《守望先鋒 2》(OW2)新模式“Stadium”(競技場)的開發者訪談。
受訪者信息
受訪者:Dion Rogers, Art Director
Dylan Snyder, Senior Game Designer
主要討論了該模式的開發歷程、設計理念、平衡性、學習曲線以及未來計劃。
開發背景:Stadium 模式開發歷時約一年半,最初構思始于兩年多前。其目標是提供一個可以極限發揮英雄特色并進行實驗的場所,允許嘗試在核心游戲中較難實現的玩法。
學習曲線:開發團隊希望新玩家能夠順利上手,因此提供了“Starter Builds”(起始構建),讓玩家在前幾局游戲中能快速適應,再逐步探索更復雜的構筑方案。
平衡機制:為了防止初期劣勢導致的滾雪球效應,游戲引入了“賞金系統”(Bounty System),即如果擊敗強勢敵人,能獲得大量資源來縮小差距。
戰術深度:玩家無法在游戲中更換英雄,以確保戰術選擇的長期影響,但提供了多種道具與能力升級,使玩家能夠應對不同情況,例如特定物品可針對坦克英雄。
英雄池更新:團隊計劃每個賽季增加 2-3 名英雄,最終目標是讓所有英雄都能進入 Stadium 模式。
未來計劃:團隊正在觀察是否引入英雄禁選機制,同時保持模式的核心樂趣與可玩性。
我是《守望先鋒》團隊的高級設計師之一,同時也是 Stadium 模式的設計負責人之一。
我是 Young Rogers,擔任《守望先鋒》的藝術編劇,與設計團隊密切合作。
剛剛大家在試玩實驗室體驗了 Stadium 模式,但由于游戲中有很多有趣的機制,時間較短,無法完全體驗。大家想了解是什么契機促成 Stadium 模式進入 OW2,以及團隊花了多久開發它?
我們目前的 Stadium 模式開發已持續大約一年半,而最初關于這個模式的討論則始于兩年多前。我們希望創建一個可以極限發揮英雄特色的空間,讓設計師能夠自由實驗,嘗試一些在核心游戲中較難實現但又非常有趣的玩法。
在設計英雄時,我們會圍繞“幻想”構思,例如牛仔或騎士,并為他們創造許多有趣的技能。在開發過程中,一些能力會被保留,一些則會被舍棄。而 Stadium 模式讓我們能夠回顧曾經的想法,并加以實現。
在 Stadium 模式中,玩家無法更換英雄,這樣的設計是為了增加戰術深度。在核心游戲里,戰術的靈活性來自于隨時換英雄,而在 Stadium 模式中,我們希望讓玩家投資于某個英雄的成長,并通過不同的道具和能力升級應對挑戰。
如果一方隊伍在前期處于劣勢,可能會陷入失敗的連鎖效應。為了防止這種情況,我們引入了賞金系統(Bounty System)。如果敵方某些角色過于強勢,只要成功擊敗他們一次,就能獲得大量資源,幫助縮小差距。
關于英雄池的更新,我們計劃每個賽季增加 2-3 名英雄,最終 Stadium 模式會囊括所有英雄。如果你喜歡的英雄當前不在模式中,不用擔心,未來一定會加入。
關于未來發展,我們正在關注是否適合引入英雄禁選機制。同時,我們希望 Stadium 模式能夠成為一個實驗場,讓玩家體驗到超越核心游戲的英雄玩法。
訪談內容整理總結&翻譯
I'm a senior designer on the Overwatch team, and I'm one of the design leads on stadium, and
我是《守望先鋒》團隊的高級設計師,同時也是“競技場”模式的設計負責人之一。
I'm the young Rogers, and I'm the art writer for Overwatch, working closely
我是young Rogers ,《守望先鋒》的美術文案作者,與團隊緊密合作。
Thank you. Singer. Okay, so they did have a hands-on experience just now in the lab, but not long enough because there are so many smart tricks and kicks, and they wanted to play, but didn't have time.
謝謝。剛剛他們在實驗室里親自體驗了一下新模式,但時間不長,因為有很多巧妙的機制和技巧,他們想多玩一會兒,但時間不夠。
But with that set, they want to know what triggers that put stadium into OW2, and how long the team spent to develop this.
