作者Kendai (DieWaffen-LegtAn!)
看板StarCraft
标题[SC2] BlizzCast EP3
时间Wed Feb 11 14:56:25 2009
INTERVIEW 1
Dustin Browder (Lead Designer on StarCraft II)
达斯汀布劳德 (星海争霸二首席设计师)
Zerg Evolution – StarCraft to StarCraft II
异形的进化 - 从星海争霸到星海争霸二
[ top ]
Karune: What’s up everyone. Welcome back to our third episode of BlizzCast,
where we take you behind the scenes into the world of Blizzard. I am your host,
known to you guys as Karune on the boards. Today we have an exciting line up of
Blizzard developers including Dustin Browder, our lead designer of StarCraft 2,
who will give you details of the evolution of Zerg from the original StarCraft
to StarCraft II. Following, Jeff Kaplan, our lead designer of World of Warcraft.
will be giving you insight on how designing raids and dungeons have changed from
the original World of Warcraft to the Burning Crusade, and even better, how
these changes may unveil into the Wrath of the Lich King. Next, we’ll be
talking to Joeyray Hall, our Manager of Video Production, who will be sharing a
glimpse into the machinima magic at Blizzard Entertainment. Last, but
definitely not least, as introduced in our last series, we’ll be having our
community Q&A section, where we’ll be asking devs questions submitted directly
from the community.
[ 00:00 ]
卡鲁恩: 大家好吗? 欢迎回到我们BlizzCast第三弹,我们将带你探索Blizz世界背後的黑
幕。我是你们的领航员,版上的玩家都知道我是卡鲁恩。今天我们有一系列值得兴奋的访
谈名单,包括了达斯汀布劳德,我们星海争霸二的首席设计师,将会给我们有关从星海争
霸到星海争霸二里,异形演化的细节。接下来,杰夫卡普兰,我们魔兽世界的首席设计师
,会给我们一些内部思维,有关於如何设计跑团,以及从原来魔兽世界到燃烧的远征里,
有关地下城的改变。更进一步,这些改变会揭露一些呜喵王之怒的面纱。然後,我们将要
和乔伊瑞荷尔聊聊,他是我们的影像产品经理,跟我们分享一个模糊的创意是怎麽变成动
画,也就是暴雪娱乐的魔术。最後,通常放在结尾,我们有关於社群的问题与解答,我们
会让来自社群的提问直接请研发小组回答。
Karune: First up, we have Dustin browder. Welcome to the show Dustin!
卡鲁恩: 首先,我们有达斯汀布劳德,欢迎来到现场达斯汀!
Dustin Browder: Hey!
达斯汀: 嘿!
Dustin is our Lead Designer for StarCraft II, which can definitely not be an
easy job, creating one of the most anticipated video game sequels ever.
Recently, we’ve just announced the Zerg faction for StarCraft II, and everyone
has just been dying to know more. So, to jump into it…
[ 00:00 ]
达斯汀是我们星海争霸二的首席设计师,就参与这个史上最受瞩目的游戏续集而言,这绝
对不是个轻松的工作。最近,我们刚发表了星海争霸二里异形的部分,每个人都很急着想
要知道更多,所以,我们开始吧。
Karune: About the Zerg evolution from StarCraft to StarCraft II in terms of
gameplay, how would you say that has gone so far?
卡鲁恩: 关於从星海争霸到星海争霸二里,异形的进化在游戏里参与的部分,目前你觉得
进行到哪边了?
Dustin Browder: Well, I think we’re still playing a lot like the original
StarCraft in a lot of places. I think we still have some room to innovate and
reimagine the race a little bit more, but so far I think it is coming along
pretty well. They are a pretty fun race to play. I don’t think they are quite
as exciting to play as the Protoss are, and is definitely the weakest of our
three races at the moment, but that is to be expected, as it is the race we
started to work on the most recently. We’re still working on it really hard to
get it done, but it is coming along pretty well.
[ 01:22 ]
我想在许多地方仍然是像原始星海争霸。但我们仍然有许多创新空间,并且更进一步重新
构想这个种族,目前我想进行的还不错。他们是个玩起来相当有趣的种族。我不觉得他们
需要像神族一样的刺激,目前也的确是三族里面最弱的一个,但你可以期待的是,这个种
族是我们目前专心去做的。我们仍在努力,要把它搞定真的很难,但目前还算顺利。
Karune: What elements of the original Zerg did you feel were crucial to
maintain for StarCraft II?
卡鲁恩: 你觉得原始的异形有哪些重要元素应该保留到星海争霸二里?
