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原文:http://www.diii.net/n/686480/jay-wilson-from-leipzig
翻译:charliell @ 游侠
转载请注明作者和出处
While Diablo III wasn't on display at GC 2008, we got an opportunity to sit down with the action-RPG's lead designer, Jay Wilson, to get a sense of how things are coming along in the much-anticipated sequel. Since the game was recently announced in Paris at Blizzard's Worldwide Invitational event, a segment of the franchise's fan base has been upset about the art style, claiming it didn't stay true to the darker nature of the previous two games. Wilson disagrees.
趁着暗黑3没有展示的期间,我们有幸请到了暴雪ARPG的首席设计师Jay Wilson,来谈谈万众期待的暗黑3的最新进展。自从游戏在暴雪全球精英赛上公布以来,一部分忠实的粉丝
对游戏的画面风格表示了不满,他们认为新作没有继承前两作的“暗黑风格”。Wilson不同意这个看法。
"To be fair, it's a small minority that really doesn’t like the art style," he said. "A majority of the feedback we've gotten has been overwhelmingly positive about the art style -- I think when they see the final game they'll find it's probably a bit darker than they might think. What we've shown is the earliest parts of the game meant to be a little sunnier and brighter than the later because we're trying to set a juxtaposition and make everything feel worse as the game move on. In terms of the actual art style, we went through three full art revisions where we essentially hit the reset button on all the art and started over again and one of the main reasons was when we tried to go towards what our memory of Diablo II was we found that it created a drab, boring game that didn't play very well."
“坦白说,只有一小部分的玩家不喜欢新的画风,”他说道,“我们得到的大部分反馈都对新的画风予以了积极的肯定。我认为当玩家看到最终的成品时,他们会发现游戏可能比他们想的还要灰暗一些。我们之前的游戏展示显得更明亮些,因为我们试着采用一种并列的手法(译者注:并列,电影批评用语,指将一种或数种电影元素排列在一起,使其产生某种戏剧效果)让人觉得随着游戏的进行一切都变糟了。目前的画风经历了三次彻底的修改,在这期间我们基本是把画面推倒重来。这么做的主要原因之一是当我们试着向印象中的暗黑2靠拢时,我们总会发现游戏变得单调乏味,不怎么好玩。
"One of the things I try to remind ... people who talk about the art style and what Diablo II looked like, [is] they're being very selective in their memory. They're remembering small parts of Act I and small parts of Act III and conveniently forgetting all the green fields of Act I and all of Act II, which is actually one of the most popular Acts. The general kind of almost garish look of the monsters really made them stand out, and those things made the game play really well. They were actually criticized at the time. When Diablo II came out it was panned for being too bright and cheerful compared to the original Diablo. Of course the original Diablo drew like little red lines around the enemies so you could actually see them."
有件事情我想提下……那些讨论暗黑2画风的人,他们的记忆是十分挑剔的。他们只记得第一幕和第三幕中的小部分场景,却偏偏忘了第一幕和整个第二幕中的鲜亮的场景,而后者恰恰是整个游戏最受喜爱的章节之一。野怪华丽的外表让它们与众不同,这也让游戏变得更好玩。事实上,这些细节在当时都备受争议。暗黑2刚发行时,人们批评说同暗黑1相比它的画风过于鲜活和明亮了。当然,暗黑1怪物周围有红色的轮廓,这样你可以清楚地看到它们。
Blizzard wasn't making any sort of announcements for Diablo III. So far it's just the Barbarian and Witch Doctor classes that we know of, and we were told Blizzcon 2008 will be the place for another reveal. So we took the opportunity to ask Wilson about some of the design changes with Diablo III, particularly with the removal of potions and the slotted inventory system. Players of the first two games will remember how much combat revolved around having a sufficient supply of potions at the ready to refill health. Well, that's not how it's going to work in this game; there are no health potions to be purchased at vendors. Instead, groups of enemies will drop health orbs that instantly restore lost hit points and disappear if not collected within a set time. Wilson described why this decision was made.
