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[欧陆风云EU4] EU4 dev diary 2 –The purge & all cards on the table(重新洗牌)

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发表于 2012-9-30 08:10:10 |只看该作者 |倒序浏览
http://forum.paradoxplaza.com/forum/content.php?1079-Europa-Universalis-IV-dev-diary-2-%96The-purge-all-cards-on-the-table&s=b44ae6e781f5b125dca48c988b3349b4
http://forum.paradoxplaza.com/forum/showthread.php?632488-Europa-Universalis-IV-dev-diary-2-%96The-purge-amp-all-cards-on-the-table&s=869a40257447f2c0547e1a05d91739a7&p=14349804#post14349804
Europa Universalis IV dev diary 2 –The purge & all cards on the table

by Johan
Published on 14-09-2012 11:06

Welcome to a new development diary about Europa Universalis IV where we talk about the purge the game is **ing. So what is a purge when it comes to creating a sequel?

Purging is when we remove features that simply are not good enough, or not as fun and exciting as we had hoped them to be when we thought of them, or that we feel stand in the way of a completely new system. Plenty of features have been reworked from scratch, but today I want to focus on the features that we're taking out – not redesigning. There won't be any direct replacement for these ones.

So why, you wonder, are we spending the first development diaries for Europa Universalis IV (EU4) talking about our vision of the game, how the map is evolving and what features we have decided to remove?
Well, if there is one thing the development of previous games have taught us, is that you have to be straight with information and tell everyone the truth about issues that can be controversial for many of you that love this series.

Because, honestly, we weren’t clear enough about our thinking process during the Europa Universalis III (EU3) development, and the result was that some of you felt disappointed. Not because of the actual gameplay, but because some expected something else from the game compared to than what they received.

So now we want to lay our cards on the table, so that you know what to expect and what you can look forward to in Europa Universalis IV.
We know that you all have expectations and hopes for EU4. And we promise that we will try and make those hopes come true. But if your imagination and our vision collide because of different expectations, it's probably best we put that to rest now by telling you the big decisions we've already taken. Then you can get back to anticipating the great thing we are building instead of feeling let down because we didn't mention a major change.

What have we removed in EU4 compared to the prequel and why?
Here is a list of concepts that were present in EU3, features that will not be around in EU4.

Spies
we’ve removed the envoys called spies, and the entire system for sending them to do covert actions. We felt that the mechanic wasn′t enjoyable enough. First, it came down to 'click for random effect', and, second, it had a negative effect on the game balance. There was a reason why most multiplayer (MP) games had severe house-rules on the use of spies. However some of the old spy mechanics will live on in other parts of the game and we will explain this more in detail further along the development.

The daimyo & shogunate system
Sometimes you remove features because they are not good enough, and sometimes because you feel that they simply are not fun enough. This was the case with the daimyo & shogunate system introduced for Japan in Divine Wind. But aside from the lack of fun, this system was a chore to maintain since as it had special rules for it inserted in so many places in the code. To maintain this system took precious time from us in our development, time we honestly would have liked to free up to improve and enhance other aspects of the game. So for EU4 we have decided that this feature is not worth the time and effort to create and maintain it.

Trade features
You probably know this, because we have mentioned it in a lot of interviews around the announcement, but the trade system will be completely overhauled. This means that concepts like centers of trade, trade rights, trade leagues, trade agreements and open markets have been removed from the game. We'll devote a development diary later this autumn to the new trade system, where we'll go into deep detail about it, and what new mechanics it uses. Hopefully all your questions will be answered then!

Magistrates
We talked earlier about the removal of spies as an envoy, and they are not the only envoy that went the way of the dodo. A major problem with magistrates was that you sometimes needed far more than you had, and sometimes had your maximum of 5 but no real use for them, except spamming minor decisions. So magistrates have been removed entirely, as we have several new mechanics in the game that fulfill the same role of limiting expansion that magistrates did in Divine Wind.

Cultural Tradition
Cultural Tradition has also been removed from the game, as it was primarily a currency for advisor creation, but the advisor system has been changed rather drastically, so it had no purpose anymore.

Automatically getting cores
The concept of automatically getting cores after fifty years of ownership has also been removed. We have a new way of handling claims and cores, and we'll talk about how that works in later diaries.

Domestic policies
Aside from trade, this is probably the biggest change people will notice. One of the features that we added into Europa Universalis II (EU2), which was in both Hearts of Iron II (HoI2) and EU3 was the concept of domestic policy sliders. Those defined different abilities for countries, and let you change your country slowly over time. It was an approach that was fine for those games, but it had some drawbacks in that they did not give a proper unique description of your country, and also enforced specific settings for certain countries. We have designed new systems to replace the function of domestic policies; so we have removed domestic policies and administrative efficiencies from the game.

