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BlizzCast8《 暗黑破坏神3》专访

2009-08-05 12:07:16 角色扮演RPG 人气值:加载中...

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BlizzCast Episode 8: Diablo III interview (暴雪广播第八期:暗黑3专访)


Jay Wilson (Lead Designer – Diablo III, 首席设计师);

Julian Love (Lead Technical Artist – Diablo III, 首席技术美工), Mike Nicholson (Senior Artist – Diablo III, 高级美工)


Bornakk: Welcome to the next Q&A portion of BlizzCast. We have our Diablo 3 Game Director Jay Wilson, welcome to the show!
欢迎进入暴雪广播问与答(Q&A)的下一个环节。我们请出的是D3游戏主管Jay Wilson,欢迎来到这里!

Jay Wilson: Thank you very much.
非常感谢!

Bornakk: We have a couple Q&A questions for you today. The first one is from Daleks on USEast. Will shrines be making a return to the world of Sanctuary in Diablo 3?
今天我们为你准备了些Q&A提问。第一个问题来自USEast服务器的Daleks:祭坛是否会在D3的庇护所世界中出现?

Jay Wilson: Well there are some aspects of shrines that we liked, experience shrines I think are probably the prime example everyone uses. Theyre fun because they drive the player forward. Monster shrines are sometimes fun because they bring out a rare that you didn’t know or weren’t expecting that could come from any direction and that’s cool. But for the most part, the pure mechanic of shrines, a random powerup that just appears in the world for no reason, we don’t really want to litteraly bring that back. What we are going to try to do is integrate a lot of the best things of shrines into our quest and event systems so that when you encounter a random quest or random event that has a story context within the game it either rewards you like a shrine would reward you or something that is actually built into the gameplay of the quest. So while technically no shrines are not coming back verbatim, we are trying to bring back kind of the best things of them in a different form.
咳,有些祭坛功能是我们大家都喜欢的,每个人都会用到的经验祭坛我看就是个突出的例子。它们如此有趣,是因为它们能驱使玩家深入下去。怪物祭坛有时很有意思,因为它可能在任何地方变出个你没见过的或者没想到的稀有怪物,这可真酷。但是就总体而言,祭坛这个机制从根本上说就是一个提供给玩家的随机的能力提升。而这个机制本身和D2的世界毫不相干。我们确实不想糟粕不分地把这个也带回(到D3)来。我们正打算做的是把祭坛的大量精华思想整合到我们的任务和事件系统,这样,当你在游戏中遇到了一个有着故事情节的随机任务或者随机事件,也许将得到一个类似祭坛效果的buff奖励或者一些整合到任务过程中的玩意儿。所以,一方面严格说来不会照本宣科地搬来祭坛,同时我们也努力尝试把它们中优秀的思路用不同的形式带回到游戏中。

Bornakk: So youll still have the randomness and spontanenity of it.
那就是说你们保留了它的随机性和自发性。

Jay Wilson: Exactly, and really they are kind of there to change up the gameplay and add a little factor of randomness, but we felt that very few of the shrines actually did that – accomplish that goal...
确实,而且它们确实能稍微加快游戏进程并能增加些许随机因素,但是我们觉得几乎没有祭坛能做到这点——达成这个目标。

Bornakk: Stamina shrine?
耐力祭坛呢?

Jay Wilson: Yeah, stamina shrine lets you run a long time. Skill shrine made you a little bit more powerful. We feel like we can take the best and put them within actual events that are a lot more fun and have a lot more gameplay to them.
是的,耐力祭坛能让你长时间跑动,技能祭坛让你稍稍猛一点。我们想取其精华并将其放置到实实在在的、更有乐趣、也能为玩家带来更多游戏内容的事件中。

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上市时间:2012-05-15
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游戏类型:角色扮演RPG
制作公司:Blizzard
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