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维多利亚3开发日志#22 | 11/4 战争的概念

2021-11-05 18:53 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #22 - The Concept of War

Wizzington, Game Director Victoria 3


Hello and welcome to another Victoria 3 development diary! Today's dev diary has been a hotly anticipated one, as we're finally ready to start talking about war and combat and how they will work in Victoria 3.

大家吼啊,欢迎来到新一篇维多利亚3的开发日志!今天这篇日志可真的是万众期待,因为我们终于准备开始聊聊维多利亚3里的战争和战斗,以及它们的运作机制。


So then, how does war and combat work? The answer is that we've taken a pretty different approach to warfare and combat in Victoria 3 compared to other Paradox Grand Strategy Games, and in this dev diary I'll be going over the overall vision that governs our design for warfare, with the actual nitty-gritty on the mechanics coming over the next few weeks. Just as Victoria 3 itself has a set of design pillars that all game mechanics follow (as outlined in the very first diary), Warfare in Victoria 3 has its own design pillars, which we will now explain in turn.

那么,它们到底是怎么运作的呢?答案是,相比起Paradox旗下的其它大战略游戏,我们对维多利亚3里的战争和战斗采取了相当不一样的方案。在这篇开发日志里,我将会回顾指引我们设计战争机制的整体思路,而机制上的具体核心问题讲解则会在接下来的几个星期里陆续道来。正如维多利亚3这款游戏本身有一整套设计基础准则、而所有的游戏机制都要遵守这套准则一样(我们在最最开始的第一篇日志里简要地说明过),维多利亚3里的战争也有它自己的设计基础准则,我们将按顺序来介绍。


The first pillar is one that is shared with the vision of the game as a whole: War is a Continuation of Diplomacy - anything you can gain through war should also be possible to gain through diplomacy. As we've already talked about this multiple times in the past, and last week’s dev diary told you all about Diplomatic Plays, we don't feel the need to go into this again, but it's still important to keep in mind to understand our approach to warfare.

第一条准则与这款游戏的整体设计思路相通:战争是外交的延续——任何你能够通过战争取得的事物都应当同样能够通过外交手段获得。这部分内容我们在之前很多次都已经讲过,在上星期的开发日志里也有跟你们详述外交博弈Diplomatic Plays,于是我们觉得就没有必要重新再说了。但无论如何,想要理解我们对战争的设计思路,记住这条准则还是很重要的。



The second pillar, War is Strategic, is exactly what it sounds like. In Victoria 3, all decisions you make regarding warfare are on the strategic level, not the tactical. What this means is that you do not move units directly on the map, or make decisions about which exact units should be initiating battle where. Instead of being unit-in-province-based, warfare in Victoria 3 is focused on supplying and allocating troops to frontlines between you and your enemies. The decisions you make during war are about matters such as what front you send your generals to and what overall strategy they should be following there. If this sounds like a radical departure from the norm in Paradox GSGs, that's because it is, and I'll be talking more about the rationale at the end of this dev diary.

第二条准则,战争即是战略,意思正如其言。在维多利亚3里,你就战争所作的任何决策都将反映到战略层面,而不是战术层面。这就意味着,你并不是直接在地图上移动部队,或者说决定哪支特定部队应该在哪个地方发动战斗。与那种基于将部队放置在省份上的机制不同,维多利亚3里的战争更侧重于将士兵供应和分配到你和敌军之间对峙的前线。你在战争之中所作的决策关乎到你要将将军们派到哪条前线,以及他们在前线要遵循什么样的总体策略。如果你们觉得这听起来简直就是对传统Paradox旗下大战略游戏的离经叛道,那不用怀疑,因为这就是真的。我会在这篇开发日志的结尾更详细地讲讲这样做的理由。



The third pillar, War is Costly, is all about the cost of war - political, economic and humanitarian. There is no such thing as a bloodless war in Victoria 3, as just the act of mobilizing your army will immediately start accruing casualties from accident and disease (as these were and remain the biggest killers of men during war, not battles) in addition to being an immense financial burden for your country. The soldiers and conscripts who die during war leave behind children and widows, and may even become dependents themselves as a result of injuries sustained during your quest for national glory.

第三条准则,战争的代价高昂,这与战争的花费相关——政治花费、经济花费、以及人力上的花费。在维多利亚3里,并不存在类似于不流血的战争这样的东西,因为仅仅是动员部队这个行为都会立即开始积累由事故和疾病导致的伤亡(因为这些才是、并且现在也依然是战争过程中最无情的部队杀手,而不是战斗本身带来最多伤亡),此外,动员部队也马上会对国家造成沉重的经济负担。战死疆场的职业士兵和征召兵会留下孩子和遗孀,甚至他们也可能受伤而成为受抚养人口,这些都是你在追寻国家荣耀的路程中给他们留下的伤口。



The fourth pillar, Preparation is Key, ties heavily into the second and third pillars. Much of the strategic decision making in Victoria 3 that will let you win wars are all about how well prepared you are. For example: Have you promoted the most competent generals, or were you forced to promote an incompetent wastrel for political expedience? Have you invested in the best (but very costly) rifles for your soldiers, or are you forced to fight at a technological disadvantage? During the Diplomatic Play preceding the war, did you mobilize all your armies in time and eat the costs in men and materiel, or did you hold off hoping on a peaceful resolution, or at least for the conflict to end up as a limited war? Did you choose to build and subsidize an arms industry large enough to cover your wartime needs, or is your army reliant on import of weapons that may be vulnerable to enemy shipping disruptions? These are the sort of questions that can decide who has the true advantage when going into an armed conflict in Victoria 3.