Dustin Browder: So a lot of the things we really want to make sure we maintain
is the feel in a lot of ways of the race. So the Zerg were very fast, very
aggressive, very mean, very flexible, and strategically able to rapidly change
their technologies on the fly, on the battlefield. All of these things, the
speed, the aggression, the feeling of constant fear when you are facing them,
that these things are hunting you, is really important to us for the Zerg. So a
lot of it, is the feel stuff. There isn’t a specific thing that we felt you
had to have, but we do have a lot of things from the original game. We feel
like we have that feeling of aggression, speed, and adaptability. We also have
some stuff in there that you have already seen already in some of the units are
themes that we want to carry over more from StarCraft, which the original
StarCraft had- A lot of infestation for the Zerg, we wanted to highlight that
and use that a little bit more than it had been used in the original StarCraft.
达斯汀: 很多东西我们都想要保留种族的风格到星海争霸二里。异形速度很快,具攻击性
,极为残忍,很能适应环境,也能在战场上策略性地快速转换它们本身的空军科技走向。
这些表现,速度,侵略性,面对它们一直传来的恐怖感,它们会持续地猎杀你,对我们而
言都是异形很重要的特色。很大一部份,就是异形给人的感觉。我们不是要刻意让你去回
忆起甚麽,但我们的确有很多传承自原始游戏的特点。我们希望能保留侵略性的观感,速
度,以及环境适应性。也有些东西是你看过的,或是你所熟知的单位,我们希望它是一种
从星海争霸传承来的风格。原始星海争霸有的,例如异形有许多感染部分,我们想要更加
加强,并且比原始星海争霸更进一步来挥洒它。
Karune: Sounds very exciting
卡鲁恩: 听起来很不错。
[ 01:53 ]
Karune: So with the Queen unit being one of the new units that have been changed
significantly from StarCraft one, could you tell us a little bit about where
you are going with the Queen and how that has changed?
卡鲁恩: 所以后虫单位现在是个新单位,而且跟星海争霸里的后虫很不一样。你能告诉我
们更多有关后虫的事情,以及为甚麽有这样的改变吗?
Dustin Browder: Sure, so the queen is a unit that the team wanted to do ever
since original StarCraft. They have been talking about it for years and years
and they really wanted to make more out of that unit. They felt that the
original Queen didn’t really meet the name “Queen.” It didn’t really say
this is the leader and creator of the Swarm in a lot of ways. And obviously, in
the story evolved, the Queen of Blades became a big part of the experience and
the side changed a bit, but the team still wanted to explore this idea of a
classic ‘insect-like’ Queen that rules over her whole hive. So that was the
original creative idea for the Queen, to see if we could create that kind of
unit. It felt like it fit the kit for the race pretty well, but could we find
some cool mechanics to make it work. Right now with the Queen, she is sort of a
mobile buff that you can move around your base that you apply it to your base
defenses making your base defenses stronger, better, possible, wherever she
goes. So, she has got a lot of gameplay to her right now in the sense that she
is pretty mobile and can get to where she needs to be, but she can only be at
one place at once. So you got to kind of chose what is the most important place
for her to be right at that moment and I suppose more interestingly, from the
enemy’s point of view, the Queen can be killed. So, enemy players will often
be hunting for the Queen, to remove the threat of this defensive buff, before
they invade the base, which really makes for some interesting cat and mouse
gameplay, between enemy players hunting for the Queen, and the Queen trying to
find a good place in her base to hide out while she is preparing for the
inevitable enemy attack. So it feels like the queen as the owner of the hive
and master of that space is fitting pretty well to the story idea of a Queen.
We’ll see what people think when people get a chance to play with it in beta,
and obviously we have more testing to do internally before we’re even ready
for that step.
达斯汀: 当然,后虫是设计小组从星海争霸以来就很注重的单位。他们每年都在提她,也
想帮这个单位改头换面。他们觉得原本的后虫并不太符合"皇后"这个词。从很多方面来说
,她不完全是异形群体的首领与创造者。而且很明显的,当故事推演,刀锋之后成为一个
玩家很重要的游戏体验,关於她的阵营也稍有变化。但制作小组仍然想继续发展想法,一
个经典的"昆虫"型皇后统管整个巢穴。这就是后虫的创意起源,端看我们能怎麽样去创作
这个单位。我觉得她跟整个异形的架构很搭,但我们还得找出个适合她的游戏设定。目前
的皇后,在机动力上很不错,你可以用她巡弋你的基地,加强你的防卫能力,在她所经之
处的防卫力量都有可能被强化。所以,现在有许多的游戏元素在她身上,她的机动性也能
让他很快抵达需要她的地方。那麽,你就得评估应该在何时派她前往何处。更有趣的想法
是,从敌方角度来看,皇后并非不朽之身,导致敌方玩家也会不时猎杀她,避免在进攻基
地时,皇后带给防守者的优势。当敌方玩家追猎皇后时,就产生有如猫捉老鼠般的有趣情
势,皇后想要在基地里找个安身立命之处,同时也准备敌方即将来临的进攻。这个工作让
皇后的确符合她身为巢穴主宰的角色,也跟我们的背景故事设定一致。我们将会在玩家执
行测试版时知道他们的想法,而且很肯定的我们会先做更多的内部测试才会释出。
[ 02:53 ]
Karune: Is that always what you were going for, for the Queen, as far as being
the mother of the whole entire hive?
