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blizzcast8 暗黑破壞神3專(zhuān)訪

作者:佚名   來(lái)源:本站   時(shí)間:2023-08-22  點(diǎn)擊:

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BlizzCast Episode 8: Diablo III interview (暴雪廣播第八期:暗黑3專(zhuān)訪)


Jay Wilson (Lead Designer – Diablo III, 首席設(shè)計(jì)師);

Julian Love (Lead Technical Artist – Diablo III, 首席技術(shù)美工), Mike Nicholson (Senior Artist – Diablo III, 高級(jí)美工)


Bornakk: Welcome to the next Q&A portion of BlizzCast. We have our Diablo 3 Game Director Jay Wilson, welcome to the show!
歡迎進(jìn)入暴雪廣播問(wèn)與答(Q&A)的下一個(gè)環(huán)節(jié)。我們請(qǐng)出的是D3游戲主管Jay Wilson,歡迎來(lái)到這里!

Jay Wilson: Thank you very much.
非常感謝!

Bornakk: We have a couple Q&A questions for you today. The first one is from Daleks on USEast. Will shrines be making a return to the world of Sanctuary in Diablo 3?
今天我們?yōu)槟銣?zhǔn)備了些Q&A提問(wèn)。第一個(gè)問(wèn)題來(lái)自USEast服務(wù)器的Daleks:祭壇是否會(huì)在D3的庇護(hù)所世界中出現(xiàn)?

Jay Wilson: Well there are some aspects of shrines that we liked, experience shrines I think are probably the prime example everyone uses. Theyre fun because they drive the player forward. Monster shrines are sometimes fun because they bring out a rare that you didn’t know or weren’t expecting that could come from any direction and that’s cool. But for the most part, the pure mechanic of shrines, a random powerup that just appears in the world for no reason, we don’t really want to litteraly bring that back. What we are going to try to do is integrate a lot of the best things of shrines into our quest and event systems so that when you encounter a random quest or random event that has a story context within the game it either rewards you like a shrine would reward you or something that is actually built into the gameplay of the quest. So while technically no shrines are not coming back verbatim, we are trying to bring back kind of the best things of them in a different form.
咳,有些祭壇功能是我們大家都喜歡的,每個(gè)人都會(huì)用到的經(jīng)驗(yàn)祭壇我看就是個(gè)突出的例子。它們?nèi)绱擞腥,是因(yàn)樗鼈兡茯?qū)使玩家深入下去。怪物祭壇有時(shí)很有意思,因?yàn)樗赡茉谌魏蔚胤阶兂鰝(gè)你沒(méi)見(jiàn)過(guò)的或者沒(méi)想到的稀有怪物,這可真酷。但是就總體而言,祭壇這個(gè)機(jī)制從根本上說(shuō)就是一個(gè)提供給玩家的隨機(jī)的能力提升。而這個(gè)機(jī)制本身和D2的世界毫不相干。我們確實(shí)不想糟粕不分地把這個(gè)也帶回(到D3)來(lái)。我們正打算做的是把祭壇的大量精華思想整合到我們的任務(wù)和事件系統(tǒng),這樣,當(dāng)你在游戲中遇到了一個(gè)有著故事情節(jié)的隨機(jī)任務(wù)或者隨機(jī)事件,也許將得到一個(gè)類(lèi)似祭壇效果的buff獎(jiǎng)勵(lì)或者一些整合到任務(wù)過(guò)程中的玩意兒。所以,一方面嚴(yán)格說(shuō)來(lái)不會(huì)照本宣科地搬來(lái)祭壇,同時(shí)我們也努力嘗試把它們中優(yōu)秀的思路用不同的形式帶回到游戲中。

Bornakk: So youll still have the randomness and spontanenity of it.
那就是說(shuō)你們保留了它的隨機(jī)性和自發(fā)性。

Jay Wilson: Exactly, and really they are kind of there to change up the gameplay and add a little factor of randomness, but we felt that very few of the shrines actually did that – accomplish that goal...
確實(shí),而且它們確實(shí)能稍微加快游戲進(jìn)程并能增加些許隨機(jī)因素,但是我們覺(jué)得幾乎沒(méi)有祭壇能做到這點(diǎn)——達(dá)成這個(gè)目標(biāo)。

Bornakk: Stamina shrine?
耐力祭壇呢?

