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創意思考與設計
遊戲創意的理想與現實
1
遊戲市場有多大?
線上遊戲市場現況
2
 台、中、韓線上遊戲市場規模變化
 2011年,中國國產遊戲出口額達4.03億美元(約120億台幣),出口
產品數量超過150款。韓國遊戲出口額23.8億美元(約695.7億台幣)。
台灣遊戲出口額44億台幣。
2010 2011
台灣 140億 159億
中國 1513億 2200億
韓國 1016億 2300億
線上遊戲市場現況
3
 2011年6月統計台灣前10名線上遊戲中,全無一款國產遊戲。
 其中包括2款美國遊戲、2款日本遊戲、6款韓國遊戲,共計8家公司。(但其中
開發《龍之谷》的韓商已被中國的盛大網路全資收購)
 2012年10月的台灣市場線上遊戲排行榜前25名中,韓國遊戲共佔了
16款。
 台灣本土遊戲僅「名將列傳」靠著強大的媒體曝光與行銷,擠進第5名;與
「晴空物語」(27名)、「聖境傳說」(30名)是唯三擠入30名內的本土遊
戲(皆出自「傳奇網路」)。
4
遊戲怎樣做出來?
遊戲開發最重要的要件
 遊戲 = 人 + 錢 + 時間
 人 = 組織
 錢 = 資金
 時間 = 品質
 遊戲開發團隊
5
製作人
美術統籌 程式統籌 企劃統籌 測試主管
專案測試小組美術團隊 程式團隊 企劃團隊
美術外包
動畫外包
專案營運團隊
遊戲開發的分期階段
 創意階段
 創意收集、提出遊戲點子、收斂成遊戲概念
 創意、市場機會、獲利並重
 前置準備階段
 產品提案、企劃審核、資源協調、技術準備、雛型試作等。
 量化開發階段一(中前期)
 進入量化生產的製作期。所有開發人員針對進度量表進行製作遊戲內容物。
 量化開發階段二(中後期)
 在量化內容開發得差不多時,通常會開始陸續進行組裝,越到後期,組裝出的
遊戲版本就越完整。
 一般會開始產生幾個不完整的、到初步完整組裝起來的遊戲版本了(一般稱為
Pre-α與α版 )。內部也會開始進行研發人員的內部測試(研發測試)。
2013/5/6
6
遊戲開發的分期階段
 調整階段(後期)
 從α 版本起會送交測試單位進行標準化流程的部門測試了。
 針對測試單位回報的問題,以及開發預期進度中尚未完成的部份進行修改、調
整與持續製作,甚至會有追加製作。
 外部階段:單機
 遊戲母片送到發行商手中時並不會立刻進行壓片發行,通常發行商還會進行一
個階段的遊戲測試與認證,若有問題仍會回到與開發團隊溝通、瞭解甚至需要
進行修改的可能。
 外部階段:線上
 除了營運商會再進行一個階段的測試工作之外,尚有CCB、CB、OB等不同階
段的大規模玩家測試。
2013/5/6
7
研發經費計算
 以一款中型MMORPG為例
 製作人1+程式8+企劃6+美術20 = 25人
 每人每月管銷 = 10萬(人月),一年人事成本=10x35x12=4200萬
 製作期兩年,人事成本 = 4200x2 = 8400萬
 加上外包、雜支、宣傳……,要燒1億2000萬不過份!
 結論
 沒錢別想做線上遊戲!
2013/5/6
8
9
遊戲創意提案
遊戲創意概念
 遊戲概念 = 點子 + 玩家利益
 有點子才能形成概念
 世界觀是點子、玩法是點子、操作也是點子、甚至分級都可以是點子
 玩家在意遊戲創意,更在意他在遊戲裡能得到什麼
 「給我好處」的需求永遠大於「給我創意」的需求
 遊戲企劃 = 好的點子 + 市場機會
 有點子不代表是好點子
 好的點子不代表做得出來
 做得出來的好點子不代表玩家買帳
 玩家買帳不代表賺錢
 所以………
 好玩具≠賺錢
2013/5/6
10
看待遊戲的角度
 開發小組成員
 這是我參與的作品
 我要做好玩的遊戲
 製作人好煩
 製作人
 這個作品代表我
 我要做怎樣怎樣的遊戲
 乖!大家聽話!
