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[翻译]莱比锡上对JAY的访谈(大量猛料)

[翻译]莱比锡上对JAY的访谈(大量猛料)

anhei3战网
原帖地址:http://www.diii.net/n/687810/jay-wilson-from-leipzig-6
翻译:tremble

莱比锡上对JAY的访谈是德文的,不过这位猛男CaptainDingo将全部内容翻成英文作为回复发了出来.让我们先向他致以最高的敬意.


QUOTE:
Comments
CaptainDingo
8 hours ago
I tried to make the whole article more readable. Someone can post this on the forums too if I get credit for it (my wrists hurt now. :P)


注:
本文由CaptainDingo翻译与8小时前
我试着让整篇文章更具可读性.这篇文章可供转载,只需注上我的名字即可.(我的打字打的手腕都痛了.:P)


QUOTE:
DS: Can you tell us something about runes and their use in the form of rune words in the game?

Wilson: We haven't decided exactly what we want to do with runes, at least not so far. What I can say is that we don't intend rune words to be back from Diablo 2. Rune words were part of Diablo 2's crafting system. For Diablo 3, we have different plans, which we can't give the details on right now. It does still use runes, (translation too shoddy to finish.)


DS:能请你告诉我们一些关于D3符文以及符文之语的信息吗?

JAY:我们还没有决定如何处理符文,至少现在还没有.不过我现在可以说的是我们并没有让D2中的符文之语回归的意图.符文之语是D2中的一个经过精心设计的系统.但是对于D3我们有一个不同的计划,我们现在还不能透露其中的细节,不过这个新的设计仍然要用到符文,(下面的内容翻译机翻译的太粗糙了,因此剩下的内容无法辨识了)


QUOTE:
DS: What effect does monster level have in regards to the type of health orb dropped?

Wilson: Health orbs heal a percentage of life, so the more health the character has, the stronger the effect of the orb. We've implemented a system in order to accomplish this. At the moment, we intend healing orbs to heal 15% of health. So if you have 1,000 health, the orb regenerates 150 health, and if you have 100 health, the orb regenerates 15. On the other hand, we can have it so certain monsters, like bosses, drop several orbs, or drop orbs as its own health dwindles. So for example, there can be a chance for an orb to drop every time his health drops by 5%, or force orb drops at certain points in the fight. There are also opportunities for orbs to influence objects or skills. Orbs don't fill life instantly, they regenerate life.


DS:怪物的等级对于其掉落的血球的类型有何影响?

JAY:血球是按百分比回复生命的,所以角色捡到的血球越多,血球的效果越强.我们已经完善了血球系统.我们打算让一个血球回复百分之十五的生命值.所以如果你有1000生命值,那么一个血球将会回复150的生命,而如果你有100的生命,一个血球将会回复15点生命值.另外,我们可以令特定的怪物比如BOSS掉落数个血球,或者当其生命值减少时掉落血球.举个例子,每当BOSS的血量降低百分之五的时候将有几率掉落血球,或者在战斗的特定阶段强制掉落血球.同时捡拾血球也有一定几率影响你的目标或者技能.血球并不立即回复生命,而是逐渐回复生命.


QUOTE:
DS: Health orbs seem primarily useful for co-op play.

Wilson: Yes, co-op play is an important reason we developed the orb system. In Diablo 2, we had a design problem with player challenge. In higher levels, there were monsters with several immunities to attacks, making them almost impossible to kill. The reason why developers elected to use such extremes was because the player was basically almighty and by that point had nearly infinite access to health. He was able to get through every situation by either town portaling or running away. The only thing you can do is have a player that deals tremendous damage, and even that isn't challenging if you have unlimited healing possibilities. All that remains is the player simply has to charge in and kill. In Diablo 3, we're trying to create a system where the player actually has to make challenging attempts. If the player, for example, meets up with a horde of enemies blocking him from getting at a health orb, he must say to himself "I'll use my Teleport to get to the other side." Or "I'll use my ability to paralyze the monsters, then run over and get my health back." The system is rooted in what we're trying to do with everything in the game, and is important because we really wanted to change how we design monsters. We want them to be able to form a true barrier around players. These monsters will be very difficult to get around, don't do much damage, but the fact that it requires thinking to overcome will provide a challenge.


DS:血球的价值似乎主要体现在多人游戏中.

