- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
制置使
- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
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本帖最后由 cools0812 于 2018-5-28 18:51 编辑
https://forum.paradoxplaza.com/f ... f-may-2018.1101600/
大家好,欢迎来到《罗马》的第一篇开发日志!以后直到发售之前,除去制作团队休假时,每个周一我们都会为你带来一篇开发日志!
今天我们会谈谈对本游戏的展望。即使是一贯与玩家社区极为亲密的我们,以论坛网友的帖子来概括游戏设计也尚属首次:
罗马2应该会是CK2和EU4/Vic2之间的平衡。欧陆:罗马是CK1(角色),EU3(外交,战争)和Vic1(政党,省份系统和动态人口)之间的出色融合,同时也有自己的独特内容,比如蛮族迁移和P社游戏中最出色的内战机制。 ——@Leon_Aditzu https://forum.paradoxplaza.com/f ... age-5#post-19193193
这番对欧陆:罗马的描述实在精彩,因而我们自然用它来作为新作《罗马》的开场白。
在这部游戏的开发中我们想忠于这幅愿景,运用近10年来制作游戏的经验来提升用户体验和玩家代入感,大幅增加游戏深度和复杂度。
原本的欧陆罗马里,也有一些相当糟糕的设计,我们已决定将其删除或改变:
角色将不能被派遣为信使,这个机制很烂,在欧陆:罗马中只被用来害死特定角色。
预兆和宗教威望系统并不有趣,已经被大改。
贸易系统的微操量太大,已经被重做成有有趣好玩的系统。
总的来说,我们要抓住每个机会增加游戏的复杂性和深度,为了做出终极的大战略游戏。
这是游戏中伊比利亚半岛的局势:
下周我们将仔细审视地图,城市和省份!
Hello everyone and welcome to the first development diary for Imperator: Rome! Each monday until release, except when the team is on holiday, we’ll be giving you a development diary!
Today we’ll be talking about the vision for this game. We have often talked about how close we are with the community, but this is the first game we have made where a post from a forum-member is quoted at the top of our Game Design.
The balance between CK2 and EU4/Vic2 should remain in Rome2. Rome was a fantastic mix between CK1(characters), EU3 (diplomacy, and war) and Vic1(parties, provinces system and population dynamic) and its own feature like barbaric migration and the best civil wars in Paradox games - @Leon_Aditzu https://forum.paradoxplaza.com/f ... age-5#post-19193193
This was such a great post describing Rome, so that when we started with Imperator, it was a natural to use.
In this game we’ve wanted to stay true to this vision, while implementing the knowledge we’ve learned in the last decade of making games with better UX and player agency, while increasing the depth and complexity enormously.
There were a few main things with the original that was really bad though, and that we have decided to remove or change.
We’re removing characters as envoys, as that was a bad mechanic, and you primarily used to get rid of people.
Omens and Religious Prestige were not very fun, and have been changed.
Trade was lots of micromanagement, this have been reworked for a more interesting and fun mechanic.
All in all, whenever possible we’ve strived to be adding more depth and complexity to the game, to make this into the ultimate GSG.
Here's a quick look of Iberia!
Next week we’ll take a deep look into the map, cities and provinces!
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