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战斗力 鹅
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本帖最后由 reekilynn 于 2016-3-24 15:16 编辑
全文挺长的,中文版之后再放。
总结起来三句话:
1 当年经验不足照搬了c的数据,之后为了摆脱山寨的帽子,好的地方不学,坏的地方也不改,自己原创的系统导致玩家配置过分单一;
2 运营态度有问题,把自己当成做同人游戏的作坊而非做商业游戏的正规公司,导致和玩家的沟通/博弈中各种策略性失误;
3 数值策划问题可以靠自己写系统改善,但是运营/开发对外的公开态度才是游戏日后走向的关键(换句话说就是得摆正位置)。
General Discussion of Issues in Warship Girls R
Several words ahead of the main article:
1 Self introduction: A commander (player) in HMS Hood server since Oct 2014 (closed alpha test).
2 This article is focused on the current Warship Girls R version (ver 2.3.0).
3 Comments regarded as meaningless or offensive are prohibited in principle, e.g. “The game is a bullsh*t and will be tore down sooner or later”, “The operators are st*pid guys”, or “R*pe Suzuran (chief designer of Warship Girls)”.
It has been more than a year since Warship Girls (Currently called Warship Girls R, Developer: MoeFantasy Network) starts operation. This smartphone game is spontaneously promoted by its player group, as well as being sharply criticized by the same group. Both the rational and irrational exist in promotion and criticism. In my opinion, the main issues and mistakes in Warship Girls R can be divided into two parts:
1 Flaws in core system, especially the numeral settings. As is well known by most senior players, Warship Girls R was born because designers would like to create a game including naval ships from multiple countries, not only from Empire of Japan. Their lacking experience in core system programming made that the initial data in the game (e.g. data of Imperial Japanese Navy ships and Abyssal ships) is fully copied from the original Kantai Collection (Browser Game operated by Kadokawa Games and DMM since Apr 2013). Such an action led to the game criticized as a “copycat”. In order to get rid of the sins, MoeFantasy designers refused to refer positive aspects of Kantai Collection when they were trying to modify the negative aspects in sequent updates. In their original upgrade and skill system, decisive numeral gaps exist between modified/skilled and non-modified/skilled ships, resulted in homogenization of achieving and farming maps. Another original system that ship speed influence the battle (even though 1 knot slower than abyssal in average causes less than 1% up of T-cross in disadvantage) made slow (below 27 knots) ships hard to be selected in the game. Inefficiency of utilizing equipment (e.g. recon **es and radars) led to equipment arrangement being the same. In addition, several skills of modified ships based on stereotypes brought out adverse effects among players.
2 Inappropriate means of communication in game operating. Since closed alpha test, the designers regarded them as keeping minority spirit like minori or Blizzard, and they ignored the difference in company scales and market audiences. Players in this game are mostly attracted because designers were selling sensitive factors instead of formally communicating with them. Such a mechanism was acceptable when the game is only a fan-made product and staffs are like a doujin circle, but it was unsuitable once designers formed limited company and started commercial operation. When MoeFantasy co-operated with Patchallin, a notorious operating company in smartphone game area, players may tolerate their cooling-off method when critical bug appeared or they took sharp treatment to farming. After MoeFantasy and Patchallin broke up because of contract and copyright disputes, players selected to support MoeFantasy and volunteered themselves in promoting the oversea version (Currently Warship Girls R). Once the legal wrangle went into a conclusion and MoeFantasy was back into the routine, their improper attitude can easily lead to antagonism between staffs and players.
Currently, Suzuran, the chief designer of Warship Girls, is also acting as MoeFantasy’s semi-official spokesman and creating ship girls’ lines in the game. In consideration of huge workload in game development (both programming work and writing work), it is difficult balancing between external communication and private affairs. However, regardless of announcement is inappropriate in smartphone game operating. For example, during the reopened event “Pasta Campaign”, Players’ fleets were forced to retreat once the flagship was medium damaged instead of heavily damaged, but MoeFantasy staff did not respond about this vicious bug. On the contrary, another bug that low-level ships could rank rapidly when they got large amounts of experience was used by majority of players for levelling ships, but on Mar 23, MoeFantasy fixed it without any prior notice, just in order to blow players’ breeding. Even though MoeFantasy intended to regulate the player circle, the measure lacking deliberation led to a large number of objections. The players call themselves as “African Commanders”, “Salted Fish” or other self-deprecating words for entertainment, but when staff imported such avatars into the game, the fact reflected is that their minds are still distant from formal commercial operators. In the past year, massive game contents, especially illustrations were announced in advance, but only a few of them were achieved now. Regardless of possible issues of business secret, MoeFantasy suffered loss of reputation in a certain extent.