 幹!我就是要這樣!
 老闆
 這個產品能賺錢嗎?
 沒辦法賺個一億回來你就滾吧!
2013/5/6
11
提案的價值何在?
 從製作人到開發小組成員是否能瞭解……
 這是公司的「商品」
 這不是做給自己玩的,是要給玩家玩的
 公司要賺錢
 所以關於提案……
 除了點子和好玩之外,有沒有獲利條件很重要
 如何確保獲利?第一步至少先確定市場機會
 要賺錢?正確的獲利模式設計和玩家會不會持續玩是最大的重要
 能出口賣才能賺錢
2013/5/6
12
遊戲創意的來源
13
原創
 冒80%的風險賺80%的錢
 公司有這麼多資金燒嗎?
摹仿改良
 市場上有很多成功例子
 看看人家成功的地方在哪裡?
組合
 每個好的遊戲裡成功的點子拿來組合看看
 MMORPG可以布置小屋和拜訪也許會受歡迎!
遊戲創意的來源
14
舊瓶新裝
 換個皮就變新遊戲了
 同樣的提材再拿來做另一個類型吧!
換平台
 這個平台上好像還沒有這種遊戲耶!
 雖然不是什麼新鮮的類型,但在這個平台上,先搶市場先贏
創意的3B
15
 BUS
 搭車很無聊時你在幹嘛?
 觀察和思考,也許會有意外的收獲
 BATHROOM
 洗澡時唱歌,心情很輕鬆
 唱得不好會被臨居幹譙,不如利用輕鬆的心情想想點子
 BED
 睡前看書雖然會影響睡眠,但是不錯創意激發習慣
 有時看看書或看看漫畫,突然就有新點子了
 不然等著看看會做什麼夢吧
好遊戲的特徵
16
 安裝簡單/進入遊戲簡單
 安裝這麼久?是當機了嗎?
 不是開網頁即玩嗎?是在Loading什麼鬼?
 操作容易
 走個路撞來撞去的,頭都暈了
 一下滑鼠一下鍵盤的,什麼鬼啊?
 短時間獲得樂趣
 玩了五分鐘還不知道這個關卡的目的到底是什麼?
 什麼?就這樣?到底在玩什麼啊?
學生寫遊戲企劃常犯的錯誤
17
 企劃書沒重點
 遊戲目的到底什麼?在玩什麼?
 看不懂遊戲流程是怎樣?
 遊戲裡到底有什麼東西可玩啊?
 靠!故事就佔20頁了!這是企劃書還是小說?
 缺乏程式和工具概念
 用什麼工具做有搞清楚了嗎?
 美術開發軟體?編輯器?引擎?
 人設這麼複雜,你是要做幾萬面啊?!
 眼高手低
 基本的東西都還沒搞清楚就講了一對自己覺得好玩的細節
 弄清楚遊戲要怎麼做了嗎?
 複雜不代表好玩喔!
學生寫遊戲企劃常犯的錯誤
18
 忽略品管細節
 開始時程和追蹤的方法?
 流程圖、結構圖、SWOT這些工具都不會用?!
 現場簡報缺乏練習
 不要照著念PTT的內容!
 講那麼小聲是給蚊子聽嗎?
 一直停下來,很難令人連慣著聽耶!
培養遊戲世界觀創作的能力
19
多玩遊戲,並寫心得
多看書。多充實知識。童話和神話一樣重
要。
多練習說故事
想背景和故事的時候腦海裡要有畫面

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遊戲創意的理想與現實