战网村,公会,竞技场-资料整理-1

战网村,公会,竞技场-资料整理-1
来源:David L. Craddock 著《Stay Awhile and Listen: Book II》(暗黑破坏神历史口述实录第二部)
本文整理书中所提及的所有 战网村(Battle.net Town)公会(Guild) 相关文字,逐段附英文原文与中文翻译。
战网村相关内容主要集中于 Chapter 19: Battles and Battle.net;公会相关内容以被取消的资料片 Diablo II: Salvation 为主。

一、战网村(Battle.net Town)

1. 章节引语——三句话定调

这一章开篇用三句引语点出了战网聊天室/城镇设计的核心矛盾:

"We weren't exactly sure how it would work, but basically we wanted to skip the chat room and make a real environment."
— Dave Brevik, co-founder, Blizzard North
「我们并不确切知道它该怎么运作,但基本上我们想跳过聊天室,做出一个真正的环境。」
——戴夫·布雷维克(Dave Brevik),暴雪北方联合创始人
"We had big arguments over, when you're in the Battle.net chat room, are you your account, or are you your character?"
— Max Schaefer, co-founder, Blizzard North
「我们有过激烈的争论:当你身处战网聊天室时,你代表的是你的『账号』,还是你的『角色』?」
——麦克斯·谢弗(Max Schaefer),暴雪北方联合创始人
"People would come in before their characters were loaded, and as soon as they would show up on my screen I would kill them dead."
— Cheeming "Amigo" Boey, artist, Blizzard North
「有人会在角色还没加载完成时就进来,而他们一出现在我屏幕上,我就会把他们杀掉。」
——谢明"阿米戈"博伊(Cheeming "Amigo" Boey),暴雪北方美术师

2. 概念起源——Dave Brevik 的"公开空间"愿景

正文开篇交代了背景:初代《暗黑破坏神》的崔斯特瑞姆只是一个"一辆马车的小镇",而续作四个城镇虽更宏大,暴雪北方团队仍为改版后的多人体验设想了一个更大的聚集地。

"For a long period of time, what I really wanted to do was a Battle.net town where you'd be dumped into the game, a public space, where you could do trading and chat and stuff," Dave Brevik said.
「在很长一段时间里,我真正想做的是一个战网村——你被直接投进游戏里,一个公开的空间,可以在里面交易、聊天等等。」戴夫·布雷维克说。

3. 概念图——Kris Renkewitz 的宏伟蓝图

Kris Renkewitz drew concept art for a bustling online settlement. "I laid out this massive thing. They patted me on the back in front of the entire company. It was this incredible moment."
克里斯·伦克维茨(Kris Renkewitz)为这个热闹的在线聚落绘制了概念图。「我画出了那个庞大的东西。他们在全公司面前拍着我的背夸我。那真是令人难以置信的时刻。」

4. 被放弃——"把玩家最快送进游戏"的执念

Dave Brevik dropped the online town for practical reasons.
戴夫·布雷维克出于实际原因放弃了在线城镇。
"The number-one reason we got rid of Battle.net Town was really Dave's focus—rightfully so—on making sure people got into the game as quickly as possible," explained Mike Scandizzo, programmer. "Minimum number of clicks to bring you into the game, and realizing that walking around in a town to get where you need to go was going to slow us down."
「我们砍掉战网村的首要原因,其实是戴夫的执念——平心而论——他要确保人们以最快的速度进入游戏。」程序员迈克·斯坎迪佐(Mike Scandizzo)解释道。「用最少的点击把你送进游戏,而他意识到在一个城镇里走来走去才能到你要去的地方,会拖慢我们的节奏。」

5. 妥协方案——屏幕底部的"角色画廊"

