原文:
Who was there: "The Connected Future of Games" panel at the 2010 Game Developers Conference featured some of the biggest names in the online business. On hand to deliver their thoughts on the impact of the connected experience in games were Blizzard senior vice president of game design Rob Pardo; BioWare role-playing game/massively multiplayer online group and senior vice president of EA Ray Muzyka; Zynga chief
game designer Brian Reynolds; Valve director of business development Jason Holtman; and Nexon vice president of marketing Min Kim.
What they talked about: The moderator began the session by asking members of the illustrious panel to name the one thing that designers should have in mind when beginning the process of making a connected game. According to Pardo, designers need to have a clear idea of the game's audience and how the community will interact with that connectivity. Muzyka noted that it's important to approach these projects with the mindset of games as an ongoing service; one that doesn't end when a game ships.
For Reynolds, who is notable for creating such hits as Rise of Nations at Big Huge Games--and who now oversees development on the award-winning Facebook game Farmville--designers should focus on the social mechanics of the game as much or even more so than gameplay mechanics. In a similar vein, Valve's Holtman noted that designers need to think as much about designing gameplay mechanics as how the community will experience these devices.
The moderator then brought up Valve's recent announcement of Steam Play, where gamers who purchase one of the company's products can use it on a PC or Mac. Holtman said that arbitrary barriers such as PC and Mac simply aren't important anymore and that gamers want to be fans of the product, not of the platform. The moderator
then asked whether this would extend to the Xbox 360 as well, to which Holtman replied, "You'll have to ask Microsoft."
Reynolds then fielded a question about people's inability to shelter certain sides of their behavior from their friends on Facebook, such as constant status updates from games on that service. The Farmville lead said that Facebook is largely at fault here, and that it is important to be able to limit the information to those who are interested in it.
The next question was for Pardo and dealt with whether all game companies should invest in a connected service like Battle.net. The game executive said that it's a good idea, but the amount of work required is substantial. Ultimately, having their own dedicated service is far better than a generic platform like Xbox Live because companies can more closely tailor the experience to their individual games.
Brian Reynolds
To this point, Holtman said that Valve could not have done the kind of teaser campaign it executed with the recently announced Portal 2 on Xbox Live, due to the lengthy certification process. He advocated the PC in this regard, noting that it is an open platform that simply updates on the fly.
Nexon's Kim then fielded a question about polishing an online game in the public eye by way of a beta. Kim noted that it is a necessary evil to have players see an unfinished product through a beta because the company can only really know whether it has been successful with its design when players actually respond to it. Responding to a follow-up question, Kim also noted that it's pretty much impossible to call an online game complete, considering Nexon continually updates some of its games over the course of their life spans, a point the panel concurred with.
Jason Holtman
The discussion then shifted toward how the designers approach old content, especially in light of new players. Reynolds noted that it's an ongoing struggle between baking up new features for veteran players while maintaining a low level of entry for newcomers. Pardo concurred, noting that the impetus behind World of Warcraft's
upcoming expansion Cataclysm was to revisit the new-player experience. With WOW now in its fifth year, the team has gotten much better at creating content, and it is clear that some of the old-world stuff isn't as good as it could be.
Because Nexon is a Korean gaming company, the moderator then asked Kim what lessons his home nation can offer to North America. Kim noted that the gaming environment is completely different in Korea, due to the immense popularity of Internet cafes. These are successful in Asia because the gaming community is gathered together in one room, interacting with one another as they play. This type of experience isn't at all like the Western one, where online gaming is largely a solitary experience in people's homes.
Closing out the panel, Pardo addressed the idea of matchmaking in games, saying it's incredibly tricky to do. Namely, he said that it is difficult to really appraise someone's skill, but it is important to shelter new players from more experienced ones. One other problem that Blizzard is butting up against is that if a matchmaking system works really well, where players are of the same skill level, it leads to very intense play experiences. The thing is, players often can't play more than a couple of intense matches in a row before becoming frazzled and burnt out, so they are wondering if that kind of matchmaking is really what they even want.