Jay Wilson: Yeah, stamina shrine lets you run a long time. Skill shrine made you a little bit more powerful. We feel like we can take the best and put them within actual events that are a lot more fun and have a lot more gameplay to them.
是的,耐力祭壇能讓你長(zhǎng)時(shí)間跑動(dòng),技能祭壇讓你稍稍猛一點(diǎn)。我們想取其精華并將其放置到實(shí)實(shí)在在的、更有樂(lè)趣、也能為玩家?guī)?lái)更多游戲內(nèi)容的事件中。

Bornakk: Alright, great. The next question is from David Nishball in Fairfield, Connecticut. Will buildings and towns be enterable, like Atmas Bar was from Diablo 2’s second act?
好的,不錯(cuò)!下一個(gè)問(wèn)題來(lái)自Connecticut州Narefield的David Nishball:所有建筑以及城鎮(zhèn)都是可以進(jìn)入的嗎,就像D2中第二幕的Atmas Bar(譯注:Atma中文版一般譯為亞特瑪,魯高因右下角那個(gè)酒吧,傳送門(mén)上去一點(diǎn)點(diǎn),pass ACT2的時(shí)候得走過(guò)去和Atma談話(huà))那樣?

Jay Wilson: There probably will be some buildings, my guess is not too far off from how many were enterable in Diablo 2. Most towns we don’t make all the buildings enterable, it’s just a ton of art to create for very little reason. Most people tear through the towns at lightning speed, so they don’t have a desire to go into the individual buildings. But we do have some specialty buildings that I’m sure we’ll go inside of throughout the quest course of the game.
也許會(huì)有一會(huì)建筑(可進(jìn)入),我估計(jì)數(shù)量上和D2中那些可進(jìn)入的建筑相差不遠(yuǎn)。絕大部分的城填中的建筑并非都是可以進(jìn)入的,這樣做只是事倍功半地大量消耗美工,大多數(shù)人閃電般路過(guò)城鎮(zhèn),他們并不想進(jìn)入某個(gè)建筑一探究竟,但是我們確實(shí)有一些為了完成游戲任務(wù)進(jìn)程而必需進(jìn)入的特別建筑。

[ 06:19 ]

Bornakk: Okay. The next question is from James on USWest. Will there be a diverse Selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?
好的。下個(gè)問(wèn)題來(lái)自USWest的James,是否有多種多樣的“終級(jí)”裝備選擇,還是走每個(gè)職業(yè)“一套打天下”的WoW風(fēng)格?

Jay Wilson: It’s definitely diverse and it’s diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system. Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you’ve chosen or the type of build that you are trying to create.
絕對(duì)是多元化的,而且多元在不同方面。想想D2,所有各式各樣培養(yǎng)角色的手段,我們實(shí)際上還在此基礎(chǔ)上加入了符文系統(tǒng)來(lái)進(jìn)一步充實(shí)你的角色培養(yǎng)路線(xiàn)。你能做到的,比在像WoW那樣的MMO中所能做到的要多得多,甚至能完全自定義技能設(shè)置,正因如此,你所渴求的裝備是基于你的技能選擇或者跟據(jù)你為你的角色制定的預(yù)期類(lèi)型而定的。

And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really its up to the player on what kind of stats they want on their character, but were definitely not shooting for a, "oh heres the barbarian armor", there is a set and when you get the full set youre done. Thats just not very Diablo and its not really the kind of gameplay were going for. If anything we’d like the item set to be a lot more diverse than it was in Diablo 2.
至于裝備,一件我們正在致力干的事就是在這個(gè)影響你的角色制定的重大元素上投入更多精力。真的,裝備取決于玩家對(duì)其角色的預(yù)期,但是我們絕對(duì)不會(huì)搞出這么個(gè)東西“噢!這個(gè)是野蠻人甲!”也不會(huì)搞出這么一個(gè)套裝,當(dāng)你湊齊一套,你就飛升了。這樣似乎不太Diablo,但這確實(shí)不是我們想要的游戲體驗(yàn)。如果說(shuō)還有什么是我們想在套裝上實(shí)現(xiàn)的,就是讓它們比在D2中更加多樣化。

Bornakk: Always something to collect right?
總會(huì)有所追求是吧?

Jay Wilson: Exactly, always a new build to try out.
完成正確,總會(huì)想做新的嘗試。

 

Bornakk: Right, exactly. The last question we have today is from James Wichtowsky. Have you settled on a particular color scheme for item drops?
好好好,今天最后的問(wèn)題來(lái)自James Wichtowsky:你們已經(jīng)設(shè)定好掉落物品的顏色了么?

