可能会出现翻译错误,所以我会把原文贴上来
GamesRadar+: You didn't hold Blizzcon, you didn't have that big information dump. People have been wondering – what's next? In that absence, Marvel Rivals has risen as a distinct competitor. Would you say the team has felt under pressure?
gameradar:你们今年并没有举办暴雪嘉年华,你们并没有向往年那样发布海量的前瞻规划信息。玩家们在好奇,游戏的下一步进展如何?在这个空档,漫威争锋脱引而出,成为了一位有力的竞争者。你们会承认团队正在经受很大的压力吗?
Aaron Keller: There is pressure on the Overwatch team, and a lot of it is internal. It's [asking] how do we make the best possible game that we can? And we've been feeling it for a while. You know, a lot of the things that we're announcing for seasons 15 and 16, like perks and Stadium, they're things that have been in development for Overwatch for quite some time. And I think what's driving that is, when we look at our game, we feel like it's either missing something or it hasn't evolved as much as it should have.
I look at what happens in a game of Overwatch, and a lot of times, when you get enough hours in the game, it almost feels like you can be going through the motions sometimes. What we want to be able to do is to inject a bit of freshness into the game, but not just for variety's sake. We want to increase the depth of play.
So with perks, there's some choices in there that we hope add depth to what it means to play any one of our heroes in the game, and we hope that it adds strategy over the course of a match, because now you're able to pick things that either augment what your hero is doing – or maybe you're going to use it to counter what somebody is doing on the other team. So for us, we want to take the game and evolve it to be bigger than what it is now, and to make those changes. To not just say, 'Hey, what's the best thing for Overwatch?' – the whole shooter and gaming landscape is changing over time, and how do we make something that appeals to those players?
总监Aaron Keller:压力很大程度上来源于ow团队内部。这种压力在于,我们如何尽我们所能,打造出最好的游戏?这种压力我们已经感受到一段时间了。我们已经为15.16赛季发布了许多内容,比如“威能系统”(15赛季)以及“角斗领域”(16赛季),这些都是为ow开发了很长时间的东西。我认为开发这些东西的动力源自于,当我们审视我们的游戏时,我们总是会觉得缺点什么,或者是游戏并没有按预期发展。
我注意到了发生在游戏中的一些状况,很多时候,当玩家游玩的时间足够长时,几乎会感觉自己是在机械性地重复操作。我们希望能够为游戏注入一些新鲜感,但这不仅仅是为了增添游戏的多样性,我们还想要增加游戏的深度。
因此,关于威能系统,我们在游戏中添加了一些(技能)选择,希望能借此帮助玩家在游戏中操作任何一个英雄时增加其深度,同时也希望它能为比赛过程增添策略性,因为现在你可以选择一些东西来强化你的英雄能力——或者你可以借此来反制敌方队伍的某个行为。对我们来说,我们希望让游戏进化,变得比现在更宏大,并做出这些改变。我们不仅仅是在问,‘嘿,什么对ow最好?’——整个射击游戏和游戏行业的格局都在不断变化,我们如何才能打造一些能吸引玩家的内容呢?
GR: Do you welcome competition within the genre?
gameradar:你们是否欢迎同类型游戏竞争呢?
AK: Oh, yeah. We're obviously in a new competitive landscape that I think, for Overwatch, we've never really been in before, to this extent where there's another game that's so similar to the one that we've created. There's actually something kind of exciting about this, for a few reasons. One of those is, it's really great to see a game kind of take a different direction with some of the things you've kind of looked at before. But also, we think it's a forcing function to our team – this is no longer about playing it safe. And I really think that seasons 15 and 16 are us not playing it safe. But really it's a forcing function to execute – and for a team of super passionate craftspeople, that's like music to their ears.
总监Aaron Keller:哦,当然。显然,我们正处于一个新的竞争格局中,我认为对于ow来说,我们从未真正经历过这种程度的竞争,即有一款游戏与我们创造的游戏如此相似。实际上,这种情况有点令人兴奋,原因有几个。其中之一是,看到一款游戏在你曾经考虑过的一些方向上采取截然不同的做法,这真的很棒。但与此同时,我们认为这对我们的团队来说是一种推动力——我们不再会保守行事。我真的认为15赛季和16赛季就是我们不再保守的表现。实际上,这是一种推动我们去创作的动力——而对于一群充满激情的创作者来说,这就像是他们耳中的音乐。
GR: Across the general public, there is a negative feeling around Overwatch. Do you agree there is that kind of sentiment? How have you navigated that, and led your team through that perception?
gameradar:在公众中,对ow存在一种负面情绪。你是否同意有这种情绪的存在?你是如何应对这种情况,并带领团队度过这种看法的?
AK: Yeah. I mean, it almost feels like there's a few different versions of Overwatch in people's minds. It probably depends on how much you've kept up with the game and how into it you are, and I think that there's been a lot of people that have stuck with Overwatch over the years that have really noticed the care and attention that we've put into it since Overwatch 2 has shipped. Especially over the course of the last year, we've really focused on leveling up the game. I hope those people really see that with a lot of the things we've been sharing lately, and hopefully that can spread out to the broader community as well.
