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十字軍之王3開發(fā)日志#109 | 10/4 未來計劃

2022-10-16 21:24 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Dev Diary #109 - Floor Plan for the Future

rageair, CK3 Game Director


Greetings!

大家吼!


A long time in the making, this diary is dedicated to plans, and what we have in store for CK3. From more present matters to musings and thoughts ranging into the far future. Crusader Kings is a unique game series, and one that has been close to my heart for a long time - the focus on characters as the driving force, emergent narratives, and player freedom make it truly stand out.

這篇開發(fā)日志醞釀已久,我們將專門談?wù)勯L期規(guī)劃,以及我們對CK3的打算——包括眼下的事情到長遠(yuǎn)的想法。十字軍之王是個獨(dú)特的游戲系列,也是我一直打心里喜歡的游戲——聚焦于角色并將其作為驅(qū)動力、浮現(xiàn)式敘事方式、玩家的自由度,讓這款游戲十分出眾。


Ever since I took the reins of the project I've continued to follow the original vision, which some of you might remember from the very first Dev Diary: Character Focus, Player Freedom and Progression, Player Stories, and Approachability. As you can see, the points correspond fairly well with my initial sentiment, and I do not intend to deviate too far from these points - that said there are always things we can do better or differently within them, and I think that we could do even more to, for example, improve the cohesion of player stories or the sense of progression. I am a firm believer in that everything in the game should help you in making stories (while not necessarily being explicitly connected).

在我接手整個游戲項(xiàng)目之后,我一直努力保留游戲本來的愿景,你們大概能記得我在最早那篇日志里寫到的:聚焦角色、玩家自由和進(jìn)展、玩家的故事、易于上手。正如你所見,這些要點(diǎn)和我最開始的想法相差不大,我也不想偏離這些關(guān)鍵點(diǎn)太遠(yuǎn)——也就是說,在這些方面還有我們可以做得更好或不一樣的內(nèi)容。我覺得有些方面我們甚至可以做得更多更好,比如改進(jìn)玩家故事的連貫性,或更循序漸進(jìn)。我堅(jiān)信游戲里的一切都必須是為了幫助玩家更好地創(chuàng)造故事(雖然并不需要有直接明確的聯(lián)系)。


Internally we've always worked with the premise "Live the life of a Medieval Ruler", which means that we want the game to be uniquely true to how life was during the period. We want to attribute more than just 'death, suffering, and war' to the era we portray. Highlighting things that you might not see elsewhere, such as family, or the challenges of rulership, is important to us. Going forward this will remain a priority, though it is important to note that we do exaggerate and romanticize a lot - it is a game after all!

在內(nèi)部,我們一直圍繞著“體驗(yàn)中世紀(jì)領(lǐng)主的生活”的前提進(jìn)行開發(fā)工作,這也意味著我們希望這款游戲可以真實(shí)反映那個時代的生活。我們想描繪那個時代除了“死亡、痛苦和戰(zhàn)爭”以外的更多內(nèi)容。重點(diǎn)描繪那些你在別的游戲里不常見的內(nèi)容,比如家庭,或者是對你統(tǒng)治的挑戰(zhàn),這對我們來說是很重要的。這一點(diǎn)是我們?nèi)蘸蟮膬?yōu)先工作,雖然大家還是要知道我們有時確實(shí)會夸大和浪漫化這些內(nèi)容——畢竟這只是個游戲!



This all leads me to the next point; what are we doing?

這就到了下一個話題:我們正在做什么?


As a project, we aspire to have a cadence of roughly four releases per year, not including post-release support in the form of patches or hotfixes. During this year we've released Royal Court, Fate of Iberia, Friends & Foes, and as mentioned previously we're aiming to have a free update out before the year is over. We want to have a steady stream of new content, while also maintaining the game by acting on feedback. For next year, our ambition is to have somewhere around four updates (barring unforeseen circumstances).

