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[转贴] 宏观与微观 [复制链接]

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发表于 2008-7-26 06:58:54 |只看该作者 |倒序浏览

    There has been much criticizing about Starcraft 2, and the controversial debates go as far back as the game's announcement.  One of the main complaints about the new game is the upgraded User Interface (UI).  Interface additions, such as the select-unused-SCV button, auto-mine, and Multiple Building Selection (MBS) cause the subsequent arguments of decreasing macro and micro.
    星际2公布以后,就有很多争论一直围绕着它。其中之一就是关于新的游戏界面(UI)。就像是闲置农民的按钮,自动采矿,还有多建筑选定(MBS)这些新增的东西也引起了后来关于宏观与微观的争论。

    These arguments stand on solid ground and every person has their own equally good arguments that express their opinions regarding the new UI.  This article will discuss the major issues that have been brought up, especially MBS, a feature that allows a player to select a group of buildings.  The article will also show the differences and similarities between the Micro and Macro within Starcraft and Starcraft 2.  Hopefully, by the end of this article, the concept of Micro and Macro will have been thoroughly explored to pro vide a deeper insight on all strategy games.
    这些观点都是有理的,每个玩家都有自己独有的论据来证明他们关于新界面的观点。本文将会讨论现在的主要的论点,尤其是多建筑选定,它可以允许玩家选中一组建筑物。这篇文章也将阐述星际1与星际2中的微观与宏观的异同点。希望在文章结束后,微观与宏观的概念将会被充分挖掘来对所有策略游戏都有一个更深层次的观察。

What is Macro and Micro?
什么是宏观与微观?


    Macro and Micro are two concepts that define Strategy gaming.  Briefly put, Macro is the name of all the actions during a strategy game relating to the mindset of the player, the economy of the match, and the overall strategy that a player has.  Micro, on the other hand, relates to the small details within a game, such as selecting units, deselecting units, giving a group of units actions to move and attack, using abilities etc. etc.   Basically, Macro defines the overall strategy that a player has while Micro defines the itsy-bitsy details within that plan.  Having both strong Macro and strong Micro is essential for a good game player.
    宏观与微观是定义策略游戏的两个概念。简单地说,宏观是策略游戏中与玩家的想法相关的所有动作的统称,游戏的经济还有玩家的全部策略。从另一方面来讲,微观就是和游戏细节相关的东西,就像选择建筑,取消选择建筑,为一队单位下达移动或者攻击的命令,使用技能,等等。基本上,宏观决定了玩家的整体策略,而微观则是那整个策略内各个细节。同时拥有很好的宏观意识和强大的微观操作对好的玩家来说很重要。


Macro and Micro in Starcraft
星际争霸中的宏观与微观


    Starcraft was released in 1998 for Windows and since then has been one of the most revered Strategy games in history.  One could go to lengths studying the intricacies of the balance within the game, and there are many reasons that could explain why it is so popular.  However, in this article, the Macro and Micro of Starcraft will be compared to that of Starcraft 2 to prove that both have their similarities and differences.
    星际争霸是1998年Windows操作系统下的游戏,它是策略游戏史上的里程碑。一个可以不断深入学习错综复杂游戏平衡的游戏,并且很多原因都可以解释为何它如此受欢迎。
然而,本文中,星际1的宏观与微观将于星际2来对比以证明它们有着相似与相异。



    In Starcraft, Micro and Macro was carefully balanced to produce a sensational battling experience.  The complicated maneuvers and mouse control required to pull off top Micro moves and the awesome focus needed to hold a strong Macro position was just enough to give anybody a thorough mental workout from just one match.
    星际争霸里,微观与宏观被仔细地平衡过以产生极好的战场经验。复杂的策略和鼠标的操作需要将微操推向极致,而需要强大宏观意识的高度的集中力只够支持一场比赛。

Macro
宏观


    Macro in Starcraft consisted of managing economy, unit building, and controlling your overall strategy plan.  It was very consistent throughout each race.  The Protoss had to manage their probes and their building warping, being careful to watch their supply as well as constantly building and “teching” up.  The Terrans and the Zerg did the same, with slight variations in the relationships between supply and building area.  Also, Starcraft players had to constantly make decisions about their strategy and overall method of winning.  Making correct decisions based on their opponent’s actions was very important.  If, within a game, an opponent decides to create many ground troops, one must realize this from a Macro standpoint, changing his/her strategy to allow them to gain the upper hand.
    宏观就是星际中经济控制,单位建造,以及实行你的策略。每个种族都自始至终贯穿这些要点。Protoss必须管理他们的探针和他们的建筑传送;在造建筑以及攀科技的同时都要注意自己的经济。Terran和Zerg也一样,但是在经济与建造范围上有着一些不同。另外,星际玩家需要不断地做出与他们获胜的策略相符的决定。根据对手的行动作出决定也很重要。在一场游戏里,如果对手决定建造大量地面单位,那么你就需要从中改变他/她的战术来获得优势。


  Overall, Macro in Starcraft was quite simplistic in theory: Managing your economy, your buildings, and the effectiveness of your bases while deciding upon an overarching strategy that will ultimately allow you to reach your goal, defeating your opponent.  Nevertheless, it was still difficult to do in reality.  While one focuses on the every second events of a match (Micro), it is quite difficult to take a second to think about your strategy and watch your economy.  As such, what once seemed like an easy task clearly becomes a difficult one when applied.

