轉載:LOOKING BACK ON SENTINELS OF LIGHT(回顧光明哨兵事件)
原鏈接:https://www.leagueoflegends.com/en-us/news/dev/looking-back-on-sentinels-of-light/
翻譯來源:https://ngabbs.com/read.php?tid=29856582&_fu=41600200%2C1&rand=493
Hey all. As the year winds down and we reflect back on 2021, we wanted to talk about what we learned from the Sentinels of Light event this past summer. We want to own up to the fact that Sentinels missed the mark, and share how we'll use our learnings to help future big events.
(嘿。隨著一年的結束,我們回顧2021年,我們想談談我們從今年夏天的光明哨兵事件中學到了什么。我們承認光明哨兵事件偏離了目標的事實,并分享我們將如何使用我們的經驗來幫助未來的大事件。)
One EXTREMELY important note to keep in mind: We're focusing on LEAGUE PC's involvement, not Riot overall.
This is a long one, so here's a summary of our takeaways:
(需要注意的是:我們關注的是英雄聯(lián)盟PC端的參與度,而不是拳頭游戲的整體參與度。
這是一篇很長的文章,所以這里總結一下我們的收獲:)
Event metagames need to be accessible to regular players, not just super engagers.
Pace big events so regular engagers feel like they'll be able to get through the main portion, with big grinds saved as optional challenges for hardcore folks
Streamline metagame design so players understand how to access everything
Ensure canon lore in particular is accessible without over-the-top gameplay grinding, and provide ways to access the lore outside of the metagame
Narrative and character tone need to match player expectations.
Keep simultaneous forms of storytelling consistent
Only incorporate faceless player stand-in characters when it makes sense, rather than by default
Don't bend champion characterization
In-client visual novels have scope limitations we need to respect
Use them to add color and detail to our biggest lore beats or provide specific windows into those stories, but not to deliver massive stories in their entirety
Ok, let's get into it.
(元游戲事件需要面向普通玩家,而不僅僅是硬核玩家。
為大型活動設定節(jié)奏,讓經常參與的玩家覺得自己能夠完成主要內容,將大型刷分任務作為硬核玩家的可選挑戰(zhàn)
簡化元游戲設計,讓玩家了解如何訪問所有內容
確保玩家無需過度刷任務便能夠了解背景故事,并提供在元游戲之外了解背景故事的方法
敘事和角色基調必須符合玩家的預期。
保證同步敘事形式的一致性
只有在有意義的情況下才會加入無名的玩家替代角色,而不是默認情況下
不要扭曲英雄的特性
我們需要尊重客戶端視覺小說的范圍限制。
使用它們?yōu)槲覀冏畲蟮墓适轮黝}添加色彩和細節(jié),或為這些故事提供特定的窗口,但不是傳遞大量故事信息的主體
好了,我們開始吧。)
The idea
(這個想法)
Sentinels of Light was the culmination of League's first multi-month narrative event, beginning with Ruination at Season Start. This overall arc was our biggest expression of core Runeterra lore in League in ages. We tied together multiple new champion launches (Viego, Gwen, Akshan; originally Vex before her delay) and released skins depicting champions as they appeared during the events of the story.
We also wanted to push further on the success of Spirit Blossom's in-client visual novel and character interactions, using them as a way to let players interact with the Sentinels during the fight against Viego and add immersion to the standard event progression experience.
(《光明哨兵》是英雄聯(lián)盟首個數月敘事事件的巔峰,以賽季開始時的破敗之咒開始。這一整體弧線是我們在英雄聯(lián)盟中對核心符文大地傳說的最大展現。我們將多個新英雄組合在一起(佛耶戈,格溫,阿克尚,以及薇古絲,雖然她被推遲上線了),并發(fā)布了皮膚描繪英雄出現在事件的故事。
我們還想進一步推動靈魂蓮華的客戶端視覺小說和角色互動的成功,利用它們讓玩家在對抗佛耶戈的戰(zhàn)斗中與哨兵互動,并為標準事件進程體驗添加沉浸感。)
Learnings
(學習)
Event progression rate
(事件進度)
With Spirit Blossom in 2020, super high engagers completed all of Spirit Bonds in the first two or three days and then spent the rest of the event grinding Spirit Petals. For Rise of the Sentinels, we wanted to narrow that story progression gap between hardcore engagers and normal engagers. We designed Rise of the Sentinels so progress increased every week, meaning hardcore engagers would still complete the early content?faster,?but normal engagers would be?mostly?caught up by the time we reached the finale. We thought this'd also be a cool thematic representation of the Sentinels' momentum rising as they bolstered their ranks.
