Diablo III Progress Report(暗黑破坏神进度报告)
转自:
https://pc.ign.com/articles/900/900777p1.html
作者:Charles Onyett | Aug. 20, 2008
翻译:
charliell @
游侠
While Diablo III wasnt on display at GC 2008, we got an opportunity to sit down with the action-RPGs lead designer, Jay Wilson, to get a sense of how things are coming along in the much-anticipated sequel. Since the game was recently announced in Paris at Blizzards Worldwide Invitational event, a segment of the franchises fan base has been upset about the art style, claiming it didnt stay true to the darker nature of the previous two games. Wilson disagrees.
翻译:趁着暗黑3没有展示的期间,我们有幸请到了暴雪ARPG的首席设计师Jay Wilson,来谈谈万众期待的暗黑3的最新进展。自从游戏在暴雪全球精英赛上公布以来,一部分忠实的粉丝对游戏的画面风格表示了不满,他们认为新作没有继承前两作的“暗黑风格”。Wilson不同意这个看法。
"To be fair, its a small minority that really dont like the art style," he said. "A majority of the feedback weve gotten has been overwhelmingly positive about the art style -- I think when they see the final game theyll find its probably a bit darker than they might think. What weve shown is the earliest parts of the game meant to be a little sunnier and brighter than the later because were trying to set a juxtaposition and make everything feel worse as the game move on. In terms of the actual art style, we went through three full art revisions where we essentially hit the reset button on all the art and started over again and one of the main reasons was when we tried to go towards what our memory of Diablo II was we found that it created a drab, boring game that didnt play very well."
翻译:“坦白说,只有一小部分的玩家不喜欢新的画风,”他说道,“我们得到的大部分反馈都对新的画风予以了积极的肯定。我认为当玩家看到最终的成品时,他们会发现游戏可能比他们想的还要灰暗一些。我们之前的游戏展示显得更明亮些,因为我们试着采用一种并列的手法(译者注:并列,电影批评用语,指将一种或数种电影元素排列在一起,使其产生某种戏剧效果)让人觉得随着游戏的进行一切都变糟了。目前的画风经历了三次彻底的修改,在这期间我们基本是把画面推倒重来。这么做的主要原因之一是当我们试着向印象中的暗黑2靠拢时,我们总会发现游戏变得单调乏味,不怎么好玩。
Barbarian using the war cry ability.(野蛮人使用战嚎技能)
"One of the things I try to remind ... people who talk about the art style and what Diablo II looked like, [is] theyre being very Selective in their memory. Theyre remembering small parts of Act I and small parts of Act III and conveniently forgetting all the green fields of Act I and all of Act II, which is actually one of the most popular Acts. The general kind of almost garish look of the monsters really made them stand out, and those things made the game play really well. They were actually criticized at the time. When Diablo II came out it was panned for being too bright and cheerful compared to the original Diablo. Of course the original Diablo drew like little red lines around the enemies so you could actually see them."
翻译:有件事情我想提下……那些讨论暗黑2画风的人,他们的记忆是十分挑剔的。他们只记得第一幕和第三幕中的小部分场景,却偏偏忘了第一幕和整个第二幕中的鲜亮的场景,而后者恰恰是整个游戏最受喜爱的章节之一。野怪华丽的外表让它们与众不同,这也让游戏变得更好玩。事实上,这些细节在当时都备受争议。暗黑2刚发行时,人们批评说同暗黑1相比它的画风过于鲜活和明亮了。当然,暗黑1怪物周围有红色的轮廓,这样你可以清楚地看到它们。