《守望先锋 2》采访——Perks“增益”机制
受访者信息
受访者:Alec Dawson, Lead Gameplay Designer

采访内容
你们为什么在游戏中加入 Perks 这个系统?
原文:
"We wanted to take the game further. We were looking at how we could add more strategic depth to the game. We received a lot of feedback from players saying they wanted more depth, and we thought Perks was a great way to achieve that. It allows players to make choices that can impact the outcome of a match."

"We believe that adding strategic depth is what keeps the game feeling fresh from season to season, and Perks provide another layer of customization and adaptation for players."

翻译:
我们希望让游戏进一步进化,因此我们在思考如何能让游戏增加更多的战略深度。我们收到大量的玩家反馈,他们希望游戏能有更多策略层面上的可玩性,因此我们认为 Perks 是一个很好的方式来实现这一点。它可以让玩家根据自己的选择影响比赛结果。

此外,我们相信,保持游戏的新鲜感是至关重要的,而 Perks 为玩家提供了一个新的调整层面,使得每个赛季的游戏体验都能有所不同。

Perks 机制是如何调整的?它会随着每个赛季变化吗?
原文:
"We want the game to feel fresh from season to season. Perks allow us to make flexible changes each season, and sometimes mid-season we will introduce larger changes."

"Some Perks may be removed in future seasons if they are not frequently chosen, and new ones will be introduced to keep the system dynamic."

翻译:
我们的目标是让游戏在每个赛季都能带给玩家新鲜感。Perks 机制的灵活性让我们可以在每个赛季进行调整,甚至在赛季中期加入一些较大的改动。

此外,一些使用率较低的 Perks 可能会在未来的赛季被移除,而新的 Perks 会被引入,以确保系统的活力和变化性。

竞技模式下 Perks 是如何平衡的?
原文:
"Perks in competitive mode allow for different team compositions and new interactions between heroes. However, we are careful not to introduce Perks that fundamentally alter core gameplay mechanics. For example, support heroes will still retain their healing capabilities."

"We need to be careful with Perks that are too transformative. For instance, if we allowed support heroes to completely remove their healing ability in favor of something else, it would break the fundamental expectations of players."

翻译:
在竞技模式中,Perks 允许玩家尝试不同的队伍组合,并且可以让英雄之间产生新的互动方式。然而,我们会非常谨慎地处理 Perks 的影响,确保它们不会从根本上改变游戏的核心机制。例如,辅助英雄仍然需要具备治疗能力,而不会因为 Perks 而彻底改变他们的玩法。

我们特别注意那些可能带来巨大变化的 Perks。比如,如果让辅助英雄完全移除他们的治疗能力而换取其他能力,这将彻底改变玩家对他们的基本期待,这是我们需要避免的。

Perks 开发的时间有多久?
原文:
"We started working on Perks early last year. The idea was proposed at the beginning of the year, and in the past 4-5 months, we focused our efforts on implementing it."

"We realized Overwatch needed more ongoing evolution to keep players engaged, and that led to us prioritizing Perks as a way to introduce more customization."

翻译:
Perks 机制的创意是在去年年初提出的,并在过去 4-5 个月内,我们集中精力将其付诸实现。

我们意识到,《守望先锋》需要持续的进化,才能让玩家保持兴趣。因此,我们决定优先开发 Perks 作为一种新的定制化方式,为玩家提供更多的选择空间。

开发 Perks 过程中,有哪些印象深刻的故事?
原文:
"Initially, Perks were passive bonuses that players had no control over. But we realized that wasn’t engaging enough, so we redesigned them to allow players to make strategic choices."

"We experimented with a system where players had no choice in Perks, but it felt restrictive. Now, players can pick from multiple Perks, which adds depth."

翻译:
最开始,我们的 Perks 设计是完全被动的,玩家无法自由选择。但在测试过程中,我们发现这种方式并不够有趣。因此,我们重新设计了 Perks 机制,让玩家可以在多个 Perks 之间进行选择,从而增加游戏的策略性。

我们曾经尝试过一个没有选择权的 Perks 机制,但它给玩家带来了很强的限制感。最终,我们决定允许玩家自由挑选合适的 Perks,这样才能真正为游戏增加深度。

你最喜欢的 Perk 是什么?
原文:
"Baptiste has this Perk that when he uses his ultimate, so when he uses his Antmatrix, his little turret comes up. The little turret that's on his backpack, it comes up, and it shoots healing lasers at his allies."

