【星际战甲】十万关注游戏设定Q&A(文字版)
大家好,我是Pablo,DE的设计师。很高兴今天来为各位解答问题,并庆祝B站账号达成10万关注。我要感谢所有在WeGame社区支持我们的人,很高兴能和大家在一起。让我来看看大家都问了些什么吧。
问题1:
我很沉迷DE创造的这个未来世界,你们肯定为此花了很大功夫吧,(当然,必须的),甚至给不同的派系设计了好几种语言,我很希望了解这方面的来龙去脉。他们是怎么生活的?文化又是怎样的呢?他们有什么传统或法律吗?
Pablo:
这真的要看情况,我们已经在这方面进行了一些探,但还没有达到我们期望的程度,不过你懂的,这就是我们今后要继续做的事情。
举个例子,科普斯,科普斯并非一成不变的。就好像在地球上,你去意大利 ,或者去牙买加,它们有着不同的习俗,不同的文化,诸如此类。我们大部分的派系其实都是这样,科普斯也不例外。
有一个主流的科普斯,就是你对抗和熟知的那个,他们像是信了某种“贪婪神教”之类的东西。但是比方说,你也可以前往福特纳,然后就可以发现那里有着非常不同的子文化,那里的人们之间联系更加紧密,他们的忠诚心略强一些,并不追随贪婪的教义,他们受到了欺压,所以他们是不一样的。然后,再比方说,麦科那殖民地,是在"兵不厌诈"任务期间出现的一个地方,它有着一个传统…我不想剧透这个任务,不过如果你观察这里,他们会体现出各种传统,他们有一些画作,他们有着与异变疾病有关的一段历史。
我们确实还会探索更多这方面的内容,比如这个世界的小角落,点点滴滴,在此基础上继续创作。但这是个非常广阔的世界,所以我们还有着数不清的探索机会。
问题2:
我喜欢奥罗金风格的建筑,你们打算让更多的游戏内容采用这种奥罗金风格的设计吗?例如,除了当前的轨道飞行器和漂泊者营地,你们有打算把奥罗金神殿作为下一个开放式社交区域让玩家们亲身体会奥罗金帝国的往昔辉煌吗?
Pablo:
实际上,我们将那种风格叫作"天诺风格","奥罗金风格"它通常指的是白色和金色, 比如虚空和月球那种。
至于天诺风格,目前我们刚刚推出了"扎里曼的天使",这是个大的转变,我们完全采用了这种风格,不过这种风格曾经还要更辉煌,在新版本内,你有了自己的卧室,也算是你的小公寓,那里面就充满了这种风格的东西,我们还有一些小装饰也是这种风格的。同样我们也把中继站做成了这种风格,我认为目前应该没有推广这种风格的计划,因为我们最近才采用过这种风格,至于奥罗金风格…那就更是如此了。
问题3:
我最喜欢的战甲是"暗影圣剑",我很好奇下一款"暗影"战甲会是什么样的,"暗影"系列接下来还会有哪些呢?
Pablo:
我们目前并没有制作更多"暗影"的计划,我们制作"暗影圣剑"的方式比较特别。大家都知道,它背后有着一段故事,要求你做出选择,剧情跌宕起伏,讲述了有关"暗影圣剑"起源的宏大篇章。
所以,并不是说完全不可能,但目前我们真的没有打算进一步地制作"暗影"系列战甲,因为我们目前有49款战甲,所以你们懂的…再给48款制作"暗影"版的工作量太吓人了。
因此目前,我们真的没有这方面的计划。但不是完全不可能,我也很喜欢"暗影圣剑" ,当然也很理解玩家的这种期望。
问题4:
你们有考虑过在漂泊者营地或者夜灵平原增加农场区域,让玩家能够培育特色的植物或饲养动物吗?这种形式会很受欢迎,我觉得这样不仅可以吸引一些喜欢经营要素的玩家,也可以一定程度的提高玩家的留存量。
Pablo:
我稍微透露点消息,但愿没人会注意到我说的这些。如果你们在“扎里曼的天使”版本,进入新推出的个人卧室内,环顾四周,你可能会看到"新内容"的蛛丝马迹。
问题5:
多人模式的副本让我难以忘怀!很怀念过去8个天诺战士共闯试炼任务的日子,你们有考虑过把试炼任务加回来吗?或者推出全新的试炼任务?
