《守望先鋒 2》采訪——Perks“增益”機制
受訪者信息
受訪者:Alec Dawson, Lead Gameplay Designer
采訪內(nèi)容
你們?yōu)槭裁丛谟螒蛑屑尤?Perks 這個系統(tǒng)?
原文:
"We wanted to take the game further. We were looking at how we could add more strategic depth to the game. We received a lot of feedback from players saying they wanted more depth, and we thought Perks was a great way to achieve that. It allows players to make choices that can impact the outcome of a match."
"We believe that adding strategic depth is what keeps the game feeling fresh from season to season, and Perks provide another layer of customization and adaptation for players."
翻譯:
我們希望讓游戲進一步進化,因此我們在思考如何能讓游戲增加更多的戰(zhàn)略深度。我們收到大量的玩家反饋,他們希望游戲能有更多策略層面上的可玩性,因此我們認為 Perks 是一個很好的方式來實現(xiàn)這一點。它可以讓玩家根據(jù)自己的選擇影響比賽結(jié)果。
此外,我們相信,保持游戲的新鮮感是至關重要的,而 Perks 為玩家提供了一個新的調(diào)整層面,使得每個賽季的游戲體驗都能有所不同。
Perks 機制是如何調(diào)整的?它會隨著每個賽季變化嗎?
原文:
"We want the game to feel fresh from season to season. Perks allow us to make flexible changes each season, and sometimes mid-season we will introduce larger changes."
"Some Perks may be removed in future seasons if they are not frequently chosen, and new ones will be introduced to keep the system dynamic."
翻譯:
我們的目標是讓游戲在每個賽季都能帶給玩家新鮮感。Perks 機制的靈活性讓我們可以在每個賽季進行調(diào)整,甚至在賽季中期加入一些較大的改動。
此外,一些使用率較低的 Perks 可能會在未來的賽季被移除,而新的 Perks 會被引入,以確保系統(tǒng)的活力和變化性。
競技模式下 Perks 是如何平衡的?
原文:
"Perks in competitive mode allow for different team compositions and new interactions between heroes. However, we are careful not to introduce Perks that fundamentally alter core gameplay mechanics. For example, support heroes will still retain their healing capabilities."
"We need to be careful with Perks that are too transformative. For instance, if we allowed support heroes to completely remove their healing ability in favor of something else, it would break the fundamental expectations of players."
翻譯:
在競技模式中,Perks 允許玩家嘗試不同的隊伍組合,并且可以讓英雄之間產(chǎn)生新的互動方式。然而,我們會非常謹慎地處理 Perks 的影響,確保它們不會從根本上改變游戲的核心機制。例如,輔助英雄仍然需要具備治療能力,而不會因為 Perks 而徹底改變他們的玩法。
我們特別注意那些可能帶來巨大變化的 Perks。比如,如果讓輔助英雄完全移除他們的治療能力而換取其他能力,這將徹底改變玩家對他們的基本期待,這是我們需要避免的。
Perks 開發(fā)的時間有多久?
原文:
"We started working on Perks early last year. The idea was proposed at the beginning of the year, and in the past 4-5 months, we focused our efforts on implementing it."
"We realized Overwatch needed more ongoing evolution to keep players engaged, and that led to us prioritizing Perks as a way to introduce more customization."
翻譯:
Perks 機制的創(chuàng)意是在去年年初提出的,并在過去 4-5 個月內(nèi),我們集中精力將其付諸實現(xiàn)。
我們意識到,《守望先鋒》需要持續(xù)的進化,才能讓玩家保持興趣。因此,我們決定優(yōu)先開發(fā) Perks 作為一種新的定制化方式,為玩家提供更多的選擇空間。
開發(fā) Perks 過程中,有哪些印象深刻的故事?
原文:
"Initially, Perks were passive bonuses that players had no control over. But we realized that wasn’t engaging enough, so we redesigned them to allow players to make strategic choices."
"We experimented with a system where players had no choice in Perks, but it felt restrictive. Now, players can pick from multiple Perks, which adds depth."
翻譯:
最開始,我們的 Perks 設計是完全被動的,玩家無法自由選擇。但在測試過程中,我們發(fā)現(xiàn)這種方式并不夠有趣。因此,我們重新設計了 Perks 機制,讓玩家可以在多個 Perks 之間進行選擇,從而增加游戲的策略性。
我們曾經(jīng)嘗試過一個沒有選擇權(quán)的 Perks 機制,但它給玩家?guī)砹撕軓姷南拗聘小W罱K,我們決定允許玩家自由挑選合適的 Perks,這樣才能真正為游戲增加深度。
你最喜歡的 Perk 是什么?
