作者twinkle (未来。正来。)
看板GuildWars
标题Re: [分享] Why GW2 might not be the MMO for you
时间Thu Oct 4 16:44:18 2012
做为英文的翻译练习,把 M 板友略过的部份也补上了。
Why GW2 might not be the MMO for you.
为什麽 GW2 可能不是适合你的网路游戏
MMO = massively multiplayer online (大型多人线上游戏) 以下简称多人网路游戏
Heaps of people have been complaining about the lack of endgame, the
excessive grind(*), the not excessive enough grind, and everything else in
between.
很多人抱怨这个游戏封顶之後没事可做、重覆的任务太多或太少,和其他介於之间
的问题。
(*注:grind 在游戏方面的注解是 the process of engaging in repetitive tasks
反覆进行同个任务的过程。)
It's easy to discount these opinions when you're a fan of the game, but the
reality is this mentality is part of the MMO culture and for some gamers it
is a prerequisite of any MMO.
如果你喜欢这个游戏,你可以很容易地忽略这些意见。但事实是,这样的心态是多人
网路游戏文化的一部份,甚至对某些玩家来说,这是任何游戏被称为 "多人网路游戏"
的先决条件。
Traditionally, MMO's have used skinner box(*) psychology to keep players
busy in their games. This is often manifested as a gear(**) treadmill, where
you are always aspiring to reach a certain goal but that goal is continually
shifted further and further out. This is end game as most players know it.
传统上,多人网路游戏利用 skinner box 的心理来保持玩家在游戏里的忙碌状态。
这种机制通常设计成 "装备跑步机" :当你渴望达到某个目标的时候,这个目标同时
也持续往更远的地方移动。这是大部份玩家所知道的 "封顶 (end game)" 。
(*skinner box 指的是一个动物行为测试,当实验大白鼠对特定刺激做出正确的反应
时,就能得到食物或其他的奖励,但当它做出不正确的反应时,会得到惩罚。
延伸到游戏方面,指的是利用运作复杂的时间表来强化对重覆动作的奖励。)
(**gear 除了齿轮之外也有装备的意思)
The logic behind this is clear and financially motivated. MMO's are
traditionally a subscription based model so the burden is on the
publisher/developer to sustain a playerbase that will perpetually pay their
monthly subscription.
隐藏在这种逻辑背後的是明显的财务动机。多人线上游戏传统上依靠的收入来自玩
家定期支付的费用,因此游戏发行者和开发者面对的问题是如何使一定数目的玩家愿
意持续支付每个月的游戏费用。
The side effects of this model are readily apparent: the developer is forced
to neuter difficulty in an attempt to make the game more accessible to
casuals (the widest consumer base), and must constantly reinforce the need to
keep raiding/pvping through rewards. Without those rewards in place the
skinner box model falls apart.
这个模式的副作用是显而易见的:游戏的开发者被迫降低难度以迎合消费族群中最广
大的非职业玩家,同时也必需持续地增加副本和PVP的奖励以加强玩家的动机。如果
没有这些奖励,skinner box 的模式也就不存在了。
I believe this is the crux of why some people take issue with GW2. Arenanet
has released a game that challenges all of these concepts. GW2 is an
intrinsically rewarding game, meaning the enjoyment is meant to come from
playing the game itself.
我相信这是有些人认为 GW2 有问题的症结所在。Arenanet发行了一款挑战这些概念
的游戏,而 GW2 是一款 "以本质做为奖励" 的游戏,这表示游戏的乐趣来自 "玩游戏"
本身。
(以上这段板友翻译得比较顺畅)
Think about games like Counter-Strike, Battlefield 3, DoTA, and StarCraft. As
you invest more time playing each of those games you become a better player.
That's pretty much it. They focus on your skill improvement as a means to
enduring entertainment. They do not make a grind necessary nor do you gain
permanent character improvements that set you apart from your competitors.
They are intrinsically rewarding.
想想 CS, BF3, DoTA, 和 SC,你在这些游戏上花更多的时间让你变成技术更好的玩家,
也差不多就是这样了,它们的重点在於提升玩家的技术以提供更长久的娱乐,重覆的任
务或动作不是必须的,也不会给玩家的角色带来任何能够优於对手的永久改变,这些都
是以游戏本质做为奖励的游戏。
Contrast that with your average MMO and you find a system that isn't
intrinsically rewarding. End game typically consists of new raid encounters
with a new carrot dangling from that stick: shiny new gear. The gear will
become a prerequisite for the next tier so you're going to need to get it
all. The new challenges are exciting for the first week or so, particularly
for guilds that get ranked kills but then turn into mindlessly farming the
same content until the entire guild is geared up.