Ultimately, we ended up patching the event partway through to greatly increase progression per game played, which removed the impact of deciding which regions to visit first, as well as basing progression around the Sentinels to begin with. On the one hand, this was because we flat-out missed on event tuning: Not even the hardcore engagers were progressing at the rates we designed for. On the other hand, backloaded progression was a risky choice from the start. Even when tuned well from an event-long perspective, slow progress in the first few weeks can feel demoralizing. Normal engagers in particular can end up feeling like they have no shot at completing the story.
Our takeaway?is that Spirit Bonds' backloaded grind was a better event experience, even though players completed the main portion of the event at radically different times. Faster upfront progress means that if you're playing at a regular pace, you're still immersed in the story and world from the start. You can quickly get a sense for whether the event interests you, and if it does, feel confident that you'll complete the primary stuff by the end.
For both regular engagers and the hardcore folks, we also need to be more diligent in our tuning to be absolutely certain players will progress at the intended rate.
(在2020年的靈魂蓮華事件中,超高參與度的玩家在前兩三天完成了所有的靈魂事件,然后在剩下的時間里刷靈魂花瓣。對于《光明哨兵的興起》,我們希望縮小硬核玩家和普通玩家之間的故事進程差距。我們設計《哨兵的崛起》時,每周的進度都在增加,這意味著硬核玩家仍然會更快地完成早期內容,但一般玩家會在我們到達結局時趕上進度。我們認為這是一個很酷的主題表現:隨著更多角色的加入,哨兵的勢頭逐漸上升。
最終,我們最終在中途改進了事件,大大提高了每次游戲獲得的進度,這消除了決定首先訪問哪個區(qū)域的影響,以及基于哨兵開始的進程。一方面,這是因為我們錯過了事件調整:甚至連硬核玩家也沒有達到我們設計的速度。另一方面,向后加載進程從一開始就是一個冒險的選擇。即使從長遠的角度來看調整得很好,最初幾周的緩慢進展也會讓人感到泄氣。普通玩家甚至會覺得自己沒有機會完成故事。
我們的結論是,靈魂蓮華的后續(xù)刷花瓣任務是一種更好的事件體驗,盡管玩家在完全不同的時間完成了事件的主要部分。更快的前期進程意味著如果你以固定的節(jié)奏玩游戲,你仍然沉浸在故事和游戲世界中。你很快就能知道這件事是否讓你感興趣,如果你感興趣,你就會有信心在最后完成主要內容。
對于老玩家和硬核玩家,我們也需要更加努力地調整,確保玩家能夠按照預期的速度前進。)
Gating lore behind gameplay
(游戲背后的故事)
While related to the last topic, this one warrants its own callout. We gated the Rise of the Sentinels story behind event progression so you would feel like a part of the fight against Viego. In part because of the harsh event tuning, but also as a general outcome of a progression-locked design, players had to play more games than usual to fully access the story. Many folks without extra time to play more League never experienced the conclusion themselves, and had to rely on outside sources to fill them in. Moreover, it positioned gameplay as an undesirable obstacle lore fans had to overcome to get to what they really wanted, worsening their relationship to League rather than improving it.
Our takeaway?is that lore should be accessible, especially canon Runeterra lore. We'll avoid putting major canonical lore beats behind significant grinds in the future, and metagames like Rise of the Sentinels won't be the only way to access the lore.