他們想知道是什么促使“競技場”模式加入《守望先鋒2》,以及團隊花了多久時間開發這個模式。
Sure. Um. So we have been working on stadium in its current form for about a year and a half and then.
當然。我們目前的“競技場”模式已經開發了一年半左右。
But the the beginnings of it, the the talks about how we would do this and what this should be, started over two years ago.
但其實,最初的構思和討論早在兩年前就已經開始了。
It's been a long time, um, and the the desire was really to create a space in the game where as designers, we could push the hero fantasy of our heroes to its limits, and kind of create a really easy way to experiment and try stuff that maybe is too risky for the the core game, but that is still a ton of fun that we think works great for the game.
這個過程確實很漫長。我們的目標是打造一個特殊的游戲空間,讓設計師能夠最大程度地發揮英雄的“幻想體驗”(Hero Fantasy),并提供一個可以輕松嘗試新機制的環境。這些機制可能對核心游戲而言風險太大,但依然充滿樂趣,并且能很好地融入游戲體驗。
Jane Stadium Whenever we create a hero, we looking for the fantasy of a hero like, um, cowboy or knight, and we create a lot of fun powers for the character.
在設計英雄時,我們會圍繞英雄的幻想原型,比如牛仔或騎士,去構思他們的能力,并創造出有趣的技能。
And as we develop it, we have to get rid of some things, or keep some things. Stadium allows us actually look back at some of the ideas we had when we make a hero and use them all almost.
在開發過程中,我們必須舍棄或保留一些設計。而“競技場”模式讓我們能夠回顧那些曾經的創意,并幾乎把所有想法都融入其中。
So this is a new mode.
這是一個全新的游戲模式。
When you design stadium, do you have kind of a timeline, think, for the learning curve for the new players, how they get know the mode, then they get familiar with it, then they get pretty good at it?
在設計“競技場”模式時,是否有規劃過新玩家的學習曲線?他們如何了解模式、熟悉玩法,最終掌握它?
Um. We have quite a few people on the team focused exactly on that.
是的,我們有專門的團隊在研究這個問題。
There's a lot in this mode, as as you all saw.
正如你們所見,這個模式內容豐富。
And, uh, the starter build was was a big part of introducing this.
“起始構筑”系統在引導玩家方面起到了關鍵作用。
We fully understand it's a lot.
我們完全理解這對新玩家來說信息量很大。
So we created sort of an easy to grasp, soft, soft entry point, right?
所以我們設計了一個易于理解的入門機制,讓玩家能平穩上手。
And so that's where Starter builds came about.
這就是“起始構筑”系統的由來。
And the first several games that you play, we start you in that screen, just as like, hey, it's a safe shore bet this will do immediate work for you.
在玩家的前幾局游戲中,我們會提供推薦構筑,確保他們能快速投入戰斗并取得成效。
But then after that point, after those first several games, we kind of say, okay, maybe put you outside your comfort zone a little bit and start exploring the other options.
幾局游戲之后,我們會鼓勵玩家跳出舒適區,開始探索更多的構筑選項。
In terms of, like, an exact number of games we think that will take for players, uh, I don't think we have one yet.
至于玩家大概需要多少場游戲才能完全熟悉,我們目前還沒有具體的數據。
We're, we're excited to learn that as well.
我們也很期待從玩家的反饋中了解這一點。
This is, this is all pretty new for us too, right?
畢竟,這對我們來說也是全新的嘗試。
But, yeah, we we're definitely doing a lot to make sure that newer players can ease their way.
但可以肯定的是,我們正在做大量工作,以確保新玩家能順利適應這個模式。
Yeah, we actually changed the UI multiple times to help ease players into it.
是的,我們實際上調整了多次UI,以幫助玩家更容易上手。
Um, one of the things that is really interesting about Overwatch players is they are extremely intelligent and they pick up things very quickly.
《守望先鋒》的玩家非常聰明,學習新內容的速度很快,這一點很有趣。
So we were really looking for ways to provide information to them at the right time.
因此,我們一直在尋找合適的方式,在恰當的時機向玩家提供信息。
We didn't want to over explain anything, because we knew that our audience would be able to learn as they play, and, um, we're excited to see how they take to it.