作為一個項(xiàng)目,我們希望以每年大約四次更新的節(jié)奏開發(fā)游戲,不包括發(fā)布后以補(bǔ)丁或熱修復(fù)形式發(fā)布的游戲支持。今年,我們發(fā)售了皇家宮廷Royal Court、伊比利亞命運(yùn)Fate of Iberia友與敵Friends & Foes,還包括此前提到的我們正在開發(fā)、預(yù)計年內(nèi)發(fā)行的免費(fèi)更新。我們希望能平穩(wěn)地推流新內(nèi)容,同時以回應(yīng)收到的反饋的形式維護(hù)游戲。下一年里,我們的目標(biāo)是發(fā)布四個左右的游戲更新(如果沒有特殊情況的話)。


Going even further (long-term) we have the ambition to shorten our cycles, so we can get more content and updates out. The project is (by Paradox Development Studio standards) still young, and has a long future ahead of it. There's so much to do, and so many ideas still to explore. Though as I mentioned this is an ambition and not a promise - it might be complicated to get everything in place, but rest assured that we're always evaluating what we can do to achieve this.

更長遠(yuǎn)來看,我們的目標(biāo)是縮短開發(fā)周期,這樣我們就可以發(fā)布更多內(nèi)容和更新。CK3仍然是個年輕的項(xiàng)目(以PDS的標(biāo)準(zhǔn)來看),并且還有很久遠(yuǎn)的未來。有很多可以做的事情,有很多可以探索的想法。盡管我要說這是我們的目標(biāo)而不是個承諾,把所有事情都安排好可能會很復(fù)雜,但請放心,我們一直都在評估達(dá)成這個目標(biāo)的方法。


Of course, we're also watching initiatives that other studios are driving, such as the Stellaris Custodian Initiative, with interest. While we're not organized in a way where we could adopt a similar structure today, it's something that's worth investigating - again, this is a long-term thing, and it's very possible that we would find another setup that works better for Crusader Kings.

當(dāng)然,我們也在關(guān)注其他工作室的企劃和工作,比如Stellaris的守護(hù)者團(tuán)隊(duì)計劃。雖然現(xiàn)今我們的組織架構(gòu)并不允許我們直接使用類似的方式,但這也是值得我們研究的——再重復(fù)一次,這是個長期的打算,我們也很有可能找到其他更適合十字軍之王的設(shè)置。


For next year we want to do something similar to Royal Edition again, an Expansion Pass with a bundle of intriguing content. One drawback of the Royal Edition was the fact that the main beat, the Major Expansion, came later in the cycle. For the next one, we want to either start off the cycle with the Major Expansion, or make it obvious what the theme is going to be from the start. This should make it much clearer what you're actually getting in the package as a whole. We're also exploring what formats and formulas of expansions could make up a future Expansion Pass, as the '1 Expansion, 2 Flavor Pack' formula is not set in stone.

明年,我們打算再開發(fā)一些類似皇家版的東西,一個包含不少有趣內(nèi)容的季票。皇家版的一個缺點(diǎn)就是最重要的內(nèi)容——大型拓展包是在發(fā)售周期的晚期才發(fā)行的。對于下一個季票,我們打算要么以大型拓展包開頭,或者在一開始就明確表示這一周期的主題。這會讓你更清楚全面地了解這個包里都有什么。我們也在研究未來季票里拓展包的形式和內(nèi)容,畢竟“1個擴(kuò)展包,2個風(fēng)味包”的形式并不是定死的事情。


In addition to this, we also aim to do experiments now and then. For this year, the experiment was Friends & Foes; a smaller content format that was born out of the minds of the team. We're looking into a few different experiments for the future, which I can unfortunately not share right now. Though something we can share is that we're looking into more community involvement.

除了這個,我們也準(zhǔn)備進(jìn)行新的嘗試。這一年的嘗試是友與敵Friends & Foes故事包,這是一種更輕量的內(nèi)容推出模式,脫胎于我們團(tuán)隊(duì)的想法。我們也著眼于在未來進(jìn)行幾種不同的嘗試,但很不幸我現(xiàn)在并不能透露。但是我可以說的是我們正試著做些更有社區(qū)參與度的事情。


But what are we doing? What's the next Expansion about?

