牧遊社 牧有漢化翻譯
Imperator - Development Diary #1 - 28th of May 2018
Johan,EVP Creative Direction
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!
嗨,大家好,歡迎來到我們的新遊戲帝皇:羅馬Imperator: Rome的第一份開發日誌!在正式版發布之前的每個周一,我們都會按時更新開發日誌(休假除外)!
Today we』ll betalking about the vision for this game. We have often talked about how close weare with the community, but this is the first game we have made where a postfrom a forum-member is quoted at the top of our Game Design.
今天我們先談一談關於這個遊戲的規劃願景。我們之前經常告訴玩家們,開發組非常注重來自玩家社區的反饋,但其實這才是第一次製作一款受玩家啟發的遊戲,我們靈感來自於一位論壇的遊戲設計板塊的水友發言。
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.
「羅馬2應該嘗試在CK2和EU4/VIC2之間進行借鑑與平衡。羅馬曾融會貫通了CK1(注重角色)、EU3(注重外交與戰爭)與VIC1(注重黨派、省份系統以及人口動態)的特性,同時加入了一些自己獨有的特性,例如蠻族遷徙,以及P社遊戲中最為出色的內戰系統等等。」水友@Leon_Aditzu曾經這樣評價道。不信你可以去論壇原始頁面看看:
https://forum.paradoxplaza.com/forum/index.php?threads/what-do-you-want-most-from-eu-rome-2-if-it-happens.769694/page-5#post-19193193
This was such a great post describing Rome, so that when we started with Imperator, it was a natural to use.
這條回帖很精準地定位了羅馬的遊戲特色,當我們開始著手開發帝皇:羅馬時,這些特性自然都會被用上。
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.
在這款遊戲中我們想繼續忠於這些設計理念,既會應用在過去十年遊戲設計中總結的經驗和方法,豐富用戶體驗以及玩家的沉浸感,也會極大提高遊戲的深度和精密程度。
There were a few main things with the original that was really bad though, and that we have decided to remove or change.
當然,有一些較早的設定其實十分糟糕,所以我們打算將它們移除或者適當調整。
We’re removing characters as envoys, as that was a bad mechanic, and you primarily used to get rid of people.
我們會移除外交使節envoys,以及其他一些你在遊戲中不想見到的角色,因為這真的是一個不好的點子。
Omens and Religious Prestige were not very fun, and have been changed.
預言Omens以及宗教聲望Religious Prestige並不會給玩家帶來太多樂趣,所以也會在未來被逐步修繕。
Trade was lots of micromanagement, this have been reworked for a more interesting and fun mechanic.
以前的貿易系統過於繁瑣,我們會將它重做來讓貿易機制變得更加有趣。
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.
總之,我們會儘可能地給遊戲加入更多深度和複雜度,將它最終打造成一款終極大戰略遊戲。
Here's a quick look of Iberia!
來一窺伊比利亞半島的地圖吧!
Next week we』ll take a deep look into the map, cities and provinces!
下星期我們會深入談談地圖、城市以及省份的開發情況!
翻譯:平山奈奈
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