卡鲁恩: 那麽你一直是希望后虫就是整个母巢的老妈子吗?
Dustin Browder: The Queen has gone through a lot of different iterations as we
looked for some way to make this concept of this character work. You think of
the Queen as a character which is a classic monster from science-fiction that
we really wanted to try and include. She has been a more aggressive unit in the
past. She has been a unit that makes other units, which was another one of the
original ideas we tried a lot of, where the Queen would lay eggs and create a
wide variety of different specialist types of units in which only the Queen
could create and that was a pretty cool hit. But the problem we had with it, is
when you play the game, there is only one Queen, and even if you upgrade her
quite a bit, having a Queen that was so critical to your tech tree, so core. I
know base defenses are pretty important, but even only to have some units that
only she could build was even worse, and even harder to balance, harder to make
it work, and ultimately didn’t turn out to be that much fun.
达斯汀: 后虫经过了很多的讨论流程,我们也很希望她的角色设定能实际套用在游戏里。
后虫在科幻小说里面是个经典的怪物角色,我们也很想把她加进游戏。他可以生产别的单
位,这也是我们努力达成的原始构想之一。后虫可以产卵,并且生产许多具有不同特殊能
力的单位,而且只有后虫能办到,这听起来就很赞。但随之而来的问题是,在游戏里面你
只能有一只后虫,即使你帮她强化了能力,后虫在科技发展或是游戏策略上都还是很关键
。我知道基地防御相当重要,可即使是某些单位只能由她生产,都会对游戏造成影响,让
我们更难以平衡,很难让她找到适当定位,并且最终让游戏变的无趣。
[ 04:44 ]
Karune: So the next new unit, actually an old unit with new abilities and new
attributes to their attack is the Ultralisk. So about the new cleave attack, I
know it is something that a lot of people wanted to see since the original
StarCraft – how do you guys go about designing that and what has the Ultralisk
been up to since StarCraft one?
卡鲁恩: 所以下一个新单位,事实上是旧瓶装新能力和新攻击设定的雷兽。关於他们新的
扩散攻击,我知道这是从原始星海争霸以来就有很多玩家期待的 - 你们是怎麽去设计它,
以及从星海争霸一以来雷兽作了哪些改变?
Dustin Browder:We’ve tried a lot with the Ultralisk. This is one of our
favorite units. There are a lot of opportunities to do some interesting with
this unit. The same time we are really concerned about complexity. We want to
make sure all of these units are as simple as we can really make them and fit
that original StarCraft game design which was so clean and so crisp, where
everything had such focused abilities. The cleave attacks seemed like an
obvious thing for it to do, just by the shape of its blades. We haven’t really
done a lot of testing on it as you can imagine. Anything like an Ultralisk that
is at the very end of the tech tree, is something that just inherently gets
less play time, as opposed to something like a Zergling or Hydralisk. So we’re
really still looking at that to see how balanced it is and it gives the
Ultralisk a little more teeth and it makes it feel a little less gimped against
tier 1 units which is kind of nice and a bit of a fun thing that is not huge
strategy thing yet, just because the Ultralisk has a lot of trouble getting into
the middle of enemy forces right now. I mean you can kind of use the burrow and
unburrow and that has been kind of fun, so the people can know, having seen our
Zerg announcement videos that the Ultralisk can burrow and unburrow like the
rest of the Zerg army. So that is a little bit useful, but we’re still trying
to work out, is this as useful as we want it to be? Is there something else we
should be doing with this unit to see if that is a good hit for that unit or not
?
