本帖最后由 云子lover 于 2018-9-29 13:33 编辑
翻译:云翳@骑马与砍杀中文站 Greetingswarriors of Calradia!
卡拉迪亚的战士,你们好!
Thereis a fine balance that needs to be maintained when presenting information toplayers.
向玩家展示信息是一件非常注重平衡的事情。
Toolittle, and players fail to grasp a game mechanic or are forced into makinguninformed decisions.
如果太少,玩家将难以了解游戏机制或者作出缺乏情报的决定。
Toomuch, and the information becomes overbearing or confusing. And it isn’t justthe volume of information that needs to be taken into consideration.
太多,信息将变得繁杂及混乱,不仅仅是需要考虑玩家接收的信息量。
A good user interface (UI) should conveyinformation to players quickly and clearly. It should be as non-invasive aspossible, so that it doesn't get in the way of immersion, while stillcontaining all of the information that the player needs, in a way that isfunctional, yet aesthetically pleasing. It has to be almost transparent,helping you in the experience without reminding you constantly that you areplaying a game.
一个好的用户界面(UI)应该快速及简洁的向玩家传达信息。它应该尽可能的具备非强制性,这样就不会影响游戏体验,与此同时还能包含玩家所需的全部信息,以一种具备功能性,但更美观的形式。 而不是不断的提醒你你仅仅是在玩一个游戏。
Theseare the kinds of considerations that the UI team have to make on a daily basis.It is down to people like Emre Özdemir to take these designs and make them areality, bridging the gap between the player and the underlying code of thegame.
这就是UI团队必须考虑的事情。这就是像Emre Özdemir这样的人需要设计并实现的东西,从而在玩家与游戏底层代码架起沟通的桥梁。
姓名 EmreÖzdemir
城市 土耳其萨姆松
加入TALEWORLDS时间 2017
教育背景 伊兹密尔经济大学,软件工程专业
官方工作描述 UI工程师
WHATDO YOU NORMALLY DO DURING YOUR DAY? “Basically,it depends on the stage of the current project I’m working on. But to give youa better understanding of my role, putting together a screen usually goes likethis: We create a wireframe version of what would the screen look like whileaccomplishing the necessary needs with the user experience (UX) in mind. I talkwith other teams about what the backend logic should look like, and then setabout implementing the screen in a bare-bones state (placeholder assets anddummy data to test its functionality). I try to have a bit of fun withplaceholder assets as well! For example, our current placeholder loading screenanimation a butter jar moving across the screen, and our default save/load characterimage is Yaga. After the UI skin design is done, I replace the placeholderswith new and better looking assets. Finally, we playtest the game with the newscreen and make improvements to it as we continue development.”
你平时做些什么? “基本上,这取决于我目前正在进行的项目的阶段。但是为了让您更好地理解我的工作,游戏界面的组成通常是这样的:我们创建了游戏界面的线框模式,依据玩家的用户体验(UX)增加必要 的需求。我与团队的其他成员讨论后端逻辑应该是这样的,然后搭建界面主要框架结构(利用占位符资源及虚拟数据来测试功能)。我也同时尝试使用占位符资源来做一些有趣的事情!比如,我们当 前的说明背景是一个在屏幕上不断移动的黄油罐,而我们的自动保存/加载界面角色形象是Yaga。在UI皮肤设计确定后,我用更新更好的图像来替换占位符。最后我们用最新的界面来测试游戏 并且在后续的开发中对其进行改进。”
WHATDO YOU LIKE THE MOST ABOUT BANNERLORD? “UIwould be the most self-serving/boastful answer so I would have to say theprogression of the natural game loop. Your journey from a humble start withjust a couple of men gradually turns into commanding armies that consist ofhundreds of men, which I find to be extremely rewarding. And you, as the player,earn this feeling of accomplishment, step by step, man by man, one battle at atime.”
你最喜欢霸主中的哪点? “如果说是UI将是自私和最自吹自擂的答案,所以我的答案是游戏通常的进展历程。你的旅程是从一小堆人的冒险开始,逐渐变成了由几百人组成的军队的征战,我认为这是值得的。而你,作为玩家,你将在一步步、 一个人加一个人、一次次战斗赢得这种成就感。”
WHAT'STHE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OFBANNERLORD? “Technicaldifficulties like the wrong input registry on UI layers is my go to, but that’sboring!
迄今为止你在霸主的开发过程中所解决的最困难的事情是什么? “在UI层面上注册表错误注入的技术难题是我需要解决的,但这实在是太无聊了!”