原文:
"Baptiste has this Perk that when he uses his ultimate, so when he uses his Antmatrix, his little turret comes up. The little turret that's on his backpack, it comes up, and it shoots healing lasers at his allies."
"It was always part of his fantasy, but never explored. Perks gave us the opportunity to bring that into his kit and actually utilize that part."
翻譯:
我最喜歡的 Perk 是 Baptiste 的。當他施放大招(Antmatrix)時,他背包上的一個小炮塔會彈出來,并向隊友發(fā)射治療激光。
這一直是我們在設計這個英雄時的幻想之一,但過去從未真正實現(xiàn)過。Perks 機制讓我們終于能夠?qū)⑦@一設定融入游戲中,并讓它成為實際可用的功能。
你如何看待新玩家的學習成本?
原文:
"Overwatch remains an approachable game. We ensure that new players have easy-to-pick-up heroes while offering deep strategic options for experienced players."
"We introduced a system where new players now play against bots for their first few games, helping them ease into the experience."
翻譯:
《守望先鋒》仍然是一款易于上手但難以精通的游戲。我們會確保新玩家可以選擇簡單易用的英雄,而同時也提供足夠的策略深度供高玩挑戰(zhàn)。
此外,我們引入了一個新機制,讓新玩家在前幾場比賽中與 AI 進行對戰(zhàn),以便他們可以更輕松地熟悉游戲,而不是直接進入高強度的競技環(huán)境。
Perks 在競技環(huán)境中的適應性如何?
原文:
"Perks in competitive mode allow for different team compositions and new interactions between heroes. However, we are careful not to introduce Perks that fundamentally alter core gameplay mechanics. For example, support heroes will still retain their healing capabilities."
"We need to be careful with Perks that are too transformative. For instance, if we allowed support heroes to completely remove their healing ability in favor of something else, it would break the fundamental expectations of players."
翻譯:
Perks 在競技模式中能夠帶來不同的隊伍搭配,并且可以讓英雄之間產(chǎn)生新的互動方式。然而,我們會非常謹慎地處理 Perks 的影響,確保它們不會從根本上改變游戲的核心機制。例如,輔助英雄仍然需要具備治療能力,而不會因為 Perks 而徹底改變他們的玩法。
我們特別注意那些可能帶來巨大變化的 Perks。比如,如果讓輔助英雄完全移除他們的治療能力而換取其他能力,這將徹底改變玩家對他們的基本期待,這是我們需要避免的。
未來 Perks 可能會加入亂斗模式嗎?
原文:
"There are no current plans to add Perks to arcade or seasonal event modes, but it's an interesting idea that we might explore in the future."
"I think what you saw in Stadium is also sort of extending the bounds of Overwatch, and that’s like a lot of the crazier stuff can happen."
翻譯:
目前我們沒有計劃將 Perks 加入娛樂模式或限時活動,但這是個很有趣的想法,我們未來可能會考慮。
比如說,像 Stadium 這樣的模式,它的存在已經(jīng)在一定程度上拓展了《守望先鋒》的玩法邊界,我們可以在類似的環(huán)境中進行更多嘗試。
玩家社區(qū)是否能參與 Perks 的設計?
原文:
"Players always have great ideas, and we’ve even taken inspiration from the community before. We are open to exploring community-driven Perks in the future."
"Some of the current Perks were actually inspired by player discussions, like Sombra’s ability to heal allies using her hack."
翻譯:
玩家們總能提出很棒的想法,我們之前也曾從社區(qū)中獲得靈感。未來,我們可能會考慮讓玩家參與 Perks 設計,特別是通過社區(qū)討論和反饋來優(yōu)化 Perks 機制。
事實上,現(xiàn)在的一些 Perks 設計已經(jīng)受到玩家討論的啟發(fā)。例如,Sombra 現(xiàn)在有一個 Perk 允許她使用黑客攻擊(Hack)來治療隊友,這就是我們從社區(qū)討論中獲得的靈感。
Perks 機制是否借鑒了 PVE 模式?
原文:
"Some Perks were inspired by PvE talents, but we carefully adjusted them to fit the PvP environment."
"We often look at what works well in PvE and see if it can be adapted into PvP without breaking game balance."
翻譯:
有些 Perks 的確受到 PVE 天賦系統(tǒng)的啟發(fā),但我們對其進行了調(diào)整,以確保它們適應 PVP 的游戲環(huán)境。
我們經(jīng)常觀察哪些機制在 PVE 中表現(xiàn)良好,然后嘗試將其適配到 PVP 玩法中,但前提是不會破壞游戲的整體平衡性。
在開發(fā) Perks 過程中,團隊內(nèi)部最大的爭論是什么?
