Julian: Yeah, something pretty close to my own heart there, was we really recognized that monsters really live to die in Diablo. You really don’t have a lot of time to express their personality, and you don’t have a lot of time to try to make your experience with monsters meaningful. Most of what you’re doing is killing them. So one of the things I was really interested in doing was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.
好的。对我来说有一样东西很重要,也是我们真正了解的,在暗黑中怪物生来就是要死的。你不会有花很多时间表现他们的个性,你也不会有很多时间把怪物做得多么有意义。你所要做的就是杀掉怪物。所以我所热衷于完成的效果之一就是让怪物拥有尽可能多的死法。这就是我们的目标,想想看,我们为每个怪物设计了35种被打倒的方法。但是最初的思想是暗黑2的一次延伸。在暗黑2中你攻击怪物以后他们会表现出来受到了你的多少伤害。然后我们说,那就把这个发扬光大吧。当你用附加火焰的剑攻击他们的时候,怪物会被灼伤。我们还增加了怪物被暴击的效果以及被打飞到屏幕外面的想法。这就是本质上的想法。
Bashiok: Very cool. A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with … different damage types?
很酷。你为角色制作了很多技能效果,也就是火焰啊奥术啊之类的,但是在暗黑中他们看上去是一种很特别的魔法效果……法术的范围实际上很广阔,但是你能否做些什么限制……不同的伤害类型呢?
Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a firey this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.
是的,事实上那是一种普遍的想法,我要接受的是“嘿,这个人的效果是火焰还是什么,但是我们能不能让火变成绿色的?”这就是我们这些设计师需要出来说话的时候,如果我们突然把火变成绿色了,这将会对游戏体验产生错误的信息传达效果。所以是有很多约束的,一方面我要让效果尽可能华丽,同时我也得让效果很贴近玩家,以至于他们不会把绿色的火理解成毒素。还有一点很容易让我的团队搞得一团糟。我们可以不停地用各种特效震撼屏幕,结果你在游戏里什么也看不清了。所以这两点约束是我们在工作中真正注意的。
Bashiok: Back to Mike, since people saw the game at BlizzCon – they got to play it at BlizzCon – which was exciting for everybody, the interface and the UI has actually changed pretty dramatically even since then, it’s been an iterative process … since the conception of the game really, but uh so for those that didn’t see it at BlizzCon or even those who did what are the changes that have come about since then?
再回到Mike。自从人们在BlizzCon上看到游戏——他们在BlizzCon激动地试玩,界面产生了戏剧性地变化,并且成为一项不断更新的项目……根据游戏理念,对那些在没在BlizzCon看过游戏甚至是看过的人来说,游戏界面从那以后产生了哪些变化?