星際爭霸2 宏觀與微觀
作者:佚名 來源:本站 時間:2023-08-21 點擊:次
There has been much criticizing about Starcraft 2, and the controversial debates go as far back as the game s announcement. One of the main complaints about the new game is the upgraded User Interface (UI). Interface additions, such as the -unused-SCV button, auto-mine, and Multiple Building ion (MBS) cause the subsequent arguments of decreasing macro and micro.
星際2公布以后,就有很多爭論一直圍繞著它。其中之一就是關(guān)于新的游戲界面(UI)。就像是閑置農(nóng)民的按鈕,自動采礦,還有多建筑選定(MBS)這些新增的東西也引起了后來關(guān)于宏觀與微觀的爭論。
These arguments stand on solid ground and every person has their own equally good arguments that express their opinions regarding the new UI. This article will discuss the major issues that have been brought up, especially MBS, a feature that allows a player to a group of buildings. The article will also show the differences and similarities between the Micro and Macro within Starcraft and Starcraft 2. Hopefully, by the end of this article, the concept of Micro and Macro will have been thoroughly explored to pro vide a deeper insight on all strategy games.
這些觀點都是有理的,每個玩家都有自己獨有的論據(jù)來證明他們關(guān)于新界面的觀點。本文將會討論現(xiàn)在的主要的論點,尤其是多建筑選定,它可以允許玩家選中一組建筑物。這篇文章也將闡述星際1與星際2中的微觀與宏觀的異同點。希望在文章結(jié)束后,微觀與宏觀的概念將會被充分挖掘來對所有策略游戲都有一個更深層次的觀察。
What is Macro and Micro?
什么是宏觀與微觀?
Macro and Micro are two concepts that define Strategy gaming. Briefly put, Macro is the name of all the actions during a strategy game relating to the mindset of the player, the economy of the match, and the overall strategy that a player has. Micro, on the other hand, relates to the small details within a game, such as ing units, de ing units, giving a group of units actions to move and attack, using abilities etc. etc. Basically, Macro defines the overall strategy that a player has while Micro defines the itsy-bitsy details within that plan. Having both strong Macro and strong Micro is essential for a good game player.
宏觀與微觀是定義策略游戲的兩個概念。簡單地說,宏觀是策略游戲中與玩家的想法相關(guān)的所有動作的統(tǒng)稱,游戲的經(jīng)濟還有玩家的全部策略。從另一方面來講,微觀就是和游戲細節(jié)相關(guān)的東西,就像選擇建筑,取消選擇建筑,為一隊單位下達移動或者攻擊的命令,使用技能,等等;旧希暧^決定了玩家的整體策略,而微觀則是那整個策略內(nèi)各個細節(jié)。同時擁有很好的宏觀意識和強大的微觀操作對好的玩家來說很重要。
In Starcraft, Micro and Macro was carefully balanced to produce a sensational battling experience. The complicated maneuvers and mouse control required to pull off top Micro moves and the awesome focus needed to hold a strong Macro position was just enough to give anybody a thorough mental workout from just one match.
星際爭霸里,微觀與宏觀被仔細地平衡過以產(chǎn)生極好的戰(zhàn)場經(jīng)驗。復(fù)雜的策略和鼠標的操作需要將微操推向極致,而需要強大宏觀意識的高度的集中力只夠支持一場比賽。
Macro
宏觀
Macro in Starcraft consisted of managing economy, unit building, and controlling your overall strategy plan. It was very consistent throughout each race. The Protoss had to manage their probes and their building warping, being careful to watch their supply as well as constantly building and “teching” up. The Terrans and the Zerg did the same, with slight variations in the relationships between supply and building area. Also, Starcraft players had to constantly make decisions about their strategy and overall method of winning. Making correct decisions based on their opponent’s actions was very important. If, within a game, an opponent decides to create many ground troops, one must realize this from a Macro standpoint, changing his/her strategy to allow them to gain the upper hand.
