《暗黑破壞神3》:遊戲會保留箱子和鑰匙
Bashiok hit on two more issues today, with posts about chests/keys, and Tyrael’s face.
今天,Bashiok 在關於寶箱/鑰匙和Tyrael'的臉的帖子裡,又提到了兩個問題。
Will there be keys and locked things in the game?
在遊戲(D III)中會有鑰匙和上鎖的東西麽?
Blizzard Quote:
Blizzard 回復:
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,在現在,寶箱並不是高優先度進行設計的內容,因此還很缺乏關於它們的最終設計。 但是,我個人認為,需要一個鑰匙來打開它們只是一種RPG中的傳統觀念。我覺得我們考慮用遊戲關注和設計的觀點來考慮這個問題。我們可以有邏輯性的、寫實的安排寶箱以及它們的掉落物影響一個遊戲和它的玩家,並根據這些進行設計。我們並不需要僅僅因為懷舊情結而需要鑰匙。
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.
你們已經在挑戰嘗試了。首先,寶箱是否甚至會進行再生?如果它進行再生的話,那寶箱的品質又如何?如果它是一個高品質的寶箱,那麽遊戲進行隨機運算,來看看是不是還有什麽更有價值的東西會爆出來。你要知道,這有許多也許和期望,然後扔出一個需求最高的物品,為了觀察隨機數會生成什麽東西。
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.
我不會反對需要鑰匙來開寶箱的儀式(啊,危險的單詞),這很現實的,很真實的,而且可以滿足一個玩家對過程和其獎勵的渴望。我帶著一個鑰匙,它可以打開鎖,有好的東西在鎖著的東西裡頭。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懲罰。在路過一個寶箱的時候發現自己沒帶鑰匙,我想沒人會覺得高興,這是更令人惡心的一個懲罰。使鑰匙不佔太空並讓其變得幾乎是用不完的是解決這兩個問題的方法,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,還有任何理由來保留鑰匙來讓我們記著在遊戲中有上鎖的箱子,而我們需要鑰匙來打開它們麽?
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.
我說的並不誇張,有時候保留一些被證實(可靠)的和看起來“正確”的東西,將讓我們回憶起以前遊戲的感受,讓玩家體驗更好。所以,請討論下吧。