<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
    <channel>
        <title>糕的小站</title>
        <link>https://voidcake.site/</link>
        <description>Level Designer</description>
        <lastBuildDate>Thu, 23 Jul 2026 15:44:25 GMT</lastBuildDate>
        <docs>https://validator.w3.org/feed/docs/rss2.html</docs>
        <generator>https://github.com/jpmonette/feed</generator>
        <language>zh-CN</language>
        <copyright>All rights reserved 2026, vvvoidcake</copyright>
        <item>
            <title><![CDATA[【关卡拆解】《明日方舟：终末地》1.2武陵地下阵列关卡]]></title>
            <link>https://voidcake.site/article/endfieldlevelbd</link>
            <guid>https://voidcake.site/article/endfieldlevelbd</guid>
            <pubDate>Sun, 19 Jul 2026 00:00:00 GMT</pubDate>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3a33d9f4e186805e866cec8cec63299e"><div class="notion-viewport"></div><div class="notion-collection-page-properties"></div><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e1868052846dc37b6f03872b"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e186800e8e50d85062f5329f">做得比较深入的一篇关卡拆解。</div><div class="notion-blank notion-block-3a43d9f4e186804aa2f6fe8b03440a6f"> </div><div class="notion-text notion-block-3a43d9f4e18680fc817fcfb91faa7ef5"><b>【拆解初衷】</b></div><div class="notion-text notion-block-3a43d9f4e18680eb9500f1e95a550481">起因是在打终末地1.2版本时，我对其中“武陵地下阵列”这个剧情关卡中的<b>玩法与体验设计</b>非常感兴趣 —— 作为二游中的主线关卡，其创造了一段相当沉浸、流畅、又不乏惊奇感的体验。而许多二游的主线关卡的<b>可玩性设计</b>通常相当保守（比如相对<b>弱保软</b>的解谜），因而体验也相对平淡；而终末地这一关卡却别出心裁地选用了一个交互性与演出性并重的<b>重力传送</b>机制，并做了三个饶有趣味的箱庭秘境关卡。而在尝试分析关卡体验时，我发现自己对设计师的思路也捉摸不透，这也引起了我的好奇心。</div><div class="notion-text notion-block-3a43d9f4e186806b80adfb7910abce89">于是便有了这篇拆解。</div><div class="notion-blank notion-block-3a43d9f4e1868044ae92fc5ee9bdfef5"> </div><div class="notion-text notion-block-3a43d9f4e186803b9d05e8e1b6e8f346"><b>【拆解思路与内容】</b></div><div class="notion-text notion-block-3a43d9f4e1868070a29cddd3b77c2330">拆解从关卡的<b>设计定位</b>出发，拆解关卡流程的<b>节奏设计</b>、绘制出<b>节拍表</b>，分析并<b>绘制关卡的Layout与动线</b>，拆解关卡实况流程中设计师不同决策的<b>设计目的与意图</b>，分析关卡的不同阶段设计师的<b>预期体验</b>；</div><div class="notion-text notion-block-3a43d9f4e18680fdaa33dcac8e86042b">随后从关卡的设计定位——剧情关卡切入，谈谈<b>二游剧情关卡面临的普遍困境与两大核心矛盾</b>（<b>玩法与叙事结合</b>的矛盾 +<b> 复杂度与二游主线定位</b>的矛盾）；分析了关卡是如何做到了体验的<b>流畅感</b>、<b>沉浸感、惊奇感</b>与<b>成就感</b>；最后分析了这一关卡的<b>遗憾之处</b>。</div><div class="notion-blank notion-block-3a43d9f4e18680f8849ce7f4848766f1"> </div></div></div><blockquote class="notion-quote notion-block-3a43d9f4e1868026b1caf3d559372f43"><div>原文发表于机核：<span class="notion-link-mention"><a href="https://www.gcores.com/articles/217258" target="_blank" rel="noopener noreferrer" class="notion-link-mention-link"><img class="notion-link-mention-icon" src="https://www.gcores.com/apple-touch-icon.png?v=jw7pQOOwRY"/><span class="notion-link-mention-title">【关卡拆解】唤起、迷失与重访：《明日方舟：终末地》1.2这段主线关卡到底在玩什么？ | 机核 GCORES</span></a><div class="notion-link-mention-preview"><article class="notion-link-mention-card"><img class="notion-link-mention-preview-thumbnail" src="https://image.gcores.com/e71dd2c6cd9a7e211ac53cda9b6dbf3a-1280-720.png?x-oss-process=image/resize,limit_1,m_fill,w_200,h_200/quality,q_90/format,webp" alt="【关卡拆解】唤起、迷失与重访：《明日方舟：终末地》1.2这段主线关卡到底在玩什么？ | 机核 GCORES" referrerPolicy="same-origin"/><div class="notion-link-mention-preview-content"><p class="notion-link-mention-preview-title">【关卡拆解】唤起、迷失与重访：《明日方舟：终末地》1.2这段主线关卡到底在玩什么？ | 机核 GCORES</p><p class="notion-link-mention-preview-description">前有匠心，所以做得好吧</p><div class="notion-link-mention-preview-footer"><img class="notion-link-mention-preview-icon" src="https://www.gcores.com/apple-touch-icon.png?v=jw7pQOOwRY" referrerPolicy="same-origin"/><span class="notion-link-mention-preview-provider"></span></div></div></article></div></span></div></blockquote><figure class="notion-asset-wrapper notion-asset-wrapper-embed notion-block-3a43d9f4e1868000ae69e8654bc4a721"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:320px"><iframe class="notion-asset-object-fit" src="https://www.gcores.com/articles/217258?spaceId=a206b047-96bc-4288-9c23-d9d571871606" title="iframe embed" frameBorder="0" allowfullscreen="" loading="lazy" scrolling="auto"></iframe></div></figure><blockquote class="notion-quote notion-block-3a43d9f4e1868020933aed17cf17f24e"><div>一并制作了<b>拆解视频</b>发表于B站。其中对关卡的流程实况提供了细致解说；并阐述了我在体验二游剧情关卡时，对其设计产生的一些思考。
<span class="notion-link-mention"><a href="https://www.bilibili.com/video/BV1ToKm6wEcf" target="_blank" rel="noopener noreferrer" class="notion-link-mention-link"><img class="notion-link-mention-icon" src="https://i0.hdslb.com/bfs/archive/6254a0c37d9e21247ff7a4c11402d5b739de091f.jpg@100w_100h_1c.png@57w_57h_1c.png"/><span class="notion-link-mention-title">【关卡拆解】唤起、迷失与重访：终末地1.2的这段主线关卡到底在玩什么？_哔哩哔哩bilibili_游戏杂谈</span></a><div class="notion-link-mention-preview"><article class="notion-link-mention-card"><img class="notion-link-mention-preview-thumbnail" src="https://i0.hdslb.com/bfs/archive/6254a0c37d9e21247ff7a4c11402d5b739de091f.jpg@100w_100h_1c.png" alt="【关卡拆解】唤起、迷失与重访：终末地1.2的这段主线关卡到底在玩什么？_哔哩哔哩bilibili_游戏杂谈" referrerPolicy="same-origin"/><div class="notion-link-mention-preview-content"><p class="notion-link-mention-preview-title">【关卡拆解】唤起、迷失与重访：终末地1.2的这段主线关卡到底在玩什么？_哔哩哔哩bilibili_游戏杂谈</p><p class="notion-link-mention-preview-description">简介：这时有朋友可能要问了——主包主包，都1.4版本了，你怎么还在；更多实用攻略教学，爆笑沙雕集锦，你所不知道的游戏知识，热门游戏视频7*24小时持续更新,尽在哔哩哔哩bilibili 视频播放量 177、弹幕量 0、点赞数 25、投硬币枚数 8、收藏人数 11、转发人数 4, 视频作者 清明风位, 作者简介 歪比巴卜，相关视频：《灰塔遗址》宽线性类美末关卡设计｜流程、节奏、空间与环境叙事，【蚀谷】关卡白盒DEMO最终版-箱庭探索类关卡-附设计文档，全网最详细level0出口！附带生存等级，关卡 第一次做白盒 冰工业 一面挂，【关卡白盒】终末地最优秀的关卡——阿伯莉采石场复刻，FPS PVE 关卡白盒《立体机动：磁暴》，27实习，关卡白盒展示，!?强强?! 挑战终末地全网最小灼铜零件满速蓝图！20x14极致压缩，【关卡白盒】社招求职—半开放式潜行类博物馆关卡，极致的演出堆料，会说话的动态箱庭，如何用一个“会说话”的地图讲述一个优秀的故事？（终末地1.4版本解析）</p><div class="notion-link-mention-preview-footer"><img class="notion-link-mention-preview-icon" src="https://i0.hdslb.com/bfs/archive/6254a0c37d9e21247ff7a4c11402d5b739de091f.jpg@100w_100h_1c.png@57w_57h_1c.png" referrerPolicy="same-origin"/><span class="notion-link-mention-preview-provider"></span></div></div></article></div></span></div></blockquote><figure class="notion-asset-wrapper notion-asset-wrapper-embed notion-block-3a43d9f4e18680b8bf3fe5a12670dc23"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:320px"><iframe class="notion-asset-object-fit" src="https://player.bilibili.com/player.html?isOutside=true&amp;aid=116951204568628&amp;bvid=BV1ToKm6wEcf&amp;cid=40099778222&amp;p=1&amp;spaceId=a206b047-96bc-4288-9c23-d9d571871606" title="iframe embed" frameBorder="0" allowfullscreen="" loading="lazy" scrolling="auto"></iframe></div></figure><div class="notion-blank notion-block-3a43d9f4e18680fabdd4e3dcfeb894d1"> </div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680708de0ff11245bf05d" data-id="3a43d9f4e18680708de0ff11245bf05d"><span><div id="3a43d9f4e18680708de0ff11245bf05d" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680708de0ff11245bf05d" title="一、前言"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>一、前言</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e18680e2851fd2e93b2ab2e2">在当前二游赛道中，《明日方舟：终末地》的关卡设计可以说保持着相当鲜明的辨识度。以箱庭关卡为基底，终末地在有限的空间内通过动线编排、机制复用与复用设计，构建起了层次丰富的游玩体验。</div><div class="notion-text notion-block-3a43d9f4e18680f6ba86df73603b472d">这一设计思路在诸如采石场等玩法图中已得到充分验证，而当它被应用于承载主线叙事的剧情关卡时，则呈现出另一番值得细究的面貌。</div><div class="notion-text notion-block-3a43d9f4e18680b398c0cd3cf99f0afc">1.2 版本「庄方宜篇」中的<b>武陵地下阵列关卡</b>，正是这类剧情关卡的一个代表性样本。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680e08a9cdf19877a5cd3"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ae1ae24cf-b08a-4f2e-aa30-d3706a29140c%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80e0-8a9c-df19877a5cd3&amp;t=3a43d9f4-e186-80e0-8a9c-df19877a5cd3" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680118f0ed72aeb53f3a9">与终末地常见的、或是围绕如射流、丢炸弹等3C拓展能力、或是围绕各种箱庭机关设计的关卡不同，这段关卡以传送与重力切换为核心机制，在独立的关卡场景内完成了三幕式的、递进的交互体验。无论是初次进入画卷时重力倒转的惊奇感，还是第二幕在反复传送中逐渐迷失方向的困惑，抑或是在第三幕办公室上墙的新奇体验，共同构成了超越剧情文本本身的关卡记忆点。</div><div class="notion-row notion-block-3a43d9f4e18680788857db7ee6c308ff"><div class="notion-column notion-block-3a43d9f4e18680d7a18fdae705bf1b24" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868055b442e2e94f06442a"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Af41f84a3-e9cd-4a2e-b204-f0f1aae1f4c6%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8055-b442-e2e94f06442a&amp;t=3a43d9f4-e186-8055-b442-e2e94f06442a" alt="第一次入画卷的传送机制呈现" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第一次入画卷的传送机制呈现</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680ec904dc8924f3f17ce" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680e0b21dfa966ad0a626"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Af640865d-e215-4940-a538-4988f69b0ab8%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80e0-b21d-fa966ad0a626&amp;t=3a43d9f4-e186-80e0-b21d-fa966ad0a626" alt="第二次入画卷的漫步电梯井的新奇体验" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二次入画卷的漫步电梯井的新奇体验</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186802d8bfec171a6b1682b" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186806585caebe11dfc62c0"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac7a1fa68-388e-457f-847b-c0c3a035f77c%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8065-85ca-ebe11dfc62c0&amp;t=3a43d9f4-e186-8065-85ca-ebe11dfc62c0" alt="第三次入画卷时上资料室墙的惊奇时刻" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第三次入画卷时上资料室墙的惊奇时刻</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e1868040a452da800577ce14">但是记忆点归记忆点，过完这段关卡后笔者又有一种被设计师玩弄了但是又不知道到底玩了什么的迷惑之感。不同于其他游戏中围绕重力设计的关卡，本关的空间体验令人目不暇接又捉摸不透，体验设计似乎也扑朔迷离。于是好奇心一起，笔者便抄起家伙，有了这篇拆解。</div><div class="notion-text notion-block-3a43d9f4e1868036b126c352dbd14b3d">下文将从关卡整体节奏设计切入，深入拆解关卡设计师在每一幕的设计思路与设计手法；随后延伸探讨二游剧情关卡普遍面临的设计困境；最后着眼于关卡的一个特殊点，聊聊其体验设计的优秀之处，以及其留下的一些遗憾。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680cea85cc82a7a71129f" data-id="3a43d9f4e18680cea85cc82a7a71129f"><span><div id="3a43d9f4e18680cea85cc82a7a71129f" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680cea85cc82a7a71129f" title="二、关卡概览与节奏设计"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>二、关卡概览与节奏设计</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e1868071802dd716fa71f2b6">这段关卡流程上从管理员与庄方宜一同进入武陵地下裂隙开始，至二人合力清除核心裂隙结束，是 1.2 版本下半段庄方宜篇的核心剧情关卡。</div><div class="notion-text notion-block-3a43d9f4e18680419252f27a4d353b6f">绘制出关卡的节拍表如下：</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868059ae2cc713cc2fc475"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:576px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A392ae1b9-b898-497b-9e2e-a87a1d24c940%3Azmd%E4%B8%BB%E7%BA%BF%E5%89%A7%E6%83%85%E5%85%B3%E5%8D%A1_%E5%BF%97%E5%90%8C%E9%81%93%E5%90%88_%E8%8A%82%E6%8B%8D%E8%A1%A8_Bold.png?table=block&amp;id=3a43d9f4-e186-8059-ae2c-c713cc2fc475&amp;t=3a43d9f4-e186-8059-ae2c-c713cc2fc475" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e186803bb5acf6a8c68cbbc1">从整体结构来看，关卡采用了双线交替设计：一条是<b>武陵地下阵列</b>的剧情推进线，另一条是<b>画卷通道</b>的回忆叙事线。玩家在裂隙线中沿地下阵列逐步深入，通过画卷传送门进入十年前的科考站场景，完成一段回忆流程后再传送回裂隙线，如此往复推进。两条线承担的功能各有侧重：</div><ul class="notion-list notion-list-disc notion-block-3a43d9f4e186808e9087f4262ca88c5b"><li>地下裂隙线以推进主线目标、提高战斗体验为主，节奏偏调剂；</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e186807e85bbe39cd41d7bf1"><li>画卷回忆线则通过重力切换的特殊机制，逐步补全十年前庄方宜初入科考站的往事，承担人物塑造与情绪铺垫的功能，节奏偏沉浸。</li></ul><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868057b4d3e8e19a6c790e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aade97bdc-6470-4306-ac89-a52cb534cf56%3AClipboard_-_2026-07-18_12.29.12.png?table=block&amp;id=3a43d9f4-e186-8057-b4d3-e8e19a6c790e&amp;t=3a43d9f4-e186-8057-b4d3-e8e19a6c790e" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680299095ecd99c0d5759">在节奏设计上， 两条线也承担了不同的节奏调节功能： 画卷线通过逐级递进的空间交互体验拉高玩家情绪，随后通过对话段落进行叙事；裂隙线则通过战斗编排来拉高玩家情绪。总体上节奏通过 穿行-叙事-战斗的循环来使得节奏张弛有度， 有效规避了单一体验持续输出带来的倦怠感。</div><div class="notion-text notion-block-3a43d9f4e18680829fe6f38d99651b30">而在关卡收尾阶段，双线收束汇入清除裂隙的高潮序列，则是对峰终定律的典型运用 —— 将最强烈的情感冲击与演出密度放在流程末端，为整段体验留下深刻的收尾记忆。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186804787e2cb1297092f33"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A0b34749b-0651-446d-bea5-4eb7d7017656%3A%E9%AB%98%E6%BD%AE%E6%BC%94%E5%87%BA.png?table=block&amp;id=3a43d9f4-e186-8047-87e2-cb1297092f33&amp;t=3a43d9f4-e186-8047-87e2-cb1297092f33" alt="裂隙线的高潮演出" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">裂隙线的高潮演出</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186800f8e1bc5ccb674fcc0">此外，由于游戏内并未给这段画卷内的关卡单独命名，本文后续统一将其简称为<b>画卷关卡</b>。本文的拆解重点也将集中于画卷内的三幕流程。</div><div class="notion-text notion-block-3a43d9f4e1868050952be7914c497086">话不多说，接下来进入画卷内的三幕流程，着重分析关卡的动线设计、设计意图与设计手法。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e1868020beccebe5b1df01bd" data-id="3a43d9f4e1868020beccebe5b1df01bd"><span><div id="3a43d9f4e1868020beccebe5b1df01bd" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e1868020beccebe5b1df01bd" title="三、流程、动线与体验拆析"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>三、流程、动线与体验拆析</b></span></span></h2><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e186809ea31fec3014a975cd" data-id="3a43d9f4e186809ea31fec3014a975cd"><span><div id="3a43d9f4e186809ea31fec3014a975cd" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186809ea31fec3014a975cd" title="第一幕"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>第一幕</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e1868028938cd6bbd9f5f4ae">第一幕是画卷关卡的引入阶段，同时承担着<b>核心机制引入</b>、<b>空间感知建立</b>与<b>叙事氛围铺垫</b>的三重功能。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868055b5b1d9e403fd22a8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ab7a80533-881f-4778-9b7a-05374f0fb564%3A%E7%BB%88%E6%9C%AB%E5%9C%B01.2%E4%B8%BB%E7%BA%BF_%E7%94%BB%E5%8D%B7%E5%85%B3%E5%8D%A1_%E7%AC%AC%E4%B8%80%E5%B9%95_%E5%85%B3%E5%8D%A1%E8%A7%86%E8%A7%89%E5%9B%BE.png?table=block&amp;id=3a43d9f4-e186-8055-b5b1-d9e403fd22a8&amp;t=3a43d9f4-e186-8055-b5b1-d9e403fd22a8" alt="画卷线第一幕" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第一幕</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186803aafc1f6ed1f2fe9f1">整体动线呈单向推进的线性结构，玩家从画卷入口进入，经息壤门解谜交互、上二楼抵达传送门节点，完成首次重力切换与奇观展示后，自然转入十年前庄方宜初入科考站的叙事段落。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680d79181fade7b659af3"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:432px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A057e05bf-9bd2-4ec3-8c81-4134d21fbacd%3ALayout_%E7%AC%AC%E4%B8%80%E5%B9%95.png?table=block&amp;id=3a43d9f4-e186-80d7-9181-fade7b659af3&amp;t=3a43d9f4-e186-80d7-9181-fade7b659af3" alt="画卷线第一幕-流程图与动线分析" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第一幕-流程图与动线分析</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680ffa832d684e1aba3e4">从流程与动线设计来看，这一幕全程以前进为单一目标，没有设置复杂解谜或战斗内容，核心任务是画卷传送机制的初步教学。</div><div class="notion-text notion-block-3a43d9f4e186809d8bfcf193c74f07ef">设计师并未依赖 UI 标识进行强引导，而是通过机制交互、蝴蝶动态引路与空间收束实现隐性动线把控。