JAY:是的,我们开发血球系统的一个重要原因就是多人游戏.在D2中,我们在玩家挑战性的设计上存在一个问题.在较高级别的游戏中,游戏将会存在免疫不同攻击方式的怪物,这使得他们基本上不可能被杀死.
而开发者选择使用如此极端的设计的原因就是因为玩家基本上是全能的,并且因此拥有几乎无限的生命.玩家可以通过回城或是直接跑开来应付每一种情况.而设计者唯一可以做的就是是玩家面临秒杀的威胁,并且即使是如此在你有无限补血的可能性时也没有挑战性.这样的话,玩家只需要(在准备充分的情况下)冲入敌阵然后屠杀就可以了.在D3中,我们将尝试创造一个系统使玩家真正尝试去挑战.比如说,当玩家遇到一群敌人挡在了自己与血球之间,他一定会自言自语:"我要传送到另一边去."或者"我要用我的技能定住,然后冲过去回复生命."这个系统是D3设计理念的基础,而且这个系统很重要,因为我们确实很想改变我们设计怪物的方式.我们想让怪物能够真正成为玩家的阻碍.与这些怪物周旋将会非常难,这些怪物不会造成很大伤害,但是这些怪物需要通过思考去战胜,而这可以给游戏提供挑战性.


QUOTE:
DS: What function does shoulder armor provide? Are they considered an addition to defense?

Wilson: No, those and pants didn't exist as armor in Diablo 2, so in order to provide more visual variety and more items, we're including them. We're already making sure that the objects have appropriate attributes, such as endurance on shoes, enhanced life on chest armor, but that's more a matter of style, these attributes aren't set in stone. We wanted a greater variety of items and the opportunities that come from being able to make a unique looking character. A few people expressed a fear that the shoulder pads would become oversized like in World of Warcraft, but if they looked at the Witch Doctor, they'd see that his shoulder pads are, generally, quite small. On the other hand, Barbarians are supposed to be physically imposing, so we've opted for a more traditional Germanic barbarian look. Some wore enormous furs, and we tried to imitate this style. So our decision had nothing to do with World of Warcraft, we just wanted to include more items.


DS:肩甲将会有什么作用?增加肩甲仅仅是用来给人物增加防御力吗?

JAY:不是,肩甲和裤子在D2中不是独立的装备,所以为了提供更多的视觉效果和更过的道具,我们加入了这两种装备.我们还没有确定这两种装备是否具有专有属性,比如鞋子的耐力属性,胸甲的增加生命.不过这更多的是一种装备的类型问题,这些属性不是定死的.我们以前就想令道具的种类更多,也想给玩家一个创造具有独特外观的角色的机会.有少数人表示了对于D3肩甲会变成WOW中肩甲那般过大的担忧,但如果他们看过巫医的肩甲,他们会看到巫医的肩甲基本都是非常小的.另外,BB的身体被设定得非常强壮,所以我们选择了一个外形更具有德国传统风格的BB.有的BB会穿着巨大的毛皮,所以我们试着去效仿这种风格.所以我们做出的选择与WOW无关,我们只是想要加入更多的道具.


QUOTE:
DS: The Barbarian is indeed the exact same as the one in D2, only 20 years later. So what impact will it have on the story when I select a female Barbarian instead?

Wilson: I'm not sure if we've decided what we're going to do in regards to that. In general, we want to make sure that each class has their own unique background and history, and should also note that these stories won't differ between male and female versions. The Barbarians will of course have a few little things that need to be changed, but in large part, the genders are similar. We'll probably only change small textual things about the female Barbarian. The Witch Doctor will be treated as an outsider, being from foreign lands, but the Barbarian is very intimidating because of his size and strength. We want him to have a stronger feeling as a roleplaying game character by making him have a unique impact on the world and not be so generalized.


DS:D3的BB实际上与D2中的BB是同一个人,只是D3中的BB老了20岁.那么如果我选一个女性的BB,这会对剧情产生什么样的影响?

JAY:我不确定我们是否已经决定应该怎么处理这个问题.简单来说,我们希望令每个角色有自己独特的背景与历史.并且同时需要注意这些故事并不需要分为男女两个版本.一些与BB有关的东西当然需要改变.但是在大方向上,不同性别之间是没有什么区别的.我们可能会仅仅改动一点点与女BB有关的文本.而巫医将会被看作来自一个陌生大陆的局外人,而BB则因为他的体型与力量而令人生畏.我们希望通过让BB对世界有一个独特的影响,令他成为一个感觉更强壮的RPG的角色.而不是那么的平庸.
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QUOTE:
DS: Are there any factions or political groups as there are in World of Warcraft?