达斯汀: 我们在雷兽身上下了很多功夫。这是我们最喜欢的单位之一。在这个单位上有很
多地方可以发挥,并且做些有趣的事情。同时我们也考虑到它的复杂程度。我们很希望能
让所有的单位尽可能的简单点,且能符合原始星海争霸的设定,非常的乾净俐落,每样东
西也都有其专属技能。扩散攻击也很像是雷兽能做出来的事情,看他刀刃般的獠牙就知道
了。如你所想的我们还没有对他做出够多的测试。像雷兽这种单位是在科技树非常底端的
,也就是相对於异形虫跟刺蛇,先天上就比较少在游戏里出现。所以我们仍在观察如何去
平衡他,并且给雷兽多一点獠牙,让他在对抗一级单位时看起来不会很孬。这部分主要是
增添趣味跟完善度,战术方面则是还有待开发。因为雷兽目前在强行闯入敌军中间时还是
有些问题。我指的是你可以利用遁地跟突袭功能,这的确蛮有趣的。我想很多人也知道,
在我们异形发表影片里,雷兽就跟其他的异形大军一样可以遁地跟崛起。这还蛮有点用处
,不过我们仍在研究,它是不是跟我们所预料的一样实用? 有没有其他可以在这个单位上
发挥的东西,看看跟其他单位的互动如何?
Karune: We’ll you guys have definitely done a great job of instilling that fear
from the Ultralisk when you see him burrowing out of the ground.
卡鲁恩: 我想说你们的确干得不错,当雷兽从地面钻出来时让我想到鲶姐。
Dustin Browder: He is terrifying. If you walk into an enemy base and suddenly
there were three Ultralisk that you didn’t expect to see there, it can be quite
a shock!
达斯汀: 他就是该这样子吓人。如果你攻入一个敌人基地,突然间三只鲶姐冒出来,是谁
都会吓得挫青屎!
[ 05:44 ]
Karune: So some of the other concepts that have been brought up were about
multiple building selection and increased macro management for StarCraft II- How
are you dealing with that issue that is coming up on the boards?
卡鲁恩: 你曾经提到过其他有关星海争霸二的想法,包括了多重建筑圈选,以及强化过的
宏观操控- 你在他们浮上台面之後是怎麽去解决这些问题的?
Dustin Browder: As soon as I have an answer for ya, I will roll it out to you.
We have been looking at a lot of different solutions for that problem and
obviously we want to have a modern RTS that has a lot of the interface that
people are used to playing with, especially the mid-range players who are really
relying a lot on this interface to be remotely competitively. At the same time,
we are very aware that we have lost some macro and to a lesser extent, micro in
StarCraft II, so we’re still working on it. One of the things we did recently
is that we made ‘warp-in’ a lot more effective than it was before, in which
you are almost required to use ‘warp-in’ to be as effective as a high level
Protoss player. Mid-level to low-level players probably still won’t use it but
that is okay, but if you are a high-level player, you really have to use
‘warp-in’ because we have given you a discount on the build time for units
that are warping in. This means now that you have to go back to your base to
‘warp-in’, you have to go back to ‘warp-in’ even in the middle of a battle,
and it gives you a little bit more of that macro feel, but early testing still
indicates that it is not enough. We have had some of our ex-pro gamer play and
at first they were really enjoying the extra challenge and about a week they
had learned to handle it and it was still far too easy for them to macro, so
this is still something we’re looking into to tackle. We’ve got different
ideas that we want to try with the interface, we’re going to look at different
mechanics, but it is a real issue and it is something that we’re taking really
seriously.
[ 07:36 ]
达斯汀: 只要我一有了个好答案,我会马上通知你。关於这个问题,我们尝试过许多不同
的解决方案,很明显的,我们也希望做一个跟得上时代的即时战略游戏,玩家也很熟悉操
作介面。尤其是中度玩家,他们相当倚靠操作介面来比别人更具有竞争力。同时,我们也
察觉到我们丧失了一些宏观操作,并且让星海争霸二的微观操作更加的密集。所以我们仍
在努力。其中一件事情是,最近我们让"传送单位"变得比以前更加有效率,也就是你非得
要妥善使用"传送单位"这个技能,才能晋身高阶玩家。中低层玩家可能不太会使用到,但
也无妨。不过如果你是个高阶玩家,你的确需要使用"传送单位"。因为我们给予传送进来
的单位一些建造时间的减免。这表示说现在你必须切换回你的基地执行"传送",即使是在
双方大战的时候你也得去做。这会让你稍微有点宏观操控的感觉,但初期测试的结果指出
这仍然不够。我们有些前任职业玩家协助测试,刚开始他们的确很投入这个额外的挑战,
但一个礼拜过後他们学会如何去操控後,对他们来说这样的宏观操控太简单了。所以这也
是我们要处理的一件任务。我们有许多的主意,包括想试着改变介面,我们也去检视游戏
架构和运作,但这个问题确实棘手,而我们也很认真地去解决他。
Karune: What are some of the other ways you are increasing macromanagement for
the other sides, maybe for Zerg?
卡鲁恩: 关於其他方向来提昇宏观操控的,举其他阵营来说,异形呢?
