鋼鐵雄心4開發(fā)日志 | 2/9 2022年戰(zhàn)備計劃——想法與路線圖

牧游社 牧有漢化翻譯
Hoi4 Dev Diary - Thoughts & roadmap
Arheo, Game Director - Hearts of Iron

Greetings all!
大家吼哇!
As you'll no doubt be aware, the launch of the No Step Back expansion last year was the climax of a busy year of development for the HoI team, and it continues to be one of our best received releases to date.
如各位所知,去年落地的絕不后退NSB擴展包毫無疑問是鋼鐵雄心團隊忙碌一年后的至高成果,而且它仍然是我們迄今為止最受歡迎的拓展包之一。
Of course, the last year also saw the departure of @podcat as Game Director who was reassigned to Siberia (crossed off) greater things at Paradox. Many of you will also have read the roadmap document that was produced towards the beginning of HoI4 development, and are asking questions as to the veracity of that plan under a new director, and whether I have any different ideas or plans to announce.
當然,去年我們同樣見證了游戲開發(fā)總監(jiān)@podcat離任,他被調往西伯利亞(劃掉)……調去做Paradox旗下更勁爆的東西。很多人也讀過鋼鐵雄心4在剛開發(fā)時的路線圖文章,并且也想問在新總監(jiān)領導下這篇文章是否還有真實性,以及我是否打算宣布不同的理念或計劃。
Looking Forwards
展望未來
I mentioned at the beginning of my tenure that both @podcat and I see HoI4 in broadly similar terms. This hasn't changed, and you can expect to see many of the parts of the previous roadmap make an appearance at some point in the future.
我在上任時提到,@podcat和我對鋼鐵雄心4的看法大體上相同。這一點不會改變,你可以期待之前路線圖里的很多內容會在未來個時間點出現。
My approach to a 'Grand Plan', however, may be somewhat different. I have a preference for leaving plenty of space for reactive development (something that served us well on Imperator), and while there are many things that I feel are ripe for future development, I am also keen to leave a lot of space for changing course and acting on community sentiment.
但我對如何實現“大計劃”的看法可能有些不同。我傾向于給“隨機應變式的開發(fā)”留出足夠余地(在帝皇:羅馬的開發(fā)中這樣做給我們帶來了很大好處)。雖然我覺得有不少東西已經成熟到可以在未來開發(fā)中落地,但我也喜歡留出些空間來調整航線和關注社區(qū)感受。
There are two main points I want to raise before we get to details, however. Firstly, we intend to up the tempo of our releases a little. This is, of course, an ambition, and not a promise, however it informs some further decisions related to the development of HoI. Namely, that we are considering ways to change how and when we release information on development to you folks. Since faster development is the goal, this also means getting ideas into public view slightly faster, for feedback and conversation. We’re not exactly sure how this will look yet, but it is likely that there'll be a reorganization of the traditional dev-diary schedule into something that feels less like a milestone delivery. This comes in tandem with a need to shift the community's expectations on what 'in development' means: getting fans accustomed to seeing placeholders, WIP balance, and half-built systems in early phases, and seeing things develop as time goes on.
但在討論細節(jié)前,我得提出兩點:首先,我們打算稍微加快新版本的發(fā)布節(jié)奏。當然這是預想而非承諾,但它會為鋼鐵雄心的未來開發(fā)決策做注腳。這也就是說,我們在考慮改變向大家發(fā)布開發(fā)信息的方式和時間節(jié)點。由于我們要做到更快開發(fā),所以得讓點子更快地進入大眾視線,以取得反饋并保證交流。我們還沒確定這該怎么整,但很可能重組一貫以來的開發(fā)日志時間表,讓它不再像是里程碑式地交作業(yè)。這也就需要改變社區(qū)對“開發(fā)中”的印象:讓我們的粉絲們習慣于看到開發(fā)初期的占位符、開發(fā)中的平衡內容、半成品系統(tǒng),并看著它們隨時間不斷完善。
The last major point here is that we recognize a need to maintain the game as well as to develop it, especially if development pace is picking up. We're still considering how best to achieve this, and I'm watching initiatives such as the Custodian team on Stellaris with curiosity. For the time being, what this is likely to manifest as, is the inclusion of older system maintenance into our patch planning - you may start to see patch bulletin features including things such as minor focus tree revamps, as well as attention paid to older systems and expansion content.