Jay Wilson: Weve kind of gone round and round on color scheme. I know with World of Warcraft when they decided on a color scheme to fit quality, they were taking that from Diablo 2 and other MMOs, but they chose a color set that they felt was easier to read. We actually tried to emulate that for awhile, I think actually our announcement build or maybe our BlizzCon build was actually using a color scheme very similar to World of Warcraft and we generally found we just didn’t like it, it didn’t feel Diablo. So something as simple as that didn’t feel Diablo anymore.
我們對(duì)色彩方案作過(guò)多種嘗試。我知道WoW采用顏色來(lái)區(qū)分品質(zhì),這招就是他們從D2以及其它MMO中學(xué)拿來(lái)的,但最終,他們使用了一套他們認(rèn)為易于辨識(shí)的方案。開(kāi)始我們?cè)7逻^(guò)那套色彩,我想我們當(dāng)初的發(fā)布版本也許還包括BlizzCon版本就用的是一套和WoW非常相似的色彩方案,而我們一幫子人都覺(jué)得不爽,它一點(diǎn)也不Diablo,反正就覺(jué)得完全沒(méi)Diablo味了。

Color scheme is pretty solid right now, it follows very closely to the Diablo 2 color scheme. We slightly shifted some of the hues to help, especially with color blindness, to try and get some of the more problematic combinations. We took out, for example, uniques were gold, we’ve changed their color I think we did purple which is a bit of a nod to World of Warcraft but the problem was gold and yellow were really close. Even though the gold lettering was unique and everything it was often very difficult to tell the two apart. So we just did that not to get away from Diablo but to try and fix that kind of readability issue. What we found is that if we try and get too far from Diablo it doesnt feel right, so right now magic items are blue, rare items are yellow, unique items I think theyre purple – Im operating off memory here but they might be different actually because I think we use purple for something else for an item type we haven’t announced yet. Then if we do set items theyll be green, we havent made a call on set items yet.
色彩方案現(xiàn)在已頗為素色,它非常接近D2的色彩設(shè)計(jì)。我們?yōu)榱藥椭孀R(shí)——特別為了色盲,還努力找出了那些容易混淆的東西,對(duì)其稍微地調(diào)整了色調(diào)。我們的改動(dòng),比如唯一物品是暗金色的,我們把它的顏色改成紫色似乎是在向WoW示好,而實(shí)際上是因?yàn)榘到鸷土咙S(亮金)實(shí)在太近接了。即便暗金的字體也是獨(dú)立唯一的,我們依然很難分辨出兩者。于是我們采取了一套即不太偏離暗黑基調(diào),同時(shí)又修正了一些可讀性問(wèn)題的方案。我們發(fā)現(xiàn)遠(yuǎn)離Diablo風(fēng)格的感覺(jué)很不好,所以,現(xiàn)在魔法物品是藍(lán)色,稀有物品是亮黃(亮金),唯一物品我想會(huì)是紫色——我記憶中是這樣但是他們很可能最終會(huì)有所改變,因?yàn)槲覀冇锌赡馨炎仙x給一種目前還沒(méi)有公布的新物品品種。如果還有套裝,那么它們會(huì)是綠色,不過(guò)我們目前還沒(méi)有涉及到套裝具體設(shè)計(jì)。

Bornakk: Okay, well that’s all the questions we have for today, thanks for coming in Jay.
好啦,這些就是今天的全部問(wèn)題啦,多謝捧場(chǎng),Jay。

Jay Wilson: My pleasure.
我的榮幸。

 

Bashiok: Welcome to BlizzCast 8, my name is Bashiok your Diablo III Community Manager. With me today is Julian Love, Lead Technical Artist and Mike Nicholson, our UI guy, he’s a Senior Artist on Diablo III.
歡迎收聽(tīng)暴雪廣播第8期,我叫Bashiok,是暴雪暗黑3的社區(qū)管理員。今天,我們請(qǐng)到了首席技術(shù)美工Julian Love,以及高級(jí)美工,或稱(chēng)界面小子的Mike Nicholson。

 

Bashiok: Starting with Julian some people may know you from WWI and BlizzCon, you were up on stage giving some presentations, for those who don’t know you personally what do you do on Diablo III?

先從Julian開(kāi)始。很多人從WWI和BlizzCon上聽(tīng)說(shuō)過(guò)你,你曾在臺(tái)上做過(guò)簡(jiǎn)短介紹。對(duì)那些不認(rèn)識(shí)你的人來(lái)說(shuō),介紹一下你主要從事暗黑3的哪方面工作呢?

