gameradar採訪總監Aaron keller


3樓貓 發佈時間:2025-02-15 12:36:53 作者:羅嚴克拉畝 Language

可能會出現翻譯錯誤,所以我會把原文貼上來

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:你們今年並沒有舉辦暴雪嘉年華,你們並沒有嚮往年那樣發佈海量的前瞻規劃信息。玩家們在好奇,遊戲的下一步進展如何?在這個空檔,漫威爭鋒脫引而出,成為了一位有力的競爭者。你們會承認團隊正在經受很大的壓力嗎?

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?

總監Aaron Keller:壓力很大程度上來源於ow團隊內部。這種壓力在於,我們如何盡我們所能,打造出最好的遊戲?這種壓力我們已經感受到一段時間了。我們已經為15.16賽季發佈了許多內容,比如“威能系統”(15賽季)以及“角鬥領域”(16賽季),這些都是為ow開發了很長時間的東西。我認為開發這些東西的動力源自於,當我們審視我們的遊戲時,我們總是會覺得缺點什麼,或者是遊戲並沒有按預期發展。

我注意到了發生在遊戲中的一些狀況,很多時候,當玩家遊玩的時間足夠長時,幾乎會感覺自己是在機械性地重複操作。我們希望能夠為遊戲注入一些新鮮感,但這不僅僅是為了增添遊戲的多樣性,我們還想要增加遊戲的深度。

因此,關於威能系統,我們在遊戲中添加了一些(技能)選擇,希望能借此幫助玩家在遊戲中操作任何一個英雄時增加其深度,同時也希望它能為比賽過程增添策略性,因為現在你可以選擇一些東西來強化你的英雄能力——或者你可以藉此來反制敵方隊伍的某個行為。對我們來說,我們希望讓遊戲進化,變得比現在更宏大,並做出這些改變。我們不僅僅是在問,‘嘿,什麼對ow最好?’——整個射擊遊戲和遊戲行業的格局都在不斷變化,我們如何才能打造一些能吸引玩家的內容呢?

GR: Do you welcome competition within the genre?

gameradar:你們是否歡迎同類型遊戲競爭呢?

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.

總監Aaron Keller:哦,當然。顯然,我們正處於一個新的競爭格局中,我認為對於ow來說,我們從未真正經歷過這種程度的競爭,即有一款遊戲與我們創造的遊戲如此相似。實際上,這種情況有點令人興奮,原因有幾個。其中之一是,看到一款遊戲在你曾經考慮過的一些方向上採取截然不同的做法,這真的很棒。但與此同時,我們認為這對我們的團隊來說是一種推動力——我們不再會保守行事。我真的認為15賽季和16賽季就是我們不再保守的表現。實際上,這是一種推動我們去創作的動力——而對於一群充滿激情的創作者來說,這就像是他們耳中的音樂。

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:在公眾中,對ow存在一種負面情緒。你是否同意有這種情緒的存在?你是如何應對這種情況,並帶領團隊度過這種看法的?

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.

總監Aaron keller:是的(這種負面情緒確實存在)。我的意思是,在人們的腦海中,幾乎存在幾個不同版本的ow。這可能取決於你對遊戲的關注程度以及你對它的投入程度。我認為,多年來一直堅持玩ow的很多玩家,確實注意到了自從ow2發佈以來我們對它的關心和關注。尤其是在過去的一年裡,我們真正專注於提升遊戲的水平。我希望這些人能夠從我們最近分享的許多內容中看到這一點,同時也希望這種積極的看法能傳播到更廣泛的社區中。

但是從另一方面來說,我理解,你知道嗎?我理解人們為什麼會持有這種特定的看法。他們原本以為遊戲會成為某種樣子,但最終並沒有達到他們的預期——我接受這些批評,但從團隊的角度來看,我們現在唯一能做的就是盡我們所能打造出這款遊戲的最佳版本。

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的未來是怎麼樣的?現在的開發重心是核心遊戲體驗,還是有其他途徑可以擴展ow的可能性,特別是像“角鬥領域”這樣的內容?

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.

