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发表于 2008-9-3 21:50:36
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DS: How big is the world compared to Diablo 2? Are there more quests and things to do than in Diablo 2?
J:... We believe Diablo 2 was a very good size, even with the number of quests. In any case, more than in Diablo 2, Diablo 3 will have more quests and many of them have a much stronger tie to the game. Compare this to Diablo 2, where quests generally came in 6 per Act, but in Diablo 3 we have no quest limit. So we can continue to insert as many quests as we like, until we feel that we've got a good amount and there aren't too many. We want to concentrate on quests that are really fun and contribute to the game. If I have to come up with a number, I'd say there's probably twice as many quests, but I wouldn't nail it down like that. It could still be more or less at this point.
Traveling is again handled by waypoints as in Diablo 2. We thought about mounts, but when we designed the world, we decided there wouldn't be any need for them. The idea of town portals we wanted to reject, since from the viewpoint of being in the middle of a fight, it's very easy to abuse, simply disappearing. It just goes back to being the kind of thing we don't want. Players often go back to town more when they really need to. But if you give players the opportunity every two minutes to town portal, they'll take advantage of that and carry every last piece of loot, even worthless things, back to town effortlessly, which isn't very fun. That's why we wanted to move away from that. We also looked back on the original Diablo to get a feel for dungeons being difficult to escape from, but Diablo 2 never balanced this very well like we have now. We want the player not to be stuck in a dungeon forever, we want to provide intervals where they can go back. We don't want players to have to keep dropping items, but we also don't want them to be able to go back as often as they want like in Diablo 2. There are a lot of pros and cons and we're currently balancing it all. The removal of town portals is beginning to feel bad, because everyone was accustomed to it, but we're trying our best to find the right way to do this so that the game doesn't suffer for it.
An example of this, my favorite Diablo 2 example, Duriel, the boss of Act 2. He dealt massive damage, had huge amounts of health, inflicted freeze effects and is waiting directly at the entrance of an extremely small room. He's very brutal, but the only reason he was so difficult was because the player had to use town portals constantly, was always running away, drinking potions, etc., and it was almost frustrating. This is why we've taken care in how the health system has been changed. We want to avoid situations where a player is repeatedly using town portals and coming back until the boss is killed. This isn't a particularly fascinating way to do it. We want to create a system where the bosses are challenging without frustrating the player.
One thing we're trying with our waypoints is adding a "town portal" like ability to it. Previously in a Diablo 2 game, if a friend wanted to catch up, he'd have to yell "TP! TP!" and wait until someone portals them to where they are. This isn't a very good way to get players together, because it requires the other players to drop what they're doing to summon a portal in a safe spot. That's why we're allowing waypoints to teleport you directly to other players. The player steps on the waypoint, clicks the function "Teleport to friend" (this won't be the final name of the function, it'll certainly change) and immediately a list of other players in the game appears and he can click to teleport to them...
(日啊这段真长)ds:d3世界与d2相比如何?任务等我们可以做的事比d2多吗?
J:……d2大小合适,甚至任务的数量也合适。d3中我们没有任务数量的限制,现在讲的话大约比d2每关6个的数量多一倍。
在d3中行动也是一个问题,我们考虑过坐骑然而最后还是放弃了。我们不想保留tp,从战斗的角度来看tp很容易被滥用,biu的一声没了。。。而且只要有tp玩家就会不停地回城卖垃圾。d2的地下城让人有无处可逃之感,然而在d3种我们不希望玩家永远陷在地下城里,我们希望给玩家回到营地的手段。总之两种意见在平衡中。一开始取消回城的设定会让人不爽因为大家都习惯了,不过我们会做出补救避免游戏品质因此受损。
例如act2督瑞尔,它攻高血厚能减速,强迫玩家在一个狭小的封闭空间里直面它。督瑞尔是很嗜血,然而造就其强大的原因是它迫使玩家不停tp不停跑动不停喝血,等等。这令人沮丧,也是我们改变加血系统的原因。我们要避免这种令人沮丧的设定。
我们让waypoint(小站)增加了类似tp的功能。d2中新加入房间的玩家不得不大喊“tp!tp!tp!"直到队友放下眼前的事开个传送们。现在玩家可以站在waypoint上,按下“传送至友军”按钮(正式版不会这么叫),随后一个队友列表出现让他自由选择传送的对象。
DS: If there are different characters of different classes, do they get loot drops geared towards their class?
Wilson: No, all loot can drop for all players. We have the opportunity to generate specific objects, and sometimes we do, but usually as a quest reward or a special boss. The first time you kill a boss, we might try and provide him with something he can use, but in most situations, all items drop for all classes, which will further encourage trading.
ds:有没有职业专属战利品?
J:没。极少专属物品会通过任务和特殊boss的方式奖励给玩家。第一次击杀boss时我们会尽量让掉落的物品更实用,但大多数时候任何职业都可以得到任何掉落,这会鼓励玩家间的交易。
DS: Will there be Open Battle.net and LAN play?
Wilson:...We have no intent to support LAN games, because we focus on Battle.net, where we have the ability to keep everyone in contact with the Blizzard community.
ds:有开放式bn和局域网吗?
J:……我们没有支持局域网的意愿。我们专注于bn,也只有bn能让玩家凝聚在blz社区内。
DS: What's your long-term motivation? Will there be new items in patches, or [will the game include enough dynamic content to not really get boring]?
Wilson: One of the keys to fun in Diablo is its randomness. We generate random areas, and have difficulties of Nightmare and Hell that we will maintain. We have a few other systems too, but they aren't known yet, and are specially designed to keep the game interesting. These aren't patch-based systems, they're integrated into the game to try and make the game experience dynamic. We have nothing against Mephisto or Pindleskin runs, it's just they were fairly monotonous. So we want to motivate players by providing an incentive to create a broad range of gameplay. We have no plans announced for content updates, we're focusing on getting the final game out first. We have always supported our titles long after release and an extension is as good as guaranteed, and we will try them in a reasonable time frame. I'm sure that even after launch we'll still add things to the game, as with every game, but we also want a game that can stand by itself and doesn't require content updates like World of Warcraft.
ds:你们的长远目标是什么?会不会通过patch发布新内容?
J:大菠萝玩的就是随即啊。我们创造随机场景,保留普通/噩梦/地域的难度。我们有一些未公布的设定提高游戏黏着度。这些无关patch,而是把游戏内容做得有趣。我们不反对km或者kp,只是这样很乏味。所以我们通过更丰富的内容调动玩家。我们还没有后续的计划。我们当然会在发布后提供持久地支持,而且显然会出资料片,但我们不想让d3像wow一样不断更新补丁来提供新东西。
DS: So no monthly fees for Battle.net?
Wilson: I can't say 100% that there will be no charges, but our goal is to sell a boxed product. The problem is we're multinational, so each individual market is different. The boxed model works in Asia for example, but not everywhere. If we publish a financial model then we have to do it simultaneously for each region [in Asia], and it's hard to say what each will look like. What I can say that a boxed game is our goal, not a subcription game, though I can't say for absolute certain that there will never be any fees. Just that it's not our goal.
ds:那么bn没有月费吧?
J:我不能打保票,但我们的想要得是盒装产品。问题是我们的产品面向许多国家,每块市场都不同。例如在亚洲这种模式吃得开,然而并不是世界每个角落都可以。我们要为每个地区制定计划,具体某个区域很难讲。我只能说盒装产品是我们的目标,虽然不能保证完全没有额外费用。只是那(月费)不是我们的目标。 |
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