从改良到设计还有随机性——从国王的恩赐开始的扯淡
本次的主题是国王的恩赐(King’s Bounty: the Legend,以下简称KBL),制作组就是做太空游侠(Space Ranger1/2,本博旧文记得评论过)的那票老毛子。Gamespot给了KBL8.0/10的分数,根据Gamespot一贯的内部秘密方针,俄罗斯游戏起评-0.5小厂商再-0.5,所以你可以视为这个游戏有9.0/10分左右的完成度——换句话说就是一只出乎预料的黑马。鉴于这个游戏就算是业内或者游戏迷恐怕也都没玩过,我还是先做个简要介绍。(更多讨论可以去某人blog,你们这些不留言的家伙……)
游戏用两个词就可以描述:KBL是一个RPG版本的英雄无敌。想象一下,把城堡建设、发展和资源采集部分从英雄无敌里面抽掉,改为RPG式的练功升级赚钱,再用这些钱在中立的城堡和村镇里面招兵买马——这就是KBL。所有的敌军和敌城堡都是像RPG一样预先设计好的,你所要做的就是调配资源凑足兵力和装备去打败他们。理所当然地,基础设计架构非常坚固,因为它久经考验。从最初的创始者 NWC到现在的主人Ubisoft,英雄无敌的游戏内容经过了5代进化,制作出了二十多个不同的游戏,还有好几个正在开发中的作品蓄势待发。游戏的大系统和英雄无敌2/3几乎完全一样,相似到了几乎可以被称作抄袭的地步:可以随身携带5种部队的英雄,六角格拼成的战场,人类、矮人、精灵、亡灵、恶魔、兽人六个主要种族,甚至连兵种都相似得令人发指,不怕任何魔法的黑龙和可以吸取对手兵力的鬼魂赫然就出现在部队的列表里。一个打了这个游戏的朋友甚至问我:“ 这游戏从UBI那儿买英雄无敌的版权得花不少钱吧?”在得到“这游戏和UBI没有任何关系”的回答后,他抓了抓头,“明明看着就完全一样啊!”从这个角度看,俄国人有些不厚道。
但俄国人和多数三流公司或者韩国人的区别就在于他们不满足于抄袭,他们要改良。除了这个久经考验的核心系统以外,俄国人对整个游戏的组成做了天翻地覆般的改良,完全改变了游戏给人的感觉,与其说更像英雄无敌,不如说更像RPG。嗯嗯,我知道你想说“一般的俄国公司也会对游戏做改良”对吧?可是这些人和一般的俄国人是不一样的,他们所做的改良基本都是设计过的,是靠谱的。(某人心中对一般俄国游戏公司的定位到底是怎样的啊!)英雄无敌的RPG化,前面已经有好几种不同方向的尝试了,比如英雄无敌的众多无城堡任务,或者圣战群英传的部队升级系统;但KBL并没有简单地“借鉴”之前这些尝试的做法,而是从根本上将整个游戏变成了一个“资源有限”的RPG游戏。整个系统的核心“领导力”,是个“呀,这么简单的概念以前怎么没人想到呢?”类型,令人拍案叫绝的创意。众所周知,英雄无敌RPG关中最讨厌的事情,莫过于在不同的城堡和招募地点之间跑来跑去传兵。KBL利用逆向思考解决了这个问题:既然通过招募量控制玩家兵力太麻烦,为什么不直接控制招募的上限呢?于是领导力就诞生了。它就像RPG中的最大HP,直接决定了英雄最多能带多少部队,也就间接决定了整个游戏的运行方式。在这个改良的核心决定了之后,剩下的一切设计就很顺理成章了……
稍等。顺理成章的设计可不是这么简单的事情!不光是俄国人,有太多的二流和三流游戏都是倒在了这个顺理成章上。从东欧到韩国,当然更别提中国,有太多的“只有一个好点子 ”就急匆匆开始制作,细节完全没有经过足够打磨的游戏。怎么才能解决游戏内大大小小的问题?怎么才能让操作变得顺手?怎么才能让玩家在有限的操作内找到自己想要的东西?怎么才能把设计者想要丢给玩家的信息呈现给他们?可能是因为英文版比俄文版晚了半年,上来就直接从1.4开始计算版本号的关系,KBL的设计意外地顺畅,很多细节充分体现了制作小组的经验。类似“装备可以升级”、“可以娶老婆增加装备位”、“拥有怒气和魔法力双槽设计”这样的设计能想到不算稀奇,但是连“装备可以自动排序和按行翻找”、“怪物在战略面的追击速度和战术面移动速度相关”、“战场会根据和敌人的遭遇地点自动变化”这样的细节都考虑到,明显已经超过了俄国游戏公司的平均水平。