Pablo:
有,我们的确有考虑这个东西。我们时不时地就会把它拿出来讨论,8人任务以目前游戏的制作方式而言,这对我们太过复杂了,因为这些8人任务真的很容易出错。
有很多bug让我们很难测试,我们甚至也不确定,虽然我们也很怀念带有剧情的这个任务模式。我们希望在某个时间点把它们加回来,我们并没有忘掉这件事,时不时地就会回顾一下过去。也许在某个时间点,它就会回来的吧。
问题6:
与众不同的战甲是这个游戏的灵魂,我想问问设计团队,关于战甲设计的灵感来源,这方面有什么要遵循的规则吗?
Pablo:
通常灵感来自两个方式。有时候我们基本上就是让一些概念美术师制作徽标,接下来的话会有一个文件夹,包含待定战甲的一些概念美术素材,里面可能会有大概20多个场景,它们主要都只是...概念图,还有一些小字,标注了作者的想法和名字。
基本上是这样的,有时候我会去找设计师,他们会看一遍这个文件夹然后说:“哇,这真酷”,然后我会开始思考:“好,这个战甲能做些什么?它是怎么运作的?”,如果我觉得有东西带来了灵感,我就把它拿来,然后我们继续。
另一个方式是,比方说“异变之巢”,它就采用了另一个方式,我有一个某种机制的灵感,然后我把它说给概念美术师:“嗯,这就是我想要的东西”,然后根据这个,他们再设计出外形和观感。
所以,战甲就来自于这两种方式之一,总体上,说到“规则” ,其实并没什么规则,大部分情况下可以说是有一些优先事项,以及我们关注的东西。我们希望它们带来与众不同的感觉,而不是各个战甲玩起来都很相似,我们想让它们别具一格,不光是它们的玩法,还有它们给人的感觉,它们的移动方式,它们的外观等等,这些东西是我们最重视的,也就是战甲的独特性。
问题7:
指挥官会有和战甲类似的近战增幅器或武器系统吗?
Pablo:
不会,实际上,我们最近移除了指挥官的近战功能,他们曾经有一种…虚空冲击?我一时间记不起来它的名字,总之我们移除了它,现在当你按下近战键时,你会切换到战甲并执行近战攻击。
我们正在为这款游戏多添加一些深度,同时也在重新审视曾经的一些游戏制作决定,并试图多添加一些玩家决策的更多自主的内容。不过总的来说,我们不想让指挥官变得和战甲一样,那样的话,它们还有什么同时存在的意义呢,对吧?
所以,我们希望你在玩战甲时和切换到指挥官时,感觉应该是截然不同的。这就是为什么我们并不希望,让指挥官装备的运作方式和战甲一一对应。
问题8:
司书和小鸭子所属的组织的目的是什么?他们熟知天诺战士、指挥官以及如何对付灵煞,这些和神秘的虚空之力有关吗?
