巨龍及惡魔等元素的“低魔”游戲,其用戶界面采用深灰底色婚温,利用黃色與紅色等亮色顯示的文字與按鈕描焰,精美的浮雕作為窗口邊界,并采用了非扁平化的UI設(shè)計栅螟。爐石傳說作為一款以魔獸世界世界觀為支撐的卡牌游戲荆秦,不僅繼承了魔獸世界的藝術(shù)風(fēng)格逆日,也提取了現(xiàn)實生活中珠寶盒、音樂盒的設(shè)計元素萄凤,將游戲場景設(shè)計為一個裝滿卡牌的盒子室抽,并加入鑰匙、藤蔓等元素靡努,利用反潮流的擬物化的UI將傳統(tǒng)的2D桌面卡牌游戲賦予更立體坪圾,更具有浸入式體驗的3D游戲環(huán)境。星際爭霸則甚至三個種族設(shè)計了三種不同的用戶界面惑朦。蟲族的窗口邊界由觸須兽泄,利齒和半透明蟲卵組成,神族利用亮金與半透明熒光藍(lán)的材質(zhì)模擬該種族高科技的操作面板漾月,而人族則利用警戒線的黑黃配色病梢,線條粗獷的傳送帶體現(xiàn)出未來人類高度機(jī)械化的特點。早年間畫面略顯粗糙的年代梁肿,繪制細(xì)膩而又不怎么消耗硬件渲染資源的擬物化UI能讓游戲看起來顯得制作更精良蜓陌。而守望先鋒作為一款16年推出的游戲,隨著圖形技術(shù)的日益迭代吩蔑,采用扁平化钮热、文字化的UI則會讓用戶識別信息的時間顯著縮短,從設(shè)計學(xué)角度提高了用戶的游戲體驗烛芬。游戲用戶界面的首要目標(biāo)就是在與畫面完全交融的前提下隧期,能讓專注于游戲本身的玩家能夠不需要思考地進(jìn)行游戲。而守望先鋒顯然做到了這一點:無論是技能赘娄、血量還是時間等UI元素都采用了扁平化仆潮、無邊框的藝術(shù)效果,而在銀白色粒子特效上方插入的淺灰色文字UI也使玩家只需極短的時間即可從UI界面獲取有效信息遣臼,而更專注于于游戲本身性置。

而所謂的藝術(shù)性則體現(xiàn)在游戲的視覺效果上。相比于市面上絕大部分基于寒霜暑诸、虛幻等引擎開發(fā)的追求真實的游戲不同蚌讼,暴雪的游戲在保留真實感的同時往往也會采用夸張與邊緣模糊的手法,使游戲的場景及人物在足夠真實的同時擁有一定的藝術(shù)色彩个榕。從早年的星際爭霸、魔獸世界中塑造的人類形象到守望先鋒中各具特點的英雄芥喇,暴雪從未在塑造一個”真實而令人信服的“人類形象上花費太多精力西采。相對的,暴雪將更多的筆墨用于描繪人物的性格继控,特點械馆,這一點在暴雪的類人角色上體現(xiàn)的尤其明顯:暗黑破壞神系列的天使角色沒有面部胖眷,魔獸世界中諸多的類人角色擁有完全不同于人類的面部形態(tài),而星際爭霸中的神族同樣不具有完整的臉型霹崎。而暴雪通過為這些角色添加具有張力的服飾與裝備珊搀,夸張而貼切的肢體語言,以及選取符合人物性格的配音演員來提升人物的真實感尾菇。在守望先鋒中境析,初期的草稿會敲定人物的性格,并利用動畫派诬、音效和模型細(xì)節(jié)完善人物的性格劳淆。具有強大能力的英雄角色,例如救死扶傷的天使默赂、久經(jīng)沙場的老兵沛鸵,以及充滿榮譽感無懼沖鋒陷陣的十字軍戰(zhàn)士,他們擁有自信的A型站姿缆八、向后的肩膀曲掰、挺直的脖子及緊繃的肌肉,暴雪利用這些元素塑造出人物堅毅奈辰、無懼戰(zhàn)斗而充滿警惕的性格蜈缤。相對的,像小美這種遠(yuǎn)離戰(zhàn)場冯挎、親切底哥、活潑而缺乏自信的年輕女性角色,則具有內(nèi)八字的站姿房官,跑動時前后搖晃的上肢趾徽,用來保持平衡而伸出的右手,以及充滿歉意的語音翰守。