第四条准则,事先准备是关键,这与第二条和第三条准则之间有密切联系。你在维多利亚3中作出的能让你赢得战争的绝大部分决策,都跟你事先准备得多好有关。就比如说:你有没有提拔最能干的将军,还是说你为了政治利益而不得不提拔上来无能混混?你有没有为手下士兵投资性能最好(但同时价格高昂)的步枪,还是说你不得不顶着科技劣势上战场?在战争前的外交博弈过程中,你有没有及时动员起你所有的部队,并承担起所有士兵和用具的消耗,还是说你按兵不动,希望能有个和平解决方案,或者至少抱着以局部战争结束冲突的希望?你有没有选择建立并补贴军火行业,使之成熟到可以满足你战时需求,还是说你的部队都依赖于武器进口,很容易受到敌军干扰航运的影响?正是这些问题,将能够决定在维多利亚3中,究竟是哪一方在准备进入武装冲突时拥有真正的优势。



The fifth pillar, Navies Matter, is an ambition of ours that for many countries, navies should feel just as important (and in some cases more important) as armies. In addition to supporting or hindering overseas expeditions (by, for example, cutting off enemy supply lines), navies play a crucial role in waging economic warfare, as a country whose economy (or even worse, military goods supply) depends on trade will be vulnerable to the actions of hostile navies.

第五条准则,海军很有用,这是我们所追求的目标——我们希望对很多国家而言,海军在观感上应当同陆军一样重要(而且在某些情况中要更加重要)。除了支援或者(比如说通过切断敌军补给线的方式)阻碍海外远征之外,海军在发起经济战的场合将发挥举足轻重的作用。因为经济(或者甚至更糟糕的情况,军火补给)依赖于贸易的国家,在敌对海军面前将非常脆弱。



The sixth and final pillar, War Changes, is all about the technological advances of the 19th century and the way that warfare changed from the maneuvering of post-napoleonic armies to the meat grinder that was World War One. Our ambition is for these changes to be felt in the gameplay of Victoria 3, as technologies such as the machine gun makes warfare an ever bloodier and costlier affair while advancements in naval technology makes it easier for countries with advanced navies to project global power.

第六条,也是最后一条准则,战争不是一成不变的,这说的是19世纪科学技术的进步,而且战争的形式也从拿破仑后期军队的机动作战演变成第一次世界大战那样的绞肉机。我们的目标是希望这些变化能够在维多利亚3的游戏体验中体现出来,就比如说机枪使得战争变得史无前例的血腥和昂贵,而海军科技的进步能让国家更加容易地通过先进海军来投射全球影响力。



Before I end this dev diary, I want to talk briefly about our most radical departure from other Paradox GSGs - the absence of units you move on the map, and why we chose to go in this direction. The main reason is simply that Victoria 3 is a game primarily focused on Economy, Diplomacy and Politics and we felt a more strategic approach to warfare mechanics fits the game better than micro-intensive tactical maneuvering.

在我结束这篇开发日志之前,我想简单谈谈我们对Paradox旗下大战略游戏最为激进的背离——缺少能够在地图上移动的部队,以及我们为什么要选择这个方向。主要原因其实很简单,也就是说维多利亚3这款游戏最核心的关注在于经济、外交、和政治,而我们认为应以更加战略层面的手法来处理战争机制,这样做更加适合这款游戏,而不是要求高强度微操的战术移动。


It's important to note that how this works differs completely from having AI-controlled units in our other GSGs, since in Victoria 3 armies you assign armies to fronts rather than provinces (navies of course work differently, but more on that later). We'll be getting into the exact details of the mechanics for both armies and navies in the coming weeks.

值得注意的是,由于在维多利亚3中,你是要将部队指派到前线而非省份(海军当然不太一样,不过这部分我们以后再详述),所以它的运作机制跟我们在其他大战略游戏中让AI控制部队完全不同。我们会在接下来几个星期里跟你们介绍陆军和海军机制中的细节。


We of course still want Victoria 3 to have interesting and meaningful warfare mechanics, but we want the player to be engaging on a higher level of decision-making, making decisions about the overall war strategy and just how much they're willing to sacrifice to achieve their goals rather than deciding which exact battalions should be battling it out in which exact province next.

当然,我们肯定还是会希望维多利亚3能拥有既有趣又有意义的战争机制的,但我们也想要让玩家涉入更高层次的决策,决定整体战争策略,以及他们究竟愿意为了实现目的作出多少牺牲,而不仅仅是决定具体哪个营的兵力接下来应该在哪个特定的省份参加战斗。


This also ties into the general costliness of wars and the fact that you can achieve your ends through diplomacy - we want the ways in which an outmatched Victoria 3 player triumphs over their enemies to be clever diplomacy, well-planned logistics and rational strategic thinking rather than brilliant generalship. Ultimately, we've taken this approach to warfare for the same reason we take any game design decision: because we believe that it will make Victoria 3 a better game.

这同时也与战争在通常意义上的高昂花费,以及你能够通过外交手段达成目的这两点相关。我们希望玩家在维多利亚3里,是通过高明的外交手段、精心的物流谋划、理智的战略思维来达成对敌人的大获全胜的,而不是通过对军队的强大领导赢取战争。最重要的是,我们之所以选择这样处理战争的方式,原因跟我们采取任何游戏设计决定相同:因为我们认为这会让维多利亚3变成一款更加精彩的游戏。


With that said, we're done for today! We'll of course be talking much more about warfare in the coming weeks, starting with next week's dev diary on the topic of Fronts and Generals.

就说这些,我们今天就结束啦!当然,我们会在接下来的几个星期里讲到更多关于战争的事情,就从下星期的开发日志开始,主题会是前线Fronts将领Generals



翻译:斯普特尼克

校对:三等文官猹中堂


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