QUOTE:
Eurogamer: I guess this is where the influences you've mentioned from enemy design in Zelda and World of Warcraft come into play...
Jay Wilson: Or God of War. Games like that are some of my favorite games. It would be far more interesting if we could have a boss monster that wasn't just a giant sack of health that deals out ridiculous damage. We've got monsters that drop health at percentages of their damage, we also sometimes spawn monsters that are just there basically to drop health. Even there: if you have a boss that just walks around and hits you, and a bunch of smaller monsters that continually spawn and generate health, that's already a far more interesting fight than you ever got in Diablo. And that's just the bear minimum of what we can do.
And then on the role-playing side, we've been focusing on more story. We want people to be able to ignore the story if they want, but we still want there to be a denser story, we want there to be a lot of scripted events that support the story, we want the story to be better formed and more interesting. Plus we want there to be some elements that allow players to feel like they're in a role-playing game. I think that one of the differences between Blizzard North and what we sometimes call Blizzard South is that Blizzard South, led by our creative director Chris Metzen, is just a little bit more story-focused. That's not a knock, but it can't help but be something that gets into the game now, because it's also a value that I have.
Eurogamer: 我猜这些设计就是你所提到的从塞尔达传说和魔兽世界敌人设计中得到的灵感吧。
Jay Wilson: 呵呵,还有战神。这些游戏都是我的最爱。如果我们设计出的Boss不只是一个拥有大量生命和超高攻击力的庞然大物,那游戏会更加的有趣。游戏中会出现一些怪物,它们掉落血球的概率与攻击力有关,而另外有些怪物则是固定掉落的。比如有个Boss在攻击你,周围不断地刷新小怪,它们会掉落血球,这样的战斗比以往暗黑里的任何战斗都有趣的多。这样的设计恰恰是我们所擅长的。
从角色扮演来讲,我们把精力集中在更多的剧情故事上。玩家可以忽视剧情,但我们仍然希望游戏的剧情更为紧凑,有更多的预置事件来充实剧情,从而使其更有条理,并且更加有趣。另外,我们希望加入些元素让玩家感到自己是在玩角色扮演游戏。我认为北方暴雪和南方暴雪的一个不同点在于由我们的创意主管Chris Metzen领导的南方暴雪相对而言更注重剧情。那并不让人惊讶,目前剧情已经融入了游戏,因为我觉得这也是有必要的。
QUOTE:
Eurogamer: I have to ask about the art style - I know you're not going to change it, but have you been surprised at the strength of reaction? 50,000-odd is an awful lot of petitioners...
Jay Wilson: Yeah, it's an anonymous petition, so I'm not trusting of that actual number... I think it's a very small minority of people who don't like the art style. And I actually think when they see the game later, they'll feel differently. I think there's a lot of selective memory of Diablo II - when Diablo II came out, it was panned for its art style. Way too bright and sunshiny and colorful, compared to the original Diablo.
We tried a more subdued look and the game was just boring to play, it was kind of difficult, it was hard to identify different types of creatures, it just didn't feel very fun. We weren't surprised that there was a strong reaction like that because we struggled with the art style so long. We had fights on the team about how we wanted the art style to go. We don't any more, everyone's really happy with where we're at. It's because we've walked through that process. If we could walk all of those fans through the process, we think they'd go, 'I see why you guys did this'.
Eurogamer: 我还是要提到画面风格,尽管我知道你们不会改变它。不过如此大的反响你们是否感到惊讶呢?5万多的请愿者是个不小的数目……
Jay Wilson: 这是一个匿名的请愿活动,因此我不相信那个数目……我觉得不喜欢目前画风的玩家是少数,并且当这些玩家看到游戏成品后,他们会改变看法的。暗黑2的设计当场也面临选择。当暗黑2发行的时候,很多人都批评它的画风,觉得同暗黑1相比过于鲜亮了。
我们尝试过柔和的、不怎么明亮的画风,但结果是游戏让人感到乏味,我们很难辨认不同类型的生物,这很无趣。对于目前的画风受到强烈的质疑,我们并不感到惊讶,因为我们为这个画风努力了很久。我们团队内部对于画风也有过争议,不过这已经是过去时了,每个人都很满意现在的状况。我们经历了整个开发过程,如果我们能让玩家也经历相同的过程,相信他们一定会理解我们为什么会采用这样一个画风。
QUOTE:
Eurogamer: Have there been times where you've felt that you've overstepped the innovation line and gone to something that wasn't Diablo, and had to pull it back?
Jay Wilson: Not really. I'd say we're actually over-cautious to not go over that line and I feel we should push it a lot more. Some people don't like it when I use this series as an example, because it's Zelda, and Zelda is sometimes cartoony as well, but sometimes it's not. Sometimes it's very realistic. It really depends upon each version of the game, what's the art style that they want to follow, what's the game they want to make.
The other example I like to give is the new Battlestar Galactica series, which is vastly different from the original series, but I don't think anyone would argue that it is inferior in some way because of that. They pull enough from the original series to make it Battlestar Galactica, but they do a lot of things that make it something that is its own. That's really something that we wanted to do.
Eurogamer: 你是否感到有时过度的创新使得游戏不像暗黑了,以至于必须推倒重来?
Jay Wilson: 还不至于。我们一直保持着十分谨慎的态度,不逾越创新的边界,但我觉得我们可以更深入。一些人不喜欢我拿塞尔达传说作例子,认为塞尔达就是塞尔达。塞尔达有时很卡通,有时却很写实,每一作都不相同,这要看制作者想采用怎样的画风,他们想制作怎样的游戏。
另一个例子是新太空堡垒卡拉狄加系列,它与前作风格迥异,但是我不认为有人会因此觉得它不如前作。制作者借鉴了前作很多内容,但也设计了很多新元素使得新剧有自己的特点。这也是我们希望做到的。
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