维多利亚3开发日志#52 | 6/29 玩家目标

牧游社 牧有汉化翻译
Victoria 3 - Dev Diary #52 - Player Objectives
Paradoxical_Nikname, Recruit
Hello everyone, and welcome to Victoria 3's 52nd Dev Diary. My name is Nik or Paradoxical Nikname and I am here to tell you about Player Objectives in the game.
大家好,欢迎来到维多利亚3的第52篇开发日志。我是Nik,你也可以称我Paradoxical Nikname,我会给大家讲讲游戏中的玩家目标Player Objectives。

Objectives screen
目标界面
You might have already seen this screen from the last Dev Diary, but I will go through it again quickly. Here we give you the player a choice on what you would like to do in your game. You have the tutorial, three different objectives and the Sandbox. If you missed the last Dev Diary and would like to know more about the Tutorial (click here). Then you have the three Objectives to choose from, we'll go into those in a bit. Finally, we have a sandbox for those of you who want a completely unguided campaign.
你可能从上周的开发日志中见到了这一界面,但我将会快速地再给大家复习一下。这里我给你们玩家选择在游戏中想要干什么。你会有一个教程、三个不同的目标和沙盒模式。如果你错过了上期的开发日志,不妨了解一下更多关于教程的信息。接着有三个不同的目标供你选择,我们将会简单了解一下它们。最后,我们有一个沙盒模式以供战役中完全无需引导的玩家选择。
What are Objectives
目标是啥
There are multiple goals we are trying to achieve with objectives. First and foremost, we wanted to present the player with some suggested accomplishments to try and achieve before the end of the game. How the player chooses to complete the tasks in the end is up to them.
我们试图在目标中实现多个目的。首先最重要的是,我们想呈现给玩家一些游戏结束之前建议完成的成就。至于玩家怎么完成这些任务就完全取决于他们自己了。
Another one of our goals is to make an extra challenge for players who have dipped their toes into the tutorial and now want to try and take that knowledge and see if they can carry themselves without the extra help from the tutorial.
我们的另一个目的,是为刚刚涉足教程、想要尝试并运用这些新知识的玩家提供一些额外的挑战,看看他们能不能再没有教程额外帮助的情况下独自完成目标。
Also we see it as a way of giving the player an idea of what to play. Say that you are in that, "I wanna play (insert Paradox Title)" mood, but you don't know what you want to do or who to play as. Now we have a mission for you to complete either as a specific nation or a random one.
而且我们把它当作给予玩家要玩什么的灵感的一种方式。比如说你会有这种心情:你想玩某个P社游戏,但你不知道自己想要干什么或者扮演谁。现在我们为你准备了任务去完成:或者扮演选定的国家,或者随便选一个任务。
One thing I would like to make clear to you is, these are not an extra set of tutorials. These are their own challenges available as an additional option. There are no "How" and "Why" tutorial lessons that guide you towards completing the tasks. It is entirely up to you to solve and complete the task at hand.
有件事情我想澄清一下,这些目标不是一系列额外的教程。这些是作为附加选项的的挑战。在达成这些目标的过程中不会有“怎么做”和“为什么”的模块。你要决定并亲自完成这一切。
Player Agency and Direction
玩家掌控和指导
Much like the Journal system walks a tightrope between historical accuracy and the player's ability to create their own alt-history, the Objectives system has to balance agency and direction. Too much direction and you feel railroaded or puppeteered, too little direction and the goal just becomes noise competing for your attention instead of something to strive towards.
非常类似于任务日志系统在历史事实与玩家创造架空历史之间走钢丝一样,目标系统也不得不平衡玩家对游戏的掌控和游戏对玩家的指导。过多的指导会让你感到被强迫或被操纵,但指导太少,目标就变成了争夺你注意力的噪音,而不是努力争取的目标。
In early playtests we found that many players were intrigued by all the systems and how they fit together but didn't know why to perform certain actions in the game, because nobody was pushing them in a particular direction. This was particularly true for strategy players new to Victoria, while those with prior experience could more easily formulate goals for their campaigns before they started: "I want to liberalize Tsarist Russia" or "I want to form Poland as Krakow" or "I want to make Qing the globally dominant economic force".
