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本帖最后由 eaglet123 于 2016-5-22 03:11 编辑
这是时代周刊网站5月11日刊登的文章《6 Reasons Civilization 6 Sounds Totally Different From Past Games》,作者署名为 Matt Peckham。原文链接如下:
http://time.com/4324490/civilization-6-interview/#prclt-FQ1DJIiB
Civilization VI‘s inception was grounded in differentiation
“We’ve had five different games in this series, and Civilization V is still very popular. It still has tens of thousands of people a day playing it on Steam,” says Ed Beach. “So we knew that we had to come up with an interesting angle for Civilization VI that would push the series in new directions and try out some things we hadn’t tried before.”
“In order to do that, the first thing we wanted to do was look at where we were with Civilization V. So we had some areas where the game wasn’t being played exactly as we’d hoped, or it was a little weaker than anticipated in those areas.”
文明6的立足点就是为了跟以往不同
我们仔细回顾研究了文明5的特点,找到那些与我们的设想相悖或者未达到预期之处,尝试我们未曾尝试的新东西,将文明6推向新的方向。
Firaxis wants players ‘to have to think on their feet’
“The number one thing we found was that players of Civilization V tended to come up with a specific pattern for how they would play the game, and then they would follow that pattern,” says Beach. “They would play the game over and over again, which was great, because we had 43 leaders in the game and so many different civilizations to try. But players would always approach how they went about winning similarly.
“There were things you’d find on forums about how building your empire to four or five cities was the optimal strategy, and there was never any reason to go beyond that. There were tech tree assumptions that you always wanted to approach its beginning in the same way, and that you’d want to rush toward the National College or to the Great Library, get those built, get your science up, and once you’d done that there’d be other paths through the tech tree you’d always want to take in the same way.”
“We liked that our fans had done so much work analyzing these strategies. But we didn’t like that there were clearly identifiable patterns that you didn’t have to break out of, and that you could follow those through every single game. We wanted players to have to think on their feet more. We wanted players to have to come up with brand new untried strategies, to have to react to situations they might be faced with in Civilization VI. Or to put that another way, to make players play to the map they’re given.”
希望玩家在游戏时深入思考
我们发现玩家们在玩文明5的时候总是遵循一些定式,虽然游戏中有43个领导人,但是每一局的游戏方式总是大同小异。
比如大家在论坛上讨论铺四五座城是最优的,超过四五座根本没用。再比如攀科技树总是遵循相同的路径,先弄出来国家学院和大图书馆,达到之后再按照固定路径冲下一个目标。
我们喜欢看到fans们在研究策略方面做的工作,但是不喜欢看到玩家们不愿去打破那些明显的定式,以至于把每一局都玩成一样的。我们希望玩家们能深入思考。我们希望在文明6种,玩家们会根据每次的具体情况而制定全新的应对策略。
The new ‘unstacked cities’ are the first part of this approach
“We’ve gone away from what was true in all the other Civilization games, where creative buildings or wonders of the world wound up buried deep within cities, all within one tile of the map,” says Beach. “And you’d lose track of what you’d built in which cities because you couldn’t see it. So we decided to take all that interesting content that was stacked in cities and spread it across the map. And not just randomly. We want how you place each of these items on the map to be an important decision that’s going to shape how well you’re doing in the game.”
“You can see all the things you’ve built in your city, but you can also see all the things your opponents have built in their cities,” adds Brian Feldges, noting that this makes where you position scouts and traders (who can spot this city-building activity) around the map that much more crucial.
新的“非堆叠式”城市是此方向探索的第一步
以往的文明系列,建筑和奇观都深深地埋藏在仅为一格的城市地块里。这样你会忘记在城里建了什么,因为你看不到它们。所以现在我们要把堆叠在城市里的所有东西都散布到地图上。不是随即散布。在地图上怎么安排这些建筑将成为重要的决定,将对你在游戏中的表现产生重要影响。
你能看到你自己的建筑分布,同样也能看到对手们的建筑是怎么分布的。于是你的侦察兵和商旅的部署方位就更加重要了。
And the second involves mini-quests
“In the past, pretty much all the Civilization games worked the same way with research,” says Beach. “You’d pick a node on the technology tree, your scientists would start making progress toward that turn after turn, then you’d have to wait for it to happen. It was a very passive activity. We wanted to make sure your progress in the tech tree was something you had more control over, something where you could push your progress if necessary.”