原文:
"One of the biggest debates was how many Perks each hero should have. We settled on two minor Perks and two major Perks per hero, to strike a balance between choice and complexity."
"Another challenge was how strong each Perk should be. For example, initially, Tracer’s Perk only let her recall one blink, but we decided to increase it to three blinks to make it more impactful."
翻譯:
我們討論最多的是每個英雄應該有多少個 Perks,最終決定讓每個英雄擁有 2 個小 Perks 和 2 個大 Perks,以確保玩家在選擇時既不會覺得負擔過重,也不會覺得選擇過于被動。
另一個爭論點是 Perks 的強度。例如,在最初的版本中,Tracer 的 Perk 只允許她回收一個閃現(xiàn)(Blink),但后來我們決定增加到三個閃現(xiàn),以讓這個 Perk 變得更加有影響力。
Perks 對電競比賽的影響?
原文:
"Perks will be introduced to competitive play soon. We are closely monitoring the esports scene and will make balance adjustments as needed."
"Esports players will take time to figure out optimal Perk choices, but we expect the meta to evolve dynamically."
翻譯:
Perks 很快會加入競技比賽。我們會密切關注電競環(huán)境,并在必要時進行平衡調(diào)整。
職業(yè)選手需要一些時間來研究最佳的 Perk 組合,但我們相信 Perks 會促使電競比賽的戰(zhàn)術(shù)演變,使比賽更加多樣化。
新玩家如何適應 Perks 機制?
原文:
"Overwatch remains an approachable game. We ensure that new players have easy-to-pick-up heroes while offering deep strategic options for experienced players."
"New players now play their first few games against bots, which helps ease them into the experience before facing real players."
翻譯:
《守望先鋒》仍然是一款易于上手但難以精通的游戲。我們會確保新玩家可以選擇簡單易用的英雄,而同時也提供足夠的策略深度供高玩挑戰(zhàn)。
此外,新玩家現(xiàn)在在前幾場比賽中會先與 AI 進行對戰(zhàn),以便他們可以更輕松地熟悉游戲,而不是直接進入高強度的競技環(huán)境。
在引入 Perks 之后,游戲的整體平衡是否會變得更復雜?
原文:
"Of course, adding Perks adds another layer of complexity, but it also gives us more control over balance adjustments. Instead of only tweaking numbers, we now have another tool to adjust how heroes perform."
"We don’t want balance to just be about buffing and nerfing numbers. We want changes to feel meaningful, and Perks help us do that."
翻譯:
當然,引入 Perks 會增加游戲的復雜度,但它也讓我們在平衡調(diào)整上有了更強的掌控力。以往我們只能調(diào)整數(shù)值,現(xiàn)在 Perks 讓我們可以用更靈活的方式調(diào)整英雄的表現(xiàn)。
我們不希望游戲的平衡只是簡單的數(shù)值調(diào)整,而是希望通過 Perks 讓英雄的變化更加有意義,并且讓玩家能感受到調(diào)整帶來的實際影響。
Perks 的開發(fā)過程中,有哪些玩家反饋影響了最終的設計?
原文:
"We took a lot of inspiration from community discussions. Some players had great ideas about how to modify hero abilities in interesting ways. For example, Sombra’s ability to heal allies using her hack came from community discussions."
"Players also wanted Perks that would provide new strategic choices rather than just making a hero stronger. That influenced how we designed the system."
翻譯:
我們在開發(fā)過程中借鑒了很多社區(qū)討論中的想法。比如,Sombra 可以使用黑客攻擊(Hack)來治療隊友,這個創(chuàng)意最早就是從玩家討論中獲得的。
此外,許多玩家希望 Perks 不只是單純地增強英雄,而是提供新的策略選擇,這也直接影響了我們對 Perks 設計的方向。
未來是否會有一些經(jīng)典英雄技能回歸,比如 Doomfist(末日鐵拳)的 DPS 形態(tài)?
原文:
"There are currently no plans to bring back DPS Doomfist. We like how he fits into the tank role now, but we are exploring ways to bring back other classic abilities in some form."
"For example, some older abilities like Orisa’s shield and Torbj?rn’s level 3 turret are making a return through Perks."