在早期的玩家测试中,我们发现许多玩家对所有的游戏系统(以及这些系统是如何联系起来的)都感到好奇,但他们不知道为什么要在游戏中执行某个特定操作,因为没有人将他们往一个特定方向推。这个说法对第一次游玩维多利亚系列的战略玩家挺准确的,毕竟老玩家会更简单地在开始前设定目标:“我想解放沙俄”或者“我想作为克拉科夫成立波兰”,或者“我想让带清成为全球经济霸主”。
The Objectives system helps with this in two ways:
目标系统通过以下两种方式帮助玩家:
1. By having the player tell the game what kind of game they want to play, the game can suggest suitable countries and provide relevant challenges
1. 让玩家告诉游戏他们想玩什么,游戏借此可以建议合适的国家并提供相关的挑战。
2. By having the player decide on a campaign goal ahead of time, they have at least an initial direction for their first steps
2. 让玩家提前决定战役目标,至少在游戏初期他们会有初始的方向。
Objective pacing and modding
目标进度与模组
As mentioned briefly in the Tutorial dev diary, the Objective system includes a pacing mechanism that hands out appropriate Journal Entries to players at the appropriate time. This system is invisible during play, but can be utilized by modders to make their own Objectives - or even more tightly scripted long-term event chains or campaigns, if desired.
在教程开发日志中简单提到过,目标系统包含一个进度机制,这一机制会在合适的时间将合适的任务日志提供给玩家。这一系统在游戏中是不可见的,但modder可以利用这一机制做出他们自己的目标——或者,如果有需要的话,甚至可以做出密切编排的长期事件链或战役。
Each Objective has a series of subgoals, with trigger conditions that can include previous subgoals and effects that happen when they trigger. This means subgoals can become eligible to fire only when a certain subgoal is marked complete, or for as long as a different subgoal isn't complete, or when any of a named set of subgoals are complete. The typical effect when a subgoal triggers is to grant a Journal Entry, but it can also perform any number of other things - setting up preconditions, firing notifications, changing AI parameters, and so on.
每个目标都有一系列次级目标,次级目标的触发条件可以包括先前的次级目标,次级目标触发时也会有效果。这意味着某个次级目标的触发条件可以是以下情况:某个次级目标被标记为已完成,或者不同的次级目标尚未完成,或者当任何指定的几个次级目标已完成。触发次级目标时的典型效果是授予任务日志,但它也可以执行任意数量的其它操作——设置前提条件、触发通知、更改 AI 参数,等等。
Combined with the capabilities of Journal Entries, this technically lets an enterprising modder make entire branching narratives that can change based on the conditions of the player and the rest of the world when the subgoal was triggered. In practice we're much more open-ended in how we use it for the Objectives that will be in the game at launch, since we only use it to provide some player-selected direction for their campaign.
通过与任务日志的能力相结合,这将在技术层面上让富有创造力的Mod作者能够制作出一整套叙事剧情,这套剧情能够依据次级目标触发时玩家和其它国家的不同情况而改变。实际上,我们对如何在游戏加载时的目标中运用它持开放态度,因为我们只用它来为玩家的游玩提供一些选择方向而已。
Recommended starts
推荐游玩的国家
Each Objective will have its own recommended nations to play as that can be easier or more difficult to complete the Objective as. It is also entirely up to the player if you wish to play as one of these recommended nations or if you instead wish to select your own nation to play with objectives on. These countries are selected because they are interesting nations to pursue the stated objective with, and may have their own unique quirks to overcome or leverage as they progress through the challenges.
每个目标都会有其独特的推荐游玩国家,选择这些国家将使完成目标更为轻松或是更加困难。不过要选择推荐国家还是要自己挑选国家来达成目标,选择权完全归玩家所有。推荐这些国家是因为在达成相应目标时更加有趣,并且随着游戏进程的推进可能会遇到独特的难题或者具有独特的优势。