但我們現(xiàn)在到底在做什么?下個拓展包是關(guān)于什么的?


As I've mentioned before, it's too early to reveal the theme. However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we're focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we're not doing trade, imperial/byzantine mechanics, nomads, or similar this time.

像我之前提到的那樣,現(xiàn)在就透露拓展包的主題還為時過早。但是,下個拓展包更傾向于游戲的角色扮演。在不透露過多內(nèi)容的前提下,我可以說我們正在聚焦于增強(qiáng)地圖和角色之間的聯(lián)系。這個主題并不是CK系列前作拓展包的重點(diǎn)——讓我說得再清楚一點(diǎn):我們目前并沒有在制作貿(mào)易、神羅/拜占庭機(jī)制、游牧或其他類似內(nèi)容。


That said, I know that many of you are also hungry for more systemic expansions, and that's understandable! Of course, the next Expansion isn't devoid of systemic changes or mechanics just because it's leaning heavily towards roleplaying. CK, like all GSGs, requires systemic content to remain true to what they are. There will be plenty of systems, both as part of the Expansion and the free update that comes along with it. For Flavor Packs we're also going to aim to have systemic content as part of the formula - Fate of Iberia proved that a combination of flavor (events, clothes, illustrations, etc.) and a central systemic feature (the struggle) served to elevate the experience as a whole.

即便如此,我也知道很多人都很期待更多有新系統(tǒng)的擴(kuò)展包,這當(dāng)然是可以理解的!雖說下一個擴(kuò)展包少不了系統(tǒng)上的改動和機(jī)制,不過它會更側(cè)重于角色扮演。CK和其它的大戰(zhàn)略游戲一樣,需要各種系統(tǒng)來維持它的戰(zhàn)略本質(zhì)。未來的擴(kuò)展包以及免費(fèi)更新中,將會有各種各樣的系統(tǒng)。至于風(fēng)味包,我們也會努力把系統(tǒng)放進(jìn)去——在伊比利亞的命運(yùn)中,既有風(fēng)味(事件、服裝、插畫等)又有核心系統(tǒng)(斗爭),整體上的游戲體驗(yàn)就上了一個臺階。


As of now, we have a team of designers that is unlike anything we've had before - it's not only a large team, but they're also highly skilled and competent. This, in part, is why we've chosen to do an Expansion focusing on the roleplaying side of things, and it's also the reason why we had the capacity to do the Friends & Foes experiment.

至于現(xiàn)在,我們的設(shè)計師團(tuán)隊(duì)比以往都要好——不僅人數(shù)眾多,還都有才有能力。部分因此,我們決定要制作一個專注于角色扮演的擴(kuò)展包,也因此我們有能力以友與敵Friends & Foes作為先導(dǎo)的實(shí)驗(yàn)。


My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I'm of the opinion that there must be balance, and as we'll have had two roleplay-focused expansions in a row, by then it'll be time for the scales to shift towards the systemic side. We've expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…

我希望能在下個擴(kuò)展包之后,制作更多側(cè)重于系統(tǒng)的擴(kuò)展包。我們也在以此為目標(biāo)訓(xùn)練團(tuán)隊(duì)。我認(rèn)為必須保持平衡,既然現(xiàn)在已經(jīng)連續(xù)做了兩個側(cè)重角色扮演的擴(kuò)展包,也是時候轉(zhuǎn)向系統(tǒng)一邊了。程序員團(tuán)隊(duì)已經(jīng)得到了大大的擴(kuò)張,所以對喜歡新鮮好玩系統(tǒng)的玩家來說,未來是很光明的。


Looking toward the future, what will we be doing over the coming years?

展望未來,我們在之后幾年里會做什么?


Now, there are a lot of areas that I want to explore in the future! Please note that anything I write or list here is not in any way chronological, and they're not explicit promises. Great ideas come along at any moment, from any direction, and we want to stay flexible with our plans.

