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学习路径Learning path · 第 2 阶段Stage 2

最小可玩原型

Minimal playable prototype

**这一步决定什么****What this stage decides**:「能操作、有目标、有反馈」—— 三条都满足就可以称为原型,其余都可以先没有。: \"Operable, goal-directed, responsive\" — hit all three and it is a prototype; everything else can wait.

**本站的判断****Our judgement**:原型做到什么程度算够?答案是:你能从这三条判断它有没有戏。: How far is far enough? Far enough that these three questions have answers.

性质:本站的判断,未经实测Nature: the site's judgement, not measured

一句话:原型不是「做了一半的游戏」,是「足够判断方向对不对的东西」。

In one line: a prototype is not "a half-finished game" — it is "the minimum thing that tells you whether the direction is right".

三条判据

⚠ 满足这三条,它就是一个原型(哪怕全是方块图形):

判据意思反例
能操作玩家能让角色动起来只是动画播放
⚠ 有目标⚠ 玩家知道要做什么只有一个能走的方块
⚠ 有反馈⚠ 操作有可见响应按键没反应

⚠ 很多「原型」只满足第一条 —— 角色能动,但没有目标和反馈。

⚠ 那样的东西无法判断方向对错,因为玩家不知道该期待什么。

Three criteria

⚠ Hit all three and it is a prototype, even if everything is grey boxes:

CriterionWhat it meansCounter-example
OperableThe player can move the characterIt only plays an animation
⚠ Goal-directed⚠ The player knows what to doA single box that walks
⚠ Responsive⚠ Input has a visible resultThe key does nothing

⚠ Many "prototypes" only satisfy the first. The character moves, but there is no goal and no feedback.

⚠ Such a thing cannot tell you whether the direction is right, because the player does not know what to expect.

⚠ 原型该有什么、不该有什么

该有⚠ 不该有
核心循环(跳、攻击、收集)⚠ 美术
一个粗糙但成立的规则⚠ 完整关卡
⚠ 能玩 3 分钟⚠ 设置菜单、成就、排行榜

⚠ 原型的价值在于「快速知道」,不是「做得多」。

⚠ What a prototype should and should not have

Should have⚠ Should not have
The core loop (jump, attack, collect)⚠ Art
One rough but coherent rule⚠ Complete levels
⚠ Three minutes of play⚠ Settings menu, achievements, leaderboards

⚠ A prototype's value is in knowing quickly, not in doing much.

一个反直觉的建议

⚠ 原型的美术越粗糙越好。

理由:粗糙美术能逼你先验证玩法,而不是被「看起来还不错」误导 ——

⚠ 很多人会在原型阶段不自觉地打磨美术,然后舍不得砍掉半成品。

One counter-intuitive suggestion

⚠ The cruder the art, the better.

Reason: crude art forces you to validate the gameplay first, instead of being seduced by "it already looks decent" —

⚠ many people polish the art during prototyping and then cannot bear to cut the half-done work.

判断原型够了吗

⚠ 不要问「还有哪里没做」,要问「这三个问题有没有答案」:

1. 玩家能操作吗?

2. 玩家有目标吗?

3. 操作有反馈吗?

⚠ 三条都是「是」→ 原型完成,可以进 S3 调手感了。

⚠ 有一条是「不是」→ 先补那个,别做别的。

Is the prototype enough?

⚠ Do not ask "what is left to build". Ask whether these three questions have answers:

1. Can the player operate it?

2. Does the player have a goal?

3. Does input produce feedback?

⚠ All three "yes" → the prototype is done; move on to tuning game feel in S3.

⚠ Any "no" → fix that one first, and nothing else.