The developers compromised by restructuring Diablo II's Battle.net interface. It still consisted of a chatroom and buttons to begin and join sessions, but a gallery was added to the bottom of the screen that displayed the avatar of every player in the chatroom.
开发者们通过重构《暗黑破坏神II》的战网界面来折中。它仍然由聊天室和开始/加入游戏的按钮组成,但在屏幕底部增加了一条画廊,显示聊天室里每一位玩家的角色形象。
"I did all the Battle.net [character representations]," Jon Morin said. "The cool part about that was you could see your character in the chat room. So, you'd go into Battle.net and people would see what he looks like, saying, 'Wow, that guy has everything.'"
「战网里的(角色形象展示)都是我做的。」乔恩·莫林(Jon Morin)说。「酷的地方在于你能在聊天室里看到自己的角色。所以你一进战网,别人就能看到你长什么样,然后说:『哇,那家伙什么都有。』」

6. 更多规模设想——像鲁·高因那样、可容纳约五十人(侧栏 [SQ1])

"I think there were going to be NPC merchants as well," added Erich Schaefer. "It was going to be kind of like the town of Lut Gholein: All the players, maybe up to fifty people, would be going in and out of games from there. That's kind of the size I imagined in my head."
「我想还会有 NPC 商人。」埃里希·谢弗(Erich Schaefer)补充道。「它会有点像鲁·高因(Lut Gholein)那座城:所有玩家——大概五十人——都会从那里进进出出游戏。那大概就是我脑海里想象的规模。」

7. 定位——只停留在纸上的草图

Battle.net Town never progressed further than sketches on paper. While later online games would add functional locations and vendors such as auction houses where players could bid on items using real or in-game currency, and banks where they could deposit gold once their character's inventory was full, Diablo II's developers thought of the online hub as more of a visual representation of the original Battle.net chat room.
战网村从未超出纸面草图。虽然后来的在线游戏会加入拍卖行(用真实或游戏内货币竞拍物品)、银行(角色背包满了可存金币)等功能性地点和商人,但《暗黑破坏神II》的开发者们把这个在线枢纽更多看作最初战网聊天室的一种可视化呈现。

8. 技术限制——内存与开发成本(Phil Shenk)

Technical restrictions cropped up as well. "The biggest reason for doing that was memory," said Phil Shenk. "To have that many characters on screen at one time, all wearing components—it was not really going to be feasible. It would have taken a lot more time, too."
技术限制也随之而来。「这样做最大的原因是内存。」菲尔·申克(Phil Shenk)说。「要在同一屏上显示那么多角色,每个还都穿着各种装备部件——这真的不太可行,而且会多花太多时间。」

9. 事后反思——MMO 时代的启示与投入产出(Pat Wyatt,曾参与《激战》)

"All the MMOs have taught us things in later years," added Pat Wyatt, vice president of research and development at Blizzard Entertainment. "If you ever played Guild Wars, which I worked on, and you want to form a party when the game launched, you sort of run around and yell, 'Hey everyone! LFG [Looking for Group] Warrior Level 51, looking for monk, looking for healer.' It's kind of chaotic. That stuff can work, but you've got to spend a lot of effort building something like that. Does that effort extend to other games? Or you've done all that work for Diablo and it's not useful for any other game?"
「这些年所有 MMO 都教会了我们一些东西。」暴雪娱乐研发副总裁帕特·怀亚特(Pat Wyatt)补充道。「如果你玩过《激战》(Guild Wars)——我参与过——想在游戏刚上线时组个队,你基本上得跑来跑去喊:『大家注意!寻找战士 51 级组队,找个和尚,找个治疗。』那相当混乱。那种东西不是不能成,但你必须投入大量精力去构建它。这份投入能延伸到其他游戏吗?还是说你把所有功夫都花在《暗黑》上,结果对其他游戏毫无用处?」

10. 放弃后的延续——多人在线的核心追求

Scrapping Battle.net Town did nothing to dissuade Blizzard North from Diablo II's core focus. Doing away with the cheating that plagued Diablo had been a major impetus for moving on to a sequel.
砍掉战网村并没有动摇暴雪北方对《暗黑破坏神II》核心方向的坚持。清除困扰初代《暗黑破坏神》的作弊问题,正是推动他们去做续作的主要动因之一。
"The guys at Blizzard North and at Blizzard South played Diablo online almost exclusively," Erich Schaefer recalled, "so we said, 'Let's keep making the game we want to play,' and we wanted to play multiplayer."
「暴雪北方和暴雪南方的家伙们几乎只在线玩《暗黑破坏神》。」埃里希·谢弗回忆道,「所以我们就说:『那就继续做我们自己想玩的游戏吧。』而我们就想玩多人游戏。」
The team would architect it as a client-server game: Players, the clients, had to connect to servers that functioned as gatekeepers, checking for unsavory actions such as duplicating items and using hacks to kill other players in safe zones.
团队将其架构为客户端—服务器模式:作为客户端的玩家必须连接服务器,服务器扮演守门人的角色,检查诸如复制物品、利用外挂在城市安全区击杀他人之类的恶劣行为。