原文来自: http://www.shreveporttimes.com/article/20091205/NEWS01/91205007/1060
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以下是参考译文:
译文:暴雪阀门BioWare公司
谁在那里:“在游戏连接未来”的2010年游戏开发者大会面板功能在网上业务的xx。手头上提供对游戏中的有关经验,影响他们的思想是暴雪的游戏设计罗布帕尔多的高级副总裁,BioWare的角色扮演游戏/大型多人在线组和雷总裁苗的EA高级副总裁; Zynga首席游戏设计师布莱恩雷诺兹;阀门业务发展贾森Holtman主任和Nexon公司营销副总裁闵金。
罗布帕尔多
他们谈到:主持人开始会议,要求该小组成员杰出命名一件事,设计师应该考虑到开始时使连接的博弈过程。根据Pardo,设计人员需要有一个游戏的观众清楚和社会将如何交互的连接。穆扎克指出,重要的方法与游戏作为一项持续不断的服务观念这些项目;之一,并没有结束,当游戏的船只。
雷诺,值得注意的是谁在创造巨大的游戏大国的崛起,作为这些点击 - 现在,谁负责的屡获殊荣的脸谱游戏法姆维尔 - 设计者应把重点放在作为游戏的社会力学多,甚至更多如此多的游戏力学。与此类似,Valve的Holtman指出,设计人员需要想太多关于如何设计的社会经验,这些设备的机械游戏。
雷Muzkya
然后主持人提出了阀门的蒸汽玩,在那里玩家谁该公司购买产品,可以使用PC或Mac它最近宣布。 Holtman说,如PC和Mac任意障碍根本不重要了,而玩家想要的产品的球迷,没有平台。主持人问是否将扩大到Xbox 360以及,对此Holtman回答说,“你要问微软。”
雷诺兹则派出了一个关于人的住房问题,无法对他们从Facebook上,他们的朋友的行为,例如从游戏的服务不断某些方面的{zx1}情况。该法姆维尔领导表示,Facebook的主要是这里有毛病,而且是重要的是能够限制的资料向谁是否有兴趣。
接下来的问题是为帕尔多和是否所有的游戏公司应该投资于这样的Battle.net连接的服务处理。游戏长官说,这是一个好主意,但所需的工作量是巨大的。最终,她们有自己的专用服务是远远好于像Xbox Live的通用平台,因为公司可以更紧密地定制其个人经验的游戏。
布赖恩雷诺兹
这一点,Holtman说,阀门无法做运动的一种戏弄它执行与最近公布的门户2在Xbox Live上,由于漫长的认证过程。他主张在这方面的个人电脑,并指出这是一个开放的平台,在飞行简单更新。
Nexon公司金则派出了一个由约抛光的测试方法是在公众眼中的网络游戏的问题。金大中说,这是一个必要之恶让玩家通过测试看到一个未完成的产品,因为该公司才能真正知道它是否已与它的设计成功的球员时,其实对此作出回应。回应一跟进,金正日还指出,这几乎是不可能的要求完成网上游戏,考虑Nexon公司不断地更新了他们的寿命,这点小组同意过程的一些游戏。
贾森Holtman
讨论然后转移到对如何设计方法,特别是在新的播放器的旧内容。雷诺指出,这是一个为与烘烤老将新功能持续的斗争,同时保持对新移民入境的低水平。帕尔表示同意,并指出背后魔兽即将推出的扩张之灾世界的动力是重新审视新的球员的经验。随着魔兽世界现在进入第五个年头,该小组已变得更善于创造的内容,很明显,旧世界的一些东西并不好,因为它可以。
因为Nexon公司是韩国游戏公司,当时主持人问他什么教训,金家的国家所能提供的北美。金正日指出,游戏环境是xx不同的韩国,由于网吧的巨大声望。这是在亚洲取得成功,因为游戏社区是聚集在一个房间一起,彼此互动,因为他们玩。这样的经验是,不象西方之一,其中网络游戏在很大程度上是在人们的家中孤独的经验。
闵金
小组闭幕了,帕尔多在游戏中处理的配对的想法,他说这是令人难以置信的棘手的事情。也就是说,他说,这是很难真正评价别人的技巧,但重要的是从有经验的住房的新球员。另外一个问题,暴雪是撞了反对的是,如果配对系统非常好,让玩家在同一技术水平,它导致了非常激烈的比赛经验。关键是,球员往往不能发挥多年的连续紧张的比赛,之后便疲惫不堪,烧坏,所以他们怀疑,认为这种配对的是他们甚至不愿意情侣更多。
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