[SC2] BlizzCast EP3
看板StarCraft (星海爭霸2 - SC2)作者Kendai (DieWaffen-LegtAn!)時間16年前 (2009/02/11 14:56)推噓7(7推 0噓 4→)留言11則, 8人參與討論串1/1
INTERVIEW 1
Dustin Browder (Lead Designer on StarCraft II)
達斯汀布勞德 (星海爭霸二首席設計師)
Zerg Evolution – StarCraft to StarCraft II
異形的進化 - 從星海爭霸到星海爭霸二
[ 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 ]
卡魯恩: 大家好嗎? 歡迎回到我們BlizzCast第三彈,我們將帶你探索Blizz世界背後的黑
幕。我是你們的領航員,版上的玩家都知道我是卡魯恩。今天我們有一系列值得興奮的訪
談名單,包括了達斯汀布勞德,我們星海爭霸二的首席設計師,將會給我們有關從星海爭
霸到星海爭霸二裡,異形演化的細節。接下來,傑夫卡普蘭,我們魔獸世界的首席設計師
,會給我們一些內部思維,有關於如何設計跑團,以及從原來魔獸世界到燃燒的遠征裡,
有關地下城的改變。更進一步,這些改變會揭露一些嗚喵王之怒的面紗。然後,我們將要
和喬伊瑞荷爾聊聊,他是我們的影像產品經理,跟我們分享一個模糊的創意是怎麼變成動
畫,也就是暴雪娛樂的魔術。最後,通常放在結尾,我們有關於社群的問題與解答,我們
會讓來自社群的提問直接請研發小組回答。
Karune: First up, we have Dustin browder. Welcome to the show Dustin!
卡魯恩: 首先,我們有達斯汀布勞德,歡迎來到現場達斯汀!
Dustin Browder: Hey!
達斯汀: 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 ]
達斯汀是我們星海爭霸二的首席設計師,就參與這個史上最受矚目的遊戲續集而言,這絕
對不是個輕鬆的工作。最近,我們剛發表了星海爭霸二裡異形的部分,每個人都很急著想
要知道更多,所以,我們開始吧。
Karune: About the Zerg evolution from StarCraft to StarCraft II in terms of
gameplay, how would you say that has gone so far?
卡魯恩: 關於從星海爭霸到星海爭霸二裡,異形的進化在遊戲裡參與的部分,目前你覺得
進行到哪邊了?
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 ]
我想在許多地方仍然是像原始星海爭霸。但我們仍然有許多創新空間,並且更進一步重新
構想這個種族,目前我想進行的還不錯。他們是個玩起來相當有趣的種族。我不覺得他們
需要像神族一樣的刺激,目前也的確是三族裡面最弱的一個,但你可以期待的是,這個種
族是我們目前專心去做的。我們仍在努力,要把它搞定真的很難,但目前還算順利。
Karune: What elements of the original Zerg did you feel were crucial to
maintain for StarCraft II?
卡魯恩: 你覺得原始的異形有哪些重要元素應該保留到星海爭霸二裡?
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.
達斯汀: 很多東西我們都想要保留種族的風格到星海爭霸二裡。異形速度很快,具攻擊性
,極為殘忍,很能適應環境,也能在戰場上策略性地快速轉換它們本身的空軍科技走向。
這些表現,速度,侵略性,面對它們一直傳來的恐怖感,它們會持續地獵殺你,對我們而
言都是異形很重要的特色。很大一部份,就是異形給人的感覺。我們不是要刻意讓你去回
憶起甚麼,但我們的確有很多傳承自原始遊戲的特點。我們希望能保留侵略性的觀感,速
度,以及環境適應性。也有些東西是你看過的,或是你所熟知的單位,我們希望它是一種
從星海爭霸傳承來的風格。原始星海爭霸有的,例如異形有許多感染部分,我們想要更加
加強,並且比原始星海爭霸更進一步來揮灑它。
Karune: Sounds very exciting
卡魯恩: 聽起來很不錯。
[ 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?