  总的来说,星际中的宏观性在理论上其实很简单:管理经济,建造,而在决定具有弹性的战术时,你基地内的效率将会最终引领你走向胜利,击败对手。然而,实际上却很难做到。当一个人将精力集中在比赛的每一秒的动作中(微观),这样你就不会有时间去思考你的战术和经济。就这点而论,看上去简单的事情实践起来会变得很难。


Micro
微操


   Micro is the twin brother of Macro.  Rather than being similar to Macro, however, Micro is the complete opposite about the same things.  In Micromanagement, the player would focus on the events occurring within a game every second.  As such, in Starcraft, Micromanagement would consist of handling many control groups (of 12 units) very well, constantly building many units from barracks, gateways, hatcheries etc. etc., selecting and deselecting things, and “clicking very fast.”  A person’s APM (Actions per Minute) Ratio can be said as a determinant of how good a Starcraft player’s Micro is.  The faster APM you have, the more you’ve been clicking, and the more you have been “Micro-ing”.
    微操就有如宏操的孪生兄弟一样。与宏操不一样,微操是完全相反的东西。在微观操作里,玩家会着重于把焦点聚集在游戏的每一秒钟。因此,在星际争霸里,微观操作的构成应为良好地操控无数个单位组(一组十二个单位),不间断地在人族兵营、神族兵门、虫族巢穴等建筑里造出大量士兵,选择和取消选择各种东西,以及“超快速的点击”。一个人的APM(Actions per  Minute,每分钟操作数)是一个影响该玩家星际争霸水平的重要因素。拥有更高的APM,点击的次数更多,意味着你更多的时候都是在“微操”当中。




   Many of the top Starcraft players have a very high APM.  Most of them have great Micro skills, so they can control their base very well.  Micro is an essential thing within the game of Starcraft.  Being able to quickly hotkey many units, switch between them, and concentrate at what your units are doing is not the easiest task.  Being able to do it well results in great skill as a gamer and as a hard mental worker.  It is a skill that takes several practice rounds and constant play.  Nevertheless, once achieved, your Starcraft skill level skyrockets!
    很多顶尖的星际争霸玩家都有非常高的APM。他们当中大部分都有非常出色的微操技巧,因此他们可以很好地操作他们的基地。微操是星际争霸游戏当中必不可少的元素。能够快速利用快捷键对单位进行操作,在单位之间进行切换,并集中注意你的单位都在做什么,这样的工作可不简单。能够以出色的技巧、过硬的心理计算,对场面进行总结。这样的技巧必须要无数次的时间和发挥。而一旦实现,你的星际争霸水平将一飞冲天。


Micro and Macro in Starcraft 2: MBS
星际争霸2当中的微操与宏操:摸不死

——(笔者:好啦,是MULTIPLE BUILDING SELECTION,多建筑选择)


   Macro and Micro in Starcraft 2 is very similar to Starcraft.  The main difference is MBS, or Multiple Building Selection.  The excuse used by Blizzard to add this UI option was “to allow Starcraft 2 to have the modern UI controls seen in most modern RTS Games.”  MBS has brought many opinions to the Starcraft forum board, with everyone having their own opinions about the effectiveness of it.
    星际争霸2的宏操与微操非常接近于星际争霸1。而两者间最主要的区别则是MBS,也就是多建筑选择。暴雪增加这个UI(笔者:UI原意为用户界面)选项的理由是“希望让星际争霸2能就像其他现代即时战略游戏一样,拥有现代的UI操作系统”。MBS在星际争霸的讨论区里引起了非常多的回应,而每一个人都有其独特见解。

   First and foremost are the people who disagree with MBS completely.  Nicknamed “Starcraft Lovers” or “Purists,” these people are against any enhancement of the Starcraft UI.  In short, these people follow the motto: “If it’s already perfect, why change it?”  Their opinions ring loud and clear throughout each forum board, and their leeching onto old Starcraft beliefs and styles might become quite annoying.
    首先,完全否决MBS的人。昵称“Starcraft Lovers” 或 “Purists”,这些人反对任何星际争霸操作界面的加强。简单来说,这些人是以格言“既然早就已经完美了,为什么要把它改掉?”作为自己的论据的。他们的意见响亮地充斥在每一个讨论区内,而他们对传统星际的信念与风格的痴迷变得有些令人讨厌。