最后,我們也意識到,開發(fā)游戲的同時也要維護游戲,尤其在開發(fā)節(jié)奏加快的情況下。我們還在考慮如何最好地實現它,而我正滿懷好奇地觀察相應措施,比如Stellaris的守護者團隊計劃。目前來說,這可能會是指將舊系統(tǒng)維護加入補丁規(guī)劃中:你可能會開始看到補丁會出現諸如小型國策樹改動、關注舊系統(tǒng)、擴展內容這樣的特性。
Roadmap
路線圖
As mentioned above, the 2020 roadmap for HoI4 included many things which have now either been completed or rendered unnecessary. This leaves several from podcat’s list which I believe are still important for the future of the game:
如前所述,鋼鐵雄心4在2020年的路線圖包含了許多現在已經做到或者不再必要的東西,來自podcat的清單里還留下了幾項我認為對游戲未來仍然重要的東西。
- Improvements to frontline stability (progress in NSB, more to come)
- 改善前線穩(wěn)定性(NSB中已有進展,未來繼續(xù))
- Long term goals and strategies to guide ai (progress in NSB)
- 指導ai的長期目標和戰(zhàn)略(NSB中已有進展)
- Improving peace conferences
- 完善和平會議
- Update core national focus trees with alt-history paths and more options (Italy)
- 架空歷史路線和更多選項來完善主要國家國策樹(意大利)
- Wunderwaffen projects
- 奇跡武器工程
- More differences between sub-ideologies and government forms
- 子意識形態(tài)和政府形式之間的更多差異
- More National Focus trees
- 更多國家的國策樹
- Make defensive warfare more fun
- 讓防御性戰(zhàn)爭更有趣
- Adding mechanics to limit the size of your standing army, particularly post-war etc
- 增加限制常備軍規(guī)模機制,特別是戰(zhàn)后
- Have doctrines more strongly affect division designing
- 讓學說對師編制設計的影響更強烈
- Strategic and tactical AI improvements
- 戰(zhàn)略和戰(zhàn)術AI改善
In addition to these items, I will of course add some of my own personal intentions:
撇開這些以外,我當然也會加入一些我個人的想法:
Great Power Diplomacy
大國外交
This is one area that I feel doesn't need much explanation. More diplomatic tools are a clear area for expansion, and a careful look at how this module can be developed without interfering with the overarching global war, is likely to happen.
這是我覺得不需要做過多解釋的領域。擴展包中明顯可以加入更多的外交工具,仔細研究如何不干擾全球戰(zhàn)爭的前提下開發(fā)該模塊,這很有可能實現。
Economic Decision Making
經濟決議
The economic system is very abstracted in HoI, and I do not foresee ever making it a major part of the game loop. This said, there are elements of an industrial economy that I feel could do with being part of decision making in HoI.
經濟系統(tǒng)在鋼鐵雄心中非常抽象,我不期望它能成為游戲循環(huán)的主要部分。但在此基礎上,我覺得工業(yè)經濟中的一些元素能成為鋼鐵雄心游玩決策的一部分。
Immersive/Roleplay Elements
沉浸式/角色扮演元素
Optional tools for making your mark on a game, and/or development of further building blocks to enhance attachment to a HoI campaign. Bring the simulation to life.
能在游戲中留下個人元素的可選內容,并能/或是開發(fā)進一步的組件以增加與鋼鐵雄心的聯(lián)系。讓虛擬內容更生動。
And of course, many more that I feel do not need as much of an explanation:
當然還有很多我覺得不用細嗦的東西:
- Battleplanner improvements
- 戰(zhàn)斗規(guī)劃器改進
- Advisors/internal politics improvements
- 顧問/內政改進
- Ideological distinctions
- 意識形態(tài)區(qū)分
- Multiplayer & social layer improvements & support
- 多人游戲與社交層面的改進與支持
I like to remain as open as possible to the needs of the community, and the inclusion or omission of any particular item above should not be considered 'set in stone'.
我想對社區(qū)需求盡可能保持開放態(tài)度,并且以上任何特定項目的加入與否都不應該認為是“已成定局”。
As we look at how we plan on structuring future communications, there may be some space for a few more dev diaries on what you've all been getting up to in NSB in the near(ish) future!
在我們考慮如何組織未來的交流時,可能還有些空間能讓我們在接下來的一段時間再寫幾篇你們在NSB中活動的開發(fā)日志!
/Arheo
Arheo敬上
翻譯:月蝕
校對:zzztotoso 三等文官猹中堂
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本作品英文原文著作權屬Paradox interactive AB所有,中文譯文著作權屬牧有漢化所有。