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Beastly Battles: Interest's Guide to Encounter Design
来自 Interest
[Last Updated]:
2017/07/18
补丁:4.3.4
目录
评分:
Edit: This guide is outdated and probably won't receive any updates in the future. Refer to places like
my blog
for more up to date information regarding content like this.
Edit2: Seriously, why are you reading this guide? I'll probably write a better one on my blog anyways. There's way better guides out there!
Intro
There is a time when one's mind aspires to create in the name of a video game they enjoy. Whether it is fan art, stories, or something else, one subject is (seemingly) covered only rarely. The purpose of this guide is to serve as a "How To" to create encounters in World of Warcraft, but can be used to create encounters in other games. This is because the advice offered here can be taken as general footnotes despite the fact World of Warcraft-related examples are used. It just takes the analytical logic to do so.
Take note that "encounter" can mean any enemy ranging from the Boars of Durotar to the Lich King in Icecrown Citadel. It does not necessary pertain to bosses in a game, although bosses do have more mechanics and frequently encompass an entire aspect of a game, making them more important as encounters than simpler opponents. Bosses are also discussed more often, with little to no exception.
Before delving deeper, it should be noted that I do not work for Blizzard. This guide primarily draws from my own analysis of World of Warcraft (and other video game) encounters, whether they were experienced personally, viewed through the PoV of another, or read online or offline. In addition, this guide is primarily intended for individuals serious about writing up their own encounters (or beyond).
But Why Do It?
So what is the purpose of making an encounter? Outside of actually making an encounter for the purposes of putting it into a game, it's just for fun. One should write an encounter because they enjoy it. They can also choose to proudly display their work for others to see as a testament to their ability to imagine and put that imagination on paper or a Word document. If they do not, then there's really no purpose of writing the encounter at all, as it will probably never see the light of day or make it into the game you write the encounter for.
Basics
Here you will learn the basics of encounter design. To better understand the basic concepts of designing an encounter, a sample encounter will be used:
Shandris Feathermoon
Health:
68,750,000
Focus:
100
Abilities (Phase 1)
Description
Auto Shot:
Shandris will attack enemy targets from a range at all times. Deals 25000 Physical damage (this is her weapon damage). Attacks cannot critically strike.
Master of Archery:
All of Shandris' attacks ignore armor.
Starshards:
Deals 15000 Arcane damage to three targets every 2 seconds. Automatically active if Shandris has less than 100 Focus.
Swift Strafe:
If the main aggro target enters melee range, Shandris leaps back, firing a volley of arrows at the area she was standing at dealing 100000 Physical damage plus 50000 Arcane damage.
Hail of Arrows:
Fires several arrows at multiple target areas, dealing 65000 Physical damage to any caught in the area (2 second delay). For each target damaged, Shandris gains 5 Focus.
Shaft Shot:
Fires an instant shot that deals 100% weapon damage. Restores 10 Focus. 10 second cooldown.
Elune's Wrath:
Calls upon the Goddess Elune's power, unleashing harsh moonlight that deals 50000 Arcane Damage per second if the enemy is facing the caster. Deals half damage if facing away. Also empowers the caster's attacks by granting the Blessing of Elune. 5 second cast time. 5 second channel. Costs 100 Focus.
Blessing of Elune:
The blessing of Elune empowers the caster's attacks, causing each ranged attack to deal an additional 5000 Arcane damage. Lasts and stacks indefinitely.
Name Your Boss(es) (or NPC(s))
Naming the boss is mandatory and can be as creative or plain as you so desire. As a ground rule, the name of the boss should at least be something other than gibberish. For the encounter designer who wants to make their fight as genuine as possible, keep the following in mind:
Use names based on the naming of previous enemies of that type. For instance, if the enemy is a night elf, using words associated with the stars and nature or existing surnames (like Whisperwind) combined with an atypical first name (make one up if you have to!) will make the NPC more "realistic." Knowledge of the lore of the game is a great asset here.
Use existing names if you plan to make an encounter based off of them. For instance, I used
“Shandris Feathermoon” because there is an actual NPC called “Shandris Feathermoon.”