以英文版1.6以后的版本来看,游戏的BUG也基本得到了清理(传说早期版本也还是很俄国式地糟就是了)。当然,还是有些很讨厌的地方,比如对话的字非常小,而且簇拥在一个实在说不上大的任务简报窗口里面;或者战斗时候很难调出的兵种状况菜单,还好准确的伤害计算和行动顺序提示让游戏在战斗流畅度上起码能和英雄无敌5并驾齐驱。对于一个玩过任何一代英雄无敌的玩家来说,KBL都是一个在操作和进行方面很容易上手的游戏。作为比较,我们可以看到有大量试图模拟GTA却在操作方面非常拙劣的克隆品,我就不提数量更大、素质也更差的Diablo和WOW克隆品了—— 细节设计至少和原版做到同等水平是很重要的。
不过,这个游戏最好的一方面却是在它的关卡设计上,这个游戏的关卡设计远好于最近几代的英雄无敌战役模式。KBL是个将随机性的魅力用到十足的作品,有时候十足到让人有点想掀桌。几乎从游戏诞生的那一天开始,随机性就和游戏紧密地联合在了一起。一个完全可控的游戏通常来说是乏味的,而一个完全随机的游戏通常来说是无聊的。这两者中的平衡很难把握:文明和Diablo在两者之间拿到了漂亮的平衡分数,很多RPG和战略游戏显得太过没有随机性,老头滚动条或者孢子这样沙盘随机性过强的游戏又让游戏显得没有吸引力。KBL大胆地采取了从敌人、装备到魔法完全随机化的方针,但每个地区的中高级宝物/魔法/兵种的数量是受到严格控制的。根据各个地区获得的高级兵种和魔法的不同,游戏的中期战术可能会有极大的变化性。第一块大陆有复活还是没有复活,致盲、催眠术和变羊术什么时候能拿到这样的问题会完全改变战术,某些高级兵种如诅咒灵魂或者树妖的提前出现会直接影响到整个游戏的难度。野外的杂兵随机性也远高于英雄无敌:事实上,每一队野外杂兵都可能是2-5种不同兵种的随机混合,有些组合竟然会比随机出来的敌人英雄还强。个人认为,这个“受控制的随机性”是个相当好的设计,无论怎么随机,游戏的难度都控制在了“经过努力和计算之后可以打赢”这个层面,不会过于简单也不会过于困难。这缓解了这个游戏主线剧情和难度在高难度下过于严苛的问题。其他游戏也完全可以参考这种在关键地点设置“随机点”的做法——比如 Bethesda,他们就应该去改善一下这方面的问题。如果在那些关键物品点上有随机性变化,辐射3的探索部分就会好玩得多。
当然,这个游戏不会卖得太好,毕竟只是个小众类型。作为一个英雄无敌的改良品,KBL是个好游戏,它应当被推荐给每个喜欢英雄无敌,尤其是里面的RPG类关卡的爱好者。听说资料片明年会出,主角终于是个公主了,可以继续期待一下。
我觉得KBL的平衡性还有待提高……不过玩第一遍的时候的确感觉不错。
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沉迷过一段伪英文版,很赞同作者的观点,另外要说这游戏画面效果惊艳,音乐也不错
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可惜没有中文版啊~~
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哥们儿你先搞清楚KB和H的关系再来扯淡好不?
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然则……老毛子把HOMM的架构抄了还不算,连HOMM的始祖名字都抄了来了呀
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这行为就像做款后核战背景RPG然后起名叫Wasteland然后说我们没模仿Fallout一样好样的啊
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这是个好游戏…….尤其对于喜欢任何一代的英雄无敌的人来说……或者对于任何一个喜欢”走格子”的人来说………..
升级慢了点…..不过幸好支持mod…….
好像现在不支持mod的游戏就没有前途…………….