Wilson: We've played down the idea a bit. It's not something that'll be unrecognized, but it won't be like in World of Warcraft. We'd rather people join factions for role play reasons, so they can affect the world itself. We may also introduce things to give players a better relationship with the world, or to tell their story better, but we don't want it to be as the result of a linear conclusion. But nothing's really in the making in regards to this. There are lots of related ideas still on the drawing board, following the motto "Hey, that might be cool. How can we do that? I don't know, let's think about it again in a little while." That way, we still have a whole series of things on a long list, and with each milestone, maybe slip a few things from the list into the framework if it's feasible.


DS:D3是否会像WOW一样存在不同的派系或者阵营.但是目前这些东西

JAY:我们把这个概念的重要性降低了一些.当然并没有低到令人识别不出的地步.但是这些阵营不会像WOW中那样.我们更愿意人们因为角色扮演的原因加入阵营,这样的话他们可以影响到D3世界本身.我们也许也会介绍一些信息给玩家,让玩家与D3世界的联系更紧密,或者更好的向他们讲述剧情,但是我们不希望这会导致一个线性的结局.不过目前这些东西还没有开始制作.许多与此有关的概念仍然在讨论当中,讨论的座右铭是:"嘿,这也许很酷.但是我们怎么实现这个概念?我不知道.让我们过一会儿再来考虑."就是这样,我们仍然还有一整套的概念等待着我们去讨论如何在游戏中实现,而每当讨论进行一段时间,也许我们会拿一些可行的概念出来,放到游戏的构架中

QUOTE:
DS: How big is the world compared to Diablo 2? Are there more quests and things to do than in Diablo 2?

Wilson: Well, we honestly don't know exactly how big it is in comparison to Diablo 2. The goal is for it to be of a similar size, with a similar amount of content and over a similar time span as Diablo 2. During development, we were almost surprised how long the first Act took, we really thought it should have been shorter. So we played around with some settings and ran around the environments we'd randomly generated to get a feel for this. It's easy to change the length of a given area so that it's generated smaller, which will shorten the length of time it takes to complete it, so we still have a lot of fine tuning to do to make the length just right so that it coincides with our objective to create a game that is about the size of Diablo 2. We believe Diablo 2 was a very good size, even with the number of quests. In any case, more than in Diablo 2, Diablo 3 will have more quests and many of them have a much stronger tie to the game. Compare this to Diablo 2, where quests generally came in 6 per Act, but in Diablo 3 we have no quest limit. So we can continue to insert as many quests as we like, until we feel that we've got a good amount and there aren't too many. We want to concentrate on quests that are really fun and contribute to the game. If I have to come up with a number, I'd say there's probably twice as many quests, but I wouldn't nail it down like that. It could still be more or less at this point.
Traveling is again handled by waypoints as in Diablo 2. We thought about mounts, but when we designed the world, we decided there wouldn't be any need for them. The idea of town portals we wanted to reject, since from the viewpoint of being in the middle of a fight, it's very easy to abuse, simply disappearing. It just goes back to being the kind of thing we don't want. Players often go back to town more when they really need to. But if you give players the opportunity every two minutes to town portal, they'll take advantage of that and carry every last piece of loot, even worthless things, back to town effortlessly, which isn't very fun. That's why we wanted to move away from that. We also looked back on the original Diablo to get a feel for dungeons being difficult to escape from, but Diablo 2 never balanced this very well like we have now. We want the player not to be stuck in a dungeon forever, we want to provide intervals where they can go back. We don't want players to have to keep dropping items, but we also don't want them to be able to go back as often as they want like in Diablo 2. There are a lot of pros and cons and we're currently balancing it all. The removal of town portals is beginning to feel bad, because everyone was accustomed to it, but we're trying our best to find the right way to do this so that the game doesn't suffer for it.


DC:与D2比较起来D3的世界有多大?多没有更多的任务以及更多的事可以做?

