《暗黑破壞神3》:游戲會(huì)保留箱子和鑰匙
- 來源:d3.cn
- 作者:newtype2001
- 編輯:ChunTian
Bashiok hit on two more issues today, with posts about chests/keys, and Tyrael’s face.
今天,Bashiok 在關(guān)于寶箱/鑰匙和Tyrael'的臉的帖子里,又提到了兩個(gè)問題。
Will there be keys and locked things in the game?
在游戲(D III)中會(huì)有鑰匙和上鎖的東西么?
Blizzard Quote:
Blizzard 回復(fù):
I don’t think it’s a surprise that chests aren’t the highest of priorities at the moment, so final design on them is lacking, but personally I think requiring a key for them really only plays into a classical sense of what chests are in an roleplaying game. And… I think we’re just sort of past that in terms of game focus and design. We can logically and realistically map out how chests and their loot effects a game and its players, and design accordingly. There’s no reason to require a key for what is essentially nostalgia.
我覺得不用感到奇怪,在現(xiàn)在,寶箱并不是高優(yōu)先度進(jìn)行設(shè)計(jì)的內(nèi)容,因此還很缺乏關(guān)于它們的最終設(shè)計(jì)?! 〉牵覀€(gè)人認(rèn)為,需要一個(gè)鑰匙來打開它們只是一種RPG中的傳統(tǒng)觀念。我覺得我們考慮用游戲關(guān)注和設(shè)計(jì)的觀點(diǎn)來考慮這個(gè)問題。我們可以有邏輯性的、寫實(shí)的安排寶箱以及它們的掉落物影響一個(gè)游戲和它的玩家,并根據(jù)這些進(jìn)行設(shè)計(jì)。我們并不需要僅僅因?yàn)閼雅f情結(jié)而需要鑰匙。
You’re already fighting against the odds. First did a chest even spawn at all? If it did what quality of a chest is it? If it’s a high quality chest then let the game roll and see if anything even worth picking up pops out. Y’know? It’s a lot of “ifs” and hopes to then also throw an item requirement on top of just to see what the dice show.
你們已經(jīng)在挑戰(zhàn)嘗試了。首先,寶箱是否甚至?xí)M(jìn)行再生?如果它進(jìn)行再生的話,那寶箱的質(zhì)量又如何?如果它是一個(gè)高質(zhì)量的寶箱,那么游戲進(jìn)行隨機(jī)運(yùn)算,來看看是不是還有什么更有價(jià)值的東西會(huì)爆出來。你要知道,這有許多也許和期望,然后扔出一個(gè)需求最高的物品,為了觀察隨機(jī)數(shù)會(huì)生成什么東西。
I won’t disagree with the… ceremony (uh oh dangerous words) of having a key that then opens a lock. That’s very tangible and real and fulfills a certain desire for work and reward. I carry a key, it opens a lock, good things are behind the lock. But we obviously want to impact inventory as little as possible, and carrying keys just feels like a punishment. Coming across a chest and not having a key, that doesn’t feel fun, that’s really aggravating. Another punishment. Having keys take up no space and be almost infinite in quantity to resolve both those problems and the reason to have keys disappears completely.
我不會(huì)反對需要鑰匙來開寶箱的儀式(啊,危險(xiǎn)的單詞),這很現(xiàn)實(shí)的,很真實(shí)的,而且可以滿足一個(gè)玩家對過程和其獎(jiǎng)勵(lì)的渴望。我?guī)е粋€(gè)鑰匙,它可以打開鎖,有好的東西在鎖著的東西里頭。但是,很明顯我們希望將攜帶的物品壓縮的越少越好,而攜帶鑰匙感覺上更像一個(gè)懲罰。在路過一個(gè)寶箱的時(shí)候發(fā)現(xiàn)自己沒帶鑰匙,我想沒人會(huì)覺得高興,這是更令人惡心的一個(gè)懲罰。使鑰匙不占空間并讓其變得幾乎是用不完的是解決這兩個(gè)問題的方法,也是讓鑰匙完全消失的理由。
So is there any reason to have keys except to fulfill some sense of nostalgia that we know thereare locked chests in games, and we need keys to open them.
所以,除了滿足一些人的懷舊情結(jié),還有任何理由來保留鑰匙來讓我們記著在游戲中有上鎖的箱子,而我們需要鑰匙來打開它們么?
I don’t ask that rhetorically, sometimes keeping things identifiable and seeming “right”, reminding us of the feeling of past games makes the experience better. So please discuss.
我說的并不夸張,有時(shí)候保留一些被證實(shí)(可靠)的和看起來“正確”的東西,將讓我們回憶起以前游戲的感受,讓玩家體驗(yàn)更好。所以,請討論下吧。
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