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《暗黑破坏神3》GC 2008: Jay Wilson 访谈录 (共7篇)
2010-02-04 14:47:52
角色扮演RPG
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Another important reason for the visual look is the tactical approach that Diablo III requires. You will still slaughter tons of monsters - of course - but in the latter parts of the game especially you need to start using that meatball between your ears.
翻译:另一个设计这样视觉效果的原因就是满足D3的策略性的需要。你将仍然可以屠杀成千上万的怪物——当然是这样——但是在后面的游戏中,你会特别的需要用用你你两耳间的肉球(大脑)。
翻译:另一个设计这样视觉效果的原因就是满足D3的策略性的需要。你将仍然可以屠杀成千上万的怪物——当然是这样——但是在后面的游戏中,你会特别的需要用用你你两耳间的肉球(大脑)。
Jay Wilson- We knew from the start that we wanted to change to fights in Diablo III. You used to be able to teleport back to the city even during a fight, or survive a huge numbers of monsters just by consuming one healthpot after the other.
翻译:从一开始我们就知道我们希望改变D3中的战斗。你曾经可以随时随地随心所欲的传送回城,或者靠着一个接一个的嗑药在大群的敌人中生存下来。
Jay Wilson- That makes it difficult for a game designer. The only thing you can do is to make the player take enormous ammounts of damage, which we used to do in the previous games once the player got into the final parts of the games. Thats the kind of situation we want to avoid. Diablo III wont just be a matter of having enough health pots.
翻译:这对游戏设计者的设计造成了困难。他们唯一能做的就是让玩家面临秒杀的威胁,在D1、D2 中,当玩家进入最后一个难度是我们就是这样做的。这种情况是我们现在想要避免的。D3不是那种你只需关心药剂够不够的游戏。
Blizzard is not prepared to talk about boss fights, yet. Thus the only thing resembling a boss weve seen is the armoured cow (...) on steroids at the end of the announcement trailer. However, according to Wilson thats only going to be a mini-boss. He loves the boss fights in God of War and Zelda, so theres no doubt well have to come up with better strategies than just rushing:
翻译:暴雪还没打算谈论BOSS战。而我们目前见过最像BOSS的怪物就是在试玩视频的最后出现的那只注射了类固醇的身披战甲的牛(……)。可是据JAY透露,那不过是一个小BOSS。他喜欢战神和赛尔达中的BOSS战,所以毫无疑问我们必须拿出比单纯的猛攻更有技术含量的战术来对付D3中的BOSS:
Jay Wilson- The goal is to make players use the specific strengths and weaknesses of a class and utilize the environment - while still retaining the series focus on fast action. Dont worry - Diablo III will not be a tactical game but it doesnt hurt gameplay to make the player consider all options before launching the attack.
翻译:这些设计的目的是使玩家学会掌握角色的长处和短处并且利用周围环境——同时保留系列快节奏的特点。别担心——D3不会变成一个策略游戏,但是策略性的加入只会使玩家在行动前有多种选择可以考虑而不会破坏游戏的进行。
At the moment Wilson and his team work on getting new content ready for the presentation at Blizzcon later this month. Apart from that the days (and nights) are spent on Act I and II work. Just like tradition demands therell be four acts in total, and the game will for most players take the same amount of time to complete as Diablo II did.
翻译:此刻,JAY和他的团队正在为下月的暴雪佳年华努力准备新的内容。除此之外的日日夜夜都被用来制作D3的第一、二幕。按照以前的传统,D3总共会有4幕,同时对于大多数玩家来说D3通关时间和D2是差不多的。
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