WWI 2008 设计基础座谈会

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在2012年3月26日 (一) 23:54由坏小鱼 (讨论 | 贡献)所做的修订版本
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2008 WWI 的第二个关于“暗黑3”的座谈会于周六下午举行。这个座谈由一段30分钟的展示作为开场,由观众问答环节作为结束。

目录

座谈会信息

首席设计师 Jay Wilson几乎负责了这次座谈会当中的所有讲解。

展示

由于这个展示中包含了大量的讲解,本文主要记录了口头文本的概要

Jay Wilson: 这个展示将会被焦点集中于我们暗黑3的游戏设计理念,换句话说,也就是我们的核心思想。我们开始的有点晚,所以我们可能会缩短问答环节的时间。

暗黑系列的历史

暗黑3是我们下一部作品。我会先简单的总结一些过去的系列,然后再进入更多新的细节。

暗黑1:第一个兼具随机物品、随机地牢、高重复可玩性的主流游戏。这是一个很简单的动作类游戏,而它的技能和物品又可以让你打造个性化的职业和角色。

暗黑2: 暗黑1的续作。更宏大的世界、更多的外景、更多的角色、更强的个性化设置。和战士、弓箭手相比,野蛮人、死灵法师、亚马逊战士曾经并不是会经常出现在游戏中的角色。技能树系统为整个行业树立了标杆,它最初起源于对一个RTS游戏的技术树的改进。

暗黑3设计目标

还原暗黑的真实体验、栩栩如生的动作设计、成为一款优秀的动作游戏、扩展RPG游戏的体验。还有许多我们今天会讨论的新的系统。在接下来的几个月里我们会展示更多。对于暗黑3,我们想先从暗黑的精神开始,然后再谈谈暗黑的游戏体验,这是我们的重中之重。对于我们来说,要对拥有众多粉丝和骨灰玩家的暗黑1和暗黑2进行改良是一件非常困难的事。对于我们设计者来说,什么才是核心呢?我们完全可以把暗黑2复刻一遍,并且我们知道很多人会喜欢。但是我们想要确定我们能够把暗黑3做的足够“暗黑”来让粉丝们不失望,同时也要让它独具个性。我们希望真正的让这个系列有所发展,而不是原地踏步。所以我们实验了很多我们认为非常重要的东西。这些东西是暗黑的核心。他们让暗黑有重复可玩性,让英雄更加强大、让史诗级的战斗更加引人入胜,易上手的游戏内容、合作机制更加完善。

重复可玩性

这是体验的核心。这也是在视频中不能验证的一个方面。我们对于暗黑3的重复可玩性非常重视。这就是我们的VLRG系统,一个可以创造随机地牢和环境的系统。正如你所看到的,它可以容纳非常多种多样的布局和组合。每当你来到一个地牢时,它都或多或少的会有变化。在其他方面,游戏也具有随机性。级物品、随机怪物、随机地牢,有些是我们从暗黑1和暗黑2中就延续下来的。我们会发展和深化它们,但我们今天先不谈论它们。

随机冒险

它使得我们可以随机的在游戏中探险。这是一个更好更有趣的RPG。这个游戏的世界更加真实。我们稍后再聊。

史诗般的英雄们

我们塑造了最有破坏力和最酷的英雄。这也是我们的重点之一。我们为此而骄傲。当我们设计野蛮人和巫医时,我们希望玩家能够喜欢他们,这也使得我们希望这些强力角色能满足玩家的要求和期待。此外、更大规模的战斗、更多数量的怪物、更可匹敌千军万马的英雄。我们希望能把他们做的真的感觉牛逼闪闪,而不仅仅是技能的集合体。我们会确保所有的效果都是最棒的。

强大的原型

强大的角色设计原型对我们来说很重要。巫医就是一个很典型的例子。当你说到“巫医”这个词的时候,你的脑海中就会浮现出对他的各种联想。这是暗黑2中被尊敬的角色。我们设计的角色,都非常强大、牛逼闪闪、富有破坏力。我们仍然觉得我们可以提高、做的更好。

易上手度

这也是我们关心的方面之一。高屋建瓴的谈D3,我们会说,“如果你能点击鼠标你就可以玩儿D3”。我们希望保持它。我们没有想过开发第一视角。只是简简单单就能学会的游戏。但是游戏是“易于上手,难于精通”。难度、操作、战斗都会随着游戏升入而不断升级。暗黑2在这一点上做的很好。那是一个易于上手的好游戏。只有当你像高难度迈进时,挑战才会来临。而难度的调整也恰当好处。我们也希望暗黑3能做到这一点。

多人游戏

竞赛游戏也许是玩家所爱,那样很好,我们也会让暗黑3有这样的部分,但我们还不会谈论。合作游戏才是我们的重点。这也是暗黑之所以出色的原因之一。在战网上游戏,和你的朋友一起玩儿。我们对战网进行了较大的改进。它将在星际2中先与大家见面。更方便的交流、更直观的联系,我们确定在星际2中成功的元素我们一定会借鉴。这将会是一个鼓励团队合作的游戏。在多人游戏方面,战网尚在开放之中,在接下来几个月我们会有更多消息公布。