我們不想過度解釋,因為我們相信玩家可以在游戲過程中自然而然地學習,我們很期待看到他們的反饋。
They actually have a question regarding the mechanics. So what’s the biggest difference between this new mode and a PvP mode?
他們有一個關于機制的問題。這個新模式和傳統PvP模式最大的區別是什么?
I would say it's a much more, uh, sort of, like, build-driven experience. Uh, in PvP, you're really relying on teamwork and tactics and skill expression to win your games.
我認為最大區別在于“競技場”是一個更偏向構筑驅動的體驗。在PvP模式中,獲勝依賴于團隊合作、戰術執行以及個人技巧的發揮。
In Stadium, there's a lot more exploration. It's a lot more about trying new things, uh, seeing how different pieces interact with each other, finding cool synergies, and just kind of having fun with it.
而在“競技場”模式中,更多的是探索新玩法,嘗試不同元素的組合,尋找有趣的協同效果,并在過程中享受樂趣。
Uh, we really wanted to lean into the experimentation side of Overwatch.
我們希望充分發揮《守望先鋒》在戰術探索方面的潛力。
That’s why they think it’s quite fresh. So do you have any fun ideas that didn’t make it to the final build?
這也是為什么他們覺得這個模式很新穎。那么,有哪些有趣的想法最終沒有進入正式版本嗎?
So many! Uh, we, we had a bunch of different ideas for, like, ways we could express some of the power upgrades, some of the different, uh, mechanics we could add.
太多了!我們曾經有很多關于強化升級和新機制的想法。
Um, one of my favorites that we had very early on was, uh, a build that gave you a ton of movement options, where, like, you could just chain blinks on tracer forever.
其中一個我個人很喜歡的早期想法是“無限閃現”構筑,讓獵空可以無限使用閃現技能。
Uh, that was really fun, but, uh, was a little too much for the game, so we, we had to pull that back.
這個設計非常有趣,但對游戲平衡性來說有點過頭了,所以最終我們沒有保留它。
But there were so many other ideas, and I think one of the coolest things about this mode is that we have a place to try those things in the future.
不過,我們仍然有很多想法,最棒的是這個模式給了我們一個未來嘗試這些創意的空間。
So this means there will be more patches and updates in the future, right?
所以,這意味著未來會有更多補丁和更新嗎?
Uh, I can't say exactly what we're doing yet, but, uh, we're definitely excited about what's next.
我現在還不能透露具體計劃,但可以肯定的是,我們對未來的發展感到非常興奮。
And, uh, you know, seeing what players respond to, seeing what they find fun, seeing what they get excited about, that's gonna help guide a lot of our decisions going forward.
我們會密切關注玩家的反饋,看看他們喜歡什么、對哪些內容感到興奮,這些都會影響我們未來的開發方向。
That sounds promising! So lastly, do you have anything you’d like to say to Chinese players who just tried the mode?
聽起來很令人期待!最后,你們有什么想對剛剛體驗了這個模式的中國玩家說的嗎?
Just, uh, thank you so much! Uh, we're so excited to see you all play this, to see what cool things you all come up with.
首先,非常感謝大家!我們很高興能看到你們嘗試這個模式,并探索出各種有趣的玩法。
Um, Overwatch players are some of the most creative people I have ever met, and I'm just excited to see what crazy stuff you all do with this mode.
《守望先鋒》的玩家是我見過最具創造力的群體之一,我迫不及待地想看到你們在這個模式中創造出哪些驚人的戰術和玩法。
整個采訪強調了**“競技場”模式**的開發歷程、設計理念以及未來可能的發展方向。
? 該模式的核心目標是創造一個更加自由、構筑驅動的游戲體驗,讓玩家探索英雄的極限。
? 團隊在用戶體驗方面下了很大功夫,例如起始構筑的設計,幫助新玩家快速上手。
? 有許多未能進入正式版本的有趣想法,但這個模式為未來的創新留足了空間。
? 未來更新暫未明確,但團隊會根據玩家的反饋做出調整。
總之,“競技場”模式不僅僅是一個新的玩法,更像是一個實驗平臺,讓《守望先鋒》的設計空間變得更加廣闊!
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