Try not to use your name, real life or character. If you want to make a boss modeled after yourself it's less likely to be taken seriously. Instead, use obscure names that make a slight reference to the name in question (or to your personality or, if applicable, to the personality of the character).
If you make a completely new sort of enemy, the naming is generally fair game. Try to use something that associates with enemies that are similar to that enemy, however. If all else fails, just use a name associated with darkness, evil, or something negative.
Health, Mana, and Other Resources
The health determines how much punishment your boss can take (mechanics not considered). Health can be determined based off mechanics that you choose to make. When determining how much health you want your boss to have, consider what "tier" your boss will be in (if at all). If your boss is meant to be roughly as strong as a boss of a certain tier, then determine how much health the bosses in that tier have (but take note of mechanics that may alter the health of the boss, and whether the boss is intended to be related to a DPS mechanic, such as an enrage timer, or not). The same deal goes for adds or anything else that would need a health bar.
In addition, health can be determined by how many people the encounter is intended to be done by. If the boss is done by a number that isn't typical (like 5, 10, or 25), then adjust the health accordingly. Another advanced way to determine the boss health is to determine the average performance of a group of that tier. Using the example above, I gave Shandris a similar amount of health as the existing NPC of the same name in Feralas (about 67 million health). I didn’t determine exactly how many players the encounter was designed for, but I can safely say 10 to 15 players would have a bit of a challenge taking her down.
Mana and other resources can generally be of a value of your choice as class mechanics rely very little on the resource level of the opponent. The only time these other resources (which are usually displayed below health) is when mechanics become involved. For instance, on the Lady Deathwhisper encounter, the mana pool of the boss serves as the health of the boss for the first phase and an ability (Mana Shield or some equivalent) is used to cause damage to drain mana instead of health.
Other resources can also serve as some sort of “counter” before something occurs. For instance, on the Shandris Feathermoon encounter shown above, the boss will gradually recover Focus using Shaft Shot until she reaches 100 Focus. At that point she will use her “ultimate attack” known as Wrath of Elune, which consumes all her Focus. These other resources can be replaced by a buff that has a stack amount as well, which can (and should) be used if multiple resources (such as Mana and heat, if Blizzard somehow combined both the aforementioned encounters together) are part of the encounter. Other resources do not necessarily need to be used in such a way but should be related to some mechanic. For more, refer to the next section.
Naming Your Abilities
The naming of abilities is similar to naming the NPC/boss itself. You can choose to name the abilities your boss uses however you want. For those who desire to make encounters as genuine as possible, consider the following:
Ability names should make sense. An ability that deals Shadow damage shouldn’t be called “Fireball” without good reasoning to back it up.
Try to make new ability names when possible. Naming an ability that matches with another existing ability takes the guesswork out of finding out what that ability does. If the encounter actually existed, players would easily learn to overcome that encounter with significantly less effort on their part. This is, of course, assuming you don’t try to trick players by putting in a completely different mechanic than the existing ability.
Try to refrain from tricking players. Just make original ability names if you can unless you actually intend to use the mechanic of the existing named ability in your encounter for some reason.
Making abilities with
similar
names to existing abilities is usually fair game. In the Shandris Feathermoon encounter above, I renamed the ability of the existing NPC’s ability: “Prayer of the Moon Goddess” to “Wrath of Elune.” Both abilities have a cast time and “channel” that will cause moonlight to decimate enemy targets. There’s some other differences between the two abilities, but they are similar enough that the similar naming of abilities is okay.
Advanced
In this section are advanced methods of boss design. They generally require a significant level of knowledge of existing encounters and, in some cases, the ability to theorycraft, write/type until your hands are sore, and tolerate other games in order to understand the encounter mechanics of those games and apply them to an encounter you plan to design for a certain game (in this case, probably World of Warcraft).