 

Julian: Well I do a lot of things, I’ll try to cover them briefly. So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting.

額,我有很多事做,那就簡(jiǎn)要概括一下吧。我在技術(shù)美工部門(mén)工作,我們所做的事情就是制作一些定制的藝術(shù)工具來(lái)讓作品更容易完成。同時(shí)我們也會(huì)像控制木偶一樣操作角色,所以動(dòng)畫(huà)決定了他們?nèi)绾涡袆?dòng)。我們貢獻(xiàn)的最主要的視覺(jué)效果應(yīng)該是通過(guò)特效、破壞效果以及光照反映出來(lái)的。

 

Bashiok: Very cool, and Mike Nicholson who is a new face and voice to those following Diablo III, what do you do on the team?

很酷。Mike Nicholson對(duì)暗黑3的追隨者來(lái)說(shuō)是一個(gè)新面孔,你在團(tuán)隊(duì)里司何職?

 

Mike: Im a Senior Artist and I’m in charge of all the interface. Also known as "The UI Guy".

我是負(fù)責(zé)所有界面設(shè)計(jì)的高級(jí)美工,也就是“界面小子”。

 

Bashiok: So Mike, actually I wanted to touch on something you did in the past. I was at your office a few weeks ago and found out you were Lead Designer and Lead Art on a game which was near and dear to me which was called Sanitarium. Without going into it too much, that was a point and click adventure game, so how did you get from that to working here at Blizzard?

好的Mike,事實(shí)上我想要了解一下過(guò)去你所完成的任務(wù)。幾周前當(dāng)我在你的辦公室時(shí),我發(fā)現(xiàn)你是一個(gè)我很喜歡的游戲的首席設(shè)計(jì)師和首席藝術(shù)家。那個(gè)游戲叫做瘋?cè)嗽骸jP(guān)于這個(gè)不研究太多,這是一個(gè)點(diǎn)擊式冒險(xiǎn)游戲(Point and Click Adventure Game)。那么,你現(xiàn)在在暴雪工作的時(shí)候從原來(lái)的游戲中得到了哪些經(jīng)驗(yàn)?zāi)兀?/p>

 

Mike: Well, I’m glad you liked it, I’m proud of that game. Well the thing was when we did Sanitarium unfortunately even though it was well received, everyone who played it liked it, not that many people played it. Well eventually they did. We kind of got there as the party was going out...

額,我很高興你喜歡這個(gè)游戲,我也為它驕傲。我們?cè)诏側(cè)嗽哼@個(gè)游戲所做的就是讓游戲大受歡迎,每個(gè)玩過(guò)的人都喜歡,但是玩的人卻不多。當(dāng)然最后他們做到了。我們的隊(duì)伍解散了,因而我們困惑了……

 

Bashiok: For point and click adventures...

點(diǎn)擊式冒險(xiǎn)游戲……

 

Mike: So, you know you kind of take a look around and go well I guess I need to get back into art. Came out to California and started doing 3D environments and kind of worked all the way back up to interface, where I’m back to doing 2D art again.

額,你對(duì)我做了一番了解,那么下面我猜我應(yīng)該回到藝術(shù)這個(gè)話(huà)題了。來(lái)到加州開(kāi)始3D環(huán)境工作然后將他們?nèi)炕貧w到界面上,我又開(kāi)始2D美術(shù)工作了。

 

Bashiok: Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?

再回到你Julian。死亡系統(tǒng)是一個(gè)主要的特效系統(tǒng),它演示了怪物是如何死亡的。這是游戲中一個(gè)很酷的部分。我們?cè)赪WI和BlizzCon上已經(jīng)小有了解,但是這具體是個(gè)什么系統(tǒng)?你能向聽(tīng)眾們解釋一下它在游戲中的作用嗎?

Julian: Yeah, something pretty close to my own heart there, was we really recognized that monsters really live to die in Diablo. You really don’t have a lot of time to express their personality, and you don’t have a lot of time to try to make your experience with monsters meaningful. Most of what you’re doing is killing them. So one of the things I was really interested in doing was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.

