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【战意】大世界最新研发内容揭秘!NPC行为丰富、智能化!可探索内容增加!沉浸式可交

2022-04-22 16:19 作者:Mirandus_  | 我要投稿

【吃瓜爆料】大世界最新研发内容揭秘!NPC行为丰富、智能化!可探索内容增加!沉浸式可交互剧情体验!会呼吸的世界!

作者简介

作者称谓

Miranda(米蘭達)

正文

    征服者之刃的开放世界充满了冒险的机会、鼓舞人心的风景和等待发现的惊喜。从在领土战争中争夺封地和要塞的统治权,到挑战游荡的土匪进行战斗,以及在废弃的地点寻找宝藏,开放世界可以满足每个人的需求。    我们与 Booming Tech 的虚拟世界创意设计师李逸飞讨论了开放世界背后的愿景、平衡世界的挑战以及对未来的希望。

    谈到征服者之刃的开放世界(以及其中发生的冒险和战斗)——从发布到现在,这些年来您的愿景有何变化?    开放世界的想法源于灵感和直觉。当我们完成个人游戏(战场和攻城战)时,我们想,“为什么不把它丰富成一个世界呢?”所以对我们来说,一个开放世界的出现似乎很自然,但这种世界展示的内容和活动的形式确实是我们从开发之初就一直在探索的。    我们开始的是在一个虚构的小土地上争夺领土;到上线的时候,霸者之刃世界已经丰富了五个区域,领土之争就留给了玩家组建自己的氏族进行战斗。    随着季节的推移,我们也完成了阿纳多楼和龙亭的土地,每个土地都有自己独特的风格。我们的愿景从“我们需要一个开放世界”转变为“我们想通过一个开放世界展示征服者之刃是什么”,然后“我们想用征服者之刃的开放世界来传达我们对文明和古代战争的想法” .当然,我们离最后一步还很远,目前的开放世界并没有达到我们的预期。

    您希望看到开放世界的进步或未来的变化?    让我们从现有的 NPC 行为开始。我们希望完成一轮深入的改进,无论是在 NPC 组装行为的丰富性、智力和强度方面。丰富这个世界,引入更多活动,让玩家有更多的战斗内容去探索和体验,是我们对开放世界的期望。    此外,我们希望这个世界成为 Conqueror's Blade 文化的载体,并成为玩家体验的重要组成部分。我们正在努力通过更具互动性的内容来增强开放世界的每个领域,这些内容讲述了这个世界上发生的事情并将其变为现实。我们感谢所有在这个世界上经历和生活过的玩家,我们希望它成为我们玩家的共同创造。    在平衡开放世界 PVP 的单位和武器类别时遇到了哪些挑战?    这是非常具有挑战性的,因为在 PVP 匹配中,我们希望玩家有一种展示个性和广泛选择的体验。因此,在我们的匹配平衡中,我们重点关注改进弱队和削弱没有意义的机制。而在开放世界PVP中,我们更关注的是奉献精神和英雄主义的矛盾和相容精神,因此这与PVP的匹配平衡有很大的不同。我们将努力平衡这两个方向,在保持PVP匹配合理的同时,为领土战带来更丰富的战术和玩法。

    设计开放世界一定很艰巨,但很快乐;随着时间的推移,团队从哪些现实生活中获得了灵感?    我们在第 VIII 季:王朝期间进行的一项重要更新是创建了一个全新的城市 - 皓景。我们借鉴了各个成员在制作过程中的生活经历和他们在中国唐代古都西安、襄阳唐城影视基地等地旅行时记录的照片。这些成为了重要的照片参考,以及我们在寻找豪晶的设计时留下的自己的印象。    同时,欧洲设计师的经验和知识在我们制作第七季:诸神黄昏之狼时也起到了很大的帮助,整个赛季的氛围相比前几季有了很大的提升。    您是否考虑根据激发季节的地区为开放世界场景添加任何现实生活中的地标?    是的,我们热衷于让玩家体验游戏中不同的文明,这是核心体验的一部分。我们在前几季已经对此进行了实验:例如,在第七季:诸神黄昏的狼群中,我们将黑龙峡湾(一个受斯堪的纳维亚风景启发的区域)放置在征服者之刃故事中的瓦伊克湖岸边。在第八季:王朝中,我们将临武要塞放置在茂阳,龙亭地区的景观类似于中国洛阳的龙门石窟。这些都是非常季节性和特定地区的文化符号,我们希望所有玩家都能感受到这一点。    在未来的赛季中,我们希望为玩家带来更多具有不同文明特色的大世界景观。

原文

The Open-World of Conqueror’s Blade is full of opportunities for adventure, inspirational scenery, and surprises waiting to be discovered. From battling for dominion over fiefs and fortresses in Territory Wars, to challenging loitering Bandits to combat, and scouring abandoned sites for treasure, the Open-World has something for everyone.