毫無疑問孵奶,暴雪的每一款游戲都擁有著極有張力的美術(shù)效果、流暢的操作感蜡峰、直觀而優(yōu)美的用戶界面以及引人入勝的劇情了袁。守望先鋒之所以廣受歡迎并不斷被評為年度最佳游戲,不僅因為游戲本身具有優(yōu)秀的游戲機(jī)制和高強度湿颅、舒適的游戲體驗载绿,同時也和游戲本身塑造出的龐大而具有浸入感的世界觀密不可分。守望先鋒不同于之前幾款暴雪游戲塑造出的架空世界觀油航,而是將游戲背景設(shè)定為未來的地球崭庸,一個飽受戰(zhàn)火而仍充滿希望的龐大世界,擁有取材于現(xiàn)實世界各地的美麗景色,不同膚色不同種族不同國籍的各路英雄怕享,以及不同文化背景的人物故事执赡。這些可以讓人們把守望先鋒的世界更好的和真實世界對應(yīng),增強了玩家自己就是英雄本身函筋,在為了這個世界的未來而戰(zhàn)的沉浸感沙合。



https://zhuanlan.zhihu.com/p/25703934

https://towardsdatascience.com/the-math-behind-your-competitive-overwatch-match-a5184fc5a50f

https://daily.zhihu.com/story/9656679


Video Game Report: Overwatch

Overwatch is a multiplayer online first person shooting game launched by Blizzard Entertainment in 2016. In the game, players are divided into two teams, each team of six, acting as dozens of heroes on more than ten maps to cooperate or fight against each other, complete goals for victory in different modes. Overwatch is Blizzard Entertainment's first new IP in the past 20 years, as well as Blizzard's first first-person shooting game. The production team of Overwatch came from the next-generation MMO project "Titan", which was stranded by Blizzard. Overwatch is developed on the engine ‘Origin’ from Titan, and? it also referenced some artistic styles and design concepts of the Titan project.

Although Blizzard has several large project teams and also little groups responsible for all aspects of gaming development, every project has been following the original company thinking since the first generation of online games like Starcraft and Warcraft. From the hundreds of pages of "The Art of Blizzard", we can summarize Blizzard's core artistic idea into five aspects: readability, exaggerated proportions, deep stories, immersion and artistry.

Readability means that art is the most intuitive aspect to express the idea of the game designer. It needs to present the game's creativity and distinction in the most "readable" way, and the way of expression includes not only the character's model, but also the design of the scene, including lighting, tone, music and sound effects. For example, the opposite races in StarCraft: Zerg and Protoss adopt completely different artistic styles. The Zerg's art style is inspired from X-rays of arthropods and human skulls, and also adds barbed and exoskeleton of deep-sea fish to show their wildness, greed and evil ethnicity. On the other hand, Protoss uses lasers, holographic projections and ecstasy particle effects? to create the sense of highly developed civilization of the race. They also use the anti-gravity movement, the facial outlook without mouth to shape the indifferent and conceited character of the race. In Overwatch, The villains always have aggressive facial patterns and tattoos, and they always use darker color tone, spikes and fangs to highlight their aggressiveness, while the positive characters have a softer outline and brighter color combinations.

Blizzard's game also makes extensive use of exaggerated proportion. Male characters are full of tight muscles, orcs have abnormal teeth protruding from abnormal angles, Tyranid human races have body scale out of proportion, etc. This exaggerated proportion can shape the sense of power and oppression of "heroic characters." In Overwatch, tank characters who are responsible for absorbing damage, always stand in front of their teammates have a large body, fearful weapons with lethality, such as a three-meter war-hammer, a one-person-high laser cannon or a formidable slaughter. With exaggerated body proportions and equipment elements, players can be easily brought in their characters and understand which role they are acting in the game.

Blizzard also has the same artistic creation team responsible for the background story of every game. Games like World of Warcraft, StarCraft or Diablo that lead players through the entire storyline need a large and robust story background, characters with distinctive characters and a large number of events that players want to participate in and change the result. As a strong competitive game, Overwatch has a limited chance to bring players into the complete storyline, while animated short films, comics and other artworks outside the game as well as details in the game scene play important roles to express the story that the entire writer team wants to tell. Nine short films since the game's release in 2016 all happened in the battle zone of existing maps in the game. The victory mechanic of these maps (such as escorting payload, scrambling for control) are consistent with the stories that occur in the short films. Therefore, when watching short films of Overwatch, players will gain a stronger sense of substitution? with the familiarity with the scenes in the movie. In turn, they will also play? their heroic roles more committed when completing mission goals because of the infection of the story and films.