To kill our darlings
We need you to know that we removed these features because we want Europa Universalis IV to be as enjoyable as possible. We hope that the features we are adding or rethinking forthe game will give you a great gameplay experience. Trust us when we say that it is hard for us to kill our darlings and let features go altogether. We have all lived and breathed the Europa Universalis series for over a decade and we've invested time in creating the features we are now tossing aside. But sometimes you have to let go of features people have come to know and understand in order to make the overall game experience greater. No matter how hard it feels and no matter how your heart (or head) hurts.
Thus ends our three week focus on the controversial stuff. So please stay tuned for 50 more weeks of new cool features, as we talk about envoys the next week. ?


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发表于 2012-9-30 08:10:21 |只看该作者
本帖最后由 zyl910 于 2012-9-30 08:18 编辑

Europa Universalis IV(欧陆风云4)
预定2013年第3季度发售。


相关帖子
~~~~~~~~

Europa Universalis IV - Development Diary #0 - Our Vision(我们的愿景)
http://bbs.52pcgame.net/oldbbs/thread-461852-1-1.html
http://bbs.52pcgame.info/forum.php?mod=viewthread&tid=58
http://hi.baidu.com/zyl910/item/4e8530d86b9ebeec3dc2cb90
http://tieba.baidu.com/p/1832310792


Europa Universalis IV – Developer Diary 1 – The world is at your feet(世界在你脚下)
http://bbs.52pcgame.net/oldbbs/thread-461854-1-1.html
http://hi.baidu.com/zyl910/item/abe4a5399469acbb633affdb


Europa Universalis IV dev diary 2 –The purge & all cards on the table(重新洗牌)
http://bbs.52pcgame.net/oldbbs/thread-461855-1-1.html
http://bbs.52pcgame.info/forum.php?mod=viewthread&tid=209
http://hi.baidu.com/zyl910/item/fceef305375851e2f45ba6b7
http://tieba.baidu.com/p/1861341048


Europa Universalis IV – Development Diary 3 – Your envoys are awaiting your orders!(您的特使正等待您的命令!)
http://bbs.52pcgame.net/oldbbs/thread-461856-1-1.html
http://bbs.52pcgame.info/forum.php?mod=viewthread&tid=241
http://hi.baidu.com/zyl910/item/69e957513b97480be7c4a5ed
http://tieba.baidu.com/p/1875202533


Europa Universalis IV: Developer diary 4: Your Economy is about to change(经济的改变)
http://bbs.52pcgame.net/oldbbs/thread-461858-1-1.html
http://bbs.52pcgame.info/forum.php?mod=viewthread&tid=264
http://hi.baidu.com/zyl910/item/6f9d691a6070ac9d98ce3372
http://tieba.baidu.com/p/1889511013

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发表于 2012-9-30 01:06:39 |只看该作者
这篇没人翻?我试着翻译下好了
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发表于 2012-9-30 01:51:16 |只看该作者
本帖最后由 zmxlegend 于 2012-9-30 08:46 编辑