What Will Your Boss Do? Designing and Using Encounter Mechanics
Encounter mechanics are the bread and butter of the fight. They determine what your boss will do and what a player must to when faced with the situation you create as a result. Although it is possible to get away with ignoring mechanics, it's virtually impossible to ignore them entirely. A simple spell that deals direct damage is just as much a mechanic as a flaming ball of death conjured to explode on top of you within moments.
To see some explanations of certain types of mechanics, as well as a small list of examples (from existing or custom encounters) of such mechanics.
General Mechanics
General mechanics affect the entire group or raid, groups of players regardless of role, or more than one player role (healer and damage-dealer, for instance) in some sort of way. For instance, hazard mechanics like fire on the ground are considered a "general" mechanic as all players must avoid them when possible. Hazard mechanics are often the source of a mechanic that will affect the entire group, but there are more obscure general mechanics. Hazard mechanics (actually, most damaging mechanics) can also be considered a healer-related mechanic if the player takes damage and survives. A good number of these mechanics, however, are lethal. Some general mechanics may only affect certain types of players (melee or ranged). Take note that hazard mechanics are only a small sample of general mechanics; such mechanics fall under a wide variety of categories that make it difficult to document such mechanics. A good rule of thumb is that general mechanics are the responsibility of the player(s) being affected by them, as opposed to players of a specific role.
For an example of some general mechanics, see the list below:
Ability
Source
Description
冷焰
玛洛加尔领主
Creates a line of icy fire that can target any player in the raid. Players must avoid it or suffer significant Frost damage. Because this can affect any number of players, regardless of role, it is considered a general mechanic.
烈焰花环
埃兰之影
Creates three fiery circles that will trigger if a player moves while in one of them. Triggering a Flame Wreath will deal damage to the entire raid and launch player(s) in the air. This is a general mechanic because it can affect any player and requires all those players to adhere to the rules of the mechanic or potentially kill their raid.
活动炸弹
迦顿男爵
Causes a player to become a living bomb that will explode after a short time. This can potentially kill the raid and affects (almost) any player. As a result, is considered a general mechanic.
污染
巫妖王
Targets a player and creates a defiled area that deals Shadow damage over time. When players take damage from
污染
, the area grows. This ability is a general mechanic because the player (and it can be any player) must move away from the raid. In fact, tactics involve spreading out as soon as this begins to happen as other mechanics of the encounter require grouping up.
倒计时
贝尔洛克
This ability links two players together. They must move close to each other to cancel the effect. However, if they fail to after 8 seconds, the entire raid will probably instantly die. This is a general mechanic because the players can be almost anyone and it is the responsibility of the affected players to prevent the raid from wiping.
Damage Dealer-related Mechanics
Damage dealers mechanics often fall under two categories: dealing burst damage and dealing sustained damage.
Burst damage is when something must die quickly or suffer a large amount of damage within a short amount of time that is more than the sustained damage that can normally be dealt. This may sometimes be known as a “burn phase” or “nuking.” This frequently involves the use of cooldowns and possibly having to deal with new enemies. The burst damage is required because otherwise, if the damage requirement is not met, something bad will happen to the group (a short-term “hard enrage” is hit and an add that has to die starts running amok on the raid, for instance).
Sustained damage is being able to deal enough damage to successfully defeat the enemy within a longer duration. This usually involves the hard enrage on a boss (like a 10-minute enrage) but can be other mechanics such as a long-term soft enrage (i.e. the boss gradually gets stronger over time as opposed to destroying the group after X minutes pass).
Below is a list of some mechanics a damage dealer may contend to:
Ability
Source
Description
冲击屏障
and
炎爆术
凯尔萨斯·逐日者
Creates a barrier that absorbs damage and blocks interrupt effects. To prevent a Pyroblast from casting, the Shock Barrier must be destroyed by damage dealers, then interrupted. Because of the role a damage dealer plays to counter this mechanic, this is a damage dealer-related mechanic.
召唤瓦格里
巫妖王
The Lich King summons Val'kyr to grab random players. The damage dealers must kill these Val'kyr as soon as possible before they throw those players off the edge of the Frozen Throne, which results in instant death. Because the Val'kyr must die within a certain time, this is a damage dealer mechanic.
