《星际争霸2》最新Fansite-Q&A_3DM单机
3dmgame
从2007年BlizzCon上故事模式的版本来看,绝大多数玩家会对Raynor的对话一扫而过,忽略对话内容。暴雪的意图是想让玩家根据他们选择的任务来选择怎样去进行游戏,而不是基于他们在酒吧中聊了些什么,因为那样看起来会与这个指挥军队、粉碎邪恶帝国的游戏格格不入。选择可以有以下的内容:“下一步我要指挥我的军队去哪里?”还有“我怎样升级我的科技?”在与其他角色对话时你做出的选择看起来很重要并且具有意义,但实际上都是废话,这也是暴雪移除这个对话选择系统的原因吧。某些人可能对观看对话乐此不疲,可这一小撮人不能代表大多数。暴雪削减了内容,因为他们想留下最好的东西,总之这样做会使游戏更好。暴雪对将游戏录像输出转换成视频格式非常感兴趣,但是由于时间限制,近期可能不会抽出空来搞这个了。Dustin Browder声称“我们极其支持电子竞技,并且录像转视频是我们想做的事情之一。我不清楚现在开发到什么状态了,不过我们在发售游戏和资料篇之后还会出补丁的。”
地图编辑器会在beta的时候放出,但不是第一天就放出。可能是beta中期。暴雪想通过beta先测试编辑器并观察其与战网的互动能力如何。暴雪还想让地图制作者们尝试它,所以当地图编辑器放出的时候,我们肯定会很快看到一些很酷的作品。
制作星际争霸2中一些RPG风格的任务需要花费数个小时,其他有的则能耗上几周或者几个月,制作时间长短取决于整合所有要素的难度。暴雪想要一些任务能有多种完成方式。他们不想出现那种有几百个任务的RPG系统。他们希望RPG能与星图和科技购买联系得更加紧密。
星际争霸2中有大量不会在多人对战中出现的单位模型,其中有些是专门为单人战役制作的。Dustin没有确切的数字,但是他声称,我们可能要等到资料篇才会有达到魔兽争霸3中数量的模型。
BlizzCon 上的视频演示发生在整个战役的初期的中间阶段,在BlizzCon上播放的任务分支之前还有3个任务。异虫正在侵入人类的领地,此时Jim Raynor只是一个相对弱小且无奈的组织的领袖。暴雪在单人战役和多人对战中投入了同等的精力。许多仍然活跃在论坛社区的fans们可能只对多人对战比较关心,但是星际争霸普及很大程度上是基于它的战役模式啊。
Dustin对星际2的最大期望是各种族平衡以及不辜负大家对星际争霸的期望和继承其传统。
战役有完整的教学系统,同时配备视频教学和互动任务。小规模战斗模式同样为非任务型玩家准备了起始教程。战役还包含多人导向挑战模式,玩家在此模式中可以为多人对战练习技巧和战术。
暴雪内部认为异虫的实力大大不足,换句话说是在2本阶段。他们会在beta期间进行游戏平衡。
种族特点和风格被视为是在游戏研发过程中自己形成的。人类已经发展成为了一个更具多变性种族,不过这并不是他们最终的风格。
为了使建筑选择更加丰富和有趣,单位升级和独特技能升级不是分离的了。
经济体系宏机制仍在反工,总的来说他们对孵化幼虫和调遣矿骡很满意,而对质子冲能仍然在酝酿大的改动。
Dustin认为异虫和人类在使用难度上几乎相等,而星灵则是最容易使用的种族。
乌鸦已经接近他们的设计意图了,可能还需要在无人防御机上做一些改动,来让它扮演的角色更加清晰易懂。
感染者的施法目前正在重新制作。
埋地的爆虫直到人类出移动反隐单位(乌鸦)之前都可以对其进行牵制。
基于故事需要,自由之翼中会有一些星灵任务。
战役目前有大约15个地图原件资料夹。
在单一地图中可以使用多种地图原件资料夹。
星灵战役的基本思路是最终粉碎星灵的派系之分并重新统一所有的星灵。而进行游戏的基本思路是利用不同星灵派系的优点和弱点,来创建你自己的全新星灵大统一。
异虫战役的设想较其他两个战役相比是以英雄为中心。
星灵战役较人类战役相比则更注重于星图和星球间的探索
DLC计划包括更加面向于当前游戏演变的额外挑战。其他DLC计划则仍未确定。
地图编辑器中包含有非针对星际争霸2的功能(如为制作DOTA类游戏所需的详细目录和英雄系统)。
战役中的模型和图象可以在自定义地图中使用,过场动画不可。
异虫有更多的“具有代表性的”单位,他们感觉不能将它们移除(跳虫、刺蛇、飞龙),所以想把异虫设计得有新鲜感和有趣些非常困难。
战役中会提供许多多人对战中没有的强力单位升级和技能。
For BlizzCon 2007’s story-mode build, most players would just click through Raynor’s dialog lines, ignoring them. Blizzard wanted the player to choose how they want to play the game based on the missions they chose, not based on something they said in a bar, because that doesn’t feel appropriate for a game about commanding armies and smashing empires. Choices that gave more meaning were; “Where do I send my army next?” and “How do I upgrade my technology?” The choices you were given when speaking to other characters looked like they were important and meaningful, though they really weren’t, that’s why Blizzard removed it from the game. Some people would probably have enjoyed this part of the game, but that’s not most people. Blizzard cut content because they want to keep the best stuff, and overall this makes it a better game.