做为对比的是一般的多人线上游戏和其他游戏本质不是奖励的系统。封顶之後通常包
含了新的副本以及新的胡萝卜:闪亮的新装备;这些装备通常会变成进到下个挑战的
先决条件,所以玩家需要得到所有的新装。这些新的挑战在第一个星期左右很新奇,
尤其是那些拿到首杀的公会,但接下来这些挑战会转变成无脑的农装,一直到所有的
公会成员都拿到新的装备为止。
As soon as that's done, it's time to rinse and repeat. This style of play
means the game is forcing motivation upon you. You are often playing not for
the virtue of enjoyment itself but to remain relevant as the goal post
continues to shift. Your previous time investment becomes a reason to not
quit.
当换装的动作完成之後,接下来又会出现新的副本重覆同样的过程,这种游玩的形式
代表游戏强迫玩家维持对游戏的动机。玩家常常不是因为享受游戏本身而玩,而是为
了保持与持续远离的目标之间的距离,你已经花在这个游戏里的时间最後成为一个无
法退出的理由。
Make no mistake, end game in every other AAA MMO(*) has been incredibly grindy
and boring once you score the first kill. As someone who has scored US top 20
kills throughout WoTLK and Cataclysm, I can attest to the fact that this
sentiment is shared by nearly every raider I've played with. It also makes
playing the game a chore - you can't stop or take a break because it sets you
and your teammates behind on the treadmill.
毫无疑问地,每个由大型游戏公司所开发的网路游戏所设计的 "封顶" 已经是令人
难以置信地反覆过程,一旦取得首杀之後也变得枯燥无味。做为一个曾经在巫妖王之怒
和大灾变取得美国前 20 杀的玩家,我可以证明一个事实:这种感觉是几乎所有和我
一起过打副本的玩家所共有的,也让玩游戏变成一个苦差事:你不能停下来或休息一下,
因为这会让你的装备落後,拉开你和队友之间的距离。
(*AAA MMO 我查了网路上的注解,有一说指的是由大型游戏开发公司 (如 SOE,
blizzard等) 耗费大量的成本 (高於两亿美金) 所制作的,这不代表游戏一定是
好的,但至少代表开发者在各方面都努力让他所发行的是好游戏。)
There will be a certain class of player that craves this motivation. For
them, they need the sense of accomplishment baked into skinner box psychology
in order to motivate them.
有一群特定的玩家渴望这种动机,对他们来说,他们需要从 skinner box 得到的成就感
激励他们。
GW2 is different. If you crave this, you might find the game unfulfilling. So
to those players I say you aren't wrong about your opinions, but GW2 may just
not be the MMO for you.
但GW2 是不同的,如果你渴望这种模式,你会觉得游戏不过瘾。因此,对这些玩家我会
说,不是你的意见不对,只是 GW2 可能不是适合你的多人网路游戏。
TLDR(*): The rewards are playing the game.