让暗黑3成为更出色的动作游戏

这是一个简短的关于野蛮人和巫医技能的视频。下劈是一个很有趣的野蛮人技能。它可以横扫一切。我们的目标就是设计这样牛逼闪闪的角色。另外,我们觉得我们应该在游戏的控制上下更大的功夫。“我们说,我们要少停留在潜的层面,而要多挖掘游戏的深度。这不是说你在暗黑3中不用费鼠标,只是比暗黑2好一些。我们也会让你有更多技能的独立性。

战斗和策略

操作进步。野蛮人的这段视频我们可以看到,现在我们已经解决了暗黑1和暗黑2中一个很大的问题,那就是嗑药流。你冲进怪物群里边嗑药边杀敌的日子已经一去不复返。我们想要玩家使用更多的技能组合。暗黑3中的快捷技能条可以让玩家快速切换和使用技能。过去我们用皮带增加空间,现在不用了。这实际上是更加简单了。没必要去用暗黑2中那么复杂繁多的按键。现在,你可以直接在技能条上切换技能,你不再需要热键了。当然,你也可以用鼠标滚轮和TAB按键来切换他们。在单人低难度模式下,你也可以一个技能用到底。这是我们为了平滑难度曲线的一种措施。但当你进入高难度游戏时,你就会希望使用更多的技能组合了。逃生技能。攻击技能、BUFF,所有这些在暗黑3中都可以更自如的应用。我们有更见解的UI,所有高级的部分都会在那儿方便玩家随时使用。策略是另一个方面。以前当被问及什么是策略时答案只有“血瓶”。现在,巫医可以恐吓他的对手,而野蛮人可以击晕他们。这会使得战斗更加有趣。

回复系统

我们还没有完全摆脱血瓶,只是降低了他们在游戏中的重要性。我们重新设计了回复系统。我们试了很多方案。我们曾试过设计一种盾牌系统,但它没有能达到我们想要的效果。它让玩家不停的离开战斗,而那不是我们想要的,但我们没有放弃。我们总是希望战斗节奏能够更快更连续。现在WOW还是存在嗑药流的打法。我们希望暗黑3是一个快节奏的动作游戏。没有中断时间是我们的目标。血球系统的好处就是鼓励玩家持续战斗。战斗的走位在游戏中就显得更为重要。我们的回复系统会趋势玩家走他们不想走的地方。“哦不,我要去吃那个东西,可是我面前有10个怪物。”这将会非常刺激。另一个我们讨论的方面是多人合作模式。游戏中的每一个系统的设计都会考虑到团队合作。比如我们设置成一人吃血球,周围人都补血。所以这有助于把大家靠拢。我们不希望出现野蛮人吃掉所有血球而巫医只是躲在远处的情况。现在,野蛮人也可以成为奶妈了。巫医也一样,如果它吃了血球,他也能帮助他的同伴,这是我们想要的。

怪物

What kind of cool monsters are we making how can we improve upon them? D3 is filled with all kinds of swarming monsters to crush in large numbers, which is awesome fun, but we wanted more tough monsters too. The Berserker is a great example of this. He's very tough, very strong, but he's got this massive charge up attack. He swings his big mace with a fiery effect and if it hits it does huge damage, but if you can dodge it he'll hit the ground and be stuck. This kind of feature encourages positional gameplay. We want players to not just run in and click to attack. We want to force players to back up, or think sometimes, since that makes combat more fun and interesting. Skeletal Shieldman. This guy shows monster synergy. He's very slow, but very tough. Shield takes monstrous amount of damage. But if you can destroy or subvert the shield, he's not very tough. He accompanies ranged units or caster, and he's in front. But if you can do something to make him drop the shield, like stun them, or horrify them with a fear skill, that shield drops and then you one shot them and they're gone. Really cool fun creature.

更好的RPG游戏

Our last big key point to talk about today. Really focus in Diablo series. Idea was to improve story Make a better story. Not lose feeling of Diablo, or WoW. The story in D3 is an opt-in; you're not forced to pay attention to it, and we don't subject the player to lots of dialogue of mountains of text. You can just get the quest and race into battle. Have a great time. But if you're interested in the story it's there for you. We wanted to really improve the feeling that as you move through the world, there's a focus. There's a lot going on. The world is more than a container for monsters. We wanted to bring monsters to life, to enable NPC interaction, to include cool events/quests. We've learned a lot about quest design and story since Diablo 2 was designed, and we're trying to put all those things into D3. One of the ways we'll accomplish that are through adventures. Adventures are an expansion on a lot of the randomness from D1 and D2. They allow us to place a scripted event almost anywhere in game world. You could come across a particular area in the outdoor world with a variety of possible elements in it. One game it could be a old abandoned house to explore. Maybe it's infested with crazy undead guys, and as you clean it out you learn the story of the family who lived there. Another game that same area might instead have a clearing where a cult is performing a summoning ritual. Another game might feature a cavavan that needs protection from marauding monsters, or escort to the nearest town. Another game you might find a boss monster there. Or you might just get random monsters. The idea is that every time you go through the game we want you to see something different. We want to provide randomization everywhere, to make things so replayable. To make it fun to keep coming back to.


