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[文化][游戏相关][中英对照]Part 1:On How to Improve LOL for a Longer Game Product Life

一线实稿 樊明璨 来源:樊明璨博客 862浏览 0评论

Source: 向天再圈500年 谈谈LOL如何改进以延长寿命
Translated by: FMC
Date: January 2, 2015

Source(点击显示/隐藏原文)
转眼间,红遍全球的竞技游戏《英雄联盟》已经在中国运营了四年时间。这款产品目前在全球拥有数千万用户,发展已经较为成熟。

In the twinkling of an eye, the globally popular competitive game League of Legends (LOL for short) has been introduced and operated in China for four years. Currently, this game owns tens of millions of players around the world as a relatively mature product.

但是,游戏市场竞争激烈,格局瞬息万变。再红的产品都有可能一眼之间被人颠覆,前浪死在沙滩上,这一规则MOBA游戏的细分市场尤其明显。为此17173整理了几位知乎网http://www.zhihu.com/友的讨论,替LOL出谋划策,谈谈如何改进以延长这款游戏的寿命。

However, the game market is rapidly changing due to fierce competition. No matter how hot a game now is, especially in the segment market of MOBA game, it may be surpassed and replaced by some new creation overnight, like a preceding wave dies on beach due to the push by a subsequent one. In that case, 17173.com compiled the discussions on how to improve LOL made by some cyberdears at zhihu.com in order to help the developer team achieve a longer game product life.

作者:BBKinG 观点:《英雄联盟》应该做减法

Cyberdear BBKinG’s view: LOL should undergo a subtraction operation

我觉得做游戏设计做到一定程度,就要开始做减法了,这里的做减法,不是单纯的把东西剪掉,也不是一下就减到零,而是这有个简化的趋势和度,减到哪合适,大众能接受,需要每个人自己判断。

In my opinion, game design should undergo a subtraction operation when it has been done to some extent. Instead of immediate cut of some things or complete cut of all things at one time, the term “subtraction” here emphasizes a simplification trend and degree acceptable by the players that depend on individual judgments.

很多游戏策划和设计都容易犯一个毛病,不由自主的就把游戏做的越来越复杂了,门槛不愿意降低不说,还把门槛越弄越高了,好像这么可以体现出游戏的高大上。

Many game designers often make an unwitting mistake to increasingly complicate a game and uplift its newbie threshold in order to reflect its so-called high-end quality.

结果就是被新的游戏抓住机会成为主流,自己被拍在沙滩上。这样的例子太多了,网页游戏和手游最严重,我就说说电竞的例子。

As a result, new games seize the opportunity and soon dominate the market, while the high-end ones are deadly pushed onto shore. Such cases are huge in quantity, commonly seen in web games and mobile games. Here I take some competitive games for example.

星际争霸,经常一开战就是三四个战场同时在打,200人口,海量的兵,前边要正面作战,后面要操作空投,还要防着别人来阴自己基地,如果你站在职业选手身后,你会看到他的画面在不断的切,APM每分钟要发出300多指令才能勉强应付。

In StarCraft, battles usually happen in 3 or 4 battlefields at the same time due to the allowed huge population of 200 military units. In this case, a player has to be very busy with various operations such as face-to-face combat at the front, air drops at the rear and careful attention to possible sneak attacks of own bases from opponent. If you stand behind a professional player, you can always see his frequent switching from one screen to another; in such a match, he has to send out more than 300 instructions in a minute to be able to barely handle it.

如果当初星际争霸的策划能意识到,这么庞大精细的操作,有多少玩家能休闲着玩?那还会有之后的WAR3和星际2吗?

If the game designer of StarCraft could have realized how many players can play the game in a leisurely way that requires such an enormous amount of fine operations, StarCraft 2 would have been born the same way?

之后,同是暴雪的WAR3也犯了同样的错误,3个英雄,100人口的兵,天上飞的地上跑的,很多兵种还有不同的施法技能,虽然操作和单位相比星际是少了很多,但是打法上并不简单多少,在兴盛了多年后,还是不知道做减法。

The same mistake happened to Blizzard’s another product—Warcraft 3, which allows a player to control 3 heroes and up to 100 military units comprising air and ground forces mostly having distinct abilities. Although the operations required and units are much less than StarCraft, the gameplay complexity is no simpler. After the game has been popular for all these years, its developer team still has no intention to give it a subtraction operation.

