|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
002 - Pokémon Black and White |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
游玩经历: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
时长: |
宝可梦 Gen5/6 合计 100~200h,本次在模拟器上游玩 20+ h |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
进度: |
一周目通关 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
同代的白 2 还有 Gen6 的 XY 和 ORAS 都有通关。今天重温的进度到冠军。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
第二篇写 switch 之前的经典宝可梦,主要是 Gen5 Gen6,也是顺便回忆童年了。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
即使抛开 IP 价值,宝可梦游戏本身的稳定性也非常值得学习。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
这个系列有一套“祖宗之法”,能够很自然的容纳偏好差异巨大、熟练水平差异巨大的玩家;同时每一代又调整迭代,发展出独具特色的变化。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
有些朋友抱有宝可梦系列是低龄游戏的偏见,觉得过于简单、讨好休闲玩家。其实经典宝可梦非常守正,内容也很丰富,只是那些自然到“理所当然”的体验被很多人大大低估了。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
我认为直到 Gen6
开始,宝可梦才算是为了扩大受众做了一些游戏性上的明显优化(或者讲让步,比如学习装置经验喂全队)。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
本篇着重聊一聊怎么去理解经典宝可梦这套框架。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
个人体验 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
|
我在玩什么: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
收集没见过的宝可梦,追求稀缺的/传说的宝可梦 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
另外,熟练玩家也会对偏好的宝可梦做筛选性的收集(性格、特性、个体值、蛋招式、闪光),所以捕捉也有点抽卡的意思。当然后几代改这些容易多了。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
培养可爱和帅气的家伙,想看它们进化后的样子 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3 |
不断规划和调整配队决策与养成决策(抓什么战斗宠/工具宠、经验给谁) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
游戏环境变更(敌人属性的变化、探图的功能性招式)会要求不断汰换和优化配队,学习装置数量也会随进度变化 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4 |
单个宝可梦的养成,不断优化配招和携带物品 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
随着等级提升,招式会发生汰换,并且可选搭配也变丰富。携带物品同样变丰富。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
另外虽然主线没有强推,战斗的类型也在丰富(6V6
单打、推图续航、双打、轮盘)进而产生不同需求。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
关卡内,以稀缺物品为目标,进行推图、探图、解谜,又或通过对战赚钱购买 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
稀缺物品(招式学习器、携带物品、进化石、大师球)服务于前面的1、3、4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
6 |
关卡内,推图时管理资源规划路线,最小化开销(时间/HP/PP)和最大化收益,做临场决策 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
eg. 绕路或 QTE 躲训练家眼神、喷雾逃课野怪、护符金币赚钱、战中 PP 管理 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
|
好体验: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
1 |
地图给人探索欲望相当强,稀缺物品足够多(招式学习器、携带物品、增强剂、进化石……),体感至少 1/3 都是稀缺物品。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
这些依托于整个战斗养成体系,可以理解成法环的战灰护符等外围系统,由于也包含了养成材料,其实更丰富。而且一支队伍
6 个位置需求也很大。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
2 |
野外训练家对战会确保喂给玩家钱和经验,这直接 skip 掉了 JRPG 一个很典型的坏体验,即重复刷怪升级。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
3 |
推图探图中管理资源、规划路线时的弹性体验,有“怎样都不坏”的效果,而且给了玩家一定的选择自由。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
推图抵达下一个城镇,玩的是资源管理,最优预期是“不折返城镇,一次性通过”。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
绕道草丛可以躲开不少拦路对战的训练家对战,节省技能 PP
和时间。而绕不过的战斗是为了提供维持玩家等级优势所必要的经验。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
绕草丛就需要踩草丛,而撞宝可梦本身是一次抽卡,对新玩家有惊喜感——熟练玩家可能觉得麻烦。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
熟练玩家觉得麻烦,可以开着喷雾过图关闭遇敌;反过来想,如果不舍得用或者买喷雾说明钱不够多,而和训练家对战恰巧是是赚钱的。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
这样就形成一个闭环,不管你水平如何、想不想动脑,都在里面获得合适的体验。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
4 |
追求让宝可梦进化是足够友好的养成驱动力,远远优于追强度。极大利好休闲玩家入坑。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
追进化会产生天然的兴趣和好奇,而追强度很多人会感到受迫(如果不认为对战有趣)。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
5 |
对战体验对新手和熟练玩家存在分层,可谓相当宽容 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
新手也可以依靠等级领先轻松完成与训练家的战斗(但连续战斗可能有续航问题,需要折返城镇补状态),一边熟悉属性克制等基本机制,优化宝可梦和技能配置。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
熟练玩家享受的是通过配队养成、配技能、携带物品等决策,把推图战斗优化到秒杀的体验,验证反馈清晰强烈。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
这主要依赖于两方面的数值控制,第一是野外训练家对战提供的经验绝对足以维持等级领先,第二是等级过高获得对战经验下降来避免等级领先太大而产生“必定秒杀”以至于无需决策的情形。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
6 |
ORAS
的图鉴导航系统实现了“越抓越熟练”,能在战前就看到特性/蛋招式/个体值,比无脑反复刷要友好合理得多。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+- |
7 |
Gen6 的超级特训系统把基础点数(努力值)传达清楚并且可视化,辅以诸多有趣的小游戏挑战。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
传达得好,削减了洗点之类的麻烦,其实根源是旧的努力值设定在今天不好使所以求变,新设计对新手的学习有益。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
但和其它养成系统有点割裂,缺少整体性。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3 |
|
不适体验: |
|
|
|
|
|
|
|
|
|
|
推测原因 |
|
|
|
|
|
|
|
|
优化想法 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- |
1 |
冠军以前,局内对战单调无聊,进阶的对战乐趣缺少推送 |
|
|
|
①前中期是以“等级压制”和“秒杀”之类的验证养成的单打 PVE 环境,没有主推深度策略 |
|
不需要优化,养成的正反馈要优先推送,是取舍的结果。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