But [on the other hand] I understand, you know? I understand when people have that particular view. They thought that the game was going to be something that it didn't end up being – I get the criticism, but from the team's point of view, the only thing that we can do about that now is to make the best version of this game that we can.
总监Aaron keller:是的(这种负面情绪确实存在)。我的意思是,在人们的脑海中,几乎存在几个不同版本的ow。这可能取决于你对游戏的关注程度以及你对它的投入程度。我认为,多年来一直坚持玩ow的很多玩家,确实注意到了自从ow2发布以来我们对它的关心和关注。尤其是在过去的一年里,我们真正专注于提升游戏的水平。我希望这些人能够从我们最近分享的许多内容中看到这一点,同时也希望这种积极的看法能传播到更广泛的社区中。
但是从另一方面来说,我理解,你知道吗?我理解人们为什么会持有这种特定的看法。他们原本以为游戏会成为某种样子,但最终并没有达到他们的预期——我接受这些批评,但从团队的角度来看,我们现在唯一能做的就是尽我们所能打造出这款游戏的最佳版本。
GR: What's the future of Overwatch look like? Is the emphasis on that core gameplay experience now, or are there other avenues to expand on what Overwatch can be, especially with things like Stadium?
gameradar:ow的未来是怎么样的?现在的开发重心是核心游戏体验,还是有其他途径可以扩展ow的可能性,特别是像“角斗领域”这样的内容?
AK: Stadium is definitely an example of that, as it is going to sit next to our Quick Play and Competitive queues as its own queue. Stadium is not an event, but we've had these other game modes that have come around as events. They're limited time runs, they might come back, or they might exist in the arcade. We have a dedicated internal team who is continuously developing content for it. This is a new direction for the Overwatch team to do this. And this doesn't mean that we're going to be taking away resources from the main game. We feel like we're fully staffed there, and we have a lot of really big, exciting plans for what to do with the main game. Stadium is an additional thing that sits alongside that, and it’s also going to be getting seasonal updates and new features and systems as it moves forward.
总监Aaron Keller:“角斗领域”绝对是一个扩展ow可能性的例子,因为它拥有独立的匹配队列,与快速游戏队列和竞技队列并列。“角斗领域”不是一个活动,但我们有其他游戏模式作为活动出现。它们是限时运行的,可能会返场,或者可能街机模式中常驻。我们有一个专门的内部团队在持续为其开发内容。这是ow团队的一个新方向。这并不意味着我们将从游戏主模式中抽调资源。我们觉得我们在这个部分已经满员了,我们对游戏主模式有很多非常宏大、令人兴奋的计划。“角斗领域”是一个额外的内容,与游戏主模式并列,并且随着它的发展,它也将获得季节性更新和新功能及新系统。
GR: In the Spotlight, you said these updates are the biggest steps forward for Overwatch since it started in 2016, which would include Overwatch 2's launch. Is this a step towards filling that sequel number? Has the 2 at the end of your title been a complicated thing for the team and you to wrestle with?
gameradar:在“精彩聚焦”直播中,你说这些更新是自2016年ow推出以来最大的进步,其中也包括ow2的发布。这是朝着填补ow标题续集编号迈出的一步吗?ow标题末尾的数字“2”对团队和你来说是否是一件难以应付的事情?
AK: It has been a very difficult thing for the team to wrestle with, and I think a lot of it is because of what the game was supposed to be and the direction that it's gone in now.
At the same time, it is an identity for the game, and it is something that I'm not sure you can just drop at any time. Moving forward, we would like players to just think of Overwatch the game, the PvP shooter, as something independent of some of that baggage. We recognize not everybody can do that though. I think eventually there has to be a reckoning with something like that, and we really do have to face it head on. Right now, for seasons 15 and 16, it's not the moment for us.
总监Aaron Keller:这对团队来说一直是一件非常困难的事情,我认为这在很大程度上是因为游戏本应是什么样子的以及它现在实际的发展方向两者之间存在差异。
与此同时,它是游戏的一个标识,它也是一个我不确定可以被随时放弃掉的东西。展望未来,我们希望玩家将ow游戏本体、PvP 射击游戏视为独立于一些包袱的东西。我们认识到并非每个人都能做到这一点。我认为最终必须对这样的事情进行清算,我们必须正面面对它。但是目前,对于第15和第16赛季来说,这并不是一个合适的时机。
GR: Perks and Stadium show a willingness to mess with the formula, which hasn't been the case in the past. Is that a little bit scary, or do you think it’s the right move to throw that out?
gameradar:“威能系统”和“角斗领域”显示出了一种打破常规的意愿,这种举动在过去是没有的。这是否有点可怕,或者你认为这是正确的举动吗?
AK: At the end of the day, I think players want us to be taking risks. They want there to be new things for the game... if they're great, and it doesn't break a lot of things, right? And so there's a risk to doing this.