</div><div class="notion-row notion-block-3a43d9f4e186807aaff7e0cc629bfd11"><div class="notion-column notion-block-3a43d9f4e186802b9992e0ba9b798886" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186806f8044e2d0f7ee72d8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A1020b764-d43a-4cb9-8066-52dc8c7ff993%3Aimage.png?table=block&amp;id=3a43d9f4-e186-806f-8044-e2d0f7ee72d8&amp;t=3a43d9f4-e186-806f-8044-e2d0f7ee72d8" alt="交互镜头引导" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">交互镜头引导</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680aeb4defeee582b766a" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186802b9d2fc9502a023b50"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A4825f80a-ce15-49ee-8354-c7a829b090e3%3Aimage.png?table=block&amp;id=3a43d9f4-e186-802b-9d2f-c9502a023b50&amp;t=3a43d9f4-e186-802b-9d2f-c9502a023b50" alt="蝴蝶动态引导" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">蝴蝶动态引导</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680968c3bd07cba4a26bf" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186801a8a94c22f92550029"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ab9b84ee4-726a-4f30-a3cc-876365f98cbf%3Aimage.png?table=block&amp;id=3a43d9f4-e186-801a-8a94-c22f92550029&amp;t=3a43d9f4-e186-801a-8a94-c22f92550029" alt="构图压缩的视线引导" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">构图压缩的视线引导</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e186809ca060e23e21f13c4c">第一幕的体验核心可以用一个词概括：<b>「唤起」</b>。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680a9bb8bedfca86a22bc"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:624px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A7474651f-7e61-4b37-a5fd-8d8e4ab143df%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80a9-bb8b-edfca86a22bc&amp;t=3a43d9f4-e186-80a9-bb8b-edfca86a22bc" alt="第一幕的体验设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第一幕的体验设计</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186805bb4aadb5d9fbe286d">其一是<b>感官沉浸的唤起</b>： 关卡以入口处的龙首奇观先做氛围铺垫，再借重力倒转后的奇观场景释放视觉冲击力，把空间神秘诡谲的气质与机制本身的惊奇感直观传递给玩家。</div><div class="notion-text notion-block-3a43d9f4e18680a292faf3fa1b6e8387">其二是<b>空间感知的唤起：</b>首次重力切换依托一段蝴蝶跟随的连贯运镜完成，既实现了玩家位置与重力状态的转换，也让玩家在无说教式教学的状态下，建立起对画卷内的初步空间感知。</div><div class="notion-text notion-block-3a43d9f4e186804297cae7f6205934c6">其三是<b>叙事兴趣的唤起</b>：当玩家对画卷世界的好奇心被空间奇观充分调动后，流程自然切入十年前的回忆剧情，引入人物背景，让叙事接入显得顺滑而不突兀。</div><div class="notion-text notion-block-3a43d9f4e1868093a4d5c8b1b7212291">作为整套画卷关卡的序章，第一幕用短篇幅完成了机制、空间、叙事三重基础的搭建，以低门槛、高期待的体验状态，为后续两幕的体验升级做好了铺垫。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680acbd41d8542d9a004f" data-id="3a43d9f4e18680acbd41d8542d9a004f"><span><div id="3a43d9f4e18680acbd41d8542d9a004f" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680acbd41d8542d9a004f" title="第二幕"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>第二幕</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e18680dc9f41cc7def268546">画卷线第二幕</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680a7ba2be1f639aef632"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:432px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A8f86494e-f51c-475b-a0bd-de6f73c3559f%3A%E7%BB%88%E6%9C%AB%E5%9C%B01.2%E4%B8%BB%E7%BA%BF_%E7%94%BB%E5%8D%B7%E5%85%B3%E5%8D%A1_%E7%AC%AC%E4%BA%8C%E5%B9%95_%E5%85%B3%E5%8D%A1%E8%A7%86%E8%A7%89%E5%9B%BE.png?table=block&amp;id=3a43d9f4-e186-80a7-ba2b-e1f639aef632&amp;t=3a43d9f4-e186-80a7-ba2b-e1f639aef632" alt="画卷线第二幕" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第二幕</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680609e5bcf4c8af4533a">第二幕是画卷关卡体验曲线的中段。</div><div class="notion-text notion-block-3a43d9f4e186805e82bed45fa7a2e037">承接第一幕完成的机制引入，本幕开始充分利用画卷传送机制<b>切换重力与模糊空间感知</b>的功能，将动线从单向推进的线性结构，转化为多层折返的箱庭结构。通过多次的画卷传送与迷宫式设计创造迷路感，最终通过结构回扣的顿悟时刻完成情绪释放。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868026b1dddebc3610d185"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:528px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Acda70ef4-f1e2-407a-86bc-725e3d30aff2%3ALayout_%E7%AC%AC%E4%BA%8C%E5%B9%95.png?table=block&amp;id=3a43d9f4-e186-8026-b1dd-debc3610d185&amp;t=3a43d9f4-e186-8026-b1dd-debc3610d185" alt="画卷线第二幕-流程图与动线分析" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第二幕-流程图与动线分析</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680749ec3f10cd827d06b">从<b>动线设计</b>来看，整幕流程始终围绕同一栋科考站建筑的多层空间展开：</div><div class="notion-text notion-block-3a43d9f4e18680a7b864c75fe05e45ae">玩家从1F乘电梯进入电梯井，再通过传送切换重力后沿电梯井向上穿行，途经3F封闭房间、3F天花板的动态息壤迷宫等狭窄区域，再通过重力倒转的传送回到2F。整条动线看似在不断深入全新区域，实则始终在同一个箱庭空间内做立体折返。</div><div class="notion-row notion-block-3a43d9f4e186808d949dcdc115063b22"><div class="notion-column notion-block-3a43d9f4e186809a9cbdfb0d94b015c7" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680ff8f9df1f73c8cd46f"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Acc6828aa-3f8e-4dd5-aa94-34f14ee447fd%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80ff-8f9d-f1f73c8cd46f&amp;t=3a43d9f4-e186-80ff-8f9d-f1f73c8cd46f" alt="第二幕_1F电梯口" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_1F电梯口</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680019bf1f726428f96af" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186804fbc21e5a25b2fa635"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A154b1f8f-3339-40f0-90cf-7f4a7012f7cc%3Aimage.png?table=block&amp;id=3a43d9f4-e186-804f-bc21-e5a25b2fa635&amp;t=3a43d9f4-e186-804f-bc21-e5a25b2fa635" alt="第二幕_异常重力的电梯井" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_异常重力的电梯井</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680e197d5fb5d8215fd94" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680cf832dcde82fc11ae9"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ad1181c83-cfb9-459e-80d0-0768521f06c0%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80cf-832d-cde82fc11ae9&amp;t=3a43d9f4-e186-80cf-832d-cde82fc11ae9" alt="第二幕_3F狭窄小房间" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_3F狭窄小房间</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-row notion-block-3a43d9f4e186801bb356ddf73fa4ac61"><div class="notion-column notion-block-3a43d9f4e18680bd95fdfd668a70a504" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680638a91d3a2a3fcabab"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aaec27c2f-ee1a-4ccd-88b5-4bc9797b7504%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8063-8a91-d3a2a3fcabab&amp;t=3a43d9f4-e186-8063-8a91-d3a2a3fcabab" alt="第二幕_3F反重力息壤迷宫" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_3F反重力息壤迷宫</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186808a8d31f338c79b8137" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868017b4a4c8aae6120a40"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A53d95c7e-dfde-4acf-9b5a-70a48abd2a08%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8017-b4a4-c8aae6120a40&amp;t=3a43d9f4-e186-8017-b4a4-c8aae6120a40" alt="第二幕_回到2F的出口前" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_回到2F的出口前</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680f58839c65d09865e6f">这一幕的核心体验关键词，可以概括为<b>「迷失？」</b>。</div><div class="notion-text notion-block-3a43d9f4e186806ca907c3b8c0f65844">具体而言，迷失感的营造依靠多层设计共同完成。</div><ul class="notion-list notion-list-disc notion-block-3a43d9f4e18680a09035f1855fd20011"><li>首先是<b>视野信息与方向感的剥夺</b>：电梯井、3F小房间等封闭区域剥夺了玩家的大部分空间视野；同时设计师刻意锁住了摄像机俯仰角度，玩家无法通过天花板与地面的参照确认方位；部分传送节点取消了蝴蝶跟随镜头，进一步切断了空间位置的感知线索。</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e186806e90fec2456af3dc29"><li>其次是<b>空间形态的情绪营造</b>：电梯井等狭窄封闭区域天然会给玩家带来封闭压抑的感受，而玩家经过多次重力后传送也会产生对自身位置的困惑感。</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e18680f3a7c9f7a66477a202"><li>最后是<b>空间体验的误导</b>：动态息壤迷宫通过不断变化的通路制造复杂度，让玩家的注意力集中在 “找出路” 的浅层挑战上，无暇顾及自身的绝对位置。</li></ul><div class="notion-text notion-block-3a43d9f4e186800b902cf2fbbfd55408">在玩家走出迷宫序列后、突兀横亘在出口前的侵蚀解谜机关，则承担了<b>转变节奏</b>的关键作用。</div><div class="notion-text notion-block-3a43d9f4e18680ef82b1e31accddb5e0">在此之前，关卡始终以快节奏的空间切换推动玩家向前，解谜机关的出现直接放缓了玩家的行进节奏，从而将玩家的注意力从 “出路去哪” 转向 “我现在在哪”—— 这正是设计师的核心意图：迷失本身并非目的，引导玩家自发提出箱庭关卡的经典命题「我在哪」，才是这一连串空间设计的真正目的。（虽然此处实际上效果仍然过于隐晦。</div><div class="notion-row notion-block-3a43d9f4e186802e9c06c45cb3e87395"><div class="notion-column notion-block-3a43d9f4e186802d9f85e262e2bf4d21" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680eebe36c25596b833a5"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A49275996-12ac-4b69-b776-2014fad57b61%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80ee-be36-c25596b833a5&amp;t=3a43d9f4-e186-80ee-be36-c25596b833a5" alt="浅层问题_迷宫序列对应的”出路在哪“" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">浅层问题_迷宫序列对应的”出路在哪“</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680f3b61bdb7929d11689" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186803194e8c92a2cf0e35a"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac9d7ebf7-21d4-4a29-a8a5-e3aa390b1aea%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8031-94e8-c92a2cf0e35a&amp;t=3a43d9f4-e186-8031-94e8-c92a2cf0e35a" alt="深层问题_箱庭结构对应的”你在哪“" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">深层问题_箱庭结构对应的”你在哪“</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e186807aa66dfa8f02d3941d">整幕的体验高潮，来自重力倒转后的<b>结构回扣</b>时刻。当玩家在方向感近乎混乱的状态下完成狭窄通道+迷宫的跑图序列、恢复正常重力后，会发现自己所处的正是第二幕开篇便隐性指明的目标区域。醒目的侵蚀色调本就是 2F 的认知锚点，只是在前序迷失感的铺垫下，多数玩家初见时并不会立刻察觉。这种&quot;原来是这里&quot;的顿悟感，既是对前期困惑的情绪释放，也是玩家破解空间魔术后获得的成就感。</div><div class="notion-row notion-block-3a43d9f4e186802abceeda765048d07e"><div class="notion-column notion-block-3a43d9f4e18680cba451db6f2d3540e0" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186808fb330d7a0f33fa2f8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A8c84e530-96ae-484a-81c9-374429e08618%3Aimage.png?table=block&amp;id=3a43d9f4-e186-808f-b330-d7a0f33fa2f8&amp;t=3a43d9f4-e186-808f-b330-d7a0f33fa2f8" alt="第二幕_开头通过交互镜头硬性设下关卡目标" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_开头通过交互镜头硬性设下关卡目标</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680b7a71eddeb9632301e" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680c2b974f7d071ab4207"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A99433bf5-92d4-4d86-bb98-3206e0b42db4%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80c2-b974-f7d071ab4207&amp;t=3a43d9f4-e186-80c2-b974-f7d071ab4207" alt="第二幕_走出迷宫后传送到达的解谜机关前" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_走出迷宫后传送到达的解谜机关前</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680319c84ee696324b0f6" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868016a19ddc7c23f5f485"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ab2d43a2f-36dd-460c-915c-24711f6b13f5%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8016-a19d-dc7c23f5f485&amp;t=3a43d9f4-e186-8016-a19d-dc7c23f5f485" alt="第二幕_发现来到开头看到的2F目标处" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">第二幕_发现来到开头看到的2F目标处</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e1868033a6aef72323090164">整体来看，第二幕通过<b>「开阔 — 狭窄 — 开阔」</b>的空间节奏变化，带来了一段由空间与机制叠加组成的沉浸体验。设计师利用了空间的信息释放与情绪营造的功能，让玩家<b>在迷失中获得沉浸感与紧张感</b>、再<b>在关卡结构的回扣中获得顿悟时刻的奖励与情绪的释放</b>。在保证大多数玩家的体验顺畅的前提下，关卡为有意探求的玩家留下了可挖掘的体验深度。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680418f20e4216df3e20d"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A69f655b6-1c59-48ae-a8b9-9fc2bc17eaf6%3A%E7%AC%AC%E4%BA%8C%E5%B9%95%E5%9B%9E%E9%A1%BE.png?table=block&amp;id=3a43d9f4-e186-8041-8f20-e4216df3e20d&amp;t=3a43d9f4-e186-8041-8f20-e4216df3e20d" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e1868068918aee4ce7b1d686">在这一幕，<b>传送机制与预期体验设计叠加出的复杂性</b>也初见端倪。对于多数玩家而言，虽说蝴蝶传送的过程中公平地展示了整个空间变换的过程，但传送过程事实上剥夺了玩家的控制主动性，削弱了玩家对空间体验的主动探寻，导致玩家有因为被设计师&quot;玩弄&quot;从而&quot;任由设计师摆弄&quot;的开摆之感，造成了<b>关卡本身的可挖掘深度与大多数玩家的实际体验的明显分化</b>；这一点在后续流程也有进一步体现。当然，作为需要保证体验基本流畅度的二游主线关卡，这一设计取舍也是可以理解的。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e1868020a2a1f1bb49a7d162" data-id="3a43d9f4e1868020a2a1f1bb49a7d162"><span><div id="3a43d9f4e1868020a2a1f1bb49a7d162" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e1868020a2a1f1bb49a7d162" title="第三幕"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>第三幕</b></span></span></h2><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186802eb691ed863c08c95b"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aadf56bfc-eb3d-4664-9d61-e08c3a2b0bcb%3A%E7%BB%88%E6%9C%AB%E5%9C%B01.2%E4%B8%BB%E7%BA%BF_%E7%94%BB%E5%8D%B7%E5%85%B3%E5%8D%A1_%E7%AC%AC%E4%B8%89%E5%B9%95_%E5%85%B3%E5%8D%A1%E8%A7%86%E8%A7%89%E5%9B%BE.png?table=block&amp;id=3a43d9f4-e186-802e-b691-ed863c08c95b&amp;t=3a43d9f4-e186-802e-b691-ed863c08c95b" alt="画卷线第三幕" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第三幕</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186801a9f00d267ae9a3c4b">第三幕是画卷关卡的体验高潮段，也是设计密度最高的部分。</div><div class="notion-text notion-block-3a43d9f4e1868015b03ee759ffb1f247">第三幕在故事层面迎来了重大转折：十年前的科考站遭遇变故，曾经的美好愿景戛然而止。反映在关卡设计上，则是玩家开局便被大面积侵蚀封堵了主路。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680ee9167c2b05771fd05"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:480px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A757e6306-e856-4d68-ab44-52aedfb50a15%3ALayout_%E7%AC%AC%E4%B8%89%E5%B9%95.png?table=block&amp;id=3a43d9f4-e186-80ee-9167-c2b05771fd05&amp;t=3a43d9f4-e186-80ee-9167-c2b05771fd05" alt="画卷线第三幕 - Layout与动线分析" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第三幕 - Layout与动线分析</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680d1899df380f355666a">从动线设计来看，第三幕不同于前两幕，转而采用经典的<b>中枢房间</b>布局。玩家以中心大厅为核心节点，向资料室、防护门走廊等周边区域辐射延伸，在多次重力切换中以不同姿态反复途经同一批空间。整条动线不再是单向推进的线性逻辑，而是围绕核心枢纽形成多向折返的循环结构 —— 形成了对同一箱庭房间的多表面复用。