于是,有人说,为什么非要操作这么多英雄和兵,不能只玩一个吗?DOTA就这么兴起了。

So, one day, someone came forward and complained why we have to operate so many heroes and minions, and can’t we control only one hero? DotA rose.

又过了很多年后,有人说,为什么非要让对面压的我一个兵都补不到?为什么每个英雄的技能键都不一样呢?LOL出现了。

Many years later, someone complained why we have to give up last hit to every minion as the weak side and why the abilities of each champion cannot be assigned to unified keys? LOL appeared.

有人既然提到了,我就补下FPS的发展过程。雷神之锤的时代,人是飞着打的,导弹是有飞行轨迹的,一边满天飞跳,一边还要算导弹的提前量。

Since some other cyberdears mentioned FPS, I’d like to talk about its evolution. In the age of Quake, the role you played shot enemies while jumping, and missiles had their trajectory, so you had to calculate missile lead lag while jumping.

为什么非要这么不接地气的打呢?CS出现了,火了,它更强调了团队配合。

Why did we have to play an FPS game this way? CounterStrike (CS for short) was born and became hot thanks to its more emphasis on teamwork.

CS到了1.6之后,也开始作死了,连跳之类的没了这还好,它去加了个盾牌,还把狙击枪的开镜速度加了个延迟。

When its version came to 1.6, CS began to seek death too. In addition to relatively reasonable removal of the continuous jump feature, the worse design was addition of shield and lag of opening sighting telescope of sniper rifle.

为什么非要这么蛋疼呢?

Why must the upgrade be so ball-aching?

CF就不学这些,它是按照CS1.5来调的数据,而不是当时已经成熟的1.6,原因就是他们觉得1.6比1.5难玩了,1.6狙击镜开镜速度,他们就没有加到CF里,而是增加了CF的爆头几率,让高手和低手之间缩小了距离。

Cross Fire (CF for short) smartly avoided the stupid designs of CS 1.6 and learned from the widely accepted ones of CS 1.5 as CF’s developer team thought 1.6 had became harder to play. Instead of adding sighting telescope opening lag to the game, the team increased CF’s headshot probability, which narrowed down the gap between veteran players and noob ones.

再到COD和CODOL,枪的后座力几乎可以忽视,甚至CS和CF里的压枪技巧都不需要了,杀人变得更加简单,刀杀是一刀死,而且还加入连杀奖励轰炸和武装直升机帮你杀人。

When the history evolved to the age of Call of Duty (COD for short) and Call of Duty Online (CODOL for short), gun’s recoil could be nearly ignored and even the aim-curbing technique required in CS and CF was not needed anymore so that killing became much easier. For example, an enemy could be killed by one stab with a dagger, and successful completion of multiple kill awarded you bombing and armed helicopter as assistant.

估计将来又有人会说,为什么非要XXX?然后下一款热门电竞项目就出现了。

Someday in the future, possibly someone might complain why we have to …? Then, next hot competitive game appears.

为什么非要等到别人出现了,再来做减法呢?为什么娱乐模式和比赛模式对玩家的要求不能分开呢?为什么画面不能自由拉大呢?为什么客户端不能自己带野怪倒计时计数器呢?要我们自己打字计时呢?为什么一定要让玩家分散注意力看小地图防gank呢?为什么要把增益的标志放到左边人物框的上面,而不再是放在中间呢?为什么非要让人的眼睛在一个屏幕上不停的上下左右来回摇摆分神呢?

Why does a subtraction operation have to be carried out after new competitor emerges? Why cannot the recreation mode and the competition mode be designed with different skill requirements for players? Why cannot a screen be freely expanded? Why cannot the game provide a respawning countdown timer for jungle monsters and free us from memorizing relevant times by typing? Why cannot a player just focus on what he’s doing while guarding against ganks without observing minimap frequently? Why cannot the buff icons be put at the middle instead of the left side? Why do we have to distract ourselves by being forced to move our eyes around the screen constantly?

你想不到的,有一天你的潜在对手会帮你想到。如非必要,勿增实体。

If you miss thinking of any flaws needing to improve, your potential competitors will think of them for you someday. If not necessary, the substantiality will not be added.

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