有不少新的領(lǐng)域,都是我希望能在未來探索的!請注意,我在這里所寫出或列出的所有東西都不是按時間順序排列的,也不是明確的承諾。各種各樣的靈感隨時可能閃現(xiàn),我們希望保持計劃的靈活性。


The current formats of Major Expansions, Flavor Packs, and Event Packs I believe let us cover every style of content we want to do, and we intend to keep these formats (while maybe tweaking the formulas a little bit here and there!).

以當(dāng)前的大型擴(kuò)展包、風(fēng)味包、事件包的模式,我們可以把想做的各種內(nèi)容都覆蓋到。所以我們希望能繼續(xù)保持這種形式(可能會稍微調(diào)整一些細(xì)節(jié)?。?。


Flavor Themes

風(fēng)味主題


Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it's possible that we'll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there's a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.

首先是風(fēng)味包。以地區(qū)為中心很好,能夠讓我們深入挖掘某個地區(qū)的歷史——不過,雖然深挖某個地區(qū)很有趣,我們也有可能會嘗試非地區(qū)中心的風(fēng)味包。只要有一個核心系統(tǒng),供我們將風(fēng)味融入其中就行,怎么做都有可能。不過至少下一個風(fēng)味包將仍然保持地區(qū)中心。


A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.

長期的目標(biāo)是在地圖各處創(chuàng)造出各不相同的游戲體驗(yàn)。我們想做的事是探索歐洲以外的地區(qū),因?yàn)槟壳暗膬蓚€風(fēng)味包都是在歐洲的。我們想要展現(xiàn)出,在世界各地都有迷人的歷史與有意思的游戲體驗(yàn)。僅舉幾個例子:吐蕃、波斯、高加索、北非等地區(qū)都有著深厚的歷史。


Of course, in due time we also want to explore regions within Europe that are very popular for players, some examples including Britain, France, and the West/East Slavic lands. It's likely that we'll alternate a bit, especially if someone on the team is extra passionate about a theme. Also one final thing; a lot of you are asking for a Byzantine Flavor Pack, but I know for a fact that the scope of a Flavor Pack wouldn’t sate your ravenous hunger for East Roman content… when we eventually get to them, it'd more than likely be as the part of a Major Expansion!

當(dāng)然了,在適當(dāng)?shù)臅r候我們也想繼續(xù)探索歐洲內(nèi)部受玩家們歡迎的地區(qū),例如不列顛、法蘭西、西斯拉夫、東斯拉夫。我們很可能會交替進(jìn)行,尤其是假如我們團(tuán)隊(duì)中有人特別熱衷于某個主題的話,就會優(yōu)先考慮。還有最后一件事,很多玩家想要拜占庭風(fēng)味包,但是我是懂的:僅僅一個風(fēng)味包,怎么能滿足大家對東羅馬的極度渴望呢……假如我們做拜占庭的話,更可能是作為大型擴(kuò)展包的一部分。


As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we'd be able to make systems that don't fit the larger theme of a Major Expansion, but that we still feel would be great for the game.

至于非地區(qū)中心的風(fēng)味包,我們也有一些主意;繼續(xù)探索各種政體(例如部落制)、或者制作更有特色的系統(tǒng),例如瘟疫(關(guān)于瘟疫,如果/等到我們做出來之后,將會是免費(fèi)的)等等。這種模式的好處在于,我們可以做一些雖然適合游戲,但是卻不適合大型擴(kuò)展包宏大主題的系統(tǒng)。


Just to reiterate; don't take anything I say here as a statement that we're doing one of these themes right now!

再重申一遍,我在這里所說的任何東西,都不代表我們當(dāng)前正在制作過程中!


Ambitions for Expansions

對擴(kuò)展包的展望


There are already years worth of ideas for what we could do for Expansions. I'll go through a handful of the areas I'd like to explore in the future, focusing on some of the topics commonly seen around the community. Note that these are not necessarily standalone Expansion themes, some might be combined, others divided. While there are some themes that I think are more important than others, there's really no saying what we’ll look at first or in what order.