欢迎来到EU4新的开发日记,这篇日记里我们将谈谈游戏过程中那些被“清洗”的东西。 当你创作游戏续篇的时候,“清洗”指的是什么呢?

游戏中有些特色,它们或者仅仅不够好,或者不如我们构思的时候期望得那么有趣、刺激,或者我们有全新的系统来取代它们。“清洗”就是指的去掉这些特色。 我们已经构思了不少新特色,但今天我想把重心放到那些我们将要取消的特色---并不是重新构思。 这些特色并不会有直接的替代品。

那么你可能会疑惑,为什么,我们会在最开始的几篇日记里讨论我们对游戏的想象,地图会怎么变化,以及哪些特色我们会取消。如果说我们从过去的开发日记中学到了什么,那就是我们必须对信息直接一点,告诉所有人那些可能成为争议的问题中的真实。

因为,诚实的说,当我们开发EU3时,我们对我们的构思过程并不足够清晰,结果就是,有些人感到失望了。并不是因为游戏本身,而是因为有些他们期待玩到的东西和实际玩到的东西不一样。

所以我们现在想把我们所有的牌放在桌面上,所以你可以知道你对于EU4,你能期待哪些东西。

我们知道,你们都对EU4有不少期待,我们保证我们会努力把这些期待变成现实。但是如果你的想象和我们的想法因为不同的期望产生了冲突,可能最好的解决方法是我们现在把它提出来,告诉你们那些我们已经作出的决定。那么,你可以回头期待我们将要作出的东西,而不是因为我们没有提到大的变化而感到失望。

相比前作,我们在EU4中取消了什么?为什么?

下面是一些我们在EU3中展现,但不会在EU4中出现的概念、特点。

间谍
我们取消了称为“间谍”的专员,以及整个派遣他们进行活动的系统。我们觉得这个系统不够有趣。首先,它变成“点击以获得随机效果”(click for random effect,大概指的是随机性过强,或者鼓励SL之类)的机制。其次,他对于游戏平衡有不利的影响。这也是为什么绝大多数多人游戏在房规中对间谍的使用做出了限制。但是,有些旧的间谍机制会在游戏的其他部分中存在,我们会在未来的开发日记中解说这些。

大名和幕府系统
有的时候你会因为不够好去除特色,有的时候会仅仅因为它们不够有趣。DW中引进的针对日本的“大名和幕府”系统就是这个情况。除开缺乏乐趣,这个系统的维护也很令人生厌,因为它有独特的规则,在游戏中的很多地方都得插入代码。维护这个系统会浪费我们开发过程中的很多宝贵时间,我们真诚的希望能省下这些时间来让游戏中的其他特点得到增强、变得更好。所以EU4中,我们决定这个特色并不值得花时间和精力去制作、维护。

贸易
你也许知道这个,因为我们在很多访谈中提到了这个,整个贸易系统都会大修。这意味着贸易中心、贸易权、贸易联盟、贸易合约、开放市场这些概念都会从游戏中去除。我们会在其后的一篇开发日记中专门来谈新的贸易系统。那篇日记中我们会讨论更多的细节,以及我们会用怎样的新机制。希望你们所有的问题都能在那篇新日记中找到答案。

行政专员
我们之前讨论过去掉间谍,而间谍并不是我们去掉的唯一专员。行政专员的大问题是,有的时候你需要的比你拥有的更多,而有的时候你却有最大的5个而实际没什么用,除非派去一些小决议。所以行政专员整个去除了。我们将补充一些新的机制来起到限制扩张的作用(就像DW中行政专员起到的作用那样)。

文化传统
文化传统同样从游戏中去除了,因为它只是作为生成顾问的货币而用。而顾问系统同样有着很大的变化,所以这个文化传统没有意义了。

自动获得核心
占领50年后自动获得核心的概念从游戏中去除了。我们有着新的处理声称和核心的方法,我们会在之后的开发日记中讨论这个。

政策滑竿
除开贸易,这也许会是人们注意到的最大改变。我们在EU2中加入的最大特色,同时在HOI2和EU3中使用的,就是国内政策滑竿。他们定义了国家的不同能力,让你随着时间迁移慢慢改变国家。它对于这些游戏来说很不错,但是它也有一定的缺陷,它并没有给你的国家一个合适、独特的描述。并且,给一些特定的国家一些特别的设置。我们创造了新的系统来取代政策滑竿,所以我们从游戏中取消了政策滑竿和行政效率这两个特色。

杀死我们亲爱的。。
我们希望让你们明白,我们去除这些特色,是因为我们希望让EU4尽可能有趣。我们希望我们新增加的、重新构思的特色会给你一个无与伦比的游戏体验。请相信我们,当我们杀死我们亲爱的、去除这些特色时我们也是很艰难的。我们都至少在EU系列里浸淫了10年,对于那些现在放弃的特色中,我们花费了不少时间去创造它们。但是,你必须理解,有的时候你放弃特色是为了让整个游戏体验更好。无论你感到多么艰难,无论你的心多么痛苦。

这三周我们结束了争议性内容。请跟随我们接下来的50多个星期来看那些新的特色。我们下周会讨论专员。
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发表于 2012-9-30 08:48:52 |只看该作者
最大的变化应该是政策滑竿和贸易系统
前者我觉得是刻画国家差异和改变的一个很优秀的工具,政体决定限制,超出会排他;各国起始状态的不同。看P社能不能找到合适的代替品吧
贸易系统。。现在的不能说很优秀,但至少很习惯了,安特卫普这种有贸易中心的好地。。不知会有什么样的新系统呢
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发表于 2012-9-30 10:28:31 来自手机 |只看该作者
zmxlegend 发表于 2012-9-30 08:48  最大的变化应该是政策滑竿和贸易系统  前者我觉得是刻画国家差异和改变的一个很优秀的工具,政体决定限制, ...

哟,自摸x,刚从龙空过来就看到你了
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发表于 2012-9-30 12:17:15 |只看该作者
刚回来就看到这么给力的东西
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发表于 2012-9-30 23:42:49 |只看该作者
alovelycat 发表于 2012-9-30 10:28
哟,自摸x,刚从龙空过来就看到你了

恕我眼拙,你是?
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