Starting a game with an objective enabled
开始一局有目标的游戏
At game start, similar to tutorial, you will get a notification letting you know that you are playing a certain objective. After letting the game tick for a few days you will get your first task, simply complete the task and move on to the next one.
在游戏开始时,与教程相似,你将得到一条提示,表明你激活了某个目标。当游戏进行了几天后你就会收到第一个任务,接下来只要不断完成任务即可。



Progressing through the objective
完成目标的过程
As stated earlier above, Objectives work like a chain of Journal Entries. Unlike the Tutorial however, there aren't special triggers that are needed for them to fire after completing the previous entry. Most will appear immediately after you complete the previous Journal Entry.
如上所述,目标体现为一个任务日志的链条的形式。然而与教程不同的是,当完成上一个任务后并不需要满足某种条件来触发下一个。大多数任务都将在完成前一个任务后立刻触发。
These tasks are meant as a helping hand, you will need to complete them to get to the final Objective, but you will be free to complete the objectives any way you want. One of these objectives can be as simple as making sure that a good in your home market is not too expensive. Another could simply be a requirement to pass a certain law.
这些任务的目的只是帮助玩家,你需要完成这些任务才能达到最终目标,但你可以通过任何方式来完成。其中有一些简单的任务可能会要求你确保国内市场上的商品价格不太昂贵。还有的可能只是要你通过某项法律。

The Final Objective
最终目标
After completing the secondary objectives, you will receive your Final Objective. This objective, which is named after the full Objective, will take much more time and effort to complete. The tasks before were meant to help you along the way and prepare you for the final task. Upon completion of the Final Objective, you will receive an associated Achievement.
在完成了所有次级目标后,你将获得最终的目标。这个目标以整个目标的标题命名,将需要投入更多的时间和精力来完成。所有前置任务的目的都是帮助你推进进程并为最终任务做准备。当完成最终目标后,你将获得一项相关成就。
Economic Dominance Objective
经济主宰目标

经济主宰
着眼于扩张你的生产、市场影响以及贸易影响,直到牢牢掌控世界经济。你的最终目标是在全球GDP中占据最多的份额。
推荐的国家
美国:美利坚合众国一直主张自身拥有从欧洲列强独立的权力。然而这个国家也在不断地强制数以千计的美洲原住民背井离乡。美国的未来将何去何从?
大不列颠:进入19世纪,大不列颠迅速成为了世界上第一个工业化国家。这个庞大的帝国由遍布全球的殖民地劳工所维系。然而威廉四世国王已行将就木,谁也不知道下一位君主将开启怎样的全新时代。
奥斯曼帝国:奥斯曼帝国在19世纪初期一次又一次地卷入了战争之中,虽然已经作出了一定的改革尝试,但目前还远远无法扭转帝国的衰退。
巴西:随着佩德罗一世皇帝的退位,巴西进入了动荡时期,国家由摄政议会代行统治。巴西能否克服这些困难并成长为一个世界强国呢?
For those of you who love pie charts or want to put your economics degree to the test, we have the Economic Dominance Objective. For this Objective we want to present the player with a host of tasks that relate to improving your economic power base, with the overall goal being to control a large part of the Global GDP within your market.
对于那些喜爱饼图或者想要证明自己经济学学位含金量的人,我们准备了经济主导目标。在这个目标中我们希望为玩家提供一系列任务来提升你的经济实力,总体目标是让你的市场掌控全球大部分的GDP。
Hegemony Objective
霸权目标
These flags are not all correct (yet)! The technical reason for this is that the game hasn't actually started yet, the dynamic flag system can't kick in and alter the flags appropriately for the start conditions, so it falls back on a default flag. We're looking into it.
这些国旗(尚)存在错误!原因是当前还不算实际启动了游戏,动态国旗系统不能正确切换国旗,因此显示为默认国旗。我们正在想办法改进。