Pablo:
它们的关联…如果你玩过“新纪之战” 逛了一遍乌努高塔,你就会稍微多了解一些…哦,我说“稍微”,那就真的是稍微,因为它相当的神秘。你知道那里有一种力量存在,进而,你知道司书和小鸭子也遵循乌努的指引。
乌努显然是一种超乎我们认知的力量,我只能说这么多了。我们在某个时间段肯定要重回乌努,它绝对是很有意思的。不过说到他们在这个世界里要做些什么,司书和小鸭子遵循乌努的指引就是他们要做的事情
问题9:
未来会有更多类型和难度的BOSS挑战吗?当前的BOSS战不够多也没啥挑战。
Pablo:
说实话,这是一件非常复杂的事情。因为我们都喜欢强力的战甲,但反过来说,有些战甲太过强力了,这样就不可能做出真正难缠的boss。因为战甲并非完全平衡,就意味着,你用当前的战甲就能想办法一两下干掉大部分boss。所以我们一直都很纠结,因为如果我们把boss真的做难了,很多战甲就会变得“没用”了。
不过我们很快会有一些动作,尝试在这方面换个做法,做出一些具挑战性的战斗。但我们并没有打算… 在这种情况下,你想的可能是传统MMO,有一个多boss的副本,需要一堆人互相配合,几个月才最终拿下boss,我们目前并没有考虑那样的内容。
问题10:
我们干嘛不制作一部《星际战甲》主题的动画,类似《英雄联盟:双城之战》,它的反响热烈。讲述一下奥迪斯变成智能核心之前的故事,或者奥罗金的辉煌往昔,肯定会很有吸引力的。
Pablo:
当然,我也喜欢《双城之战》它太酷了。关于《双城之战》的制作,一个有趣的事情是,大部分的内容都是由他们自家团队制作的,这在一定程度上确保了Riot团队做出的这些内容,保持了原作风格,并且…很有那味儿。
我们并没有这种特长,这种事情可能有些超出了,我们之前能够想象和构思的程度。这个想法很棒,但你懂的,这离我们之前做的事情… 实在是差的太远了。它的确很酷,如果真能实现就好了。
问题11:
我喜欢莲这个角色,不希望她变成一个普通NPC,莲还会有后续的任务吗?
Pablo:
我觉得莲以后会一直是一个非常核心的角色,她对剧情中的很多方面都很重要,她的故事还没结束。
但就像我们之前做过的系列任务一样,我们为她设计了从开始到结束的大篇章,以后她还会出现在其它剧情里吗?当然。但我认为,你可以把现在这部分当作第一篇。显然这不是个三部曲,因为任务不止3个,但这算是她故事的第一篇。我很喜欢这种有始有终的安排,感觉像是个完整的故事。但你懂的,故事总是说不完的。
问题12:
指挥官和漂泊者在主线任务中会有功能性的差异吗?漂泊者和指挥官以后能共用皮肤吗?
Pablo:
先来说第一个问题,老实说,这有点不太好回答。因为有一件事就是,和目前的状况一样,指挥官和漂泊者的功能基本是一样的,大体上只是改变了外观。之前当你在任务中使用漂泊者时,漂泊者的玩法很不一样。在某个时间点,这种设计可能会回归,你可以去看一些比较早期的预告片,就能明白我再说什么了。但在大部分情况下,无论是使用指挥官还是漂泊者,他们都应该发挥同样的作用。至于皮肤,我们的确有在关注这方面并试着寻找共用皮肤的方式。
总的来说,它们的制作方式决定了这行不通。所以我们又尝试了一些技术性的点子,将指挥官皮肤转换一下,让漂泊者也能用。不幸的是,这两个想法都没实现。它们看起来不对劲,基本上…当你转换骨骼时,如果有东西变大了,想象一下,有一只手臂,如果手臂变长了,看起来就像是被拉伸了一样。但你不能直接放大,否则看起来会像根香肠一样。这可能不是很好想象,但在任何情况下 问题都在于转换它们是很困难的,因为比例不一样。所以最后的结果,看起来就很…诡异。在这方面 我们还有一个想法,更加复杂且耗时,但我们正在探索它。实际上,我们今天早些时候谈过它。我们还在想办法实现它,至于能不能管用,我们没法做什么承诺。因为,虽然我们一直在做各种尝试,但不幸的是,它目前还没有实现。
问题13:
未来会有新的玩法吗?例如大逃杀或者躲猫猫模式?