卡魯恩: 所以后蟲單位現在是個新單位,而且跟星海爭霸裡的后蟲很不一樣。你能告訴我
們更多有關后蟲的事情,以及為甚麼有這樣的改變嗎?
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.
達斯汀: 當然,后蟲是設計小組從星海爭霸以來就很注重的單位。他們每年都在提她,也
想幫這個單位改頭換面。他們覺得原本的后蟲並不太符合"皇后"這個詞。從很多方面來說
,她不完全是異形群體的首領與創造者。而且很明顯的,當故事推演,刀鋒之后成為一個
玩家很重要的遊戲體驗,關於她的陣營也稍有變化。但製作小組仍然想繼續發展想法,一
個經典的"昆蟲"型皇后統管整個巢穴。這就是后蟲的創意起源,端看我們能怎麼樣去創作
這個單位。我覺得她跟整個異形的架構很搭,但我們還得找出個適合她的遊戲設定。目前
的皇后,在機動力上很不錯,你可以用她巡弋你的基地,加強你的防衛能力,在她所經之
處的防衛力量都有可能被強化。所以,現在有許多的遊戲元素在她身上,她的機動性也能
讓他很快抵達需要她的地方。那麼,你就得評估應該在何時派她前往何處。更有趣的想法
是,從敵方角度來看,皇后並非不朽之身,導致敵方玩家也會不時獵殺她,避免在進攻基
地時,皇后帶給防守者的優勢。當敵方玩家追獵皇后時,就產生有如貓捉老鼠般的有趣情
勢,皇后想要在基地裡找個安身立命之處,同時也準備敵方即將來臨的進攻。這個工作讓
皇后的確符合她身為巢穴主宰的角色,也跟我們的背景故事設定一致。我們將會在玩家執
行測試版時知道他們的想法,而且很肯定的我們會先做更多的內部測試才會釋出。
[ 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?
卡魯恩: 那麼你一直是希望后蟲就是整個母巢的老媽子嗎?
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.
達斯汀: 后蟲經過了很多的討論流程,我們也很希望她的角色設定能實際套用在遊戲裡。
后蟲在科幻小說裡面是個經典的怪物角色,我們也很想把她加進遊戲。他可以生產別的單
位,這也是我們努力達成的原始構想之一。后蟲可以產卵,並且生產許多具有不同特殊能
力的單位,而且只有后蟲能辦到,這聽起來就很讚。但隨之而來的問題是,在遊戲裡面你
只能有一隻后蟲,即使你幫她強化了能力,后蟲在科技發展或是遊戲策略上都還是很關鍵
。我知道基地防禦相當重要,可即使是某些單位只能由她生產,都會對遊戲造成影響,讓
我們更難以平衡,很難讓她找到適當定位,並且最終讓遊戲變的無趣。
[ 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?
卡魯恩: 所以下一個新單位,事實上是舊瓶裝新能力和新攻擊設定的雷獸。關於他們新的
擴散攻擊,我知道這是從原始星海爭霸以來就有很多玩家期待的 - 你們是怎麼去設計它,
以及從星海爭霸一以來雷獸作了哪些改變?
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
?
達斯汀: 我們在雷獸身上下了很多功夫。這是我們最喜歡的單位之一。在這個單位上有很
多地方可以發揮,並且做些有趣的事情。同時我們也考慮到它的複雜程度。我們很希望能
讓所有的單位儘可能的簡單點,且能符合原始星海爭霸的設定,非常的乾淨俐落,每樣東
西也都有其專屬技能。擴散攻擊也很像是雷獸能做出來的事情,看他刀刃般的獠牙就知道
了。如你所想的我們還沒有對他做出夠多的測試。像雷獸這種單位是在科技樹非常底端的
,也就是相對於異形蟲跟刺蛇,先天上就比較少在遊戲裡出現。所以我們仍在觀察如何去
平衡他,並且給雷獸多一點獠牙,讓他在對抗一級單位時看起來不會很孬。這部分主要是
增添趣味跟完善度,戰術方面則是還有待開發。因為雷獸目前在強行闖入敵軍中間時還是
有些問題。我指的是你可以利用遁地跟突襲功能,這的確蠻有趣的。我想很多人也知道,
在我們異形發表影片裡,雷獸就跟其他的異形大軍一樣可以遁地跟崛起。這還蠻有點用處
,不過我們仍在研究,它是不是跟我們所預料的一樣實用? 有沒有其他可以在這個單位上
發揮的東西,看看跟其他單位的互動如何?