關(guān)于擴(kuò)展包,我們的點(diǎn)子很多,足夠做好幾年了。我先介紹一下我想在未來探索的領(lǐng)域,重點(diǎn)關(guān)注玩家社區(qū)中常見的一些話題。請注意,這些不一定會成為獨(dú)立擴(kuò)展包的主題,有些可能會合并或者拆分。雖然我個人對這些主題的重要性有所排序,但是并不是說我們會優(yōu)先做哪個、或者按一定的順序做。



Trade & Merchant Republics?is something I hear a lot about - and it's something that I really want to get to in time. However, I found the CK2 implementation in The Republic to be incredibly lackluster; in a game with thousands of interesting starts, it added only a handful more, and it didn't actually have that much to do with trade. For CK3 my vision would be different - medieval rulers didn't trade, per se, and noble rulers didn't regularly barter resources with each other, so while that's not a thing I'd want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren't as limited as the ones in CK2…

貿(mào)易與商人共和國是我常常聽到的——也是我想盡快制作的。不過我覺得CK2的共和國DLC非常平淡,因?yàn)镃K2有著成千上萬的有趣開局,這個DLC卻只新增了個別幾個,并且跟貿(mào)易也沒有什么關(guān)系。至于CK3,我的期望會有些不同——中世紀(jì)的統(tǒng)治者他們自己是不做貿(mào)易的,貴族們也不會定期交易資源,所以這些并不是我想要的。不過,圍繞著貿(mào)易和做貿(mào)易的人,是有很多互動可以做的。CK3中的貿(mào)易系統(tǒng)將會是角色驅(qū)動的,絕對可以推出全新的玩法,和CK2那樣束手束腳的舊玩法是不一樣的……


Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there's an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I'd want to get a lot of differences in there - no two empires were ever really the same, after all.

帝國機(jī)制——特別是和拜占庭帝國有關(guān)的——是另一個常見話題。帝國整體上并不是令人興奮的,其機(jī)制基本上和王國有的都一樣。我相信不僅僅是對皇帝來說,也對成為帝國的一部分來說,都應(yīng)該有機(jī)會進(jìn)行改動。在很多情況下,例如在拜占庭、阿巴斯或者甚至是神羅,成為帝國的一部分應(yīng)該和統(tǒng)治它一樣有趣。有很多方法可以做到這一點(diǎn),但最理想的是,我想要在其中做出差異性——畢竟沒有兩個帝國會真正相同。


Laws?were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I'd like to revise at some point, too) there's room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.

法律是CK2里另一個頂破天了也僅僅是平淡的系統(tǒng)。雖然它們允許一定程度上的自定義和機(jī)制影響,但實(shí)裝到游戲里卻是靜態(tài)而相當(dāng)無創(chuàng)意的。從概念上講,作為一位領(lǐng)主和作為領(lǐng)國的一部分,法律應(yīng)該是重要的一部分內(nèi)容,并且雖然我們確實(shí)有封建契約系統(tǒng)(這系統(tǒng)也是我想改動的),但這還有很多空間去改進(jìn)。對于CK3,一個法律系統(tǒng)應(yīng)該要被角色們深刻地驅(qū)動,而不是被限制于一個靜態(tài)的設(shè)置功能。動態(tài)和進(jìn)化是對其愿景的兩個關(guān)鍵詞。


Religion?in CK3 took a great step up from previous iterations, but there's always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone's lives by this point in history, it's hardly surprising. It's hard to nail down exactly what I'd like to do here as there's just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There's also a lot of potential around crusades, and all the happenings before, during, and after them. I'd also really like to get faith to play a larger part in the everyday lives of rulers, as it's much too easy to ignore as it stands.

