遊戲關卡

(由關卡 (電子遊戲)跳轉過嚟)

打機用語上,一個關卡(英文入面有 level、stage、area、world、track、board、floor、zone、phase、mission、episode、同 course 等嘅多個名)係喺一隻電子遊戲入面嘅一橛。當一個關卡開始嗰陣,玩家通常會俾個遊戲程式叫佢去做某啲特定嘅工作,而喺工作完成咗之後可能有下一件工作,最後當玩家搞掂嗮嗰一關要佢做嘅工作嗰時,佢就會成功過關。關卡式嘅遊戲流程方式常見於動作遊戲。定義上,「遊戲」本質就係要求玩家作出決擇同達到目的嘅媒體,所以關卡設計(level design)喺遊戲設計遊戲製作領域當中係相當大嘅一環[1]

一隻平台遊戲嘅一個關卡;玩家要達到「由起點安全到達終點」嘅目的。

睇埋

文獻

  • de Heer, J. (2016). How Do architects think? A game based microworld for elucidating dynamic decision-making. In Complex Systems Design & Management (pp. 133-142). Springer, Cham.
  • Hullett, K., & Whitehead, J. (2010, June). Design patterns in FPS levels (PDF). In proceedings of the Fifth International Conference on the Foundations of Digital Games (pp. 78-85).
  • Toups, Z. O., Lalone, N., Alharthi, S. A., Sharma, H. N., & Webb, A. M. (2019). Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces (PDF). ACM Transactions on Computer-Human Interaction (TOCHI), 26(5), 1-43.

  1. Oxland, Kevin (2004). Gameplay and design. Addison Wesley. pp. 21 - 22, 126.