(雖然與上一個主題相關,但它有自己的標注。我們在事件進程背后設置了《光明哨兵的興起》的故事,這樣你就會覺得自己是對抗佛耶戈戰(zhàn)斗的一部分。部分原因是游戲的事件調整太過苛刻,但這也是鎖定進程設計的普遍結果,玩家必須比平常玩更多游戲才能完全了解故事。許多沒有額外時間玩英雄聯(lián)盟的玩家從未體驗過這一結局,他們只能依靠外部資源去填補這個空白。此外,它將游戲玩法定位為一個不受歡迎的障礙,粉絲必須克服這些障礙才能獲得他們真正想要的東西,這只會惡化他們與英雄聯(lián)盟的關系,而不是改善它。
我們的結論是,故事應該是可訪問的,特別是傳統(tǒng)的符文大地故事。我們將避免在未來將主要的符文大地故事放在重要的刷分任務之后,像《光明哨兵的興起》這樣的元游戲也不會是了解故事的唯一途徑。)
Multiple versions of the story
(故事的多個版本)
This section will be a little tricky since it's about the overall Riot landscape, but?we're only directly speaking to League PC's portion of how the story was told?(Rise of the Sentinels in the client and the cinematics on the web).
For a long time, League PC was the only game shipping story content for the League Universe. This made it simpler to keep our narrative and storytelling consistent, though even then, we had challenges. As League has grown, more teams are telling stories in the League universe. We didn’t put the correct systems in place during that growth to maintain narrative cohesion among all these teams.
During Sentinels, we released four versions of the story through (1) Rise of the Sentinels, (2) the Ruination, Before Dawn, and Absolution cinematics, (3) Wild Rift's in-client Sentinels HQ, and (4) their Steadfast Heart comics. Each of these teams made changes to the story to fit their specific storytelling vehicle, though we tried to keep the same?core?story the same. And for the sake of final clarity, here's the?core?story:
Thresh resurrects Viego
Viego attempts to take the piece of Isolde's soul inside Senna, but Senna and Lucian escape
Lucian and Senna travel across Runeterra, attempting to stop Viego from collecting the other pieces of Isolde's soul. They encounter Ruined champions and recruit new Sentinels along the journey.
Akshan is one of those Sentinels. He had been training under his mentor Shadya, the Lost Sentinel. Shadya was recently murdered by a Shuriman warlord, and when we met Akshan, he was attempting to kill Shadya's murderer with the Absolver to resurrect her.
As Viego's quest nears completion, the Sentinels take the fight to him in the Shadow Isles
Senna willingly surrenders to Viego, as the piece of Isolde inside her insists it's the only way to save the world
Senna dies as Viego completes Isolde's soul and resurrects her
Isolde secretly tells Akshan to kill her, resurrecting Senna since the cause of her death was Isolde's soul leaving her body
The Sentinels defeat Viego
Thresh siphons the souls from the Ruination, gaining enough power to restore his human form and leave the Shadow Isles
An example of a non-core, but still impactful, detail that was changed to fit the medium was Rookie. Rookie was never given a canonical appearance (or gender, age, etc) in Rise of the Sentinels, so the cinematics team adjusted the story to make sense without Rookie, whom they had no way of showing.
Even for those of you who only experienced the League PC content, these adjustments made it unclear which version of the story was the 'real' one, and what the other versions were supposed to be. This led to a poor experience especially for hardcore lore fans, who were the main players we were building Sentinels for.
Our takeaway is?that simultaneous forms of storytelling that support the same lore moments need to be consistent, rather than optimized for individual products. It's alright if one storytelling form can only tell a part of the story due to scope limitations, but that part must be consistent with the whole that's told elsewhere.