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貌似现在已经出汉化了吧
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在VISTA系统下似乎有不兼容问题,跑得特别慢。
游戏有很强随机性,很多情况下战术(主要是天赋发展部分)要围绕随机的可招募兵种和可购买宝物来设计,会出现1个宝物就改变了你的整篇战术的情况,而这种宝物又随主线剧情的展开而增加。
我已经把这个游戏打到第4周目了,现在基本上每天玩2小时,还能有新发现。昨天法师英雄翻箱子翻到1个 15%火伤的项链(可升级1次),立即把手上的LV3大法师之杖( 5智,20%闪电伤害)比下去了,让我决定重新改用火系法术。IMPOSSIBLE难度的确有点高,我期待看到我还没有发现的新战术,否则估计打不下去。
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这个游戏玩起来很舒服,从画面风格到操作来说都很让人轻松愉快。寒假就用这个打发了。
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玩过,不错
不过,史诗难度实在让人很郁闷。。。
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国王的恩赐是个NWC老招牌,被视为英雄无敌的精神先驱。看来俄国人把NWC的战棋招牌分完了。
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运兵的确让人受不了,呵呵
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mod不仅仅是满足玩家的创作欲望。。更是游戏公司说。。求求你了。我让你Y爱怎么玩怎么玩还不行吗
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在第一次玩的时候,简直感到这游戏是英雄无敌系列的一个很好发展方向了:P
心情好玩玩混搭,不爽的时候还可以玩玩美女流.一件道具就可以改变兵种的配置,其实也是很妙哉的
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最近KB又新出了新版本戎装公主,相当好玩.于是稍微去了解了一下KB,看过 http://wapedia.mobi/en/King’s_Bounty 之后,发现NEC君说的”这游戏和UBI没有任何关系”还真是说对了,不过可不是抄袭,KB根本就是英雄无敌的始祖.
所以你看,你的文章就有那么点问题了.
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呃,应该是 http://wapedia.mobi/en/King’s_Bounty
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好吧这里的链接有点问题…自己google吧.
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看一下 http://en.wikipedia.org/wiki/King’s_Bounty .
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呵呵 看来这里的主人没有什么考究呢这游戏的第一作比英雄无敌还早 其中一个制作人后来才做出英雄无敌1 不知道所谓抄袭是怎么得出的呢?
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而且,这游戏卖的非常好
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博主气量太小了吧
我不过是说国王的恩赐(初版)(1990)的制作人后来制作了英雄无敌系列
也就是说 先有国王的恩赐(初版)才有的英雄无敌
这都删掉?
讲错就讲错嘛
作为一个游戏的博主。这点容忍是该有的
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还有 我喜欢较劲
我在网络公司上班 每天上网时间十几个小时
谢谢楼主
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算了 帮你免费做宣传吧
帮你把文章转到游侠、3dm等等一些国王的恩赐的热门论坛
顺便会有你的博客地址连接
在这里不能指出你的错误
在那些地方总可以吧
呵呵 回头你自己去看吧
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国王的恩赐是热门游戏
不是你说的什么冷门
另外 你可以到百度百科里看看这个词条
有详细的历史介绍
无知可以原谅
无知并且无畏 那就是无耻了
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国王的恩赐基本上算是英雄无敌前传或英雄无敌之父
如果你玩过那个dos下的国王的恩赐
这次的国王的恩赐:传奇 是阔别十多年后的作品
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英雄无敌这套系统 是俄国人率先发明的
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作为一个游戏博客
不能老是闭门造车
多了解这个世界
google会用吗
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知道你会删掉
但我的留言只要你看到就ok了
作为一个电脑游戏骨灰玩家 (20年历史)
我不想看到一个业余游戏博客
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樓上的在發什麼癲啊?
King’s Bounty 是英雄無敵的前身,
都是美國公司 NWC 製作的。
跟俄國人有個屁關係。
1C Company 買下了這個標題的版權來做重製。
但是遊戲概念又不是他們原創的,
頂多就是說他們做的不錯,比原本的更好。
麻煩要亂放炮也要查資料好嗎?
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Very nice site!
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A humankind begins icy his wisdom teeth the initially without surcease he bites off more than he can chew.
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But right away I arrange be stricken to put faith that the fit world is an puzzle, a innocuous conundrum that is made hideous by our own mad assault to spell out it as in spite of it had an underlying truth.
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