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『访谈』暗黑3主设计JAY谈暗黑3如何兼顾新老玩家

『访谈』暗黑3主设计JAY谈暗黑3如何兼顾新老玩家

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大菠萝的fans并不只是那些浪费时间去发动请愿,以及PS试玩截屏的人。暗黑破坏神3主设计师JAY表示,暗黑破坏神3团队将兼顾普通玩家和核心玩家。

    “目前为止,暗黑破坏神系列绝对是暴雪最卖座的游戏。”当被问及暗黑破坏神系列的fans究竟是哪种人时,JYA坦言。“WOW的销量确实超过了暗黑破坏神系列,但是这花了几年的时间。而决定一个游戏卖座与否的一个因素就是这个游戏的完成度的高低。”保证游戏的完成度是JAY做好游戏的一个关键。“这就是为什么我们会做出自己的决定,就比如我们推倒了血瓶系统。”JAY说。“当我们决定加入快捷栏的时候,我们就知道我们不得不取消血瓶以及腰带上的格子这些东西。每当我们加入新的元素,一些固有元素就要被抛弃。这是为了保持游戏易于上手,保证游戏操作的直观”

    “暗黑破坏神2中有一个现象”,JAY继续补充。“就是玩家比大部分的怪速度都要快,并且由于可以随心所欲的嗑药,玩家几乎有无限的血量。由于你的角色有更高的移动力,更高的血量以及无尽的法力,很显然你在打穿所有难度之后唯一可以挑战的就是PK了。”

    但在暗黑破坏神3中,玩家要回复只能通过杀怪得到血球。JAY看到论坛上的坛友表示担心加入血球会使得游戏过难。但JAY表示fans不需为此担心。

    “我们想让暗黑破坏神3与暗黑破坏神2有所不同,”JAY说。“我们想令玩家相对于怪物有一些劣势,我们于是加入了许多有趣的怪物。我们不需要仅仅以秒杀挑战玩家,我们可以令怪物能影响你的移动力,我们可以设计一些有多种致命技能的怪物,你需要去躲开这些对你十分危险的技能。这些设计会大大增加玩家与怪物战斗的乐趣。"尽管JAY表示暗黑破坏神3易于上手,但是他明白暗黑破坏神3必须满足核心玩家的需要。JAY向我(记者)担保,暗黑破坏神3小组将会保持暴雪游戏的一贯风格--易于上手,难于精通,游戏的难度将会逐渐增加。"我们做出的许多选择都是考虑到暗黑破坏神3的持续可玩性,因为暗黑破坏神3将是一个可以玩很长时间的游戏。”JAY说。“我认为铁杆核心玩家将会发现暗黑破坏神3的深度将远远超出他们的想象。但是我们会令游戏前期很容易通过,玩起来也很有趣,你甚至只需要用一个技能就可以打遍天下无敌手。但随着游戏的进行,你将不得不考虑使用一些策略来对付怪物,比如通过'踩地板'来击晕四周的怪物,然后与它们拉开距离来恢复。这些难度方面的设定是我们今后开发的重点。”



原文如下

    “Diablo” fans aren’t just those taking the time to make petitions and their own screenshots.
    According to lead “Diablo III” designer Jay Wilson, the team has to appease an “extremely broad audience” as well as hardcore fans.

    “Up until fairly recently, ‘Diablo II’ was Blizzard’s best-selling game,” Wilson recently told me when I asked him just who “Diablo” fans are. “‘World of Warcraft‘ has finally surpassed it, but it took it several years to do that. And part of the reason is how approachable the game is.”
Keeping the game approachable is key for Wilson. “It’s one of the reasons why we made some of the choices we made, like when we pulled out the potion system,” he said. “When we wanted to add a hot bar we knew we had to pull the potion stuff out. Every time we add something, we have to pull something out to keep the game very simple and straightforward to play.”
    “One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.”

    But in “Diablo III,” players will have to pick up health orbs after they’ve killed enemies, which will restore their health upon contact. Wilson saw on the forums that people were worried that this might make the game “ridiculously hard.” He said that fans shouldn’t worry.

    “That’s only if we tuned it like ‘Diablo II,’” he said. “When the player has similar downsides, it means we can make a lot more interesting monsters. We don’t have to kill you to challenge you. We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting.”
While Wilson said they’ll keep the game accessible, he knows “Diablo III” has to ultimately appease their hardcore fans. He assured me that the team has kept this in mind, and is making the game progressively harder.“A lot of the choices we make are styled towards knowing the long term,”he said. “I think that hardcore players, long-term, will find a game that has lot more depth for them but we distinctly made the choice that in the first stage of difficulty, the game’s really easy. So it’s easy to get through, it’s fun to play and you can kind of spam with one skill. But as you get further and further into the game, you start having to go, ‘Okay now I’ve really got to use this ground stomp thing to stun some monsters and get some distance from them to recover.’ That’s something that we focus on more later in the game.”
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