(這部分會有點棘手,因為它是關于整個拳頭游戲的情況,但我們只是直接談論英雄聯(lián)盟PC的故事講述部分(客戶端和網絡上的動畫)。
很長一段時間以來,英雄聯(lián)盟PC是唯一一款面向英雄聯(lián)盟宇宙發(fā)布故事內容的游戲。這讓我們能夠更輕松地保持敘述和故事敘述的一致性,盡管如此,我們仍然面臨著挑戰(zhàn)。隨著英雄聯(lián)盟的發(fā)展,越來越多的團隊開始在英雄聯(lián)盟中講述故事。在發(fā)展過程中,我們并沒有將正確的系統(tǒng)置于適當的位置,以保持所有這些團隊之間的敘述凝聚力。
在光明哨兵事件期間,我們發(fā)布了四個版本的故事(1)《光明哨兵的興起》,(2)《破敗之咒》,《破曉霧深》,《光明乍現》動畫,(3)英雄聯(lián)盟手游客戶端的游戲事件,(4)《剛愎之心》漫畫。每個團隊都會根據自己的特定敘述工具修改故事,盡管我們試圖保持相同的核心故事。最后,為了清晰起見,我將講述一個核心故事:
錘石復活佛耶戈
佛耶戈試圖將伊蘇爾德的靈魂碎片從賽娜體內抽離,但賽娜和盧錫安逃走了
賽娜和盧錫安在符文大地中行動,試圖阻止佛耶戈收集伊蘇爾德靈魂的其他碎片。他們會遇到被破敗之咒影響的英雄,并在旅程中招募新的哨兵。
阿克尚就是那些哨兵中的一員。他一直在導師莎迪亞的指導下接受訓練。莎迪亞最近被一個蘇里曼軍閥謀殺了,當我們遇到阿克尚時,他正試圖用赦免者殺死殺害莎迪亞的兇手以使她復活。
當佛耶戈的任務接近完成時,哨兵在暗影島與他進行戰(zhàn)斗
賽娜心甘情愿地向佛耶戈投降,因為她體內的伊蘇爾德堅持認為這是拯救世界的唯一方法
賽娜死時,佛耶戈完成了伊蘇爾德的靈魂并使她復活
伊蘇爾德秘密地告訴阿克尚殺死她,復活賽娜,因為賽娜的死是因為伊索爾德的靈魂離開了她的身體
哨兵擊敗了佛耶戈
錘石從破敗之咒中汲取靈魂,獲得足夠的力量來恢復他的人類形態(tài)并離開暗影島
菜鳥哨兵(玩家)是一名非核心但仍然具有影響力的角色。在光明哨兵的興起中,菜鳥哨兵從來沒有一個標準的外觀(或性別、年齡等),所以動畫電影團隊調整了故事以使其有意義,因為他們沒有辦法顯示這個菜鳥新兵。
即使是那些只體驗過英雄聯(lián)盟PC內容的玩家,這些調整也會讓他們不清楚哪個版本的故事是“真實的”,以及其他版本應該是什么。這導致了糟糕的游戲體驗,特別是對于硬核玩家來說,他們是我們創(chuàng)造光明哨兵的主要玩家。
我們的結論是,故事的同步敘事形式需要保持一致,而不是針對單個產品進行優(yōu)化。由于范圍的限制,如果一種故事敘述形式只能講述故事的一部分,這是可以的,但這一部分必須與其他地方所講述的整體保持一致。)
Champion inclusion & visual novel scope
(英雄包含和視覺小說范圍)
We wanted the Sentinels to feel like a rag-tag group of unlikely heroes from all over Runeterra that Lucian and Senna recruited by happenstance, rather than an ideal team carefully assembled over the course of years. While this premise works on paper, we weren't able to develop all the champions enough to succeed in practice. Even with 'only' about a dozen main characters in Rise of the Sentinels, many of them felt like they were kind of 'just there'. Players never really got the rag-tag sense we intended, so the 'unlikely' inclusions felt like bad fits, and champions who better fit Sentinel ideals (ex. Braum) felt like conspicuous absences.
In retrospect, the scope of a global Ruination was far beyond what we could deliver in a 5-10 hour visual novel. Most of the experience came in the form of dialogue between a handful of characters, which didn’t lend itself well to a world-encompassing battle. For example, many of you wanted to know what key leaders from the major regions (ex. Swain or Jarvan), were doing, even if they wouldn't realistically join up with the Sentinels. But if the Sentinels didn't directly encounter that leader, the visual novel didn't have satisfying ways to include them.
