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Blizzard wasnt making any sort of announcements for Diablo III. So far its just the Barbarian and Witch Doctor classes that we know of, and we were told Blizzcon 2008 will be the place for another reveal. So we took the opportunity to ask Wilson about some of the design changes with Diablo III, particularly with the removal of potions and the slotted inventory system. Players of the first two games will remember how much combat revolved around having a sufficient supply of potions at the ready to refill health. Well, thats not how its going to work in this game; there are no health potions to be purchased at vendors. Instead, groups of enemies will drop health orbs that instantly restore lost hit points and disappear if not collected within a set time. Wilson described why this decision was made.
暴雪没有发布任何暗黑3的新通告。到目前为止,暴雪只公布了野蛮人和巫医这两个职业,并且我们得知在2008暴雪嘉年华上会公布其他内容。因此,我们利用这次机会采访Wilson,了解有关暗黑3的设计变化,尤其是血瓶和物品系统的改动。玩过前两作的老玩家会记得有多少的战斗只需准备好足够的血瓶来回复生命值即可,但这样的情形不会出现在暗黑3中;玩家不能从NPC那儿买到血瓶。取而代之的是怪物掉落的血球,它们能立即回复生命值并且在一段时间后会消失。Wilson详细地描述了这个设定。
"A lot of people, I think, would say thats a hallmark of the Diablo series, the potion system. We looked at it and said, No, that just makes the game worse," said Wilson. "It doesnt make it play like a better action game, it just kind of gives the player infinite health. Its actually a fairly poor recovery mechanic because it forces the designers to design monsters that have to deal with a player that has infinite health. The only thing you can do is have monsters that can overcome that health and essentially one-shot you. Thats not a very interesting monster. Its actually a horrible monster. But thats the only option. The design shoehorned the designers into that kind of monster design. So we focused on a health system that actually forces the player to think tactically to recover health from monsters and to put them in some situations where they are low on health but have to walk into an enemy encounter anyway. That makes for a much more challenging encounter but it also makes for a situation where we can design the monsters to be a lot more interesting. We actually can lower damage on monsters. We want monsters to do less damage because we want them to wear you down over time and do things that are challenging in different ways."
“许多人会认为血瓶魔瓶是暗黑破坏神系列的标志。我们却认为:‘不,那只会把游戏变糟,’”Wilson说,“那样做会让它玩起来不像个动作游戏,从某种角度来讲它给了玩家无限的生命值。事实上这是一个相当不好的生命回复机制,因为它让设计者不得不设计出相应的怪物来对付拥有无限生命的玩家。唯一能做的就是设计出一个能够将玩家一击毙命的怪物,这样的怪物既无趣又过于可怕。这个设计把设计者们逼进了死胡同。所以我们把注意力放在了改进生命回复系统上,这个系统可以让玩家从战术层面上思考如何打倒怪物来补充生命,同时在生命值较低的情况下不得不冲入敌阵来求一线生机。这将使得游戏中的战斗更具挑战性,也让我们能设计出更有趣的怪物。我们可以减低怪物的伤害,这是为了让它们慢慢地消耗你,并且用各种不同的方式来挑战你。
Wilson was more positive about Diablos treasure system. "Its perfect. You know, all well maybe do is tweak some little things that we dont like about it, some systems that we think were maybe a little broken. But for the most part, it works really well and we dont really want to change it, but the combat, oh, that could be so much better."
Wilson对暗黑的宝物系统很满意。“它是完美的。我们所需要做的是对一些我们不满意的小细节进行改进,一些系统出现了小问题。不过从整体来看,它很出色,我们并不打算改变它。从战斗来看,暗黑3会做得更好。”
Going more in-depth on the subject, Wilson explained how the early parts of Diablo III would be similar to Diablo II. The new types of systems wouldnt be felt as much until after about 10 levels or so into the game where players will have a larger number of skills to use in dealing with groups of foes. "The goal is to have players use skills where previously they would have used a potion," said Wilson. "If Ive got to deal with an enemy, Im going to go in, stun a whole bunch of guys, and circumnavigate them to reach a health orb. Or Im going to stun them and take out a bunch of guys with the hope that Im going to get a health orb, and if I dont, Ill use some other kind of mechanic to deal with that threat."
