美服《荒野星球》采访:如何引导玩家设计PVP

2014-03-14 1282

障碍物已经从荒野星球的PvP和最后阶段的内容中清除,我们知道,玩家通过各种各样的方式进行竞争。战场、竞技场和Warplots都对玩家开放,玩家处于不同的游戏阶段,可以学到升级经验。上周我们与PvP设计师珍?戈迪和战场设计师Kevin Lee卡宾枪新闻发布会上聊了一点关于PvP系统,很适合玩家,还讨论了一下如何激励玩家设计决策。

在游戏中围绕视觉效果,有一些严重的竞争正在酝酿之中。观众和游戏可能会被那些有竞争水平和竞争选项的玩家所吸引和追求。

Carbine完全支持带有排行榜和战利品的赛季系统,以及任何出口元或发展结果。PvP是有趣的,这是游戏的一个组成部分,而不只是等级上限。专业玩家网游戏工作室项目论坛全面开放,欢迎所有游戏工作室加入。

原文

Now that the veil has been lifted from WildStar’s PvP and endgame content, we know that there’s a variety of ways in which players will be able to compete with one another. Battlegrounds, Arenas, and Warplots all open up to players at different stages of the game and can even be enjoyed as a leveling experience. We were able to sit down last week with Lead PvP Designer Jen Gordy and Battlegrounds Designer Kevin Lee at the Carbine press event to chat a little about the PvP systems, what’s available to players, and some of how players helped inspire design decisions.

In a game centered around over the top visuals and big set pieces, there’s some serious competition brewing. Knowing that the audience the game is likely to attract and going after are the gamers who appreciate having options for both competitive leveling and competition for recognition. Carbine is set to fully support a season system with leaderboards and loot and  and any eSport meta or developments that might result. PvP is fun and it’s an integral part of the game, and not merely at level cap.

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