   The next types of people are those who totally agree with MBS and the new UI system.  They believe that Blizzard is doing the right thing by adding it to the game.  They contrast the “purists” and the two sides constantly argue with one another.
    另一种人则是完全支持MBS以及其他新的UI系统。他们相信暴雪添加这些功能是正确的。他们与“purists”针锋相对,不断争辩。

   I could go on and on about the many opinions about MBS, but the two main groups are above.  Both sides have well-thought-out reasons about MBS, and here are the facts:
   我能找到无数个关于MBS的意见,但以上就是两个最主要的小组。两边都有各自经过深思熟虑的理由,而这里列出一些论据:



For MBS
支持MBS的论据
Against MBS
反对MBS
Modernizes the UI and will be balanced out with increased difficulty in Micromanagement.
让操作界面更人性化,与增加了微操难度取得平衡。
Simplifies the UI to such a degree that the Macro of the game becomes too easy.
简化操作界面到这么一个程度,会让游戏的宏观操作变得过于简单。
Releases tension off the boring aspects of Starcraft (mining, building) for the more exciting and meaningful aspects of the game.
让星际争霸当中的无聊操作(采矿、造建筑)的紧张感下降,从而增加游戏当中有意义操作的兴奋刺激感。
Causes the game to emphasize Micro and less Macro.
会让游戏强调微操而缺乏宏操。

Will increase the mastery curve because real pro-players will utilize MBS well, exploring other ways to play not available in Starcraft.
会增加游戏的精通优势曲线,因为真正的竞技选手会很好地利用MBS,而发掘其他星际争霸所没有的操作、战略、游戏方式。
Will cause the mastery curve to become shallow.
会导致精通
优势曲线变浅,精通带来的优势太少。



These reasons are quite argumentative and definitely subject to change as Starcraft 2 undergoes extensive testing by the Blizzard Development Team.
这些理由都是最具有争议性的,并肯定是星际争霸2开发进程当中又一可能会改变的主题。


My Humble Opinion
本人愚见

——(笔者:这人怎么用褒义词来谦虚……)


   In my humble opinion, MBS is definitely a requirement for Starcraft 2.  It modernizes the game while lowering the learning curve for newer players.  However, I don’t believe that it decreases the game’s difficulty.  With increased abilities and mechanics for every race, a player will still be well tested as he constantly tries to keep up.

   在本人的愚见当中,MBS必然是星际争霸2当中的一个必须元素。它让游戏更为现代化,降低了对新手的入门要求。然而我并不认为它会降低游戏的难度。各族都有添加技能和技巧,玩家依然需要深入了解到游戏里面才能玩得好。

   Also, Starcraft pro-players aren’t “pro” for no reason.  If MBS does simplify the game in a way that can’t be regained through extra abilities or mechanics, then the difficulty can be regained with an increase in tactics.  The increase in units that allow players to maneuver the map with less difficulty than ever before and the increase in simplicity that allows players to build units efficiently will spawn tactics never possible in Starcraft: Brood War.  With their minds off building many units efficiently, pro-players may have time to execute more tactics in more combinations.
    同时,星际争霸的职业竞技选手并不是“职业”得毫无理由。如果MBS真的让游戏变得简单了,无法利用新的技能和技巧来弥补,那么难度将会在战术方面得以弥补。新增加的操作系统会让玩家比往常任何时候都更容易调动自己的部队,同时简化能让玩家更容易、更有效率地暴兵,而星际争霸:母巢之战则从不可能做到。当选手不必再去思考建造单位的过程,那选手就有更多时间去思考更多的战术组合了。


Example:
例子:


  In Starcraft, pro-players like Bisu, Nada, and Savior had strong Micro and a good sense of time management.  They were great players because of their ability to constantly keep up their production of units (Macro) while focusing on the battle at hand (Micro).  The strategies they used, however, were quite simple.  While definitely thought out, theses strategies didn’t meet up to the standards of real war.  Usually, a player won not because of his ability to outthink his opponent, but because of his ability to outmaneuver his opponent.  If one was able to build more units in a timely fashion, he won (Macro).  If one could use two units to destroy ten of his opponent’s (Micro), he won.  If one could Reaver drop his opponent, he won.  Never would you see someone execute a brilliant strategy that wins the game.  It was “play what you get.”
  在星际争霸当中,职业竞技选手如Bisu,Nada以及Savior都有很强的微操能力和良好时间意识。他们成为优秀选手的原因是他们能够在注意力集中在战斗时候(微操)依然不忘在后方持续建造单位(宏操)。然而,他们所用的战略却异常简单。当你认真思考的时候,这些战略根本违反了真实战争的基本原则。很经常地,玩家能赢并不是因为他想得比对手快,而是因为他战术超过了对手。当一个玩家能够在同样的时间内制造更多的单位,他就赢了(宏操)。如果一个玩家能利用两个单位来消灭对方是个单位,那他赢了(微操)。如果其中一个可以空投金甲队对对方造成打击,他赢了。我们从没看到有人以出色的战略战术来取得游戏胜利。这只不过是“发挥你现有的”。