We talked to Yifei Li, the Virtual World Creative designer at Booming Tech about the vision behind the Open-World, the challenges of balancing the world, and the hopes for the future.

WHEN IT COMES TO THE OPEN-WORLD OF CONQUEROR’S BLADE (AND THE ADVENTURES AND BATTLES THAT TAKE PLACE WITHIN IT) - HOW HAS YOUR VISION CHANGED OVER THE YEARS, FROM LAUNCH TO NOW?

The idea for the Open-World was born out of inspiration and intuition. When we finished the individual gameplay (Field and Siege battles), we thought, "why don't we enrich this into a world?" So it seemed natural to us that an Open-World would emerge, but the content of such a world presentation and the form of the campaign is really what we have been exploring since the beginning of development. 

What we started with was a battle for territory in a small fictional land; by the time it went live, the Conqueror’s Blade world had been enriched into five regions, and the battle for territory was left to the players to form their own clans to fight. 

As the seasons progressed, we also completed the Anadolou and Longting lands, each with its own distinctive style. Our vision changed from "we need an Open-World" to "we want to show what Conqueror’s Blade is through an Open-World", then "we want to use Conqueror’s Blade's Open-World to communicate our thoughts about civilisation and ancient warfare". Of course, we are still far from the last step, and the current Open-World does not meet our expectations at the moment.

HOW WOULD YOU LIKE TO SEE THE OPEN-WORLD PROGRESS OR CHANGE GOING FORWARD?

Let's start with the eXisting NPC behaviours. We hope to complete a round of in-depth improvements, both in terms of the richness of NPC assembly behaviour, their intelligence, and strength. Enriching this world and introducing more events to give players more combat content to explore and experience is what we expect from our Open-World.

In addition, we want the world to be a vehicle for Conqueror’s Blade’s culture and an important part of the player's experience. We are working on enhancing each area of Open-World with more interactive content that tells the story of what has happened in this world and brings it to life. We are grateful to all the players who have experienced and lived in this world, and we hope that it will become a shared creation with our players.

WHAT WERE THE CHALLENGES WHEN IT CAME TO BALANCING UNITS AND WEAPON CLASSES FOR OPEN-WORLD PVP?

This is very challenging because, in PVP matchmaking, we want players to have an experience that shows individuality and a wide range of options. So in our matchmaking balancing, we focused heavily on improving weak corps and nerfing mechanics that didn't make sense. In Open-World PVP, however, we have focused more on the contradictory and compatible spirit of dedication and heroism, so there is a significant difference between this and the PVP matchmaking balance. We will try to balance these two directions and also bring a wider variety of tactics and gameplay to the territorial battles while keeping the PVP matches reasonable.

DESIGNING THE OPEN-WORLD MUST HAVE BEEN DEMANDING BUT A JOY; WHAT REAL-LIFE LANDSCAPES DID THE TEAM TAKE INSPIRATION FROM OVER TIME?

One of the key updates we made during Season VIII: Dynasty was the creation of a brand new city - Hao Jing. We drew on the life experiences of various members in the production process and the photos they recorded from their travels to places such as Xi'an, the ancient capital of China's Tang Dynasty, and the Tangcheng film and television base in Xiangyang. These became important photo references, along with their own impressions left in their minds when we went looking for the design of Hao Jing.

At the same time, the experience and knowledge of the designers from Europe became a great help when we were making Season VII: Wolves of Ragnarok and the whole atmosphere of the season was greatly enhanced compared to previous seasons.

DO YOU CONSIDER ADDING ANY REAL-LIFE LANDMARKS TO THE OPEN-WORLD SCENERY BASED ON THE REGION THAT INSPIRES A SEASON?

Yes, we are keen to give players a taste of the different civilisations featured in the game, which is part of the core experience. We have already experimented with this in previous seasons: in Season VII: Wolves of Ragnarok, for example, we placed Heilung Fjord (an area inspired by Scandinavian landscapes) on the shores of Vajk's Lake where it eXists in the Conqueror’s Blade story. In Season VIII: Dynasty, we placed Linwu Fortress in the Maoyang, and the Longting region in a landscape similar to the Longmen Grottoes in Luoyang, China. These are all very seasonal and regionally-specific cultural symbols, and we want all players to feel this.

In future seasons, we would like to bring more large world landscapes with the characteristics of different civilisations to the players.


【战意】大世界最新研发内容揭秘!NPC行为丰富、智能化!可探索内容增加!沉浸式可交的评论 (共 条)

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