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本帖最后由 Hegen 于 2018-9-21 18:25 编辑
原文链接:https://www.taleworlds.com/en/Games/Bannerlord/Blog/78
翻译:Hegen@骑马与砍杀中文站

Greetings warriors of Calradia!
卡拉迪亚的战士,你们好!
Mount & Blade II: Bannerlord is a huge sandbox that allows you to approach the game and play it in the way that you want to. This means that there isn’t a linear storyline that you have to follow. However, the game does present you with quests that offer you a way to fill your purse while improving your relations with the various notables located around Calradia.
《骑马与砍杀2:霸主》是一款大型的沙盒游戏,玩家能够以各种方式随意地畅玩游戏,这意味着玩家不必遵循线性剧情。这款游戏的任务系统能够让玩家在与卡拉迪亚各地贵族提高关系的同时赚得钵满盆盈。
Because the game is a sandbox, we design these quests to be short in length, enjoyable, but most importantly, repeatable. But that isn’t to say that your actions in these quests don’t impact on the game world: they most definitely do! In fact, many of the quests you will be offered are generated as a direct response to a situation that is currently happening in the game. If a group of bandits are prohibiting trade in an area and have established a hideout, then you might be asked to dispatch the bandits by a local notable. Clearing the bandit hideout won’t just net you a bit of extra spending money and positive relations with the person who issued the quest: trade will flow more freely in the area, which in turn will have a positive effect on the local economy.
因为《霸主》是一款沙盒游戏,我们把这些任务设计得简短、有趣;但最重要的是这些任务的可重复性。这并非讲你在任务中的行为不会影响到游戏世界(肯定会有影响),实际上可提供的任务大多是直接根据游戏中正在发生的情况生成的。如果一群匪徒中断了某地的贸易,并已建立了藏身之处,那么当地贵族很可能要求你去清理这些匪徒。清除匪徒藏身处不仅能让你获得额外收入,还能提高你和授予这个任务的贵族的关系;贸易将在此地更自由地流动,进而对当地经济产生积极影响。
So, while quests aren’t exactly considered to be a main feature of the game and can be safely ignored if they aren’t exactly your cup of tea, they do have a significant impact on the game world and can be used to your advantage in most situations.
任务并非游戏主要特性,如果你确实不喜欢这个功能的话可以忽略。不过任务确实对游戏世界有重要影响,在大多数情况下可以提高你的优势。

While developing Bannerlord, one of our primary goals was to present information to players in a clear and intuitive way. We want players to understand the game and experience what it has to offer without it being overbearing and without them having to memorise a manual. To do this, we decided to rework most of the existing screens from Warband (as well as introducing new ones of course!). The quest screen is one such screen that needed revisiting.
在开发《霸主》时,一个主要目标是以直观明了的方式向玩家展示信息。我们希望玩家能在无需熟记游戏指南前提下,能够轻松地理解体验游戏各个方面。为了达成这一点,我们决定重制大量《战团》已有界面(当然也要引进新界面!)。任务界面就是一个重制的游戏界面。
In Warband, quests were displayed and tracked through the Notes screen. The screen contained all of the information that the player required to complete the quest, but it was a little simplistic. With Bannerlord, we redesigned the screen to display this information in a clear way, using visual elements to help convey information to the player. Overall, we think the new design is easier to understand at first glance and we feel it is a vast improvement over the entirely text-based design of Warband’s Notes screen.
在《战团》中,通过“日志”可以显示并指向任务,之前的界面包含了玩家完成任务所需的各种信息,但它有些过于简单了。在《霸主》中,我们重制了界面,使用视觉元素向玩家清晰地传达信息。总的来说,我们认为全新的设计看起来更容易理解,相对于基于文本设计的《战团》界面有了巨大的改进。
But, we didn’t just stop there. In Warband, finding a quest could be a quest in itself. You have to ride around the map speaking to different NPCs in the hopes that they have some work to offer you. With Bannerlord, we have added an exclamation point to portraits of characters that have a quest to offer you. There is also a special icon for designating portraits of characters that you need to interact with in the course of a quest. We think that such changes keep in line with our goal of presenting information to the player in a clear way, while also removing the tedium of trying to find a quest.
但是,我们并没有就此止步。在《战团》中,寻找任务本身就是一个任务。玩家必须在地图上与各种NPC交谈,以期他们能提供一些工作机会。在《霸主》中,我们在能够提供任务的人物头像上添加了一个感叹号,也有一个特殊图标来标明在任务中你需要与之互动的人物头像。我们认为这样的改变符合我们的目标:以一种清晰的方式向玩家展示信息,同时也消除了寻找任务的繁琐。

Overall, we think that little touches and changes like these will be more intuitive and user-friendly for new players while being a nice improvement to the game experience for returning players.
总的来说,我们认为这样的小改动对于新玩家来说会更加直观友好,同时对于老玩家来说会是一个不错的游戏体验改进。
In next week’s blog, we will talk to UI Programmer, Emre Özdemir. If you have any questions you would like to ask him, please leave a reply in the comments section and we will pick one out for him to answer.
在下周的开发日志中,我们将与UI程序员Emre Özdemir对话,如果你有什么问题,请在评论中回复,我们将从中择一让他作答。
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