维多利亚3开发日志#29 | 1/12 用户体验

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #29 - User Experience
Hagerhink, UX Designer
(译注:鉴于本篇日志附图主要为用户界面展示,对于图片中内容不多作翻译。)
Hello, my name is Henrik and I am a UX Designer on PDS. I have been a part of the Victoria 3 team for almost the entirety of the project, and since I am about to take a few months of parental leave I wanted to leave you with a brief summary and overview of the thoughts and ideas that form the foundation of the User Experience (UX) design in our game. Also, say hello to Aron whom I have written this dev diary in cooperation with. Aron has been my UX padawan for the past year and will be shouldering the UX while I am gone.
大家好,我是Henrik,是PDS的UX设计师。在项目的几乎整个开发过程中,我都是 Victoria 3 团队的一员。但是我即将休几个月的育儿假,所以我想给大家留下一篇简述,向大家简要概述一下,是哪些点子和想法构建出了游戏中用户体验(UX)设计的基础。另外,我还要向与我合作撰写这篇开发日志的Aron问好。 在过去的一年里,Aron一直是我的在UX方面的学徒,并将在我离开时承担UX开发任务。
First and foremost, why do we do what we do? Basically, our end goal is to make the game more approachable and accessible, so that we can make it even deeper and more complex. Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game. The more accessible the information and interactions can be, the more complex we can make that information and those interactions.
首先,我们为什么要搞UX开发?基本上来说,我们的最终目标是让游戏更加平易近人,并更容易上手,这样我们就可以将它做得更深入、复杂。复杂性不应该来源于找不到东西在哪和这些东西为什么会发生,而是应该来自我们游戏的核心机制的深度模拟。信息和交互更容易取得,也就更容易被做得更复杂。
In order to get there, we have three UX Pillars
为了实现目标,我们总结出三个UX的开发支柱:
1. The right information at the right time
1. 在正确的时间提供正确的信息
2. Clear feedback about cause and effect
2. 清晰的因果反馈
3. Clearly separate Actions from Information
3. 明确区分行动与信息
What tools do we have at our disposal to provide a user experience that satisfies these lofty goals? In this Dev Diary we will walk you through some of our main tools and approaches.
哪些工具可以用来提供足以实现这些崇高目标的用户体验? 在本篇开发日志中,我们将向你介绍我们的一些主要工具和方法。

Nested tooltip, as made famous by Crusader Kings 3
由十字军之王3而闻名的嵌套提示框
There is one piece of technology we can not see this game without: Nested Tooltips. We use it both for Game Concepts, and for getting more detailed breakdowns of numbers, and boy do we have numbers! This allows us to achieve parts of the first UX Pillar, The Right information at the right time. Instead of having to explain every single detail and anecdote in a single humongous tooltip, we can focus on the most essential and important information for the current context and leave any information that might not be directly tied to this context for the nested tooltips to cover. This is crucial in Victoria 3 where every single thing affects a whole bunch of other things, some very important and others simply knock on effects.
在讨论这个游戏时,嵌套提示框是一项我们不能不提的技术。我们既将这个工具用于游戏概念Game Concepts,也用来获得数字构成的详细分解——诸位我们当然有数字了!这使我们能达成第一个UX 开发支柱的目标:在正确的时间提供正确的信息。与其在单个巨大的提示框中解释每个细节和隐情,有了嵌套提示框后,我们就可以让我们当前的文本关注最基本和最重要的信息,并将其余那些可能不直接关联的信息放入嵌套提示框中,这在维多利亚3中至关重要,因为每一件事都会产生众多后果,有些影响深远,而有些则微乎其微。


Of course Nested Tooltips come with their own set of challenges. This is where we are happy to allow for a lot of customization and tweaking. For example, how do you want the tooltip to lock? Mouse Tendency, Timer Lock, or Action Lock? If you choose the Timer Lock, how long do you want that timer to be? Etc.
当然,嵌套提示框也有其自身的挑战。这是我们很高兴允许进行大量自定义和调整的地方。例如,玩家会希望如何锁定提示框?鼠标停留、定时锁定或动作锁定?如果玩家选择了计时锁定,该计时器要有多长时间?等等。

Another thing we show in these tooltips is the next thing on the agenda and what y’all been waiting for - graphs!
我们在这些提示框中还展示了在议程中的另一个工具,这也是你们一直在等待的——图表!