深入主题后,Wilson解释了为何暗黑3早期的部分与暗黑2相似。新系统的特性在人物等级达到10级后才能体现出来,玩家会拥有大量的技能来对付成群的敌人。“我们的目的是让玩家使用技能来代替以前的血瓶。”Wilson说,“如果我要对付敌人,我会冲入敌阵把它们震晕,然后绕过它们拿到血球。或者我会震晕它们,引出一部分敌人来获得血球。如果我不这么做,我会使用其它的方法来解除威胁。
With the inventory screen, players will no longer have to deal with items taking up multiple slots as in Diablo games past. Now, all items will just take up one slot, though exactly how thats going to be implemented is still being worked on. Wilson explained some of the issues being taken into consideration. "The one really great thing that most people wouldnt argue with was the grid-based system allowed for very large icons which made the items feel better. So one of the things we dont like about the current inventory is the icons are smaller than wed like them to be, so were working on sizing up the icons themselves to be very large, much larger than say World of Warcraft ... Weve experimented with other things like having different bag types hold different kinds of items, like big items go into this bag and small items go into this bag, but we havent really settled on anything like that. What we dont want is the grid-based Tetris sort of system."
有了物品栏面板,玩家不再需要像以前那样计算栏数来放东西。现在所有的物品都只占一栏,当然具体如何操作还在测试中。Wilson解释了一些他们正在考虑的设计。“大部分人都会喜欢基于网格的系统,这是一个非常棒的设计,它允许使用更大的图标让物品变得更美观。因此,我们对目前装备栏的不满意之处在于图标比我们期望中的要小,我们正致力于放大图标,让它们看起来比魔兽世界的图标还要大得多。我们也做了其他的测试比如加入不同类型的背包装不用类型的物品,大物品装入大背包,小物品装入小背包,但是这些设计我们都还没有最终确定。我们不考虑基于网格的方块系统。
A crafting system is also in the works, though it wont be anything like Diablo IIs Horadric Cube combinations. "I dont know if I can think of a comparison," said Wilson. "I think that system is a pretty cool and different kind of system from anything that weve had before."
打造系统也正在制作中,但是它会和暗黑2赫拉迪克方块的合成系统完全不同。“我无法对两者做出比较,”Wilson说,“我认为打造系统非常酷,并且不同于我们所设计过的任何系统。”
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Blizzard wasnt making any sort of announcements for Diablo III. So far its just the Barbarian and Witch Doctor classes that we know of, and we were told Blizzcon 2008 will be the place for another reveal. So we took the opportunity to ask Wilson about some of the design changes with Diablo III, particularly with the removal of potions and the slotted inventory system. Players of the first two games will remember how much combat revolved around having a sufficient supply of potions at the ready to refill health. Well, thats not how its going to work in this game; there are no health potions to be purchased at vendors. Instead, groups of enemies will drop health orbs that instantly restore lost hit points and disappear if not collected within a set time. Wilson described why this decision was made.
暴雪没有发布任何暗黑3的新通告。到目前为止,暴雪只公布了野蛮人和巫医这两个职业,并且我们得知在2008暴雪嘉年华上会公布其他内容。因此,我们利用这次机会采访Wilson,了解有关暗黑3的设计变化,尤其是血瓶和物品系统的改动。玩过前两作的老玩家会记得有多少的战斗只需准备好足够的血瓶来回复生命值即可,但这样的情形不会出现在暗黑3中;玩家不能从NPC那儿买到血瓶。取而代之的是怪物掉落的血球,它们能立即回复生命值并且在一段时间后会消失。Wilson详细地描述了这个设定。
"A lot of people, I think, would say thats a hallmark of the Diablo series, the potion system. We looked at it and said, No, that just makes the game worse," said Wilson. "It doesnt make it play like a better action game, it just kind of gives the player infinite health. Its actually a fairly poor recovery mechanic because it forces the designers to design monsters that have to deal with a player that has infinite health. The only thing you can do is have monsters that can overcome that health and essentially one-shot you. Thats not a very interesting monster. Its actually a horrible monster. But thats the only option. The design shoehorned the designers into that kind of monster design. So we focused on a health system that actually forces the player to think tactically to recover health from monsters and to put them in some situations where they are low on health but have to walk into an enemy encounter anyway. That makes for a much more challenging encounter but it also makes for a situation where we can design the monsters to be a lot more interesting. We actually can lower damage on monsters. We want monsters to do less damage because we want them to wear you down over time and do things that are challenging in different ways."