交流系统

We showed in demo. Chars really interact.  You feel as if you are in the world. See the Barbarian and Cain interact.  The Barb has a voice and a distinct personality. Big focus for us to bring NPCs to life.  This was something important to us, that our characters tell the story and drive it forward.  Tomorrow's panels will focus on the world lore and environment, and on the characters in the game. Those talks will cover how we focus on chars and voice, so I'm not going to steal their thunder.  More engaging story than in previous games.

总结

Those are all very important to us.  Also a lot of really cool features we're going to announce in the coming months. That leads us to time or questions.  * D3 remains true to the universe and gameplay of the series. * D3 is a deeper action game without sacrificing ease of play. * D3 will improve on the RPG and story elements of the series.    


问答环节

Q: What's the typical group size for D3? 5, 40, 100?
A: It's not so much a technical issue, it's about gameplay. Small groups work better because of the nature of the camera. More than 4-5 it gets chaotic. We haven't decided on a final number, but we're probably going to focus on 4-5. Q: Are you going to increase the inventory size from D2.
A: We haven't settled on a final size. We're going to improve the inventory. We want to make trading to other players and passing to your other characters easier. The inventory grid system from D2 is gone. It's now one item per space, so it's hard to compare the sizes. Q: Thanks for the videos. They're very informative. Do you want to attract WoW players, or D2 players, or just one of them? A particular focus?
A: Not really. We don't have a particular audience. D2 was a great game and it sold very well. We don't worry about WoW. It will do great. We play it too and D3 as well. We're just trying to make a great game. Q: New classes? The same classes?
A: We've already added one new one. The witch doctor. We don't have plans to bring over D2 classes. We haven't decided on the final number. We're not going to try to bring old D2 classes over. Not a goal for us right now. Q: In the gameplay movie, the barbarian's mana sphere was green. Are you going to work in energy or other options for the other classes.
A: We're really interested in exploring some alternate gameplay options for other classes, but no specific plans at this time. Q: Hardcore?
A: We haven't decided yet, but I don't see why we wouldn't. It’s not a decision we need to make yet. We probably will, though. Q: Item drops to share loot fairly, so one person doesn't snatch it all?
A: Yes. I played a lot of D2 and I didn't like that. In D3 when you kill a boss multiple items drop but each character only sees what they can pick up themselves. In D3 each player sees items that are only for them, and does not see items that are for other players. Q: Will you be able to respec skills?
A: We're not talking about skill systems or trees yet. But I will say that I think it's a bad idea to not give some kind of capacity to respec your character. We have no specifics in place yet, though. Q: Is the witch doctor a replacement or spiritual successor to the Necro? Similar skills.
A: We don't view WD as a replacement. Necro is a very cool char. We thought about him as a class and tried to see if we could improve on him, which is something we did with every class. If we ever decided to make a Necromancer, the WD wouldn't prevent us from doing so. Q: How does the gear system differ from D2?
A: We have a bunch of new features for items that we'll talk about later, but the core item system isn't drastically changed. We feel that D2 did that very well; drops, rewards, etc. The structure there is so good that we didn't want to change that. We want to make new items and new ways to recover items, and more co-op, but it's not finalized yet. Q: In d2 many overpowered players on Battle.net. Any solution to that in D3? To stopping cheats?
A: I can't talk about specifics at this point, but in the new version of Battle.net security is a big priority. The security is much stronger. Being able to prevent cheats is one of our biggest focuses. We realize that those really hurt the community. Q: Are you going to have Easter eggs and other secrets to discover during play?
A: That's a secret. Q: Will SP and co-op be balanced? In WoW many things can only be done by large group. Will it be the same in D2, or can everything be done solo?
A: Another way to look at that question is are there rewards that can only be achieved in large groups. The game exp will be different in co-op, but there is no item that only drops for groups and not for singles. Q: Since 2001 we've not had much news of Diablo. What's been going on?
A: we've been working. The development of a new product is often a long affair. Trying to establish a game that we know is worthy of being a Blizzard game, and worthy of our fans. That looks awesome, plays awesome. Q: I like the option to choose male/female char. Any different attributes?
A: There won't be any differences other than visual appearance. It's tough to take gender and make any differences. If there's any perceived differences we're seen to favor one gender over the other. So it's primarily an aesthetic choice. Q: The system requirements will be very high? If you can run WoW perfectly, will you be able to run D3? Direct 10? Or 9?
A: Not settled yet. It's always Blizzard's goal to run on a wide variety of machines. I can't say if D3 would work on a WoW system since that's a wide range of machine specs. We do want to support as low system reqs as possible. We don't make super high end games, that's not our focus. We do not require Dx10 at this time, and probably will not at launch. Q: Do you plan on creating a map editor?
A: No specifics about mod development. But the Diablo series is not real friendly to mod development due to the random nature of the game. It's fairly difficult to learn the program well enough for users to add content on their own. We haven't decided for sure on that this time, though. Q: Runewords will return in D3?
A: (Long pause for consideration.) No comment at this time.

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