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IF最新博文求翻译 Q&A Session #3 Posted Yesterday at 09:30 PM by IceFrog -------------------------------------------------------------------------------- Q: How much longer do you realistically look at DotA as something that you want to put your time into and update? (from Murazor) A: I honestly can't see myself stopping anytime soon; It is the only game I really play so I get a lot of satisfaction out of working on it. I think there are a lot of areas to further improve and build upon. I hope for the game to reach new heights competitively and have a much bigger audience overall. I tend to go out of my way to make sure I don't put myself in situations where I can no longer develop with the freedom and quality needed to take it to that level. Q: How do you decide what to change? Are you trying to make the game faster or more gank oriented? (from sgamer.com) A: I don't think of things that way exactly. While that is usually true, it is not accurate to consider it as the root philosophy that drives everything. DotA's primary strength is in its depth and the moment to moment decisions it places in front of the player to make. There are also many non-obvious pitfalls that could seem like good ideas, but actually hurt the game's true depth. My primary goal is focused on improving the quality and depth of the game and not other superficial metrics of success. I want players to always feel there is a lot to improve upon and to encourage situations where a player is rewarded when he is able to make better decisions than his opponent, which is something I think even non-competitive players value. That is the core of what a competitive game should be after all, creating more opportunity for good decision making. There are, of course, many other factors that are considered for all changes, but this is usually the first priority. Q: What do you think of Starcraft 2 Editor? (from tobby) A: It looks great, I'm sure there will be lots of interesting games developed for it. By allowing more direct control over the camera and cursor, as well as the other features described, it will spawn new genres, like Warcraft 3 did before it. Q: Have you decided if you are moving DotA to Starcraft 2 yet? (from Vodotz) A: I've been actively exploring several options for some time now. Starcraft 2 might not necessarily have what DotA needs to become a better game. Moving to any new engine presents various challenges that need to be considered: - Will we be able to reproduce the subtle, but very important, unit spell, attack and movement mechanics properly? - Will the art style fit DotA? Will there be enough unique and identifiable character models for heroes to use? - Will it encourage team sponsors or help improve the DotA competitive scene? - Will it provide features that improve DotA, such as: accessibility, networking capabilities, visual readability, spectator features, interface design, etc. These are the general issues I've been considering when thinking about what the right thing is for DotA's future.
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