The global scope put immense pressure on the story and roster as well. Visiting every region and recruiting a Sentinel from each meant we couldn't spend too much time in any one region or include too many of its champions. The Shadow Isles suffered from this the hardest: Lore fans were left wondering about Yorick, Maokai, Kalista, and Hecarim, who all have ties to the Ruination storyline, but were minor characters or absent entirely.
Our takeaway?is that metagames and visual novels can only go so far in paying off a big lore event. A feature like this can add color and detail to lore beats (like how the Council Archives supported Arcane), but it can’t carry the entirety of a massive story by itself. If we had done a story smaller in scope, maybe only including a couple regions with a tighter and better-developed cast of characters, we could have told a more satisfying slice of the overall whole. Dedicated storytelling mediums are better suited for broad-reaching narratives.
(我們希望光明哨兵感覺像是盧錫安和賽娜偶然從符文大地招募來的一群不太可能的英雄,而不是一個經過多年精心組建的理想團隊。雖然這個前提在紙上是可行的,但在實踐中我們卻無法開發(fā)出足夠多的英雄。即使在光明哨兵的興起中“只有”十幾個主角,他們中的許多人還是覺得自己“就在那里”。玩家從來沒有真正感受到我們所期望的“烏合之眾”感,所以“不太可能”的內容似乎并不適合哨兵的理想,而更適合哨兵理想的英雄(如布隆)則會讓人覺得明顯的缺席。
回想起來,符文大地的破敗之咒范圍遠遠超出了我們在5-10小時的視覺小說中所能呈現的范圍。大多數游戲體驗都是以幾個角色之間的對話形式出現的,這并不適合一場圍繞整個世界的戰(zhàn)斗。例如,許多人想知道來自主要區(qū)域的主要領導人(例如斯維因和嘉文四世)在做什么,即使他們實際上不會加入哨兵。但如果光明哨兵沒有直接遇到首領,那么視覺小說就沒有令人滿意的方式包含他們。
全球范圍也給故事和陣容帶來了巨大的壓力。訪問每個區(qū)域并從每個區(qū)域招募哨兵意味著我們不能在任何區(qū)域花太多時間或包含太多英雄。陰影群島的遭遇最為嚴重:聯(lián)盟宇宙的粉絲們對約里克、茂凱、卡莉斯塔和赫卡里姆感到疑惑,他們都與破敗之咒的故事情節(jié)有關,但都是次要角色,或者根本就不存在。
我們的結論是,元游戲和視覺小說只能在一個大的傳說事件中發(fā)揮作用。這樣的功能可以為傳說主題添加顏色和細節(jié)(如《雙城之戰(zhàn)》的議事會檔案),但它不能單獨承載整個龐大的故事。如果我們做一個小范圍的故事,也許只包括一些擁有更緊密和更完善的角色陣容的區(qū)域,我們可能會講述一個更令人滿意的整體部分。專門的故事敘述媒介更適合廣泛的敘述。)
Including Rookie
(菜鳥)
The player stand-in character was a tool we used in Spirit Bonds, and we used it again in Sentinels to give players a front seat to the action. Spirit Bonds made sense as an experience centered around your personal interactions because the Ionian spirits weren't pre-established, so you were literally meeting them for the first time during the event.
Unlike Spirit Bonds, though, Rise of the Sentinels was more about bringing the conclusion of the Ruination story to life—a story which for years had been told exclusively through champions you all have already gotten to know over the years. Routing the central perspective for the story through a new, faceless Rookie felt like we were stealing the limelight from the roster and distracting from the connections between champions you expected. This was exacerbated by dialogue choices often feeling formulaic and like they didn't lead to meaningful impact.
Our takeaway?is that faceless player stand-in characters as a tool aren't something we should assume by default when developing visual novels, and that relationship-building doesn't have to always be the focus of them. Some of you suggested, for example, that we could've told Rise of the Sentinels through Lucian's or Senna's eyes, which still would've given that front seat experience without feeling like a deviation from previous Ruination narratives.
