美服《激战2》官方博客更新 GStar 2011试玩体验公开

2011-11-14 1278

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原文


this is a big week for us here at arenanet—we’re showing off a brand new demo build of guild wars 2 at g-star, korea’s premier game show. since we’re constantly adding to and refining the game, this latest demo build contains some improvements over what we’ve shown publicly in the past.

since most of our western fans are unlikely able to attend g-star—and may even have trouble finding western media sources covering g-star—we thought we would give you a blog post about the demo and some of the new and improved features that it shows off.

g-star demo creation

when we found out that we had an opportunity to be featured by ncsoft at this year’s g-star, we knew that it was an opportunity we couldn’t pass on.

the very first thing we had to consider was that the demo would need to be in korean. this meant adding korean text and voice to the game as well as overcoming some of the technical issues inherent in displaying the korean alphabet. due to these challenges—and the fact that korean players haven’t had an opportunity to play the game yet—we decided to focus on preparing the human starting experience for the demo. aiming for this narrower experience allowed us to do the translations and voice recordings that we needed for the demo—and make certain that they were done well.

we also wanted to show off our giant boss monsters, and for each demo to end with an exciting encounter. because of this, the demo also includes the boss fights against tequatl the sunless (seen below), the shadow behemoth, and the shatterer. when they reach the last ten minutes of the demo, players are prompted with a “special demo opportunity” and can go fight one of these three boss monsters.

that’s a brief breakdown of how the demo is structured, but there are a lot of new and improved features in the demo as well.

the very first thing you’ll notice is that we’ve changed some things about character creation and customization. i’ll let character artist team lead aaron coberly tell you about that.

eric flannum

character creation and customization

with guild wars 2, we are giving our players many different ways to customize their characters, and we’ve revamped a number of the systems involved: armor dye, hair style and color, skin color, and face style. we’ve also added a physique or body-type feature and a face-customization system. with face customization, we will give players the ability to change the size and shape of major facial features: eyes, nose, mouth, chin, and jaw. with all of our customization options, every player will be able to differentiate themselves from the crowd.

check out the video below for a closer look at the customization options that will be available in guild wars 2. this video just scratches the surface of the range of character customization in the game.

but the updated character customization isn’t the only improvement we’ve made in the g-star demo build. i’ll let lead ui artist vicki ebberts fill you in on the updated user interface players at g-star will be experiencing.

aaron coberly

ui improvements

something new that we’re excited to show at g-star is what we are internally calling our “big beefy” ui.

as we progressed further with ui development, we discovered that we really needed more room to effectively display important information, so we came up with a system that allowed for bigger ui elements. a great example of this is in our new hero panel, which is now a bit larger than it was before.

preparing for the demo was also a great opportunity for the ui team to go in and refine a few things that help new players learn how to play our game. for example, we updated our hints to stand out from the background a bit more and we added an animated “new mail” alert that pops on-screen to help guide players when story-related messages land in their inbox.

vicki ebberts

learning new skills

when we first started showing the game, skills were acquired by speaking to a trainer and purchasing them. this method followed a fairly standard mmo convention, and while there isn’t anything inherently terrible about it, we felt that we could come up with something better for guild wars 2. we wanted a system that would better teach how our skills worked and bring back the skill collection aspect that was very much a part of the original guild wars. with that in mind, we started to “…killing enemies with a weapon unlocks the skills for that weapon.” our skill-acquisition system.

the first step for us was recognizing that we have two very different types of skills in the game. first, we have weapon skills, which are tied to a specific category of weapon and based on the profession of the character. then we have the healing, utility, and elite skills, which make up the right side of the skill bar. these skills are all slotted by the player and can be based either on profession or race.

for weapon skills, like the ones you see below, we wanted to teach that they were tied to the weapon being used. because of this, we have gone to a method in which killing enemies with a weapon unlocks the skills for that weapon. this also helps teach how the weapon works since the player unlocks the skills in a particular order and learns to incorporate the new skills into their play style. the one thing that we knew we didn’t want to do is to make it feel like a grind—which is always a danger with a system like this. the skills unlock quickly, and once unlocked, they become more powerful as the player levels. at its core, this system is designed to teach the skills and not make the player feel like they are grinding.

the healing, utility, and elite skills (seen below) are now unlocked with skill points. each skill may cost a variable number of skill points to unlock, but once the player is able to slot a particular type of skill, they may unlock the skills in any order that they choose. for example, if i  unlocked my elite skill slot as a norn warrior, i may choose to spend my skill points to unlock norn bear form (a norn racial elite skill) or rampage (a warrior elite skill).

skill points can be acquired by undertaking what we call a skill challenge. there are 200 skill challenges in the game, and they range from defeating tough opponents, to answering riddles, to drinking a particularly potent drink.

some of our players may recognize “skill challenges” as being similar to a system we spoke about a while back called “profession challenges.” these two systems are one and the same. in the past, profession challenges were specific to a particular profession and were used to acquire traits. in playing these challenges, we found that they tended to split up people who were trying to play together. one player would want to go to one spot on the map to find their profession challenge, while their friend would want to go somewhere else to find a different profession challenge. because this had an adverse affect on players being able to play together, we decided that it was better suited to skill acquisition than something as profession specific as traits.

