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维多利亚3开发日志#51 | 6/22 教程

2022-07-12 15:43 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #51 – Tutorial

Aron_Paradox, UX Designer


Hi, I'm Aron, UX Designer on Victoria 3. I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).

大家好,我是Aron,维多利亚3的用户交互设计师。我在这里和你们说说我们试图教玩家怎么玩Paradox游戏的最新尝试(神啊救救我)。


Another Paradox Tutorial?

又一个P社教程?


As you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean. But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree).

也许你已经发现了,就经济方面的体验而言,维多利亚3是目前为止我们游戏中最复杂、最有深度的。我们的许多机制和术语都可以在现实世界的经济中找到。我们得考虑到,玩家可能并不能直观地了解什么是关税、贷款本金或者补贴。但这种专业术语也是描述机制的最佳方式——与“关税”相比,“贸易税”既尴尬也不准确。我们还需意识到,你们中的许多人对这些术语有自己的诠释(比如我们的QA经理Paul,他恰巧有经济学学位)。



Down the same line of thought, the optimal way of learning a game is unique to every player.

同理,学习游戏的最佳方式对每个玩家来说都是独一无二、各有不同的。


Do you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go?

你是想被手把手地一点一点地引导完成游戏,还是想自己探索整个游戏,从自己的错误中吸取教训?


Do you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear?

你是在做事之前了解为什么应该这样做的所有细节,还是先做了之后再从反馈中学习这样做的效果?


In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible?

最后,这让我们自问,我们有没有办法做一个尽可能适合大多数玩家的可靠教程?


This remains to be fully answered, but we are confident that we have given it our best shot.

这仍有待充分回答,但我们相信自己已尽了最大的努力。


Learn the Game your way

以你自己的方式学习游戏


In Victoria 3, the Tutorial works as its own Player Objective named "Learn the Game". A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. Our Game Designer Nik will tell us more details about Player Objectives next week.

在维多利亚3中,教程Tutorial是以玩家目标Player Objective的形式进行的,这个玩家目标命名为“学习游戏”。玩家目标是你作为玩家在P社大战略游戏的传统沙盒体验之上额外增添的东西。我们的游戏设计师Nik会在下周介绍更多玩家目标的细节。


4 Player Objectives + Sandbox (no objective).

4个玩家目标 + 沙盒(无目标)


When you choose the "Learn the Game" Objective in Vicky, you do not sacrifice your first game of Victoria 3 to a handheld Tutorial experience of the game. The game will start off and work in mostly* the same manner as if you started it with any other Objective (or without an Objective). You may pick whatever country you want, though we do provide a couple of recommended countries that can be considered potentially "easier" starting countries in regards to typical gameplay and amount of things to manage. Like all historical Paradox grand strategy games, countries start off in very different positions and playing your first game with a landlocked single-province vassal state with nothing but subsistence farmers might not be the ideal learning experience - though we won't prevent you from trying!

当你在维多利亚3中选择了“学习游戏”目标时,第一盘维多利亚3并不会因手把手教学而牺牲游戏体验。游戏的开始和运行方式大多和选择其他目标时(或者没有目标)一致。你可以选择你想要选择的任何国家,尽管我们确实提供了几个推荐国家——一般认为这些国家在典型玩法和管理事项方面可能更“容易”一些。就像其它P社大战略游戏那样,游戏开始时国家的处境各不相同,以除了自给自足的农民外一无所有的内陆单省附庸国开始初次游戏大概不会有理想的学习体验——尽管如此我们也不会阻止你尝试!


Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.

当前,我们推荐在学习游戏目标中使用瑞典或美利坚合众国。但是这些推荐仍在开发中,一些国家可能会被删除,有些可能会被添加。


If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (you'd be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game.

如果你以美国开始“学习游戏”目标的第一盘游戏,会有一个可选的介绍弹窗来欢迎你,介绍基本的UI控件、主要的UI元素以及如何解除游戏暂停(你会惊讶于有多少P社玩家第一次玩时没有发现如何解除暂停)。之后随着你进行游戏,反应性的任务日志系统将接管并处理大部分教程。


The first step in the intro Tutorial lesson. Aimed to set the mood and expectation, but nothing too grand, the grandness we let the game handle itself.