  In Starcraft 2, this is all but impossible.  Players have more time to plan strategies and execute them.  Pro-players would be able to flank an enemy from 3 sides, while sneaking a unit in the enemy’s back.  At the same time, they would set up a nuke at another of the enemy’s expansion.  They could plan all this out to occur at the same time to overwhelm the enemy with a three pronged attack.  Such a brilliant strategy was impossible in the old Starcraft when one had to concentrate on mining and building units all the time.
  在星际争霸2当中,要么也是这样,要么就全然不同。玩家拥有更多时间去安排并思考自己的战略。职业竞技玩家可以兵分三路侧翼包夹对手大军,还能在敌军后方派出了一个单位去进行骚扰。同时,他们也许会用核弹来招呼敌军的另外一个扩张点。他们可以在同一时间内安排出这么一个三管齐下的战术,而这样华丽的战术在在旧星际争霸里面是不可能实现的,因为他们在另外一头还得一直不断不断地造兵。

  The fact that you should take from this example is that: no matter how easy MBS, auto-mine… makes the game, pro-players will take advantage of it and push the game to a higher level.
从这个例子里引出的事实:无论MBS、自动采矿有多简单,职业选手都回取其所长,把游戏推到一个更高的境界。


Overall
总结


   Macro and Micro in Starcraft was an important factor of the game.  It is still an important factor in Starcraft 2.  I believe that new introductions such as MBS will definitely affect the game, but in a good way.  It will move the entire difficulty spectrum up a level.  The bad players will now do great things that look great in a replay-despite being a bad player.  But the good players will now do amazing things that look beyond humane in a replay.  The great graphics add to it, making Starcraft 2 a wonderful cinematic experience every battle.
    星际争霸当中的宏操与微操都非常重要。而他在星际争霸2当中也依然占据着同样重要的位置。我相信新的引进功能,例如MBS,绝对会对游戏产生影响,不过是好的影响。它将让整个游戏的难度素质更上一层楼。坏玩家不会打出好仗。但好玩家却能打出极其不可思议的超人战争。加上那出色的画面(笔者:鸭子又要说话了~嘎),星际争霸2每一场战斗,都如同电影一般奇妙。


作者:张永&雪夜血@SC2c.com



[ 本帖最后由 zhmwwl 于 2008-7-26 07:10 编辑 ]
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沙发
发表于 2008-7-26 07:18:23 |只看该作者
沙发~~~
变革是必须的,但希望不是盲目的~~~

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板凳
发表于 2008-7-26 08:33:45 |只看该作者
板凳~~~   [哇哈哈]

宏观是意识 ~~ 微观是操作   怎么变革也跳不出这个圈子
三国志11单人PK常见对白

XXX:我乃大将·XXX,无名小卒快来受死.
无名小卒:哇哈哈,看你能吹牛到何时,真是令人期待啊.

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地板
发表于 2008-7-26 08:48:10 |只看该作者
先汗一下……mbs=摸不死…… (嗯……紫光打出来是 莫泊桑 ,很强大)

个人支持mbs,war3的这个操作方式让玩家有更多的精力去控制战场,而不是频繁的在不同的一个一个的建筑间来回按。对于兵种也是,大家都知道如果选中了一队光明圣堂对某个地方T一下会怎么样。这显然使效率下降了很多。换而言之,玩家很可能会因为这个原因,很多想操控的单位都达不到他预期的动作。war3还好,sc中发动大规模战争的时候,还要一个兵一个兵的去点,已经很累了。sc2中如果兵种更有个性,丰富兵种技能的话,想要在战场上发挥每一个兵的作用,简直就难以想象。

在gameplay的视频中大家应该也看到了,双击一队兵的数量从12个变为了24个,也就是说可以用更少的快捷键来控制更多的部队了。而以前一个兵营就要编一个队的时候,往往会感觉快捷键不够用-。-部队造的快死的也快,有时感觉快捷键编部队都是多余的。而用mbs的话,玩家会有更多的时间和精力去控制大局,而不会对庞大的部队和成群的建筑感到手忙脚乱。除去对战,单就单机来讲,玩家也会觉得这样的设定更加人性化。

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