作者panzertp (失ゎれた彩畫)
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標題[情報] [黑幫] 官方對於Top Mafia Rewards的看法
時間Thu Apr 29 01:53:03 2010
這篇是在官方論壇上由開發者寫的文章 文章很長 有翻錯的話請指教
http://forums.zynga.com/showthread.php?t=537097
The Game Design Perspective - Top Mafia Rewards
I’m a Systems Game Designer on Mafia Wars. Now what that means is that I’m
the guy that is involved in making sure that all the numbers, balance and
stats in the game make a great gaming experience for all types of players. It
’s awesome to get feedback, both and positive and negative, from the fans of
this game. It’s the passion that you show as fans which makes this game so
great.
我是Mafia Wars的遊戲系統設計師
(*1)。這表示我就是那個讓要想盡辦法讓遊戲
裡各種數值平衡好讓每種不同類別的玩家都能有不凡的遊戲體驗的傢伙。能夠從這遊戲裡
的粉絲中得到各種回報訊息是件很棒的事,不論它們是正面或負面的。也是你們這些粉絲
的熱情讓這個遊戲讚到飛天。
(*1):原文作者,不是我 (逃)
As Mafia Wars heads into its third year, there are a lot of decisions made
and game structures created at the time of the game’s release that really
didn’t account for Mafia Wars being played by over 20 million players per
month. One of these game features that couldn’t account for the game’s
rapid growth is the Top Mafia reward. Top Mafia (previous to the recent
change) provided a reward if you had high-level friends in your Top Mafia in
certain positions (and an additional bonus if you were in a friend’s Top
Mafia). We in the design team refer to these bonuses as “passive” rewards,
as once you had set up your friends, you didn’t have to do anything to
maintain the bonus. Now from a game designer’s perspective, this is pretty
troublesome, as we are giving away free progress (in the form of Energy
discounts and rebates) for little interaction in the game. Since leveling up
resulted in a full energy, health, and stamina refill, it eventually lead to
some of the high-level energy players being able to level up many more times
in a single session. This leveling boost was against the spirit of play we
intended for Mafia Wars.
在這個Mafia Wars正迎向它的第三年時候,有許多決策和遊戲的架構決定之時,並沒有料
到它會變成一個每個月有超過2千萬玩家的遊戲。其中一項沒想到這個遊戲會成長如此快速
的功能就是Top Mafia reward。若你有高等級的朋友,Top Mafia會依據朋友在特定位置提
供你某些獎勵。我們將這些獎勵設定為"被動"的獎勵,只要你設定了朋友,你就不需要再
做任何事來維持這個額外獎勵。當我們在辦小活動(像是減免能量和折扣)時,以遊戲設計
師的觀點來看,這真是糟透了。因為升級將會補滿能量、體力和耐力,而這最後導致一些
高等的能量玩家一次可以升更多級。這種等級的爆衝和我們預想的遊戲精神違背。
We as a game creation studio go through a tremendous amount of research and
discussion about each change we make to the game, and below is a little
example of that analysis. The following is a graph of typical high energy
players playing in New York (the Mafia Wars city, not the real life city ),
and how much all the accumulated energy rewards gains for each player per
level. The left axis is the player level, and the bottom axis refers to the
percentage of XP required to complete level. As you can see, the Top Mafia
reward accounts for a very large percentage of passive XP each level.
身為一個遊戲設計公司,我們對遊戲裡每一個更動進行大量研究和討論,而以下是一個
關於這類分析的例子. 下面這張圖是高能量的玩家在紐約( Mafia Wars的城市,不是真的
城市:) )還有每個玩家每級能獲得的累計能量獎勵。 左邊的坐標軸是玩家的等級,而下
方的軸是每個等級所需要xp的百分比。你可以看到Top Mafia的獎勵佔了很大的部分。
圖:
http://i159.photobucket.com/albums/t152/orangejeep/TopMafiaLevelingChart.jpg
400
▌ Base Job XP
│
350
▌ Top Mafia
│
300
▌ Private Island
│
250
▌ Gift House
│
200
▌ Social Jobs
│
100
▌ Toolbar
│
50
▌ Free
└──────┴──────┴──────┴──────┴
0% 50% 100% 150% 200%
Why is this situation so bad that we felt we needed to change the Top Mafia
rewards? To be perfectly honest, the current passive XP reward situation put
us in a big bind when it came to creating exciting rewards for the vast
majority of players. Also creating a big chasm between the high energy
players and the more stamina heavy fighting players. We’re not going to
sugar-coat the reality of this change for the power energy players. Some of
you will initially be affected negatively. We are making this change to allow
us to improve the entire game to be even more awesome as a whole. What this
will do is share more experience to all Mafia Wars players, allowing the
community to make it an even more social experience for all involved.
為什麼狀況糟到我們覺得必須更改Top Mafia的獎勵?開誠布公地說,現有被動的XP獎勵
讓我們在對大部分玩家設計獎勵時綁手綁腳的。也讓高能量玩家和高耐力的重度武鬥派玩
家產生巨大的分歧。我們並不打算將這些將會對高能量玩家造成的改變包上糖衣。有一些
玩家將會受到負面影響。我們做這種改變是為了讓我們可以改進整個遊戲讓它變得更加
完善。而這將會讓所有Mafia Wras的玩家可以分享更多經驗,並讓所有牽涉到的人得到
更多聯繫並擁有更多社交體驗。
(*2)
(*2):這句不確定
In the coming weeks and months, the Mafia Wars team is rolling out an
aggressive number of new features that are targeted at the “fighter”
/stamina focused players. As you can see with robbing, stamina is becoming a
more important stat in the game, and this will be even truer with the
introduction of Fight Club (which will provide fighters with a private
Marketplace), Street War and Vegas Tournament Fighting. You’ll soon see an
awesome revamp for Boss Fighting. Each of these fighting-centric features
takes fights to the next level, and will make you care even more about how
you defend your turf against other players. Player vs. Player interaction via
fights has always been one of my favorite things about Mafia Wars.
