D3 新任總監 白狼背景出身 - TRPG
By Steve
at 2013-06-06T12:51
at 2013-06-06T12:51
Table of Contents
英文原文有這段
I'm a writer, designer, and lifelong gamer, and I got my official start
designing games back in 1996. That's when I had my first real break as a
writer for White Wolf (makers of the Vampire: The Masquerade pen-and-paper
role-playing game), when I co-wrote Constantinople by Night and Montreal by
Night while serving in the Canadian army and finishing university.
(對岸翻譯版)
我是一個作家、設計師、和游戲愛好者,而我正式開始游戲設計是在1996年。作為白狼的
作者(紙上角色扮演游戲《吸血鬼:假面舞會》的制造商),那時是我第一次真正休息下
來,之前在加拿大軍隊服役和在大學讀書時,我和其他人共同寫作了君士坦丁堡之夜和蒙
特利爾之夜。
※ [本文轉錄自 DIABLO 看板 #1Hh_Vppu ]
作者: stlo (長笛是飄逸型的樂器) 站內: DIABLO
標題: [情報] 新任總監終於上啦
時間: Thu Jun 6 10:46:08 2013
http://ppt.cc/IY0N
接手的是PS3版的首席設計師 Josh Mosqueira
凱恩翻譯:http://bbs.d.163.com/thread-172640033-1-1.html
節錄:
在暗黑3發售的一年裡,我們已經取得了很大進步,但仍然有很多事情可以改善並為大
家帶來更多驚喜。就像 Travis 之前所提到的,物品系統是暗黑3之後發展的重點。我
們想要裝備給人的感覺更有意義,而且也希望玩家能對下一次出現的掉落保持興奮。
我們的目標是讓所有玩家的掉落體驗更加愉快。這包括降低掉落的數量並提高戰利品
的質量,其他諸如給玩家提供直接自定義裝備的能力——視覺和屬性上。我們還在尋
找降低拍賣行對遊戲影響的途徑。雖然我們認為這個功能確實體現了很多價值,但它
不應該讓玩家感覺到這是提升角色最終也是唯一的途徑。
未來我們的工作重點將放在保持遊戲的核心上,這將通過以下來實現:繼續創作暗黑的
故事情節,為了前方的道路調整英雄,製造更多全新的怪物和惡魔,它們將在你心中再
次埋下恐懼的種子。有些暗黑玩家只是在追求簡單的打通遊戲的體驗,而對於更多玩家
來說,遊戲的魅力就在一次又一次反覆在戰場上試煉自己的勇氣並尋找稀有寶物,並以
此來不斷的提高英雄的力量。我們希望給這些玩家,給所有人,提供更多再次回到庇護
之地的理由,同時我們醞釀了不少偉大的想法來改善隨機系統,我們的後期遊戲應該是
什麼樣的,如何才能真正實現在線與朋友們合作遊戲等等。
心得:
新總監要怎麼補Jay留下的洞呢 讓我們繼續看下去~
--
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