《守望先锋 2》(OW2)新模式“Stadium”(竞技场)的开发者访谈。
受访者信息
受访者:Dion Rogers, Art Director
Dylan Snyder, Senior Game Designer

主要讨论了该模式的开发历程、设计理念、平衡性、学习曲线以及未来计划。
开发背景:Stadium 模式开发历时约一年半,最初构思始于两年多前。其目标是提供一个可以极限发挥英雄特色并进行实验的场所,允许尝试在核心游戏中较难实现的玩法。
学习曲线:开发团队希望新玩家能够顺利上手,因此提供了“Starter Builds”(起始构建),让玩家在前几局游戏中能快速适应,再逐步探索更复杂的构筑方案。
平衡机制:为了防止初期劣势导致的滚雪球效应,游戏引入了“赏金系统”(Bounty System),即如果击败强势敌人,能获得大量资源来缩小差距。
战术深度:玩家无法在游戏中更换英雄,以确保战术选择的长期影响,但提供了多种道具与能力升级,使玩家能够应对不同情况,例如特定物品可针对坦克英雄。
英雄池更新:团队计划每个赛季增加 2-3 名英雄,最终目标是让所有英雄都能进入 Stadium 模式。
未来计划:团队正在观察是否引入英雄禁选机制,同时保持模式的核心乐趣与可玩性。

我是《守望先锋》团队的高级设计师之一,同时也是 Stadium 模式的设计负责人之一。
我是 Young Rogers,担任《守望先锋》的艺术编剧,与设计团队密切合作。
刚刚大家在试玩实验室体验了 Stadium 模式,但由于游戏中有很多有趣的机制,时间较短,无法完全体验。大家想了解是什么契机促成 Stadium 模式进入 OW2,以及团队花了多久开发它?
我们目前的 Stadium 模式开发已持续大约一年半,而最初关于这个模式的讨论则始于两年多前。我们希望创建一个可以极限发挥英雄特色的空间,让设计师能够自由实验,尝试一些在核心游戏中较难实现但又非常有趣的玩法。
在设计英雄时,我们会围绕“幻想”构思,例如牛仔或骑士,并为他们创造许多有趣的技能。在开发过程中,一些能力会被保留,一些则会被舍弃。而 Stadium 模式让我们能够回顾曾经的想法,并加以实现。
在 Stadium 模式中,玩家无法更换英雄,这样的设计是为了增加战术深度。在核心游戏里,战术的灵活性来自于随时换英雄,而在 Stadium 模式中,我们希望让玩家投资于某个英雄的成长,并通过不同的道具和能力升级应对挑战。
如果一方队伍在前期处于劣势,可能会陷入失败的连锁效应。为了防止这种情况,我们引入了赏金系统(Bounty System)。如果敌方某些角色过于强势,只要成功击败他们一次,就能获得大量资源,帮助缩小差距。
关于英雄池的更新,我们计划每个赛季增加 2-3 名英雄,最终 Stadium 模式会囊括所有英雄。如果你喜欢的英雄当前不在模式中,不用担心,未来一定会加入。
关于未来发展,我们正在关注是否适合引入英雄禁选机制。同时,我们希望 Stadium 模式能够成为一个实验场,让玩家体验到超越核心游戏的英雄玩法。

访谈内容整理总结&翻译
I'm a senior designer on the Overwatch team, and I'm one of the design leads on stadium, and
我是《守望先锋》团队的高级设计师,同时也是“竞技场”模式的设计负责人之一。

I'm the young Rogers, and I'm the art writer for Overwatch, working closely
我是young Rogers ,《守望先锋》的美术文案作者,与团队紧密合作。

Thank you. Singer. Okay, so they did have a hands-on experience just now in the lab, but not long enough because there are so many smart tricks and kicks, and they wanted to play, but didn't have time.
谢谢。刚刚他们在实验室里亲自体验了一下新模式,但时间不长,因为有很多巧妙的机制和技巧,他们想多玩一会儿,但时间不够。

But with that set, they want to know what triggers that put stadium into OW2, and how long the team spent to develop this.
他们想知道是什么促使“竞技场”模式加入《守望先锋2》,以及团队花了多久时间开发这个模式。