</div><div class="notion-row notion-block-3a43d9f4e186805ba9e1c90afb40a14c"><div class="notion-column notion-block-3a43d9f4e18680848192d10b0f03caf3" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186807591caf32e2234402f"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aadf56bfc-eb3d-4664-9d61-e08c3a2b0bcb%3A%E7%BB%88%E6%9C%AB%E5%9C%B01.2%E4%B8%BB%E7%BA%BF_%E7%94%BB%E5%8D%B7%E5%85%B3%E5%8D%A1_%E7%AC%AC%E4%B8%89%E5%B9%95_%E5%85%B3%E5%8D%A1%E8%A7%86%E8%A7%89%E5%9B%BE.png?table=block&amp;id=3a43d9f4-e186-8075-91ca-f32e2234402f&amp;t=3a43d9f4-e186-8075-91ca-f32e2234402f" alt="中枢房间" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">中枢房间</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186808d95e7c12a060e6ecb" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186800db606cea50d309ecb"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A99ff770a-970d-476b-9aa9-c0bb2c45568e%3Aimage.png?table=block&amp;id=3a43d9f4-e186-800d-b606-cea50d309ecb&amp;t=3a43d9f4-e186-800d-b606-cea50d309ecb" alt="资料室的环境叙事" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">资料室的环境叙事</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680c5af25ef512b60b603" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186809d8164c2d1db973838"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A3e53cad0-b3f7-4c48-9fe9-be4e17934dfe%3Aimage.png?table=block&amp;id=3a43d9f4-e186-809d-8164-c2d1db973838&amp;t=3a43d9f4-e186-809d-8164-c2d1db973838" alt="三防护门过道" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">三防护门过道</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186806eb783d8b758e76a18" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186807cbc67fa2f3cce6fa8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A2ddca826-997d-4e1e-aff8-34e307824346%3Aimage.png?table=block&amp;id=3a43d9f4-e186-807c-bc67-fa2f3cce6fa8&amp;t=3a43d9f4-e186-807c-bc67-fa2f3cce6fa8" alt="重力切换的侧翼房间" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">重力切换的侧翼房间</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-row notion-block-3a43d9f4e186807cb3e2dd70aa1a8f0c"><div class="notion-column notion-block-3a43d9f4e18680999a54f2713d132795" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868067aa79c97a90bcfae1"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A4566f33a-de68-4630-be55-81519c142e23%3A%E7%AC%AC%E4%B8%89%E5%B9%95_%E6%9D%A5%E5%88%B0%E4%B8%AD%E6%9E%A2%E6%88%BF%E9%97%B4%E7%9A%84%E5%8F%B3%E5%A2%99%E4%B8%8A.png?table=block&amp;id=3a43d9f4-e186-8067-aa79-c97a90bcfae1&amp;t=3a43d9f4-e186-8067-aa79-c97a90bcfae1" alt="来到中枢房间的右墙上" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">来到中枢房间的右墙上</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680b6b1ccec0b1d4a3056" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680179602ca6b9aaa6204"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A11088145-cdcd-4f1e-8fb5-50a2df23450c%3A%E7%AC%AC%E4%B8%89%E5%B9%95_%E8%BF%99%E6%AC%A1%E4%B8%89%E9%98%B2%E6%8A%A4%E9%97%A8%E8%BF%87%E9%81%93%E7%94%A8%E8%B7%B3%E7%9A%84.png?table=block&amp;id=3a43d9f4-e186-8017-9602-ca6b9aaa6204&amp;t=3a43d9f4-e186-8017-9602-ca6b9aaa6204" alt="这次三防护门过道用跳的" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">这次三防护门过道用跳的</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680f98adfeffc1d5252fd" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680d88f25f84041db68f0"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A73bfa843-c756-484c-9dd5-305257d53809%3A%E7%AC%AC%E4%B8%89%E5%B9%95_%E6%9D%A5%E5%88%B0%E4%B8%AD%E6%9E%A2%E6%88%BF%E9%97%B4%E7%9A%84%E5%B7%A6%E5%A2%99%E4%B8%8A.png?table=block&amp;id=3a43d9f4-e186-80d8-8f25-f84041db68f0&amp;t=3a43d9f4-e186-80d8-8f25-f84041db68f0" alt="来到中枢房间的左墙上" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">来到中枢房间的左墙上</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186804ea722f6d703eb585a" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680beaf06e3f405a37457"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A46cda66f-3f4c-42ca-af29-ca825f859901%3A%E7%AC%AC%E4%B8%89%E5%B9%95_%E4%B8%BB%E8%B7%AF%E9%98%BB%E7%A2%8D%E6%B6%88%E9%99%A4%EF%BC%8C%E6%9C%80%E5%90%8E%E7%9A%84%E5%9B%9E%E5%BF%86%E5%8F%99%E4%BA%8B%E8%8A%82%E6%8B%8D.png?table=block&amp;id=3a43d9f4-e186-80be-af06-e3f405a37457&amp;t=3a43d9f4-e186-80be-af06-e3f405a37457" alt="主路阻碍消除，最后的回忆叙事节拍" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">主路阻碍消除，最后的回忆叙事节拍</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-blank notion-block-3a43d9f4e18680b0b278dc3f2cb9e43c"> </div><div class="notion-text notion-block-3a43d9f4e18680688a28cd79f8b84d3c">不同于前两幕的「唤起」与「迷失？」的主题，第三幕将<b>「重访」</b>作为核心体验主题 —— 玩家反复穿行于看似全新的区域，实则是在不同重力状态下重新造访已经历的空间。</div><div class="notion-text notion-block-3a43d9f4e186803db921f4f013691cf9">要进一步理解这里的重访设计，这里引入一个关卡设计中的经典概念：<b>再语境化</b>。简单来说，就是<b>通过引入新机制、新信息，让玩家已经体验过的内容产生全新的解读方式与交互可能</b>，从而让玩家玩过的内容重焕生机的方式。这也正是<b>箱庭关卡的核心优势</b> —— 玩家走过的路并非一次性消耗品，而是可以通过设计手段反复把玩。</div><div class="notion-row notion-block-3a43d9f4e18680718277edfd5625956d"><div class="notion-column notion-block-3a43d9f4e18680429a94d93a42b9eb08" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186809498dfdbd6e282d45d"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A111a3d4a-3f2e-46c2-ab2d-ecdaa7231353%3AClipboard_-_2026-07-18_15.37.29.png?table=block&amp;id=3a43d9f4-e186-8094-98df-dbd6e282d45d&amp;t=3a43d9f4-e186-8094-98df-dbd6e282d45d" alt="再语境化" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">再语境化</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186803aba2ffba5c765c7a8" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680a4819fdef9468c4d25"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Adf532ea1-a378-4ef6-a5df-9f3b521c5d06%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80a4-819f-def9468c4d25&amp;t=3a43d9f4-e186-80a4-819f-def9468c4d25" alt="宇宙机器人_通过机制引入实现再语境化" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">宇宙机器人_通过机制引入实现再语境化</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186804ba78ef7d331e8fe8f" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868078af26c0dfa6fed1a8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A4391d015-7a33-4745-984d-f6e8111a746b%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8078-af26-c0dfa6fed1a8&amp;t=3a43d9f4-e186-8078-af26-c0dfa6fed1a8" alt="星际拓荒_通过信息告知实现再语境化" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">星际拓荒_通过信息告知实现再语境化</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186800c810bd87178661684" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680a8bc15f3500903c908"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Acede1346-0265-457e-a5f4-9799a0804371%3A%E7%BB%88%E6%9C%AB%E5%9C%B0%E5%AF%86%E5%A2%83%E8%A1%8C%E8%80%85_%E7%A7%8B%E6%B0%B4%E6%A8%AA%E6%B8%A1_%E5%90%8C%E4%B8%80%E4%B8%AA%E7%AB%B9%E7%AD%8F%E5%9C%A8%E4%B8%8D%E5%90%8C%E7%9A%84%E6%B0%B4%E4%BD%8D%E5%8F%91%E6%8C%A5%E4%BA%86%E4%B8%8D%E5%90%8C%E7%9A%84%E4%BD%9C%E7%94%A8.png?table=block&amp;id=3a43d9f4-e186-80a8-bc15-f3500903c908&amp;t=3a43d9f4-e186-80a8-bc15-f3500903c908" alt="终末地密境行者_秋水横渡_同一个竹筏在不同的水位发挥了不同的作用" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">终末地密境行者_秋水横渡_同一个竹筏在不同的水位发挥了不同的作用</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e1868040b253ec3ee97fb924">设计师通过不同手段确立并强化管理员对区域空间的<b>第一印象</b>，在后续则通过重力切换的机制，赋予相同的空间全新的<b>再游玩体验</b>，创造惊奇感。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680e8b42bcc33d23ff361"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:480px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A50a65aaa-4e35-4f6d-8af8-c466fff78b81%3A%E7%AC%AC%E4%B8%89%E5%B9%95%E5%9B%9E%E9%A1%BE.png?table=block&amp;id=3a43d9f4-e186-80e8-b42b-cc33d23ff361&amp;t=3a43d9f4-e186-80e8-b42b-cc33d23ff361" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680d6a716dce8b7ad44f3">关卡结构的设计也体现了「重访」这一主题。中枢房间结构让玩家能以不同方式反复造访中心节点，使得关卡逻辑更加清晰、结构更加紧凑，易于玩家构建心理地图，从而获得揭开设计师空间魔术的满足感。</div><div class="notion-text notion-block-3a43d9f4e186808db6a0e602b67c49b6">当然，这一幕的设计同样存在<b>体验传达上的局限</b>。对于只走了一遍流程的许多玩家而言，重力切换的节奏快、认知负荷大，且区域记忆多通过表现层和简单的同伴sidetalk来体现（而没有通过足够的交互记忆来强化认知锚点），多数玩家只会感受到天旋地转的新奇，很难主动意识到重访与空间复用的设计逻辑，深层的设计巧思难以被普遍感知。同时，玩法层面的空间重访与叙事层面的悲剧追忆，二者仍处于串行而非深度融合的状态 ——<b> 机制服务于体验，却尚未完全服务于叙事表达</b>。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e1868072829de5ba1c4e0902" data-id="3a43d9f4e1868072829de5ba1c4e0902"><span><div id="3a43d9f4e1868072829de5ba1c4e0902" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e1868072829de5ba1c4e0902" title="四、从剧情关卡的设计定位说开去"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>四、从剧情关卡的设计定位说开去</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e1868020b5b3cb6dfd735efd">到这里，画卷线三幕流程的动线、空间与分层体验的拆析就结束了。</div><div class="notion-text notion-block-3a43d9f4e18680b7b172fd3b6ab11418">回过头来看，这一关卡最吸引我的、或者说最让我产生拆解好奇心的，主要有亮点：其一，在于它在二游主线关卡中并没有采用公式化的解谜序列，而是用了一套<b>有趣又不落俗套的重力传送机制</b>，构建了一段<b>有挖掘深度的沉浸交互体验</b>；其二，则是这一关卡的体验设计所呈现出来的关卡深层巧思与大多数玩家游玩体验的明显断层，而要进一步理解这一点，还得从其<b>设计定位 —— 剧情关卡</b> 说开了去。</div><div class="notion-text notion-block-3a43d9f4e18680558320e604dc44788d">这里说的<b>剧情关卡</b>，或者说剧情图，是指<b>有明确的叙事线的一段连续关卡流程</b>。比如武陵迷踪林的初见流程、42个人叙事关卡、以及本视频拆解的画卷关卡。这类关卡<b>不具备复玩性</b>，如果<b>对叙事流畅度有着较高要求</b>，还会开启沉浸模式；流程中玩家也不会被宝箱、或者乱飞的醚质给勾走注意力。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186801197e0e836acd157ef"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:432px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A99f43071-2a9a-4dd6-8ddc-d0db7d7102d3%3A%E5%89%A7%E6%83%85%E5%85%B3%E5%8D%A1.png?table=block&amp;id=3a43d9f4-e186-8011-97e0-e836acd157ef&amp;t=3a43d9f4-e186-8011-97e0-e836acd157ef" alt="剧情图" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">剧情图</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680a895a9c27c38473b8d">与剧情图相对的概念是<b>玩法图</b>，比如采石场、藏剑谷、密境行者，它们<b>要么允许玩家以自己的节奏自由探索地图与发掘故事，要么是以展现各式玩法内容为目标的独立关卡</b>。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680e49246d07ab9e49881"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:432px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A64f39cdf-3eb2-45ee-942f-3106ad08d8a5%3A%E7%8E%A9%E6%B3%95%E5%9B%BE.png?table=block&amp;id=3a43d9f4-e186-80e4-9246-d07ab9e49881&amp;t=3a43d9f4-e186-80e4-9246-d07ab9e49881" alt="玩法图" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">玩法图</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186805daa7deee775ecfca3">讲完了剧情关卡是什么，接下来再来谈谈<b>二游的剧情关卡的两大核心矛盾</b>。</div><div class="notion-text notion-block-3a43d9f4e186800b8e3fc3b945fa0b3b"><b>其一，剧情关卡的强叙事与游戏化表达的矛盾</b></div><div class="notion-text notion-block-3a43d9f4e18680b391f1d7ad655a59dc">剧情吸引玩家沉浸于游戏IP、为爱买单的关键，对于二游来说尤为重要。而<b>玩法如何服务于故事</b>，对于承担了叙事使命的二游剧情关卡来说，则是愈发重要的课题。</div><div class="notion-text notion-block-3a43d9f4e186802ab570f42405c9a561">当然，玩法如何服务于叙事，这个话题可能比较抽象不好理解。那有没有一些<b>玩法与叙事融合</b>得非常好的例子可以说明呢？还是有的。</div><div class="notion-row notion-block-3a43d9f4e1868077a898e95fe7fd418e"><div class="notion-column notion-block-3a43d9f4e18680e1a64fecf215f7dac3" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186803c87a5cc3950dfd855"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A9ca1f661-dec6-462a-a57a-77eafb5c1480%3A%E8%89%BE%E8%BF%AA%E8%8A%AC%E5%A5%87%E7%9A%84%E8%AE%B0%E5%BF%86_%E5%88%87%E9%B1%BC%E5%85%B3.png?table=block&amp;id=3a43d9f4-e186-803c-87a5-cc3950dfd855&amp;t=3a43d9f4-e186-803c-87a5-cc3950dfd855" alt="艾迪芬奇的记忆_切鱼关" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">艾迪芬奇的记忆_切鱼关</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186802fab44dacd0e5e6404" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680b88e9ad4723a52adb2"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A76242e89-a8a8-4761-aad6-0e5ff9e8861a%3A%E6%B3%B0%E5%9D%A6%E9%99%A8%E8%90%BD2_%E5%9B%A0%E6%9E%9C%E5%85%B3.jpg?table=block&amp;id=3a43d9f4-e186-80b8-8e9a-d4723a52adb2&amp;t=3a43d9f4-e186-80b8-8e9a-d4723a52adb2" alt="泰坦陨落2_因果关" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">泰坦陨落2_因果关</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e1868081b75becb50b5306b3" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680579976ce27519d450c"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A03f99599-119a-4911-bed4-10d1ad52dd0a%3A%E6%97%A0%E9%99%90%E6%9A%96%E6%9A%96_%E5%BE%80%E6%98%94%E7%9A%84%E7%BB%AF%E5%9B%AD.jpg?table=block&amp;id=3a43d9f4-e186-8057-9976-ce27519d450c&amp;t=3a43d9f4-e186-8057-9976-ce27519d450c" alt="无限暖暖_往昔的绯园关卡" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">无限暖暖_往昔的绯园关卡</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680a6a3e3f39f195bf0ab">比如《艾迪芬奇的记忆》中，利用游戏的交互性将叙事表达推向极致的切鱼关；再如，《泰坦陨落2》的时空切换玩法，使得玩家能够发掘过往的故事，解决当下的危机；又或者同为手游，《无限暖暖》中的往昔的绯园关卡，用一段玩法乐趣与叙事性俱佳的关卡来让玩家代入体验作为反派的梅妲伊尔一路走来的心路历程。这些都是<b>充分利用了游戏交互性的本质来强化叙事</b>的典例。</div><div class="notion-text notion-block-3a43d9f4e186800e9f56fdd7358daf4b">但对于需要不断产出高品质叙事内容的二游来说，想要剧情关卡的玩法表达始终保持高水平显然是非常困难的。</div><div class="notion-text notion-block-3a43d9f4e186804c8105c415e36d4c9b">而<b>假如我们放低要求，仅追求关卡玩法不拖后腿乃至直接隐形</b>，从玩家尚能接受的<b>弱保软解谜</b>、到与叙事脱节的<b>冗长卡节奏解谜</b>，再到最省成本的<b>跑图加站桩对话叙事</b>，叙事效果不佳不说，玩家在社区开喷的力度一般也会逐级增强。这显然不是花了高成本制作主线关卡的游戏厂商希望看到的结果。</div><div class="notion-text notion-block-3a43d9f4e18680809dd4c71e895808dd"><b>其二，高复杂度关卡不符合玩家体验预期的矛盾</b></div><div class="notion-text notion-block-3a43d9f4e18680b3817ad3d5d3ed1c72">以终末地为例，类似采石场这样的高复杂度探索向箱庭关卡，其核心乐趣仅能覆盖部分探索向玩家，却并不能触达相当大一部分玩家群体；反映到剧情关卡，则是<b>关卡玩法趋于弱保软、战斗也需要保下限</b> —— 否则无法保障大多数玩家的体验。</div><div class="notion-row notion-block-3a43d9f4e186803b98ebd3adc2addc62"><div class="notion-column notion-block-3a43d9f4e1868076b892c0038a4edcc4" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680239157e788c33367cf"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aecb106b7-8be0-4963-8b00-012b17903417%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8023-9157-e788c33367cf&amp;t=3a43d9f4-e186-8023-9157-e788c33367cf" alt="精巧的探索箱庭采石场，但并不符合相当一部分玩家的口味" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">精巧的探索箱庭采石场，但并不符合相当一部分玩家的口味</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680b8bf79ffae94149544" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680609c9ed2c9d5e293d1"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A2a299fe9-a103-48b1-b773-73cfbca8bcf0%3A%E7%BB%88%E6%9C%AB%E5%9C%B0_%E4%B8%BB%E7%BA%BF%E8%A7%A3%E8%B0%9C%E7%9A%84%E5%BC%BA%E5%BC%95%E5%AF%BC.png?table=block&amp;id=3a43d9f4-e186-8060-9c9e-d2c9d5e293d1&amp;t=3a43d9f4-e186-8060-9c9e-d2c9d5e293d1" alt="主线解谜的强引导设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">主线解谜的强引导设计</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186801b90d0f1f94e41da0e" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186800598cfdc160fa650dc"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Adbac9328-e800-4604-9c76-aed946be979a%3A%E7%BB%88%E6%9C%AB%E5%9C%B0_%E4%B8%BB%E7%BA%BF%E6%88%98%E6%96%97%E7%9A%84%E4%BF%9D%E4%B8%8B%E9%99%90%E8%AE%BE%E8%AE%A1.png?table=block&amp;id=3a43d9f4-e186-8005-98cf-dc160fa650dc&amp;t=3a43d9f4-e186-8005-98cf-dc160fa650dc" alt="主线战斗的保下限设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">主线战斗的保下限设计</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680078c85f005a6af9d66">而另一方面，二游<b>高成本制作的高品质内容与抽卡带来的内容消费压力之间的固有矛盾</b>，更是进一步放大了这一困境。</div><div class="notion-text notion-block-3a43d9f4e186804daa17caca4195298c">而终末地1.2画卷关卡的设计也呈现了一种剧情关卡应对这种困境的<b>解题思路</b>——</div><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e186804d892fe136fd006b76" style="list-style-type:decimal"><li>在<b>玩法设计</b>上，剧情关卡的解谜玩法的重心并不在<b>循序渐进的玩法乐趣</b>、或是引发玩家顿悟的”<b>尤里卡时刻</b>“设计，而是与其他玩法原子一同，意图与<b>空间、美术、剧情、音乐</b>共同创造一段每个置身其中的玩家都能获取的、旨在引发玩家预期情感的，「<b>体验</b>」；而对于那些愿意去发掘设计师暗藏的小巧思设计的玩家，从中获取的更细腻的体验本身即是留予这部分玩家的奖励；</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e1868083831ff8fa1856a1b5" style="list-style-type:decimal"><li>在<b>动线设计</b>上，不同于探索向关卡，剧情关卡通常会设计一本道、或者<b>本质线性</b>的动线，既确保<b>叙事节奏的连贯流畅</b>，同时也让设计师能够精准<b>把控玩家的游玩节奏与整体体验</b>。此外，就像设计师在画卷关卡所做的，通过适当地引入<b>立体结构设计</b>、或者是隐形的<b>锁钥设计</b>，设计师也能创造精妙的箱庭体验；但玩家自始至终不会有强烈的<b>被阻隔感</b>、或者过于自由的<b>探索感</b>，实现了<b>箱庭关卡趣味与叙事节奏的平衡</b>。</li></ol><div class="notion-row notion-block-3a43d9f4e186806ba51df339461fafb8"><div class="notion-column notion-block-3a43d9f4e18680c496bff4d533b5c62b" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680709444e6366928c1ca"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A8d9e9e2a-0a8b-46df-a17e-576882da1b27%3AClipboard_-_2026-07-18_18.04.38.png?table=block&amp;id=3a43d9f4-e186-8070-9444-e6366928c1ca&amp;t=3a43d9f4-e186-8070-9444-e6366928c1ca" alt="体验导向的剧情关卡玩法设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">体验导向的剧情关卡玩法设计</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e186806382e8e5500c40e399" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868028a668e5ff10cf76eb"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A248b4aea-efbd-4c94-86b1-b3d283cae623%3AClipboard_-_2026-07-18_18.05.31.png?table=block&amp;id=3a43d9f4-e186-8028-a668-e5ff10cf76eb&amp;t=3a43d9f4-e186-8028-a668-e5ff10cf76eb" alt="平衡复杂度的箱庭剧情关卡的动线设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">平衡复杂度的箱庭剧情关卡的动线设计</figcaption></div></figure></div><div class="notion-spacer"></div></div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680d4bed2d84b0e611e3d" data-id="3a43d9f4e18680d4bed2d84b0e611e3d"><span><div id="3a43d9f4e18680d4bed2d84b0e611e3d" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680d4bed2d84b0e611e3d" title="五、以一只蝴蝶收尾"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>五、以一只蝴蝶收尾</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e1868004a11ad5ac8321e3e8">那么，前面我们谈了二游剧情关卡设计的两大核心矛盾，也谈了终末地1.2画卷关卡里，设计师大致是怎么回应的。