When I look back a bit at some of Overwatch’s development, we were a little adverse to taking risks, because we didn't want to cause harm to the game. But over time, that started to cause harm to the game itself because as it ages, it's no longer serving this need for people to be engaging with all of the heroes in the game in new, fun and exciting ways – which I think is a lot of the reason why you pick up playing a hero shooter in the first place. You gradually get into this sort of steady state where you want to get really competitive and all the metas develop, but that's kind of the fantasy there. So yeah, we do want to be hitting that now. We do want to be taking these swings. We're trying to do it in a responsible way. We're trying to make it polished. We're trying to make it balanced. But there will probably be some issues, and we'll address them.
总监Aaron Keller:归根结底,我认为玩家希望我们能够有一些冒险的举动。他们希望游戏中能有新的东西……如果这些东西很棒,而且不会破坏很多东西,对吧?所以这样做是有风险的。
当我回顾ow的一些开发过程时,我发现我们有点不愿意冒险,因为我们不想对游戏造成伤害。但随着时间的推移,这种保守的行为开始对游戏本身造成伤害,因为随着游戏的老化,它不再满足人们以新的、有趣和令人兴奋的方式与游戏中的所有英雄互动的需求——我认为这是你最初选择玩英雄射击游戏的主要原因。你逐渐进入这种稳定状态,但是仍然想要具有足够的竞争力,然而所有的元数据都在发展,但这有点像是白日做梦。所以是的,我们现在确实想要实现这一点。我们确实想要进行这些尝试。我们正在尝试以一种负责任的方式来做。我们正在努力打磨细节。我们正在努力使其平衡。但可能会出现一些问题,我们会解决它们。
GR: Lootboxes were coming back, but they were a controversial topic back in the day. What was the conversation like for bringing them back?
gameradar:补给箱要回归了,但是它们在过去就是一个很有争议的话题。关于补给箱回归的讨论是怎么样的?
AK: We've been a critic of the way we've rewarded players in our game for a while, and, when we talk about bringing loot boxes back, the impetus for it was, is we didn't think we were serving our players – especially our free players – as well as we could have been. We would like to find ways for the game to let them know that they've been playing, and to reward them for doing that. And so that's why, with loot boxes, there's a lot of different ways to earn them in Season 15, from the free Battle Pass, to the weekly challenge, there's going to be a massive event in Season 15 where you'll be able to earn over 100 loot boxes over the course of the season, if you're playing. And so we want players to feel like the game is recognizing their play time. This is us finding a system that we think can do that for them.
总监Aaron Keller:我们一直因为我们在游戏中奖励玩家的方式遭受批评,当我们谈论让补给箱回归时,其动力是我们认为我们没有像我们本可以那样为我们的玩家——尤其是我们的免费玩家——提供服务。我们希望找到一种方法,让玩家们知道他们一直在玩,并为此奖励他们。因此,这就是为什么在第15赛季中,有多种方式可以获得补给箱,比如免费战令、每周挑战等。第15赛季将有一个大型活动,如果你在玩的话,你将能够在整个赛季中获得超过 100 个补给箱。因此,我们希望玩家觉得游戏认可他们的游戏时间。这是我们目前找到的一个我们认为可以为玩家们做到这一点的系统。
GR: Hero bans are also being added. That's a concept that's been around since Overwatch launched back in 2016. What was the initial resistance to doing that and why is now the right time to introduce that?
gameradar:hero ban机制也将被添加于游戏中。这个概念自2016年ow发布以来就一直存在。最初引入该机制的阻碍是什么,为什么现在是引入它的合适时机?
AK: We've been talking about hero bans for years, and I think it was two years ago where we had an internal prototype of it. It wasn't on the schedule or anything. It was just a passion project by some members of the team that they put together. And ever since then, it's gone off and on schedules. I think we had it on the schedule to do it for this year, for 2025, and there had always been some resistance to it. Whether it's no longer allowing a player to play the hero that they want to play, or feeling that a counter to a particular hero is now getting banned out, and one team might have an advantage over the other team because of that. I'll probably get in trouble for saying this, but you see it come out in Marvel Rivals, you know? And you realize, those objections were valid, but they were given way too much credence. So, it's much more obvious to us now. And while we were planning on doing it anyways, we do feel a lot better about its release.
总监Aaron Keller:我们多年来一直在讨论hero ban,我认为大约两年前我们有一个内部原型。它不在开发日程表上或任何地方。这只是团队中一些成员的一个激情项目,他们把它放在一起。从那时起,它就时不时会出现在日程表上。我认为我们曾计划在2025年实施它,但一直存在一些阻力。无论是禁止玩家玩他们想玩的英雄,还是感觉对某个特定英雄的反制手段现在被禁止了,导致对局中一方可能因此比另一方更有优势。我这么说可能会惹上麻烦,但你知道,你在漫威争锋中看到了它的出现吗?你会意识到,这些反对意见是有效的,但它们被赋予了过多的信任。所以,现在对我们来说更加明显了。虽然我们无论如何都计划这样做,但我们对hero ban的发布感觉好多了。
原文链接:https://www.gamesradar.com/games/third-person-shooter/this-is-no-longer-about-playing-it-safe-overwatch-2-game-director-talks-marvel-rivals-and-betting-big-on-season-15/