宗教在CK3里通過之前的迭代有了巨大進(jìn)步,但是我們總是還能做更多去改進(jìn)它。有很多想法被提出來,但由于歷史上的那個時候,宗教是每個人生活中如此尋常的一部分,它很難做得有什么出奇之處。弄明白我在這到底想干什么是很難的,因?yàn)橄胱龅氖驴偸怯羞@么多,但CK3有得天獨(dú)厚的優(yōu)勢,來模擬發(fā)生在信仰領(lǐng)域內(nèi)的那些人之間的戲劇——無論是教皇、大團(tuán)長,還是單純只是個有影響力的領(lǐng)主。圍繞著十字軍圣戰(zhàn),以及所有發(fā)生在十字軍圣戰(zhàn)之前、之中以及之后的事,也有很多潛力可供我們挖掘。我也十分想讓信仰在統(tǒng)治者的日常生活中扮演非常重要的部分,因?yàn)榘船F(xiàn)在的情形來看,它太過容易被無視了。


Nomads?are just one part of the whole; the Steppe. This region is unique, and we've never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I'd like to make the Steppe as a region stand out with mechanics of its own, and I'd like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.

游牧民族僅涉及游戲整體的一部分,也就是草原。這片區(qū)域是獨(dú)特的,并且我們從來沒有真的公平對待它。在CK2中,每個草原上的統(tǒng)治者都是正在形成中的成吉思汗,除了打仗幾乎不關(guān)注別的。在現(xiàn)實(shí)中,草原像一片海洋——游牧民族是唯一掌握了它的存在。我希望草原以它自己的機(jī)制脫穎而出,并且我希望游牧生活的一個巨大組成部分將會是遷徙,聚焦于這個地方的活力,以及生活在這個地方上人們的活力。


The Late Game?is another area that I'm very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you're able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.

游戲后期是另一個我非常有興趣拓展的領(lǐng)域,因?yàn)槟壳皝砜从螒蛟谡麄€時間線上進(jìn)行的都是如此相似。當(dāng)然,還是有不同的,主要是統(tǒng)治的簡單程度,以及你能在戰(zhàn)爭中要到多少,但是這種差異性應(yīng)當(dāng)更具有基礎(chǔ)性質(zhì)的。這是一個我們可以做無數(shù)事情的話題之一,但是我擁有的一個野心是游戲應(yīng)該在更長的時間上保持有趣,而不僅僅是在現(xiàn)在的平均游戲時長(大概200年左右)內(nèi)有趣。審視時代及其對游戲的影響是一個途徑,審視領(lǐng)地、經(jīng)濟(jì)和游戲的其他基本組成部分也是如此。


I think it's quite obvious that I eventually want to?Expand the Map, to include the rest of the Old World. If we'd do it all at once or in segments is still up in the air, but regardless of what approach we take, it's imperative that the area feels different to play in from the western half. While it's obvious that the area would require a lot of unique art, I'd also want it to work differently from a mechanical standpoint - governments, faiths, etc. It's an ambitious goal, but one I wish to tackle eventually.

我認(rèn)為相當(dāng)顯而易見的是,我最終會想要去拓展地圖,來囊括舊世界的剩余部分。我們是一次性把這事做完還是分批做,這都是空氣畫餅,但無論我們做了什么,這些地區(qū)的游戲感覺必須與西半部的不同。雖然事情是很明顯的,該區(qū)域?qū)枰S多專屬的美工,但是我也希望從機(jī)制層面上來創(chuàng)造差異性——政府、信仰,等等。這是一個充滿野心的目標(biāo),但也是一個我希望最終能解決的目標(biāo)。


An incredibly rough floor plan for the future.

一個粗糙到令人難以置信的樓層平面(計劃)圖。


General Areas

一般領(lǐng)域


Of course, there are also areas of the game that I want to revisit, rework, rebalance, or expand in general - it's not all about expansions or flavor, existing systems, and core loops must be revisited now and then to keep the game in a good state. Of course, this would be done in free updates, either free-standing or as part of a bigger release. Here are some of the things that I'd like to get to within a reasonable timeline, some more important than others. This is not an exhaustive list.