Pablo:
我们当然会一直探索不同的东西,例如,就拿“扎里曼的天使”来说,你可以发现它比其它所有的版本都更偏重于探索。所以说,我们始终都在尝试不同的东西,我不觉得我们会…我本不该直接否定,但我不觉得我们会做大逃杀或者类似的东西,这样会完全偏离《星际战甲》的核心理念。
但你们确实可以期待些不一样的东西,尤其是在今后两个大版本里面,有一些东西会相当程度的,偏离我们往常的玩法。在不剧透太多的情况下,我只能说这么多了。
今天先到这里吧!这些就是我收到的问题了,希望大家喜欢我的这段视频,我要再次感谢大家一直以来的支持,祝大家的生活一切顺心!再见!
--------------------------------------------------以下为英文原文---------------------------------------------------
Hello, hello. My name is Pablo I'm a designer here at DE. And I got the pleasure today to join you for a Q&A to celebrate Bilibili's 100,000 members. I want to thank everyone from the WeGame community for supporting us, and I'm very glad to be here with you. Let's see what do you have to ask.
Question 1:
I'm so into this future space DE has created, you must have put a lot of effort into it, (We have, we have) , even designing several sets of languages for different factions. I'm eager to learn about the details. How they live on? What's the culture like? Are there any traditions or rules?
Pablo:
So it really depends, we've explored some of this, but not as much as we would like. But you know, it's something that we'll continue to do.
But for example, the Corpus, you know the Corpus they're not all the same. It's kinda like here on Earth, if you go and visit Italy, or you visit Jamaica, there's different customs, different cultures, and stuff like that. So they're similar for all the factions that we have.
So the Corpus, there is a main corpus that you fight and that you know, they're like a church of greed and the followings that they have. But then you can also, for example, go to Fortuna and then you find a very different subculture there, where there's like people that are more, bound to each other, and they're a little more loyal, they're not after the greed, they've being exploited, so they're different. And then you can look at the, for example, the Mycona Colony, which are the ones that appear during the Glast Gambit Quest, which have, the tradition of… I don't want to spoil the quest. But if you look at that, they show their traditions there they have some drawings, and they have like a history of something they do with infestation.
So we do wanna explore even more of that, like smaller, like little pieces of the world to kinda keep on building it. But it is a very vast world, so there's a whole lot of opportunity there.
Question 2:
I like the Orokin style architecture. Do you have any plans to implement this Orokin-style design for more in-game content? For example, in addition to the current Orbiter and the Drifter Camp, do you consider having the State of Orokin as the next open social area that allows players to walk in and experience this glorious Orokin Empire?
Pablo:
So actually we refer to that style as the Tenno style. Orokin style, we generally refer to it as the white and golds, from like the Void or Lua.
But for the Tenno style, right now we just curiously released Angels of the Zariman, which is a big shift, that is in that style only, it's..it's seen better days, let's just say. And you do have your dormizone, which is like your little apartment, and in there, it has all of that sort of stuff, and we have a little extra decorations and stuff that are in that style. The relays we also make them on that style. I don't think right now there's like any plans to expand for that, cause we literally just did one that is in that style. But for Orokin... they're gonna say more than that.
Question 3:
My favorite warframe is Excalibur Umbra. I'm curious about the next Umbra warframe will be, and what forms the Umbra series is going to be unveiled?
Pablo:
We don't really have plans for more Umbras at the moment. Excalibur Umbra is pretty special in the way that we did it. Like you know, there was a story behind it and obviously a request for sacrifice, it's all revolving a big kind of the origins of Excalibur Umbra.
So, never say never, but at this point we don't really have plans to go further into now making... you know, we have 49 warframes, so you know making 48 more Umbras is kind of daunting.
So yeah, at this point, we don't really have a plan for it. But never say never. I do love Excalibur Umbra, definitely I can see the desire.
Question 4:
Do you consider adding Farming Areas in the Drifter Camp or on the Plains of Eidolon where players can cultivate specific plants and raise animals? Thought this mode might be popular, not only expanding the player base, and but also improving Warframe's retention rate.
Pablo:
This is a bit of a spoiler, hopefully no one will see this. But if you go and visit your dormizone, in the Angels of the Zariman that just came out, just look around, you might see a little tease of what's to come, a little tease of what's to come.