Sure. Um. So we have been working on stadium in its current form for about a year and a half and then.
当然。我们目前的“竞技场”模式已经开发了一年半左右。

But the the beginnings of it, the the talks about how we would do this and what this should be, started over two years ago.
但其实,最初的构思和讨论早在两年前就已经开始了。

It's been a long time, um, and the the desire was really to create a space in the game where as designers, we could push the hero fantasy of our heroes to its limits, and kind of create a really easy way to experiment and try stuff that maybe is too risky for the the core game, but that is still a ton of fun that we think works great for the game.
这个过程确实很漫长。我们的目标是打造一个特殊的游戏空间,让设计师能够最大程度地发挥英雄的“幻想体验”(Hero Fantasy),并提供一个可以轻松尝试新机制的环境。这些机制可能对核心游戏而言风险太大,但依然充满乐趣,并且能很好地融入游戏体验。

Jane Stadium Whenever we create a hero, we looking for the fantasy of a hero like, um, cowboy or knight, and we create a lot of fun powers for the character.
在设计英雄时,我们会围绕英雄的幻想原型,比如牛仔或骑士,去构思他们的能力,并创造出有趣的技能。

And as we develop it, we have to get rid of some things, or keep some things. Stadium allows us actually look back at some of the ideas we had when we make a hero and use them all almost.
在开发过程中,我们必须舍弃或保留一些设计。而“竞技场”模式让我们能够回顾那些曾经的创意,并几乎把所有想法都融入其中。

So this is a new mode.
这是一个全新的游戏模式。

When you design stadium, do you have kind of a timeline, think, for the learning curve for the new players, how they get know the mode, then they get familiar with it, then they get pretty good at it?
在设计“竞技场”模式时,是否有规划过新玩家的学习曲线?他们如何了解模式、熟悉玩法,最终掌握它?

Um. We have quite a few people on the team focused exactly on that.
是的,我们有专门的团队在研究这个问题。

There's a lot in this mode, as as you all saw.
正如你们所见,这个模式内容丰富。

And, uh, the starter build was was a big part of introducing this.
“起始构筑”系统在引导玩家方面起到了关键作用。

We fully understand it's a lot.
我们完全理解这对新玩家来说信息量很大。

So we created sort of an easy to grasp, soft, soft entry point, right?
所以我们设计了一个易于理解的入门机制,让玩家能平稳上手。

And so that's where Starter builds came about.
这就是“起始构筑”系统的由来。

And the first several games that you play, we start you in that screen, just as like, hey, it's a safe shore bet this will do immediate work for you.
在玩家的前几局游戏中,我们会提供推荐构筑,确保他们能快速投入战斗并取得成效。

But then after that point, after those first several games, we kind of say, okay, maybe put you outside your comfort zone a little bit and start exploring the other options.
几局游戏之后,我们会鼓励玩家跳出舒适区,开始探索更多的构筑选项。

In terms of, like, an exact number of games we think that will take for players, uh, I don't think we have one yet.
至于玩家大概需要多少场游戏才能完全熟悉,我们目前还没有具体的数据。

We're, we're excited to learn that as well.
我们也很期待从玩家的反馈中了解这一点。

This is, this is all pretty new for us too, right?
毕竟,这对我们来说也是全新的尝试。

But, yeah, we we're definitely doing a lot to make sure that newer players can ease their way.
但可以肯定的是,我们正在做大量工作,以确保新玩家能顺利适应这个模式。

Yeah, we actually changed the UI multiple times to help ease players into it.
是的,我们实际上调整了多次UI,以帮助玩家更容易上手。

Um, one of the things that is really interesting about Overwatch players is they are extremely intelligent and they pick up things very quickly.
《守望先锋》的玩家非常聪明,学习新内容的速度很快,这一点很有趣。

So we were really looking for ways to provide information to them at the right time.
因此,我们一直在寻找合适的方式,在恰当的时机向玩家提供信息。

We didn't want to over explain anything, because we knew that our audience would be able to learn as they play, and, um, we're excited to see how they take to it.
我们不想过度解释,因为我们相信玩家可以在游戏过程中自然而然地学习,我们很期待看到他们的反馈。

They actually have a question regarding the mechanics. So what’s the biggest difference between this new mode and a PvP mode?
他们有一个关于机制的问题。这个新模式和传统PvP模式最大的区别是什么?