Data visualization
数据可视化
One of the more challenging areas is to clearly give feedback of a value's change over time. In a game with as many interlocking systems as Victoria, giving feedback on how something has changed over time becomes an essential part of the game-loop. How can we take several values and show you exactly how it has changed over time? You guessed it, line graphs.
对随时间变化的数值提供反馈,这是极具挑战性的领域之一。在维多利亚这种多个系统互相关联的游戏中,给出事物如何随时间推移而发生变化的反馈是游戏循环的重要组成部分。 我们如何提取出多个数值,并准确地向玩家展示它随着时间而发生的变化呢?你猜对了,那就是用线状图。

We would never make a Victoria game without the proper amount of graphs and charts! (Yes, you can switch to show pie charts for the Victoria 2 purists.)
没有适当数量的图表,我们永远做不出维多利亚游戏!(是的,你可以切换成饼图来满足维多利亚2原教旨主义者的要求。)



Numbers that update in real time and Predictions
实时更新的数字和预测
In most cases in our previous games, you have to tick the game in order to see the effects of things. In Victoria, we try to make all the immediate effects of your actions available the second you take them. When taking actions that have consequences spreading far and wide throughout the game's systems, it can be really hard to parse if this is a good idea or not without excessive use of spreadsheet software. So we predict things for you. (With a nested tooltip breakdown of that prediction value of course!)
在我们老游戏中的大多数情况下,玩家必须在游戏中等一段时间,才能看到事件产生的效果。在维多利亚3中,我们试图在让玩家在执行事件的那一秒,就能够得知行动所产生的即时效果。当行动的结果会广泛而深远地在整个游戏系统中传播时,在不大量使用电子表格软件的情况下很难分析这是不是一个好主意。因此,我们将提供预测。(当然,使用嵌套提示栏来展示预测的数值分解!)
The Building panel provides you with all the raw building data you could ever need, for you to analyze however you like. For whatever action you may desire, we provide our warmest support in your calculating endeavors with predictions such as the Weekly Balance when changing Production Method and predicted Earnings of the building if you were to expand it.
建筑面板为玩家提供所有的原始建筑数据,玩家可根据需要进行分析。无论玩家希望采取什么行动,游戏系统都会为计算工作提供最热情的支持,并提供预测,例如预测更改生产方法时的每周余额和预测扩建建筑物的收益。




Focus on the Map
关注地图
Our map is gorgeous and we want to put more emphasis on it. For example, all Events in the game have a location on the Map, and if you hover over a State name in any text, that State will be highlighted on the Map. This makes it easier to connect the names of things with their representation on the map, giving context to the text and the map. However, one of the coolest contextual information we are creating are Map Modes. We have Map Modes connected to most of our information panels, triggering when you open each panel which gives you the right contextual information at the right time. With the use of icons, numbers, and different heatmaps, we enable you to see several layers of contextual information at the same time without things getting too cluttered and without you having to scroll through a big sheet of data. Albeit, all Map Modes also exist in list form, making it possible to sort the information that is shown on the map, not entirely unlike a visual Ledger.
我们的地图制作得相当精美,所以我们想要在这方面着重强调一下。例如,所有游戏中的事件都在地图有一个位置,而且如果你将鼠标悬停在任何文本中的地区名字上,该地区将在地图上被高亮显示。这使得人们更容易将事物的名称与它们在地图上的表现联系起来,为文本和地图提供一个语境。我们目前做的最酷的背景信息之一就是地图模式。我们有各种地图模式来连接我们绝大部分的信息面板,打开每一个面板都会在正确的时间给你正确的背景信息。通过使用图标、数字和不同的热图,你就能同时看到几层的背景信息,而不会显得太杂乱,也不用滚动浏览一大张数据表。当然,所有的地图模式也可以以列表形式存在,从而实现对地图上显示的信息进行分类,完全就像一个可视化的账簿。


The Lenses
镜头
Every action you can take on the map, you can take from the five Lenses. Production Lens, Political Lens, Diplomatic Lens, Military Lens, and Trade Lens - each Lens comes with its own Map Mode! Basically, it is like viewing your country from a specific point of view.
你在地图上采取的每一个行动都可以通过五个镜头来实现。生产、政治、外交、军事、贸易,每一个镜头有它自己的地图模式!基本上,这就是从不同的角度审视你的国家。



Right-Click menus
右键菜单
The Map Interactions in the Lenses are our take on the Macro Builder, that is when you know what action you want to take and then you select what type of entity to perform that action on. On the other side of the coin, we use Right-Click menus for when you know what entity you want to perform an action on and then select an action from a list of potential actions. We have this for States, Markets, Characters, Buildings, Interest Groups and Goods. So any time you see any of those in the game, you can right-click on them to get a list of actions you can perform.
我们在镜头中的地图交互里采用了批量建造器Macro Builder,这样一来,你可以在这个模式下知道你想采取什么行动,以及你可以选择什么类型的实体来执行该行动。另一方面,你可以从右键菜单的潜在行动列表中,选择你要对一个实体所执行的行动。国家、市场、人物、建筑、利益集团和商品,都可以使用这一功能。因此,当你在游戏中看到这些东西时,你可以右键点击它们,从而打开行动列表。