11. 相关争论——"账号还是角色"的定位之争

这场争论直接决定了战网界面/聊天室最终形态:

For months, Blizzard North asserted that players should be represented in Battle.net by their character name. Blizzard South disagreed, preferring to streamline the login interface across all Battle.net-compatible games and require users to log in with an account. "We argued that that was putting the cart before the horse," said Max Schaefer. "We felt that Battle.net was just a matchmaking service to put players in games, and that no one cares about it so much, they just care about whether or not the games work. They don't care that they're in an experience called Battle.net, it's just the way they interface with other people."
几个月来,暴雪北方坚持认为,玩家在战网中应以他们的角色名示人。暴雪南方则不同意,他们倾向于在旗下所有兼容战网的游戏里统一简化登录界面,要求用户用账号登录。「我们争辩说那是本末倒置。」麦克斯·谢弗说。「我们觉得战网只是个把玩家送进游戏的配对服务,没人在乎它本身,大家只在乎游戏能不能玩。他们不在乎自己身处一个叫『战网』的体验里,那只是他们与别人打交道的方式。」
Compromise won the day. Players logged in with an account, and then proceeded to select their character. Once they joined a Battle.net chatroom, their character and name were displayed along the bottom of the interface courtesy of Jon Morin's code.
最终妥协取胜。玩家先用账号登录,再选择角色。一旦他们进入战网聊天室,角色和名字就会显示在界面底部——这要归功于乔恩·莫林的代码。
"That actually went on for weeks, that sort of debate. The design of that whole interface was what we were concerned with more than beta testing and that sort of thing, which was handled down south," Max continued.
「那种争论实际上持续了数周。比起测试版之类的事——那是南方(暴雪南方)负责的——我们更关心整个界面的设计。」麦克斯继续说道。

12. 初代《暗黑破坏神》的战网形态——战网村的"前身"

这是"城镇/聊天室"这一在线聚集形态在初代游戏中的样子:

Through Battle.net, Diablo built bridges across continents. To jump online, all players needed to do was create a character, click a button to connect to Battle.net, and they were whisked into a chat room where other adventurers gathered. From there, players could create or join a game session.
借助战网,《暗黑破坏神》在各大洲之间架起了桥梁。要上线,玩家只需创建一个角色、点一下连接战网的按钮,然后就会被送进一个聚集着其他冒险者的聊天室。在那里,玩家可以创建或加入一个游戏。
"We believed that in order for it to really be embraced and adopted, that accessibility had to be there," Jeff Strain said of Battle.net. "The real catch for Battle.net was that it was inside-out rather than outside-in. You jumped right into the game. You connected players from within the game experience. You did not alt-tab off into a web browser to try to set up your games..."
「我们相信,要让它真正被接纳和采用,这种可达性必须具备。」杰夫·斯特兰(Jeff Strain)这样评价战网。「战网真正的妙处在于它是『由内而外』而非『由外而内』。你直接跳进游戏,你在游戏体验的内部连接玩家,而不用切到网页浏览器去开房……」
For a solid week, Blizzard North's staff lived on Battle.net. They mingled in channels, jumped into games to help players recover lost items, and filled their packs with treasure that fountained up from Diablo's bottomless well of procedurally (or algorithmically) generated loot.
整整一周,暴雪北方的员工们泡在战网上。他们在频道里闲聊,跳进游戏帮玩家找回丢失的物品,把背包塞满从《暗黑破坏神》程序化(或算法化)生成的无穷无尽战利品喷泉中涌出的宝藏。