好的。對(duì)我來(lái)說(shuō)有一樣?xùn)|西很重要,也是我們真正了解的,在暗黑中怪物生來(lái)就是要死的。你不會(huì)有花很多時(shí)間表現(xiàn)他們的個(gè)性,你也不會(huì)有很多時(shí)間把怪物做得多么有意義。你所要做的就是殺掉怪物。所以我所熱衷于完成的效果之一就是讓怪物擁有盡可能多的死法。這就是我們的目標(biāo),想想看,我們?yōu)槊總(gè)怪物設(shè)計(jì)了35種被打倒的方法。但是最初的思想是暗黑2的一次延伸。在暗黑2中你攻擊怪物以后他們會(huì)表現(xiàn)出來(lái)受到了你的多少傷害。然后我們說(shuō),那就把這個(gè)發(fā)揚(yáng)光大吧。當(dāng)你用附加火焰的劍攻擊他們的時(shí)候,怪物會(huì)被灼傷。我們還增加了怪物被暴擊的效果以及被打飛到屏幕外面的想法。這就是本質(zhì)上的想法。

 

Bashiok: Very cool. A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with … different damage types?

很酷。你為角色制作了很多技能效果,也就是火焰啊奧術(shù)啊之類(lèi)的,但是在暗黑中他們看上去是一種很特別的魔法效果……法術(shù)的范圍實(shí)際上很廣闊,但是你能否做些什么限制……不同的傷害類(lèi)型呢?

 

Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a firey this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.

是的,事實(shí)上那是一種普遍的想法,我要接受的是“嘿,這個(gè)人的效果是火焰還是什么,但是我們能不能讓火變成綠色的?”這就是我們這些設(shè)計(jì)師需要出來(lái)說(shuō)話(huà)的時(shí)候,如果我們突然把火變成綠色了,這將會(huì)對(duì)游戲體驗(yàn)產(chǎn)生錯(cuò)誤的信息傳達(dá)效果。所以是有很多約束的,一方面我要讓效果盡可能華麗,同時(shí)我也得讓效果很貼近玩家,以至于他們不會(huì)把綠色的火理解成毒素。還有一點(diǎn)很容易讓我的團(tuán)隊(duì)搞得一團(tuán)糟。我們可以不停地用各種特效震撼屏幕,結(jié)果你在游戲里什么也看不清了。所以這兩點(diǎn)約束是我們?cè)诠ぷ髦姓嬲⒁獾摹?/p>

 


Bashiok: Back to Mike, since people saw the game at BlizzCon – they got to play it at BlizzCon – which was exciting for everybody, the interface and the UI has actually changed pretty dramatically even since then, it’s been an iterative process … since the conception of the game really, but uh so for those that didn’t see it at BlizzCon or even those who did what are the changes that have come about since then?

再回到Mike。自從人們?cè)贐lizzCon上看到游戲——他們?cè)贐lizzCon激動(dòng)地試玩,界面產(chǎn)生了戲劇性地變化,并且成為一項(xiàng)不斷更新的項(xiàng)目……根據(jù)游戲理念,對(duì)那些在沒(méi)在BlizzCon看過(guò)游戲甚至是看過(guò)的人來(lái)說(shuō),游戲界面從那以后產(chǎn)生了哪些變化?

 

Mike: Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. That brings up the question of tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which was one of the complaints about the old system is the frustration in trying to fit everything into your pack.

額,暗黑中最重要的項(xiàng)目之一是裝備,對(duì)么?我們?cè)囼?yàn)過(guò)一些效果,在暗黑中大家很喜歡的一個(gè)亮點(diǎn)——裝備大圖標(biāo)。很多人都已經(jīng)見(jiàn)過(guò)魔獸世界中那種所有物品用同樣大小的圖標(biāo)的方式,那樣效率很高,但是我們很想回歸并且重置我們的系統(tǒng),于是我們決定將物品分割為大物件和小物件。這樣又會(huì)帶來(lái)俄羅斯方塊式背包(暗黑2中的模式)的問(wèn)題。很多人反對(duì)這種效果。有人喜歡有人厭。所以最終我們?yōu)榘由狭藰?biāo)簽,現(xiàn)在你擁有大型物品包裹,同時(shí)你也可以切換到小物品背包,還能切換到任務(wù)物品包裹。這樣所有物品就可以更好地共同出現(xiàn),不用煩惱像在舊系統(tǒng)中那樣抱怨如何擺放物品。

 

Bashiok: And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?

那么,我們還會(huì)見(jiàn)到背包系統(tǒng)回歸嗎,就是擴(kuò)大道具欄的背包,還是說(shuō)物品包裹的格子數(shù)量是固定的?

