单人
Solitaire

原始链接: https://localthunk.com/blog/solitaire

Balatro的设计受到Klondike Solitaire的启发。目的是捕捉单人无处不在,有益健康和低风险的感觉,使其成为一个常绿的游戏,非常适合放松,简短的会议。开发人员设想玩家随便享受像Solitaire这样的Balatro,一次一次大约一个小时。 与传统的单人不同,Balatro将元游戏纳入了成就,利益水平,解锁和挑战。添加这些是为了鼓励玩家更充分地探索游戏的机制,因为Balatro比单人拥有更复杂的功能,并为敬业的玩家提供了长期目标。 开发人员在频繁的比赛中使用这些挑战。他的个人目标是通过现代设计重新创建“纸牌感觉”,从而导致绰号“爵士纸牌”。尽管大多数玩家可能不会以这种确切的方式体验Balatro,但开发人员很高兴游戏能够实现他的个人愿景并引起了许多人的共鸣。

Balatro是一款具有压力的游戏,“跳进/淘汰”的感觉与Solitaire相似。它的设计很复杂,但易于访问,这要归功于众多决定不同游戏风格的笑话。成功涉及适应您给予的东西,而不是尽早强迫战略。 早期游戏的重点是生存,其中包括多个多人的小丑,比赛中期是为了产生升级现金(行星和塔罗牌)。集中精力升级与笑话效果很好的双手。通过以增加 +多或Xmulti福利的堆叠开玩笑的方式获胜,将Xmulti Jokers定位在右边。蓝密封和钢卡非常有帮助。胜利有许多途径,玩家为笑话和手工类型开发了独特的偏好。 良好的代码可维护性至关重要。像Zomboid项目(使用LUA建造)中看到的那样,不良的代码导致了广泛的重构和开发人员的挫败感。在项目开发过程中,可维护性应该是一个巨大的重点,以确保开发人员最终不会不喜欢他们的工作。

原文

I have cited a few games as inspiration for Balatro in the past, but I wanted to talk about one in particular that hasn’t been mentioned much that arguably is the most important.

I think if I had some kind of Balatro vision board, solitaire (Klondike) would be right in the middle of it with a big red circle around it. You can probably see some of the similarities between my game and the classic solo card game. I wanted my game to have the same vibe.

If you’re somehow unfamiliar, solitaire is a group of card games characterized by solo play. Klondike is usually the variant that most people in the west associate with solitaire, but one could argue even Balatro is technically a solitaire game. Traditional solitaire games exist at the peak of game culture for me. These games are so ubiquitous and accepted by society that almost everyone has some memory of playing them. They have transcended gaming culture more than even the biggest IPs (like Tetris or Mario), and they occupy this very interesting wholesome niche. Solitaire is almost viewed as a positive pastime more than a game. That feeling interests me greatly as a game designer.

As Balatro 1.0 development drew nearer to a close in early 2024, I found myself picturing the type of person that might play my game and what a typical play session might look like for them. My fantasy was that I was playing this weird game many years later on a lazy Sunday afternoon; I play a couple of runs, enjoy my time for about an hour, then set it down and continue the rest of my day. I wanted it to feel evergreen, comforting, and enjoyable in a very low-stakes way. I think that’s one of the reasons why there isn’t a player character, health, or classic ‘enemies’ in the game as well. I wanted this game to be as low stakes as a crossword or a sudoku puzzle while still exercising the problem solving part of the brain.

Essentially I wanted to play Balatro like people play solitaire.

One of the main ways that the vibe of solitaire and my own game differ is in the meta-game Balatro has that solitaire does not. Things like achievements, stake levels, unlocks, and challenges certainly can be looked at as a way to artificially inflate playtime, but those things were added for 2 other reasons I was more concerned about:

  1. To force players to get out of their comfort zone and explore the design of the game in a way they might not if this were a fully unguided gaming experience. In solitaire this probably isn’t super useful because the game has far fewer moving parts, so the player can figure everything out by themselves, but I don’t think that’s the case with a game like Balatro. I feel like even I learned a lot from these guiding goals that I wasn’t anticipating many months after the game launched.

  2. To give the players that already enjoy the game loop a sort of checklist to work through if they so choose. They can come up with a list of goals on their own (as I see many from the community have) but I do really appreciate when I play other games and they give me tasks to accomplish and shape my long-form play around while I enjoy the shorter play sessions individually.

It’s now been over a year since launch and I am still playing Balatro almost daily. I play a couple runs before I go to bed, and I feel like I just might have accomplished the task of recreating the feeling of playing solitaire for myself. Seeing the discourse around my game has me fairly convinced that this is decidedly not how the average player has been interacting with my game, but I’m still thrilled that people are having a great time with it and I’m even more happy that I feel like this game turned out how I wanted as a player myself.

This is why you might have seen me refer to this game as ‘jazz solitaire’ in the past. I wanted to bring the old feeling of solitaire into a game with modern design bells and whistles, creating something new and yet familiar. Only time will tell if I actually accomplished that.

联系我们 contact @ memedata.com