13. 相关:战网里的"城镇安全区"与 PK 生态

战网村的概念虽被砍,但"城镇=安全区"在初代与《暗黑破坏神II》中始终是多人玩法的关键设定:

Weapons and spells were deactivated in Tristram so players could shop and manage their inventories in peace. If an ally turned hostile, players who chose to abstain could open a town portal and flee to the sanctuary of Tristram.
崔斯特瑞姆,武器和法术都被禁用,以便玩家能安心购物、整理背包。如果队友转为敌对,不想应战的玩家可以打开城镇传送门,逃回崔斯特瑞姆这座避难所。
Within months, Battle.net became a town under curfew. Cautious players locked game sessions by setting passwords that they only handed out to friends, or to no one. Public games had become places for hackers to pillage and plunder.
几个月之内,战网就变成了一座宵禁之城。谨慎的玩家用密码锁住游戏,密码只发给朋友,或者谁都不给。公开游戏成了黑客劫掠与搜刮的地方。
Fighting was forbidden in Tristram—unless unsavory players hacked their game—but with a single click of the Hostile button, one player could turn on another without warning down in the dungeons. The Hostile button returned in Diablo II, but could only be activated in town. Players had to reach a certain level of experience before they were allowed to attack others. When one player went hostile, all other players received visual and audio warnings.
在崔斯特瑞姆,战斗是被禁止的——除非品行不端的玩家修改游戏——但只要点一下"敌对"(Hostile)按钮,玩家就能在地牢里毫无预警地攻击另一名玩家。这个"敌对"按钮在《暗黑破坏神II》中回归,但只能在小镇里激活。玩家必须达到一定经验等级才能攻击他人,而一旦有人转为敌对,所有其他玩家都会收到视觉和听觉警告。
"I felt that our reasons for increasing player-killing pre-requisites was a philosophical thing," said Erich Schaefer. "There was a huge school of thought that you should never allow player-killing because the loser is going to be mad and we wanted to make a fun game for everybody."
「我觉得我们提高玩家杀戮门槛的理由,是一件哲学层面的事。」埃里希·谢弗说。「有相当大的一派观点认为,绝不该允许玩家杀戮,因为输家会恼火,而我们要为所有人做一款好玩的游戏。」

14. 相关:死亡回城机制(Boey 的 PK 战术利用)

"复活在城镇里"这一机制正是战网村被砍后,城镇在多人玩法中承担的角色——安全但也暗藏风险:

After ambushing someone just outside of town, he would stand over their body while the player revived in town. "At this point, I couldn't loot their body yet," said Boey, explaining his setup. "But when you die, you spawn inside the town, and all your items are left on your corpse. So when you go collect your stuff, that's when all your gear goes back on your character."
在城外伏击某人之后,他会站在尸体旁,等着玩家在城里复活。「这时我还不能搜他们的尸。」博伊解释他的套路,「但当你死亡时,你会在城镇内复活,所有物品都留在你的尸体上。所以等你去捡东西、装备重新回到身上那一刻,就是下手的时候。」


15. An Oral History of Diablo 2

多年之后,他们接受访谈的时候,提起战网村时无不遗憾。


David Brevik: One of the things that we wanted to do that never got done in Diablo II was that we were trying to design this thing called Battle.net Town. You know, my idea was to get into a world, and you don’t leave the world. I wanted to try to break that reality, break that illusion that we’re not in a contiguous world. I wanted you to start in that world, not start in the Battle.net chat lobby, but start in that world. And Battle.net Town was going to be a glorified chat room where you could move around, but you could still go to the pub and chat with people, or go to a vendor, and then you would go to a specific person and you would travel to Act 1.
So, you never left the world, and that was kind of one of the things that didn’t make it, but that was one of the things that we wanted the most, that I personally wanted the most, which was, I really wanted this kind of, more of an immersive world feeling to the game than we had, and make it more expansive. We’re not just in the dungeon beneath this town, that there’s a big world out there.
David Brevik: 在《暗黑破坏神 II》中,我们曾经非常想实现、但最终没能完成的设计之一,是一个叫作“Battle.net Town”(战网城镇)的系统。我的构想是:玩家进入一个世界之后,就始终留在这个世界里,不再中途离开。我想打破那种割裂感,消除“我们身处的并不是一个连续世界”的感觉。我希望玩家一开始就置身于游戏世界之中,而不是先进入 Battle.net 的聊天大厅。
“战网城镇”原本会是一个图形化、可供玩家自由走动的高级聊天室。你可以前往酒馆与其他玩家交谈,也可以拜访商人;之后再去找某个特定的人,由他将你送往第一幕。这样一来,玩家就永远不必离开游戏世界。这个构想最终没有实现,但它是我们当时最想加入的功能之一,也是我个人最希望实现的设计之一。
我真的希望游戏能够带给玩家一种更加沉浸、更像身处完整世界之中的感觉,并让整个世界显得更加广阔。我们不应该永远只待在这座城镇地下的迷宫里——在城镇之外,还存在着一个辽阔的世界。