</div><div class="notion-text notion-block-3a43d9f4e18680b5aaa6c505147af62e">但如果想更具象地理解这一关卡及其体验，我想很大一部分就得落在画卷传送机制，以及更具体的说，承载其机制表现、传递氛围的关键意象 —— 贯穿全程的蝴蝶。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868018b851c460cb32723e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:288px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A08498a0e-857d-48c1-bf18-5e78915cf1fc%3AClipboard_-_2026-07-17_20.19.03.png?table=block&amp;id=3a43d9f4-e186-8018-b851-c460cb32723e&amp;t=3a43d9f4-e186-8018-b851-c460cb32723e" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680bda017c46f906a0144">这里借用<b><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1QE586kEhE%2F%3Fshare_source%3Dcopy_web%26vd_source%3D113af2fe8dca57f80c457eb73df8666f%26t%3D65" target="_blank" rel="noopener noreferrer">UP 龙子酱对一个「好玩」的关卡的梳理</a></b>，看看蝴蝶这一意象是如何塑造关卡的<b>流畅感</b>、<b>沉浸感</b>，并补齐<b>惊奇感</b>和<b>成就感</b>，从而创造出优秀的关卡体验的。</div><div class="notion-text notion-block-3a43d9f4e186805d9eefe9ab4c7630a5">先说<b>流畅感</b>。</div><div class="notion-row notion-block-3a43d9f4e186809ba719c3216f7a333c"><div class="notion-column notion-block-3a43d9f4e186803092b1ca03c25b5ff5" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680ebba26efde20db5b80"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Af3a425a0-1463-42f4-bc28-44d87d382c99%3A%E5%9C%A8%E5%85%B3%E5%8D%A1%E8%A3%82%E9%9A%99%E7%BA%BF%E5%BC%80%E5%A4%B4%E5%88%9D%E9%81%87%E8%9D%B4%E8%9D%B6.png?table=block&amp;id=3a43d9f4-e186-80eb-ba26-efde20db5b80&amp;t=3a43d9f4-e186-80eb-ba26-efde20db5b80" alt="在关卡裂隙线开头玩家初遇蝴蝶，但并不起眼" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">在关卡裂隙线开头玩家初遇蝴蝶，但并不起眼</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680cba283d529d77ffd1b" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680559879c54d858b8c99"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A4382b61c-91d3-4262-9a7c-f35593070801%3A%E8%9D%B4%E8%9D%B6%E9%A6%96%E6%AC%A1%E8%B5%B0%E4%B8%8A%E5%8F%B0%E5%89%8D%E5%BC%95%E5%AF%BC%E7%8E%A9%E5%AE%B6.png?table=block&amp;id=3a43d9f4-e186-8055-9879-c54d858b8c99&amp;t=3a43d9f4-e186-8055-9879-c54d858b8c99" alt="蝴蝶首次走上台前引导玩家" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">蝴蝶首次走上台前引导玩家</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680579c15fc832387546d" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680979355c47e3da13c7b"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A09377761-44cc-4ea4-b7e5-393511b4bc21%3A%E8%9D%B4%E8%9D%B6%E5%9C%A8%E5%85%B3%E5%8D%A1%E4%B8%AD%E6%8C%81%E7%BB%AD%E7%9D%80%E6%8F%90%E4%BE%9B%E9%9A%90%E5%BD%A2%E4%B8%94%E5%85%9C%E5%BA%95%E7%9A%84%E5%BC%95%E5%AF%BC.png?table=block&amp;id=3a43d9f4-e186-8097-9355-c47e3da13c7b&amp;t=3a43d9f4-e186-8097-9355-c47e3da13c7b" alt="蝴蝶在关卡中持续着提供隐形且兜底的引导" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">蝴蝶在关卡中持续着提供隐形且兜底的引导</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680d2bea1eabeea93b90d" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680f3bbafd1b0ee85223d"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aa4207756-50a3-45db-876d-cc51d5463b8f%3A%E8%9D%B4%E8%9D%B6%E5%9C%A8%E5%85%B3%E5%8D%A1%E5%B0%BE%E5%A3%B0%E7%9A%84%E6%9C%80%E5%90%8E%E4%B8%80%E4%B8%AA%E9%95%9C%E5%A4%B4%E9%A3%9E%E5%90%91%E8%A3%82%E9%9A%99.png?table=block&amp;id=3a43d9f4-e186-80f3-bbaf-d1b0ee85223d&amp;t=3a43d9f4-e186-80f3-bbaf-d1b0ee85223d" alt="蝴蝶在关卡尾声的最后一个镜头——飞向裂隙" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">蝴蝶在关卡尾声的最后一个镜头——飞向裂隙</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680fb804ee812d8826ca7">可以看到，作为引路人的蝴蝶实际上<b>贯穿了整个关卡流程</b>——从关卡裂隙线的开头到结尾，并始终先玩家一步进入画卷、提前于玩家飞出画卷：这也是设计师遵从创作约束的体现 —— 如果关卡中有一个引路人，那么它一定不能是莫名奇妙出现、或者莫名奇妙中途消失的。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680ba98d8fc92536c7ffe"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:288px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A4393ca46-4bcb-4a35-886b-e9c652712421%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80ba-98d8-fc92536c7ffe&amp;t=3a43d9f4-e186-80ba-98d8-fc92536c7ffe" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680629a32f0b4d4da67bc">而在画卷传送核心机制的表现上：蝴蝶也给足了镜头。虽然玩家被剥夺了控制，但玩家仍可以跟随蝴蝶轨迹<b>建立起对关卡空间的感知</b>；在动线因为画卷传送机制而中断的情况下，玩家也可以始终保持<b>体验的流畅度</b>。在引导层面，蝴蝶也同时作为贯穿整个关卡首尾的线索，始终<b>提供兜底的引导</b>；确保体验不会因迷路而中断。</div><div class="notion-text notion-block-3a43d9f4e18680dc8753ecc7d3b4ae32">再说<b>沉浸感</b>，</div><div class="notion-text notion-block-3a43d9f4e186806aaef7d5f9db1c417c">如果管理员们还记得武陵<b>迷踪林</b>的初见流程，可以看到这么一幕矛盾的画面 —— 体验上陈千语告诉玩家我们正在找路，但实际上游戏又用UI标点的方式粗暴地破坏了这一沉浸感。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680b8907ff1d282ab2d7e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:288px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aa999ce9c-bdb2-4d7d-90fe-41ff7fcc97a3%3A%E8%BF%B7%E8%B8%AA%E6%9E%97_%E4%BD%BF%E7%94%A8UI%E6%A0%87%E7%82%B9%E4%BD%9C%E4%B8%BA%E5%85%9C%E5%BA%95%E7%9A%84%E5%BC%BA%E5%BC%95%E5%AF%BC.png?table=block&amp;id=3a43d9f4-e186-80b8-907f-f1d282ab2d7e&amp;t=3a43d9f4-e186-80b8-907f-f1d282ab2d7e" alt="迷踪林_使用UI标点作为兜底的强引导" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">迷踪林_使用UI标点作为兜底的强引导</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e1868003ac9de2793edba7f7">而画卷关卡的蝴蝶，作为空间中本来的引路存在，则是设计师对迷踪林这一设计遗憾给出的新解，也使得关卡体验的沉浸感获得新的提升。</div><div class="notion-text notion-block-3a43d9f4e18680f6ad59f30c0281a755">在<b>惊奇感</b>上，</div><div class="notion-text notion-block-3a43d9f4e1868034bedaef99f2350153">蝴蝶的传送机制，在开场便会将空间倒转的惊奇感呈现给玩家，这也是关卡最早的记忆点之一；而第三幕中，蝴蝶带你”重访“之前的区域，则会通过刷新地点认知，给玩家带来别样的惊奇感。</div><div class="notion-row notion-block-3a43d9f4e18680818d52dda37f9ebc4d"><div class="notion-column notion-block-3a43d9f4e18680c588a8cf9cf208b2d2" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680c985b4c757f00bc165"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A36a9cf56-6009-4306-a8d9-24bf1d7f3ecb%3A%E9%87%8D%E5%8A%9B%E5%88%87%E6%8D%A2%E5%B8%A6%E6%9D%A5%E7%9A%84%E5%A5%87%E8%A7%82%E8%AE%BE%E8%AE%A1.jpg?table=block&amp;id=3a43d9f4-e186-80c9-85b4-c757f00bc165&amp;t=3a43d9f4-e186-80c9-85b4-c757f00bc165" alt="重力切换带来的奇观设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">重力切换带来的奇观设计</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680529046e0546990eb33" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.3333333333333333)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868052b633fb523d322158"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A0c3ecf0f-d52b-45a6-9f09-7d6694e96ecd%3A%E7%BB%93%E6%9E%84%E5%9B%9E%E6%89%A3%E7%9A%84%E5%A5%87%E8%A7%82%E8%AE%BE%E8%AE%A1.jpg?table=block&amp;id=3a43d9f4-e186-8052-b633-fb523d322158&amp;t=3a43d9f4-e186-8052-b633-fb523d322158" alt="结构回扣的带来的惊奇感" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">结构回扣的带来的惊奇感</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e1868096b7e6df43ca55f4f8" style="width:calc((100% - (2 * min(32px, 4vw))) * 0.33333333333333337)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680c3862cee5046268afb"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac4dee28b-bb04-47e6-b797-c147d1801332%3AClipboard_-_2026-07-17_19.58.38.png?table=block&amp;id=3a43d9f4-e186-80c3-862c-ee5046268afb&amp;t=3a43d9f4-e186-80c3-862c-ee5046268afb" alt="区域记忆回收的奇观设计" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">区域记忆回收的奇观设计</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e1868040910ae04e7cee9612">最后是<b>成就感</b>：</div><div class="notion-text notion-block-3a43d9f4e18680ec975ce8070d8f6a36">这也对应前面说的第二个矛盾：<b>承担着叙事使命的剧情关卡，无法像玩法图那样提高关卡的复杂度；但如果完全抹平，关卡体验又会平铺直叙显得无聊</b>。而引路人蝴蝶的设计则是保证了关卡体验的下限——跟着走就能过；而反映在上限上，当管理员们能够捕捉到关卡中由蝴蝶传送机制引发的各式<b>设计语言</b>，并破解关卡的空间魔术，则能够收获到属于自己的成就感。</div><div class="notion-text notion-block-3a43d9f4e1868029ab55fc6fe9e16060">与许多关卡不同，<b>这种成就感</b>并不来自于战斗系统的精通应用、或者对谜题机制的深度挖掘，而是<b>来自于与设计师，或者说游戏的「设计语言」的沟通与默契</b>。</div><div class="notion-text notion-block-3a43d9f4e18680aa9ab6e582fb60faf6">就像在马里奥中，当你猜到设计师在一个暗示背后放置了奖励——你尝试后也确实如此：</div><div class="notion-row notion-block-3a43d9f4e18680c5b98efb2990a4b83b"><div class="notion-column notion-block-3a43d9f4e18680fea0ead82d4ffaa443" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680b6bf1dcfe50dfd093e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac5770b33-a880-4200-b80b-f2ca228154c0%3A%E9%A9%AC%E9%87%8C%E5%A5%A5%E5%A5%A5%E5%BE%B7%E8%B5%9B_%E5%BD%93%E4%BD%A0%E8%8E%B7%E5%BE%97%E4%BA%86%E4%B8%80%E4%B8%AA%E5%8F%AF%E4%BB%A5%E4%BC%B8%E9%95%BF%E8%85%BF%E7%9A%84%E9%99%84%E8%BA%AB%E8%83%BD%E5%8A%9B.png?table=block&amp;id=3a43d9f4-e186-80b6-bf1d-cfe50dfd093e&amp;t=3a43d9f4-e186-80b6-bf1d-cfe50dfd093e" alt="马里奥奥德赛_当你获得了一个可以伸长腿的附身能力" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">马里奥奥德赛_当你获得了一个可以伸长腿的附身能力</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e1868054be77d47c4b12f47d" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868055b23fef2689fe3e57"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A647ead42-2181-4e98-b52a-2da1b951677b%3A%E9%A9%AC%E9%87%8C%E5%A5%A5%E5%A5%A5%E5%BE%B7%E8%B5%9B_%E4%BD%A0%E7%9C%8B%E5%88%B0%E4%BA%86%E4%B8%80%E4%B8%AA%E4%BC%BC%E4%B9%8E%E7%A9%BA%E6%97%A0%E4%B8%80%E7%89%A9%E7%9A%84%E5%B9%B3%E5%8F%B0%EF%BC%8C%E5%86%B3%E5%AE%9A%E4%B8%8A%E5%8E%BB%E7%9C%8B%E7%9C%8B.png?table=block&amp;id=3a43d9f4-e186-8055-b23f-ef2689fe3e57&amp;t=3a43d9f4-e186-8055-b23f-ef2689fe3e57" alt="然后你看到了一个似乎空无一物的平台，你猜想上面或许有什么" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">然后你看到了一个似乎空无一物的平台，你猜想上面或许有什么</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680159e45e8c196e073c9" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680d1a3d4cd3b4fc5beeb"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Acb8d60eb-3280-4d76-b429-979528b1aa36%3A%E9%A9%AC%E9%87%8C%E5%A5%A5%E5%A5%A5%E5%BE%B7%E8%B5%9B_%E4%BD%A0%E7%BB%A7%E7%BB%AD%E5%90%91%E4%B8%8A%E6%94%80%E7%99%BB.png?table=block&amp;id=3a43d9f4-e186-80d1-a3d4-cd3b4fc5beeb&amp;t=3a43d9f4-e186-80d1-a3d4-cd3b4fc5beeb" alt="你继续向上攀登" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">你继续向上攀登</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e1868028856cc912533efd73" style="width:calc((100% - (3 * min(32px, 4vw))) * 0.25)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186801a91f4ebab3adf24c3"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A379f547d-3881-40fa-a4b4-c67d835fc5ba%3A%E9%A9%AC%E9%87%8C%E5%A5%A5%E5%A5%A5%E5%BE%B7%E8%B5%9B_%E5%8F%91%E7%8E%B0%E4%BA%86%E6%A0%91%E4%B8%8A%E8%A2%AB%E8%A7%86%E8%A7%92%E8%97%8F%E4%BD%8F%E7%9A%84%E6%9C%88%E4%BA%AE%E5%A5%96%E5%8A%B1.png?table=block&amp;id=3a43d9f4-e186-801a-91f4-ebab3adf24c3&amp;t=3a43d9f4-e186-801a-91f4-ebab3adf24c3" alt="你真的发现了树上有被视角藏住的月亮奖励！" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">你真的发现了树上有被视角藏住的月亮奖励！</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e1868039ae6de672a94a0c4f">放在终末地的关卡里，则可以是一个突兀的解谜机关、一处隐藏内容的暗示。</div><div class="notion-row notion-block-3a43d9f4e1868086b9ebf13690dd47ea"><div class="notion-column notion-block-3a43d9f4e186800a9983da6724a7ae76" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186803db83dcff678d5db4c"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Af135d621-49c1-4312-98ba-8e5d453e6f6f%3A%E7%AC%AC%E4%BA%8C%E5%B9%95_%E5%9B%9E%E5%88%B02F%E7%9A%84%E5%87%BA%E5%8F%A3%E5%89%8D%E7%AA%81%E5%85%80%E7%9A%84%E8%A7%A3%E8%B0%9C%E6%9C%BA%E5%85%B3.png?table=block&amp;id=3a43d9f4-e186-803d-b83d-cff678d5db4c&amp;t=3a43d9f4-e186-803d-b83d-cff678d5db4c" alt="画卷线第二幕_设计师在这里用解谜来放缓节奏 从而引导玩家发现箱庭结构的回扣" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">画卷线第二幕_设计师在这里用解谜来放缓节奏 从而引导玩家发现箱庭结构的回扣</figcaption></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680ffbd52e4b76048cb83" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680a3820bd6f600d6f06a"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A92d79cc1-173c-4775-ba0a-f128fd345538%3A%E7%BB%88%E6%9C%AB%E5%9C%B0%E8%97%8F%E5%89%91%E8%B0%B7_%E8%BF%99%E9%87%8C%E7%8E%A9%E5%AE%B6%E4%B8%80%E7%9C%8B%E5%88%B0%E6%8C%87%E5%BC%95%E7%81%AF%E5%A4%A7%E6%A6%82%E5%B0%B1%E8%83%BD%E6%87%82%E8%AE%BE%E8%AE%A1%E5%B8%88%E6%84%8F%E6%80%9D%E4%BA%86.png?table=block&amp;id=3a43d9f4-e186-80a3-820b-d6f600d6f06a&amp;t=3a43d9f4-e186-80a3-820b-d6f600d6f06a" alt="藏剑谷_这里玩家一看到指引灯大概就能懂设计师意思了" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">藏剑谷_这里玩家一看到指引灯大概就能懂设计师意思了</figcaption></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680c29374c885b7de7ec6">因此，越是了解箱庭关卡，特别的，越是熟悉终末地的关卡设计语言，这种成就感的回报就越是强烈。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680d3a930c1a2901e6c7f" data-id="3a43d9f4e18680d3a930c1a2901e6c7f"><span><div id="3a43d9f4e18680d3a930c1a2901e6c7f" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680d3a930c1a2901e6c7f" title="六、体验的遗憾"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>六、体验的遗憾</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e186804f9a8eff8f9b7d9795">如前所述，画卷传送机制的设计与蝴蝶意象的配合，确实创造出了一段出色的关卡体验，并提供了相当的流畅感、沉浸感、惊奇感与成就感。</div><div class="notion-text notion-block-3a43d9f4e1868034b139c8ba55edd5a2">但又正如前面说的，关卡在这方面仍然有一些遗憾。毕竟，大多数玩家，包括笔者，初见时对这段关卡的印象，也只是几个特殊的惊奇时刻，以及一些说不清道不明、沉浸又朦胧的体验而已。</div><div class="notion-text notion-block-3a43d9f4e18680d6b061e4e825316d3d">因此笔者也稍稍尝试分析了这一关卡的深层体验，为何无法有效传达给大多数玩家的原因：</div><div class="notion-row notion-block-3a43d9f4e1868056afcfd436582fef25"><div class="notion-column notion-block-3a43d9f4e186805fbf33f0956fce822d" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868014b87cdcee093cd8b4"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A5a713fd0-b722-4386-8441-6ef127c35daf%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8014-b87c-dcee093cd8b4&amp;t=3a43d9f4-e186-8014-b87c-dcee093cd8b4" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680089983eb679bde4d04" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186807f9763de3fa495cc35"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A209749ba-3af7-4a68-be11-7eaf8e98aff4%3Aimage.png?table=block&amp;id=3a43d9f4-e186-807f-9763-de3fa495cc35&amp;t=3a43d9f4-e186-807f-9763-de3fa495cc35" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e18680309883ec1b0d0ab98e">比如在上图中，可以看到或许是出于镜头表演效果考量，画卷线第一幕最后的传送中，传送的起点位置与蝴蝶轨迹的起点是明显不连续的。虽然从演出效果上更佳，但实际上也造成了核心机制在关卡前后流程的表现不统一，从而打击了玩家对于这一交互机制的<b>信任感</b>，并进一步削弱了玩家对于这一关卡箱庭设计的<b>探究欲</b> —— 玩家在体验中更可能产生”好吧，又是一个传送门，不知道又要去哪“ 的游离之感。</div><div class="notion-text notion-block-3a43d9f4e1868004b9a7fa09d00a0f09">另一方面，画卷传送机制的表现中，传送开始与结束时的白光过渡实际上也削弱了传送交互的流畅性，传送一旦密集化（在第二/第三幕），玩家就更多地只能感受到传送的&quot;发生&quot;，而更难 以理清空间变换的逻辑、&quot;知其所以然&quot;，从而更难以获取到设计师在关卡设计中埋藏的深层体验。</div><div class="notion-text notion-block-3a43d9f4e186802abc39cc3f2b9a936e">叙事层面同样存在一点缺憾：玩法体验与故事仍然是分离的。关卡中的玩法交互与故事讲述是串行、或者说双线交替的过程 —— 关卡的交互性体验主体，与叙事的交融仍然相当有限，比如第二幕的玩法体验是迷失，而后续衔接的故事节拍是息壤研究获得成功；叙事也主要是通过剧情对话以及少量的环境叙事来进行。</div><div class="notion-text notion-block-3a43d9f4e186807581f4f038da836a02">当然，在终末地的主线关卡能创造一段如此惊奇、沉浸又能做到流畅的体验已经非常出色，上面这些话，实际上也只是鸡蛋里挑骨头的一些思考而已。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e186805c870cc1eb0e757845" data-id="3a43d9f4e186805c870cc1eb0e757845"><span><div id="3a43d9f4e186805c870cc1eb0e757845" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186805c870cc1eb0e757845" title="七、结语"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>七、结语</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e1868054a18ec8c306930e24">前前后后差不多耗时一个月，才算拆完了这个关卡，期间还是收获颇多的。</div><div class="notion-text notion-block-3a43d9f4e1868040b109f741614cf90d">关卡体验是依托无数细微交互与统一设计语言交织而成的细腻成果，而关卡设计更是在预期、工期与受众之间不断权衡取舍的艺术。</div><div class="notion-text notion-block-3a43d9f4e186803e856efd79f0b84d31">哪怕部分设计受手游主线载体限制，难以被所有玩家完整感知，这份愿意深耕箱庭体验、跳出公式的尝试依旧难得。期待终末地在后续的关卡内容里，能带来更多这样有巧思、有新意的尝试。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680ac83b0cef1b2a4fa15" data-id="3a43d9f4e18680ac83b0cef1b2a4fa15"><span><div id="3a43d9f4e18680ac83b0cef1b2a4fa15" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680ac83b0cef1b2a4fa15" title="引用资料"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>引用资料</b></span></span></h2><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680bdb6b9fb9b72fbe5e8" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1yCdrB8EMo%2F%3Fp%3D3%26share_source%3Dcopy_web%26vd_source%3D113af2fe8dca57f80c457eb73df8666f" target="_blank" rel="noopener noreferrer">【【电影时长】终末地1.2主线全剧情导剪版】</a></li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680728aedd29edea1d147" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1QE586kEhE%2F%3Fshare_source%3Dcopy_web%26vd_source%3D113af2fe8dca57f80c457eb73df8666f" target="_blank" rel="noopener noreferrer">【【关卡白盒】万字拆解 | 为什么疗养院是生化9中的神级关卡？？】</a></li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680ec8d5cf6c69f3c1cd8" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1ToKm6wEcf" target="_blank" rel="noopener noreferrer">【关卡拆解】唤起、迷失与重访：终末地1.2的这段主线关卡到底在玩什么？</a></li></ol><div class="notion-blank notion-block-3a43d9f4e1868077863acd5503421fc5"> </div></main></div>]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[关卡设计中的寻路引导]]></title>