暴雪没有发布任何暗黑3的新通告。到目前为止,暴雪只公布了野蛮人和巫医这两个职业,并且我们得知在2008暴雪嘉年华上会公布其他内容。因此,我们利用这次机会采访Wilson,了解有关暗黑3的设计变化,尤其是血瓶和物品系统的改动。玩过前两作的老玩家会记得有多少的战斗只需准备好足够的血瓶来回复生命值即可,但这样的情形不会出现在暗黑3中;玩家不能从NPC那儿买到血瓶。取而代之的是怪物掉落的血球,它们能立即回复生命值并且在一段时间后会消失。Wilson详细地描述了这个设定。
"A lot of people, I think, would say that's a hallmark of the Diablo series, the potion system. We looked at it and said, 'No, that just makes the game worse,'" said Wilson. "It doesn't make it play like a better action game, it just kind of gives the player infinite health. It's actually a fairly poor recovery mechanic because it forces the designers to design monsters that have to deal with a player that has infinite health. The only thing you can do is have monsters that can overcome that health and essentially one-shot you. That's not a very interesting monster. It's actually a horrible monster. But that's the only option. The design shoehorned the designers into that kind of monster design. So we focused on a health system that actually forces the player to think tactically to recover health from monsters and to put them in some situations where they are low on health but have to walk into an enemy encounter anyway. That makes for a much more challenging encounter but it also makes for a situation where we can design the monsters to be a lot more interesting. We actually can lower damage on monsters. We want monsters to do less damage because we want them to wear you down over time and do things that are challenging in different ways."
“许多人会认为血瓶魔瓶是暗黑破坏神系列的标志。我们却认为:‘不,那只会把游戏变糟,’”Wilson说,“那样做会让它玩起来不像个动作游戏,从某种角度来讲它给了玩家无限的生命值。事实上这是一个相当不好的生命回复机制,因为它让设计者不得不设计出相应的怪物来对付拥有无限生命的玩家。唯一能做的就是设计出一个能够将玩家一击毙命的怪物,这样的怪物既无趣又过于可怕。这个设计把设计者们逼进了死胡同。所以我们把注意力放在了改进生命回复系统上,这个系统可以让玩家从战术层面上思考如何打倒怪物来补充生命,同时在生命值较低的情况下不得不冲入敌阵来求一线生机。这将使得游戏中的战斗更具挑战性,也让我们能设计出更有趣的怪物。我们可以减低怪物的伤害,这是为了让它们慢慢地消耗你,并且用各种不同的方式来挑战你。
Wilson was more positive about Diablo's treasure system. "It's perfect. You know, all we'll maybe do is tweak some little things that we don't like about it, some systems that we think were maybe a little broken. But for the most part, it works really well and we don't really want to change it, but the combat, oh, that could be so much better."
Wilson对暗黑的宝物系统很满意。“它是完美的。我们所需要做的是对一些我们不满意的小细节进行改进,一些系统出现了小问题。不过从整体来看,它很出色,我们并不打算改变它。从战斗来看,暗黑3会做得更好。”
Going more in-depth on the subject, Wilson explained how the early parts of Diablo III would be similar to Diablo II. The new types of systems wouldn't be felt as much until after about 10 levels or so into the game where players will have a larger number of skills to use in dealing with groups of foes. "The goal is to have players use skills where previously they would have used a potion," said Wilson. "If I've got to deal with an enemy, I'm going to go in, stun a whole bunch of guys, and circumnavigate them to reach a health orb. Or I'm going to stun them and take out a bunch of guys with the hope that I'm going to get a health orb, and if I don't, I'll use some other kind of mechanic to deal with that threat."
深入主题后,Wilson解释了为何暗黑3早期的部分与暗黑2相似。新系统的特性在人物等级达到10级后才能体现出来,玩家会拥有大量的技能来对付成群的敌人。“我们的目的是让玩家使用技能来代替以前的血瓶。”Wilson说,“如果我要对付敌人,我会冲入敌阵把它们震晕,然后绕过它们拿到血球。或者我会震晕它们,引出一部分敌人来获得血球。如果我不这么做,我会使用其它的方法来解除威胁。
With the inventory screen, players will no longer have to deal with items taking up multiple slots as in Diablo games past. Now, all items will just take up one slot, though exactly how that's going to be implemented is still being worked on. Wilson explained some of the issues being taken into consideration. "The one really great thing that most people wouldn't argue with was the grid-based system allowed for very large icons which made the items feel better. So one of the things we don't like about the current inventory is the icons are smaller than we'd like them to be, so we're working on sizing up the icons themselves to be very large, much larger than say World of Warcraft ... We've experimented with other things like having different bag types hold different kinds of items, like big items go into this bag and small items go into this bag, but we haven't really settled on anything like that. What we don't want is the grid-based Tetris sort of system."