②普通玩家抓宝可梦存在汰换,体验一直在变,不会无聊。熟练玩家抓着好用的一直练才会这样 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- |
2 |
我还有想抓、想进化的宝可梦,但一周目内容产生不了那么多需求 |
|
|
是常见的冗余设计,对长期热度和IP长线有好处 |
|
|
|
|
|
队伍6精灵需求已经很大,想耗完内容,除非像帕鲁那样让不上场的也有事情做。 |
|
|
|
|
|
(对于普通玩家)大量宝可梦其实没有被利用,缺少登场空间 |
|
|
“意犹未竟”之后无论是开二周目还是参与联网游玩这些都提供了转化为核心玩家的机会。 |
|
比如用来教授招式之类的,才可能在一个周目里拉动更多的养成。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4 |
|
新手: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
1 |
新手刻意"把深度藏起来",很多数值逻辑延迟揭示或者干脆不揭示(如个体值等)。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
宝可梦对于新人玩家是一种轻松状态,而熟练玩家知道这个游戏更多的维度,可以帮助他们有更饱满的体验。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
相比之下,很多声称兼顾轻度玩家的游戏其实完全不能做到,因为降维下去之后内容撑不起来。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
由此也可见宝可梦游戏内容的丰富和包容。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
2 |
教学信息完全内嵌,没有侵入性,充分利用了 NPC 对话和剧情脚本,与关卡和叙事不分彼此。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
3 |
新功能的释放节奏平缓舒适。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
跨度也广,整个道馆战阶段都不断有新东西解锁,如遗忘爷爷等都是比较晚才遇到。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
原因是核心乐趣(怪物收集养成进化、关卡内容)已经推到位,后面的东西只需要完善和丰富即可,不急于传达。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
好处是从头到尾体验都有新鲜感。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+ |
4 |
经典流程构建的稳定可靠体验 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
道馆前期: |
森林为主的草系虫系稳定环境。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* |
玩家接触并习得核心乐趣,早期踩草抓宠升级进化汰换技能,验证养成。 |
|
|
玩家使用未进化的宝可梦。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
道馆中期: |
关卡有山洞/沙漠等机制特殊的环境,敌人属性发生变化。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
探图机制(秘技、特殊交通、路径解谜收集)更完善。出现了一些可深入的特殊地点(在主线之外)。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* |
对配队养成提出新需求,玩家需要丰富队伍,思考配置招式和物品。玩家探图的决策体验更充实。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
道馆后期: |
关卡保持新的变化,敌人出现龙系钢系等特殊属性。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
玩家随着进度解放,可以去寻找传说的宝可梦了。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
主线剧情推向顶峰。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* |
玩家目标感变得更强,同时关卡保持新鲜感。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
冠军阶段: |
有一定挑战的敌人。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* |
玩家认真磨练队伍和调整策略,一鼓作气。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
宏观思路 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
|
生态:(容纳玩家的方式) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
新手/休闲玩家 和 熟练玩家 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
通过对游戏中一些信息的隐藏/延迟揭示,使得游戏实际上有着“降维”和完全体的不同形态。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
不同玩家都能接收到符合自己水平的信息量和乐趣。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
|
追求:(持续动力) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
依赖于什么 |
|
|
|
|
能驱动什么 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
抓宠,收集喜欢的宝可梦 |
宝可梦设计 |
|
|
|
|
所有与获得宝可梦有关的内容。推图为主因为宝可梦按区域分布 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
进化/养成毕业 |
|
|
宝可梦设计 |
|
|
|
|
对战内容(经验来源) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3 |
完成 RPG 剧情 |
|
|
让大多数人接受的 RP 和剧情 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4 |
PVP 追求 |
|
|
|
|
战斗深度乐趣 |
|
|
|
PVP 对战 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
社交追求 |
|
|
|
|
社交玩法乐趣 |
|
|
|
社交玩法 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3 |
|
循环: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
循环内容 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
抓宠,优化队伍 |
|
|
->推图->捕捉获得新的宝可梦->养成->推图中应对环境的新变化 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
养成 |
|
|
|
|
|
->探图对战->获得经验/招式/物品->强化探图对战 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
模块局部 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
|
内容骨架 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
核心的几条好体验从何而来,前文聊个人体验已经解释,这里罗列汇总一下: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
|
剧情 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
宝可梦的剧情结构稳固可靠,也是另一种“祖宗之法”。像怪物猎人物语也用了类似的结构。 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
少年主角踏上旅途变强的经典冒险故事,伙伴(最重要的配角)贯穿旅途始终 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2 |
随剧情发展,一步步揭示世界面临的巨大危机 |
|
|
|
|
|
|
|
玩家弱感知 |
玩家强感知 |
|
|
|
|
|
|
|
|
|
配角的弧光发展穿插在其中,使世界观和剧情更丰满 |
|
|
|
|
|
|
|
↓踏上旅途,交待伏笔(反派初见端倪) |
|
↓揭示/激化矛盾 |
|
↓决战 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
3 |
王道少年漫主角立场 + 反派在前中期的塑造去严肃化 |
|
*刻意弱化剧情的压迫力和冲突性 |
|
|
|
|
|
|
↑反派露头 |
|
|
|
↑直面危机/幕后黑手 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4 |
中后期矛盾激化后,剧情进入强感知阶段 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
5 |
“打倒邪恶反派”与“挑战道馆挑战联盟冠军”主线并行 |
*后者拆分多阶段小目标,关卡对玩家友好 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
6 |
“与传说的宝可梦相遇”支线相对独立 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|