            <link>https://voidcake.site/article/LevelGuidance</link>
            <guid>https://voidcake.site/article/LevelGuidance</guid>
            <pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3753d9f4e18680328562f97d04d1a411"><div class="notion-viewport"></div><div class="notion-collection-page-properties"></div><div class="notion-callout notion-gray_background_co notion-block-3a53d9f4e1868000824defb5b714c281"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a53d9f4e186806ea3d5c95562d2b8aa">在玩游戏以及做白盒时，我感到自己对“如何在关卡中自然地引导玩家”这件事没有一个比较系统的理解；</div><div class="notion-text notion-block-3a53d9f4e186809596b9ca0733c60456">于是本文对<b>关卡设计中的寻路引导</b>做了一个系统性的梳理，并辅以游戏实际应用的图例说明。</div><div class="notion-blank notion-block-3a53d9f4e18680f492a4c5c4f0de58fb"> </div><div class="notion-text notion-block-3a53d9f4e186804fb8b2d691bc1a98e4">原文发表于机核：<span class="notion-link-mention"><a href="https://www.gcores.com/articles/215039" target="_blank" rel="noopener noreferrer" class="notion-link-mention-link"><img class="notion-link-mention-icon" src="https://www.gcores.com/apple-touch-icon.png?v=jw7pQOOwRY"/><span class="notion-link-mention-title">关卡设计中的寻路引导 | 机核 GCORES</span></a><div class="notion-link-mention-preview"><article class="notion-link-mention-card"><img class="notion-link-mention-preview-thumbnail" src="https://image.gcores.com/e334833eff26b92a3953206652990301-1080-506.jpg?x-oss-process=image/resize,limit_1,m_fill,w_200,h_200/quality,q_90/format,webp" alt="关卡设计中的寻路引导 | 机核 GCORES" referrerPolicy="same-origin"/><div class="notion-link-mention-preview-content"><p class="notion-link-mention-preview-title">关卡设计中的寻路引导 | 机核 GCORES</p><p class="notion-link-mention-preview-description">走左边还是右边，这是个问题。</p><div class="notion-link-mention-preview-footer"><img class="notion-link-mention-preview-icon" src="https://www.gcores.com/apple-touch-icon.png?v=jw7pQOOwRY" referrerPolicy="same-origin"/><span class="notion-link-mention-preview-provider"></span></div></div></article></div></span></div></div></div><figure class="notion-asset-wrapper notion-asset-wrapper-embed notion-block-3753d9f4e18680d4a4e6ccb10aac5ea5"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:320px"><iframe class="notion-asset-object-fit" src="https://www.gcores.com/articles/215039?spaceId=a206b047-96bc-4288-9c23-d9d571871606" title="iframe embed" frameBorder="0" allowfullscreen="" loading="lazy" scrolling="auto"></iframe></div></figure></main></div>]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[【关卡白盒】奇异博物馆]]></title>
            <link>https://voidcake.site/article/LDMuseum</link>
            <guid>https://voidcake.site/article/LDMuseum</guid>
            <pubDate>Sat, 15 Nov 2025 00:00:00 GMT</pubDate>
            <description><![CDATA[一个简单的解谜向箱庭关卡白盒。]]></description>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3a43d9f4e18680ef8f1ce2c0afe9cdf3"><div class="notion-viewport"></div><div class="notion-collection-page-properties"></div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e1868083bee2cfd7043ebdea" data-id="3a43d9f4e1868083bee2cfd7043ebdea"><span><div id="3a43d9f4e1868083bee2cfd7043ebdea" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e1868083bee2cfd7043ebdea" title="关卡白盒-奇异博物馆"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>关卡白盒-奇异博物馆</b></span></span></h2><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e18680968677ec400bb20cb6"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="✏️">✏️</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e186807ead58db17bbb3131d">一个围绕放大缩小的核心机制设计<b>解谜玩法</b>、围绕<b>箱庭</b>的概念设计结构与动线的一个关卡白盒。</div><div class="notion-text notion-block-3a43d9f4e186805c9f47d848f3625925">制作目的：</div><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680219df0d133f1b62158" style="list-style-type:decimal"><li>验证自己设计谜题玩法、关卡可玩性的能力</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e1868024a36ee7743fdc9068" style="list-style-type:decimal"><li>验证流程安排与动线设计能力，提高对箱庭关卡的理解</li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a43d9f4e186803f8427f628275676a5" style="list-style-type:decimal"><li>验证自己动手搭建关卡白盒的能力</li></ol></div></div><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e18680e88430c41ff192b4fb"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e186804e9a75f37da57dfe2d">项目收获：</div><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e186807788d4d36b957bbee6" style="list-style-type:decimal"><li>通过白盒锻炼在关卡<b>玩法设计</b>（如起承转合）、<b>动线设计</b>有了更深入的理解</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680d78890e6f8e5a75142" style="list-style-type:decimal"><li>认识到白盒在<b>体验的递进</b>（如不同区域的差异化设计）<b>、节奏的控制</b>（如过渡空间的设计）等方面目前有所欠缺，是后面<b>提高的方向</b></li></ol></div></div><blockquote class="notion-quote notion-block-3a43d9f4e1868046b185f5093fb5d3c1"><div>B站视频链接：<a class="notion-link" href="https://www.bilibili.com/video/BV1haCYBQE2c/?share_source=copy_web&amp;vd_source=113af2fe8dca57f80c457eb73df8666f" target="_blank" rel="noopener noreferrer">【【关卡白盒】解谜箱庭Demo - 奇异博物馆】</a></div></blockquote><figure class="notion-asset-wrapper notion-asset-wrapper-embed notion-block-3a43d9f4e1868075a3a8cf33667dec71"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:320px"><iframe class="notion-asset-object-fit" src="https://player.bilibili.com/player.html?isOutside=true&amp;aid=115563208645360&amp;bvid=BV1haCYBQE2c&amp;cid=34060634744&amp;p=1&amp;spaceId=a206b047-96bc-4288-9c23-d9d571871606" title="iframe embed" frameBorder="0" allowfullscreen="" loading="lazy" scrolling="auto"></iframe></div></figure><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e186809b9bc3ea904849e5f1" data-id="3a43d9f4e186809b9bc3ea904849e5f1"><span><div id="3a43d9f4e186809b9bc3ea904849e5f1" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186809b9bc3ea904849e5f1" title="项目文档"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">项目文档</span></span></h2><h3 class="notion-h notion-h2 notion-h-indent-1 notion-block-3a43d9f4e18680b29489cba1830ac49b" data-id="3a43d9f4e18680b29489cba1830ac49b"><span><div id="3a43d9f4e18680b29489cba1830ac49b" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680b29489cba1830ac49b" title="基本介绍"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">基本介绍</span></span></h3><div class="notion-text notion-block-3a43d9f4e18680778017cd13a82a7d6c">《奇异博物馆》是一个以“<b>放大缩小</b>”为核心的<b>箱庭式解谜</b>关卡。玩家将通过获得<b>放大</b>与<b>缩小</b>的能力，以全新的视角与博物馆场景进行互动。关卡旨在创造一种“原来还能这样！”的顿悟式<b>解谜乐趣</b>，并通过箱庭式探索中精巧的空间结构、与恰到好处的收集要素，提供<b>探索上的惊喜感</b>。</div><table class="notion-simple-table notion-block-3a43d9f4e1868047b3c3d4ea787ee817"><tbody><tr class="notion-simple-table-row notion-block-3a43d9f4e186808aae75d075f94ab26c"><td class="" style="width:120px"><div class="notion-simple-table-cell"><b>关卡类型</b></div></td><td class="" style="width:472px"><div class="notion-simple-table-cell">箱庭式解谜关卡</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e18680a2b347c87594a34f8c"><td class="" style="width:120px"><div class="notion-simple-table-cell"><b>关卡尺寸</b></div></td><td class="" style="width:472px"><div class="notion-simple-table-cell">70m * 70m</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e18680069c21d986c7d187de"><td class="" style="width:120px"><div class="notion-simple-table-cell"><b>关卡时长</b></div></td><td class="" style="width:472px"><div class="notion-simple-table-cell">12~15min</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e1868035ad85fda7c2a986a0"><td class="" style="width:120px"><div class="notion-simple-table-cell"><b>关卡定位</b></div></td><td class="" style="width:472px"><div class="notion-simple-table-cell">作为独立的箱庭式副本关卡</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e1868072b9c6fad711e574d6"><td class="" style="width:120px"><div class="notion-simple-table-cell"><b>制作资源</b></div></td><td class="" style="width:472px"><div class="notion-simple-table-cell">制作人数：1   制作周期：14天 
资源：自制、网络（模型）开发工具：Unity </div></td></tr></tbody></table><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186806588f6ec8b3518ac52"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:432px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A03f080a5-324e-4e3a-a607-5cfc8c31cae9%3A%E5%9C%BA%E6%99%AF%E6%A8%A1%E5%9E%8B.png?table=block&amp;id=3a43d9f4-e186-8065-88f6-ec8b3518ac52&amp;t=3a43d9f4-e186-8065-88f6-ec8b3518ac52" alt="白模渲染图，由关卡实机图处理得到" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">白模渲染图，由关卡实机图处理得到</figcaption></div></figure><h4 class="notion-h notion-h3 notion-h-indent-2 notion-block-3a43d9f4e18680a4aeead51063b2cbb8" data-id="3a43d9f4e18680a4aeead51063b2cbb8"><span><div id="3a43d9f4e18680a4aeead51063b2cbb8" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680a4aeead51063b2cbb8" title="关卡规则"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">关卡规则</span></span></h4><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680c29033eb61cac3f562"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac5732960-a7f2-4640-b491-1987539f356d%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80c2-9033-eb61cac3f562&amp;t=3a43d9f4-e186-80c2-9033-eb61cac3f562" alt="notion image" loading="lazy" decoding="async"/></div></figure><table class="notion-simple-table notion-block-3a43d9f4e18680868f62e66a6d23d4bc"><tbody><tr class="notion-simple-table-row notion-block-3a43d9f4e1868081bd14eaad34872d40"><td class="notion-simple-table-header-cell" style="width:120px"><div class="notion-simple-table-cell"><b>流程介绍与攻略</b></div></td><td class="" style="width:781px"><div class="notion-simple-table-cell">玩家从博物馆的入口处开始关卡，在箱庭式关卡中沿着一个由多层次锁钥控制的线性路径前进；玩家需要利用逐步获得的能力与学会的关卡机制，解开一个个谜题，清除危险要素，通过最终考验以到达终点处即可通关。</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e1868048ace3e8cfa0818914"><td class="notion-simple-table-header-cell" style="width:120px"><div class="notion-simple-table-cell"><b>玩家能力与3C</b></div></td><td class="" style="width:781px"><div class="notion-simple-table-cell">• <b>玩家能力</b>
    ◦ <b>缩小</b>：将自身身形缩小至0.25倍大小，可达到正常体型难以到达的区域
    ◦ <b>放大／巨化</b>：将自身体型放大到1.5倍大小，主要与可推动方块、特殊机关隐藏机制进行交互
• <b>角色3C</b>
    ◦ 移动：玩家常态走路2m/s，疾跑5.335m/s；缩小、巨化分别应用*0.6、*1.2的系数
    ◦ 跳跃：玩家在地面上可进行至多一段的跳跃；在缩小、正常、巨化体型的跳跃高度分别为0.6m,1.2m,2m；玩家常态身高为1.8m，缩小、巨化分别应用*0.25、*1.5的系数
    ◦ 相机：第三人称追尾相机，FOV40，力臂4m
    ◦ 控制：键鼠</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e1868025aaa4ca55e6c99778"><td class="notion-simple-table-header-cell" style="width:120px"><div class="notion-simple-table-cell"><b>关卡元素</b>
（图见[Matrix 标准件]处）</div></td><td class="" style="width:781px"><div class="notion-simple-table-cell">• 解谜向
    ◦ 可推动绿色方块：<b>巨化</b>状态下可推动，以绿色材质醒目标识
        ▪ 普通方块
        ▪ 一字形雕刻方块：雕刻了可供<b>缩小</b>状态通过的一字型通路
        ▪ 十字形雕刻方块：雕刻了可供<b>缩小</b>状态通过的十字型通路
    ◦ 能力球：布设在关卡指定点位，玩家获取时可获得指定能力（<b>缩小</b>／<b>巨化</b>）
• 战斗向
    ◦ 故障机器人：阻挡玩家，无法正面靠近；需要依靠<b>巨化</b>能力推动击杀
    ◦ 【红色湍流】：奇观式危险区域，玩家无法踏入；弱水，遇水消失
• 地形要素
    ◦ 电梯：主要为上下行电梯，在指定点位之间提供直接位移手段
    ◦ 单向门：仅可在另一侧拉动拉杆打开的单向锁
    ◦ 栅栏：缝隙仅可让<b>缩小</b>状态通过的栏杆
    ◦ 黄色台座：
        ▪ 摆放关键奖励
        ▪ 隐藏机制：当玩家以<b>巨化</b>状态时站立其上至少3s，台座崩塌并揭露下方的隐藏通道
• 叙事向
    ◦ 藏品与告示板：
        ▪ 藏品：分为引导功能与装饰功能；引导功能的藏品中布置展示了对应区域引入的关卡元素
        ▪ 告示板：设置在引导功能的博物馆藏品前，对于关卡要素进行介绍、提供解谜线索
    ◦ 散落纸条：设置在关卡部分点位，起叙事与引导作用
• 收集向
    ◦ 【月亮】：散落在关卡的收集与成就奖励
        ▪ 银色月亮：精心布设在关卡中的各个点位，需要玩家进行一定思考才能拾取。提供奖励的<b>惊喜感</b>与挑战的<b>成就感</b>
        ▪ 金色月亮：玩家的关卡目标，关卡入口可见，在终点可拾取并通过关卡
    ◦ 成就触发器：当玩家触发特定行为时弹出成就弹窗</div></td></tr><tr class="notion-simple-table-row notion-block-3a43d9f4e186803a83b9c05d6e9db0d4"><td class="notion-simple-table-header-cell" style="width:120px"><div class="notion-simple-table-cell"><b>关卡机制</b></div></td><td class="" style="width:781px"><div class="notion-simple-table-cell">• 【巨化状态的玩家】                    <b>推动</b>               【可推动绿色方块】
• 【可推动绿色方块】<b>                    阻挡</b>               【玩家】 
 【雕刻通道的可推动绿色方块】   <b>使通过           </b>【缩小状态的玩家】
• 【红色湍流（危险区域）】 <b>        伤害</b> <b>              </b>【玩家】、【机器人】
• 【机器人】<b>                                阻挡/伤害</b>     【玩家】
• 【水】<b>                                       消除               </b>【红色湍流（危险区域）】</div></td></tr></tbody></table><h4 class="notion-h notion-h3 notion-h-indent-2 notion-block-3a43d9f4e18680e78782c14ac8ea5b5c" data-id="3a43d9f4e18680e78782c14ac8ea5b5c"><span><div id="3a43d9f4e18680e78782c14ac8ea5b5c" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680e78782c14ac8ea5b5c" title="标准件"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">标准件</span></span></h4><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868049ae5dd0e6517b520b"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Af9518990-85e8-454c-a0fc-d8cedbe23fe1%3AClipboard_-_2026-07-21_23.34.24.png?table=block&amp;id=3a43d9f4-e186-8049-ae5d-d0e6517b520b&amp;t=3a43d9f4-e186-8049-ae5d-d0e6517b520b" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680219506fc56b7e43fef">如图，关卡预制件主要如下几类：</div><ul class="notion-list notion-list-disc notion-block-3a43d9f4e1868063853bd99413740e31"><li>地形向：Block块、地形要素（细栏杆、单向门、自动电梯）</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e186804bb81edc5ebccfcc33"><li>解谜向：普通绿色方块、一字形雕刻绿色方块、十字形雕刻绿色方块</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e1868090b5d4dbdf247af85c"><li>战斗向：机器人、红色湍流</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e18680af9e11f5ab7d231347"><li>收集向：银色月亮、金色月亮</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e18680bcbf85c1c7731146df"><li>叙事向：特殊藏品与告示板、告示板、纸条</li></ul><h3 class="notion-h notion-h2 notion-h-indent-1 notion-block-3a43d9f4e186807d97bef1735e5b2174" data-id="3a43d9f4e186807d97bef1735e5b2174"><span><div id="3a43d9f4e186807d97bef1735e5b2174" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186807d97bef1735e5b2174" title="设计思路"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">设计思路</span></span></h3><h4 class="notion-h notion-h3 notion-h-indent-2 notion-block-3a43d9f4e186805fa0ddff842669a732" data-id="3a43d9f4e186805fa0ddff842669a732"><span><div id="3a43d9f4e186805fa0ddff842669a732" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186805fa0ddff842669a732" title="关卡结构与Layout"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">关卡结构与Layout</span></span></h4><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186803aa724df9eb3e82263"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ae6e594bb-96ed-4d0b-82f3-1ce603e4d52d%3Aimage.png?table=block&amp;id=3a43d9f4-e186-803a-a724-df9eb3e82263&amp;t=3a43d9f4-e186-803a-a724-df9eb3e82263" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e186802badfdd2d3436835e5"><b>关卡结构设计思路</b></div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680fc9d87ccef5519bbfa"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aff283920-48c8-4fb9-bedf-9e6e104d9712%3AClipboard_-_2026-07-21_23.34.28.png?table=block&amp;id=3a43d9f4-e186-80fc-9d87-ccef5519bbfa&amp;t=3a43d9f4-e186-80fc-9d87-ccef5519bbfa" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680e589aae6acf0c2657b">首先本关卡在最初构思阶段明确的类型为<b>箱庭</b>，并提供近线性（无平行岔路选择，但可有锁钥、回环与捷径设计）的体验，以使得设计者对玩家的体验与节奏编排有良好的控制。</div><div class="notion-text notion-block-3a43d9f4e18680cf82f7ccd4e0fde878">本关卡的结构设计遵循一套<b>自上而下</b>的模块化思路，其核心是借鉴了关卡设计中的<b>气泡图</b>概念，旨在确保玩家在拥有“箱庭式”探索感的同时，也能获得一条清晰、富有节奏的主线引导。具体的设计流程如下：</div><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e186807ea17fff267baf6b55" style="list-style-type:decimal"><li><b>宏观布局：基于气泡图的模块化设计</b>