Dustin Browder: If I had a good answer, I’d give it to you, though I really
don’t have one.
达斯汀: 如果我有一个够好的答案,我就会跟你说。不过目前我毫无头绪。
Karune: No problem.
卡鲁恩: 没关系。
Dustin Browder: Like I said, we’ve got a bunch of bad solutions we’ve been
talking about for quite a while- well not quite a while. We have different bad
idea every week, but we’re trying lots of different ideas to do it. The
simplest way to do it would be to roll back the interface to StarCraft one, the
original StarCraft, which is definitely an option for us, but we really want
to pursue and see if there is a way to make it work with the interface
improvement that has become standard both for our games and our competitors
titles. But we know right now that our hardcore guys are really worried about
this, but at the same time if we roll back the interface that is like the
original StarCraft, a whole bunch of other people that we aren’t hearing from
right now will be very angry with us. We’re looking to make everybody happy
with this, and it is a hard problem and we will keep working at it.
达斯汀: 如我所述,我们有一狗票没用的答案,我们也讨论这个问题好一阵子- 不只是一
阵子。我们每个礼拜都有废弃的解决方案,也试过许多想法来处理。最简单的方式就是把
介面改回向星海争霸一那样,原始星海争霸绝对是我们一个发展方向,但我们还是希望继
续去找出来是否有一个方案,能让改进过後的介面能成为我们游戏,以及竞争者游戏的依
循标准。不过我也知道我们的死忠支持者确实很担心这个部分,但相对的如果我们决定遵
循原始星海争霸的介面,支持改版,目前还没听到他们抱怨的另一票玩家绝对会暴跳如雷
。我们期望让每个人都满意介面,这也是个很困难的问题,我们还在解决中。
Karune: Good stuff, well we definitely appreciate the honest answers from you.
卡鲁恩: 好样的,我们也很感谢你忠实地陈述事实。
[ 09:03 ]
Karune: With the Zerg’s expansionistic strategy that you touched upon before –
How is that going to play in StarCraft II and are there new tactics that will
be able to contain that type of Zerg expansionistic strategy?
卡鲁恩: 以你接触过的异形经济流打法,你觉得在星海争霸二里会有一种新的战术来取代
或是纳入这种扩张流类型的打法吗?
Dustin Browder: So now the Zerg are even more able to expand more quickly than
they ever had before, partly because of some of the balance numbers that have
changed and the speed in which they can get into play. Other advantages the
Zerg has of course is their ability to spread creep anywhere they want on the
map with their Overlords, allowing them to offensively tower into enemy bases
sometimes, but certainly important places on the battlefield. We’ve been
recently experimenting with Zerg having the ability to move their base defenses
and have removed that ability from the Protoss’s phase cannons and so the Zerg
defense buildings can sort of pick up and scuttle around with crab like legs and
it has been a pretty interesting test, as it has been a lot more successful of
a mechanic on Zerg than it has for the Protoss. It makes the Zerg feel a lot
more aggressive and a lot more dangerous. It feels like sometimes their base is
invading your base, which is very Zerg and feels very, very cool. So the Zerg
is definitely really able to get around the map and the other thing to remember
too that a lot of players looking at it on the boards, which haven’t had the
chance to play is that we have a lot of additional mobility in this game,
between Reapers, Vikings, Stalkers, and Nydus Worms – these races are more
mobile than they have ever been, which really means that enemy players have a
lot opportunities to spot these potential expansions and deal with them in a
very real way that previously might have involved moving a much larger or even
more dangerous force to engage these expansions. Now they can a smaller more
agile force, threaten, feint, and attack from another direction. The whole
board has now become a very threatening place as everyone has additional
mobility and you really never know where you will encounter an enemy and you
can’t rely on the map alone to wall off and protect you. It can protect you
from some forces, as I know your Siege Tanks aren’t going to jump up a cliff
and tear me apart, but your Reapers will. So it really pushes you to watch the
whole map and always be on your guard on almost every point of the map at all
times. It really is a more dynamic experience in that respect.