有了物品栏面板,玩家不再需要像以前那样计算栏数来放东西。现在所有的物品都只占一栏,当然具体如何操作还在测试中。Wilson解释了一些他们正在考虑的设计。“大部分人都会喜欢基于网格的系统,这是一个非常棒的设计,它允许使用更大的图标让物品变得更美观。因此,我们对目前装备栏的不满意之处在于图标比我们期望中的要小,我们正致力于放大图标,让它们看起来比魔兽世界的图标还要大得多。我们也做了其他的测试比如加入不同类型的背包装不用类型的物品,大物品装入大背包,小物品装入小背包,但是这些设计我们都还没有最终确定。我们不考虑基于网格的方块系统。
A crafting system is also in the works, though it won't be anything like Diablo II's Horadric Cube combinations. "I don't know if I can think of a comparison," said Wilson. "I think that system is a pretty cool and different kind of system from anything that we've had before."
打造系统也正在制作中,但是它会和暗黑2赫拉迪克方块的合成系统完全不同。“我无法对两者做出比较,”Wilson说,“我认为打造系统非常酷,并且不同于我们所设计过的任何系统。”
Since our time for the interview was limited, we shifted gears into what Diablo III's environments might be like over the course of the story. "I don't think we're going to have anything quite as out there as [Diablo II's] Arcane Sanctuary. I'd say the scale and scope of the game in terms of the threat you end up facing is much, much higher than the previous games. I think if you look at the cinematic trailer there's never really been an invasion of Sanctuary, and I think from the trailer it's obvious that's where we're headed. A lot of what happened in the original Diablo was very small in scope. Even in Diablo II you traveled all over the world, like you're really just facing the aftermath of Diablo walking through the world ... There was a bit of it with Lord of Destruction. Baal's invasion was sizable, but we really want to go more, higher than that. That's about as detailed as I can be without giving away key story elements."
由于我们的采访时间有限,我们把话题转移到了暗黑3的场景如何随剧情的发展而变化。“我不认为暗黑3会有像暗黑2中魔法圣堂这样的场景。你在游戏中要面对的威胁,其规模和程度都远胜于前作。如果你看过动画视频,你会发现其实庇护所从没有真正受到过袭击,这个视频很好地体现了我们的设计方向。很多暗黑中发生的故事都是小范围的,即使在暗黑2中你能够周游世界,追随大菠萝的足迹……毁灭之王已让人看出些端倪。巴尔的入侵颇具规模,但我们希望把场景做得更大。我只能说这些了。”
Wilson went on to talk about how story would work when players join up to play co-operatively online. "Our leaning tends to be towards people playing together over always maintaining coherency of story. Because that's the big problem. If you join into my game and I'm three quests ahead of you, we don't want you to feel like 'Oh, I don't want to play with you because you're three quests ahead of me.' So what we try to do is lean more toward 'Okay, you can get done everything from this point on, and then you can come back in a previous game and finish these other things.' That's the one advantage the Diablo series has. People are used to returning to games to get things done, kind of like in an MMO where you return to a zone to finish that one quest that you couldn't do because your friend didn't have it ... We don't want you to lose anything by playing with someone else."
Wilson继续谈论了多人模式下剧情的发展。“我们倾向于保持多人游戏的剧情的连贯性。这是一个大问题。比如你加入了我的游戏,我的进度比你快三个任务,我们不想让你觉得‘我不想和你一起玩,因为你的进度比我快了三个任务’。我们试着让你觉得‘好的,你可以从现在开始完成你的任务,然后再回到之前的游戏来完成其他任务。’这是暗黑系列的优势所在。玩家习惯回到游戏来完成他们未做的任务,这有点像MMORPG,你会回到某个场景完成之前无法完成的任务,原因是当时你的伙伴还接不到这个任务。”
Diablo III doesn't have a release date at the moment, as Blizzard is saying it'll be done when it's done
暗黑3目前没有公布发行日期,就像暴雪自己说的,船到桥头自然直。(= =)
[ 本帖最后由 charliell 于 2008-8-23 14:51 编辑 ] |
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