给直接 end 的人:这个游戏的奖励是玩游戏本身。
(*TLDR = Too long. Didn't read)
--
非常想说什麽。
但是说出来的,通常都不是什麽。
--
※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 111.240.67.35
1F:推 finaltrial:推翻译 10/04 17:02
2F:推 hitmd:推翻议 10/04 17:04
3F:推 ktprms:push 10/04 17:04
4F:推 sTa:推 10/04 17:12
※ 编辑: twinkle 来自: 111.240.67.35 (10/04 17:16)
5F:推 y2k2001year:推推... 10/04 17:39
6F:推 tyler321:推 10/04 17:50
7F:推 ching1210:推翻译 10/04 18:01
8F:推 mquare:简单一句话 本游戏封顶後 不会给你任何成就感 10/04 18:10
9F:→ mquare:能玩本游戏就是最大的好处 10/04 18:10
10F:推 velo:真的 不用上班打卡真的很赞 不会因为没空刷副本就跟不上人 10/04 18:38
11F:推 smartchao:其实我觉得如果要做跟CS、SC之类游戏相同成就感的MMO 10/04 18:50
12F:→ smartchao:开房间型的(如龙之谷)就已经做到了 利用评分标准来给 10/04 18:51
13F:→ smartchao:奖励而且刷一场时间又少 GW2可能很难达成这种理想 10/04 18:52
14F:推 johnruby:推 10/04 18:52
15F:推 icarus0508:开房形GW一代就是这样 但这样的玩法也会有他的限制 10/04 18:59
16F:→ icarus0508:大世界上的互动是不一样的感觉 10/04 18:59
17F:推 mquare:其实我觉得gw2 没有大世界互动感 因为事件没做不影响npc 10/04 19:13
18F:→ mquare:应该说影响很小 到可以忽视 10/04 19:14
19F:→ rofellosx:用评分标准来给奖励的副本GW早就做过了... 10/04 19:32
20F:推 icarus0508:这样还叫影响很少… 10/04 19:47
21F:→ Irelia:WOW屠城感觉都比现在GW2的动态好玩多是事实 10/04 19:53
22F:→ Irelia:蛮期待以後资料片会出改变更多的动态任务 10/04 19:54
23F:推 kbsidd:本来就影响很少 10/04 19:54
24F:→ Yanrei:WOW屠城要拿去跟WvW比了吧……怎麽会跟动态任务比 10/04 19:56
25F:推 icarus0508:gw2这叫影响很少 那八成的mmo叫什麽? 10/04 20:04
26F:推 icarus0508:就连wow 除了大事件外 npc也是解完了 就在那边等下个人 10/04 20:08
27F:推 tot9221:GW2的理念是这样,可是兑换副本装与此矛盾... 10/04 20:25
28F:推 kbsidd:又把WOW拖出来鞭...可以不要比烂吗 10/04 20:33
29F:推 Yanrei:换造型如果真的跟神装一样有吸引力,就不会有那麽多玩家 10/04 20:34
30F:→ Yanrei:嚷着说End game没东西玩了XD 10/04 20:34
31F:推 icarus0508:原来拿现在的standard叫做鞭(笔计) 10/04 20:35
32F:→ icarus0508:有吸引力的人又不会上来抱怨 不然你当那麽多团是哪来? 10/04 20:36
33F:推 palapalanhu:翻译的很好,太强了! 10/04 21:15
34F:推 guillaume:推 10/04 22:37
35F:嘘 initial1635:我的推文被修掉了? 10/04 22:51
36F:→ twinkle:我没有修掉推文噢,只有在 17:16 的时候改过文章的内文 10/04 22:54
37F:推 initial1635:看错篇 补推<(_ _)> 10/04 22:55
38F:→ chx64:结尾可能忘了补一句"可惜的是动态事件跟我们想的不一样" 10/05 04:05
39F:推 AmadeGX:龙之谷光疲劳值就像打卡上班了哪里是GW2追求的感觉... 10/05 06:02
40F:推 kbsidd:那我只好沉痛地告诉你,GW2动态事件对游戏的影响,还没有 10/05 07:31
41F:→ kbsidd:WOW来的丰富、来得好玩,在GW2中动态任务失败了,顶多 10/05 07:32
42F:→ kbsidd:没传点、没商人,对世界有影响吗?! 一点点...WOW!? 10/05 07:34
43F:→ kbsidd:伺服器事件就算了,虽然好玩,但只有特定日子才会发生 10/05 07:35
44F:→ kbsidd:以冬握为例子,想打亚夏就得先拿下冬握,或者声望系统...等 10/05 07:38
45F:推 august8585:楼上的胡萝波真可口 10/05 09:24
46F:→ nightwind209:东握的例子不过就是WvW 看你要不要努力去获得那加成 10/05 12:30
47F:→ nightwind209:当然没有到东握没打下来就没得打副本那麽强烈 10/05 12:31
48F:→ nightwind209:不过喜欢东握的通常是胜利的一方把 输的一方还会说 10/05 12:32
49F:→ nightwind209::东握是什麽地方 能吃吗? 10/05 12:32
50F:→ initial1635:wow不管什麽任务 不管什麽副本 打不打都无所谓 不影响 10/05 13:59
51F:→ initial1635:哥从头到尾就只打战场和竞技场 爱则拉斯也不会爆炸 10/05 13:59