"It was always part of his fantasy, but never explored. Perks gave us the opportunity to bring that into his kit and actually utilize that part."

翻译:
我最喜欢的 Perk 是 Baptiste 的。当他施放大招(Antmatrix)时,他背包上的一个小炮塔会弹出来,并向队友发射治疗激光。

这一直是我们在设计这个英雄时的幻想之一,但过去从未真正实现过。Perks 机制让我们终于能够将这一设定融入游戏中,并让它成为实际可用的功能。

你如何看待新玩家的学习成本?
原文:
"Overwatch remains an approachable game. We ensure that new players have easy-to-pick-up heroes while offering deep strategic options for experienced players."

"We introduced a system where new players now play against bots for their first few games, helping them ease into the experience."

翻译:
《守望先锋》仍然是一款易于上手但难以精通的游戏。我们会确保新玩家可以选择简单易用的英雄,而同时也提供足够的策略深度供高玩挑战。

此外,我们引入了一个新机制,让新玩家在前几场比赛中与 AI 进行对战,以便他们可以更轻松地熟悉游戏,而不是直接进入高强度的竞技环境。

Perks 在竞技环境中的适应性如何?
原文:
"Perks in competitive mode allow for different team compositions and new interactions between heroes. However, we are careful not to introduce Perks that fundamentally alter core gameplay mechanics. For example, support heroes will still retain their healing capabilities."

"We need to be careful with Perks that are too transformative. For instance, if we allowed support heroes to completely remove their healing ability in favor of something else, it would break the fundamental expectations of players."

翻译:
Perks 在竞技模式中能够带来不同的队伍搭配,并且可以让英雄之间产生新的互动方式。然而,我们会非常谨慎地处理 Perks 的影响,确保它们不会从根本上改变游戏的核心机制。例如,辅助英雄仍然需要具备治疗能力,而不会因为 Perks 而彻底改变他们的玩法。

我们特别注意那些可能带来巨大变化的 Perks。比如,如果让辅助英雄完全移除他们的治疗能力而换取其他能力,这将彻底改变玩家对他们的基本期待,这是我们需要避免的。

未来 Perks 可能会加入乱斗模式吗?
原文:
"There are no current plans to add Perks to arcade or seasonal event modes, but it's an interesting idea that we might explore in the future."

"I think what you saw in Stadium is also sort of extending the bounds of Overwatch, and that’s like a lot of the crazier stuff can happen."

翻译:
目前我们没有计划将 Perks 加入娱乐模式或限时活动,但这是个很有趣的想法,我们未来可能会考虑。

比如说,像 Stadium 这样的模式,它的存在已经在一定程度上拓展了《守望先锋》的玩法边界,我们可以在类似的环境中进行更多尝试。

玩家社区是否能参与 Perks 的设计?
原文:
"Players always have great ideas, and we’ve even taken inspiration from the community before. We are open to exploring community-driven Perks in the future."

"Some of the current Perks were actually inspired by player discussions, like Sombra’s ability to heal allies using her hack."

翻译:
玩家们总能提出很棒的想法,我们之前也曾从社区中获得灵感。未来,我们可能会考虑让玩家参与 Perks 设计,特别是通过社区讨论和反馈来优化 Perks 机制。

事实上,现在的一些 Perks 设计已经受到玩家讨论的启发。例如,Sombra 现在有一个 Perk 允许她使用黑客攻击(Hack)来治疗队友,这就是我们从社区讨论中获得的灵感。

Perks 机制是否借鉴了 PVE 模式?
原文:
"Some Perks were inspired by PvE talents, but we carefully adjusted them to fit the PvP environment."

"We often look at what works well in PvE and see if it can be adapted into PvP without breaking game balance."