Question 5:
Multi-player dungeons are impressive! Missed the old days when 8 Tennos worked together on Trial Missions. Have you considered bringing back this Trial Mission or launching a brand new Trial Mission?
Pablo:
We have, we actually have that something every now and then we talk about it again. 8 player missions were really... complicated for us the way everything set up in game right now, those 8 player missions were really prone to basically failure.
Essentially there were a lot of bugs that were really hard to test for us, and I don't know. So the answer, the truthful answer is we even don't know. Like we do miss them as well, we do miss the idea of the story missions, we do wanna bring them back at some point. It is not something we have forgotten about, we definitely go back and revisit every now and then, and maybe at some point, it will come back.
Question 6:
The distinct Warframes are the game's soul, I want to ask the design team, regarding the source of inspiration for the design of the warframe, are there any rules to follow?
Pablo:
Generally, they come from two different parts. Sometimes, basically we have some concept artists that basically make the signs, right now if I go on and look, there's like a folder with several concept arts for potential warframes, and there's like probably like 20+ scenes there, that are mainly just... you know, concept art, and a little bit of blurb for someone's idea and the name, and that's kinda it... So sometimes I'll go in to see the designer, and they'll take a look through that folder and be like: “Woo, that's really cool!”. And then I'll start to think: “OK, what could this warframe do? How could it work?”, and if I find something inspiring, then I grab it from there and then we continue.
The other path is, for example, for Nidus, it was the other way around. I had an idea for the mechanics I wanted, and then I talked to a concept artist, and I was like, “OK, this is kind of what I want.”, and from there, they developed the look and feel for him.
So it can come from either way. Generally like, in terms of rules there's not really rules. Mostly, I would say like there's some priorities and what things we care about, and you know...we want them to feel different. We don't want one Warframe to play very similar to another Warframe, we want them to feel distinct, in not only how they play but also how they feel, how they move, how they look, etc. So those are kind of the things that we value the most, you know, how unique is this warframe.
Question 7:
Will Operators have melee amplifiers or weapon systems similar to Warframes?
Pablo:
They will not, We actually recently removed melee from operators. They used to have a little...Void blast, I forgot the name for a moment, we removed that, and now when you press melee, you switch to your warframe and attack with melee.
We are adding a little bit more depth to the apps, we are revisiting a few of the choices that we made with apps in the past, and trying to add a little bit more of... a little bit more decision making for you guys, a little more customization. So we are looking at that, but we don't want... basically we don't want the operator to play the same as a warframe, because then what is the point of having both, right?
So we want you to feel one way when you're playing with your warframe and then when you switch to your operator, it should feel distinct in a way. So that's why we don't really want to have like a one-to-one match of how the gear works for your operator and for your warframe.
Question 8:
What is the purpose of The Quills and Little Duck? They know the capabilities of Tennos, Operators, and Sentiment very well, do these relate to the mysterious Void power?
Pablo:
Well, they relate...if you played The New War, and you went through the tower, the Unum, you know a little bit more of... Well, when I say a little bit more, it is a little bit more because it is pretty mysterious. You know there's a power there, and you know that the Quills and Little Duck by extension basically, follow the guidance of the Unum.And the Unum clearly is a power beyond what we know.
That's as far as I wanna go on that. We definitely will at some point get back to the Unum, it's definitely something that's very interesting. But in terms of like what they do in the world, the Quills and Little Duck can follow the guidance of the Unum is what they do.
Question 9:
Will there be more types and difficulties of boss challenges in the future? The current boss fights are not enough and not challengeable.
Pablo:
Yeah, honestly this is one of those things that is very complicated to do. Because we really like the power fantasy warframe, but the opposite side of that is that some warframes are so powerful, that it's kind of impossible to make really tough bosses. Because the warframes are not like really tightly balanced, so it means essentially, you can find a strategy with current warframes to one or two shot most bosses. So we've always struggled with this because, while you can also do that, also if we make bosses really hard, then a lot of warframes become “unusable” for that content.