 


Mike: Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.

當(dāng)前的設(shè)計(jì)包括背包。你會(huì)得到背包來(lái)擴(kuò)大物品格數(shù)目,就想魔獸世界中那樣,除非你不想擴(kuò)大空間。開(kāi)始時(shí)你的包裹將有8個(gè)空間,8個(gè)。隨后你會(huì)得到一個(gè)有10個(gè)格子的新背包,那么你就可以得到兩個(gè)新的空間。但是你不會(huì)得到更多的標(biāo)簽,也就是不會(huì)有兩三個(gè)“大型”標(biāo)簽。(用以切換物品類(lèi)型的標(biāo)簽)

 


Bashiok: Right, and is that working out pretty well so far? It’s been in testing for a while.

好的。那么現(xiàn)在這個(gè)系統(tǒng)完成了嗎?它已經(jīng)測(cè)試了很久了。

 

Mike: Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.

是的,看上去很多人喜歡它。我的意思是系統(tǒng)反響很好。我個(gè)人很喜歡這個(gè)系統(tǒng),因?yàn)樗屇銚碛写笪锲穲D標(biāo),同時(shí)不會(huì)對(duì)你造成物品大小不同帶來(lái)的一些困難。

 

Bashiok: And you can really see the artwork as it is now with the larger icons...

嗯現(xiàn)在你能看到貼圖都是大物品圖標(biāo)……

 

Mike: Oh yeah, very much so.

哦也,是的。

 

Bashiok: Also, on iterative processes, a lot of BlizzCon saw the skill icons. And there’s been some talk in the community that the skill icons are definitely a departure from what we saw in Diablo II. Which were these gold runes, almost, I guess. So what was the decision there to make a change to the skill icons, and do, y’know colorful skill icons?

還有一個(gè)一直變化的進(jìn)程,很多BlizzCon玩家看到了技能圖標(biāo)。在論壇里有一些人認(rèn)為技能圖標(biāo)與我們?cè)诎岛?中見(jiàn)到的想去太遠(yuǎn)。我猜這里說(shuō)的是金色的符文。那么你們是如何決定改動(dòng)技能圖標(biāo),額,彩色圖標(biāo)?

 

Mike: I am unabashedly a fan of WoW, I’ll probably catch flak “oh you’re making it look like WoW oh no!” but I love them, I love the WoW icons. And y’know what we’re trying to do is see, ok what works about the WoW icons? They’re illustrative; is there a way to try to maybe bridge the gap. You know what worked about the more symbolic DII icons, and what works with the WoW icons, and trying to find a way to put the two together. And that’s really what I’m trying to do is to try to make them more symbolic, so they’re not necessarily little murals, but they are painterly. So they are colorful because you’re going to have a lot more of them than you would in DII. So you have the hot bar at the bottom, and you want that to look colorful enough that it’s interesting, but not to the point where it’s an eyesore. And quite honestly I’ve made many iterations on the icons, and there’s still many to come. It ends up being a balancing act, you know I test them out what they look like next to each other, and if they’re too colorful – tone it down.

不怕你們說(shuō),我是一個(gè)魔獸世界的愛(ài)好者。我可能會(huì)被噴“啊你把游戲做的跟魔獸世界一樣哦天哪!”,但是我喜歡魔獸世界的圖標(biāo)。我們要做的是,看看魔獸世界的圖標(biāo)帶來(lái)了什么?它們具有說(shuō)明性;有沒(méi)有辦法消除隔閡。你知道暗黑2中的圖標(biāo)更具符號(hào)意義,也知道WoW圖標(biāo)的效果,我們?cè)囍尪吆弦弧_@就是我真正想做的,就是讓它們更加符號(hào)化,不必像壁畫(huà)一樣,但是要有藝術(shù)性。所以他們變成彩色的了,因?yàn)槟阋獡碛斜仍诎岛?中多的多的技能。所以屏幕下方有快捷欄,里面的圖標(biāo)得看上去光鮮有趣,而不是你的眼中釘。說(shuō)老實(shí)話(huà)我在圖標(biāo)上反復(fù)研究過(guò)很多次,但是仍然還有很多路要走。最終我們會(huì)達(dá)到一個(gè)平衡。我不斷測(cè)試他們互相放在一起時(shí)的效果,如果太華麗了——去掉。

 

Bashiok: One of the things I like about them is, without even looking at your hot bar you can kind of see, oh this one looks blue and cold it’s probably an ice spell of some type. So without even mousing over it to see what it is I can tell it’s at least of a specific magic or damage type or skill use...