在接下來的幾周和幾個月裡,Mafia Wars團隊將會開放為數可觀的新功能,這些功能是專
為"戰士"/專注於耐力的玩家設計的。你可以發現當搶劫開放時,耐力變成遊戲裡更加重要
的屬性,而這將會在Fight Club
(*3)、Street War和Vegas Tournament Fighting的
介紹中變得更加確定。你很快將會發現Boss Fighting裡會有個很棒的更新。每一個這種
打鬥導向的功能都將會把戰鬥帶到另一個等級去,將會讓你更加關心要如何才能自其他玩
家手中防禦你的地盤。玩家對玩家(PVP)的互動一直都是我在Mafia Wars裡最喜歡的事。
(*3):個人準備翻鬥陣俱樂部 XD
If you are a fan of current fighting, we are not changing normal city-based
fighting in any fundamental way (other than the exciting addition of the
Animal type), so you should feel free to continue to add Skill Points to your
Attack and Defense stats. Fighting will soon allow you to win victory tokens,
which will give you the chance to purchase cool new loot in the Fight Club
area of the Marketplace!
若你喜歡現在的戰鬥,我們將不會更改一般城市戰鬥的基本規則(除了已決定要增加的動物
類別),所以你可以放心地繼續把你的技能點投入到atk和def去。戰鬥將會很快地讓你得到
victory tokens
(*4),這可以讓你到市場裡的Fight Club區裡換到酷炫的戰利品!
(*4):勝利代幣
Ultimately, I would like to let all our players know that we try to listen to
each different opinion they have and truly have their best interests at
heart. We understand that some of our decisions may adversely affect some
players (and some help them too), but it is for a greater goal of making this
the best game experience that our users can have.
最後,我想讓我們所有的玩家知道,我們試著去聽取各種不同的意見還有他們內心裡最
感興趣的地方。我們知道我們的一些決定可能對一些玩家(還有幫助他們的人)造成不良影
響,但是這些都是為了讓我們的玩家可以得到最佳遊戲體驗,這個偉大目標所要做的決定
。
Until next time, may your Mafia be massive!
下回再見,願你的黑幫越來越大!
-TeeBS
System Game Designer , Mafia Wars
--
高能量人哭哭?
--
推 a8017700:從110km到115公分 是有差很多嗎? 04/26 19:27
推 sleeeve:應該改成118公分04/26 19:27
推 e1000060:....110km和115 cm是差很多沒錯04/26 19:27
推 x105:1F說的差很多04/26 19:28
→ lth13:給一樓 說真的 差很多04/26 19:28
--
※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 114.32.82.2
推 Dvc:應該是加強stamina的影響力 看看那玩魚精美的回覆...囧 04/29 02:01
→ panzertp:我不懂和玩魚有啥關係... 04/29 02:06
→ jeffffliu:他只是在比較z社跟 玩魚的回覆方式... 04/29 02:07
推 kdbb:以前點stamina 要花2個點數耶~ 那時才很少人會點 04/29 02:09
推 forkc:高能量人哭哭QQ 04/29 02:52
※ 編輯: panzertp 來自: 114.32.82.2 (04/29 02:59)
推 etetet91:先讓我洗點再說(誤) 04/29 03:14
推 Alexis0204:我覺得他們本末倒置了 應該是要加強體力賺的經驗 04/29 07:59
→ Alexis0204:難道我點能量錯了嗎 點能量可快速升等 可是打架必輸 04/29 08:00
→ Alexis0204:我覺得他們應該以加快體力回覆 打人增加經驗 為主才好 04/29 08:01
推 iamwho:大概不想讓大家養能量分身刷裝吧XD 04/29 08:57
→ iamwho:謝謝原po辛苦的把圖也BBS化<(_ _)> 04/29 08:57
推 paint:有人知道Private Island指的是什麼嗎 04/29 09:17
推 pbjojo:紐約任務underboss全3 level master的獎勵 04/29 09:37
推 loveyourself:我的top mafia又變回舊的了. 04/29 10:33
推 boa:幹,改來改去,不想玩了。 04/29 11:48
推 etetet91:同意Alexis大 應該要做的是強化體力的經驗值 04/29 12:20
推 flames:推翻譯!不過改來改去最終的目的還不是要你越拉越多人來玩! 04/29 13:26
→ flames:不過每個月兩千萬人還真的是很high阿..... 04/29 13:27
推 rimble:這Z社講話有個盲點,你點高STA…你相對的就要點更多ATK啊XD 04/29 20:41
推 rimble:話說…想問一下那張圖,我看不懂(資質太差…死) 04/29 20:46
→ panzertp:個人不負責解讀: 超過100%就是升級的意思 04/30 02:24
→ panzertp:你可以看到高能量玩家只靠藍紅兩色就能上2xx級 04/30 02:24
→ panzertp:而不需要依靠互動或其他部分 04/30 02:25
推 mortimer:應該是2xxx 級XD 04/30 18:12