翻譯:
目前我們沒有計劃讓 Doomfist 回歸 DPS 形態(tài),我們認為他現(xiàn)在在坦克角色中的表現(xiàn)很好。不過,我們確實在探索讓一些經(jīng)典技能以新的方式回歸。
比如,Orisa 的護盾和 Torbj?rn 的三級炮塔等經(jīng)典技能已經(jīng)通過 Perks 機制回歸,未來也許會有更多類似的嘗試。
為什么在切換英雄后,Perks 進度會被清零?
原文:
"This was an intentional design choice. We wanted to encourage players to commit to a hero for longer rather than switching too frequently just for counter-picks."
"However, there are catch-up mechanics. If you switch to a new hero and get an elimination, you gain Perk progression more quickly."
翻譯:
這是我們有意為之的設計。我們希望玩家在比賽中能更專注于某個英雄,而不是頻繁更換英雄來針對對手。
不過,我們也設計了一些補償機制。例如,如果你切換英雄并成功擊殺敵人,你的 Perks 進度會比正常情況下增長得更快,以減少清零帶來的負面影響。
Perks 是否會對游戲的高端競技環(huán)境造成影響?
原文:
"We think there's going to be tons to learn, even for esports players. The way heroes interact with each other will change, and we’re closely monitoring the impact."
"Additionally, hero bans and map voting systems help keep the meta dynamic, preventing any single Perk from becoming too dominant."
翻譯:
即使是職業(yè)選手,也需要花時間去適應 Perks 帶來的戰(zhàn)術(shù)變化,因為它會改變英雄之間的互動方式。我們會密切關注 Perks 在高端競技環(huán)境中的影響。
此外,英雄禁選和地圖投票系統(tǒng)的加入有助于保持游戲的動態(tài)平衡,防止某個 Perk 過于強勢,影響游戲公平性。
你個人最喜歡的非暴雪游戲是什么?
原文:
"I really love fighting games. Marvel vs. Capcom 3 and Street Fighter 6. I've gone to Evo a few times and I like to play. I'm pretty good, I think."
翻譯:
我非常喜歡格斗游戲,比如《漫威 vs 卡普空 3》和《街頭霸王 6》。我去過幾次 EVO 賽事,也很喜歡玩格斗游戲,我覺得自己還算玩得不錯。
在《守望先鋒 2》的開發(fā)過程中,你們是否從其他游戲或現(xiàn)實世界的靈感中獲得啟發(fā)?
原文:
"We take inspiration from everywhere, even science fairs. Last year, we ran an internal Science Fair at Blizzard, which led to ideas for experimental game modes."
"For example, our team looked at various skill progression systems in RPGs and thought about how we could bring a similar sense of growth to Overwatch."
翻譯:
我們從各個地方汲取靈感,甚至包括科技展覽。去年,我們在暴雪內(nèi)部舉辦了一次“科學博覽會”,這讓我們獲得了一些關于實驗性游戲模式的靈感。
例如,我們研究了一些 RPG(角色扮演游戲)的技能成長系統(tǒng),并思考如何讓《守望先鋒》也能帶給玩家類似的成長體驗。
你在暴雪的職業(yè)生涯經(jīng)歷是怎樣的?
原文:
"I’ve been in the gaming industry for 12 years, with 7 of those at Blizzard. Before Blizzard, I worked on mobile games at a small studio in New York."
"Since joining Blizzard, I’ve worked on Hearthstone, an incubation project, and now Overwatch."
翻譯:
我從事游戲行業(yè)已有 12 年,其中 7 年在暴雪。加入暴雪之前,我在紐約的一家小型游戲工作室從事移動游戲開發(fā)。
在暴雪期間,我曾在《爐石傳說》團隊工作,并參與了一個孵化項目(Incubation Project),之后加入了《守望先鋒》團隊。
你最喜歡的《守望先鋒》英雄是誰?
原文:
"Lucio and Genji. I love movement and high-speed gameplay, and those two heroes exemplify that."
"Overwatch has a unique pace that no other game has, and Lucio and Genji take full advantage of that speed."
翻譯:
Lucio 和 Genji 是我最喜歡的英雄。我喜歡高速移動的玩法,而這兩個英雄正好體現(xiàn)了這種風格。
《守望先鋒》的游戲節(jié)奏是其他游戲無法比擬的,而 Lucio 和 Genji 都能充分利用這種速度感。
特別聲明:以上內(nèi)容(如有圖片或視頻亦包括在內(nèi))為自媒體平臺“網(wǎng)易號”用戶上傳并發(fā)布,本平臺僅提供信息存儲服務。
Notice: The content above (including the pictures and videos if any) is uploaded and posted by a user of NetEase Hao, which is a social media platform and only provides information storage services.