阵亡勇士的印记
死亡使者萨鲁法尔
Although this ability is primarily a healer mechanic, it has a secondary component that serves as a damage dealer mechanic because of the hard enrage. This is because eventually players will die (no matter how good the healers are) or the boss will outheal any damage the damage dealers do, preventing them from being able to beat the enrage timer quickly enough.
暮光精华
希奈丝特拉
This mainly serves as the soft enrage for phase 3 on the Sinestra encounter. Damage dealers must kill
暮光雏龙
(due to
stacking on the tank) and also kill the boss before the room fills with the Twilight Essence.
麻痹
狩猎者阿亚米斯
The boss will stun a target and spawn an add that, if it reaches the stunned player, will kill them instantly. It is important for damage dealers to kill this add before that happens and therefore, this is a damage dealer mechanic.
Healer-related Mechanics
Healer mechanics usually fall into two distinct categories: dispelling and intense moments of healing/healing through damage that is normally unavoidable.
Dispelling involves dispelling party members of debuffs, especially magical ones as dispelling magic from friendly targets is a healer-exclusive mechanic. However, a healer should also dispel or remove other types of debuffs, such as Diseases, Poisons, and Curses. Because other classes are able to do this as well without being healers, these won’t always fall under a healer’s priority (and thus a healer mechanic), especially if a healer is preoccupied with other mechanics or incoming damage.
Intense moments of healing/healing through unavoidable damage doesn’t always involve direct damage, but can also involve healing absorption mechanics or otherwise making sure health stays above a certain threshold. Usually, the ideal amount of health for all party/raid members to have is 100%.
Below is a brief list of examples of healer-related mechanics:
Ability
Source
Description
血肉成灰
加拉克苏斯大王
Incinerates the flesh of the target, causing healing done to that target to be absorbed. This debuff must be removed by healing the target within a certain time or the entire raid suffers significant damage. This is a healer mechanic because healers have to quickly burst heal the debuff off (although other players can help too by off-healing or using bandages).
阿努巴拉克
Leeching Swarm deals damage based on a percentage of everyone's health, but has a floor value of 250 damage dealt per tick. This means healers must keep players alive, but keep them at a certain threshold below maximum health. This is because the damage dealt is based on health and Anub'arak will heal based on the damage dealt, making the job harder for damage dealers if the boss keeps healing for too much. This is a healer mechanic because they must keep the group alive at a certain health threshold (below the maximum, but the obvious exception to this rule is the tank, who should be kept at full health if possible).
活力火花
贝尔洛克
Vital Spark is an important effect that healers get when healing targets affected by
磨难
. The healers can then heal targets affected by
荣耀烈焰
(the tanks receive this effect) to keep them alive as the damage they take increases over time. It is therefore vital (pun intended) to keep gaining Vital Spark stacks, making this a rather unique healer mechanic.
黑暗噬体
阿尔加洛斯
Consuming Darkness is a magical debuff that afflicts several targets. They must be dispelled as soon as possible because the damage the effect does increases rapidly over time to the point it's virtually unhealable and lethal. Because this debuff is magical and important to dispel, it is a healer mechanic.
毒气新星
菲米丝
Gas Nova is a DoT that affects the entire group for pretty heavy damage over time. What's even more important is the debuff drains mana, which is a key resource for healers and several damage dealing classes. Gas Nova is a magical debuff that must be dispelled, making this a healer mechanic (primarily Priest because the entire raid is afflicted, making Mass Dispel a godsend).
Tank-related Mechanics
Tanking mechanics can be categorized into a few distinct groups (although there are obvious outliers): Threat control, positioning, and tank swapping.
Threat control can range from dealing with a threat mechanic (such as a threat reset) that a boss may use to picking up adds that a boss may summon into the fight before those adds attack anyone else. In a raid situation, there will usually be two tanks and each tank will be given specific roles as to how to handle threat control mechanics (such as the off tank picking up adds).