當(dāng)然,也有更多我想從整體上再審視、再制作、再平衡或者拓展的游戲領(lǐng)域——這并不完全是指對拓展包、風(fēng)味包、現(xiàn)有系統(tǒng)以及核心循環(huán)進(jìn)行不斷重制以保持游戲處于良好狀態(tài)這種事,還有更深層次的東西。當(dāng)然,這些內(nèi)容會被包進(jìn)免費(fèi)更新中,要么是一個獨(dú)立的免費(fèi)更新包,要么是大版本的一部分。以下是我想在合理時間內(nèi)完成的一些事情,一些比其他事情更重要的事情。這并不是一份詳盡的清單。


Alliances?are too binary as they stand, while it's true that it's easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you've no interest in (or you have to take a big prestige hit…) - at the same time, it's much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I'd like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can't. Exactly how/what we'd do is still in the works, but it's high up on my list.

同盟目前太二元化了,雖然這確實(shí)方便于理解同盟是如何起效的,但是它也導(dǎo)致了許多不請自來的麻煩事,讓你必須去你沒興趣的戰(zhàn)爭中干架(或者你必須承受一個巨大的威望損失……)。同時,你也太過于容易得到如此多盟友,他們召之即來,準(zhǔn)備好拋下一切來幫助你的戰(zhàn)爭。我希望看到一個基于條約的系統(tǒng),在這個系統(tǒng)中你必須進(jìn)行更多協(xié)商,并且不會在尋找和取得你所需要的盟友時讓你感到煩躁。舉個例子,你不應(yīng)該被一紙婚約騙進(jìn)一個進(jìn)攻性同盟,而你實(shí)際上在那場戰(zhàn)爭中無能為力。。具體如何做/做什么還在進(jìn)行中,但它在我的列表上處于優(yōu)先級。


Clans?do not feel unique enough, while they have some mechanics that simulate the sphere's tendency for spectacular rises & falls, there's more we can do to show the differences from Feudal. I'd like to explore what made Clan realms so different historically and draw upon that for a more flavorful set of differing mechanics. I definitely also want to make the Clan, as in the group of people, matter more in the government bearing its namesake.

氏族給人的感覺還不夠獨(dú)特,即使有一些機(jī)制用來模擬氏族領(lǐng)域內(nèi)壯觀的興衰浮沉,但我們?nèi)钥梢栽谡故酒渑c封建的差異性上做的更多。我想探索是什么讓氏族領(lǐng)地在歷史上如此不同,并以此為基礎(chǔ)來創(chuàng)造更多有趣的差異化機(jī)制。我當(dāng)然也想讓氏族作為一種群體,在以此為名的政體中更加重要。


Warfare?is not and never will be a primary focus for CK3, that said it's not as character-driven as it could be, outside of commander advantage and the occasional great knight. There's also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn't interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I'd also like to rework the major annoyances of warfare, such as supply.

戰(zhàn)爭不是,也永遠(yuǎn)不會成為CK3的主要焦點(diǎn),也就是說,除了指揮官優(yōu)勢和偶爾出現(xiàn)的偉大騎士之外,戰(zhàn)爭并沒有像它可能的那樣以角色作為導(dǎo)向。在戰(zhàn)爭期間提供內(nèi)容(通常是以事件的形式)也是一個實(shí)際問題,因?yàn)橥婕以谖⒉賳挝粫r經(jīng)常被屏幕中間出現(xiàn)的東西打斷。我希望我們最終能夠以一種不中斷戰(zhàn)爭的方式提供內(nèi)容,并用該系統(tǒng)突出角色和英雄的行為(阿金庫爾戰(zhàn)役,有人想要嗎?)。我還想重制戰(zhàn)爭中主要煩人之處,例如補(bǔ)給。


Modifier Stacking?is becoming an issue in some places, especially for Men-at-Arms modifiers (primarily from buildings) and Building Cost Reduction modifiers. While some issues can be solved by tweaking numbers (we've for example reduced prestige sources in the past) others require a redesign/revisit of the underlying problem. For example, I'd like to take a long, hard look at MaA modifiers, seeing as the player can very easily destroy AI armies with little work. I'd like to not only rebalance the sources of MaA boons but potentially also create new options for fun management.