總監Aaron Keller:“角鬥領域”絕對是一個擴展ow可能性的例子,因為它擁有獨立的匹配隊列,與快速遊戲隊列和競技隊列並列。“角鬥領域”不是一個活動,但我們有其他遊戲模式作為活動出現。它們是限時運行的,可能會返場,或者可能街機模式中常駐。我們有一個專門的內部團隊在持續為其開發內容。這是ow團隊的一個新方向。這並不意味著我們將從遊戲主模式中抽調資源。我們覺得我們在這個部分已經滿員了,我們對遊戲主模式有很多非常宏大、令人興奮的計劃。“角鬥領域”是一個額外的內容,與遊戲主模式並列,並且隨著它的發展,它也將獲得季節性更新和新功能及新系統。

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,你說這些更新是自2016年ow推出以來最大的進步,其中也包括ow2的發佈。這是朝著填補ow標題續集編號邁出的一步嗎?ow標題末尾的數字“2”對團隊和你來說是否是一件難以應付的事情?

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.

總監Aaron Keller:這對團隊來說一直是一件非常困難的事情,我認為這在很大程度上是因為遊戲本應是什麼樣子的以及它現在實際的發展方向兩者之間存在差異。

與此同時,它是遊戲的一個標識,它也是一個我不確定可以被隨時放棄掉的東西。展望未來,我們希望玩家將ow遊戲本體、PvP 射擊遊戲視為獨立於一些包袱的東西。我們認識到並非每個人都能做到這一點。我認為最終必須對這樣的事情進行清算,我們必須正面面對它。但是目前,對於第15和第16賽季來說,這並不是一個合適的時機。

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:“威能系統”和“角鬥領域”顯示出了一種打破常規的意願,這種舉動在過去是沒有的。這是否有點可怕,或者你認為這是正確的舉動嗎?

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.

總監Aaron Keller:歸根結底,我認為玩家希望我們能夠有一些冒險的舉動。他們希望遊戲中能有新的東西……如果這些東西很棒,而且不會破壞很多東西,對吧?所以這樣做是有風險的。

當我回顧ow的一些開發過程時,我發現我們有點不願意冒險,因為我們不想對遊戲造成傷害。但隨著時間的推移,這種保守的行為開始對遊戲本身造成傷害,因為隨著遊戲的老化,它不再滿足人們以新的、有趣和令人興奮的方式與遊戲中的所有英雄互動的需求——我認為這是你最初選擇玩英雄射擊遊戲的主要原因。你逐漸進入這種穩定狀態,但是仍然想要具有足夠的競爭力,然而所有的元數據都在發展,但這有點像是白日做夢。所以是的,我們現在確實想要實現這一點。我們確實想要進行這些嘗試。我們正在嘗試以一種負責任的方式來做。我們正在努力打磨細節。我們正在努力使其平衡。但可能會出現一些問題,我們會解決它們。

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:補給箱要回歸了,但是它們在過去就是一個很有爭議的話題。關於補給箱迴歸的討論是怎麼樣的?

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.

總監Aaron Keller:我們一直因為我們在遊戲中獎勵玩家的方式遭受批評,當我們談論讓補給箱迴歸時,其動力是我們認為我們沒有像我們本可以那樣為我們的玩家——尤其是我們的免費玩家——提供服務。我們希望找到一種方法,讓玩家們知道他們一直在玩,併為此獎勵他們。因此,這就是為什麼在第15賽季中,有多種方式可以獲得補給箱,比如免費戰令、每週挑戰等。第15賽季將有一個大型活動,如果你在玩的話,你將能夠在整個賽季中獲得超過 100 個補給箱。因此,我們希望玩家覺得遊戲認可他們的遊戲時間。這是我們目前找到的一個我們認為可以為玩家們做到這一點的系統。

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機制也將被添加於遊戲中。這個概念自2016年ow發佈以來就一直存在。最初引入該機制的阻礙是什麼,為什麼現在是引入它的合適時機?

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.

總監Aaron Keller:我們多年來一直在討論hero ban,我認為大約兩年前我們有一個內部原型。它不在開發日程表上或任何地方。這只是團隊中一些成員的一個激情項目,他們把它放在一起。從那時起,它就時不時會出現在日程表上。我認為我們曾計劃在2025年實施它,但一直存在一些阻力。無論是禁止玩家玩他們想玩的英雄,還是感覺對某個特定英雄的反制手段現在被禁止了,導致對局中一方可能因此比另一方更有優勢。我這麼說可能會惹上麻煩,但你知道,你在漫威爭鋒中看到了它的出現嗎?你會意識到,這些反對意見是有效的,但它們被賦予了過多的信任。所以,現在對我們來說更加明顯了。雖然我們無論如何都計劃這樣做,但我們對hero ban的發佈感覺好多了。

原文鏈接: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/


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