Therefore, Blizzard provides immersive experience for players not only through storytelling, but also through the music, lighting effects and graphical interface of the game. From the Warcraft series to the eight DLCs of World of Warcraft, the story happens in a background with elements including magic, dragons and demons. Therefore, its user interface has dark gray background and bright colors such as yellow and red in display of text and buttons in non-flat style. There's also beautiful reliefs as the boundaries of the window. As a card game supported by World of Warcraft, Hearthstone not only inherits the artistic style of World of Warcraft, but also extracts the design elements of real life jewelry boxes and music boxes, and designs the game scene as a chest with magic cards. The card's box, with the addition of keys, vines and other elements, uses the anti-trend quasi-materialized UI to give traditional 2D desktop card games a more stereoscopic, 3D gaming environment for more immersive experience. StarCraft has even designed three different user interface themes for three races. The Zerg's window boundary consists of tentacles, sharp teeth and mucus, while the Protoss uses bright gold and translucent fluorescent blue materials to simulate the high-tech operation panel of space shuttles, and the Terran uses black and yellow color of cordon and iron conveyer belts to display characteristic of high mechanization in the future. In the early years when the graphics rendering capability was slightly rough, the quasi-materialized?delicate UI does not consume so much hardware rendering resources and can make the game look more exquisite at the same time. As a brand new game published in 2016, Overwatch?borns in the age with increasd iteration of graphics technology, therefore flat UI will significantly shorten the time for users to identify information, and improve the user's gaming experience from design perspective. The primary goal of the game user interface is to allow players who focus on the game itself to gain information from UI canvas without thinking. Overwatch obviously did this: UI elements such as cooldown, health bar and timers all used flat, borderless art style, and the insertion of light gray text UI in high contrast also made players only need extremely short time to get valid information from UI canvas and focus more on the game itself.

The so-called artistry is reflected in the visual effects of the game. Compared with the vast majority of games developed in engines like Frostbite and Unreal pursuing reality, Blizzard games often use exaggerated proportions and fuzzy edges while preserving the realism, so that scenes and characters are realistic enough and have a certain artistic color at the same time. From? characters in the early years games like StarCraft and World of Warcraft to the heroes of Overwatch, Blizzard has never spent too much time in shaping a "real and convincing" human image. In contrast, Blizzard concentrates more in describing the characteristics of specific characters. For example, Angels?in Diablo series has no face, many humanoid characters in World of Warcraft have facial structure that is completely different from humans, and Protoss in StarCraft does not have a complete face either. Blizzard enhances the realism of the characters by adding memorable clothing and equipment, exaggerated but appropriate body language, and voice actors to these characters to display their characteristics.?In Overwatch, the initial draft will settle the hero's portrait, and art groups will add animation, sound effects and model details to polish the hero. For example, heroic characters with powerful abilities, such as mercy who saved uncountable lives, the veterans who have experienced wars for decades, and the crusaders full of honor and fearless, they all have a confident A-type standing, backward shoulders, straight neck and tight muscles. Blizzard uses these elements to create a character with a strong, fearless and wary character. In contrast, a young female scientist character Mei who is far away from the battlefield, kind, lively and lacking self-confidence, has a staggered position and several apologetic voicelines, her upper limb swings back and forth while running, and her right hand stretch out to maintain balance.?

There is no doubt that every Blizzard game has very strong artistic effects, smooth operation system, intuitive and beautiful user interface and a fascinating storyline. The reason why Overwatch is much more popular than expected and is continually ranked as the best game of the year, is not only the excellent game mechanics and high-intensity gaming flow, but also the huge,attracting and immersive world view. Different from the aerial world created by previous Blizzard games. Overwatch sets the game background as the future earth itself, a world full of war but still hopeful, with beautiful scenery from different countries around the world, heroes of different races, characteristics and nationalities, as well as stories of people from different cultural backgrounds. These can make players match the world of Overwatch with the real world better, and enhance the immersion when players acting as heroes themselves and fight for the future of this world.

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