(玩家替身角色是我們在靈魂蓮華事件中使用的一種工具,我們在光明哨兵事件中再次使用它,讓玩家能夠看到行動。靈魂行者作為一種以個人互動為中心的體驗是有意義的,因為艾歐尼亞的靈魂不是預先設定的,所以你實際上是在活動中第一次見到他們。
但與靈魂蓮華事件不同的是,光明哨兵事件更多的是將破敗之咒故事的結局呈現給玩家——這是一個多年來通過玩家所熟悉的英雄所講述的故事。將故事的中心視角轉移到一個全新的、沒有面孔的菜鳥身上,感覺就像我們從花名冊上搶走了風頭,分散了你所期望的英雄之間的聯(lián)系。對話選擇往往讓人感覺公式化,并不能產生有意義的影響,這進一步加劇了這種情況。
我們的結論是,當我們在開發(fā)視覺小說時,我們不應該默認將不知名的玩家替代角色作為一種工具,而關系構建也不一定總是它們的重點。例如,你們中的一些人建議,我們可以通過盧錫安和賽娜的視角來講述光明哨兵事件,這仍然會給人一種前排座位的體驗,而不會讓人覺得偏離了之前的破敗之咒故事。)
Tone
(語氣)
Narratively, the Ruination was a bleak story. We wanted to add some lighthearted moments and jokes to ease some of the heaviness and tension since Sentinels was a longer event, but it’s clear that we leaned too heavily into comic relief. This created a couple issues:
First, players felt like there weren't enough serious or neutral responses to choose from with Rookie’s dialogue choices. For these players, that prevented Rookie from accomplishing their role of feeling like a stand-in for the player.
Second, the tone was inconsistent from one scene to the next. Sometimes the story was dead serious with very high stakes, but other times it was comedy hour. This made it hard to get a feel for what kind of experience Rise of the Sentinels was supposed to be.
Third, it caused Rise of the Sentinels to underdeliver on the stakes and gravity of a global Ruination, the first world-level threat we've introduced in current Runeterra.
Our takeaway?is that tone needs to be more consistent across an event. When the storyline calls for it, we should be comfortable with things being a lot darker and more serious, with only small moments of comedy rather than swathes of it.
(從敘事上講,破敗之咒是一個凄涼的故事。我們想添加一些輕松的時刻和笑話來緩解一些沉重和緊張,因為哨兵是一個較長的事件,但很明顯,我們過于傾向于喜劇緩解。這就產生了一些問題:
首先,玩家覺得在菜鳥的對話選擇中沒有足夠的嚴肅或中立回應可供選擇。對于這些玩家來說,這阻礙了菜鳥完成自己的角色,即感覺自己是玩家的替身。
第二,從一個場景到另一個場景的語氣不一致。有時故事非常嚴肅,賭注很高,但有時是喜劇時刻。這讓我們很難判斷光明哨兵事件應該是什么樣的體驗。
第三,這導致光明哨兵事件未能充分發(fā)揮全世界的破敗之咒的風險和嚴重性,這是我們在當前符文大地中引入的第一個世界級別威脅。
我們的結論是,整個活動的基調需要更加一致。當故事情節(jié)需要的時候,我們應該對更黑暗、更嚴肅的情節(jié)感到舒服,只有一小段喜劇而不是大片。)
Mischaracterized champions
(英雄的人物塑造)
A specific sub-point of the above is that some champions felt like they were being portrayed inaccurately. Specifically, some dialogue options elicited responses like "My champion wouldn't say that." Several champions were called out as being too cartoonish, with Rengar as the biggest example and Pyke coming up a lot as well. The other frequently highlighted case of problematic characterization was Lucian in the early chapters. We wanted him to feel like his back was up against the wall because of the danger Senna was in, but he came off as cold, angry, and even?cruel?instead.
Our takeaway?is that even when we're layering event-specific context onto champions, they still need to feel true to the core of their previous characterizations; they'll feel unnatural if pushed too far. The previous takeaway regarding tone will also help here, as there'll be less pressure for us to use champions as vehicles to add levity where it wouldn't organically appear in the first place.