入门教程的第一步。旨在设定情绪和期望,但不要太宏伟,游戏本身自有其宏伟。


Reactive Journal system

反应性的任务日志系统


As I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial.

正如我上面提到的,教程体验有两个主要组成部分:反应性任务日志,辅之以简短的教程弹窗。首先是需要你完成的一系列挑战,这会通过任务日志系统展现(参考开发日志#31 – 任务日志)。成功(或者有时失败!)完成这些挑战向游戏“证明”你已经学会了我们试图教授的游戏机制的基础知识,并允许你继续教程。


Early challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far.

早期的挑战将以“扩建农场”的形式呈现,旨在教你基本的UI指南和建造的表层机制。之后的挑战可能是“将GDP提高10%”或“提升你的强权等级”,这些挑战都需要更多的长期投入和整合迄今为止学到的游戏技能。


To the greatest extent possible we attempt to cater these challenges to your situation. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map.

我们会尽力帮助玩家应对这些挑战。例如,如果玩家扮演瑞典进行教程,你的第一个挑战将是扩建黑麦农场,而如果选择索科托进行游戏,挑战将是扩建小米农场。以另一个国家进行游戏可能会要求扩建其它合适类型的建筑,如牲畜牧场。同样,当你被要求改善与某个国家的关系时,我们会尝试选择一个较有价值的目标。我们的目的不仅是让玩家完成特定指令,而是让玩家从完成的挑战中受益。这也是我们调整教程中的挑战以适应游戏内几乎每个可玩国家的方式。


The Journal with a bunch of active Tutorial Journal Entries

有一堆启用的教程条目的任务日志。


Tutorial challenges aren't completely linear but do spawn in a logical sequence. For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. In some cases a previous challenge sets up the preconditions for completing a subsequent challenge, and in other cases later challenges build on concepts you have learned about in prior challenges. This is handled by a kind of pacing system that underlies the Objectives mechanic, which we will also learn more about next week.

教程的挑战并非完全线性,它们是按逻辑顺序产生的。例如,在你实际颁布一项启用某个机构的法律之前,你不会获得增加对该机构投资的挑战。在某些情况下,之前的挑战是完成后续挑战的先决条件,而另一些情况下,后续的挑战建立在之前的挑战中学到的概念之上。这是由一种调控进度的“目标”系统处理的,我们将在下周发布更多信息。


* I previously mentioned that Learn the Game will work "mostly" the same as any regular sandbox game, with the addition of the learning challenges. There are some subtle differences, such as the AI being reluctant to start Diplomatic Plays against you before you prove you have a handle on the basic economic and political aspects of the game. Setting an Objective can also apply a set of default Game Rules which can override core game parameters. For the Learn the Game Objective this includes lowered AI aggressiveness by default, though you can always choose to ignore this default and increase it before starting your campaign if you prefer. Perhaps you learn best through repeated failure?

* 我之前提到,学会游戏将与其它常规沙盒游戏“大体”相同,但额外增加了学习挑战。这之间有一些细微的差别,例如在你证明你掌握了游戏的基本经济和政治内容之前,AI不会倾向于对你进行外交博弈。设置目标还可以设定一些默认游戏规则,这些规则可以覆盖核心游戏参数。对于“学会游戏”的目标而言,这包括默认降低AI侵略性,但如果你愿意,你也始终可以选择忽略此默认值,并在开始你的战役之前调高它。也许你信奉失败乃成功之母的理论?


How and Why

如何做,为何做?


The second aspect of the tutorial are popup walkthroughs that deliver explanatory information or guide you through the user interface. This will be highly reminiscent of the classic linear tutorial experience, where the next bit of information or instruction is unlocked by you navigating to and clicking a specific highlighted button in the interface, or just pondering the text for a while and clicking "Next" when you feel you've understood.

教程部分的第二个方面是弹出式窗口,它展示解释性信息,并提供用户界面的指导。这会让人联想到经典的线性教程体验,在这种体验中,你可以通过导航并单击界面中特定的突出显示按钮来解锁下一条信息或指令,或者只是思考一会儿文本并在觉得你已经明白一切时单击“下一步”。


The difference between the classic linear tutorial and our approach is that these lessons are short, modular, and usually player-triggered. Each tutorial Journal Entry has up to 2 popup tutorials called Tell me How and Tell me Why. The How will guide you through the interface to show you which buttons to press to complete the task, for simpler challenges, or show you where you can find the information to solve the problem, for more complex ones. The Why will tell you the often crucial bit of information of why you would want to do a certain thing and what effects this might have.