Empty States
空白状态
Often forgotten, but extremely important. This is the feedback of dead ends, such as looking at the Urban Buildings tab of a State with no Urban Buildings. A useful empty state will let the player know what's happening, why it's happening, and what to do about it. In a State with no Urban Buildings we should of course tell this to the player, but also include the potential Urban Buildings which the player can build in that State. This is only one of many examples and you'd be surprised how often this simple yet important UX design aspect is forgotten. The empty state tells the player what that screen could be populated with and what the player can do about it.
虽然这一点经常被忘掉,但却十分重要。这是针对一些“死胡同”作出的反馈,比如查看一个地区的城市建筑标签页,但却没有城市建筑。一个有用的空白状态将让玩家知道发生了什么、为什么会发生,以及应该怎么做。在一个没有城市建筑的地区,我们当然应该告诉玩家这个地方没有城市建筑,但也要告诉玩家在这个地区可以建造哪些潜在的城市建筑。这只是众多例子中的一个,你会惊讶于这个简单而重要的用户体验设计经常被遗忘。空白状态告诉玩家这个地方可以被填充什么,以及玩家可以做什么。


Should you get an economics degree before you play V3?
你在玩V3之前应该有经济学学位吗?
Far be it from us to ever discourage anyone from getting an economics degree! Yet, despite Victoria 3's immense depth and complexity, our intention is still to allow you to learn even the most advanced concepts the game is based on as you play. One aspect of this is the tutorial, which we are putting more focus onto than ever before and will cover in detail in a future Dev Diary. Another aspect is through tooltippable Game Concepts, which work much like an integrated dictionary or rule book. Whenever you see such a Concept in text, such as Pops, Dividends Taxes, or Market Price, you can tooltip it to get an explanation of what it means and references to related concepts and mechanics. This powerful tool together with the Nested Tooltips allows us to design and explain anything in the game without writing a novel in each tooltip, and as a player, you can choose to deep dive into any peculiarities as you see fit.
我们肯定不会阻止你去拿一个经济学学位!不过,虽然维多利亚3非常复杂,我们的目的仍然是让你基于游戏来学会这个游戏哪怕最先进的概念。一个方面就是教程,我们比以往任何时候都更加重视,并将在未来的开发日志中详细介绍。另一个方面就是通过可打开提示框的游戏概念,其工作方式很像一本综合的字典或规则书。每当你在文本中看到游戏概念,如人口、股息税或市场价格,你可以其打开的提示框来获得对其含义的解释,以及相关概念和机制的参考。这个强大的工具与嵌套提示框结合起来,允许我们设计和解释游戏中的任何东西,而不需要在每个提示框中写一篇小说。作为一个玩家,你可以根据自己的需要选择深入了解任何奇特的东西。


Accessibility features
无障碍特性
Last but not least, we can not talk about UX without mentioning Accessibility and boy are we happy to have something never before seen in any PDS game - Colorblindness mode for text! We have it on our roadmap to make this feature work with more things in the game as well. We have also worked hard to get to a point where the UI scaling should work even better out of the box than previous releases.
最后,在谈论用户体验时,我们不能不提到无障碍特性,而且我们很高兴我们拥有在任何PDS游戏中前所未见的东西——文本的色盲模式!我们有一个路线图,意图让这个功能在游戏中的更多地方发挥作用。我们还在努力工作,以改善UI缩放的效果,使其比以前的版本更好。
Default mode, Tritanopia mode, and Protanopia/Deuteranopia mode
默认模式,蓝色盲模式,以及红色盲/绿色盲模式。


That's all for the first dev diary of 2022 folks. What an exciting year we have in front of us with so many tooltips to design and improve on! We’ll be back next week where Kenneth, our 2D Art Lead, will guide you through a closer look at the UI design of Victoria 3. See you then!
2022年的第一篇开发日志就到此为止,伙计们。我们接下来的这一年是多么令人激动啊,有这么多的提示框需要设计和改进!我们将在下周回来,届时我们的2D美术总监Kenneth将指导你仔细观察维多利亚3的UI设计。到时见!
翻译:莱恩希德公爵 铿尔舍瑟
校对:三等文官猹中堂
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