JAY:嗯,我们基本上不知道D3的世界与D2相比到底有多大.我们的目标是使D3与D2的世界的尺寸一致,游戏内容的数量一致,流程长度一致.在开发过程中,我们几乎为D3第一幕的长度之长而惊讶,我们真的认为第一幕长度应该要短一些.所以我们随意的进行了一些设置,并且在随机生成的环境中跑了一下,来获得一个关于流程长度的感觉.要改变完成一个场景的流程长度很容易,改变之后随机生成的场景变小,这样就可以缩短完成的时间.所以我们还有许多的优化调整要做,最终使得游戏的流程长度不多不少刚刚好.这样才与我们要使D3与D2的流程长度相仿的目标一致.我们相信D2的流程长度甚至是任务数量都很合适.无论如何,D3的任务数量要比D2的多,并且这些任务中的很大一部分与游戏的联系更加的紧密.相比之下,D2每一幕有6个任务,但是在D3中的任务数量没有限制.所以我们可以继续随心所欲的向D3中加入任务,知道我们认为任务的达到一个合适数量.我们希望把重心放在任务上面,因为任务非常的有趣并且可以为游戏增色不少.如果非要我透露任务数量的话,我会说D3中的任务数量将会大约是D2的两倍.但是我不会这样就把D3中的任务数量定死.实际任务的数量将会在这个基础上浮动.
D2中的路点系统将在D3中保留.我们考虑过坐骑,但是当我们在设计D3世界的时候发现坐骑没有任何用处.我们希望抛弃回城卷,因为从战斗的角度来看,回城很容易被滥用,玩家可以直接从战场上消失.这样就会走回到D2的老路上,而我们不希望这样.玩家通常都会过于频繁的回城.但是如果你给回城加上一个两分钟的冷却时间,玩家就会利用这个冷却时间,捡拾掉落的每一个道具,甚至是垃圾,然后轻松的回城,这并不有趣.这就是我们希望取消回城的原因.我们也回顾了D1,来获得一个身处难以脱离的地牢中的直观感受.但是就目前来看D2并没有很好的平衡这种感受.我们不希望玩家总是被卡在地牢中,我们想每隔一段路程设置一个可以回城的地点.我们不希望强迫玩家因为背包不够而不停的丢掉装不下的物品,但是我们也不希望他们可以像在D2中那样随心所欲的回城.这里面有存在这许多的利弊,而我们最近已经将其平衡了.回城被取消也许会在一开始令人感觉很差,因为每个人都习惯了无限回城.但是我们将会尽我们最大的努力找出一个正确的解决办法,使得这个改变不会对游戏有坏的影响.

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QUOTE:
An example of this, my favorite Diablo 2 example, Duriel, the boss of Act 2. He dealt massive damage, had huge amounts of health, inflicted freeze effects and is waiting directly at the entrance of an extremely small room. He's very brutal, but the only reason he was so difficult was because the player had to use town portals constantly, was always running away, drinking potions, etc., and it was almost frustrating. This is why we've taken care in how the health system has been changed. We want to avoid situations where a player is repeatedly using town portals and coming back until the boss is killed. This isn't a particularly fascinating way to do it. We want to create a system where the bosses are challenging without frustrating the player.


举个例子,我最爱的D2例子,督瑞尔,第二幕的BOSS.他伤害高血量高,拥有强化的冰冷效果,并且BOSS房非常小.他很粗暴,但是他如此难打的原因只有一个,那就是因为玩家不得不频繁的使用回城,并且总要不断跑动与BOSS拉开距离.喝血瓶,等等.而这几乎是令人沮丧的.这就是为什么我们在处理回血系统的变化上非常小心的原因.我们希望避免将会令玩家不断使用回城,直到BOSS倒下的情况,这并不是特别的出色的设计.我们希望创造一个系统来令BOSS在具有挑战性的同时不会令玩家沮丧.


QUOTE:
One thing we're trying with our waypoints is adding a "town portal" like ability to it. Previously in a Diablo 2 game, if a friend wanted to catch up, he'd have to yell "TP! TP!" and wait until someone portals them to where they are. This isn't a very good way to get players together, because it requires the other players to drop what they're doing to summon a portal in a safe spot. That's why we're allowing waypoints to teleport you directly to other players. The player steps on the waypoint, clicks the function "Teleport to friend" (this won't be the final name of the function, it'll certainly change) and immediately a list of other players in the game appears and he can click to teleport to them. This takes the load off the existing players who are already out playing and might be in the middle of a fight, and it also allows everyone to catch up. I know this is a fairly long answer. For all these features, we're just trying to decide whether the advantages of them outweighs any disadvantages, and then try and implement them.


