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StarCraft II's Browder: You Can't Rely Solely On Data
by Staff
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June 4, 2010
As part of Gamasutra's latest feature interview, Dustin Browder, design director on Blizzard's StarCraft II, says that while data mining is essential for shaping gameplay balance, it's not to be relied on solely.
As the StarCraft II beta continues, Blizzard has been able to capture tremendous amounts of data on player behavior. And of that process, Browder says, "We can learn a lot. The danger with a lot of this data is that you have to be very careful how you use it."
For example, he says, data can be misleading. "With unit stats, I can tell you that, for example, in a Protoss versus Terran game, 12 percent of the time the Protoss build carriers. And when they build carriers, they win 70 percent of the time," he says. "You could say, 'That must mean carriers are overpowered!'"
"That's not really true, though. It could just be that as you get towards the end of the game, if the Protoss have the extra resources to waste on a bunch of carriers, they're probably going to win anyway."
Of course, it doesn't mean the carriers aren't overpowered either, Browder notes. "That stat alone actually tells you nothing. It's a very dangerous stat. If you listen to that stat, you can make all kinds of mistakes," he warns. "The real challenge for us is to continue to sort the wheat from the chaff, to determine which stats are real, which stats are meaningful, and which ones we should be looking at to make a meaningful change."
The full feature, which reveals much more of Browder's thinking behind the development of both StarCraft II's single player and multiplayer modes, is live now on Gamasutra.
http://www.gamasutra.com/view/ne ... _Solely_On_Data.php
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真是麻烦 因为 翻译问题 和提到的几个问题 有不同
搞的又得去找下原文看看
真正的原文没找到 可能翻译的文章把这几天的采访搞了个汇总形式
这段原文 应该就是 针对 TVP 和 平衡采纳设计 采访原文
如果不是 自己找吧 隔个太平洋 点开个地址好慢的 = =
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Q:这么说你们可以通过跟踪游戏来获取数据,你们可以从论坛里得到反馈,你们还可以从有丰富游戏经验玩家的高水平的极具变化的游戏中了解他们的心理和策略。
A:是的。还要加上我们自己的游戏体验,而这可能是最重要的。我们关注任何一个能提供正确信息的渠道。
如果我们看到数据后发现,“这个并不和我们自身的体验吻合,”我就会对那个数字表示怀疑。我们获取信息的渠道很多,所以我们会用其它的渠道来验证究竟哪个才是真实情况。我们可能会在看到另一个渠道的信息后发现,“他们在网上说的确实跟我体会的一样,而且也和数据吻合。这应该是真的了。我们看看怎么解决这个问题吧。”
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关于这段 我想 RN 可能没有完全按原文走 但 163 翻译这段 感觉还是 跟 RN 翻译意思差不多
我个人理解 还是按 设计者自己的体验为标准 当发现有玩家提出的跟自己测试的基本吻合时 就会 考虑是否去解决这个“问题”
当然完全按原文来翻译 会更严谨 和 反映被采访者所说真实想法 |
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