达斯汀: 目前来说异形可以比以前扩张得更快,部分原因是平衡数据的改变,以及对抗双
方的游戏步调。异形其他的优势,当然也包括了王虫现在可以在地图上四处扩张管束,有
时可以让他们在敌方基地里推塔,或是防守战场上的关键要点。我们最近正在实验让异形
有移动基地防御的能力,也就是把神族光炮的移动能力给他们,让异形的防御建筑可以拔
起来,并利用螃蟹般的腹足缓步行走。这是个很有趣的实验,而且在异形上面的实验结果
比神族还要成功。这让异形更具侵略性,也更危险。你会感觉他们的基地好像在入侵你的
基地,这很有异型风格,也相当的酷。目前异形毫无疑问的可以席卷整张地图,而且别忘
了很多玩家在注意的平台与地形,虽然还没有机会正式游玩展出,但我们在游戏里有增加
额外的移动特性,如死神,维京人,潜猎者,以及运河巨虫 -这些单位具有比以往更强大
的移动能力,也就是说敌方玩家有更多的机会发现潜藏的分基地,并且即时的处理。以往
必须派遣相当的军力,或具有破坏力的箭头前往分基地交战。现在一支小型分遣队,但更
加灵活,具威胁性,可以佯攻,也能从侧面袭击。现在这些平台变得是极具威胁性的地点
,又加上每个人都有些特殊移动能力,你永远不知道在哪会碰到敌军,你也不能单凭地图
边缘或是高墙就高枕无忧。他在某些武装威胁下是可以保护你,譬如我知道你的攻城坦克
不可能跳上悬崖并且撕裂我的防线,但你的死神就有可能。所以这就强迫你必须随时注意
整个战场,并且在每一寸角落每时每刻集中你每一分精神。可以期待的是这将带来更活跃
的游戏。
Karune: Nice, I’m excited to see that in the gameplay for sure.
卡鲁恩: 很好,我很兴奋能看到游戏实际运作的样子。
[ 09:58 ]
Karune: So overall, the Zerg compared to the other two sides, what do you think
has been the most challenging to design and why do you think that is?
卡鲁恩: 所以整体来说,异形相对另两个种族,你认为哪个设计最具挑战性? 为什麽?
Dustin Browder: That’s a really tough question. I guess all the races are
really challenging in the sense that we’re really trying to walk the line
between the greatness of the original StarCraft and at the same time, trying to
give new strategies and tactics to players. So I would say, just like the
other races, that has been one of the most challenging aspects of the Zerg and
I think we’re not quite there yet. I think a lot of the old tactics and
strategies yet remain, and we’re not offering enough new for players to learn
and master and really figure out and really enjoy. So I would say that is
probably the biggest challenge. I would say if you pick the single unit that
has been the biggest pain to deal with would have to be the Queen. We have
worked on the Queen for probably two years straight, trying variations from one
to the other. I don’t want to say we’re even done yet, because I don’t
think we necessarily are but she has probably been the single most challenging
unit, much is something like the Mothership was probably and remains one of the
most challenging units to work on for the Protoss.
[ 12:05 ]
达斯汀: 这个问题颇有难度。我想每个种族都极具挑战性,同时我们也试着追寻原始星海
争霸所定下的伟大成就,同时,试着带给玩家新的战略和战术。所以我可以说,如同其他
的种族一般,在异形上面也面临极严峻的挑战,我想我们也尚未克服。我想很多旧的战术
和战略会保留,而我们也还没有足够多的新玩意让玩家去学习,熟悉,摸清并且从中获得
乐趣。我会说这是最大的挑战。我想如果我们挑一个最折磨人的单位,那应该就是后虫。
我们搞了后虫前後大概有两年,一次又一次不同的尝试。但我还是不能说已经驯服她了,
因为我不认为到此为止就好,但他大概是单一最具挑战性的单位,其他像是神族母舰大概
也是剩下来的单位里最难搞,仍然需要去调整的一个。
Karune: Lastly, so, the direction of the Zerg overall – Are you pretty happy
with how it’s going right now? Do you still expect a lot of changes before
beta happens?
卡鲁恩: 最後,那麽关於异形的整体方向 -你对於目前的进度满意吗? 你还会期望有在测
试版释出以前有更多的改变吗?
Dustin Browder: I’m pretty happy with the progress on Zerg, but I would say it
is the race right now that needs the most work. Having a chance to play some,
the Protoss are easily the most enjoyable race right now. They feel the
crispest, the sharpest, and feel the meanest in a lot of ways, and have the
best counters, and the most interesting new strategies. Terrans are second,
not far behind, and I would say the Zerg is definitely trailing as the third
right now that we are really trying to double down on this race and add more
stuff, and tune then, and polish them up, to make them feel really interesting
and really different, and still try to maintain that same mean and feral,
hungry, Zerg quality.
