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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 人气值:加载中...
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Jay Wilson: I think the RPG market in general is very interesting. I think we can look at an isolated genre, like the Diablo genre, and say, "Oh, its not a very good genre." There havent been a lot of successful games that have come out, and the ones that have havent even approached Diablo IIs success. But I think thats kind of true in almost any subgenre of RPGs.
翻译:我认为一般来说RPG市场是很有趣的。我认为我们可以关注RPG的一个独立的类型,比如大菠萝型,然后说:“嗯,这不是个很好的类型。”这个类型中没有多少成功的游戏,即使是成功的游戏离D2的成功也很远。不过我认为任何一个RPG的分类型(如SRPG)都存在这种问题。

I think that if you look at the BioWare games, which are great, [youll find] that there are not that many games that are like them. Theyre almost like their own genre in and of themselves. I think its because RPGs are generally very challenging to make, and each one for different reasons. The hardest thing involved in making a game like Diablo is that you have to rely very heavily on replayability, randomness, and scope of content. On the surface, it looks like a very simple game to make, but name another game out there that has over 100 monsters -- individual, unique types of monsters -- that isnt an MMO. Theres not a lot, and its because thats not easy to do. Its a lot of content to create.
翻译:我想如果你关注BioWare(质量效应就是该公司出品的)那些出色的游戏,(你就会)发现与这些游戏相似的游戏不是很多。Bioware的人几乎都喜欢这种他们自己的风格。我觉得造成这种现象的原因是因为通常RPG的开发是很有挑战性的,而不同类型的RPG的难点是不同的。在开发一款大菠萝型的游戏的过程中,最难的地方应该是游戏对于重复可玩性,随机性和内容的范围很依赖。表面上看这种类型的游戏很容易做。但是你试试选出另一款有超过100种不同的怪物——每种怪物都是独特的——并且不是网游的游戏来。这种游戏并不多,这是因为这样的游戏很难做,有这么多内容要去设计。

Or games that have randomly-generated environments with randomly-generated encounters. Not easy things to do, but those things are key. Its what keeps Diablo interesting over time. And its one of the reasons that, I think, you havent seen many games succeed in that genre.
翻译:或者游戏中的随机生成环境的事件,这些东西也都不好做。但是所有这些不好做的东西是这一类型游戏的关键。这些东西保证了暗黑系列的持续可玩性,并且我想正是这些东西不好做,才使得大菠萝型游戏很少成功。

QUOTE:
GameSpy: Other games have tried to do randomly-generated content without much success. Why is it that Diablo can make it work?
翻译:其它尝试加入随机生成内容的游戏很少成功,那为什么暗黑系列可以凭借随机性获得成功?

Jay Wilson: I honestly think that randomness is incredibly hard to do, and incredibly expensive. And so, to a certain degree -- and I hate to throw it down to just this -- its a resource problem more than anything else. If youre going to make a really cool dungeon -- lets say a good-sized dungeon probably would be, if you use our dungeon as an example, 12 to 15 rooms is what you need to create. Maybe even a little bit less; we find six to eight rooms can take you 15 to 20 minutes to get through. Thats actually a good amount of time for a single level. Maybe you repeat it a couple so times so you get up to 20 [rooms]. It takes about 80 rooms to make a truly random dungeon -- a dungeon that feels random. So you look at that, and its about four or five times the amount of content. And the creation of background content is one of the biggest bottlenecks in the creation of games.
翻译:说实话我认为随机内容是极为难做也是极为昂贵的。所以从某种程度上讲——其实我讨厌这样讲——这仅仅是是一个财力问题。如果你真的想做一个很酷的地下城——让我们先来说说一个合适的地下城应该是什么样,以我们设计的地下城为例,你需要创建12到15个房间。也许要稍微少一点:我们发现打穿6到8个房间要够花掉你15到20分钟时间。这实际上是一个合适的打穿一层地下城的时间。也许你把房间数增加一倍达到20个房间。那么你需要大概80个房间来确保一个“真正”随机的地下城——一个感觉是随机的地下城。所以你要做一个那样的地下城,那你就要做出一个固定地下城5倍的内容。背景内容的设计是开发一个大菠萝型游戏的最大瓶颈之一。

When you look at games, they dont have problems creating characters. Animation is a bit of a bottleneck, because theres so much animation required nowadays, but if you look at any game company and see who theyre trying to hire at any one time... I dont know anybody who isnt trying to hire background people. Part of it is that theres so much background to create, and part of it is that most people would rather create a big, giant monster than a tree. But boy, what we wouldnt give for some good tree creators! People who love to create trees are worth their weight in gold!
翻译:当你关注于游戏时,会发现创建角色没有什么问题。而角色的动画效果是一个小小的瓶颈,因为如今的游戏需要太多的动画效果,但是如果你去关注任何一家游戏公司,看看他们一直试图雇用的员工是哪一类……我至今不知道有谁会不雇用背景设计。这中一部分原因是因为有太多的背景去设计,而另一部分原因是因为大部分的人希望设计一个巨大的怪物而不是一颗树。但是小伙,我们愿意把一切奖赏给那些好的树木设计师!那些爱设计树的员工的价值相当于与他们等重的黄金!

QUOTE:
GameSpy: Back in the days before it was formally announced, it almost seemed feasible that Diablo III would be some kind of free-to-play game. That isnt so much the case anymore. Did you ever consider any alternate commerce models?
翻译:回到D3正式公布的前几天,D3似乎可能是一个免费游戏。当然现在看来似乎不是这样了。你考虑过候补商业模式吗?

Jay Wilson: The way we tend to approach things is, we make the game we want to make, and then we figure out the financial model that works for that game. We never -- its actually a big deal -- we never, ever go, "Hmm, microtransactions would make us lots of money! Lets figure out a way to force them into the game when its not appropriate!" That, to us, is a recipe for failure. Now, on the other hand, you cant make a game and then go, "this financial model wont really support us, but who cares?" Its gotta be a balance, but the game has to come first. We actually havent decided on a financial model for Diablo III at this time.
翻译:我们的处事之道是,做我们想做的游戏。接着我们算出对游戏有效的经济模式,我们从不——实际这是一笔大买卖——我们从不决不为了赚钱而强迫玩家待在游戏中,这种行为对我们来说是自取灭亡的行为。另一方面,现在你不能做出游戏就撒手不管,“这些经济模式不能真正的支持我们,但谁管这些?”经济模式始终会被平衡,但是游戏必须先出来。目前我们还没有为D3决定一个经济模式。

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上市时间:2012-05-15
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游戏类型:角色扮演RPG
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