Positioning essentially means controlling where the boss and other mobs are by making them follow you (and retaining threat the whole way to ensure they reach the spot). It can also involve making sure the boss or adds face a certain direction (for instance, away from the group). This all meets a goal of ensuring the boss or adds are not a hazard to the group in some way.
The tank swapping mechanic means that one of the tanks has been debuffed in some sort of way and/or is otherwise unable to continue tanking the boss or mob. A second tank must step in (usually by using a taunt ability) until the first tank is able to continue tanking. Sometimes more than two tanks are involved. In situations where one tank is available, the tank may need to resort to more unorthodox tactics such as kiting the boss/mob(s) until their debuff wears off (although this can also fall under "positioning.")
Some examples of tank-related mechanics are listed below:
Ability
Source
Description
穿刺
穿刺者戈莫克
This is a DoT debuff that stacks over on the main threat target. Eventually, the damage over time, combined with incoming melee damage, is too much and as a result another tank will have to taunt the boss and hold it until the debuff falls off. As a result, this is a tanking mechanic.
灵魂收割
巫妖王
Soul Reaper afflicts the main threat target with a debuff that deals huge damage after a short time. A tank switch should happen within this time or the debuffed target will likely die from the sheer incoming damage. While this is a tank mechanic, Soul Reaper can be partially or completely nullified through cooldowns and other means that don't involve tank swapping.
仇恨打击
帕奇维克
Despite what Hateful Strike formerly used to do, this ability now deals damage to the top threat targets. It is therefore imperative that tanks suffer the Hateful Strike damage by building threat at the beginning of the fight (or else other melee might die). After the first Hateful Strike lands, it's not too difficult to retain threat. The initial part of generating threat to ensure Hateful Strike hits tank targets is a tank mechanic because it involves threat control. It should be noted this mechanic can be largely ignored threat-wise only the tanks are in melee range.
尤格-萨隆的卫士
and
暗影新星
尤格-萨隆
On the Yogg Saron encounter for phase 1, adds will constantly spawn. These must immediately be picked up by the tanks and, when they're about to die, are positioned near the friendly NPC,
萨拉
so that she suffers damage (and obviously other players must stay away). This is a tank mechanic because the positioning of the adds so that Sara can die is solely the role of the tank(s).
欧库塔尔
Searing Shadows is another typical debuffing effect. It increases Shadow damage taken by 100% and, because the ability itself deals a lot of Shadow damage, another tank has to pick up the boss and eat the next Searing Shadows. This is also a frontal cone ability, meaning the boss must be faced away from everyone else. This therefore falls under both the tank swap and positioning categories, making this a tanking mechanic.
Designing and Using New and/or Existing Mechanic(s)
The above information on mechanics alone is daunting. Given the fact so many different mechanics have existed, creating new mechanics is a very difficult task. Using the right mechanics, even existing mechanics, for your encounter is also about as difficult. Overall, making your encounter unique and interesting mechanics-wise is a challenge. Here are some pointers on how to achieve that goal:
When making a new mechanic, consider which players should be responsible for handling that mechanic.
Get very creative with the mechanics. Make use of vehicles, boss resources (make new ones if you have to!), etc.
Don’t just use an existing mechanic, spruce it up, and call it a new mechanic. If you plan to use existing mechanics to derive a new mechanic, either combine existing mechanics together or put a significant twist on the new mechanic that differentiates it from its parent mechanic.
Don’t recycle old mechanics without doing anything either. Fights should always be progressive in the mechanic sense. The exception is when you make fights designed for earlier tiers.
When making fights designed for earlier tiers, make sure to do research and find out what players were dealing with during that tier and add mechanics to your encounter accordingly (there probably shouldn’t be a fight as complex as Ragnaros – Firelands in Tier 2 content, for example). This is partially optional. If you can justify making your fight very complex for its tier, then go ahead.
Keep in mind the boss itself isn’t the only medium for mechanics. Other NPCs, hostile or friendly, can be as good a home for mechanics you plan to put in.
Think about what you want your boss to do. What you can imagine is the limit unless you choose to factor in realism.
Don’t make an encounter impossible to beat. For instance, refrain from using one-hit kill mechanics unless there’s sufficient reason to believe the group can still overcome the encounter somehow.