翻译:
有些 Perks 的确受到 PVE 天赋系统的启发,但我们对其进行了调整,以确保它们适应 PVP 的游戏环境。

我们经常观察哪些机制在 PVE 中表现良好,然后尝试将其适配到 PVP 玩法中,但前提是不会破坏游戏的整体平衡性。

在开发 Perks 过程中,团队内部最大的争论是什么?
原文:
"One of the biggest debates was how many Perks each hero should have. We settled on two minor Perks and two major Perks per hero, to strike a balance between choice and complexity."

"Another challenge was how strong each Perk should be. For example, initially, Tracer’s Perk only let her recall one blink, but we decided to increase it to three blinks to make it more impactful."

翻译:
我们讨论最多的是每个英雄应该有多少个 Perks,最终决定让每个英雄拥有 2 个小 Perks 和 2 个大 Perks,以确保玩家在选择时既不会觉得负担过重,也不会觉得选择过于被动。

另一个争论点是 Perks 的强度。例如,在最初的版本中,Tracer 的 Perk 只允许她回收一个闪现(Blink),但后来我们决定增加到三个闪现,以让这个 Perk 变得更加有影响力。

Perks 对电竞比赛的影响?
原文:
"Perks will be introduced to competitive play soon. We are closely monitoring the esports scene and will make balance adjustments as needed."

"Esports players will take time to figure out optimal Perk choices, but we expect the meta to evolve dynamically."

翻译:
Perks 很快会加入竞技比赛。我们会密切关注电竞环境,并在必要时进行平衡调整。

职业选手需要一些时间来研究最佳的 Perk 组合,但我们相信 Perks 会促使电竞比赛的战术演变,使比赛更加多样化。

新玩家如何适应 Perks 机制?
原文:
"Overwatch remains an approachable game. We ensure that new players have easy-to-pick-up heroes while offering deep strategic options for experienced players."

"New players now play their first few games against bots, which helps ease them into the experience before facing real players."

翻译:
《守望先锋》仍然是一款易于上手但难以精通的游戏。我们会确保新玩家可以选择简单易用的英雄,而同时也提供足够的策略深度供高玩挑战。

此外,新玩家现在在前几场比赛中会先与 AI 进行对战,以便他们可以更轻松地熟悉游戏,而不是直接进入高强度的竞技环境。

在引入 Perks 之后,游戏的整体平衡是否会变得更复杂?
原文:
"Of course, adding Perks adds another layer of complexity, but it also gives us more control over balance adjustments. Instead of only tweaking numbers, we now have another tool to adjust how heroes perform."

"We don’t want balance to just be about buffing and nerfing numbers. We want changes to feel meaningful, and Perks help us do that."

翻译:
当然,引入 Perks 会增加游戏的复杂度,但它也让我们在平衡调整上有了更强的掌控力。以往我们只能调整数值,现在 Perks 让我们可以用更灵活的方式调整英雄的表现。

我们不希望游戏的平衡只是简单的数值调整,而是希望通过 Perks 让英雄的变化更加有意义,并且让玩家能感受到调整带来的实际影响。

Perks 的开发过程中,有哪些玩家反馈影响了最终的设计?
原文:
"We took a lot of inspiration from community discussions. Some players had great ideas about how to modify hero abilities in interesting ways. For example, Sombra’s ability to heal allies using her hack came from community discussions."

"Players also wanted Perks that would provide new strategic choices rather than just making a hero stronger. That influenced how we designed the system."

翻译:
我们在开发过程中借鉴了很多社区讨论中的想法。比如,Sombra 可以使用黑客攻击(Hack)来治疗队友,这个创意最早就是从玩家讨论中获得的。

此外,许多玩家希望 Perks 不只是单纯地增强英雄,而是提供新的策略选择,这也直接影响了我们对 Perks 设计的方向。

未来是否会有一些经典英雄技能回归,比如 Doomfist(末日铁拳)的 DPS 形态?
原文:
"There are currently no plans to bring back DPS Doomfist. We like how he fits into the tank role now, but we are exploring ways to bring back other classic abilities in some form."

"For example, some older abilities like Orisa’s shield and Torbjörn’s level 3 turret are making a return through Perks."