We do have some things coming kinda soon where we will be trying another swing at that, another swing making a bit more challenging combat. But we're not really looking, if you're thinking more like in the context stuff, you know, traditional MMO, where you have a raid with bosses, where it can take you months of coordinated war to finally defeat a boss, we're not really looking at that type of content at the moment.
Question 10:
Why don't we make a Warframe-themed Animation, like the Arcane: League of Legends, which received a big hit. Telling the story before Ordis transformed to Cephalon or the glorious past of Orokin, will be fascinating.
Pablo:
Obviously, I love the Arcane, it was super cool. One of the very interesting things, about how they did Arcane, is actually a lot of it was developed in house, so that's what kinda kept the feel and all of the...you know, the special sauce that they have the riot team to make this sort of stuff.
It's not a specialty that we have. He's probably beyond the things that we had in the past can thought about it and thought a little bit about ideation. It would be amazing, but you know, it's a bit far away from our... from the sort of things we've done before. So it would be really cool, though, it would be really cool.
Question 11:
I like the character of Lotus very much and don't want to see her turned into an ordinary NPC. Will there be follow-up Quests of Lotus?
Pablo:
I think Lotus will always be... a very central character. She's very important for many things in the story, it's not the end of her story.
But it is a like, the sequence of quests that we've done up to here, is the big arc that we had thought for her from beginning to end. Will there be other stories in the future that involve her? Absolutely, but I think you should consider like this part like first time. Obviously it's not a trilogy because there's more than 3 quests. But you know, it's her first big arc, and I'm very glad that it just kinda goes from beginning to end, and it feels like a complete story. But you know, there's always more things to tell after.
Question 12:
Will there be functional differences between the roles of the Operator and the Drifter in the main quests? And whether the Drifter and the Operator can share cosmetics in the future?
Pablo:
Basically, so for the first one, not really... this is a little tricky to answer because there is a thing that... As it currently stands, the operator and the drifter, work pretty much the same and it's mostly a change in looks. Obviously when you played with the drifter in the quest, the drifter played very different. And there might be a little bit of that coming back at some point, you know, you can look back at some older trailers to get an idea of what I'm talking about.
But for the most part, when you're playing with your operator or with a drifter, they're supposed to fulfill the same sort of role. As for the cosmetics, we are literally we've been looking into, this and trying to find how to share the skins.
Essentially the way that they're made makes it so it doesn't work. So we tried a couple, we had a couple ideas, technical ideas on how we could convert, from operator skins so that they could be used for drifter. Unfortunately, neither of those panned out. They didn't look quite right, there was essentially... when you are converting from one skeleton to the other, if something grows, imagine you have like an arm, if the arm is longer, it kinda looks more stretchy, but you cannot just scale it up because then it looks kinda like a sausage.
That's not like maybe it's a little hard to visualize. But in any case, the point is it's hard to just convert them, because proportions are different. So things end up looking, kind of... weird. We have one more idea on how to do it that is more complicated and time-consuming, but it's being explored. We were literally talking about it like earlier today. So we're still exploring ways to achieve it, we can't make any promise if it's gonna work or not. Because, you know, we've been trying stuff, unfortunately, it hasn't worked so far.
Question 13:
Will there be new gameplay in the future? such as BR or hide-and-seek mode?
Pablo:
There'll definitely always be that different things that we explore. I mean, I think even if you look at Angels of the Zariman, you can see that it leans much more toward exploration than all the other updates did. So we're always trying different things.
I don't think we'll… I shouldn't say no, but I don't think we'll ever go into something like Battle Royale, or something like that where we're just totally departing from what is the core of Warframe.
But you can expect some pretty different things especially on the next two big updates. There's like a couple of things that do deviate quite a bit from, the norm of gameplay that we usually do. And I think that's about as far as I can go without spoiling too much.
That's it! Those are the questions that got sent to me, I hope you enjoyed your time here with me. I wanna thank you again for supporting us all this time, and I hope you have an excellent day! ?Adios!