成就 (電子遊戲)
閱讀設定
(由電子遊戲成就跳轉過嚟)
喺打機用語上,
電子遊戲入面嘅成就通常都係純象徵性嘅,即係話對遊戲運作冇乜實質影響,玩家攞到唔會提升佢贏嘅機率,攞唔到都唔會提升佢輸嘅機率。
簡單例子可以想像一隻遊戲,最頭嗰關係教學(tutorial;即係話呢關嘅設計嚟純係為咗教玩家隻遊戲要點玩),玩家過咗呢關之後,隻遊戲就會頒下圖呢粒「獎勵星」畀佢「表揚」佢成功過咗教學關。粒「獎勵星」純象徵性,唔似得啲遊戲道具噉會影響到玩家跟住落嚟打輸定打贏,但有可能鼓勵玩家,令到玩家更加開心過癮。
設計
[編輯]「 | 」 |
技術化啲噉講,每件成就都會有個獨特嘅名同埋外觀(例如係獎牌噉嘅樣),仲會有一細行字描述個成就係因為乜嘢而頒嘅,例如
- 成就 A:「成功打低 XXX(XXX = 某個大佬嘅名)」;
- 成就 B:「成功打低 YYY(YYY = 某個大佬嘅名)」;
- 成就 C:「去勻嗮遊戲世界嘅所有區域」[註 2];
- 成就 D:「學識嗮隻遊戲裏面有嘅咒語」[註 3];
...呀噉[1]:p. 5-6。有好多遊戲設計工作者認為,成就系統會令玩家更加有心機去玩隻遊戲,例如玩家可能會出於想儲齊嗮啲成就,而好努力噉達成隻遊戲畀佢嘅目標。喺廿一世紀初嘅遊戲設計界,成就系統受到廣泛嘅採用,包括 Steam 在內嘅多款電子遊戲平台都設有成就系統。
睇埋
[編輯]註釋
[編輯]文獻
[編輯]- Fiş Erümit, S. E. M. R. A., & Karakuş Yılmaz, T. (2022). Gamification Design in Education: What Might Give a Sense of Play and Learning?. Technology, Knowledge and Learning, 27(4), 1039-1061.
- Groening, C., & Binnewies, C. (2019). "Achievement unlocked!" - The impact of digital achievements as a gamification element on motivation and performance. Computers in Human Behavior, 97, 151-166,呢篇文講到遊戲化當中用到嘅成就系統。
- Hamari, J., & Eranti, V. (2011, September). Framework for Designing and Evaluating Game Achievements (PDF). In Digra conference (Vol. 10, No. 1.224, p. 9966).
攷
[編輯]- ↑ 1.0 1.1 1.2 1.3 Hamari, J., & Eranti, V. (2011). Framework for Designing and Evaluating Game Achievements[失咗效嘅鏈]. Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September 14-17, 2011 (PDF).
- ↑ Jakobsson, M. (2011). The achievement machine: Understanding Xbox 360 achievements in gaming practices. Game Studies, 11(1), 1-22.
- ↑ Groening, C., & Binnewies, C. (2019). "Achievement unlocked!" - The impact of digital achievements as a gamification element on motivation and performance. Computers in Human Behavior, 97, 151-166.