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.
卡魯恩: 我想說你們的確幹得不錯,當雷獸從地面鑽出來時讓我想到鯰姐。
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!
達斯汀: 他就是該這樣子嚇人。如果你攻入一個敵人基地,突然間三隻鯰姐冒出來,是誰
都會嚇得挫青屎!
[ 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?
卡魯恩: 你曾經提到過其他有關星海爭霸二的想法,包括了多重建築圈選,以及強化過的
宏觀操控- 你在他們浮上檯面之後是怎麼去解決這些問題的?
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 ]
達斯汀: 只要我一有了個好答案,我會馬上通知你。關於這個問題,我們嘗試過許多不同
的解決方案,很明顯的,我們也希望做一個跟得上時代的即時戰略遊戲,玩家也很熟悉操
作介面。尤其是中度玩家,他們相當倚靠操作介面來比別人更具有競爭力。同時,我們也
察覺到我們喪失了一些宏觀操作,並且讓星海爭霸二的微觀操作更加的密集。所以我們仍
在努力。其中一件事情是,最近我們讓"傳送單位"變得比以前更加有效率,也就是你非得
要妥善使用"傳送單位"這個技能,才能晉身高階玩家。中低層玩家可能不太會使用到,但
也無妨。不過如果你是個高階玩家,你的確需要使用"傳送單位"。因為我們給予傳送進來
的單位一些建造時間的減免。這表示說現在你必須切換回你的基地執行"傳送",即使是在
雙方大戰的時候你也得去做。這會讓你稍微有點宏觀操控的感覺,但初期測試的結果指出
這仍然不夠。我們有些前任職業玩家協助測試,剛開始他們的確很投入這個額外的挑戰,
但一個禮拜過後他們學會如何去操控後,對他們來說這樣的宏觀操控太簡單了。所以這也
是我們要處理的一件任務。我們有許多的主意,包括想試著改變介面,我們也去檢視遊戲
架構和運作,但這個問題確實棘手,而我們也很認真地去解決他。
Karune: What are some of the other ways you are increasing macromanagement for
the other sides, maybe for Zerg?
卡魯恩: 關於其他方向來提昇宏觀操控的,舉其他陣營來說,異形呢?
Dustin Browder: If I had a good answer, I’d give it to you, though I really
don’t have one.
達斯汀: 如果我有一個夠好的答案,我就會跟你說。不過目前我毫無頭緒。
Karune: No problem.
卡魯恩: 沒關係。
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.
達斯汀: 如我所述,我們有一狗票沒用的答案,我們也討論這個問題好一陣子- 不只是一
陣子。我們每個禮拜都有廢棄的解決方案,也試過許多想法來處理。最簡單的方式就是把
介面改回向星海爭霸一那樣,原始星海爭霸絕對是我們一個發展方向,但我們還是希望繼
續去找出來是否有一個方案,能讓改進過後的介面能成為我們遊戲,以及競爭者遊戲的依
循標準。不過我也知道我們的死忠支持者確實很擔心這個部分,但相對的如果我們決定遵
循原始星海爭霸的介面,支持改版,目前還沒聽到他們抱怨的另一票玩家絕對會暴跳如雷
。我們期望讓每個人都滿意介面,這也是個很困難的問題,我們還在解決中。
Karune: Good stuff, well we definitely appreciate the honest answers from you.
卡魯恩: 好樣的,我們也很感謝你忠實地陳述事實。
[ 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?
卡魯恩: 以你接觸過的異形經濟流打法,你覺得在星海爭霸二裡會有一種新的戰術來取代
或是納入這種擴張流類型的打法嗎?
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.