达斯汀: 我对目前异形的进度很满意,但我想说他仍然还是个需要付出更多爱的种族。如
果你有机会去玩一下,神族目前是最易上手也最令人着迷的种族。他们感觉起来很乾脆,
很犀利,在许多方面来说也是最无情的,也有最佳的反制单位,与最有趣的新战术。人类
则排第二,相差不远,而我会说异形现在绝对是紧追在後排名第三,我们现在也付出双倍
心力在这个种族上,增加更多新意,并且调整,再更加修饰,让他们感觉起来更有趣也更
不一样,也希望他们保持一贯的残忍野性风格,永不满足,异形特质。
Karune: Well thanks a lot for your time Dustin
卡鲁恩: 好的,非常谢谢你的时间,达斯汀。
Dustin Browder: Well, sure, thank you very much!
达斯汀: 当然,也很感谢你!
Community Q&A
社群的问题与解答
Dustin Browder (Lead Designer on StarCraft II)
Jeff Kaplan (Lead Designer on World of Warcraft)
达斯汀布劳德 (星海争霸首席设计师)
杰夫卡普兰 (魔兽世界首席设计师)
[ top ]
Bornakk: Hi everyone this Bornakk with another Q&A portion of BlizzCast. With
the recent unveiling of the Zerg in Starcraft 2, there have been a lot of
questions on the forums regarding their game play and we have Dustin Browder
here, our Lead Designer, to answer these questions from our fans. Welcome to
the show!
波纳克: 大家好,我是波纳克,为大家主持BlizzCast里面另一个问题与解答的部分。最近
星海争霸二里异形的面纱被揭开了,在论坛上有一堆问题,包括他们的游戏模式等,我们
在这里邀请到达斯汀布劳德,为粉丝群解答这些问题。欢迎来到广播!
Dustin Browder: Thanks man.
达斯汀: 谢谢你。
[ 48:30 ]
Bornakk: The first question is: Can the Zerg unit, the Queen, build on enemy
Zerg player’s creep? And what strategies would this allow?
波纳克: 第一个问题是: 异形的单位,也就是后虫,可以在敌对玩家的营养管束上生产吗
? 这会产生甚麽样的战术?
Dustin Browder: Well creep is creep, we’re trying not to have player owned
creep in the game we really want to have just regular creep and anywhere creep
is that’s just where creep is. So yeah, anything that you can do on creep you
can do on enemy creep because there isn’t really such a thing, it’s all just
the same stuff. So the Queen can potentially get to an enemy base and create
some base defenses there. In all practicality we have slowed the Queen down a
lot when she’s not on creep, certainly since the play tests that went out a
few weeks ago and the people were playing, it’s really changed a lot already.
So the unit is much much slower when she’s not moving around on creep and
she’s, as a result, a lot more vulnerable. So we’re really not seeing a lot
of Queen rushing, in our opening game in Zerg versus Zerg, in fact currently
we’re not seeing any right now. That’s not to say that players won’t
ultimately do that and we won’t need to ultimately address that potential
issue but we think we have the tools to limit it, making it a rare possibility,
something kind of exciting that players can do if they catch the enemy off
guard but most of the time it’s not really practical.
达斯汀: 恩管束就只是管束,我们试着让玩家不拥有管束的控制权,我们希望管束地面就
只是管束地面,每个地方都一样。所以是的,在维生管束你能做的事情,在敌方管束上一
样可行,因为管束没有分别,都是一样的。所以基本上后虫是可以抵达一个敌方基地,并
且在上面建立起基地防御。但实作上我们大幅度降低后虫在非管束地面的移动速度,确切
来说几个礼拜前的玩家测试里,的确做出很多改变。所以当后虫不是在维生管束上面行动
时,他的速度非常非常的慢,结果就是,她变得更为好杀。在我们的异形内战影片之後,
也没看到多少次后虫快攻,事实上现在已经完全没有。这不是说玩家没有一点机会去发展
这个战术,我们也不会完全地去根绝这个可能性,但我们希望有个限制给她,让这招变的
罕见,当玩家有机会抓到敌方疏於防守时有机会用这招,但目前不太实用。
[ 48:46 ]
Bornakk: With the ability to do Multiple Building Selection, it will be easy
for a Zerg player to build a huge group of reinforcements over a small period
of time once you have the Hatcheries setup. Are you increasing macro for the
Zerg player to balance this out?
波纳克: 在多重建筑圈选的功能,如果孵化巢编队好,异形玩家可以很简单的在短时间内
造出一大票援军吗? 对於异形玩家宏观控制跟平衡作好了吗?
Dustin Browder: Well we’re trying to figure out how to do that, so we haven’t
decided exactly what we are going to do or even exactly what our approach is
going to be. It is a very real issue and it is something we have been working
on for quite some time and we will keep working on until we get it pounded out
but I do not have an answer for you today as to what specifically we are going
to do but it is definitely real and we are totally aware of it.