this, of course, meant that we needed a new way to acquire traits, and since we were in the middle of revamping our trait system, it felt like a good time to make the change. we’ll talk about our new trait system in an upcoming blog post, so until then, i hope you’ve enjoyed hearing about the g-star demo and all of the exciting new things going into the game.

stay tuned, because tomorrow cinematics artist chuck jackman is going to show off the improved cinematic conversation cut scenes that we’ve included in the g-star demo. we’ll see you then!

eric flannum


以下是翻译后的文章


g-star试玩的制作

当我们知道能有机会加入ncsoft参展今年的g-star时,我们就知道这是个不能错过的好时机。

我们首先考虑的就是该如何在韩国展示《激战2》。这也就是说我们需要加入韩文和配音,同时解决转换语言时出现的显示问题。由于这些挑战以及韩国玩家还从未有机会体验过游戏的事实。我们决定着重准备人类起始部分的试玩。希望通过缩小游戏体验能够让我们更好的为试玩进行翻译和配音工作。结果也确实非常不错。

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我们还希望能够展示巨大的boss级怪物,《激战2》每次的试玩都以刺激的战斗结束。因此这次,试玩中将会有对抗无日者tequatl, 暗影巨兽, 和 破碎者的boss战。在这十分钟长度的试玩里,玩家将有机会挑战这三只boss级怪物中的一只。

以上就是关于这次的试玩是如何制作的简短说明,除此之外,试玩中还包括了许多新鲜的和改进过的要素。

首先你会看到的就是角色创建和自定义系统。我会让角色艺术团队的主管aaron coberly来说说这部分。

— eric flannum

角色创建和自定义

在激战2中,我们为玩家提供了多种方式来自定义角色,我们重新调整了许多选项,包括:护甲颜色,发型和发色,肤色和脸型。同时还加入了体格功能和面部自定义系统。在面部自定义里,玩家可以改变主要面部特征的大小和形状,包括眼部,鼻子,嘴部,下巴和颚。通过所有的自定义选项,每位玩家爱都可以创造出独一无二的角色。

最新的美服游戏币交易行情,最及时的游戏币价格,尽在专业玩家网!比价器全新改版,更快,更准。

强化过的角色自定义并不是g-star试玩中的唯一提升。接下来让界面设计师vivki ebberts来介绍一下新试玩中改善过的用户界面。

— aaron coberly

界面改进

我们很欣喜的在g-star中分享激战2的界面,我们内部称其为“big beefy(大块头)”。

随着我们界面设计的深入,我们发现需要更多的空间来展示重要信息,所以我们开发了一套系统能够显示更多的界面元素。最好的例子就是我们的新英雄界面,要比之前的大很多。

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新试玩的制作也为界面团队提供了很好的机会来完善界面为新玩家熟悉游戏提供帮助。比如,我们让小提示更加醒目,并加入了动画显示“新邮件”提醒,当玩家收到故事相关的邮件时会显示在他们的屏幕上。

— vicki ebberts

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新技能学习

在我们第一次展示游戏里的技能时,技能是通过和训练师对话来购买获得。这个方法非常传统,而且也没有什么问题。但是我们绝对在激战2中可以做的更好。我们希望能做出一个系统更好的告诉玩家技能的效果,让技能收集功能的回归也是作为对激战1的延续。怀着这样的想法,我们开始了新技能获取系统的设计。

首先,我们认识到游戏中有两种非常不同的技能类型。首先,我们有武器技能,这类技能是和特定种类的武器绑在一起,并根据角色的职业来使用。我们还有治疗,辅助和精英技能。这些技能都可以放置在技能条后上,并根据职业和种族来使用。

美服游戏币交易价格查询,请关注专业玩家网比价器,全新改版,为您提供更准确的游戏币价格。

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对于武器技能,如下图所示,我们希望表示这些技能是和使用的武器绑定的。因此,因此,我们需要明确表示用一把武器击杀敌人能够解开这把武器的什么技能。这同样能够帮助玩家了解如何解开武器技能,并学会将新技能融合进自己的玩法中,但需要留意的是不能做的杂乱无章。技能解锁很快捷,并且,一旦解锁,它们会随着玩家的等级提升而变强。总的来说,这个系统的关键是为了帮助解释技能而不是让玩家觉得困惑不解。

治愈,辅助和精英技能(如下图所示)将通过技能点解开。每种技能要求的技能点也不相同,但是一旦玩家点入特定的技能种类,它们可以随意的解锁想要的技能。比如,我的norn族战士解开了精英技能槽,我就可以任意花技能点解开norn 熊形态(norn族的种族精英技能)或是暴怒(战士职业精英技能)。

技能点可以通过完成技能挑战获得。游戏中有总共200个技能挑战,内容从击败凶猛的敌人,到解答谜题,喝下特定的饮料等等。

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一些玩家可能还记得我们之前提到过的“专业挑战”,这两个系统是一体的。在过去,专业挑战是为特定专业设立用来获得特性的系统。在测试这些挑战的时候,我们发现它阻止了玩家们一起游戏。有人希望到地图某一点完成专业挑战,而他们的朋友则想去另一处完成他们的挑战。正因为这种破坏玩家合作的负面效果,我们决定比起专业特性来说,这个系统更适合技能获得。

这样改动也就意味这我们需要为特性的获得设计新的方法,也因为我们在改进特性系统,让我们觉得是时候做出改变了。我们会在未来的时间里讨论新的特性系统。所以,希望你们能够喜欢所有g-star试玩版本中的新变化。

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