Blizzard does have interest in exporting replays to a video format, but will probably not get around to it soon due to time constraints. Dustin Browder claims “We’re hugely interested in supporting e-sports and this is one of those things we want to do. I don’t know what the status on this is, but we will have patches after ship and expansions yet to come.”
The map editor will be released on beta, but not at day 1. Probably somewhere mid beta. Blizzard wants to beta test the editor itself first and see how it interacts with Battle.net. Also Blizzard wants to let modders try it, so when release comes we will see some cool mods pretty early.
Some RPG-style quests in StarCraft II take hours to create, others could take weeks or months, depending on how difficult it was to put together. Blizzard wants some of the quests to have multiple solutions. They did not want an RPG system that implies that there will be hundreds of quests. They want it to be more about the starmap and tech purchase.
StarCraft II has alot of unit models that are no longer in the multiplayer, and some who were made specifically for single player. Dustin didn’t have a number, but claimed we will probably have to wait until the expansions to reach the same amount of models that were in WarCraft III.
The BlizzCon demo takes place at the middle of the beginning part of the campaign, there are three missions previous to the mission branch playable at BlizzCon. The Zerg are making their move into Terran space, but Jim Raynor at the time is leader of a relatively small and helpless faction.
Blizzard has put equal emphasis on the importance of single-player and multiplayer. Many fans of the series that are still active in the community are focused mostly on multiplayer, but much of Starcraft’s popularity is based on it’s campaign modes.
Dustin’s biggest hope for the game is racial balance and living up to StarCraft’s expectations and legacy.
The campaign has a full tutorial system, with videos and interactive missions. Skirmish mode also includes starting tutorials for the non campaign races. The campaign also includes multiplayer oriented challenge modes that help practice skills and tactics used for multi-player battles.
Internally, Blizzard feels the Zerg are vastly underpowered, namely in tier 2. Beta will be the period where they direct the game’s balance.
Racial identities and playstyles are being treated as self-emerging through develeopment. Terrans have developed into a much more mobile race, but this is not the final decision for their overall playstyle feel.
Unit upgrades and unique abililty upgrades are not segregated in order to make the building choices more varied and interesting.
Macro mechanics are still being reworked, overall they are happy with spawn larvae and MULE calldown, while Proton Charge is still being looked at for big changes.
Dustin feels that Zerg and Terran are close to equal difficulty, with Protoss being the easiest to use.
The Raven is close to how they want it designed, with some changes possibly needed for the point-defense turret to make it’s role more clearly understood.
Infestor’s spells are currently being re-worked.
Burrowed Banelings contain Terrans until they acquire mobile detection (Ravens).
Some Protoss missions are playable in WoL for storytelling purposes.
The campaign currently has approximately 15 tilesets.
Mutiple tilesets can be used in single maps.
The basic idea for the Protoss campaign is the ultimate shattering and re-unification of the Protoss factions. The basic gameplay idea is to utilize the strengths and weaknesses of different Protoss factions to create your own new Protoss unification.
The plan for the Zerg campaign is to be hero-centric than the other two campaigns.
The Protoss campaign will be more focused on the Star Map and planet exploration than the Terran campaign.
The DLC plan includes additional challenges more geared to the evolution on the current meta game. Other DLC plans are still not decided.
Map editor features not necessary for StarCraft II (such as an inventory and hero system for DOTA clones) are included.
Models and graphics from the campaign can be used in custom maps, animations can not.
The Zerg have more “iconic” units that they feel could not be removed (zergling, hydralisk, mutalisk), so it is more difficult to make the Zerg fresh and interesting.
The campaign will feature a lot of super high powered unit upgrades and abilities that won’t be in multiplayer.