美服《魔兽世界》解读德拉诺之王禁飞原因 飞or不飞这是个问题

2014-04-26 1506

 
《德拉诺之王》中的飞行问题
相信大家在网上应该都看到过很多关于《德拉诺之王》禁飞的文章和评论吧,很多人都疑惑这是为什么,有什么意义。
无论如何,首先请打消我们会放慢游戏节奏的顾虑。我们要确保飞行路径和其他行进方式可以快速地带你去想去的地方。在德拉诺之王中,飞行路径不会是来来回回的观光旅游,我们希望beta测试者给予反馈,哪怕一丁点的不如意都要让我们知道。
我们并不是要玩家在旅行中耗费大量时间。从使用地面坐骑的玩家可以看出,我们必须做更多的尝试来确保玩家可以迅速到达他们想去的地方。但能够起飞并在大陆飞行却要牺牲我们很多预定的目标,比如使用、消耗的方式等等。
在德拉诺中,我们设计了最高级别内容,部分区域将致力于最高等级的设定,这些区域不再限于悬崖的顶部。在升级和到达最高级别之间,游戏玩法有巨大的变化。达到100级,立刻就转换你在副本和竞技场所做的一切会让人感到太过突然。我们不认为将所有游戏内容都置于室内,或是不断迎接天空的挑战是目前魔兽问题最直接或最好的解决方法,因为《魔兽世界》并不是一款飞行游戏模拟游戏,而这也不是游戏的真正内容。即使在100级,我们也没有为最高级别的玩家提供相关内容的特殊区域。这些区域也许会随着资料片的开发而开放,但就目前而言没有。内容的设计也有其预期,要么飞要么不飞,但相较而言,地面和接近地面的内容可以提供更多引人注目的游戏设定。团队副本、地下城和PvP因着同样的理由继续禁止飞行。
要考虑的重要因素不仅仅有游戏的内容,还有其体验方式。当然,不是每个人都关心戏任务和户外内容要如何体验。有些人可能觉得这没什么区别,也不能增前他们的体验;有些人只是快速通过关,并不费心思考为什么要这样玩。而有的玩家则要艰难体验游戏内容,直到玩到他们想要的东西。
我相信你们也见到过一些有飞行坐骑的堡垒的例子,也没觉得有什么不对。但游戏很大程度上是由它的局限性决定的,里面的规则要由你去发现并找到解决方案。费力的游戏和能够带来无限满足感的游戏之间有着很大的区别,更不要说可以创建迷人而又让人身临其境的游戏世界的游戏了。《魔兽世界》是一款在线角色扮演游戏,我们尽可能让玩家选择他们要如何在世界中不断提升自己的角色;通过打副本、PvP或做任务来升级;选择竞技场或团队副本; 我们总是想要创建一个可以支持所有这些事情整体的体验。这不说明我们强迫玩家要通读任务文本,要喜欢角色模型,或其他类似的东西,但这些东西出现在地面似乎更为合理。专业玩家网游戏工作室联盟,全面开展游戏工作室论坛项目,方便游戏工作室交流。

 

原文

 Flying in Warlords of Draenor、
So everyone has seen various posts and comments around the World Wide Web about flying not being allowed in Draenor, why, and what that means.
Anyway, it’s important to first dissuade concerns that we’re looking to slow down the game (I’ve recently posted about this in another thread, but it bears repeating). We’re going to be making sure flight paths and other forms of travel are quick and efficient, with a goal of getting you to the places you want to go. The flight paths in Draenor are not going to be loop-de-loop sightseeing tours, and we’re going to be looking to our beta testers to let us know if any are less than tip-top.
Our goal is not to make travel time consuming or painful, and with players on ground mounts we know we'll have to do more to try to ensure people can get to where they want to go quickly… BUT being able to lift off and fly over content compromises many of our goals in how the game world is approached, how it's played, how it's consumed, and how the content is designed to account for those factors.  
In Draenor we’re designing max-level content, portions of zones or zones in their entirety that will be dedicated to max-level gameplay—and not just the top of a cliffside, or some dailies in the Vale. There’s a harsh change in how the game plays between leveling, and when you hit max level. Hitting 100 and instantly switching everything you do to raiding or Arenas is pretty abrupt. We don’t think having all of that content inside buildings, or constantly challenged by sky cannons, or with magical no-flying smoke, or within some kind of dismount bubble is the most straightforward or best solution to the ultimate issue in that World of Warcraft is not a flight sim, and that's just not what the content of the game is about. Even at level 100 there will be no small portions of the game world intended to provide relevant content even to max-level players. These zones may even unlock over the course of the expansion, or the content in them will progress in story and scope throughout content patches. Content has to be designed with the expectation that there either is or is not flight, and approaching ground-level content from the ground offers more compelling gameplay. Raids, dungeons, and PvP continue to disallow flying for this same reason.
It's also important to think about not just what the content is, but how it's experienced. Not everyone that plays the game cares how quests and outdoor content are experienced, of course. Some may find it unnecessary; they don't feel it adds anything to their experience. Others play through it fairly quickly, enjoy it, but don’t particularly want to put much thought into why. Some may begrudgingly trudge through the content just so they can get to the part of the game they do want to play, and any other number of situations and preferences.
I’m sure some of you see the fortress example with the flying mount and see nothing wrong, if that’s how someone wants to play the game they should be allowed to. But a game is largely defined by its limitations, and the rules within which you must find or create a solution. We’re not trying to create a slow and laborious game (hopefully people actually enjoy the content!), or expect people will be yelling “YIIIPPPEEEEE!” while fighting a mob that aggroed when they tried to pick an herb, but there’s a big difference between a slow and laborious game and the expectation of instant gratification—not to mention the somewhat nebulous intention of creating and maintaining an engaging and immersive game world. World of Warcraft is a persistent online roleplaying game, and as much as we let players choose how they improve their characters within the world; leveling through dungeons, or PvP, or questing; choosing to do Arenas, or raids, or both; we’re still always wanting to create a holistic experience that supports all of these things. That doesn’t mean we think it’s a good idea to force people to read all their quest text, or stare at and appreciate the pretty new models, or anything like that, but it’s not unreasonable to see that combat and content exist on the ground, understand that, embrace that, and make decisions to support it.
In summary: It’s important to us that we integrate max-level questing into the expansion more thoroughly than designated daily locations on mountain tops, or only have the option of releasing new max level content in magically appearing islands where flight has different rules because reasons. We also know that being able to approach content that’s on the ground from up in the air compromises much of what creates the game world, how it's played, and how it's consumed. The game experience is fundamentally altered when you can lift off and set down wherever you want. And lastly, that we’re not intending to slow anyone down, and we’re going to make sure that players can get where they want to go efficiently through more direct flight points, and potentially alternate travel methods.
None of this is new philosophy; it's something we've maintained since Burning Crusade when flight was introduced, but it has evolved over the years, and I expect it to continue to be—like everything we do—an iterative process. And hopefully this has been at least marginally informative.
 World of Warcraft is a persistent online roleplaying game, and as much as we let players choose how they improve their characters within the world; leveling through dungeons, or PvP, or questing; choosing to do Arenas, or raids, or both; we’re still always wanting to create a holistic experience that supports all of these things.

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