Although a series of issues exist in MoeFantasy’s developing and operating strategies, the conflicts between staff and player are far from irreconcilable. Recently, MoeFantasy were recruiting staffs for customer service, illustration, UI design and dialogue creation. As my personal proposition, MoeFantasy’s staffs may change their standpoint to a regular game company instead of a doujin circle, so that both staffs and players can benefit from the sequent “game” without turning it into a zero-sum or negative-sum.
托朋友翻译的中文译稿
就战舰少女R存在问题的综合讨论
写在正文前的几句话:
1.自我介绍:自2014年十月(封闭内测时期)加入的一名胡德服提督(玩家)。
2.本文基于当前的《战舰少女R》版本(2.3.0版)。
3.原则上禁止被认为无意义的或令人不快的回复,比如“你游辣鸡,迟早药丸”,“运营无能”,“铃兰(《战舰少女》主催)无惨”等。
自从《战舰少女》(目前为《战舰少女R》,开发者:幻萌网络)开始运营以来已经超过一年了,这款智能手机游戏在被玩家们所自发推销的同时,也遭到了玩家们的尖锐批评。而无论是推销还是批评,都存在着理智和不理智的方面。在我看来,《战舰少女R》的主要问题和失误在于两个方面:
1.核心系统——特别是数值设定方面——的缺陷。正如大部分资深玩家所知道的,《战舰少女R》的诞生是由于开发者们意图开发一款并非仅由旧日本帝国海军,而是包含世界各国海军舰艇组成的游戏。开发者们缺乏核心系统开发经验,致使游戏初始数据(比如旧日本帝国海军舰船和深海舰船数值)完全照抄自原版的《舰队收藏》(从2013开始由角川游戏与DMM网站运营的网页游戏);这样的行为使得这款游戏被指责为一个“山寨品”。为了摆脱罪名,幻萌开发者们在后续更新中尝试修改掉《舰队收藏》的缺点的同时也拒绝参考其优点。新版本升级和技能系统的加入,决定了在有改装有技能舰船和未改装无技能舰船之间数据上的鸿沟,其结果便是练级与推图选择的单调化。另一个舰艇航速影响战斗情况(即便较深海每慢1节只有增加低于1%T劣概率)的系统使得低速(低于27节)舰艇很难在游戏里得并发挥。对装备的低效率利用(比如侦察机与雷达)导致配装的取舍变得单一。此外,少数基于刻板成见的舰船技能给玩家们带来了不良印象。
2.游戏运营的不恰当沟通方式。从封闭内测以来,开发者们一直无视公司规模和市场受众,将自己定位为类似minori和暴雪的少数核心组成的小圈子。游戏玩家们主要是被开发者们炒作的敏感话题吸引,而非通过正式的交流。这种机制对类似同人社团自制的粉丝向作品来说是有效的,但是对于组建了有限公司,开始商业运作的开发者们并不适用。在幻萌与一个手游领域内臭名昭著的运营商派趣合作时期,玩家们还能忍受出现严重错误时或推图遭遇严峻挫折得到的冷遇和放置。当幻萌与派趣由于合同与版权纠纷分道扬镳后,玩家们选择支持幻萌,并自发支持海外版(现《战舰少女R》)的开发。当法律纠纷告一段落,幻萌回到正轨,他们的不合时宜的态度会轻易导致幻萌团队和玩家之间的对立。
目前,《战舰少女》的主催铃兰扮演着半官方的发言人,同时也为游戏中舰娘们撰写文案。考虑到游戏开发的巨大工作负荷(无论是编程工作还是文案工作),其在与外界沟通和内部私务处理之间取得均衡变得很困难。然而,轻忽公告发布对于手游的运作来说是不恰当的。举例来说,在重置活动“帕斯塔战役”期间,玩家的舰队在旗舰中破时遭遇强制撤退,正常应为大破时才强制撤退,但是幻萌团队没有对这个显而易见的错误作出任何回应。相反,被广大玩家广泛利用来升级船只的另一个bug,即低级船在一次获得大量经验值时可以快速升级的机制,被幻萌于3月23日毫无预兆地修正了,只为了打击玩家的练级。尽管幻萌计划控制玩家圈子,不够谨慎的措施总是带来大量的反对意见。虽然玩家们自称“非洲提督”、“咸鱼”或其他自嘲的称呼用以自娱,但是幻萌团队将这些元素引入游戏,反映出他们思路依然与正规商业运作公司有着差距。海量的游戏新内容,特别是新的立绘在过去一年间不断提前公布,但是目前只有极少数得到实现。即使不考虑商业秘密泄漏的可能,幻萌的声誉也受到一定程度的损害。
虽然幻萌的开发和运营策略存在着一系列问题,幻萌团队和玩家之间的矛盾还不到不可调和的地步。最近,幻萌正致力于招募客服、绘师、界面设计和文案策划。就我个人建议,幻萌团队应当将自身的立场转变为一家正规的游戏公司而不是一个同人团体,这在后续的“博弈”中对双方都有好处,而不至于使其变为零和或负和。
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