《暗黑破坏神3》GC 2008: Jay Wilson 访谈录 (共7篇)

2010-02-04 14:47:52


Blizzard wasnt making any sort of announcements for Diablo III. So far its just the Barbarian and Witch Doctor classes that we know of, and we were told Blizzcon 2008 will be the place for another reveal. So we took the opportunity to ask Wilson about some of the design changes with Diablo III, particularly with the removal of potions and the slotted inventory system. Players of the first two games will remember how much combat revolved around having a sufficient supply of potions at the ready to refill health. Well, thats not how its going to work in this game; there are no health potions to be purchased at vendors. Instead, groups of enemies will drop health orbs that instantly restore lost hit points and disappear if not collected within a set time. Wilson described why this decision was made.
翻译:暴雪没有发布任何暗黑3的新通告。到目前为止,暴雪只公布了野蛮人和巫医这两个职业,并且我们得知在2008暴雪嘉年华上会公布其他内容。因此,我们利用这次机会采访Wilson,了解有关暗黑3的设计变化,尤其是血瓶和物品系统的改动。玩过前两作的老玩家会记得有多少的战斗只需准备好足够的血瓶来回复生命值即可,但这样的情形不会出现在暗黑3中;玩家不能从NPC那儿买到血瓶。取而代之的是怪物掉落的血球,它们能立即回复生命值并且在一段时间后会消失。Wilson详细地描述了这个设定。

 

Female barbarian versus siege breaker.(女野蛮人 对 攻城兽)


"A lot of people, I think, would say thats a hallmark of the Diablo series, the potion system. We looked at it and said, No, that just makes the game worse," said Wilson. "It doesnt make it play like a better action game, it just kind of gives the player infinite health. Its actually a fairly poor recovery mechanic because it forces the designers to design monsters that have to deal with a player that has infinite health. The only thing you can do is have monsters that can overcome that health and essentially one-shot you. Thats not a very interesting monster. Its actually a horrible monster. But thats the only option. The design shoehorned the designers into that kind of monster design. So we focused on a health system that actually forces the player to think tactically to recover health from monsters and to put them in some situations where they are low on health but have to walk into an enemy encounter anyway. That makes for a much more challenging encounter but it also makes for a situation where we can design the monsters to be a lot more interesting. We actually can lower damage on monsters. We want monsters to do less damage because we want them to wear you down over time and do things that are challenging in different ways."

翻译:“许多人会认为血瓶魔瓶是暗黑破坏神系列的标志。我们却认为:‘不,那只会把游戏变糟,’”Wilson说,“那样做会让它玩起来不像个动作游戏,从某种角度来讲它给了玩家无限的生命值。事实上这是一个相当不好的生命回复机制,因为它让设计者不得不设计出相应的怪物来对付拥有无限生命的玩家。唯一能做的就是设计出一个能够将玩家一击毙命的怪物,这样的怪物既无趣又过于可怕。这个设计把设计者们逼进了死胡同。所以我们把注意力放在了改进生命回复系统上,这个系统可以让玩家从战术层面上思考如何打倒怪物来补充生命,同时在生命值较低的情况下不得不冲入敌阵来求一线生机。这将使得游戏中的战斗更具挑战性,也让我们能设计出更有趣的怪物。我们可以减低怪物的伤害,这是为了让它们慢慢地消耗你,并且用各种不同的方式来挑战你。
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暗黑破坏神3
暗黑破坏神3
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