我们在路点上尝试的加入一样新设定,回城传送门,可以让你返回城镇.在D2中,如果一个朋友想赶上来,他必须大喊:"TP!TP!"然后等待别人开门让他传送到其他人所在的地方.这不是一个令大家聚在一起的好办法,因为这需要其他玩家放下手头的事,在安全的地方召唤传送门.这就是我们将会允许路点把你传送到其他玩家身边的原因.玩家踏上路点,点击"传送到朋友身边"(这不会是这个功能最终的名字,肯定会改的.)接着会出现一个游戏中其他玩家的名字的列表,于是你就可以点击玩家的名字来传送到他们身边.这将会彻底消除正在战斗中的玩家的负担,同时允许任何人追上其他的玩家.我知道这是一个相当长远的解决办法.对于这些新特性,我们正在尝试确定它们是否利大于弊,之后尝试在游戏中实施它们.


QUOTE:
DS: Is it possible to play the game alone? Does it make a difference whether or not I play in a group or solo? Are there better drops, are there more monsters? Is there any special incentive to play one way over another?

Wilson: We're trying to make the game slightly more attractive to play cooperatively. When you play in a group, each player gets maybe a little bit more loot, but not necessarily any better loot than you'd get in a solo game. The drop system in Diablo works like a slot machine, the more drops you have, the greater chance you have to get something better. So the co-op situation is fine-tuned so that the chances of monsters appearing are higher. Let's say we're playing with 3 people, all together, and we defeat a skeleton. The skeleton drops something for everybody, but your drop can only be seen for you, nobody else. So we no longer have to fight with others to get our fair share of drops. We don't want players to be alone, we'd rather they be in a group. You might be at a slight disadvantage playing solo, but not enough that you won't want to play. We adjust automatically whenever players join or leave. You likely won't see any loot changes from boss kills, and it's not necessary, since when he dies everyone will get their own loot, which is the biggest change from Diablo 2. This can become advantageous if you exchange and trade your drops with theirs and is another way to bring players together. It's also one of our main objectives, we want players to be level with each other and we don't want them to be discouraged to overcome obstacles together [at the risk of maybe not getting any loot]. We don't want people to be like "I don't want to play with you because you steal all the loot." So we remove the possibility to do this, so the experience can be positive for every individual who decides to play.


DS:D3有单机游戏的可能吗?单机游戏与多人游戏有分别吗?多人游戏会有更好的掉落,更多的怪物吗?单机游戏和多人游戏分别会有什么特别奖励呢?

JAY:我们正在尝试令游戏的合作模式有多一点点的吸引力.当你进行多人游戏时,没一个玩家可能会得到多一点点的掉落,但是掉落并不一定会比单机模式更好.D系列的掉落系统就想是一个老虎机,掉落的道具越多,你就有更大的机会得到更好东西.所以在合作模式下,怪物的出现几率被调高.让我们说说4个玩家一起玩的情况,4人在一起,打死了一只骷髅.骷髅给所有人都掉了一些东西,但是你自己的掉落将只会被你自己看见.所以我们再也不用为了公平的分配掉落而大打出手了.我们不想让玩家在多人模式下独自游戏,我们更想让他们聚在一起.你在进行单机游戏的时候也许会有些不利的情况,但是这不会令你放弃游戏.我们自动调节玩家什么时候加入或离开.(当有玩家退出或加入时)玩家基本上不会见到BOSS的掉落改变,而改变是没有必要的,因为BOSS倒下时每个人都会得到自己的掉落,这和D2有很大的不同.玩家互相交换或交易自己的掉落对所有人都是有利的,而且这也是另一种令玩家愿意呆在一起的方法.这也是我们的主要目标之一,我们希望玩家们都是平等的,而我们希望鼓励玩家共同攻克难关[而不会因为共同游戏而冒得不到任何掉落的风险].我们不希望玩家这样:"我不想和你一起玩,你抢走了所有的掉落."所以我们移除了玩家抢掉落的可能性,所以对每个人来说,合作游戏的经历都会是非常愉快的.
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DS: If there are different characters of different classes, do they get loot drops geared towards their class?

Wilson: No, all loot can drop for all players. We have the opportunity to generate specific objects, and sometimes we do, but usually as a quest reward or a special boss. The first time you kill a boss, we might try and provide him with something he can use, but in most situations, all items drop for all classes, which will further encourage trading.


不同的角色是否会有不同的特性,每个角色是否只会得到可用的物品(而不是其他角色的物品)?

