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《暗黑3》界面改动分析,游戏剧情被加长 [复制链接]

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发表于 2009-4-7 17:11:12 |只看该作者 |倒序浏览
在一个JW的访谈上,他谈到游戏将会和DII差不多长或者是长一点点。如果只长一点点是不会让我满意的。我想要更多的BOSS,更多幕和许多的随机任务。

Bashik:
  我想他当时谈到的是关卡的数目,我并不觉得这可以代表游戏长度。

  并且,你是如何定义“游戏长度”的呢?杀死Diablo以后就结束了吗?还是杀死它3次以后?或者是当你拥有所有的顶级物品以后?又或者是你将每个角色都玩到了99级?当你觉得无聊的时候?可以挖掘的游戏时间长达几百个小时——这一切只取决于个人。



BN网友:

  我是个痴迷与设计的人,非常欣赏此游戏的界面设计——尤其在期待游戏的界面更新。

  说真的,我认为D2的人物介绍界面在所有我见过的RPG里绝对是最漂亮的,尽管从功能上讲也确实存在一些缺点。图形平面设计是我所热衷和擅长的,所以对于游戏的界面设计风格我早有预感,而且我对此非常感兴趣。我知道暴雪还在做大量的这方面的工作,但我觉得还是要从设计的角度谈一谈我的一些想法。

  我的专业性评论:

  事实上见到新的设计我感到非常兴奋。它看上去较之前更明断、更精美。尤其是更容易看到装备的艺术效果,而且可以和穿上后的实际效果比对,我会说这是个巨大的进步。

  这个设计里还有一个困扰我的事情就是那个装备窗口上方的彩色玻璃模样的图标,看上去像个不怎么高明的小把戏——我并不觉得这东西有存在的必要。那么这个大而亮的图标是干什么用的呢?它处在很显眼的地方,但却没提供任何信息和用处。我感觉在这个图标身上暴雪有些想法,或者完全遗忘了它,因为它做得很显眼、又有着漂亮的纹理但除了转移我们的注意力之外没有其他用处。这是很糟糕的设计。圆形是柔和的,我想用有棱角的、尖锐的或者扭曲的形状更好。

  总的来说,我认为那个图标要是不那么显眼就好了——我觉得它就是个对话框台头的辅助图形——但却抢了台头的风头。它也有助于对话框的整体效果,也许为达到更好的效果还会有更有趣的图案加进来——但现在它只让人感觉和整个界面格格不入。

  我非常同意为“超大型”装备——长柄武器、大槌、大盾牌等等——特别建立一个“特级”装备格子,仅仅少量几个就够了。两倍普通格子大小看上去容不下那些装备。屏幕上装备显示的大小非常重要,是衡量真实感的重要标准。

  他们的革新方案解决了“俄罗斯方块”式堆砌装备的问题而又不失装备的细节和真实感,我非常赞同。然而我还是觉得,暗黑里,装备的重量也一样非常重要,那样使装备显得更真实。我想这方面还需要改进。

  不知有人注意过没有,不知道为什么宝石、符文和药品相对显得太突出了。我感觉是因为它们看起来是平面2D的,我认为看起来并不怎么好。这使得它们相对于其他物品装备——看上去有让人有探索欲——显得比较突出。我能想象,宝石躲在角落里发着幽幽的光的样子,类似于“犹抱琵琶半遮面”。我还发现宝石看上去又闪又滑,就像我MAC机上的关闭按钮。。。:P

  几点次要的:

  对话框的台头是两头有反箭头的长矩形,边缘有钉了俩扣子——就像“向前”“向后”的按钮,玩家肯定会想点它来翻页。

  实际人物装备效果画面做得相当精细。

  技能图标很好,并且我很乐意看到他们能以颜色的不同来区分技能对外界影响的不同。但右上角他们用了有点刻板的web2.0闪光图案,我个人喜欢硬朗的D外观,比闪光的玻璃的外观更符合玩D的心境。这里就像是坚硬的岩石对闪亮的玻璃图标,在我看来很容易看出哪个更合适。

  角色得到的金币似乎是在装备界面当中漂着的,——我想他们还没做好——我不敢想象他们就那么留着它。。。期待解决这个问题。

  总而言之,这次是个大的进步。装备大小的变化——无论是在装备栏里还是在实际效果界面里——都是非常棒的。

Bashiok:
  
  谢谢。极好的反馈贴。这样的反馈贴可以直接交给设计师们了。。。

On one of Jay interview, he say he was aiming for the game to be just as long as diablo 2 or a bit longer. A bit longer wouldnt cut it for me. I want the game to have more boss, more acts, and a lot my randomness than diablo 2.