达斯汀: 我们正在想办法搞定这个,我们也尚未决定该怎麽做,或是要达到甚麽样的目标
。这是个相当头疼的问题,实在是需要一些时间来搞定,然後才能成定论。我今天也没办
法给你一个确切答案,关於处理的方向。但我想这是个迫切的问题,我们也相当清楚。
[ 49:54 ]
Bornakk: Is there anything else you would like to say to the Starcraft players
out there that you have on the edge of their seats right now?
波纳克: 对於其他苦苦等待望眼欲穿的星海争霸玩家,你有甚麽话要对他们说?
Dustin Browder: I can say I really appreciate all of the feedback we have had
from the fan sites and from the fans who have come and posted on our forums.
It’s always exciting to go up and see what people are thinking about the game
and what they like and don’t like. I just encourage people to keep checking
out what we are doing and see what you think and put up occasional polite post
up there that tells us if you don’t like something in your sig or something
you like or don’t like – we are listening and we totally want to hear what
the fans think.
达斯汀: 我只能说我非常的感谢,来自支持群网站和论坛上文章的回应。每次看到你们讨
论游戏,喜欢甚麽或是讨厌甚麽都让我很开心。我只能鼓励大家保持关注我们的动向,想
想你们要甚麽,并且偶尔放上一些礼貌性文章,让我们知道你讨厌哪些东西,或是喜欢哪
些东西 -我们都会听进去,也完全希望听到支持群在想甚麽。
I’d also like to say that as we roll out these races I don’t want people to
think that we are absolutely just done. We put up a cool video and it is cool
and we are really happy with it, it’s really awesome, but that we think the
race is just completely done mechanically or the game is all done, when the
game is at that state we will roll out the beta and show it to people and let
them play it but we are definitely still working on the game and we really do
want to keep polishing and keep improving it. So hang in there, we are still
working and we will try to give them the best game we possibly can.
我还想跟大家说当我们在释出这些种族时,我不希望大家认为他们已经定案了。我们放了
一些很酷的影片,我们也很高兴,这些影片相当不错,但我们认为只有当种族的对战模式
或是内容完全搞定时,当游戏达到一定的完成度我们才会释出测试版给大众游玩。但目前
我们还是努力的在做游戏,让他变得更靓并且持续改进。所以继续撑着吧,我们仍然在搞
些有的没的并且尽可能带给大家最好的游戏。
Bornakk: Alright, awesome. Thank you very much for the information Dustin, we
look forward to having more discussions on this as the game continues to
develop
波纳克: 好的,正点。非常感谢你带来的资讯,达斯汀,我们期待更多有关游戏的讨论,
以及游戏的发展。
--
积压的BlizzCast翻完罗,这个是距今蛮久之前的内容,可以看看异形的设计观念。
--
紧张蛇?在看蛇?讨论蛇?想作蛇?乱讲蛇?你爱蛇?没有蛇?他说蛇?努力蛇?乱按蛇?抽动蛇?
预言蛇?懒趴蛇?魔王蛇?踩烂蛇?剁掉蛇?不信蛇?冒火蛇?对决蛇?遛鸟蛇?CCC蛇?GAY炮蛇?
趁早投降蛇?保留风骨蛇?不送保重蛇?变本佳丽蛇?要当总统蛇?CCCCCCC蛇?!!!!!!!!!蛇?
~ 摘自民明书房《我与蛇蛇的365天》
--
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◆ From: 155.98.81.114
1F:→ Talkman:@_@ 奇怪...我怎麽记得3跟6我以前有翻过XD 02/11 15:03
2F:→ Kendai:真的吗@@ 我是没看到所以才继续翻的. 我想EP6应该没有吧? 02/11 15:04
※ 编辑: Kendai 来自: 155.98.81.114 (02/11 15:08)
3F:→ Talkman:我也不知道XD因为内容我有印象可是我也翻不到我的文章XD 02/11 15:07
4F:→ Talkman:可能是我在别的地方翻了或是看完blizzcast却忘记翻了XD 02/11 15:08
5F:推 IF:鲶姐真的很恐怖...尤其是会突然冒出地面的遁地鲶姊....是雷兽啦 02/11 15:12
6F:推 twsoriano:一副今年圣诞节你们还是等不到的口气... 继续期待 XD 02/11 15:34
7F:推 e12401421:用鲶姊来比喻 让我完全能感受到新雷兽带来的压迫感 囧 02/11 15:43
8F:推 gonia119:这篇文章应该是有点时间了,今天应该是可以顺利推出(抖 02/11 16:53
9F:推 IF: 年 (帮更正 抖) 02/11 17:08
10F:推 deepbluedj:可以补个... 看三蛇 02/11 17:21
11F:推 fasthall:鲶姐是直美姐吗...... 02/12 00:19