JAY不是的,所有的职业的掉落都是相同的.我们有机会创造角色专属物品,并且我们有时也这么做了,但是通常这些角色专属物品是作为任务奖励或特殊boss的掉落.当你第一次杀死一个BOSS,我们可能会尝试提供你一些可用的掉落,但是在大多数情况下,每个角色都有机会得到全部种类的道具.这会更进一步的鼓励玩家间的交易.


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DS: So there's no way to see another player's loot?

Wilson: No, and it's intended this way. When people see what everyone got, they'll get irritated if they didn't get something someone else did. This goes back to World of Warcraft. Superficially it sounds negative, because someone could receive an item that you need yourself, but if you don't know what they got, it doesn't really bother you anymore. [In most cases this is beneficial because when a backpack is full, rather than return to town, players will trade with each other or drop things on the ground they don't want for others to pick up.] Once an object touches the ground, anyone can have it. [The rest is kind of illegible, sorry.]


DS:所以玩家没办法看到其他玩家拾取的掉落?

JAY:是的,我们是这样打算的.当玩家看到其他人得到的物品,玩家就会因为自己没有得到其他人得到的物品而懊恼.这就回到了WOW的老路上.表面看上去这不是个好注意,因为别人也许会得到你需要的物品,但是如果你不知道别人得到了你需要的东西,你其实根本不会有什么不好的感觉.[在大部分情况下这种设定都是有利的,因为当玩家的背包满了,他们更愿意把东西交易给别的玩家或者是把自己用不了的东西丢到地上让其他需要的玩家来捡,而不是回城.]一旦物品丢到了地上,所有人都可以看到并捡起它.[接下来的内容无法辨认了,不好意思].

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DS: Will there be Open Battle.net and LAN play?

Wilson: Currently we plan to allow everyone to play, even offline. What we've done though is changed the menu to encourage Battle.net play. In Diablo 2, the first option was Single Player. You click it, playing the game in normal difficulty, and think "Hey, now I want to play with my friends." Because if you look at Battle.net, you can't bring your single player character over. There's still a separation of offline and Battle.net characters. We want all to know that it's better to play on Battle.net. You can play with others and if they want, they can password their games and play alone. But should you decide to play offline, then we want the player to know that he is absolutely not required to play online. We have no intent to support LAN games, because we focus on Battle.net, where we have the ability to keep everyone in contact with the Blizzard community.


DS:D3会不会开放BN和局域网两种练级模式?

JAY:目前我们的计划是让所有能上网和不能上网的玩家都可以玩D3.目前我们已经把菜单进行了修改来鼓励玩家上BN进行游戏.在D2种,菜单的第一个选项是单人游戏.你点击它,从普通难度开始游戏,这时你会想:"嘿,现在我想和我的朋友一起玩."但是如果你想上BN的话,你不能把单机角色转移上去.而D3的单机角色与BN角色是还将会是分开的.我们希望所有人能明白上BN玩将会更好.你可以和其他人一起玩,并且如果玩家愿意的话,玩家可以给游戏设定密码,然后一个人玩.但是如果你要选择线下游戏.那么我们想让玩家知道他们是不是真的不想用这个角色到BN上玩.我们目前不打算支持局域网游戏,因为我们把精力都集中在BN上,新的BN会令玩家能够融入暴雪社区这个大家庭.


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DS: Will there be new features in Battle.net? StarCraft 2 is talking about new Battle.net features, but they aren't announcing any details.

Wilson: We're working on a new version of Battle.net, and there is a major revision in how it works. The goal is to simply provide the best online experience that you can find in any game. If you're playing a Blizzard game, we want you to be part of the Blizzard community. We want people to find their friends quickly, to communicate with them, and to play together. And we focus on that, but I cannot be specific, that's up to Battle.net to announce.


DS:新BN会有什么新功能?在星际2的信息中提到了BN的新功能,但是没有任何关于这些新功能的细节被公布出来.

JAY:我们正在开发一个新版本的BN,并且我们对于BN的工作方式有一个重大的修正.推出新BN的目的在于无论你在BN上玩哪一款游戏,你都可以获得更好的在线体验.如果你玩暴雪的游戏,我们希望你可以成为暴雪社区的一分子.我们希望玩家很快的找到自己的朋友,与他们交流,并一起玩游戏.我们目前正致力于实现这一点.不过我现在不能进行详细的说明,还是等BN那边的人来公布吧.


QUOTE:
DS: Are these updates applicable to all Blizzard games, or only StarCraft 2 and Diablo 3?