二、公会(Guild)

1. 【核心】Diablo II: Salvation——公会城堡(Guild Castle)与 MMO 化资料片(侧栏 [SQ6])

这一段是全书对"公会"最核心的描述。被取消的《暗黑破坏神II》第二部资料片暂定名 Salvation,原本要引入针对战网的、偏 MMO 的功能:

According to Dave Brevik and other developers, a second Diablo II expansion was considered, but ultimately tabled in order to move on to Diablo III. The expansion, tentatively named Diablo II: Salvation, would have introduced another new character class and features geared toward Battle.net.
据戴夫·布雷维克等开发者所述,《暗黑破坏神II》的第二部资料片曾被认真考虑过,但最终为了让位于《暗黑破坏神III》而被搁置。这部暂定名为 Diablo II: Salvation 的资料片,本会引入一个新的角色职业,以及面向战网的功能。
"What I'd wanted to do with Diablo III, and what we should have done with Diablo II—which we actually did, and then it got cancelled—we were going to have another expansion that was going to introduce more MMO-like features," added Dave Glenn. "Like being able to have a guild castle to spend money on and upgrade. You could join a game that had just your castle and some surrounding lands. You still played the game as you normally did in Battle.net, but then you'd have a home base to spend money on, and store and trade goods between your clan."
「我在《暗黑破坏神III》上想做的、也是我们在《暗黑破坏神II》上本该做的——我们确实做了,然后它被取消了——就是再出一部资料片,引入更多类似 MMO 的功能。」戴夫·格伦(Dave Glenn)补充道。「比如能拥有一座可以花钱升级的公会城堡。你可以加入一个只包含你的城堡及周边土地的游戏。你仍然像平时那样在战网里玩游戏,但你会有一个可以花钱经营的家园基地,并能在你的『氏族』(clan)之间储存和交易物资。」
关于当时的职业设计(同一侧栏,Dave Brevik):
"One of the classes for the second expansion was a healing class, a cleric," said Dave Brevik. "We wanted an anti-undead cleric class... It was mainly a multiplayer class. It allowed for healing based on people's damages and things like that."
「第二部资料片的职业之一是个治疗型职业——牧师。」戴夫·布雷维克说。「我们想要一个专门对付亡灵牧师职业……它主要是面向多人的职业,能根据队友受到的伤害来治疗等等。」

2. 【核心】公会大厅(Guildhall)原型——"Stieg Stone"金币排行榜

戴夫·格伦甚至已经为 Salvation 的公会大厅做出了原型,这是全书对公会功能最具体的描述:

Glenn had progressed so far as building prototypes for Salvation guildhalls before it was shelved. "We were going to have a depository in your guildhall where you just throw in [gold] and there's a leaderboard that shows who has the most gold. It was called the Stieg Stone, after [designer] Stieg Hedlund. It was a model of a little guy. We'd try to out-earn each other and stuff. It was just a money sink, a deposit. You couldn't get the money out, but you'd just deposit your extra gold into it and try to get on the leaderboard. It was a super basic concept: for everyone in a group, would that be compelling, to keep adding to something? Because some people would say, 'Why would I spend money on something like that?' Well, just so you'd get [recognition]. That's why you do a lot of things. There's no logic to it, it's just a reward."
Salvation 被搁置之前,格伦已经为公会大厅做出了原型。「我们打算在公会大厅里放一个存放处,你只管往里扔金币,还有一个排行榜显示谁的金币最多。它叫『斯蒂格之石』(Stieg Stone),以设计师斯蒂格·赫德伦德(Stieg Hedlund)命名。那是一尊小人的雕像。我们互相较劲谁赚得更多之类的。它就是一个销金窟、一个储蓄罐。钱取不出来,你只是把多余的金币存进去,努力登上排行榜。这是一个非常基础的概念:对团体里的每个人来说,持续往里添东西这件事本身有吸引力吗?因为有些人会说:『我凭什么把钱花在这种东西上?』——就为了得到认可。你做很多事情都是这个原因。它没什么逻辑,就是一种奖励。」
关于取消原因:
Salvation was cancelled due to growing excitement over what Diablo III could be. "We thought it would be kind of a grind to just start into the same stuff again, and that it was time to move on and do something else. For some people, that meant do something other than Diablo, whereas others were saying, 'Let's just do the next Diablo,'" said Max Schaefer.
Salvation 因为人们对《暗黑破坏神III》可能性的高涨热情而被取消。「我们觉得原样再来一遍会有点枯燥,是时候往前走走、做点别的了。对一些人来说,那意味着做暗黑以外的事;而另一些人则说:『就做下一部暗黑吧。』」麦克斯·谢弗说。

3. 相关概念:"家园基地/迷你城镇"——公会城堡的同类设想

书中另有一处把"家园基地"比作迷你城镇的设想,可作为公会城堡概念(home base)的旁证——来自另一款被取消的 3D 太空题材项目:

"You had a spaceship that you flew around and served as a home base, kind of like a mini town," said Erich Schaefer. "You would land on a planet, go explore the planet, and then go find monsters and artifacts and stuff like that."
「你有一艘可以到处飞的飞船,它充当你的家园基地,有点像一座迷你小镇。」埃里希·谢弗说。「你降落在某颗星球上,去探索星球,然后去找怪物、神器之类的东西。」
"As you went through the game you would level up your spaceship, add new features and space to it," Mike Dashow said. "So all the NPCs you have in your town in Diablo, you end up either having them in your spaceship, or as features on your spaceship."
「随着游戏推进,你会升级飞船、给它加新功能和空间。」迈克·达肖(Mike Dashow)说。「所以你在暗黑城镇里的所有 NPC,最后要么上你的飞船,要么成为飞船上的功能模块。」

三、小结对照

主题核心内容出处
战网村 Battle.net TownDave Brevik 设想的大型公开在线城镇(交易/聊天),后被砍,妥协为聊天室底部角色画廊;规模设想约 50 人、类似鲁·高因;因"最快进入游戏"和内存限制被否Chapter 19 正文 + 侧栏 [SQ1]
公会城堡 / 公会大厅Diablo II: Salvation 资料片(已取消):可花钱升级的公会城堡、家园基地、氏族间交易;原型含"Stieg Stone"金币存放与排行榜Chapter 19 侧栏 [SQ6]



书中关于 Diablo II: Salvation 的全部信息只出现在一处Chapter 19 侧栏 [SQ6](对应原文 23658–23748 行),全书再无第二处提及。
本专题将这一整段侧栏按信息点完整拆解(与上文「二、1」「二、2」有部分重叠,此处为自洽的完整版)。上文两节仅摘录了与公会直接相关的部分,本专题补充了牧师职业设计的完整引文信息全貌清单

附1. 总览定位

According to Dave Brevik and other developers, a second Diablo II expansion was considered, but ultimately tabled in order to move on to Diablo III. The expansion, tentatively named Diablo II: Salvation, would have introduced another new character class and features geared toward Battle.net.

