Bashiok: Very cool, and is that something we’ll see in the final game you think?
很好,你认为我们会在最终游戏里见到什么吗?
Julian: Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.
当然事实上有很多细枝末节的想法。就像游戏中其他合适的怪物一样,我们最终为千斤坠制作了一个骷髅结构,甚至一个肌肉形态或者类似的,如你所见。这些很有用,所以你要是见到骷髅形态或是肌肉形态的千斤坠我不会惊讶,它可能是召唤了一半的,就是这样。有很多灵活发挥的余地。
野蛮人怒气系统的演示Flash下载:
http://eu.blizzard.com/blizzcast/_flash/videos/fury_blizzcast8.flv
Bashiok: Very cool, and last but not least you’re both working on a system which is the barbarian’s fury system. So, the fury system for those that don’t know, the barbarian uses a sort of reverse mana system. It’s not using mana as it uses abilities, but it builds up as he’s fighting, so it kind of… he gets angry and he’s chopping dudes down and he gets more and more fury to use for his abilities. But that’s actually changed quite a bit, can you guys go over how UI and effects are coming together to create the new fury system?
当然事实上有很多细枝末节的想法。就像游戏中其他合适的怪物一样,我们最终为千斤坠制作了一个骷髅结构,甚至一个肌肉形态或者类似的,如你所见。这些很有用,所以你要是见到骷髅形态或是肌肉形态的千斤坠我不会惊讶,它可能是召唤了一半的,就是这样。有很多灵活发挥的余地。
Mike: Yeah well it’s always an, again, an iterative process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.
是的,它一直是,强调一下,是一个反复的过程,我们研究系统中的问题,制作,发挥作用——但是从视觉上你们是看不到怎么样的。我们希望对我们做的东西很明确和清楚的,所以按惯例设计工作归我,然后我们讨论需要达到的目标。之后我就做一些模型并交给Julian,然后希望他能将这些模型更加完善。
Julian: And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn’t really being communicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on.
我想目前我们需要承认的是让你们不停使用怒气确实是我们希望你们做的,我们希望你们将它看成消耗品一样来使用,这样可以获得更多的能量,这在另一方面说的不是很明确。所以我们尽力完成做的更多的目标,使得,你知道什么时候使用,你不需要直接盯着看就知道是用了多少。所以对一个角色是有多多少少的效果,但那时我想我们尽量做到不是为了效果而做效果,仅仅做玩家确实需要看和了解的哪些部分。
Mike: Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.
是的,之前的一个问题是你积累的比你花去的多很多。(指过多的攒怒气而不知道恰当时机使用造成浪费。)好比你会让你的怒气提升,你就会听到“咣”一声,这样你就知道可以使用怒气可。但是所有信息都在一个屏幕里,你不需要把一个到另一个弄的很清楚。并且从艺术立场看,这确实是有效的,但这不表示玩法。玩法才是王道,你必须让玩法深入每一个角落。