Wilson: We're focusing on StarCraft 2 and Diablo 3, I don't know of any plans for the older games. I don't really have the opportunity to talk to [the Battle.net team] to talk about it. I think currently they're focused on StarCraft 2. I go to the meetings and give them our criteria, but a lot of the features are similar [to what we'll get in Diablo 3]. StarCraft 2 pushes these features a little further than we do. But I'm certain that when StarCraft 2 and Diablo 3 are completed, they might find a way to integrate older games, but I can't say.


DS:所有暴雪的游戏都可以使用这些新功能吗?还是只有D3 星际2可以.

JAY:我们目前的精力集中在D3和星际2上,我不知道关于其他老游戏的计划.我实在没有机会到BN小组去和他们交流.我想他们目前的开发主要集中在星际2的部分上.我参加了他们的会议,然后给出了我们的标准,但是新BN上D3和星际2的绝大部分新特性都是相同的.星际2将会更好的利用这些新特性.但是我可以确定当D3和星际2完成时,BN小组会找到整合老游戏的方法,不过我不能透露更多的细节了.


QUOTE:
DS: What's your long-term motivation? Will there be new items in patches, or [will the game include enough dynamic content to not really get boring]?

Wilson: One of the keys to fun in Diablo is its randomness. We generate random areas, and have difficulties of Nightmare and Hell that we will maintain. We have a few other systems too, but they aren't known yet, and are specially designed to keep the game interesting. These aren't patch-based systems, they're integrated into the game to try and make the game experience dynamic. We have nothing against Mephisto or Pindleskin runs, it's just they were fairly monotonous. So we want to motivate players by providing an incentive to create a broad range of gameplay. We have no plans announced for content updates, we're focusing on getting the final game out first. We have always supported our titles long after release and an extension is as good as guaranteed, and we will try them in a reasonable time frame. I'm sure that even after launch we'll still add things to the game, as with every game, but we also want a game that can stand by itself and doesn't require content updates like World of Warcraft.


DS:你有什么长期的打算么?补丁中会加入新物品么?或者说D3会包含足够有意思的内容来保持玩家的兴趣么?

JAY:D系列有趣的关键在于它的随机性.我们设计了随机的区域,并且保持系列游戏中普通,恶梦和地狱3个难度.我们还加入了其他一些系统,不过我们还没有公布出来,这些系统是专为保持游戏的可玩性而设计出来的.D3不会像WOW那样通过补丁来更新,所有内容都整合到了游戏中,这将使玩家不断获得新的游戏体验.我们没有理由来反对D2中的玩家刷Mephisto或者是Pindleskin,这只是因为游戏太枯燥了.所以我们想通过提供给玩家拓宽游戏可玩范围的动机,来带给玩家刺激.我们还没有公布任何关于游戏内容更新
的计划,我们正集中精力把游戏先做好.我们会一如既往的长期支持放出的游戏,而资料篇肯定是会有的.我们会尝试在合适的时候放出资料片.我保证游戏发售以后我们还是会不断的给游戏加入新的内容,就如同之前所有的游戏一样.但是我们也希望游戏能够靠自己的品质保持可玩性,而不需要像WOW那样需要内容的更新.


QUOTE:
DS: So no monthly fees for Battle.net?

Wilson: I can't say 100% that there will be no charges, but our goal is to sell a boxed product. The problem is we're multinational, so each individual market is different. The boxed model works in Asia for example, but not everywhere. If we publish a financial model then we have to do it simultaneously for each region [in Asia], and it's hard to say what each will look like. What I can say that a boxed game is our goal, not a subcription game, though I can't say for absolute certain that there will never be any fees. Just that it's not our goal.


DS:那么,BN不收月费吧?

JAY:我不能百分百的肯定不收费,但是我们的目标是将D3作为单机游戏售卖,之后不收取任何费用.但问题是我们是跨国公司,所以不同地区的市场是不同的.比如将D3作为单机游戏售卖在亚洲很有效,但是不是在亚洲的所有地方都很合适.如果我们发布财政报表,那么我们就要同时给亚洲的所有区域都做一个,而现在很难说每一个报表到底是什么样的.我可以透露的是将D3作单机游戏售卖是我们的目标,我们不希望为D3收取月费.尽管我不能十分确定我们不会向D3玩家收取任何费用.我只能说这不是我们打算.

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辛苦
不过我早就转载了:hug:
这头猪。。。
真帅。。。。。。

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