《暗黑破坏神3》游戏中的随机性和固定性

时间:2010/12/01 09:23:48 编辑:Ocean

游戏中的随机性和固定性永远是一对不可调和的矛盾问题?随机性能给予玩家新鲜性,促使玩家探索未知的新地图,但是过多的随机性也会让玩家变得无所适从;固定性能给予玩家标识性,另外游戏画面的唯美效果是由固定的场景展现的,但是一切都是固定不变的话,玩家也会容易失去游戏的乐趣。这个问题正如哈姆雷特那个著名的“to be or not to be”一样,让无数人考虑。那么对于这个问题,[暗黑3]将会怎样回答呢?

以下为蓝帖时间~~

网友:

可能我是少数派,但是我真的不喜欢随机地图,但是并非不能接受,只是相比随机的地牢而言,我更喜欢设计好的地牢罢了。一般来说,地牢只是要我们从出口走到入口而已,并不是很多人会关注到随机地图和固定地图有什么不同。

Bashiok:

We definitely agree randomized levels have some key issues with them, but they are a big part of what makes a Diablo game, and how could we not have them?The Diablo franchise is built on randomization in all forms.

You bring up some good points though, but I don't think they're issues that are insurmountable.

Randomized levels can indeed create a very generic feeling if not done well. We're working really hard to ensure that doesn't happen though. It's actually one of the reasons why our exterior layouts aren't randomized. It's extremely difficult to have wide open areas be randomized as well as interesting. Instead we have static exterior zones where the roads, towns, and edges are always in the same place. To keep some bits of random in there though we have a bunch of small, medium, and large pieces cut out of them. In those cut out pieces the game can then place the randomized "adventure" sets. They could be artistic in nature (a fountain, an abandoned cart), they could spawn extra enemies, or they could spawn quests.

我们同意在随机关卡里面确实存在着一些关键性问题。但是随机性正是[暗黑]系列游戏的重要组成因素,所以怎么能没有呢?[暗黑]系列游戏正是建立在各种形式的随机化之上的。

你提出了一些关键的问题,但是我不认为他们是不能克服的。

如果随机的关卡处理得不好的话,确实很容易给人一种平凡普通的感觉。我们很努力地区想阻止这种事情发生。而这也正是我们在外景设计时,外景不是随机的原因。要广泛地设计随机地图就和广泛地让人感兴趣一样困难。所以我们设计了静态的室外区域,那里的道路、城镇、以及另外一些场景都在同一个地方。但为了保证一定的随机性,我们从他们当中提取出了小、中、大的某一部分。在这些提取出来的部分中将在游戏中体现随机性的“冒险”设定,他们实际上可以很有艺术性(喷泉、被废弃的小车),但是可以产生额外的怪物,或者玩家可以在此接受到额外的任务。

Our interiors are randomized, but we do some things differently that help make them more interesting. I think we accomplish this mostly by using our interior jigsaw pieces more intelligently, building more and different types of jigsaw pieces, and also because our artists are amazing. I don't think anywhere in Diablo III are you going to think "This place is not visually interesting". The types of interior pieces do make an enormous difference, and I think we're pretty good at it now. In Diablo II for example you pretty much had a few standard square set pieces, and then a bunch of hallways. We still have those in Diablo III but we're mixing it up a lot more with more intricate and interesting 'showcase' pieces that make it seem like they're not even randomized levels.

Anyway, that's all just something you have to see to believe.

我们的室内场景是随机化的,但是我们做了一些和以前不同的事情以让他们更有趣味。我觉得我们能达成这个目标主要归根于我们的室内拼图式部分功能的使用,以及更多的不同类型的拼图元件,同时这也归功于我们神奇的艺术家。我觉得你在[暗黑3]中无论在哪你都将不会有“这个地方看上去没意思”的感觉。不同类型的室内环境非常重要,而且我觉得在这方面我们做得很好。举例来说,在[暗黑2]中你一般会有一个方形的基础部分,以及一堆走廊。在[暗黑3]中还会有这些元素,但是我们在其中混入了更多有趣的“展示性”元件,甚至你看不出来这是随机生成的。

当然,这些东西都是要等待你自己亲自见证。

Your other point was that randomization doesn't really matter because you're just essentially rushing from the start to the end. I think you're mixing in some specific Diablo II issues with randomization issues. Without hacks (like maphack) and some unhindered mobility skills (teleport), being able to just rush through the dungeons would be considerably hindered. So I think those are really non-issues when we're talking about a different game. They're things we have to be prepared for of course, but they don't mean that randomization is a waste of effort.

All that said there are a lot of things that you can do to entice a player to be invested in each and every trip into a dungeon. Rewarding them for exploration and perseverance. It could be something as simple as having chests spawn that the player actually cares about finding! (gasp) or something as complex as an entire game-wide system based around dungeon exploration. Either way or somewhere in between, we aren't looking to create a game where rushing from entrance to exit is the most rewarding way to play.

你的另一个观点是随机性没什么作用,原因是玩家只是直接从入口冲到出口。我觉得你将[暗黑2]中的一些问题与随机性问题混淆了。在没有外挂地图(maphack)以及一些无视障碍的技能(传送)的情况下,游戏角色想在地牢里随意穿梭是很困难的。所以我觉得当我们在谈一个不同的游戏的时候,不能将一个游戏存在的问题代入到另外一个游戏中。我们当然做好了准备,但这并不意味着随机性是无用的。

我们所说的所有的东西都能诱使玩家进入各种地牢。同时他们需要耐心来探索地牢。这就好像地图中箱子会刷新,而玩家实际上关心的是掉落一样简单。不管哪种形式,我们都不会做一个让玩家只是从入口跑到出口的游戏。

《暗黑破坏神3》游戏中的随机性和固定性

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