When attaching numbers to your mechanics, you can choose how much theorycrafting you wish to do. You can create placeholder values or do research/math and insert accurate values instead. The choice is yours.
Where Will The Fight Happen? How to Design the Encounter Area
Designing an encounter area doesn’t require much artful skill. You can choose to draw a map of the encounter area, making some sort of scale (such as 1 inch = 30 yards) to help indicate how large or small areas are. You can also choose to show measurements (in game yards) for each side.
However, writing a description can be more than sufficient. Just make sure to indicate dimensions, what is in the area (in a general or specific sense), and where important markers, such as the boss, are located. It is also helpful to describe other environmental factors, such as weather.
This is important because it helps to make an encounter seem more genuine. Just make sure the encounter area makes a modicum of sense (physically, with exceptions) and ensure it’s the sort of place you can actually have that encounter (i.e. the boss tolerates the environment of the area).
More importantly, mechanics and encounter area together can be quite important. For instance, if an area is a flat, rounded area hundreds of yards off the ground that is 30 yards in radius, then adding a knockback mechanic that knocks back at least 30 yards can make for an interesting fight. Make sure you don’t unintentionally add a “mechanic” by incorrectly creating the encounter area.
What To Do And Not To Do - General Overview
The following is a list of do’s and don’ts on encounter design. They are helpful if you want to review some information about encounter design without reading through walls of text. Keep in mind most of the advice is for people who want to make a genuine encounter.
DO...
Make fights for your enjoyment.
Your research. Know what you are doing before you do it.
Name your NPCs within a line of reasoning.
Name your NPCs after existing NPCs if you plan to make an encounter involving them.
Understand how mechanics work before using them in your encounter.
Consider raiding or doing PvE content to better understand how encounters work.
Use other games as sources for ideas as encounters or mechanics (just don't copy the whole thing).
Use this guide as a handbook for understanding how PvE content works.
Use proper spelling and grammar. Making your encounter readable is helpful. Formatting is also a huge plus.
DO NOT...
Just write a bunch of gibberish hoping it makes a good encounter.
Make an encounter if it makes you miserable doing it. It's not good for your health.
Make your fight inappropriate for the audience you are writing it for (T, for WoW).
Create unreasonable encounters. Don't just kill off the group constantly without giving them a chance.
Use the works of others without giving credit (even if you take a few small things).
This is plagiarism.
A Sample Boss Fight (or Two)
Below are a couple custom encounters created by me:
The Lich King (Redux)
<insert the Deathwing encounter here>
Conclusion
Encounter design has many factors that should be considered. It is an art that can be as complex as you want it to be. When designing an encounter, the sky is the limit, and your imagination dictates what is encompassed in the boss fight. You can learn much designing encounters; it helps to understand how bosses are made, what they do, and, ultimately, teaches you what to expect when you encounter the real thing in a game.
To conclude, take this guide for what it is. I highly doubt too many people will find this guide interesting in any way, but I hope you enjoyed it nonetheless and...Have Fun Designing Encounters!
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评论
评论来自
OverZealous
Ahem... Wow.
I'm going to have to try it one of these days. Well done, Interest!
评论来自
MyTie
I wish all game designers would follow these rules...
评论来自
Hairband
I was thinking of some kind of guide similar to yours, but by whatever the ability might be of a current boss. I never thought of trying to explain what I think a good boss encounter might consist of. I like it.
My idea might consist of a big gigantic spreadsheet with rows named for bosses and columns labeled for spell types. The spell types might be described briefly, such as knockback spells, summoning a portal spells, and distinct linear phases (like Lich King) or distinct circular phases (like Alysrazor). Then, possibly using the information to predict future boss encounters.
One thing that drives me crazy about World of Warcraft and that also relates to your guide is when a certain spell like Icy Touch gives a disease of a different name such as Frost Fever. At least a spell of Corruption causes a debuff on the target also caused Corruption, etc. Unless the effect is something like Rooted or Stunned, in itself being quite generic.
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