宏觀就是星際中經(jīng)濟控制,單位建造,以及實行你的策略。每個種族都自始至終貫穿這些要點。Protoss必須管理他們的探針和他們的建筑傳送;在造建筑以及攀科技的同時都要注意自己的經(jīng)濟。Terran和Zerg也一樣,但是在經(jīng)濟與建造范圍上有著一些不同。另外,星際玩家需要不斷地做出與他們獲勝的策略相符的決定。根據(jù)對手的行動作出決定也很重要。在一場游戲里,如果對手決定建造大量地面單位,那么你就需要從中改變他/她的戰(zhàn)術(shù)來獲得優(yōu)勢。
Overall, Macro in Starcraft was quite simplistic in theory: Managing your economy, your buildings, and the effectiveness of your bases while deciding upon an overarching strategy that will ultimately allow you to reach your goal, defeating your opponent. Nevertheless, it was still difficult to do in reality. While one focuses on the every second events of a match (Micro), it is quite difficult to take a second to think about your strategy and watch your economy. As such, what once seemed like an easy task clearly becomes a difficult one when applied.
總的來說,星際中的宏觀性在理論上其實很簡單:管理經(jīng)濟,建造,而在決定具有彈性的戰(zhàn)術(shù)時,你基地內(nèi)的效率將會最終引領(lǐng)你走向勝利,擊敗對手。然而,實際上卻很難做到。當一個人將精力集中在比賽的每一秒的動作中(微觀),這樣你就不會有時間去思考你的戰(zhàn)術(shù)和經(jīng)濟。就這點而論,看上去簡單的事情實踐起來會變得很難。
These reasons are quite argumentative and definitely subject to change as Starcraft 2 undergoes extensive testing by the Blizzard Development Team.
這些理由都是最具有爭議性的,并肯定是星際爭霸2開發(fā)進程當中又一可能會改變的主題。
Micro
微操
Micro is the twin brother of Macro. Rather than being similar to Macro, however, Micro is the complete opposite about the same things. In Micromanagement, the player would focus on the events occurring within a game every second. As such, in Starcraft, Micromanagement would consist of handling many control groups (of 12 units) very well, constantly building many units from barracks, gateways, hatcheries etc. etc., ing and de ing things, and “clicking very fast.” A person’s APM (Actions per Minute) Ratio can be said as a determinant of how good a Starcraft player’s Micro is. The faster APM you have, the more you’ve been clicking, and the more you have been “Micro-ing”.
微操就有如宏操的孿生兄弟一樣。與宏操不一樣,微操是完全相反的東西。在微觀操作里,玩家會著重于把焦點聚集在游戲的每一秒鐘。因此,在星際爭霸里,微觀操作的構(gòu)成應(yīng)為良好地操控?zé)o數(shù)個單位組(一組十二個單位),不間斷地在人族兵營、神族兵門、蟲族巢穴等建筑里造出大量士兵,選擇和取消選擇各種東西,以及“超快速的點擊”。一個人的APM(Actions per Minute,每分鐘操作數(shù))是一個影響該玩家星際爭霸水平的重要因素。擁有更高的APM,點擊的次數(shù)更多,意味著你更多的時候都是在“微操”當中。
Many of the top Starcraft players have a very high APM. Most of them have great Micro skills, so they can control their base very well. Micro is an essential thing within the game of Starcraft. Being able to quickly hotkey many units, switch between them, and concentrate at what your units are doing is not the easiest task. Being able to do it well results in great skill as a gamer and as a hard mental worker. It is a skill that takes several practice rounds and constant play. Nevertheless, once achieved, your Starcraft skill level skyrockets!