這種系統(tǒng)我最喜歡的是,你不需要仔細(xì)看快捷欄,這個(gè)看上去藍(lán)色冷色系的圖標(biāo)表示某種冰系法術(shù)。所以不用把鼠標(biāo)移到技能上你至少就可以分辨出來(lái)這是一個(gè)魔法、傷害類(lèi)型、怎么用……

 

Mike: You know one of the best experiences I’ve had at Blizzard is the iterative process, which some artists don’t like, but I personally love it. Because it lets me test stuff out. For a while I was trying out, ok let’s do color theory… ok so all the berserker skills will be this tone, and all the battle master will be this tone. And you know on paper it looked good, sounded good, ok it’s a nice theory but what we found is when you put them on the hot bar, if you went down a certain tree now everything’s the same color at the bottom and it’s hard to tell them apart. You know, ok I get a gold star for being clever, but then I lose points because it’s not playable. So you know you go back once again, scrap it, and reevaluate it. But I love that process.

我在暴雪最棒的體驗(yàn)就是反復(fù)的開(kāi)發(fā)進(jìn)程。很多美工不喜歡這樣,但是我個(gè)人很喜歡。因?yàn)檫@讓我能對(duì)作品徹底檢驗(yàn)。有段時(shí)間我在嘗試,好吧做顏色理論……所有的狂戰(zhàn)士系技能是這個(gè)色調(diào),所有的戰(zhàn)斗大師技能是這個(gè)色調(diào)。你知道這些東西在紙上寫(xiě)的好看,聽(tīng)的好聽(tīng),好的這個(gè)理論不錯(cuò),但是我們發(fā)現(xiàn)當(dāng)你把技能放在快捷欄上的時(shí)候,如果你仔細(xì)看看技能樹(shù)就會(huì)發(fā)現(xiàn)他們都是一個(gè)顏色的,放在快捷欄里很難分辨。好吧我為了漂亮得到一枚金星,但是我失去了很多點(diǎn)數(shù)因?yàn)樗麄儾贿m合游戲。所以你只好重新來(lái)過(guò),粉碎,重置。但是我喜歡這個(gè)過(guò)程。

Bashiok: Back to Julian, the Thousand Pounder...

回到Julian,千斤墜(Thousand Pounder)……

 

Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]

Julian不是千斤墜!太粗魯了……(笑)

 

Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?

(笑)在WWI上我們公布了千斤墜這個(gè)怪物,它有著宏大的出場(chǎng)秀,它的骨架組成來(lái)自幾個(gè)處女的犧牲……我猜,如果你們是這么想的話(huà)。這樣的出場(chǎng)很宏大,這是怎么想出來(lái)的?

 

Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...

額,我知道這個(gè)是我們策劃并且制作了很久的。最初我們是想讓它穿過(guò)墻壁,因?yàn)槠扑樾Ч谟螒蚶锖苷鸷。但是我認(rèn)為我們要認(rèn)識(shí)到這樣一個(gè)外形的怪物要破開(kāi)墻壁它看上去像酷愛(ài)牌飲料的廣告……

 

Mike: Oh yeah!

哦也!

 

Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.

(笑)我們想要揭開(kāi)的是我們?nèi)绾翁幚砬Ы飰嬤@個(gè)怪物。這后來(lái)借鑒了破城者(Siege Breaker)的一些設(shè)定。在游戲公布晚期,就在我們計(jì)劃完成的三周前我們得到一些像星際迷航一樣的概念構(gòu)想。我的部門(mén)制作成了突發(fā)性的儀式,但是我們不是很喜歡那樣,所以我們問(wèn)自己我們到底想要看到什么效果?最難的是我們能夠想到的是最終的結(jié)果,我們都被嚇到了,我們能完成么?這是一項(xiàng)巨大的工作,我們不得不說(shuō)服其他隊(duì)伍幫助我們。我們需要建模的幫助,我們需要?jiǎng)赢?huà)的幫助。但是每個(gè)人都承諾最好這樣做,我們開(kāi)始加班加點(diǎn)。我們兩周內(nèi)就完成了任務(wù),也就是最終呈現(xiàn)的效果。

 

Bashiok: Back to Julian, the Thousand Pounder...

回到Julian,千斤墜(Thousand Pounder)……

 

Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]

Julian不是千斤墜!太粗魯了……(笑)

 

Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?