Quote:I think what he was referring to was number of acts, I don't think there's any way to judge at this point actual playable hours.

Also, for Diablo II, how do you characterize "game length"? Is it when you've killed Diablo once? Three times? When you have all the best items? When you have a 99 of each class? When you're bored? There's potentially hundreds of hours of gameplay there depending on how you judge it.



So I'm a bit of a design nerd, and I really enjoy the interface designs of games - been eagerly awaiting interface updates for this game in particular.

Visually, I prettymuch think that Diablo 2 was the absolute most beautifully illustrated and presented interfaces of any RPG I have ever seen, although functionally it admittedly had a few shortcomings.Graphic & screen design is my passion & profession so the interface design of this game has been highly anticipated and is of a high interest to me. I realise they're still working on a lot of these things but I thought I'd point out some of my thoughts at this stage in the design process.


My professional critique:


I'm actually really really stoked with the new designs. They're looking a lot better resolved and refined than the previous set. Notably - the item artwork is much easier to see, and the items are given a sense of scale on the actually character equip screen, which is a HUGE improvement if you ask me.

One thing that still bothers em about the design is the stained glass icons at the top of each window, which feels a little gimicky and quite cheesy - I do not feel that this is necessary. What is the purpose of this large, bright icon? it draws the eye, and does not really add any additional information or serve any useful purpose. I kind of feel there could be a more creative solution for this - or perhaps leave it out entirely, as the dark stained glass background is a nice texture and I find that the icon itself serves no real purpose other than to distract the eye of the user from the actual inventory/skill interface - especially with it being so bright. This is bad design. The circle shape is also very soft - I feel like something a little more sinister such as a diamond or a sharp, barbed, twisting shape could be better.

Overall I think these stained glass icons could work if they were not quite so eye catching - I think the intention was for these to be a support graphic for the window title - yet they distract from the title rather than support it. It could also help to integrate the window title a bit more with the icon and perhaps work on some interesting typographic integration here to unify it better with this icon - which at the moment mostly just feels detached and distracting to the rest of the interface.

I do agree that it could be nice to even add an extra grade of item for "extra large" items, such as polearms, mauls, large shields etc, with perhaps only a few slots available - two item sizes just doesn't quite feel like it can accurately accomodate the diverse range of items we will be seeing. The visual size of the items on the screen really adds value and a sense of scale and realism.

I applaud the team for finding such an innovative solution for the old "tetris" problem without compromising the detail and size of the item artwork, yet I still feel that in diablo games the weighting of items through their visual size on the screen is quite important - it makes the items feel less abstract and more substantial. I think this needs a little more work.

Did anyone else notice that the gems, runes and potions stuk out to them and wasn't sure why? Well i think they are looking distinctly flat and 2 dimensional, which I don't think looks very good visually. This makes these items stand out a lot and prevents them from integrating well with the other items - which all seem to have some good depth going on. I can imagine those diamond gems being placed on a slight angle and given a little depth - similar to the way the scroll is tilted to show the bottom. I also noticed that the gems are also looking very shiny and smooth like the close buttons on my macintosh :p


Some other minor things I noticed:


The title of each window is framed by a rectangle that ends in opposing arrowheads and a small stud - these almost look like buttons. I can certainly see a lot of users thinking this and trying to click them perhaps to cycle through the windows - which I don't think was the intention.

The actual character equip screen has some really nice subtle textures and embellishments on it - these looks great.

Skill icons are looking good, and I'm glad they're thinking about the peripheral impact these have in terms of colours. They do have a little of a cliche web 2.0 look going on with that shiny upper right corner - I personally prefer a stony, rocky look for diablo games as I think it suits the mood better than this style which makes them look like shiny glass. I think the connotation here is a strong, tough rock vs a fragile set of glassy looking icons - imo it's very easy to see what is going to suit the feel of the game better.

The player's gold seems to be floating in the middle of nowhere on the inventory screen - I'm guessing this is probably something they haven't really gotten to yet - I couldn't imagine them leaving it like that... but I look forward to seeing a solution for this.

Overall it's a big improvement - I think mainly the difference in sizes in items both in the inventory and in the character equip screen is great!

Bashiok:
Thank you, that was a perfect feedback post. These are the types of posts I can literally bring directly to the designers.

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沙发
发表于 2009-4-7 17:13:14 |只看该作者
多谢翻译~
                             .

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板凳
发表于 2009-4-7 17:13:38 |只看该作者
希望剧情不要太莎士比亚了!~
我看好你!哊!
随便沙发~

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