作者 主题: 【翻译】在你的游戏中注入恐惧元素  (阅读 1460 次)

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【翻译】在你的游戏中注入恐惧元素
« 于: 2015-12-08, 周二 18:40:07 »
原文来自这里:
http://zenithgames.blogspot.tw/2012/12/injecting-horror-into-your-game.html
翻译的比较随意.

劇透 -   :
Injecting Horror into your Game

1:  Ignorance is Bliss (Or Terror)

        This is the most important rule.  Horror is ignorance.  Keep your players in the dark (literally as much as possible) about everything.  Who they are fighting, how things got so bad, why things are happening the way they are.  Dungeons should be dark, with plenty of places for creatures to hide.

2:  Take it Seriously

        Some games are very casual, and that's fine.  However, if you are running a horror game, you must keep things serious.  You should not joke during the game, and you should not encourage your players to joke.


3:  Use Descriptions, Not Mechanics

        Avoid calling things as they are.  Instead of saying "A Giant Spider steps into the cave."  Explain it's a "a gigantic, many legged monstrosity" or "some hulking creature, its many black eyes gleaming..."  If the PCs deal it damage, tell them that they have lopped off some piece, but it keeps coming.  When it dies, perhaps it will squirm around a bit.  Don't tell them that it's dead - say "the creature drops to the ground, squirting vile red juices across the floor.  It's black eyes start to melt across its face..."  Don't take them out of initiative unless they ask to be taken out.

4:  Slow Burn, Not Cheap Thrills

        Don't try and scare your players by having things jump out at them.  It won't work.  Instead, give them long descriptions and slowly build tension.  Horror takes a while to fully develop, so don't expect to give it to them all in one dose.


5:  Use New Enemies or Mechanics

        Meta-gamers or long time plays won't be scared by a zombie or skeleton.  They have seen each of these hundreds of times, and know how to deal with them.  Instead come up with a new enemy, or some brand new mechanic, and thrust it on your players.  If you like, simply refluff old enemies, giving them a new look and feel.  This will put even veteran players out of their comfort zones.  These aren't zombies, they are writhing, human shaped piles of internal organs (with the same mechanics as zombies).

6:  A Dash of Confusion

        Things happen for no reason.  Strange, but small, occurrences are just unexplained.  Players are used to solving puzzles - give them puzzles they can't solve.  Confusion is scary, but it can also be frustrating.  Go easy on it.  Players can only immerse themselves so much, and if the game becomes too confusing they will get annoyed and may take it out on you.

7:  The World is Scary

        When world building, make it inherently scary and try to avoid common tropes.  Perhaps there is always the threat of strange invasions from the unknown, perhaps the dead linger, perhaps children transform into monsters in the dead of night.  Give the players little to no control over some events, and make sure that they are weak in the face of many threats.


8:  Fleeing is Better than Fighting

        The objective should not be to take out the enemy, or to retrieve the lost artifact, or to save the king.  The objective is to survive.  If players are fighting for something besides their own skin, they may feel emboldened.  Place them in some fights against obviously unbeatable foes, and kill their allies in front of them.  Make the encounter about escaping from something, rather than overcoming it.

Here is an example of a horror themed dungeon.  To really up the ante, remove some of the puzzles, including Room 4, 5 and 6. Jacob's Tower, Level 7: Gothic
1. 无知是福(或恐惧)
这是最重要的规则。恐怖来自无知。让你的玩家对任何事都被蒙在黑暗中(包括字面上的意思)。 他们在和谁战斗,为什么事情变得这么糟,为什么事情是这么发生的。地牢应该是黑暗的,有大量的地方给怪物躲藏

2. 严肃认真
有些游戏非常休闲,这是没问题的。但是,如果你在进行的是一个恐怖游戏,你应该严肃些。你不应该在游戏中说笑,也不应该鼓励你的玩家说笑。

3.用表述而不是游戏机制
避免直接把东西的名字说出来。与其说“一只巨大的蜘蛛进入山洞里”, 把他解释为“一只巨大的有很多脚的怪物”或是“某只笨重的怪物,许多黑色的眼睛在暗中闪光”如果一个玩家造成伤害,告诉玩家他们砍下怪物的某部分,但对方还在继续。当怪物死去,让他再蠕动一会。不要告诉他们这只怪物死了,而是说“这只生物倒在地上,邪恶的红色体液四溅。它的黑色眼睛开始在它的脸上融化..."不要让玩家离开先攻顺序,除非他们这么要求。

4.缓慢折磨;不用廉价的恐吓
不要尝试用黑暗中突然跳出来的怪物吓你的玩家。这没用的。给他们很长的描述,缓慢地建立紧张气氛。恐惧(的气氛)需要一些时间来建立,所以不要期望一次性地吓到他们。

5.使用新的敌人或是游戏机制
超游玩家或是老玩家不会被僵尸或是骷髅吓到。他们看过这些东西几百遍了,而且很清楚怎么对付它们。相对的,想一个新的敌人,或是新的游戏机制。如果你想,简单地重新设计旧敌人,给他们一个新的面孔和感觉。这回让即使是最有经验的玩家感到不适。这些不是僵尸,而是扭动的,一堆器官堆积起来的人形(仍使用僵尸的游戏数据)

6.困惑
(奇怪的)事情无缘无故发生。诡异的小事发生而无法解释。玩家习惯于解决难题,那就给他们无法解释的难题。困惑是让人害怕的,但它也能让玩家感到挫折。不要太过分。玩家只能在游戏中沉浸这么多,如果游戏太过让人困惑,他们会感到烦躁。

7.世界是可怕的
在设计游戏世界时,让它从一开始就是可怕的,并且避免常见的俗套。或许总是有来自未知地带的入侵的威胁,或者死者四处游荡,或者小孩在深夜变成怪物。给玩家很少的机会去影响事情怎么发生,并且确保他们在很多威胁面前都是弱小的一方。

8.逃跑比战斗更好
游戏的目标不应该是消灭敌人,或是取回丢失的神器,或是拯救国王。游戏的目标应该是生存下来。如果玩家们是为了什么别的而不是他们自己的性命奋斗,他们会从中获得勇气。让他们面对明显不能战胜的敌人,在他们面前杀死他们的盟友。让遭遇是关于逃离什么而不是战胜什么。