在构思的最初阶段，我并未直接绘制地图，而是先确定关卡的核心体验节点（如获得与练习缩小能力的1-1入口、联通1F/2F的电梯房1-3 、需要从2F跳下以获取巨化能力的1-5、作为视觉奇观与最初障碍的1-6），将它们作为独立的气泡。随后，根据“起承转合”的节奏曲线，用动线将这些核心体验气泡串联起来，形成了关卡的宏观逻辑流程图。</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e1868013b6cedb6f136508b4" style="list-style-type:decimal"><li><b>空间构建：功能驱动的房间模块</b>
在宏观流程的基础上，我将每一个”房间气泡“实体化为一个功能明确的房间模块。每个模块都服务于一个核心目标（如1-6对红色湍流的”起承“，2-3对绿色方块的”起承转“等）。。</li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a43d9f4e186808cbee7db4498d5657f" style="list-style-type:decimal"><li><b>流向控制：锁钥机制与动线引导</b>
为了引导玩家按照预设的核心路径前进，游戏在房间模块之间精心设置了多种锁钥机制，它们共同构成了关卡的线性主干：</li><ol class="notion-list notion-list-numbered notion-block-3a43d9f4e186808cbee7db4498d5657f" style="list-style-type:lower-alpha"><li><b>地形锁：</b>如提供捷径的【单向门】，玩家初见时是阻碍，达到另一侧拉下拉杆则变为通路。</li><li><b>能力锁：</b> 玩家必须获得【缩小】或【巨化】能力，才能打开新的通路。这是与核心玩法结合的最紧密的锁。</li><li><b>知识锁：</b> 玩家必须理解并应用学会的机制才能解开的谜题，例如1-1入口处的【黄色台座】，玩家如果获得了对应知识，在拿取巨化能力后可直接抵达终点（并获得一个隐藏成就）。</li><div class="notion-text notion-block-3a43d9f4e18680c19d47d0f735e4545a">此外，灵活利用了各类过渡通道<b>：</b> 如电梯、狭小通风管道等元素，创造出高低错落的立体探索感。</div></ol></ol><ol start="4" class="notion-list notion-list-numbered notion-block-3a43d9f4e186804e9184fa5aa653a673" style="list-style-type:decimal"><li><b>内容填充：服务于节奏曲线</b>
最后，本人在搭建好的结构框架内，依据预设的节奏曲线和谜题难度曲线，精确地布置了每个房间的具体内容，包括关键的【能力球】、不同结构的【可推动绿色方块】、作为威胁挑战的【机器人】与【红色湍流】、以及作为探索奖励的【月亮】，共同塑造了一个完整、连贯且富有节奏的玩家体验。</li></ol><h4 class="notion-h notion-h3 notion-h-indent-2 notion-block-3a43d9f4e186808b905ad0963e142c1f" data-id="3a43d9f4e186808b905ad0963e142c1f"><span><div id="3a43d9f4e186808b905ad0963e142c1f" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186808b905ad0963e142c1f" title="谜题设计"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">谜题设计</span></span></h4><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868012aaf0def4c2889e78"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A8d532a66-f162-4766-a16e-68ac6b08ce12%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8012-aaf0-def4c2889e78&amp;t=3a43d9f4-e186-8012-aaf0-def4c2889e78" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680e18cbdfdaca4b94c05">本关卡的解谜设计思路遵循任天堂的<b> </b>“<b>起（教学）-&gt; 承（深化）-&gt; 转（转折）-&gt; 合（考验）</b>”的经典四段式设计方法。</div><div class="notion-text notion-block-3a43d9f4e1868049b04fe97b85077d5a">下面以【可推动绿色方块】的相关谜题设计为例，展示在”起承转合“的设计方法下的设计思路。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868017bb1beb5eb1eb777b"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Afeadf36c-0fa3-4207-8474-8a8e18c156b7%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8017-bb1b-eb5eb1eb777b&amp;t=3a43d9f4-e186-8017-bb1b-eb5eb1eb777b" alt="notion image" loading="lazy" decoding="async"/></div></figure><h4 class="notion-h notion-h3 notion-h-indent-2 notion-block-3a43d9f4e18680378947d5c96e409bc3" data-id="3a43d9f4e18680378947d5c96e409bc3"><span><div id="3a43d9f4e18680378947d5c96e409bc3" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680378947d5c96e409bc3" title="引导设计"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">引导设计</span></span></h4><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186806cb666f912b097db3c"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A701acbc7-c206-499f-987b-2f1132970f09%3Aimage.png?table=block&amp;id=3a43d9f4-e186-806c-b666-f912b097db3c&amp;t=3a43d9f4-e186-806c-b666-f912b097db3c" alt="notion image" loading="lazy" decoding="async"/></div></figure><h3 class="notion-h notion-h2 notion-h-indent-1 notion-block-3a43d9f4e18680eab218d44f9497aed0" data-id="3a43d9f4e18680eab218d44f9497aed0"><span><div id="3a43d9f4e18680eab218d44f9497aed0" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680eab218d44f9497aed0" title="设计参考"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">设计参考</span></span></h3><div class="notion-text notion-block-3a43d9f4e186804aa9bcf945271aedbf"><b>一、玩法概念</b></div><div class="notion-text notion-block-3a43d9f4e18680378fd2d25a2e0a10cb"><b>放大缩小能力参考</b>：《崩坏星穹铁道》小小哈努行动、《P5R》斑木、狮童宫殿</div><div class="notion-row notion-block-3a43d9f4e1868028ac55ff3015055214"><div class="notion-column notion-block-3a43d9f4e18680ceb872dcbe82240560" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680d89d52c14819d36f09"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A7f37efde-a73a-44c3-abbd-7374f5034e69%3Aimage.png?table=block&amp;id=3a43d9f4-e186-80d8-9d52-c14819d36f09&amp;t=3a43d9f4-e186-80d8-9d52-c14819d36f09" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680969714c5db94ccf1db" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868039927bc27d0fed9b64"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A16edd4ca-320b-4786-9081-ef8258032c01%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8039-927b-c27d0fed9b64&amp;t=3a43d9f4-e186-8039-927b-c27d0fed9b64" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div></div><div class="notion-text notion-block-3a43d9f4e186809d9c6ecd469e58b104"><b>二、系统设计</b></div><div class="notion-text notion-block-3a43d9f4e186800ab8faf5e33485c1e7"><b>月亮奖励系统参考</b>：《马里奥奥德赛》</div><div class="notion-text notion-block-3a43d9f4e18680c9a891c99814f9cb0a">《马里奥奥德赛》的力量之月系统非常好得弥补了金币与紫币系统驱动力不足的问题，并构成了游戏的核心收集目标。本关卡学习了其&quot;力量之月&quot;的奖励系统设计与&quot;藏月亮&quot;的惊喜感塑造思路。</div><div class="notion-text notion-block-3a43d9f4e18680d28a69dc38f4133b52"><b>三、视觉设计</b></div><div class="notion-text notion-block-3a43d9f4e186801aa26aeaf630c866ea"><b>房间空间视觉参考</b>：《异度侵入》（番剧，2020）</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868015bad6f603a4f14011"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A0473967e-cb62-4566-a325-0837fee64d75%3AClipboard_-_2026-07-21_23.33.10.png?table=block&amp;id=3a43d9f4-e186-8015-bad6-f603a4f14011&amp;t=3a43d9f4-e186-8015-bad6-f603a4f14011" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a43d9f4e18680ff8d4cfe5297ec2edd">动画《异度侵入》中被称为“井”的潜意识世界，其视觉风格的特点是<b>超现实、破碎化和高度概念化</b>。空间并非为了模拟现实，而是为了服务于情感和逻辑。</div><div class="notion-text notion-block-3a43d9f4e18680d184f3cd5b0c003b45">本关卡在设计中没有试图去模拟一个真实的博物馆，而是借鉴了类似《异度侵入》的空间概念设计。</div><div class="notion-text notion-block-3a43d9f4e186808fb3f0d1e6f1e9f648">当然，从白盒结果上看，目前的白盒空间上的<b>可信度</b>比较欠缺；即使是追求超现实感，目前也并未表现出其视觉风格。</div><div class="notion-blank notion-block-3a53d9f4e18680beac6fced606a31ad5"> </div><blockquote class="notion-quote notion-block-3a53d9f4e18680efa063ec4c7fe8cfd8"><div>Demo下载地址：<a class="notion-link" href="https://pan.baidu.com/s/1-72hsCHCDZUmcqyngRamOQ?pwd=3bcu" target="_blank" rel="noopener noreferrer">https://pan.baidu.com/s/1-72hsCHCDZUmcqyngRamOQ?pwd=3bcu</a> </div></blockquote><div class="notion-blank notion-block-3a53d9f4e1868012b03bfccf3555facb"> </div></main></div>]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[聊聊《Tunic》中的动线是怎么设计的]]></title>
            <link>https://voidcake.site/article/TunicGameBD</link>
            <guid>https://voidcake.site/article/TunicGameBD</guid>
            <pubDate>Sun, 17 Aug 2025 00:00:00 GMT</pubDate>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3a33d9f4e18680f59c1feca095ef0417"><div class="notion-viewport"></div><div class="notion-collection-page-properties"></div><blockquote class="notion-quote notion-block-3a43d9f4e186800bb7f9db9e79ed8d02"><div>原文发表于机核：<a class="notion-link" href="https://www.gcores.com/articles/203236" target="_blank" rel="noopener noreferrer">https://www.gcores.com/articles/203236</a></div></blockquote><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e1868064aa24cf2f942f5136"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e1868002ad57c43420ed8f29">在玩Tunic时，我非常喜欢其塞尔达的冒险风格与精致的关卡设计。</div><div class="notion-text notion-block-3a43d9f4e18680169959eeac5ffb0da8">在流程控制方面，tunic使用融合了不同的锁钥结构：经典塞尔达风格的能力锁、魂系风格的单向门捷径，以及允许玩家自己发掘“游戏内置攻略”的知识锁，在几张相互连接的箱庭地图里创造了一段流程被精心编排的迷人的冒险体验。</div><div class="notion-text notion-block-3a43d9f4e18680eaa45acf756f6d1edf">（当然，由于部分锁钥信息的引导性并不明朗，玩家在前期也有相当大的迷路可能，引发挫败感）</div><div class="notion-text notion-block-3a43d9f4e1868081b3b9ef73aac488a9">出于对其设计的好奇心，我在本文对tunic动线设计进行了浅拆。</div></div></div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e18680a28c18c7e86f7a7392" data-id="3a43d9f4e18680a28c18c7e86f7a7392"><span><div id="3a43d9f4e18680a28c18c7e86f7a7392" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680a28c18c7e86f7a7392" title="从上层世界开始"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>从上层世界开始</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e18680b98512f1cf7a86d24e">“上层世界”作为Tunic地图设计的中心，同时也是刚进游戏新手期玩家的动线起点。了解了上层世界的动线，包括各种锁与钥匙的布设、书页信息的释出是如何设计的，我们就能够借此一览玩家体验是如何被设计师隐形的大手操控的，也能够一窥Tunic关卡设计的思路。</div><div class="notion-text notion-block-3a43d9f4e186806883dbf955e88cbd4d">在下图中，笔者对上层世界的各类锁钥设计与关卡编排进行了详细标注。若我们尝试从初始地出发，就可以演绎一开始的小白玩家是怎么自然而然地、一步步探索整个上层世界与周边关卡的。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186805d8e75fbeb6f847063"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:480px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A53be2f32-b25b-4ffc-bd04-2aabce40a593%3Aimage.png?table=block&amp;id=3a43d9f4-e186-805d-8e75-fbeb6f847063&amp;t=3a43d9f4-e186-805d-8e75-fbeb6f847063" alt="《Tunic》上层世界动线设计拆解（其中黄色线代表锁钥设计，粉色线代表隐藏，蓝色代表功能设施布设，黑色代表直白的路线与场景切换，而紫色则代表《Tunic》的核心特色：手册书页。）" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">《Tunic》上层世界动线设计拆解（其中黄色线代表锁钥设计，粉色线代表隐藏，蓝色代表功能设施布设，黑色代表直白的路线与场景切换，而紫色则代表《Tunic》的核心特色：手册书页。）</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e18680139e5dfec8e101a467">在这个互动地图网站我们也能看到全地图的关卡元素布设（不过并不能直观地看出动线）： <b><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fmapgenie.io%2Ftunic%2Fmaps%2Fworld" target="_blank" rel="noopener noreferrer">《Tunic》全收集地图</a></b></div><div class="notion-text notion-block-3a43d9f4e186807dac81ff0f89c36743">这时我们也可以发现，层次设计如此丰富的上层世界关卡，竟然只有一个篝火（狐狸雕像），而体验却并不滞涩，不得不佩服设计师的关卡设计水平。</div><div class="notion-text notion-block-3a43d9f4e18680929898e093719c73c2"><b>经过上面的拆解，我们也能渐渐地梳理出，在设计师的设计思路下，玩家的期望通关路径应该是这样的：</b></div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e1868043b0e7e58ee8f1ec81"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:576px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Acd16ea49-295d-42e1-86e6-9fcf5050a2bc%3Aimage.png?table=block&amp;id=3a43d9f4-e186-8043-b0e7-e58ee8f1ec81&amp;t=3a43d9f4-e186-8043-b0e7-e58ee8f1ec81" alt="《Tunic》流程动线拆解图" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">《Tunic》流程动线拆解图</figcaption></div></figure><div class="notion-text notion-block-3a43d9f4e186807d8f61fde8712e3684"><b>多层次的关卡设计</b></div><div class="notion-text notion-block-3a43d9f4e1868010a895cf269353b298">《Tunic》把关卡探索分成了三层体验。</div><div class="notion-text notion-block-3a43d9f4e18680f1b0c1cf1edecd66e0">最表层是即刻可感知的战斗、宝箱与简单收集品，它们负责作为游戏底层的战斗、探索体验支撑。</div><div class="notion-text notion-block-3a43d9f4e186807a8ecbf1242dd402b0">往下，游戏开始埋钩子：</div><ul class="notion-list notion-list-disc notion-block-3a43d9f4e18680ae88a5c6d521b4395f"><li>用途不明的护符、奇怪的水井、神秘的一笔画图案与石门、地图上的奇怪标识、空空如也的房间</li></ul><ul class="notion-list notion-list-disc notion-block-3a43d9f4e186800b984ad69267127e26"><li>神秘的音叉与方尖碑、够不到的散落书页与断口分隔的彼岸</li></ul><div class="notion-text notion-block-3a43d9f4e18680038ac3c60d2f200a78">——这些东西在初见时没有任何说明，在玩家心里种下了疑问，并在后来信息释出时让玩家不由自主地发出“啊原来它是这个意思”的感慨。</div><div class="notion-text notion-block-3a43d9f4e186806ab770d969adba66fe">最深层则是精灵、黄金收藏品、狐狸语、乃至游戏外的究极谜题，这些谜题通常在玩家通关（武力通关结局）才能意识到。</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e186805ab946e853b2123f83" data-id="3a43d9f4e186805ab946e853b2123f83"><span><div id="3a43d9f4e186805ab946e853b2123f83" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186805ab946e853b2123f83" title="精巧的锁钥结构"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>精巧的锁钥结构</b></span></span></h2><div class="notion-text notion-block-3a43d9f4e186808ea4f4de347b312022">为了让三层内容按既定顺序展开，关卡使用了三种锁钥，在开放的世界中达成了近乎线性的流程控制。</div><div class="notion-text notion-block-3a43d9f4e18680ad80c0ca470208bf48"><b>地形锁</b>最直观：放下木桥、推出石梯、拉开门栓、放下绳子，经典的单向锁设计，结合需要坐火的经典魂类机制，在tunic中的塞尔达式的怀旧风格中注入了魂味。</div><div class="notion-text notion-block-3a43d9f4e186807da1cbffd37b99de12"><b>能力锁</b>最经典：把宝剑、钩锁、闪现王冠等关键能力做成硬性门槛，拿到之前无法通行、拿到之后则解锁一批可以到达的新区域；当然也有采石场关卡所需的诅咒面具这种软锁，没拿到也可以通过关卡，只不过需要顶着极高的难度、有强地图理解以及抗光效污染能力。</div><div class="notion-text notion-block-3a43d9f4e186809c8606fef6961fd5b0"><b>知识锁</b>则最隐蔽：游戏中升级的方法、被遮挡/黑暗隐藏起来的支路与捷径、乃至核心能力祈祷、深层一笔画谜题莫不如是。这些都是被知识锁锁住的，也是最容易被剧透破坏体验的部分 —— 如果被外界信息打破了，这种精心设计的环环相扣的信息埋藏与展露的体验就会大打折扣。</div><div class="notion-text notion-block-3a43d9f4e18680a7bd12fe6e8c4887a3">知识锁的设计同时也最优雅地契合了《Tunic》这个埋藏秘密的“Secret Legend”的理念核心 —— 也即“<b>原来它一直在那里？？？</b>”</div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e1868027b347deb91ee053d4" data-id="3a43d9f4e1868027b347deb91ee053d4"><span><div id="3a43d9f4e1868027b347deb91ee053d4" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e1868027b347deb91ee053d4" title="迷人的设计理念"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>迷人的设计理念</b></span></span></h2><h3 class="notion-h notion-h2 notion-h-indent-1 notion-block-3a43d9f4e18680838556f32c40a07ee7" data-id="3a43d9f4e18680838556f32c40a07ee7"><span><div id="3a43d9f4e18680838556f32c40a07ee7" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680838556f32c40a07ee7" title="将攻略做进游戏"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>将攻略做进游戏</b></span></span></h3><div class="notion-text notion-block-3a43d9f4e186805f9318dde1a097ae85">将攻略做成手册书页并根据动线设计散落在Tunic的地图上，无疑是《Tunic》最大的特色。它确实成功地向即使是笔者这样没有真正体验过游戏实体攻略时代的玩家， 传达了一种迷人的体验。“阅读”与“解锁”同频，“学习”与“进度”合一，传统意义上的 UI 指引被优雅地内化为世界逻辑。而攻略手册中看不懂的“狐狸语”更进一步增强了《Tunic》的神秘气质，吸引着玩家真正沉浸到游戏中，挖掘这个世界（各种层次上）的秘密。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186800e85fadbf4be1a640e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A5cd659e8-354d-4caf-8111-8201a28e560d%3AClipboard_-_2026-07-21_22.32.55.png?table=block&amp;id=3a43d9f4-e186-800e-85fa-dbf4be1a640e&amp;t=3a43d9f4-e186-800e-85fa-dbf4be1a640e" alt="《Tunic》手册页" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">《Tunic》手册页</figcaption></div></figure><h3 class="notion-h notion-h2 notion-h-indent-1 notion-block-3a43d9f4e18680b58f65dbd58fd85b0e" data-id="3a43d9f4e18680b58f65dbd58fd85b0e"><span><div id="3a43d9f4e18680b58f65dbd58fd85b0e" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e18680b58f65dbd58fd85b0e" title="0%谜题"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>0%谜题</b></span></span></h3><div class="notion-text notion-block-3a43d9f4e18680969649d86363190786">《Tunic》是一个充满秘密的世界。