霸权
唯有完全掌控全世界的人口才能满足你。降服、征服或者促使你的人口增长,直到将全世界都纳入你的版图。
推荐的国家
普鲁士:普鲁士在拿破仑战争中得到了一大片领土,并在过去的几年里开始在全国推行改革。普鲁士能否沿这条道路继续前进,甚至统一德意志呢?
西班牙:年轻的伊莎贝拉女王统治着一个分裂的西班牙,自由派和保守派针锋相对。女王到底会在这场斗争中甘做一名傀儡,还是会主动出击呢?
日本幕府:随着饥荒与叛乱席卷整个国家,德川幕府的统治权威已不复存在。日本的江户时代已经过去了200余年,其能否再持续200年呢?
埃及:在穆罕默德·阿里的统治下,埃及从奥斯曼帝国赢得了独立,但在大部分技术上仍然十分落后。近期对叙利亚的占领无疑将引起土耳其帝国的反弹。埃及能否在接下来的风雨中屹立不倒呢?
For all you map painters out there we have the Hegemony objective. In this objective you will aim to have a large portion of the global population within your, or your Subjects', borders. Subjugations and aggressive expansion may both be part of your strategy, but ensuring your population growth is on par with the rest of the world is also crucial.
对于那些酷爱地图涂色的人,我们准备了霸权目标。在这个目标中你将力求使自己的国家和附属国掌控全球大部分的人口。你可能会通过强迫附庸和侵略扩张的方式来达成目标,但保持你的人口增长不落后于其他国家也同样重要。
Egalitarian Society Objective
平等社会目标

平等社会
权力属于人民!通过保障机会平等和提高全国生活水平来成为全世界所向往的自由与平等的灯塔。
推荐国家
法国:自从路易·菲利普取代查理六世登上王位已经过去了6年。对王位的持续威胁使得路易·菲利普不断加强自己的统治。法国能否开创一个更加自由的未来?
俄罗斯:尼古拉斯一世沙皇的统治从粉碎叛乱开始,而现在则用铁腕钳制着整个俄罗斯。他主张正统信仰、独裁主义和民族主义。到底会是专制的俄罗斯在19世纪茁壮成长,还是将会出现一个崭新而别样的俄罗斯呢?
大清:清王朝统治中国已经将近两百年了,此时正是国力鼎盛时期,掌握着全世界三分之一的人口,内部趋于稳定。中国的前途将走向何方?
墨西哥:墨西哥与新生的德克萨斯共和国已经全面开战。墨西哥能否收复德克萨斯并恢复原状呢?
If you aren't particularly into the big number go up or expansionist game, we have a Nation builder objective for you as well. In Egalitarian Society your task will be to make the most equal society you can. You will need to expand your institutions as well as passing more progressive laws to achieve your goal. Once you have established this equality of (legal) opportunity, the final challenge will be to also develop a very high average Standard of Living and education rate among all your Pops.
如果你对经济增长和扩张版图并没有太大兴趣,那么我们也为你准备了一个建设国家的目标。在平等社会目标中,你的任务将是建立一个尽可能平等的社会。你不仅需要扩展机构,同时还要通过更多的进步性法律来达成目标。当你在法律上确保了机会平等后,最后的挑战则是确保你的人口同样拥有非常高的平均生活水平和受教育程度。
Ending
结尾
That's all from me today. As many of you know most of Paradox goes on vacation next month so there will be no Dev Diaries in July, but we will be back in August with more!
以上就是今天的全部内容。如你们很多人所知,Paradox将于下个月放假,因此7月没有开发日志,但我们会在8月恢复更新并带来更多内容!
翻译:口袋姚怪 李勋回来了
校对:三等文官猹中堂
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