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《暗黑破坏神3》:游戏会保留箱子和钥匙

时间:2009-06-15 18:57:41
  • 来源:d3.cn
  • 作者:newtype2001
  • 编辑:ChunTian

  Bashiok hit on two more issues today, with posts about chests/keys, and Tyrael’s face.

  今天,Bashiok 在关于宝箱/钥匙和Tyrael'的脸的帖子里,又提到了两个问题。

  Will there be keys and locked things in the game?

  在游戏(D III)中会有钥匙和上锁的东西么?

Blizzard Quote:

Blizzard 回复:

      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.

  我觉得不用感到奇怪,在现在,宝箱并不是高优先度进行设计的内容,因此还很缺乏关于它们的最终设计。  但是,我个人认为,需要一个钥匙来打开它们只是一种RPG中的传统观念。我觉得我们考虑用游戏关注和设计的观点来考虑这个问题。我们可以有逻辑性的、写实的安排宝箱以及它们的掉落物影响一个游戏和它的玩家,并根据这些进行设计。我们并不需要仅仅因为怀旧情结而需要钥匙。

      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.

  你们已经在挑战尝试了。首先,宝箱是否甚至会进行再生?如果它进行再生的话,那宝箱的质量又如何?如果它是一个高质量的宝箱,那么游戏进行随机运算,来看看是不是还有什么更有价值的东西会爆出来。你要知道,这有许多也许和期望,然后扔出一个需求最高的物品,为了观察随机数会生成什么东西。

      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.

  我不会反对需要钥匙来开宝箱的仪式(啊,危险的单词),这很现实的,很真实的,而且可以满足一个玩家对过程和其奖励的渴望。我带着一个钥匙,它可以打开锁,有好的东西在锁着的东西里头。但是,很明显我们希望将携带的物品压缩的越少越好,而携带钥匙感觉上更像一个惩罚。在路过一个宝箱的时候发现自己没带钥匙,我想没人会觉得高兴,这是更令人恶心的一个惩罚。使钥匙不占空间并让其变得几乎是用不完的是解决这两个问题的方法,也是让钥匙完全消失的理由。

      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,除了满足一些人的怀旧情结,还有任何理由来保留钥匙来让我们记着在游戏中有上锁的箱子,而我们需要钥匙来打开它们么?

      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.

  我说的并不夸张,有时候保留一些被证实(可靠)的和看起来“正确”的东西,将让我们回忆起以前游戏的感受,让玩家体验更好。所以,请讨论下吧。

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