团队会给游戏中的很多谜题打分，他们对希望玩家绝对能发现的谜题打高分，而那些一周目难以发现的谜题则会打低分。</div><div class="notion-text notion-block-3a43d9f4e18680c5be32e40c7280e4fc">有99%的谜题，也有15%的谜题，但《Tunic》的谜题设计不止于此。</div><div class="notion-text notion-block-3a43d9f4e1868094b90bc18f30b77e34">借用吹哥所说：”<b>我把玩家视作聪明的，我愿意认识、愿意与他们交流的人。</b>“。</div><div class="notion-text notion-block-3a43d9f4e186806e8efcfd33a297bec5">设计师Andrew显然也是如此认为的，他特意在《Tunic》设计了一些“0%谜题”、或者说“无人知晓的隐藏内容”，比如需要玩家社区在游戏外合力破解。部分“0%谜题”的存在纯粹是为了满足开发者的恶趣味，但团队显然也知晓一些超资深玩家在破解后绝对会分享到网上（就像《FEZ》、《动物井》玩家解开了那些堪称变态的谜题时所做的那样）。这种谜题的设计给《Tunic》营造了一种真正的神秘感。</div><div class="notion-row notion-block-3a43d9f4e18680aa9ab3edb95108a03d"><div class="notion-column notion-block-3a43d9f4e18680e69330c75284f36922" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.4375)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e186802b8b8fd402784bf020"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A2fdba9a0-c490-47ed-83df-3b7aff943f6e%3AClipboard_-_2026-07-21_22.33.12.png?table=block&amp;id=3a43d9f4-e186-802b-8b8f-d402784bf020&amp;t=3a43d9f4-e186-802b-8b8f-d402784bf020" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a43d9f4e18680e1b30df715dac9a5a8" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5625)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a43d9f4e18680f2af78e14cff03aac8"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Ac035e755-065b-4e71-af65-ca4af85f1215%3AClipboard_-_2026-07-21_22.33.37.png?table=block&amp;id=3a43d9f4-e186-80f2-af78-e14cff03aac8&amp;t=3a43d9f4-e186-80f2-af78-e14cff03aac8" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div></div><h2 class="notion-h notion-h1 notion-h-indent-0 notion-block-3a43d9f4e186805cbf0af1244d25ed16" data-id="3a43d9f4e186805cbf0af1244d25ed16"><span><div id="3a43d9f4e186805cbf0af1244d25ed16" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a43d9f4e186805cbf0af1244d25ed16" title="总结"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title">总结</span></span></h2><div class="notion-text notion-block-3a43d9f4e18680559637f5314b15e23c">至此，《Tunic》中的动线已经清晰。其做法并不复杂：</div><ol start="1" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680ebba94ccdcc6e65b53" style="list-style-type:decimal"><li><b>上手阶段：本质线性结构 —— </b>利用能力锁封锁非前期路径；在关键的必经节点上投放内置”攻略书页”来达到<b>教学</b>的目的；同时通过<b>能力释出</b>给玩家提供<b>成长感与奖励</b>，并鼓励玩家继续探索之前被锁住的全新地区；</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a43d9f4e1868049aa1ff9858da404d4" style="list-style-type:decimal"><li><b>深入阶段</b>：<b>平行分支结构 —— </b>当玩家掌握了祈祷能力进入神庙，此时玩家已经熟悉了整个游戏；游戏通过允许玩家自由选择三颗宝石的顺序，来给玩家提供一定的<b>自由感</b>（也方便设计师扩展不同模块的内容）；</li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a43d9f4e18680e6bc54c020a66c83cf" style="list-style-type:decimal"><li><b>收束阶段：线性结构 —— </b>玩家收集宝石后有着一条清晰的主线：打boss、失败、去墓地探索然后获取能力回来再打boss；一方面这里是为了在玩家探索可能倦怠时<b>收束体验</b>并回归主线，并推动剧情节点发展走向高潮。不过tunic在这里实际上也设计了一个六钥匙的平行结构（收集丢失的六维能力），属于和黑猴一样的”重拾六根“了，给玩家提供了回顾过往探索记忆与成长历程的独特记忆。</li></ol><div class="notion-text notion-block-3a43d9f4e18680238d77dea0ee04f344">这么一看，其实其动线设计与旷野之息挺共通的 —— 教学的新手台地(相比tunic更非线性) →  四神兽的平行分支结构 → 最后到城堡打盖侬。</div><div class="notion-text notion-block-3a43d9f4e1868034ad9ade49fbd18141">或者说，许多游戏的动线其实都是类似的结构，遵循 ”<b>线性（教学） - 平行分支（自由探索感） - 线性（高潮收尾）</b>“。</div><div class="notion-blank notion-block-3a43d9f4e18680d2b581ee56fee8c678"> </div></main></div>]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[一段惬意的鸟生：《A short hike》中的探索体验是如何设计的？]]></title>
            <link>https://voidcake.site/article/ashorthikegamebd</link>
            <guid>https://voidcake.site/article/ashorthikegamebd</guid>
            <pubDate>Sat, 16 Aug 2025 00:00:00 GMT</pubDate>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3a33d9f4e186809abddfdf0705be7df6"><div class="notion-viewport"></div><div class="notion-collection-page-properties"></div><div class="notion-callout notion-gray_background_co notion-block-3a53d9f4e18680578232c3d316d9132d"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a53d9f4e1868000bc53c6d951fb5830">打完A short hike后觉得非常喜欢，于是尝试简单分析了下这款小而美的开放世界是怎么做探索体验的。</div><div class="notion-text notion-block-3a53d9f4e18680d3bebcc63e3844363c">原文发表于机核：<a class="notion-link" href="https://www.gcores.com/articles/203225" target="_blank" rel="noopener noreferrer">https://www.gcores.com/articles/203225</a></div></div></div><figure class="notion-asset-wrapper notion-asset-wrapper-embed notion-block-3a43d9f4e18680ba8206d8f1ab2ddf9c"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:320px"><iframe class="notion-asset-object-fit" src="https://www.gcores.com/articles/203225?spaceId=a206b047-96bc-4288-9c23-d9d571871606" title="iframe embed" frameBorder="0" allowfullscreen="" loading="lazy" scrolling="auto"></iframe></div></figure><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e18680258fd6e626adc12e96" data-id="3a53d9f4e18680258fd6e626adc12e96"><span><div id="3a53d9f4e18680258fd6e626adc12e96" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e18680258fd6e626adc12e96" title="引言"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>引言</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e186805c9896ed618723af15">有时候，我们玩游戏并不是为了挑战极限，也不是为了刷爆数值，而只是想在一个世界里放松地散步。《A Short Hike》就是这样一款作品。</div><div class="notion-text notion-block-3a53d9f4e18680a38bcac82908040097">这款Steam好评率高达99%的作品，没有庞大的地图，也没有繁复的系统，却能在短短数小时里带来一段轻盈而饱满的探索体验。加拿大独立开发者 Adam Robinson-Yu 用一座小岛、一只小鸟，就让玩家度过了一次惬意的度假之旅。</div><div class="notion-text notion-block-3a53d9f4e18680f49df1c3a7ea5f7501">在这篇文章中，我将尝试从关卡设计的角度，结合思维导图，聊聊《A Short Hike》是如何在小体量里创造出大探索感的。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e186804f9878febfceaee579"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:528px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A9029c019-f8af-4e46-80ea-cfac67396091%3AClipboard_-_2026-07-22_23.35.45.png?table=block&amp;id=3a53d9f4-e186-804f-9878-febfceaee579&amp;t=3a53d9f4-e186-804f-9878-febfceaee579" alt="notion image" loading="lazy" decoding="async"/></div></figure><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e186809da108c80ed4de18c5" data-id="3a53d9f4e186809da108c80ed4de18c5"><span><div id="3a53d9f4e186809da108c80ed4de18c5" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e186809da108c80ed4de18c5" title="世界塑造：小而生动的 Open Air"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>世界塑造：小而生动的 Open Air</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e1868077befbe7a30e23dcae">相比传统的开放世界（Open World），《A Short Hike》更接近任天堂在《旷野之息》中提出的“<b>Open Air</b>”。这种设计不强调量的堆叠，而是追求行动的自由与世界的生命感。岛上的一草一木、NPC 的琐碎日常，都让人觉得这里并不是为了游戏而存在的舞台，而是一片真实生活过的山林。玩家进入其中，更像是在山林中度假，而不是被任务驱使。NPC并不只是原地发任务、没有性格特点的木桩，相反它们有自己的对话风格、自己想去做、正在做的事：有人（其实是动物）在跑步、有人在晒太阳、有人在打排球。这样一来，小岛就有了一种生命感，而不是空洞的地图。</div><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e186806286abf85f065b1fd7" data-id="3a53d9f4e186806286abf85f065b1fd7"><span><div id="3a53d9f4e186806286abf85f065b1fd7" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e186806286abf85f065b1fd7" title="关卡设计：从探索三要素来看"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>关卡设计：从探索三要素来看</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e186804ca995cc2840e9c9bb">《A Short Hike》的探索体验，可以分解为三个核心要素：<b>目标、方向、惊喜</b>。</div><h4 class="notion-h notion-h3 notion-h-indent-1 notion-block-3a53d9f4e186809fafcafdf77e856e88" data-id="3a53d9f4e186809fafcafdf77e856e88"><span><div id="3a53d9f4e186809fafcafdf77e856e88" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e186809fafcafdf77e856e88" title="目标：从登顶的大目标到居民委托的小目标"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>目标：从登顶的大目标到居民委托的小目标</b></span></span></h4><div class="notion-text notion-block-3a53d9f4e1868000a809d2893360ada0">开场不久，NPC 就交代了主目标：要打电话，就必须登上鹰峰。目标明确而简单。但随着游玩推进，玩家又会收获许多小目标：</div><ul class="notion-list notion-list-disc notion-block-3a53d9f4e18680f0965fcccef86aa4c3"><li>收集金羽毛，提升飞翔与攀爬能力；</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e18680bfbfd2d29ad73b0a66"><li>收集硬币，购买金羽毛或帽子等小道具；</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e18680c3a674f10ae298d69b"><li>帮 NPC 完成小愿望，比如找贝壳、开摩托艇。</li></ul><h4 class="notion-h notion-h3 notion-h-indent-1 notion-block-3a53d9f4e1868079b345c891d354d968" data-id="3a53d9f4e1868079b345c891d354d968"><span><div id="3a53d9f4e1868079b345c891d354d968" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e1868079b345c891d354d968" title="方向：精心设计的多重引导"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>方向：精心设计的多重引导</b></span></span></h4><div class="notion-text notion-block-3a53d9f4e18680e7bd94d0a21fa1f1b6">《A Short Hike》的探索并非完全放任自流。比如其开场场景，就可以说是精妙的隐性教学：设计师在短短一个画面里，就布置了三层引导。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e18680a783f6fc4e2bf825ff"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A95a27e86-123f-42c8-a827-0e90bc815c1b%3AClipboard_-_2026-07-22_17.45.44.png?table=block&amp;id=3a53d9f4-e186-80a7-83f6-fc4e2bf825ff&amp;t=3a53d9f4-e186-80a7-83f6-fc4e2bf825ff" alt="notion image" loading="lazy" decoding="async"/></div></figure><ol start="1" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680fd82d8c51727e58cd8" style="list-style-type:decimal"><li><b>道路颜色对比</b>：两条土黄色的路提示了“向上登山”与“向下到沙滩”的两种方向。</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a53d9f4e186804089bada14ef93accb" style="list-style-type:decimal"><li><b>NPC 与篝火</b>：画面里仅有的 NPC，配合动态篝火，自然地吸引玩家注意从而引入剧情。</li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680d39b52f295f0729b3a" style="list-style-type:decimal"><li><b>风的粒子效果</b>：这一点并不甚明显，场景中会有向上流动的、流带形风粒子，潜移默化地引导玩家走向设计师预期的“正道”。</li></ol><div class="notion-text notion-block-3a53d9f4e1868014aaebf0868409949c">这样的引导并没有强制感，而是用环境与视觉语言，自然地引导玩家。</div><div class="notion-text notion-block-3a53d9f4e18680efa905c58835078a1e">而在更大范围的地图里，游戏依旧保持了这种自由与引导的平衡。游戏除了金羽毛的能力软锁、地图外围水域的边界空气墙，在探索方面给予了很高的自由度：
<b>玩家遇到地形边缘可以跳下，没有坠落伤害，也不会在海里消耗体力或者淹死（落到海里甚至可以恢复体力！）；嫌跑得慢可以穿上跑鞋跑得飞快、嫌飞得慢可以俯冲高速爽飞</b>；</div><h4 class="notion-h notion-h3 notion-h-indent-1 notion-block-3a53d9f4e18680708a94cce34737765c" data-id="3a53d9f4e18680708a94cce34737765c"><span><div id="3a53d9f4e18680708a94cce34737765c" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e18680708a94cce34737765c" title="惊喜：超预期的反馈"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>惊喜：超预期的反馈</b></span></span></h4><div class="notion-text notion-block-3a53d9f4e18680809ee4c71a2f32295f">探索的另一乐趣，是“超预期”。这在《A Short Hike》中也设计得十分融洽。</div><div class="notion-text notion-block-3a53d9f4e18680b9a5f3e1c0368e9fce">在探索中时不时找到一根金羽毛，让你飞得更高、扑棱得更爽 —— 很直观的惊喜；
或是与NPC轻松幽默的小对话，也能让人会心一笑；
又或是符合直觉的交互：水桶不仅能浇花，还能浇灭篝火。而如果你把山上的篝火浇灭，护林员还不会指责你，而是表扬你有消防意识，有什么游戏会体贴你到这种程度呢？</div><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e1868018b32cfb7fc4a6a7d0" data-id="3a53d9f4e1868018b32cfb7fc4a6a7d0"><span><div id="3a53d9f4e1868018b32cfb7fc4a6a7d0" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e1868018b32cfb7fc4a6a7d0" title="情绪曲线：惬意、紧张与释然"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>情绪曲线：惬意、紧张与释然</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e1868021a572c43b1a529054">《A Short Hike》的情绪节奏并不是一成不变的，而是随着进展逐渐丰富：</div><div class="notion-text notion-block-3a53d9f4e1868013891acc11ec2644d4"><b>前期</b>：完全无压力的度假氛围，散步、钓鱼、聊天，像心流般轻快；
就如一个steam评测所言： “这不仅仅是暖心小游戏了 简直是温泉大爆炸的程度。”</div><div class="notion-text notion-block-3a53d9f4e18680e296e4d9ae27159093"><b>中期</b>：当玩家在收集到九根金羽毛时，登上雪山后，游戏迎来了可能是第一个威胁：寒冷。玩家的金羽毛不再在休息时自然恢复，而是需要到指定的点位（热温泉）或者下雪山才能恢复，此时游戏的氛围变得紧张、有挑战起来；</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e186808d905bc10338e82c49"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A50fd7270-fed5-46ad-a131-4767e90b4316%3AClipboard_-_2026-07-22_18.29.36.png?table=block&amp;id=3a53d9f4-e186-808d-905b-c10338e82c49&amp;t=3a53d9f4-e186-808d-905b-c10338e82c49" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a53d9f4e18680ca8491ff5b8bbfaa18"><b>高潮</b>：当玩家克服了寒冷的困难，通过对金羽毛消耗的精心控制，终于登上鹰峰、看到极光、接到妈妈电话并互诉思念，情绪迎来高潮。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e186805d936bffbe22209e10"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A9a2e8976-b271-408c-b848-8875c98fdf04%3AClipboard_-_2026-07-22_18.29.40.png?table=block&amp;id=3a53d9f4-e186-805d-936b-ffbe22209e10&amp;t=3a53d9f4-e186-805d-936b-ffbe22209e10" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a53d9f4e18680699711d0f3fd498c75"><b>尾声</b>：最后在鹰峰上，迎着上升气流与BGM，玩家从鹰峰上自在滑翔环绕、或是畅快俯冲入海，迎来优雅的收尾。</div><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e1868025ae8fde966b2bec84"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:384px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A96c0079b-21cd-4d3e-aa19-faa3f5f867d1%3AClipboard_-_2026-07-22_18.29.44.png?table=block&amp;id=3a53d9f4-e186-8025-ae8f-de966b2bec84&amp;t=3a53d9f4-e186-8025-ae8f-de966b2bec84" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a53d9f4e186802399d7da3aaae4ed8e">这条情绪曲线，从惬意，到紧张，再到圆满，体量虽小，却足够完整。</div><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e186804a80a1e6b32f35bc82" data-id="3a53d9f4e186804a80a1e6b32f35bc82"><span><div id="3a53d9f4e186804a80a1e6b32f35bc82" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e186804a80a1e6b32f35bc82" title="所以，怎么做出一个惬意休闲的开放世界游戏体验？"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>所以，怎么做出一个惬意休闲的开放世界游戏体验？</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e1868056bec4f2e63ca771ba">A short hike的回答是：</div><div class="notion-text notion-block-3a53d9f4e1868095a117c1f9dc62ac12"><b>【小而美的分层世界】</b></div><div class="notion-text notion-block-3a53d9f4e18680c2a548de9541b0cda8">2h主线通关+4h全收集；通过立体分层而非平面扩张提升内容密度</div><ul class="notion-list notion-list-disc notion-block-3a53d9f4e186800a9999eb048cd5deeb"><li>同一层的多条探索路线会在后面交汇、再通向下一层，以减轻玩家的迷路感</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e18680b99e6de04236046db0"><li>小而精致的体量，在开放世界带给玩家的新鲜感耗尽之前优雅地收束了游戏；而不像大型开放世界3A一样，体量大得不行但玩家反而容易电子ED</li></ul><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e1868027b740cce337f7f69e"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:336px;max-width:100%;flex-direction:column"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A9ccd5ddb-323f-4105-9e7e-7664aa8a488b%3AClipboard_-_2026-07-22_18.30.38.png?table=block&amp;id=3a53d9f4-e186-8027-b740-cce337f7f69e&amp;t=3a53d9f4-e186-8027-b740-cce337f7f69e" alt="notion image" loading="lazy" decoding="async"/></div></figure><div class="notion-text notion-block-3a53d9f4e1868097911bf33e49288027">符合心流的探索动线设计</div><ul class="notion-list notion-list-disc notion-block-3a53d9f4e186807ab892ce10931d9509"><li>将主线（登顶）拆解为无数微型目标：收集金羽毛提升飞行高度、钓鱼/宝箱获取硬币。每个步骤都带来能力成长，形成正向循环</li></ul><div class="notion-text notion-block-3a53d9f4e18680d68403c41586975446">环境引导与自由探索的平衡</div><ul class="notion-list notion-list-disc notion-block-3a53d9f4e186806b83a9fa291b216e86"><li>自然化路径限制：通过山壁高度、水域范围等环境元素替代传统空气墙，既限制玩家早期行动范围，又与核心目标（登顶）逻辑自洽</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e1868083abbadb94dc323d08"><li>隐性引导设计：</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e18680698c8df10e02829ba3"><li>面包屑式线索：显眼的矿坑山洞、NPC对话式引导，避免强制指引破坏沉浸感</li></ul><ul class="notion-list notion-list-disc notion-block-3a53d9f4e1868005827de32904c7f5ae"><li>兴趣点引力：沙滩排球、钓鱼等支线活动分散于主路径周边，玩家在探索间隙自发参与，形成节奏调剂</li></ul><div class="notion-text notion-block-3a53d9f4e1868074af90f9583cc5d470"><b>【高自由度的化身设计与手感打磨】</b></div><div class="notion-text notion-block-3a53d9f4e18680949ec1ca5837a51f54">攀爬、滑翔机制给开放世界带来自由而惬意的探索体验：遇到地形差时，上可以跳上攀爬，下可以起飞滑翔乃至俯冲，想去哪就去哪，限制只有可收集的金羽毛；同时动物化也使得世界塑造更加可爱柔软。