经典的线性教程和我们之间的区别在于,这些课程很短,并且是模块化的设计,而且通常由玩家触发。每个教程性任务日志最多有2个弹窗教程,我们称为“告诉我如何做”和“告诉我为何做”。“如何做”将引导你浏览界面,向你展示要按哪些按钮来完成任务(用于较为简单的挑战),或者向你展示在哪里可以找到解决问题的信息(用于更复杂的挑战)。“为何做”会告诉你为什么会想要在游戏中做某件事以及这可能会产生什么影响的关键信息。


Here is step 9/10 in the Tell me Why lesson for Expanding a basic Building. Note that we also use illustrations to convey how things work.

这是扩建基本建筑挑战中的“为何做”课程中的步骤 9/10。请注意,我们还使用插图来传达游戏的运作方式。


You can trigger any of these, in any order you like, or not. In many cases, especially if you're well-versed with Paradox games or strategy games in general, you might want to solve the simpler challenges with no guidance at all just by clicking through the menus and figuring it out. For some players, this kind of self-guided problem-solving is less tedious and leads to a more comprehensive understanding of the game, though it may take longer. If you get stuck, you can always click Tell me How and follow the instructions. Many players might want to click Tell me Why to get a more in-depth explanation of every feature as they first engage with them, but you can also skip past it and read up on it later in our in-game Vickypedia or online wiki.

你可以按喜好以任何顺序触发或者不触发其中任何一个。在许多情况下,特别是如果你精通P社游戏或一般的策略游戏,你可能希望在没有任何指导的情况下解决更简单的挑战——只需要你自己点击菜单并找出答案。对于一些玩家来说,这种自我指导式的问题应对方式并不繁琐,对游戏的理解也更加全面,尽管可能需要更长的时间。如果你遇到困难,你可以随时点击“如何做”并按照说明进行操作。许多玩家可能还想点击“为何做”,以便在他们第一次接触每个特性时获得更深入的解释,但你也可以跳过它,并稍后在我们的游戏内“维”基百科或在线百科中阅读它。


The first step of the Tell me How lesson to Fixing a Capacity Deficit still gives you a short premise of why one way of doing it is better than another, but not nearly as extensive as the Tell me Why lesson does.

解决能力值赤字的“如何做”课程,第一步仍然给了你一个简短的假设:为什么一种方法会比另一种方法好,但是没有“为何做”课程讲得那样多。


A lesson telling you why expanding a basic Building is a safe investment.

一节教你为什么扩建基础建筑是一项安全的投资的课程。


Popup walkthroughs are not only associated with tutorial Journal Entries. Some are triggered at key points in the tutorial, such as when you complete a challenge and in the very beginning of the Learn the Game objective, just to teach you the basics of moving the map around, clicking buttons, and the main HUD. They are also wired up to a few key Concepts. If you encounter such a Concept in-game that you'd like to learn about more in-depth and hands-on, you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.

演练过程中的弹窗不仅与教程性的任务日志有关。有些弹窗会在教程的关键时刻触发,有些会在完成挑战时触发,也有的会在“学习游戏”目标的开始触发,仅是教你基础的移动地图、点击按钮和主面板。它们还连接到一些关键概念。如果你在游戏中遇到想要更加深入且手动了解的概念,你可以随时从概念的提示栏中触发教程——无论你是否身处“学习游戏”的目标模式中。


The Interest Group game concept with a button to get a UI walkthrough of what Interest Groups are.

利益集团的游戏概念有个按钮,可以在UI演练中了解利益集团是什么。


You don't have to start the game with the Learn the Game objective to be able to get this lesson, it's available in all objectives and sandbox mode, whenever you might need it.