很多頂尖的星際爭霸玩家都有非常高的APM。他們當中大部分都有非常出色的微操技巧,因此他們可以很好地操作他們的基地。微操是星際爭霸游戲當中必不可少的元素。能夠快速利用快捷鍵對單位進行操作,在單位之間進行切換,并集中注意你的單位都在做什么,這樣的工作可不簡單。能夠以出色的技巧、過硬的心理計算,對場面進行總結(jié)。這樣的技巧必須要無數(shù)次的時間和發(fā)揮。而一旦實現(xiàn),你的星際爭霸水平將一飛沖天。
Micro and Macro in Starcraft 2: MBS
星際爭霸2當中的微操與宏操:摸不死
My Humble Opinion
本人愚見
——(筆者:這人怎么用褒義詞來謙虛……)
In my humble opinion, MBS is definitely a requirement for Starcraft 2. It modernizes the game while lowering the learning curve for newer players. However, I don’t believe that it decreases the game’s difficulty. With increased abilities and mechanics for every race, a player will still be well tested as he constantly tries to keep up.
在本人的愚見當中,MBS必然是星際爭霸2當中的一個必須元素。它讓游戲更為現(xiàn)代化,降低了對新手的入門要求。然而我并不認為它會降低游戲的難度。各族都有添加技能和技巧,玩家依然需要深入了解到游戲里面才能玩得好。
Also, Starcraft pro-players aren’t “pro” for no reason. If MBS does simplify the game in a way that can’t be regained through extra abilities or mechanics, then the difficulty can be regained with an increase in tactics. The increase in units that allow players to maneuver the map with less difficulty than ever before and the increase in simplicity that allows players to build units efficiently will spawn tactics never possible in Starcraft: Brood War. With their minds off building many units efficiently, pro-players may have time to ute more tactics in more combinations.
同時,星際爭霸的職業(yè)競技選手并不是“職業(yè)”得毫無理由。如果MBS真的讓游戲變得簡單了,無法利用新的技能和技巧來彌補,那么難度將會在戰(zhàn)術(shù)方面得以彌補。新增加的操作系統(tǒng)會讓玩家比往常任何時候都更容易調(diào)動自己的部隊,同時簡化能讓玩家更容易、更有效率地暴兵,而星際爭霸:母巢之戰(zhàn)則從不可能做到。當選手不必再去思考建造單位的過程,那選手就有更多時間去思考更多的戰(zhàn)術(shù)組合了。
Macro and Micro in Starcraft
星際爭霸中的宏觀與微觀
Starcraft was released in 1998 for Windows and since then has been one of the most revered Strategy games in history. One could go to lengths studying the intricacies of the balance within the game, and there are many reasons that could explain why it is so popular. However, in this article, the Macro and Micro of Starcraft will be compared to that of Starcraft 2 to prove that both have their similarities and differences.
星際爭霸是1998年Windows操作系統(tǒng)下的游戲,它是策略游戲史上的里程碑。一個可以不斷深入學(xué)習(xí)錯綜復(fù)雜游戲平衡的游戲,并且很多原因都可以解釋為何它如此受歡迎。
然而,本文中,星際1的宏觀與微觀將于星際2來對比以證明它們有著相似與相異。
For MBS 支持MBS的論據(jù) |
Against MBS 反對MBS |
Modernizes the UI and will be balanced out with increased difficulty in Micromanagement. 讓操作界面更人性化,與增加了微操難度取得平衡。 |
Simplifies the UI to such a degree that the Macro of the game becomes too easy. 簡化操作界面到這么一個程度,會讓游戲的宏觀操作變得過于簡單。 |
Releases tension off the boring aspects of Starcraft (mining, building) for the more exciting and meaningful aspects of the game. 讓星際爭霸當中的無聊操作(采礦、造建筑)的緊張感下降,從而增加游戲當中有意義操作的興奮刺激感。 |
Causes the game to emphasize Micro and less Macro. 會讓游戲強調(diào)微操而缺乏宏操。 |
Will increase the mastery curve because real pro-players will utilize MBS well, exploring other ways to play not available in Starcraft. 會增加游戲的精通優(yōu)勢曲線,因為真正的競技選手會很好地利用MBS,而發(fā)掘其他星際爭霸所沒有的操作、戰(zhàn)略、游戲方式。 |
Will cause the mastery curve to become shallow. 會導(dǎo)致精通優(yōu)勢曲線變淺,精通帶來的優(yōu)勢太少。 |
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