据戴夫·布雷维克等开发者所述,《暗黑破坏神II》的第二部资料片曾被认真考虑过,但最终为了让位于《暗黑破坏神III》而被搁置。这部暂定名(tentatively named)Diablo II: Salvation 的资料片,本会引入一个新角色职业以及面向战网(Battle.net)的功能

关键信息:名称是暂定名;定位是第二个资料片(第一个为已发售的 Lord of Destruction);核心卖点是新职业 + 战网向功能

附2. 新职业——反亡灵牧师(Cleric)

"One of the classes for the second expansion was a healing class, a cleric," said Dave Brevik. "We wanted an anti-undead cleric class. I can remember writing up the idea, and after I wrote it I said, 'Man, this would have been really fun.' It was mainly a multiplayer class. It allowed for healing based on people's damages and things like that. It wasn't direct healing, like, I'm standing back and healing everybody kind of thing. It was a very different style of gameplay. We'd actually gone through and made ideas and concepts and new tree entries for every class that would have been multiplayer-focused."

「第二部资料片的职业之一是个治疗型职业——牧师/圣职。」戴夫·布雷维克说。「我们想要一个专门反亡灵(anti-undead)的牧师职业。我还记得写出这个想法时的情景,写完之后我心想:『天呐,这玩法一定会非常有趣。』它主要是面向多人(multiplayer)的职业,能够根据队友受到的伤害来提供治疗之类的。它不是那种直接治疗——不是『我站后面给所有人加血』那种。它是一种非常不同的玩法。我们实际上已经为每一个职业都做出了想法、概念和新的技能树条目,这些全部是面向多人的。」

关键信息:治疗职业;反亡灵专精;Dave Brevik 亲笔写的方案;非直接治疗、玩法独特;为所有职业都做了新技能树条目(说明设计已推进到技能树层面)。

附3. 公会城堡(Guild Castle)——MMO 化功能

"What I'd wanted to do with Diablo III, and what we should have done with Diablo II—which we actually did, and then it got cancelled—we were going to have another expansion that was going to introduce more MMO-like features," added Dave Glenn. "Like being able to have a guild castle to spend money on and upgrade. You could join a game that had just your castle and some surrounding lands. You still played the game as you normally did in Battle.net, but then you'd have a home base to spend money on, and store and trade goods between your clan."

「我在《暗黑破坏神III》上想做的、也是我们在《暗黑破坏神II》上本该做的——我们确实做了,然后它被取消了——就是再出一部资料片,引入更多类似 MMO 的功能。」戴夫·格伦(Dave Glenn)补充道。「比如能拥有一座可以花钱升级的公会城堡(guild castle)。你可以加入一个只包含你的城堡及周边土地的游戏。你仍然像平时那样在战网里玩游戏,但你会有一个可以花钱经营的家园基地(home base),并能在你的氏族(clan)之间储存和交易物资。」

关键信息:公会城堡 + 周边土地构成独立游戏空间;花钱升级;家园基地;氏族间仓库/交易。Dave Glenn 说他曾在 D2 上真的做过,后来被取消。

附4. 公会大厅原型——"斯蒂格之石"(Stieg Stone)

Glenn had progressed so far as building prototypes for Salvation guildhalls before it was shelved. "We were going to have a depository in your guildhall where you just throw in [gold] and there's a leaderboard that shows who has the most gold. It was called the Stieg Stone, after [designer] Stieg Hedlund. It was a model of a little guy. We'd try to out-earn each other and stuff. It was just a money sink, a deposit. You couldn't get the money out, but you'd just deposit your extra gold into it and try to get on the leaderboard. It was a super basic concept: for everyone in a group, would that be compelling, to keep adding to something? Because some people would say, 'Why would I spend money on something like that?' Well, just so you'd get [recognition]. That's why you do a lot of things. There's no logic to it, it's just a reward."