你不必以“学习游戏”目标开始游戏来获取这一课程,每当你需要时,它在所有目标以及沙盒模式都可使用。


Final Thoughts

最终想法


When we designed the tutorial system we had three main goals:

当我们设计教程系统时我们有三个主要目标:


It should cater to as many unique learning styles and degrees of prior experience as possible
它应该尽可能多地迎合独特的学习风格和不同程度的先前经验。

It should be integrated with the regular gameplay experience, not be a separate mode players have to go through to "get to the game"
它应该整合入正常的游戏体验中,而不是一个单独的、玩家必须体验才能“了解游戏”的模式。

It should be modular and future-proof, so we don't have to rewrite the flow of the whole thing when we add or change mechanics
它应该是模块化且面向未来的,这样我们就不必在加入或者改变游戏机制时重写整个流程。


Based on our own experiences as avid strategy gamers, games that force the player to make an initial self-selection of "Novice / Intermediate / Expert" player profile to funnel them into the appropriate tutorial "track" often end up off-base, with players assessing themselves incorrectly or more advanced tracks leaving critical knowledge gaps. Instead we figured, why don't we ask the player what type of information they want in the context of whatever they're trying to learn, and put them in charge of their own learning?

基于我们作为狂热的策略游戏玩家的个体经验,强迫玩家自行选择“新手/中级/专家”的初始背景来将他们引导至合适的教程分流往往最后都是离大谱。玩家们会错误评估自己的水平或者跳过了关键知识直接跳到了高级轨道。相反我们想,为什么不直接问玩家想在文本中看到什么类型的信息,而不去管他们想要学什么,并让玩家自己掌控自己的学习呢?


Similarly, while a tightly scripted and funneled tutorial with perfectly controlled variables might be easier to craft a novice learning experience around, we didn't want players to skip the tutorial because they wouldn't be able to play the campaign they wanted to, or cancel it halfway through and restart because they felt they'd learned enough. So we thought, if we get the player to tell us they want to "Learn the Game" as an Objective, we can serve up suitable dynamic challenges with optional guides, and everything else is simply pure gameplay.

同理,尽管一个紧密编排的、分流的、拥有完美控制的数值的教程可能会对新人的学习经历简单一些,但我们不想玩家因为没办法玩他们想玩的战役而去跳过教程,或者因为他们觉得学得够多了玩到一半又重新开始。所以我们想,如果我们让玩家告诉我们他们想要将“学习游戏”作为游戏目标,我们可以提供合适的动态挑战和可选的指南,而除此之外其他的都是单纯的游戏本体。


Finally, with this approach we can add or change individual challenges and tutorials along with updates to mechanics, without having to worry about shoehorning learning about this new mechanic somewhere in the middle of a linear tutorial, rebalancing this tutorial, and perhaps most importantly, forcing existing players to replay the tutorial to learn about the new stuff.

最后,通过这种方法,我们可以在机制更新时添加或者更改个别挑战或者教程,而不必担心在线性教程的中间某个地方来学习这种新机制,重新平衡教程,以及或许是最重要的是,强制老玩家重播教程以了解新内容。


Crusader Kings 3 was the first PDX game to implement a Reactive Tutorial, which triggers an informational window when the player first encounters a new mechanic. This may sound straightforward but was a big step forward for us in terms of proactive explanation of new game mechanics in our highly interconnected and evolving games. In Victoria 3, we have taken this concept and expanded it such that we can embed entire tutorial flows into new game concepts that lead the player through the interface of a new mechanic in depth and on-demand. In addition, we can add more challenges and tutorial flows into the existing Learn the Game Objective, and even add new Objectives that incorporate challenges to teach major new features. But we will learn more about that next week, when our Game Designer Nik tells us about how Objectives work.

十字军之王3是P社游戏中第一个实现交互式教程的游戏,当玩家第一次遇到新机制时,交互教程会触发一个信息框。这听起来也许很简单,但是对我们来说,在我们高度互联且不断发展的游戏中主动解释新的游戏机制,是我们向前迈出的一大步。在维多利亚3中,我们延续了这个概念并将它延伸,让我们能在新游戏的概念中嵌入整个教程流程,从而引导玩家深入并按需使用新机制的界面。另外,我们可以在现有的“学习游戏”目标中增加更多的挑战和教程流程,甚至还可以增加一个新的包含挑战的目标来介绍新的主要功能。但是我们将会在下周进行详细展开,届时我们的游戏设计师Nik将会告诉大家目标的工作原理。



翻译:Yakuky 莱恩希德公爵 口袋姚怪

校对:三等文官猹中堂


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