美服《星球大战:旧共和国》:探险百科

2011-05-12 2921

【专业玩家网独家编译 转载请注明出处】

《星球大战:旧共和国》官网近期发布了关于游戏法典(Codex)。Codex中集合了龙腾世纪(Dragon Age) 和质量效应(Mass Effect)中所有游戏特性。

很多玩家都喜欢使用“沙盒”(sandbox)。沙盒给玩家更多的自由,但是这种自由的本质却不是给予玩家ABC式的游戏指导,而且提前泄露未知的游戏内容,减少了游戏的探索性。所以对于BioWare公司,如何打破“主题乐园”(themepark)污名将是一场艰巨的战争。BioWare公司为玩家提供一系列新游戏玩法以勾起玩家的幻想,但是至少是目前,这种探险的方式很难使得玩家们相信有一些东西在某处等待他们发现。

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随着游戏越来越多的报道,我们对星战旧共和国的星球内容也有了一个大概的了解。据说Tatooine 和Alderaan特别的浩大,消除了一些玩家对于游戏世界大小的担心。星战旧共和国最新特性“Datacrons”,散落在每个星球,特别难找,就算发现了也特别难获得。上述的两个项目显然不会重建一些玩家所寻找的沙盒经验,但是就游戏创建星球的借口要比在星球地图上建立一连串任务中心(quest hub)的借口要多,在这方面上还有很长路要走。

上周五星战的升级给我们带来了星战旧共和国的法典。确切的说法典的引入不是一个重大的特性,但是为探险家们提供了深入游戏的另一个角度。法典给玩家们带来了游戏内容的背景和情景介绍,感兴趣的玩家都可以在其中找到自己感兴趣的相关信息。Codex最后是关于key的,很多玩家并不以为意。但是这次要提醒各位玩家,由于codex条目解锁主要是偏离常规探索游戏世界,包括寻找和打败不常见的生物或者人物角色。


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游戏开发组成员Damion Schubert透露:一些法典条目是免费的。比如,玩家们了解他们所在位置的背景是很重要的,所以最好查看他们所选职业故事情景中重要的人物的相关法典条目。
我们希望玩家可以偏离常规,面对更多的宇宙探索的挑战。
玩家晃到地图上偏远的位置时就会解开关于星球遥远角落的法典条目。比如打开k’lor’slug的法典条目就要先深入Korriban古墓解决一个难找的k’lor’slug。另外,在学院图书馆可以找到传说中丢失的古物,完成各种外来物种的任务就可以打开法典中相关的条目。

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法典k’lor’slug的解锁是对玩家水平的挑战,绝不是一个“哦天呢被耍了!还要回去召来三个朋友!”。探索游戏的玩法首先也必须是要有奖励的。
即使玩家不是天生的探险家,但是游戏本身以故事发展为中心,玩家会更加喜欢偶遇的法典条目甚至是去寻找出相关的法典条目。玩家的角色代入感越强,随着游戏故事的发展,玩家们会对法典中找到的条目更加兴奋。在我看来,BioWare公司打算以“龙腾世纪:起源”(Dragon Age: Origins)中处理codex的方式来利用新篇章中的codex entries。玩家通过玩“龙腾世纪:起源”(Dragon Age: Origins) 来掌握所有的故事情节。游戏codex中的信息都是很有价值的,甚至可以帮助玩家完成一些任务。有的玩家会选择多花些时间仔细研读codex entries,不放过任何一个角落。
 

 

Star Wars: The Old Republic: More for Explorers - The Codex

In his latest Star Wars: The Old Republic column, MMORPG.com Community Manager Mike Bitton takes a look at The Codex. Revealed late last week, The Codex is a hybrid of the best features from Bioware's previous titles, Dragon Age and Mass Effect. Check out Mike's thoughts about The Codex and then weigh in with your own in the comments.
Column By Michael Bitton on May 11, 2011

Why do many of us love sandbox MMOs? It’s true, a sandbox MMO allows players the freedom to do a lot more than your garden variety themepark game, but at its heart the freedom of exploration, of an experience not guided from A-to-Z  most of us yearn for.  And so it has been an uphill battle for BioWare to break the “themepark” stigma of Star Wars: The Old Republic in order to reassure players that they are looking to offer players of all playstyles a number of features to tickle their fancy, but it’s particularly hard to convince explorer types that there is something there for them, at least up until recently.

As development has pressed on we’ve learned more about the size and scope of SW:TOR’s planets, with Tatooine and Alderaan said to be particularly massive and this has been reassuring to some who were worried about the size of the game world. More recently we also learned that Star Wars: The Old Republic will feature “Datacrons”, which are scattered throughout each planet and can be fairly tricky to not only discover but to get to even once discovered. Both aforementioned items obviously won’t re-create the sandbox experience some players are looking for, but they go a long way in terms of establishing that there is more to the planets being created for the game than excuses to create a line of quest hubs from top to bottom of the planet map.
Last week’s Friday Update introduced us to SW:TOR’s Codex, which isn’t exactly a revolutionary feature, but is simply yet another angle for explorers to dig deeper into the game. The Codex is a collection of unlockable lore entries intended to provide an extra layer of background and context for players who are interested in that sort of thing. And that last bit is key, as I imagine most of you reading this don’t tend to pay much attention to the codex feature present in a number of RPGs or MMOs, but I think this time may be a bit different. First off, the codex is a great feature for explorers, since unlocking codex entries is done primarily through veering off the beaten path and exploring the game world, which includes finding and defeating creatures or characters you wouldn’t normally encounter in your questing.

Damion Schubert on Star Wars: The Old Republic’s Codex:
“We give away some codex entries for free. For example, we think that it’s important that players have basic background about the locations they are visiting, and key people in their class story arcs will almost always merit a codex entry. For the rest, though, we want people to explore the planets a little more, and take on some challenges a little ways off the beaten path.
Wandering to distant locations on the map will unlock codex entries about those far flung corners of the globe. Unlocking the codex entry for the k’lor’slug, for example, involves killing a hard to find, tougher k’lor’slug deep in one of Korriban’s tombs. Additionally, exploring the artifacts in the Academy’s library can reveal ancient bits of lost lore, and doing quests for various alien species can unlock their entry in the codex.
Currently, none of these are locked behind a serious challenge – our codex unlocking k’lor’slug is a challenge for its level, to be sure, but not a ‘OMGPWN3D go bring back 3 friends in epics!’ challenge – and that’s intentional. Explorer gameplay should, first and foremost, reward exploring.”

Even if you aren’t an explorer type by nature, you may be more inclined to be interested in the codex entries you happen upon or even feel the rare desire to seek them out in SW:TOR due to the story-centric nature of the game. If you’re finding yourself pretty invested in your character, their decisions, and the story as it is progressing, the lore entries found in the codex are probably going to be a lot more enticing to you as BioWare intends to use codex entries in a manner that, at least to me, closely resembles the way the codex was handled in Dragon Age: Origins. You’ll learn all the important story bits by simply playing through Dragon Age: Origins, but there is an absolute wealth of relevant information found in the game’s codex, and some of it is even helpful in completing certain quests. Knowing myself, I’ll probably spend hours poring over the codex entries and seeking out every single one I can find.
 

 

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