</div><div class="notion-text notion-block-3a53d9f4e186804bbabdd65180d742bc"><b>【低强度的情感叙事】</b></div><div class="notion-text notion-block-3a53d9f4e186802e9e43c64a33203957">温馨柔软的朴素叙事：在这场a short hike中，没有宏大叙事，其中的真情直白却有足够打动人心的力量。</div><div class="notion-text notion-block-3a53d9f4e18680cfafc8f2f3d060c0d1">去功利化的委托设计<b>：</b>NPC委托奖励多为铲子、跑鞋等非必需道具、或只是一段对话，玩家更关注委托过程（如帮小孩找贝壳）而非结果，情感体验优先于数值成长。</div><div class="notion-text notion-block-3a53d9f4e186801ea84ae19fbbde50dd">短小精悍的对话设计：和NPC间的对话常常是一些生活趣事或小感悟，避免了“任务性对话”的刻板感。比如我印象很深的某个跑步者对话是「跑步便是我的生活......但如果 ，跑步并不是我的生活，我只是在利用跑步，来逃避我的生活呢！？」，而摩托艇管理员也会和你聊他读的书，营造生活感。</div><div class="notion-text notion-block-3a53d9f4e18680e4bfd8d3a805adfac9"><b>【独特的美术风格】</b></div><div class="notion-text notion-block-3a53d9f4e18680d8b626d8a383c807d9">这个没得说，风格化的像素后处理与讲究的配色设计，太优美了。</div><div class="notion-row notion-block-3a53d9f4e18680d68974d74fb73120c4"><div class="notion-column notion-block-3a53d9f4e1868063b586f1a7ea4610c0" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e186806dbd50de8b45740ff7"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A6ce5833e-871a-41fc-a8fd-d8a29b5b5afa%3AClipboard_-_2026-07-22_18.31.25.png?table=block&amp;id=3a53d9f4-e186-806d-bd50-de8b45740ff7&amp;t=3a53d9f4-e186-806d-bd50-de8b45740ff7" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div><div class="notion-column notion-block-3a53d9f4e18680b7ba4ad8e90c1f535a" style="width:calc((100% - (1 * min(32px, 4vw))) * 0.5)"><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e186808ab609d5d304a3abf1"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3Aa2b46a17-e762-4524-ab95-415b7975ca5e%3AClipboard_-_2026-07-22_18.31.28.png?table=block&amp;id=3a53d9f4-e186-808a-b609-d5d304a3abf1&amp;t=3a53d9f4-e186-808a-b609-d5d304a3abf1" alt="notion image" loading="lazy" decoding="async"/></div></figure></div><div class="notion-spacer"></div></div><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e1868004a9b3e020899e15b5" data-id="3a53d9f4e1868004a9b3e020899e15b5"><span><div id="3a53d9f4e1868004a9b3e020899e15b5" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e1868004a9b3e020899e15b5" title="写在最后"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>写在最后</b></span></span></h3><div class="notion-text notion-block-3a53d9f4e18680a59ad4fda9352d6e92">《A Short Hike》的魅力，不在于它地图有多大，而在于它精准拿捏了玩家群体的心理需求、把握好了探索与叙事的节奏。通过成长与反馈、探索与引导、故事与情感的三位一体设计，它让玩家在短短几小时里，获得了自由、心流与共鸣。</div><div class="notion-text notion-block-3a53d9f4e18680299970ccb7e446bbc9">对于关卡设计者来说，这款作品提供了一种可能：开放世界不必追求无限大。只要能在有限空间里，让玩家不断获得小惊喜、并以真情回应，就已经是一段动人的旅程。</div><h3 class="notion-h notion-h2 notion-h-indent-0 notion-block-3a53d9f4e18680a3af32f1c20b5f9014" data-id="3a53d9f4e18680a3af32f1c20b5f9014"><span><div id="3a53d9f4e18680a3af32f1c20b5f9014" class="notion-header-anchor"></div><a class="notion-hash-link" href="#3a53d9f4e18680a3af32f1c20b5f9014" title="参考文献"><svg viewBox="0 0 16 16" width="16" height="16"><path fill-rule="evenodd" d="M7.775 3.275a.75.75 0 001.06 1.06l1.25-1.25a2 2 0 112.83 2.83l-2.5 2.5a2 2 0 01-2.83 0 .75.75 0 00-1.06 1.06 3.5 3.5 0 004.95 0l2.5-2.5a3.5 3.5 0 00-4.95-4.95l-1.25 1.25zm-4.69 9.64a2 2 0 010-2.83l2.5-2.5a2 2 0 012.83 0 .75.75 0 001.06-1.06 3.5 3.5 0 00-4.95 0l-2.5 2.5a3.5 3.5 0 004.95 4.95l1.25-1.25a.75.75 0 00-1.06-1.06l-1.25 1.25a2 2 0 01-2.83 0z"></path></svg></a><span class="notion-h-title"><b>参考文献</b></span></span></h3><ol start="1" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680ac899bee18358b5d3e" style="list-style-type:decimal"><li>【设计师分享】<b><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fwww.gameres.com%2F885698.html" target="_blank" rel="noopener noreferrer">创造一个小小开放世界：《A Short Hike》开发历程分享</a></b><b> </b> from 游资网</li></ol><ol start="2" class="notion-list notion-list-numbered notion-block-3a53d9f4e1868068baa7d92b1f167900" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/articles/119394" target="_blank" rel="noopener noreferrer">从《Celeste》到《a short hike》：殊途同归的登山旅程</a> from 机核</li></ol><ol start="3" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680ad8e24fa212c8ed27e" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/articles/135012" target="_blank" rel="noopener noreferrer">游戏一刻丨《A Short Hike》：让玩家自己赋予游戏旅程独特的含义</a> from 机核</li></ol><ol start="4" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680eb80d0ee6388c6abe3" style="list-style-type:decimal"><li><a class="notion-link" href="https://www.gcores.com/articles/154834" target="_blank" rel="noopener noreferrer">小而美的迷你开放世界：《A Short Hike》游玩体验后记</a> from 机核</li></ol><ol start="5" class="notion-list notion-list-numbered notion-block-3a53d9f4e18680a19497d84e2e540095" style="list-style-type:decimal"><li><b><a class="notion-link" href="https://www.gcores.com/link?target=https%3A%2F%2Fzhuanlan.zhihu.com%2Fp%2F716465745" target="_blank" rel="noopener noreferrer">关卡设计：什么是有趣的探索体验（上）</a></b>from 知乎</li></ol></main></div>]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[《枪炮、公主与勇者》]]></title>
            <link>https://voidcake.site/article/ProjectGPB</link>
            <guid>https://voidcake.site/article/ProjectGPB</guid>
            <pubDate>Wed, 06 Aug 2025 00:00:00 GMT</pubDate>
            <description><![CDATA[一款背包构筑+策略塔防的快节奏轻度Rogue游戏。2025CUSGA·最具潜力奖提名 
]]></description>
            <content:encoded><![CDATA[<div id="notion-article" class="mx-auto overflow-hidden "><main class="notion light-mode notion-page notion-block-3a43d9f4e18680d1b323c46bd65bf280"><div class="notion-viewport"></div><div class="notion-collection-page-properties"><div class="notion-collection-row"><div class="notion-collection-row-body"><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 13A6 6 0 107 1a6 6 0 000 12zM3.751 5.323A.2.2 0 013.909 5h6.182a.2.2 0 01.158.323L7.158 9.297a.2.2 0 01-.316 0L3.751 5.323z"></path></svg><div class="notion-collection-column-title-body">category</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-select"><div class="notion-property-select-item notion-item-blue">作品集</div></span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M10.889 5.5H3.11v1.556h7.778V5.5zm1.555-4.444h-.777V0H10.11v1.056H3.89V0H2.333v1.056h-.777c-.864 0-1.548.7-1.548 1.555L0 12.5c0 .856.692 1.5 1.556 1.5h10.888C13.3 14 14 13.356 14 12.5V2.611c0-.855-.7-1.555-1.556-1.555zm0 11.444H1.556V3.944h10.888V12.5zM8.556 8.611H3.11v1.556h5.445V8.61z"></path></svg><div class="notion-collection-column-title-body">date</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-date">Aug 6, 2025</span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 4.568a.5.5 0 00-.5-.5h-6a.5.5 0 00-.5.5v1.046a.5.5 0 00.5.5h6a.5.5 0 00.5-.5V4.568zM.5 1a.5.5 0 00-.5.5v1.045a.5.5 0 00.5.5h12a.5.5 0 00.5-.5V1.5a.5.5 0 00-.5-.5H.5zM0 8.682a.5.5 0 00.5.5h11a.5.5 0 00.5-.5V7.636a.5.5 0 00-.5-.5H.5a.5.5 0 00-.5.5v1.046zm0 3.068a.5.5 0 00.5.5h9a.5.5 0 00.5-.5v-1.045a.5.5 0 00-.5-.5h-9a.5.5 0 00-.5.5v1.045z"></path></svg><div class="notion-collection-column-title-body">icon</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-text"></span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 4.568a.5.5 0 00-.5-.5h-6a.5.5 0 00-.5.5v1.046a.5.5 0 00.5.5h6a.5.5 0 00.5-.5V4.568zM.5 1a.5.5 0 00-.5.5v1.045a.5.5 0 00.5.5h12a.5.5 0 00.5-.5V1.5a.5.5 0 00-.5-.5H.5zM0 8.682a.5.5 0 00.5.5h11a.5.5 0 00.5-.5V7.636a.5.5 0 00-.5-.5H.5a.5.5 0 00-.5.5v1.046zm0 3.068a.5.5 0 00.5.5h9a.5.5 0 00.5-.5v-1.045a.5.5 0 00-.5-.5h-9a.5.5 0 00-.5.5v1.045z"></path></svg><div class="notion-collection-column-title-body">password</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-text"></span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 4.568a.5.5 0 00-.5-.5h-6a.5.5 0 00-.5.5v1.046a.5.5 0 00.5.5h6a.5.5 0 00.5-.5V4.568zM.5 1a.5.5 0 00-.5.5v1.045a.5.5 0 00.5.5h12a.5.5 0 00.5-.5V1.5a.5.5 0 00-.5-.5H.5zM0 8.682a.5.5 0 00.5.5h11a.5.5 0 00.5-.5V7.636a.5.5 0 00-.5-.5H.5a.5.5 0 00-.5.5v1.046zm0 3.068a.5.5 0 00.5.5h9a.5.5 0 00.5-.5v-1.045a.5.5 0 00-.5-.5h-9a.5.5 0 00-.5.5v1.045z"></path></svg><div class="notion-collection-column-title-body">slug</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-text">ProjectGPB</span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 13A6 6 0 107 1a6 6 0 000 12zM3.751 5.323A.2.2 0 013.909 5h6.182a.2.2 0 01.158.323L7.158 9.297a.2.2 0 01-.316 0L3.751 5.323z"></path></svg><div class="notion-collection-column-title-body">status</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-select"><div class="notion-property-select-item notion-item-red">Published</div></span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 4.568a.5.5 0 00-.5-.5h-6a.5.5 0 00-.5.5v1.046a.5.5 0 00.5.5h6a.5.5 0 00.5-.5V4.568zM.5 1a.5.5 0 00-.5.5v1.045a.5.5 0 00.5.5h12a.5.5 0 00.5-.5V1.5a.5.5 0 00-.5-.5H.5zM0 8.682a.5.5 0 00.5.5h11a.5.5 0 00.5-.5V7.636a.5.5 0 00-.5-.5H.5a.5.5 0 00-.5.5v1.046zm0 3.068a.5.5 0 00.5.5h9a.5.5 0 00.5-.5v-1.045a.5.5 0 00-.5-.5h-9a.5.5 0 00-.5.5v1.045z"></path></svg><div class="notion-collection-column-title-body">summary</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-text">一款背包构筑+策略塔防的快节奏轻度Rogue游戏。2025CUSGA·最具潜力奖提名 
</span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M4 3a1 1 0 011-1h7a1 1 0 110 2H5a1 1 0 01-1-1zm0 4a1 1 0 011-1h7a1 1 0 110 2H5a1 1 0 01-1-1zm0 4a1 1 0 011-1h7a1 1 0 110 2H5a1 1 0 01-1-1zM2 4a1 1 0 110-2 1 1 0 010 2zm0 4a1 1 0 110-2 1 1 0 010 2zm0 4a1 1 0 110-2 1 1 0 010 2z"></path></svg><div class="notion-collection-column-title-body">tags</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-multi_select"><div class="notion-property-multi_select-item notion-item-brown">独立游戏</div><div class="notion-property-multi_select-item notion-item-default">团队作品</div><div class="notion-property-multi_select-item notion-item-default">策略</div></span></div></div><div class="notion-collection-row-property"><div class="notion-collection-column-title"><svg viewBox="0 0 14 14" class="notion-collection-column-title-icon"><path d="M7 13A6 6 0 107 1a6 6 0 000 12zM3.751 5.323A.2.2 0 013.909 5h6.182a.2.2 0 01.158.323L7.158 9.297a.2.2 0 01-.316 0L3.751 5.323z"></path></svg><div class="notion-collection-column-title-body">type</div></div><div class="notion-collection-row-value"><span class="notion-property notion-property-select"><div class="notion-property-select-item notion-item-yellow">Post</div></span></div></div></div></div></div><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e18680bb82b0e5963b14495d"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="💡">💡</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e186800ca608c726c1c20ed1">2025CUSGA·最具潜力奖提名 </div><div class="notion-text notion-block-3a43d9f4e18680158e41e1e49873a9a7">2025Indieplay中国独立游戏大赛最佳学生作品入围 </div><div class="notion-text notion-block-3a43d9f4e18680ada290c6bae0a12ec7">2025开拓芯·最佳创意提名</div></div></div><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e18680949d30eec246a9c154"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="👥">👥</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e18680eea82eeedbf0137375"><b>团队人数</b>：3人  <b>制作周期</b>：<b>6个月（早期课程与比赛期） + 1年（孵化期） </b></div><div class="notion-text notion-block-3a43d9f4e1868031b93bd4fda53d893f">在其中承担的<b>主职责</b>为<b>开发</b>，搭建了游戏的核心战斗系统与工具链；</div><div class="notion-text notion-block-3a43d9f4e18680b0b398db3ebff8247c">设计了游戏中的部分防御塔设计、与敌人生成相关的关卡配置。</div><div class="notion-text notion-block-3a43d9f4e1868089b04bf675f2c6dfa9">由于个人规划，我在该项目的课程期结束后<b>不再参与后续开发</b>。</div></div></div><div class="notion-callout notion-gray_background_co notion-block-3a43d9f4e18680f29f1efba12ec4395a"><div class="notion-page-icon-inline notion-page-icon-span"><span class="notion-page-icon" role="img" aria-label="🔍">🔍</span></div><div class="notion-callout-text"><div class="notion-text notion-block-3a43d9f4e18680b1af9aced27bb1dc26">一个完成度比较高的<b>背包构筑+策略塔防</b>的Rogue独立游戏。</div><div class="notion-text notion-block-3a43d9f4e18680d7b01cf3108815064f">起初是<b>研一阶段</b>与另外两位小伙伴一起做的学期课程作业，经历了原型的多次迭代后，获得了当期课程的银奖（第二名）。</div><div class="notion-text notion-block-3a43d9f4e18680628761da54902f732e">随后游戏继续开发并投递比赛，后续获奖并获得了投资孵化。目前由原队长作为制作人继续开发，<a class="notion-link" href="https://store.steampowered.com/app/4395460/_Guns_Princess_and_Braves/" target="_blank" rel="noopener noreferrer">预期上线Steam</a>。</div></div></div><blockquote class="notion-quote notion-block-3a53d9f4e1868038be2ae3e18b516845"><div>B站演示视频：<span class="notion-link-mention"><a href="https://www.bilibili.com/video/BV1JYgHziELd/?spm_id_from=333.337.search-card.all.click&amp;vd_source=d1b8c10471eb4da04f1fe268774939dd" target="_blank" rel="noopener noreferrer" class="notion-link-mention-link"><img class="notion-link-mention-icon" src="https://i1.hdslb.com/bfs/archive/0a13d1bd8086fee161e24392fdfaf279a982d17b.jpg@100w_100h_1c.png@57w_57h_1c.png"/><span class="notion-link-mention-title">2025CUSGA决赛【最具潜力奖】入围作品——《枪炮、公主与勇者》_哔哩哔哩bilibili_赛事</span></a><div class="notion-link-mention-preview"><article class="notion-link-mention-card"><img class="notion-link-mention-preview-thumbnail" src="https://i1.hdslb.com/bfs/archive/0a13d1bd8086fee161e24392fdfaf279a982d17b.jpg@100w_100h_1c.png" alt="2025CUSGA决赛【最具潜力奖】入围作品——《枪炮、公主与勇者》_哔哩哔哩bilibili_赛事" referrerPolicy="same-origin"/><div class="notion-link-mention-preview-content"><p class="notion-link-mention-preview-title">2025CUSGA决赛【最具潜力奖】入围作品——《枪炮、公主与勇者》_哔哩哔哩bilibili_赛事</p><p class="notion-link-mention-preview-description">简介：2025CUSGA决赛定档8月9日-10日！ 更多信息请关注；已有84名玩家向您推荐本视频，点击前往哔哩哔哩bilibili一起观看；更多实用攻略教学，爆笑沙雕集锦，你所不知道的游戏知识，热门游戏视频7*24小时持续更新,尽在哔哩哔哩bilibili 视频播放量 4301、弹幕量 2、点赞数 84、投硬币枚数 6、收藏人数 50、转发人数 36, 视频作者 UGDAP, 作者简介 UGDAP大学生游戏开发联盟是一个致力于为大学生提供游戏开发交流、学习及展示的平台。，相关视频：2025CUSGA第五届中国大学生游戏开发创作大赛决赛入围作品集锦，【CUSGA嘉宾采访】B站知名独立游戏up主 谜之声，拯救公主后 勇者把盔甲给了公主... 角色拥有自由意识的小品游戏《我！勇者？》，【2024CUSGA决赛现场回顾】《极简塔防》决赛展示答辩，《Bullet Paradox》-2026CUSGA决赛入围作品，2025CUSGA决赛【最佳玩法设计奖】入围作品——《 船长室禁止玩骰子》，2025CUSGA决赛【最佳玩法设计奖】入围作品——《过热》，【Unity】冒险岛 最终弹，关于创作——鹰角网络海猫络合物在2022好Yeah！大学生创意文化节上的分享，【2024CUSGA决赛现场回顾】《彼方的她-Aliya》决赛展示答辩</p><div class="notion-link-mention-preview-footer"><img class="notion-link-mention-preview-icon" src="https://i1.hdslb.com/bfs/archive/0a13d1bd8086fee161e24392fdfaf279a982d17b.jpg@100w_100h_1c.png@57w_57h_1c.png" referrerPolicy="same-origin"/><span class="notion-link-mention-preview-provider"></span></div></div></article></div></span></div></blockquote><figure class="notion-asset-wrapper notion-asset-wrapper-image notion-block-3a53d9f4e1868013b9eeef1e3b2139fe"><div style="position:relative;display:flex;justify-content:center;align-self:center;width:100%;max-width:100%;flex-direction:column;height:100%"><img style="object-fit:cover" src="https://www.notion.so/image/attachment%3A8d8a7911-5e92-4abc-b36c-a639445b13ab%3A%E6%9E%AA%E7%82%AE%E3%80%81%E5%85%AC%E4%B8%BB%E4%B8%8E%E5%8B%87%E8%80%85_2024H4.png?table=block&amp;id=3a53d9f4-e186-8013-b9ee-ef1e3b2139fe&amp;t=3a53d9f4-e186-8013-b9ee-ef1e3b2139fe" alt="实机截图" loading="lazy" decoding="async"/><figcaption class="notion-asset-caption">实机截图</figcaption></div></figure><div class="notion-blank notion-block-3a53d9f4e186800f8c9ec23c84f28887"> </div></main></div>]]></content:encoded>
        </item>
    </channel>
</rss>