翻译:
目前我们没有计划让 Doomfist 回归 DPS 形态,我们认为他现在在坦克角色中的表现很好。不过,我们确实在探索让一些经典技能以新的方式回归。

比如,Orisa 的护盾和 Torbjörn 的三级炮塔等经典技能已经通过 Perks 机制回归,未来也许会有更多类似的尝试。

为什么在切换英雄后,Perks 进度会被清零?
原文:
"This was an intentional design choice. We wanted to encourage players to commit to a hero for longer rather than switching too frequently just for counter-picks."

"However, there are catch-up mechanics. If you switch to a new hero and get an elimination, you gain Perk progression more quickly."

翻译:
这是我们有意为之的设计。我们希望玩家在比赛中能更专注于某个英雄,而不是频繁更换英雄来针对对手。

不过,我们也设计了一些补偿机制。例如,如果你切换英雄并成功击杀敌人,你的 Perks 进度会比正常情况下增长得更快,以减少清零带来的负面影响。

Perks 是否会对游戏的高端竞技环境造成影响?
原文:
"We think there's going to be tons to learn, even for esports players. The way heroes interact with each other will change, and we’re closely monitoring the impact."

"Additionally, hero bans and map voting systems help keep the meta dynamic, preventing any single Perk from becoming too dominant."

翻译:
即使是职业选手,也需要花时间去适应 Perks 带来的战术变化,因为它会改变英雄之间的互动方式。我们会密切关注 Perks 在高端竞技环境中的影响。

此外,英雄禁选和地图投票系统的加入有助于保持游戏的动态平衡,防止某个 Perk 过于强势,影响游戏公平性。

你个人最喜欢的非暴雪游戏是什么?
原文:
"I really love fighting games. Marvel vs. Capcom 3 and Street Fighter 6. I've gone to Evo a few times and I like to play. I'm pretty good, I think."

翻译:
我非常喜欢格斗游戏,比如《漫威 vs 卡普空 3》和《街头霸王 6》。我去过几次 EVO 赛事,也很喜欢玩格斗游戏,我觉得自己还算玩得不错。

在《守望先锋 2》的开发过程中,你们是否从其他游戏或现实世界的灵感中获得启发?
原文:
"We take inspiration from everywhere, even science fairs. Last year, we ran an internal Science Fair at Blizzard, which led to ideas for experimental game modes."

"For example, our team looked at various skill progression systems in RPGs and thought about how we could bring a similar sense of growth to Overwatch."

翻译:
我们从各个地方汲取灵感,甚至包括科技展览。去年,我们在暴雪内部举办了一次“科学博览会”,这让我们获得了一些关于实验性游戏模式的灵感。

例如,我们研究了一些 RPG(角色扮演游戏)的技能成长系统,并思考如何让《守望先锋》也能带给玩家类似的成长体验。

你在暴雪的职业生涯经历是怎样的?
原文:
"I’ve been in the gaming industry for 12 years, with 7 of those at Blizzard. Before Blizzard, I worked on mobile games at a small studio in New York."

"Since joining Blizzard, I’ve worked on Hearthstone, an incubation project, and now Overwatch."

翻译:
我从事游戏行业已有 12 年,其中 7 年在暴雪。加入暴雪之前,我在纽约的一家小型游戏工作室从事移动游戏开发。

在暴雪期间,我曾在《炉石传说》团队工作,并参与了一个孵化项目(Incubation Project),之后加入了《守望先锋》团队。

你最喜欢的《守望先锋》英雄是谁?
原文:
"Lucio and Genji. I love movement and high-speed gameplay, and those two heroes exemplify that."

"Overwatch has a unique pace that no other game has, and Lucio and Genji take full advantage of that speed."

翻译:
Lucio 和 Genji 是我最喜欢的英雄。我喜欢高速移动的玩法,而这两个英雄正好体现了这种风格。

《守望先锋》的游戏节奏是其他游戏无法比拟的,而 Lucio 和 Genji 都能充分利用这种速度感。

ad1 webp
ad2 webp
ad1 webp
ad2 webp