“许多人会认为血瓶魔瓶是暗黑破坏神系列的标志。我们却认为:‘不,那只会把游戏变糟,’”Wilson说,“那样做会让它玩起来不像个动作游戏,从某种角度来讲它给了玩家无限的生命值。事实上这是一个相当不好的生命回复机制,因为它让设计者不得不设计出相应的怪物来对付拥有无限生命的玩家。唯一能做的就是设计出一个能够将玩家一击毙命的怪物,这样的怪物既无趣又过于可怕。这个设计把设计者们逼进了死胡同。所以我们把注意力放在了改进生命回复系统上,这个系统可以让玩家从战术层面上思考如何打倒怪物来补充生命,同时在生命值较低的情况下不得不冲入敌阵来求一线生机。这将使得游戏中的战斗更具挑战性,也让我们能设计出更有趣的怪物。我们可以减低怪物的伤害,这是为了让它们慢慢地消耗你,并且用各种不同的方式来挑战你。
Wilson was more positive about Diablos treasure system. "Its perfect. You know, all well maybe do is tweak some little things that we dont like about it, some systems that we think were maybe a little broken. But for the most part, it works really well and we dont really want to change it, but the combat, oh, that could be so much better."
Wilson对暗黑的宝物系统很满意。“它是完美的。我们所需要做的是对一些我们不满意的小细节进行改进,一些系统出现了小问题。不过从整体来看,它很出色,我们并不打算改变它。从战斗来看,暗黑3会做得更好。”
Going more in-depth on the subject, Wilson explained how the early parts of Diablo III would be similar to Diablo II. The new types of systems wouldnt be felt as much until after about 10 levels or so into the game where players will have a larger number of skills to use in dealing with groups of foes. "The goal is to have players use skills where previously they would have used a potion," said Wilson. "If Ive got to deal with an enemy, Im going to go in, stun a whole bunch of guys, and circumnavigate them to reach a health orb. Or Im going to stun them and take out a bunch of guys with the hope that Im going to get a health orb, and if I dont, Ill use some other kind of mechanic to deal with that threat."
深入主题后,Wilson解释了为何暗黑3早期的部分与暗黑2相似。新系统的特性在人物等级达到10级后才能体现出来,玩家会拥有大量的技能来对付成群的敌人。“我们的目的是让玩家使用技能来代替以前的血瓶。”Wilson说,“如果我要对付敌人,我会冲入敌阵把它们震晕,然后绕过它们拿到血球。或者我会震晕它们,引出一部分敌人来获得血球。如果我不这么做,我会使用其它的方法来解除威胁。
With the inventory screen, players will no longer have to deal with items taking up multiple slots as in Diablo games past. Now, all items will just take up one slot, though exactly how thats going to be implemented is still being worked on. Wilson explained some of the issues being taken into consideration. "The one really great thing that most people wouldnt argue with was the grid-based system allowed for very large icons which made the items feel better. So one of the things we dont like about the current inventory is the icons are smaller than wed like them to be, so were working on sizing up the icons themselves to be very large, much larger than say World of Warcraft ... Weve experimented with other things like having different bag types hold different kinds of items, like big items go into this bag and small items go into this bag, but we havent really settled on anything like that. What we dont want is the grid-based Tetris sort of system."
有了物品栏面板,玩家不再需要像以前那样计算栏数来放东西。现在所有的物品都只占一栏,当然具体如何操作还在测试中。Wilson解释了一些他们正在考虑的设计。“大部分人都会喜欢基于网格的系统,这是一个非常棒的设计,它允许使用更大的图标让物品变得更美观。因此,我们对目前装备栏的不满意之处在于图标比我们期望中的要小,我们正致力于放大图标,让它们看起来比魔兽世界的图标还要大得多。我们也做了其他的测试比如加入不同类型的背包装不用类型的物品,大物品装入大背包,小物品装入小背包,但是这些设计我们都还没有最终确定。我们不考虑基于网格的方块系统。
A crafting system is also in the works, though it wont be anything like Diablo IIs Horadric Cube combinations. "I dont know if I can think of a comparison," said Wilson. "I think that system is a pretty cool and different kind of system from anything that weve had before."
打造系统也正在制作中,但是它会和暗黑2赫拉迪克方块的合成系统完全不同。“我无法对两者做出比较,”Wilson说,“我认为打造系统非常酷,并且不同于我们所设计过的任何系统。”
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