(上面的一個次要觀點是,一些英雄覺得自己被描繪得不準確。具體來說,有些對話選項會引發(fā)“我這個英雄不會這么說”的反應。一些英雄被認為太卡通化了,雷恩加爾是最大的例子,派克也出現了很多。另一個經常突出的有問題的描述的例子是前幾章中的盧錫安。因為賽娜的危險,我們想讓他感覺自己背靠著墻,但他卻表現得冷酷、憤怒,甚至殘忍。
我們的結論是,即使我們將特定事件的背景添加到英雄中,它們仍然需要忠實于之前的核心角色;如果逼得太緊,他們會覺得不自然。之前關于語氣的結論也將在這里有所幫助,因為對于我們來說,為英雄添加輕浮感會減少壓迫感,因為它本來就不會出現。)
Overly complex metagame systems
(過于復雜的元游戲系統(tǒng))
Rise of the Sentinels featured ten Sentinels, each with one of two progression mechanics depending on the order you recruited them in. The in-client hub sent players from the central chamber to character bio pages to the world map and to region maps. For many players, this complexity created too high of a barrier to really get into the event.
As one particularly frustrating callout, some of you who played a ton of games in one sitting returned to the Sentinels hub to find that much of your progress was lost, because you unknowingly completed a region partway through the session and didn't know you had to choose another region to keep earning points.
Our takeaway?is to streamline the design of future metagames; both mechanically and in terms of interface and experience. This doesn't mean less metagame content overall, just that metagame content needs to be less confusing to experience.
(光明哨兵的興起中有10個哨兵,每個哨兵都有兩種進程機制,這取決于你招募他們的順序??蛻舳酥行膶⑼婕覐闹醒敕块g發(fā)送到角色簡介頁面,再到世界地圖和區(qū)域地圖。對于許多玩家來說,這種復雜性創(chuàng)造了很大的障礙,讓他們無法真正進入游戲。
作為一個特別令人沮喪的標志,一些人玩很多游戲再傳送到哨兵中心,發(fā)現你的進度沒有增長,因為你在不知情的情況下完成一個地區(qū)任務,并且你沒有及時選擇另一個地區(qū)繼續(xù)進度。
我們的結論是,簡化未來元游戲的設計;論是在機制上,還是在界面和體驗上。這并不意味著總體上減少元游戲內容,只是元游戲內容需要減少體驗上的困惑。)
Looking forward
(期待)
Sentinels of Light was the capstone to our first multi-month story arc, our first big, immersive lore event on PC in years,?and?our first lore event across multiple products at Riot. While there were a lot of things that could've been better,?we do think there were things that went well. We're still happy to have launched an event at the same tier of scale?as Spirit Blossom, including Ultimate Spellbook, our first new event game mode in years, and our first coordinated champion release across four Riot games at once.
Though it's a little cliche to say, the sheer amount of feedback we heard from you, and the depth and care reflected in much of that feedback, proved to us that there?is?an appetite for us to do more with League's universe and champions.?Lore events in League of Legends are not dead.
We hope this post encourages those of you who were let down by Sentinels, and that our takeaways line up with what you'd like to see us do better next time. See you all in 2022!
(光明哨兵事件是我們首個歷時數月的故事線的巔峰,也是我們多年來在PC上的首個大型沉浸式故事事件,也是我們在拳頭游戲的多個產品上的首個故事事件。雖然有很多事情本可以做得更好,但我們確實認為有些事情進展得很順利。我們仍然很高興能夠推出與靈魂蓮華相同規(guī)模的活動,包括終極魔典,這是我們多年來的第一個新的活動游戲模式,也是我們第一次在4款拳頭游戲中同時發(fā)布新的英雄。
雖然這么說有點老套,但我們從你們那里聽到的大量反饋,以及這些反饋所反映的深度和關心,都向我們證明了我們渴望在英雄聯(lián)盟的宇宙和英雄中做更多的事情。英雄聯(lián)盟中的傳說事件并未消亡。
我們希望這篇文章能鼓勵那些對光明哨兵感到失望的人,希望我們的建議能讓你下次看到我們做得更好。2022年再見?。?/p>