修正堆疊在某些地方正成為一個問題,特別是兵士修正(主要來自建筑物)和建筑成本降低修正。雖然有些問題可以通過調(diào)整數(shù)字來解決(例如我們在過去減少了威望來源),但其他問題則是需要重新設(shè)計/重新討論的深層問題。例如,我想對兵士修正做長遠(yuǎn)仔細(xì)的研究,因?yàn)槲覀兛吹酵婕铱梢院茌p易地用很少量的操作摧毀AI的軍隊(duì)。我不僅想重新平衡兵士增益的來源,并且有可能的話,還將為有趣的運(yùn)營創(chuàng)造新的選擇。


AI?is an enigmatic beast, with aspects that are incredibly diverse. One of them is warfare AI, where Crusades stand out as an area in need of improvement - on one hand, historical crusades were incredibly disorganized, but on the other, we don't want the player to feel like they're hopeless endeavors. No matter what we decide to do, we'll have to strike a balance - if the AI played perfectly optimally, crusades would steamroll everything, and I don't want that. There are of course other aspects of the AI where I want to see improvements, such as the marriage AI, but we've at least made some good strides with the economical AI over the last few updates, so that's not a priority. We eventually want personalities to shine through every aspect of the AI, and we have some plans for that, which will likely come in steps.

AI是一個捉摸不透的怪獸,有著難以置信的多樣性,其中之一是戰(zhàn)爭AI,十字軍是一個需要改進(jìn)的領(lǐng)域。一方面,十字軍東征在歷史上非?;靵y,但另一方面,我們不希望玩家覺得他們付出的努力是毫無希望的。無論我們決定做什么,我們都將會達(dá)成平衡。如果AI能完美發(fā)揮到最佳,十字軍會大殺四方,我并不想這樣。當(dāng)然,我還希望看到AI在其他方面的改進(jìn),比如婚姻AI,但在過去的幾次更新中,但我們至少已經(jīng)在最新的幾次更新中完善了經(jīng)濟(jì)AI,所以這不會被優(yōu)先考慮。我們希望最終AI的各個方面都能閃耀出個性色彩,對此我們也有所計劃,可能會逐步實(shí)現(xiàn)。


Community & History

社區(qū)和歷史


As I touched upon earlier, we'd like to invite you in the community to take part in some of the things we're doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it'd have something to do with the content we'll be making…

正如我之前提及的,我們誠邀您在社區(qū)中參與到我們不久的將來要做的一些事情中——我猜是會在明年第一季度(雖然還有待商定)。就不劇透太多了,它與我們將要制作的內(nèi)容有關(guān)……


While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we'll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you'll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.

雖然與游戲沒有直接關(guān)系,但我們將推動一個(至少如果你問我的話)非??岬挠媱?即與歷史向媒體有更多的合作——這與我在本日志前文中提到的內(nèi)容密切相關(guān)。我們想要展示真正的中世紀(jì)生活!這意味著你將看到更多關(guān)于游戲主題的播客和視頻等內(nèi)容。誰知道呢,我們甚至可能會邀請歷史學(xué)家或教授來做客,或者為我們即將推出的內(nèi)容提供咨詢。


For those of you playing on console there will be a post later this week, answering some of the questions you have.

對于那些在主機(jī)上游玩的人,本周晚些時候會有一個帖子,回答你們的一些問題。


That's it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!

就說這么多吧!我誠邀你討論在本文中所看到的東西,分享你對這些主題的想法,你希望看到的創(chuàng)意,以及關(guān)于如何完成的建議等等!



翻譯:Raymond 一個幽靈 倫敦 Crisp

校對:三等文官猹中堂


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十字軍之王3開發(fā)日志#109 | 10/4 未來計劃的評論 (共 條)

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