(笑)在WWI上我們公布了千斤墜這個(gè)怪物,它有著宏大的出場(chǎng)秀,它的骨架組成來(lái)自幾個(gè)處女的犧牲……我猜,如果你們是這么想的話(huà)。這樣的出場(chǎng)很宏大,這是怎么想出來(lái)的?

 

Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...

額,我知道這個(gè)是我們策劃并且制作了很久的。最初我們是想讓它穿過(guò)墻壁,因?yàn)槠扑樾Ч谟螒蚶锖苷鸷。但是我認(rèn)為我們要認(rèn)識(shí)到這樣一個(gè)外形的怪物要破開(kāi)墻壁它看上去像酷愛(ài)牌飲料的廣告……

 

Mike: Oh yeah!

哦也!

 

Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.

(笑)我們想要揭開(kāi)的是我們?nèi)绾翁幚砬Ы飰嬤@個(gè)怪物。這后來(lái)借鑒了破城者(Siege Breaker)的一些設(shè)定。在游戲公布晚期,就在我們計(jì)劃完成的三周前我們得到一些像星際迷航一樣的概念構(gòu)想。我的部門(mén)制作成了突發(fā)性的儀式,但是我們不是很喜歡那樣,所以我們問(wèn)自己我們到底想要看到什么效果?最難的是我們能夠想到的是最終的結(jié)果,我們都被嚇到了,我們能完成么?這是一項(xiàng)巨大的工作,我們不得不說(shuō)服其他隊(duì)伍幫助我們。我們需要建模的幫助,我們需要?jiǎng)赢?huà)的幫助。但是每個(gè)人都承諾最好這樣做,我們開(kāi)始加班加點(diǎn)。我們兩周內(nèi)就完成了任務(wù),也就是最終呈現(xiàn)的效果。

 

Bashiok: Can you describe for those listening what it currently looks like?

你能把這些描述一下看起來(lái)像什么樣么?

 

Mike: Lets see… if I had to use a cruel comment, one that I made myself as I was making it, oh "Its the fury traffic light". Because its three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that’s the gist of it, because when youre playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you’ll see Ive got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.

讓我想想……如果我用一種不恰當(dāng)?shù)淖⑨專(zhuān)冶仨氄f(shuō),哈,“就是一個(gè)怒氣紅綠燈”。因?yàn)樗侨齻(gè)垂直疊放球體,我們沒(méi)做成一三種顏色,但是你知道我把它做成我喜歡的樣子了,它大體很不錯(cuò)了這確保了我們不會(huì)用不同的顏色,不然就真成了紅綠燈了。但這是它的關(guān)鍵所在,因?yàn)楫?dāng)你希望你玩的版本是在屏幕中心的,但是現(xiàn)在確實(shí)在你右下角。所以你需要看到一個(gè)醒目的動(dòng)態(tài)指示,即使你撇一眼也知道我已經(jīng)有2個(gè)或者3個(gè)球怒氣可以用了。這就是我們的目標(biāo),希望Julian和他的小組能讓它更好。所以我們希望你玩的時(shí)候能關(guān)注到但不會(huì)讓你分心。

 


Bashiok: Right, sounds like a cool system. I’m looking forward to it. For those listening on iTunes or elsewhere be sure to check the BlizzCast website because we will have images and some art assets to check out for this interview. And that about wraps it up, I want to thank Julian and Mike for joining me here today.

確實(shí),聽(tīng)起來(lái)是個(gè)很酷的系統(tǒng)。我很期待。現(xiàn)在正在通過(guò)iTunes或者被的方法收聽(tīng)暴雪廣播的請(qǐng)關(guān)注我們的網(wǎng)站,因?yàn)槲覀冇薪貓D和藝術(shù)畫(huà)等同步奉上。差不多了,非常感謝Julian和Mike今天的參與。


Julian: You’re welcome.
不客氣。


Mike: Thanks for having me.

非常感謝。


Bashiok: And that about wraps it up for BlizzCast 8, I want to thank you very much for listening. This has been Bashiok, signing off.

第8期暴雪廣播就到這里了,非常感謝您的收聽(tīng)。我是Bashiok。88


玩游戲可以在很大程度上讓大家放松放松,但是我建議大家不要把過(guò)多的時(shí)間投入到工作當(dāng)中,因?yàn)檫@樣的話(huà)大家很有可能上癮,這樣不利于大家的工作或者是學(xué)習(xí)。

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