Salvation 被搁置之前,格伦已经为公会大厅(guildhall)做出了原型(prototypes)。「我们打算在公会大厅里放一个存放处(depository),你只管往里扔金币,还有一个排行榜显示谁的金币最多。它叫『斯蒂格之石』(Stieg Stone),以设计师斯蒂格·赫德伦德(Stieg Hedlund)命名。那是一尊小人的雕像。我们互相较劲谁赚得更多之类的。它就是一个销金窟、一个储蓄罐(money sink)。钱取不出来,你只是把多余的金币存进去,努力登上排行榜。这是一个非常基础的概念:对团体里的每个人来说,持续往里添东西这件事本身有吸引力吗?因为有些人会说:『我凭什么把钱花在这种东西上?』——就为了得到认可(recognition)。你做很多事情都是这个原因。它没什么逻辑,就是一种奖励。」

关键信息:公会大厅已有可玩原型;金币存放处 + 排行竞争;钱不可取出(纯消耗);奖励/认可驱动,Dave Glenn 自评"非常基础的概念"。

附5. 第二部资料片


关于第二部资料片,戴夫并不能作太多透露。[消息来自X]

it was only designed, never produced. I had a multi-page design doc going over new classes, new areas, new mechanics and story concepts. Not sure what I can say because Blizzard owns it.
它设计好了,从未制作。我准备了一份多页的设计文档,介绍了新职业、新区域、新机制和故事概念。但我不能透漏更多,因为版权在暴雪手里。
——戴夫·布雷维克(Dave Brevik),暴雪北方联合创始人

附6. 被取消的原因

Salvation was cancelled due to growing excitement over what Diablo III could be. "We thought it would be kind of a grind to just start into the same stuff again, and that it was time to move on and do something else. For some people, that meant do something other than Diablo, whereas others were saying, 'Let's just do the next Diablo,'" said Max Schaefer.

Salvation 因为人们对《暗黑破坏神III》可能性的高涨热情而被取消。「我们觉得原样再来一遍会有点枯燥(grind),是时候往前走走、做点别的了。对一些人来说,那意味着做暗黑以外的事;而另一些人则说:『就做下一部暗黑吧。』」麦克斯·谢弗说。


暴雪于2002年4月26日向美国专利及商标局USPTO申请了 Diablo II : Salvation 的商标,2003年3月11日公告,四次延期后仍未提交实际使用声明,这项申请最终在2006年2月9日宣告放弃。


附7. 信息全貌清单


信息点书中内容
名称暂定名 Diablo II: Salvation(非最终定名)
定位《暗黑破坏神II》第二个资料片(第一个是已发售的 Lord of Destruction)
结局被搁置/取消,原因是团队转向《暗黑破坏神III》
新职业牧师(Cleric)——治疗型、反亡灵专精、主打多人、非直接治疗
职业设计深度已为所有职业完成新技能树条目的想法/概念(多人向)
MMO 功能可花钱升级的公会城堡;城堡+周边土地构成独立游戏房间
家园系统家园基地(home base)作为第二空间;氏族(clan)间储存/交易物资
公会大厅原型已做出原型:Stieg Stone 金币存放处 + 排行榜;钱不可取出;纯奖励驱动
关键人物Dave Brevik(牧师职业构想)、Dave Glenn(公会城堡/大厅原型)、Stieg Hedlund(命名致敬)、Max Schaefer(取消决策)
取消理由"再来一遍是 grind";团队热情转向 D3;部分人想换题材

ARCHIVE REFERENCES

关联图册

公会房间与史蒂格石 公会房间与史蒂格石 战网的角色横幅 战网的角色横幅

文章留言

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#4
亞瑞特的面容的头像 亞瑞特的面容
留言附图

d2ga.net

雷基冬颤的头像
雷基冬颤ADMIN

属于是民间版竞技场了2333 一堆人在这喝酒

#3
上锁的超级大宝箱的头像 上锁的超级大宝箱

也不知道北暴雪的暗黑三是个什么故事。

#2
匿名旅人的头像 黑暗流浪者

这个公会系统以及战网村的概念还是挺好的,第二个资料片没继续弄挺可惜的,感觉是偏向社交类的一个资料片(?)

卡夏的头像
卡夏

概念很不错但是后来去推进D3也是没办法了,啊啊啊啊啊啊啊啊啊啊(可恶,忘记登陆了)

雷基冬颤的头像
雷基冬颤ADMIN

@卡夏 是这样,提升多人体验

#1
匿名旅人的头像 黑暗流浪者

1212

雷基冬颤的头像
雷基冬颤ADMIN

12121

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