I would say it's a much more, uh, sort of, like, build-driven experience. Uh, in PvP, you're really relying on teamwork and tactics and skill expression to win your games.
我认为最大区别在于“竞技场”是一个更偏向构筑驱动的体验。在PvP模式中,获胜依赖于团队合作、战术执行以及个人技巧的发挥。

In Stadium, there's a lot more exploration. It's a lot more about trying new things, uh, seeing how different pieces interact with each other, finding cool synergies, and just kind of having fun with it.
而在“竞技场”模式中,更多的是探索新玩法,尝试不同元素的组合,寻找有趣的协同效果,并在过程中享受乐趣。

Uh, we really wanted to lean into the experimentation side of Overwatch.
我们希望充分发挥《守望先锋》在战术探索方面的潜力。

That’s why they think it’s quite fresh. So do you have any fun ideas that didn’t make it to the final build?
这也是为什么他们觉得这个模式很新颖。那么,有哪些有趣的想法最终没有进入正式版本吗?

So many! Uh, we, we had a bunch of different ideas for, like, ways we could express some of the power upgrades, some of the different, uh, mechanics we could add.
太多了!我们曾经有很多关于强化升级和新机制的想法。

Um, one of my favorites that we had very early on was, uh, a build that gave you a ton of movement options, where, like, you could just chain blinks on tracer forever.
其中一个我个人很喜欢的早期想法是“无限闪现”构筑,让猎空可以无限使用闪现技能。

Uh, that was really fun, but, uh, was a little too much for the game, so we, we had to pull that back.
这个设计非常有趣,但对游戏平衡性来说有点过头了,所以最终我们没有保留它。

But there were so many other ideas, and I think one of the coolest things about this mode is that we have a place to try those things in the future.
不过,我们仍然有很多想法,最棒的是这个模式给了我们一个未来尝试这些创意的空间。

So this means there will be more patches and updates in the future, right?
所以,这意味着未来会有更多补丁和更新吗?

Uh, I can't say exactly what we're doing yet, but, uh, we're definitely excited about what's next.
我现在还不能透露具体计划,但可以肯定的是,我们对未来的发展感到非常兴奋。

And, uh, you know, seeing what players respond to, seeing what they find fun, seeing what they get excited about, that's gonna help guide a lot of our decisions going forward.
我们会密切关注玩家的反馈,看看他们喜欢什么、对哪些内容感到兴奋,这些都会影响我们未来的开发方向。

That sounds promising! So lastly, do you have anything you’d like to say to Chinese players who just tried the mode?
听起来很令人期待!最后,你们有什么想对刚刚体验了这个模式的中国玩家说的吗?

Just, uh, thank you so much! Uh, we're so excited to see you all play this, to see what cool things you all come up with.
首先,非常感谢大家!我们很高兴能看到你们尝试这个模式,并探索出各种有趣的玩法。

Um, Overwatch players are some of the most creative people I have ever met, and I'm just excited to see what crazy stuff you all do with this mode.
《守望先锋》的玩家是我见过最具创造力的群体之一,我迫不及待地想看到你们在这个模式中创造出哪些惊人的战术和玩法。

整个采访强调了**“竞技场”模式**的开发历程、设计理念以及未来可能的发展方向。
• 该模式的核心目标是创造一个更加自由、构筑驱动的游戏体验,让玩家探索英雄的极限。
• 团队在用户体验方面下了很大功夫,例如起始构筑的设计,帮助新玩家快速上手。
• 有许多未能进入正式版本的有趣想法,但这个模式为未来的创新留足了空间。
• 未来更新暂未明确,但团队会根据玩家的反馈做出调整。
总之,“竞技场”模式不仅仅是一个新的玩法,更像是一个实验平台,让《守望先锋》的设计空间变得更加广阔!

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