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炉石传说官方首席技术设计师Ben Brode近日表示广大玩家关注的冒险模式关于新卡的描述上或许将会调整。这样对冒险模式有什么影响呢?让我们一起看看他是怎么说的吧。以下是正文。
Greetings!
I wanted to share a little bit of background on how and when we decide to write the word ‘random’ in a card’s description. I’ve seen a lot of discussion on this lately, and figured you might find our process interesting.
Here’s the strategy we (loosely) used when Hearthstone launched:
- Add the word “random” when the game chooses randomly from the battlefield or YOUR hand. (visible zones)
- Do not use the word “random” when the game chooses randomly from the opposing hand or a deck. (basically any hidden zone)
Examples: Thoughtsteal doesn’t use the word random, and it’s fairly obvious how it works. Alarm-o-bot uses the word random because otherwise you might assume you could choose a target.
These rules can be broken, though. For example, if you add the word “random” to Lightwell, it becomes very hard to parse its text. “At the start of your turn, restore 3 Health to a random damaged friendly character.” There are just too many qualifiers. You’ll learn that it’s random after playing with it, and that’s ok with us. At least, it’s better than long and confusing text. Some cards include the word ‘random’ even when they don’t need it, like “Sense Demons” and “Mind Vision”. These cards are simple, basic-set cards, and for some reason the word “random” just feels better on these cards. 'Feel' is really important to how we write cards. Consistency is important, but somewhat less so in a digital game where the computer handles the rules for you.
The word I use for the rules of how a card is written is “templating”. Ideally, cards use a “template” for their powers. For example, we say “Whenever ____ happens, do this,” instead of “Do this whenever ___ happens.” That’s the ‘template’ for triggered powers. Templating is important because it helps you quickly understand new cards when they use similar templates.
We’re always re-evaluating our templating, and during Naxxramas development, I wondered if the word “random” was really necessary on Deathrattle triggers. I wondered if we could make the fact that you cannot make choices on your opponent’s turn more of a game rule, and then Deathrattle effects could haveimplied randomness, without making randomness explicit. Reducing text length has huge benefits for us (Making cards look less complicated, allowing us to make cards with more strategically deep effects, etc.), so I thought this could be good for the game. Some players did understand that these new cards implied randomness, so I do think it could have been possible, but a lot of players didn’t. A lot of players worried about how this would affect the new-player-experience, something that is critically important for us.
We love to hear this kind of feedback, and after a lot of discussion, we decided to return to our old strategy (as I detailed above). Voidcaller, Avenge, and Anub’ar Ambusher all have the word random in their card text now. If we make cards that pull from hidden zones (like Thoughtsteal), they’ll continue to not have “random” in their text. And we’ll continue to break our own templating rules where we think it makes the card feel better.
As always, the team loves to read your feedback, and while we may not always agree – we did in this case, and you’ve helped make the game better for us all!
Thanks,
Ben Brode
译文
各位好!
我想要和诸位分享一些关于我们如何以及何时将“随机”这个词加入一张卡牌的效果描述的故事。最近我见到许多关于此的讨论,你们应该会觉得我们在这方面的工作进程还挺有趣的。
以下是当炉石传说正式发布时我们会(不严格地)使用的方案:
当游戏会从战场或是你的手牌中(可见区域)随机选择目标时,将“随机”添加到卡牌描述
当游戏从对手的手牌或是牌组(基本来说就是任意不可见的区域)随机选择目标时,不在卡牌描述中加入“随机”。
举个例子:思维窃取的卡牌描述里没有“随机”,它的作用机制是非常明显的。报警机器人加入了“随机”,否则你可能会认为你可以从手牌中选择目标。
但这些规则也会有例外。假设你在光明之泉的描述中加入了“随机”,那么它的文字描述读起来就会非常困难。“在你的回合开始时,为一个受到伤害的友方角色恢复3点生命值。”(注:中文卡牌效果描述中有“随机”一词:在你的回合开始时,随机为一个受到伤害的友方角色恢复3点生命值。)这样就会有太多的条件判断。当你使用这张牌之后,你就会明白这是随机的,我们对此也感到满意。至少比长且繁琐的文字要好。有一些包括了“随机”的卡牌其实根本不需要这一描述,比如感知恶魔以及心灵视界。这些牌是普通以及基础等级的卡牌,出于某些原因,我们认为这张牌的描述加入“随机”后感觉会好上不少。在如何撰写卡牌描述上,“感觉”是非常重要的。一致性是很重要的,但在一个由电脑替你来把握游戏规则的数字游戏中其实并没有那么重要。
一张卡牌的效果如何写就,我会用“模板(templating)”这个词来形容这个规则。一般来说,卡牌会因为不同的效果而有着不同的“模板”来描述。例如:我们会说:“当____发生时,执行这个。”而不是说“执行这个,当____发生时。)这就是关于效果触发的词汇描述“模板”。模板是非常重要的,它能够帮助你快速理解新卡的效果,因为它们总是使用相似的模板。
我们会经常重新评估我们的词汇模板,在纳克萨玛斯的开发过程中,我在考虑:“随机”这一词是否在描述亡语效果触发时非常必要?我们是否能够让玩家明白出于游戏的规则你将无法在对手的回合进行目标选择以及在没有任何描述的情况下让你了解亡语效果的随机性?对于我们来说减少文字长度将会受益良多(这让卡牌看上去不那么负责,允许我们可以制作有着更多深度策略性的新卡),所以我认为这会增强玩家的游戏体验。游戏玩家已经明白这些新卡的效果将会是随机的,所以我更加确信这是可能的,但大部分玩家却并非如此。非常多的玩家担心这样会影响新玩家的游戏体验,这对于我们来说是至关重要的一点。
我们很乐意倾听此类的玩家反馈,经过一番讨论后,我们决定回到我们的老方案(正如我上头所说过的)。虚空召唤者、复仇以及阿努巴伏击者现在将会在卡牌描述中加入“随机”一词。如果我们今后制作那些从不可见区域随机选择目标的卡(例如思维窃取),这些卡牌的描述将不会有“随机”。我们也将继续改变我们的词汇模板规则,好让我们将卡牌做得“感觉”更好。
一如既往,游戏开发团队乐意阅读你们的反馈,尽管我们并不会总是同意你们的观点——但在这个问题上我们表示了同意。感谢你们的帮助,让这个游戏做得更好!
感谢。
Ben Brode
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