達斯汀: 目前來說異形可以比以前擴張得更快,部分原因是平衡數據的改變,以及對抗雙
方的遊戲步調。異形其他的優勢,當然也包括了王蟲現在可以在地圖上四處擴張管束,有
時可以讓他們在敵方基地裡推塔,或是防守戰場上的關鍵要點。我們最近正在實驗讓異形
有移動基地防禦的能力,也就是把神族光砲的移動能力給他們,讓異形的防禦建築可以拔
起來,並利用螃蟹般的腹足緩步行走。這是個很有趣的實驗,而且在異形上面的實驗結果
比神族還要成功。這讓異形更具侵略性,也更危險。你會感覺他們的基地好像在入侵你的
基地,這很有異型風格,也相當的酷。目前異形毫無疑問的可以席捲整張地圖,而且別忘
了很多玩家在注意的平台與地形,雖然還沒有機會正式遊玩展出,但我們在遊戲裡有增加
額外的移動特性,如死神,維京人,潛獵者,以及運河巨蟲 -這些單位具有比以往更強大
的移動能力,也就是說敵方玩家有更多的機會發現潛藏的分基地,並且即時的處理。以往
必須派遣相當的軍力,或具有破壞力的箭頭前往分基地交戰。現在一支小型分遣隊,但更
加靈活,具威脅性,可以佯攻,也能從側面襲擊。現在這些平台變得是極具威脅性的地點
,又加上每個人都有些特殊移動能力,你永遠不知道在哪會碰到敵軍,你也不能單憑地圖
邊緣或是高牆就高枕無憂。他在某些武裝威脅下是可以保護你,譬如我知道你的攻城坦克
不可能跳上懸崖並且撕裂我的防線,但你的死神就有可能。所以這就強迫你必須隨時注意
整個戰場,並且在每一吋角落每時每刻集中你每一分精神。可以期待的是這將帶來更活躍
的遊戲。
Karune: Nice, I’m excited to see that in the gameplay for sure.
卡魯恩: 很好,我很興奮能看到遊戲實際運作的樣子。
[ 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?
卡魯恩: 所以整體來說,異形相對另兩個種族,你認為哪個設計最具挑戰性? 為什麼?
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 ]
達斯汀: 這個問題頗有難度。我想每個種族都極具挑戰性,同時我們也試著追尋原始星海
爭霸所定下的偉大成就,同時,試著帶給玩家新的戰略和戰術。所以我可以說,如同其他
的種族一般,在異形上面也面臨極嚴峻的挑戰,我想我們也尚未克服。我想很多舊的戰術
和戰略會保留,而我們也還沒有足夠多的新玩意讓玩家去學習,熟悉,摸清並且從中獲得
樂趣。我會說這是最大的挑戰。我想如果我們挑一個最折磨人的單位,那應該就是后蟲。
我們搞了后蟲前後大概有兩年,一次又一次不同的嘗試。但我還是不能說已經馴服她了,
因為我不認為到此為止就好,但他大概是單一最具挑戰性的單位,其他像是神族母艦大概
也是剩下來的單位裡最難搞,仍然需要去調整的一個。
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?
卡魯恩: 最後,那麼關於異形的整體方向 -你對於目前的進度滿意嗎? 你還會期望有在測
試版釋出以前有更多的改變嗎?
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.
達斯汀: 我對目前異形的進度很滿意,但我想說他仍然還是個需要付出更多愛的種族。如
果你有機會去玩一下,神族目前是最易上手也最令人著迷的種族。他們感覺起來很乾脆,
很犀利,在許多方面來說也是最無情的,也有最佳的反制單位,與最有趣的新戰術。人類
則排第二,相差不遠,而我會說異形現在絕對是緊追在後排名第三,我們現在也付出雙倍
心力在這個種族上,增加更多新意,並且調整,再更加修飾,讓他們感覺起來更有趣也更
不一樣,也希望他們保持一貫的殘忍野性風格,永不滿足,異形特質。
Karune: Well thanks a lot for your time Dustin
卡魯恩: 好的,非常謝謝你的時間,達斯汀。
Dustin Browder: Well, sure, thank you very much!
