美服《上古卷轴OL》游戏设定优劣并存现状分析 孰轻孰重由你决定

2013-12-30 1850


距离推出上古卷轴OL已经几个月的时间了, 我们开始从Zenimax越来越多的了解了游戏。上周我们得到了关于游戏PVP的大量细节:联盟战争。我们了解了占据据点,小规模团队,PVP, 等等。所有这些信息引起了我们的思考。有不少方面既是优点也是缺点。 
故事重点
《上古卷轴》系列因其很长的任务线而闻名,因此ESO重点关注剧情故事这一点不足为奇。 这同样也是 《星球大战:旧共和国》的一个优势---强有力的叙事任务使游戏更加有趣。就ESO而言,任务往往是比杀戮更有趣。这也是一个让 solo更有趣的同时保持ESO接近其TES根源的好方法。但从另一方面而言这种注重也是缺点。
从Ebonheart Pact起始区域的许多经历来看,ESO故事大量的分阶段进行。这就使得我们必须谨慎,什么时候它才是叙述剧情的好方法。这也是一个非常有效的突破玩家的方法, 让他们在开放世一起游戏。当玩家处于多个不同的剧情中, 他们看不到对方, 不能做团队任务,只能通过聊天联系。

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引入过长
在过去的几个月里,我们一直在报道了ESO, 我们完成了Ebonheart的起始区。它实际上是一个很好的任务完成区域。但问题是,这也是相对线性的。你选择任务顺序,但仍有几个主要任务。你必须完成其中一个,集合甚至是全部后,才能离开起始区域,享受游戏乐趣。一方面, 较长的介绍是设置每个种族故事的好方法。但是另一方面呢? 这是上古卷轴, 这样一个线性和冗长的开始可能会让那些期待更多开放式体验的玩家放弃游戏。当你不得不花 开始的几个小时“在铁轨上”, 不很容易救护认为游戏余下的部分也不过如此。不管怎样,冒险是开放的, 允许更多的自由。
角色发展过多
角色发展是ESO最吸引人的部分。你从四个基本职业中选择一个,然后一切就都由你决定。 甚至你都不需要使用职业技能如果你不想的话,你的角色并不会因此而减少。你可以完全专注于武器技能和其他额外的路径, 你可以像完全集中于魔法师技能的人一样有效。游戏工作室项目,欧服,美服,台服,韩服,日服,国服,东南亚服等所有游戏收货商家信息请关注专业玩家网
但同样的,优势也意味着弱点。ESO故意没有涉及这方面, 如果玩家已经建立一个20级的角色, 却又想尝试其他角色,然后他就必须获得技能点。他们的健康值、法力值和耐力分将永久的耗费,所以如果他们消耗了所有的法力,又想做坦克,在没有额外的健康值的情况下会和困难。除非Zenimax使人们有可能以某种方式替换技能或属性, 可以预见很多玩家在发现自己做不到的时候会很沮丧。

 

原文

We’re a few scant months away from the launch of Elder Scrolls Online, and we’re beginning to learn more and more about the game from Zenimax Online. Last week we got a good dose of detail about the game’s PVP: Alliance Warfare. We learned about taking keeps, small groups, PVP ranks, and so on and so forth.  And all this information got us thinking. There are quite a few facets to ESO that could be construed as both a strength and a weakness. 
THE STORY FOCUS
The Elder Scrolls series is known for its many long and involved quest lines, so it’s not surprise that ESO would have a heavy focus on story.  It’s a strength in the same way it was a strength for Star Wars: The Old Republic - a strong narrative keeps the questing interesting. From what we’ve seen of ESO, the quests tend to be a lot more interesting than kill this many of this or that.  It’s also a great way to make solo play intriguing and keep ESO close to its TES roots.  But there are a few reasons this very focus could be a weakness as well.
From what we’ve experienced in the numerous playthroughs of the Ebonheart Pact’s starting area, there’s a good deal of phasing in ESO’s story. This gives us cause for caution, for while it’s an excellent tool for telling a story, it’s also an all too effective way to break players up and keep them from playing together in the open world.  When people are on multiple different parts of the story, they can’t see each other, can’t team up on quests, and are limited to just conversing via chat.   A LONG INTRO
Over the many months we’ve been covering ESO, we’ve played through the Ebonheart’s starting zone quite a bit. It’s actually a really nicely done questing area. But the problem is that it’s also relatively linear in its play. You choose in which order you do the starting quests, but there are still only a few main quests.  And you must complete one, a few, or all of them before leaving the starting island and moving onto the game proper.  On one hand, a lengthy intro is a great way to set up the story of each faction. But on the other? This is an Elder Scrolls game, and to have such a linear and lengthy beginning might throw off players expecting a more open-ended experience. When you have to spend your first few hours “on rails”, it’s easy to believe the rest of the game will be as such. For what it’s worth, the adventure does open up and allow a lot more freedom later. 
SO MUCH CHARACTER PROGRESSION
Character progression is one of the most appealing parts of ESO in my book. You pick a starting class from four basic layouts, but then what you do from there is entirely up to you.  You don’t even have to use your class skills if you don’t want to, and your character won’t be lesser for it. You could focus entirely on weapon skills and other additional paths, and be just as efficient as someone who focused entirely on their sorcerer path of skills.  
But the same thing I see as a true strength for ESO could just as easily be a weakness. There’s intentionally no respect in ESO, and if a player builds a character for twenty levels just to find out they want to try something else then they have to earn the skill points to do so. Their health, magicka, and stamina points will be spent for good though, so if they spent all of theirs on magicka and decide they want to tank it might be harder to do so without the extra health. Unless Zenimax makes it possible somehow to respec skills or stats, then I foresee a lot of players being upset when they realize they can’t. 

 

 

 

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