“So what we’ve done is, for pretty much every technology in the tech tree, we’ve associated a specific activity that’s sort of like a quest. And if you finish that activity, boom, we give you a big credit, about 50% of the science that you need to unlock that particular technology is granted to you.”
“So the tech tree is now set up so that it adjusts itself based on your play style. If you’re playing the game militaristically, all of a sudden the militaristic path through the tree is going to open up and be easy for you. If you’re playing the game building a navy, all of a sudden all of these maritime technologies are going to open up for you. It rewards you for being active in certain parts of the game.”
迷你任务
过去全部的文明系列处理科研的方式都是相同的,你选一个科技,然后等着研究完成。这是很被动的。我们希望你对你的科研进程有更过的掌控。
所以在文明6中,几乎每种科技都有其关联的任务。如果你完成了相应任务,就会奖励给你相当于这个科技50%的科研点数。
因此现在科技树是根据你的游戏风格而自我调整的。如果你是军事风格,科技树上的军事线就可能突然向你敞开。如果你建设海军,所有的航海科技就会突然向你敞开。你在游戏中的侧重点汇给你带来相应的奖励。
Civilization V‘s oft-maligned A.I. is no more
“The number one thing to know is that Civilization VI is not built on the previous engine,” says Beach in response to a question about critiques of Civilization V‘s ability to play the game on its own terms. “All of the gameplay systems have been entirely rewritten and re-architected. We’ve specifically set it up to be very modifiable. And we’ve rewritten the A.I. from the ground up, learning all the lessons that we had from Civilization V, so we know how best to solve some of these problems in military combat and so forth.”
“It’s a much more goal-oriented A.I. than in the past. The A.I. in Civilization V was very much based on a flavored weighting system, and this one is much more able to follow all the chains of logic, like ‘I need these tech boosts to get to this part of the tree.’ So it’s a very different approach.”
“The other thing is that we’ve changed the way leaders work in diplomacy. In previous versions, all of the leaders approached the game in basically the same way. Here you have very different key triggers, with A.I. that’s now driven by what we call leader agendas. A leader agenda is a specific historical way of approaching the world that we assign to each of the leaders based on what they were good at when they were ruling their empire.”
“Each leader has a historical agenda that you’ll learn as you play the game repeatedly. But we also assign secret agendas to the leaders that you have to uncover through espionage. And so the diplomatic landscape is much richer. The more you mix all the different personalities into a big soup, the more you end up with a very interesting diplomatic landscape.”
文明5的那种蹩脚AI再也没有了
文明6并不是构建在老引擎上的。全部的游戏系统都进行了完全的重写和重构。我们也特别注重了MOD友好性。我们也从底层重建了AI。
文明6中的AI是目的导向型的,而不是文明5中那种权重型。
领导人的外交方式也改变了。每个领导人有一个对应的“领导人日程”,是根据其历史行为而制定的。
除了领导人日程,领导人还会有“秘密日程”,可以通过谍报发现,于是外交也更加有深度了。
The user interface has been overhauled to combat feature creep
“We’re aware that as we add depth, we have to make sure this game is just as easy to play as any of our other titles have been,” says Beach. “There’s a big push on user interface with this game. We’ve taken a whole new approach to user interface development, and there’s a lot that helps players understand what’s going on in the game.”
“A decision isn’t difficult to make if you have context for that decision,” adds Feldges. “I think it’s going to make it much more accessible, but that’s the balancing act you always have with a Civilization. If you make something accessible, you get criticized for dumbing it down. If you make it too complex, you run the risk of alienating new players. And so we’ve been very conscious of that, and I believe on a very good track.”
用户界面的修正
随着游戏深度的加深,我们也得确保游戏玩起来很方便。文明6中用户界面有了改进。
当你拥有与决策有关的信息时,做出决策就不是一件难事。(后边都是探讨易用性和复杂性的取舍的) |
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