達斯汀: 當然,也很感謝你!
Community Q&A
社群的問題與解答
Dustin Browder (Lead Designer on StarCraft II)
Jeff Kaplan (Lead Designer on World of Warcraft)
達斯汀布勞德 (星海爭霸首席設計師)
傑夫卡普蘭 (魔獸世界首席設計師)
[ 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!
波納克: 大家好,我是波納克,為大家主持BlizzCast裡面另一個問題與解答的部分。最近
星海爭霸二裡異形的面紗被揭開了,在論壇上有一堆問題,包括他們的遊戲模式等,我們
在這裡邀請到達斯汀布勞德,為粉絲群解答這些問題。歡迎來到廣播!
Dustin Browder: Thanks man.
達斯汀: 謝謝你。
[ 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?
波納克: 第一個問題是: 異形的單位,也就是后蟲,可以在敵對玩家的營養管束上生產嗎
? 這會產生甚麼樣的戰術?
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.
達斯汀: 恩管束就只是管束,我們試著讓玩家不擁有管束的控制權,我們希望管束地面就
只是管束地面,每個地方都一樣。所以是的,在維生管束你能做的事情,在敵方管束上一
樣可行,因為管束沒有分別,都是一樣的。所以基本上后蟲是可以抵達一個敵方基地,並
且在上面建立起基地防禦。但實作上我們大幅度降低后蟲在非管束地面的移動速度,確切
來說幾個禮拜前的玩家測試裡,的確做出很多改變。所以當后蟲不是在維生管束上面行動
時,他的速度非常非常的慢,結果就是,她變得更為好殺。在我們的異形內戰影片之後,
也沒看到多少次后蟲快攻,事實上現在已經完全沒有。這不是說玩家沒有一點機會去發展
這個戰術,我們也不會完全地去根絕這個可能性,但我們希望有個限制給她,讓這招變的
罕見,當玩家有機會抓到敵方疏於防守時有機會用這招,但目前不太實用。
[ 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?
波納克: 在多重建築圈選的功能,如果孵化巢編隊好,異形玩家可以很簡單的在短時間內
造出一大票援軍嗎? 對於異形玩家宏觀控制跟平衡作好了嗎?
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.
達斯汀: 我們正在想辦法搞定這個,我們也尚未決定該怎麼做,或是要達到甚麼樣的目標
。這是個相當頭疼的問題,實在是需要一些時間來搞定,然後才能成定論。我今天也沒辦
法給你一個確切答案,關於處理的方向。但我想這是個迫切的問題,我們也相當清楚。
[ 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?
波納克: 對於其他苦苦等待望眼欲穿的星海爭霸玩家,你有甚麼話要對他們說?
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.
達斯汀: 我只能說我非常的感謝,來自支持群網站和論壇上文章的回應。每次看到你們討
論遊戲,喜歡甚麼或是討厭甚麼都讓我很開心。我只能鼓勵大家保持關注我們的動向,想
想妳們要甚麼,並且偶爾放上一些禮貌性文章,讓我們知道你討厭哪些東西,或是喜歡哪
些東西 -我們都會聽進去,也完全希望聽到支持群在想甚麼。
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.
我還想跟大家說當我們在釋出這些種族時,我不希望大家認為他們已經定案了。我們放了
一些很酷的影片,我們也很高興,這些影片相當不錯,但我們認為只有當種族的對戰模式
或是內容完全搞定時,當遊戲達到一定的完成度我們才會釋出測試版給大眾遊玩。但目前
我們還是努力的在做遊戲,讓他變得更靓並且持續改進。所以繼續撐著吧,我們仍然在搞
些有的沒的並且盡可能帶給大家最好的遊戲。
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
波納克: 好的,正點。非常感謝你帶來的資訊,達斯汀,我們期待更多有關遊戲的討論,
以及遊戲的發展。
--
積壓的BlizzCast翻完囉,這個是距今蠻久之前的內容,可以看看異形的設計觀念。
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