Instead,I’m going to say the design of the Tutorial panels. Tutorials were a necessaryaddition that we felt we needed in the game for some time. After implementation,our internal tests showed us that people weren’t really noticing them and were askingquestions that were explained in the panels. So we sat down and thought abouthow we could make the panels more eye grabbing. We went through multipleiterations and even the version you saw in the Gamescom build isn’t final andis something that we will revisit. 作为代替,我将要谈谈教程界面的设计。教程是我们有时候在游戏中觉得是必须的东西。在实现后,我们的内部测试显示玩家忽视了这块内容,而不断的询问我们在面板中已经解释的东西。所以 我们必须做出来思考如何让面板更吸引注意力。我们进行了多次的更新甚至你在游戏展中看到的都不是最终的版本,而是我们需要再次讨论的东西。
WHATDO YOU CURRENTLY WORK ON? “Testingthe screens that I made before Gamescom and skinning new ones. I’m currentlyskinning the kingdom screen, in which you can see and take actions for thekingdom that you’re a part of, such as proposing a policy that would affect thewhole kingdom or creating an army that consists of other lords in the kingdom.”
你目前从事什么工作? “测试我在游戏展之前制作的界面,并重做皮肤。我现在正在浏览王国界面,你可以看到你所在王国的概括并采取相应的行动,比如提出一个影响整个王国的政策,或者组建一支包含王国其他领主组成的军队。”
WHATFACTION DO YOU LIKE THE MOST IN BANNERLORD? “Theunique characteristics of Empire really intrigues me. I find their history,architecture and overall grandeur to be very interesting. From a moremechanical standpoint, their troop tree is versatile and relevant in almost allsituations.” 你最喜欢游戏的哪个国家? “帝国的独特性质实在让我着迷。我认为他们的历史,建筑和整体的宏伟是十分有趣的。从更机械性的角度来看,他们的兵种树在任何情况下都是通用和适应的。” HOWMODDABLE WILL THE UI BE? “Makingthe UI as moddable as possible is important to both us and to our community.Some of the great mods for Warband had to limit their efforts because theycouldn’t alter the UI as their needs demanded it. This is something we tookinto consideration when taking the decision to create our own UI framework(Gauntlet). Thanks to Gauntlet modders can modify the screen layout itself justwith a simple text editor. All of the user interface we showed you in Gamescomwas made with Gauntlet and a simple text editor. Modders will have access tothese files and have total control of the screen layout itself.”
UI是如何建模的呢? “尽可能的让UI更有可塑性对于我们和社区来说都是非常重要的。在战团的一些伟大的MOD中不得不限制他们的功能因为他们没法开发出满足他们需求的UI。当我们决定创建我们的UI框架时, 这是必须考虑的事情。感谢Gauntlet 开发者们,我们可以用一个简单的文本编辑器来修改界面布局。我们在游戏展中展示的用户界面都是用Gauntlet和一个简单的文本编辑器制作的。 MOD作者有完全的权限来访问并控制界面布局。”
WHATARE MAJOR FACTORS THAT YOU’RE CONSIDERING WHEN YOU’RE DEVELOPING THE UI FORTHIS GAME? “Rankingat the top is the user experience. Mount & Blade games are informationheavy, and conveying this information to the player is a must for a goodexperience. “Is this UI element understandable enough?”, “If I saw this UIelement while playing a game would I like it?” “Does the player really needs to see this and does it haveto be on the screen?”. Asking yourself these kinds of questions is a good wayof keeping the right mind-set. Trying to show as much information as possiblewhile not overwhelming the player is a tight rope to walk on.
当你开发这个游戏的UI时,你考虑的最主要的因素是什么? “最靠前的是用户体验,骑砍游戏的信息是非常多的,传达这些信息对于玩家体验游戏来说是必须的。“这个UI的元素是否易懂?”“我在玩游戏的过程中看到这个UI元素,我是否乐意? ”“玩家是否真的需要在屏幕上看到这些?问自己这些问题是保持良好工作心态的好办法。尽可能的展示足够多的信息,同时又不能强迫玩家如同踩钢丝绳一样。”
Anothermajor factor is playing the game. You can imagine and design a screen on paperand then implement it in-game, but the most important factor is always play-testingthat screen. “How does it relate to other screens?”, “Could the normal use flowbe better?”. These kinds of questions that are really important for us.”
另一个主要因素是玩这个游戏。你可以在纸上构思和设计一个界面,并且在游戏中实现,但是最重要的因素总是需要去测试这个界面。“它与其他界面是否存在关联”,“能否正常的工作”。 这种问题对于我们来说是非常重要的。”
HOWMUCH WORK DO YOU HAVE LEFT ON YOUR CURRENT PROJECTS? “Everyscreen in Bannerlord is in a working state. We’re currently skinning our lastscreens then we’ll be in the polishing phase. During this stage we will go overeach screen and apply some makeup, like animations and visual improvements. AfterGamescom ended, I watched every single video I could find and put together alist of things to improve regarding the UI/UX. Those will be smoothed over inthe polishing stage as well.”
你目前的项目还有多少工作? 霸主的每一个游戏界面都还处于工作状态。我们正在为最后一个界面制作皮肤,然后我们将进入润色阶段。在这个阶段中,我们将检查每一个界面并运用一些装饰,比如动画及视觉改善。 在游戏展结束后,我观看了每一个我能找到的单独的视频,并列出了UI/UX需要改善的清单。这些将会在润色阶段进行打磨。
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