Raph Koster在《新采访》中谈到了他即将回归mmorpg

2019-10-28 409
在接受Gamasutra的采访时,业内人士维特拉尔•拉普•科斯特(维特拉尔•拉普•科斯特)讨论了他为什么会回来。
如果你对他不熟悉的话,克斯特曾在《创世纪》和《星球大战》星系中工作过。他讨论了他所认为的mmo的核心内容,以及为什么他觉得现在是时候回到这个行业了,
“我非常清楚地看到,关于mmo的许多核心内容正在成为规范。这些都是我在很长一段时间内一直在思考并创造游戏的内容。所以我真的觉得是时候了;观众已经准备好了,技术已经到位……我感觉一切都在有条不紊地进行着,一切都很有意义。”
他与人共同创建了《可玩世界》,并筹集了270万美元的种子资金,准备开始他的新MMORPG的开发工作。
“存在于这些虚拟世界并与之互动的方式有很多种,所以说战斗是一种简化的方式。我们已经开始吸取教训了;对我来说,这是我们在Ultima Online上得到的教训。”
他专注于通过奖励良好行为来防止有害行为成为规范,从而让游戏感觉像是真正的连接世界,
因为最终,玩家之间的这些联系有助于许多游戏对抗毒性。这有助于建立玩家作为一个社会的概念。导致不良行为的最主要的原因是你有能力去非人化和物化他人,并且认为他们不是真实的……当我们没有那种持续的联系和依赖感时,这就导致我们对别人更差。”
他强调奖励和认识到脆弱的关系对于优秀的设计非常重要,特别是对于玩家来说,
“事实上,我们有机会去思考脆弱的关系;不牢靠的关系……当你扪心自问,我们如何才能创造出一款能够帮助玩家理解其他人所提供的价值的游戏时,这便开启了许多有趣的设计决策。”
这是一场精彩的采访,而且深入得多。如果有兴趣,一定要看看这里。
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原文:
In an interview with Gamasutra, industry veteral Raph Koster discussed why he’s back.
Koster has worked on Ultima Online and Star Wars Galaxies, in case you’re unfamiliar with him. He discusses what he believes are core to MMOs and why he felt the time was right for him to return to the industry,
“It was super clear to me that a lot of the core things about MMOs were becoming the norm. Those are all things that I've been thinking about and making games around for a long time. So it just really felt like the time was right; the audience was ready, the technology was there...it just felt like everything was coming into place, and it made sense."
He cofounded Playable Worlds and have raised $2.7 million in seeding to begin work on his new MMORPG, and wants to apply lessons that have been learned in the interceding years as it pertains to a focus on combat,
“There are so many ways to exist and interact with these alternate, fictional worlds that to say combat is The Way is just so reductive. We've really started getting that lesson; for me it was a lesson we came into on Ultima Online."
He is focusing on preventing toxic behavior from becoming the norm by rewarding good behavior in order for games to feel like genuine connected worlds,
“Because in the end, those connections between players help many games combat toxicity. It's what helps build the notion of players as a society, right. The biggest thing that leads to toxic behavior is your ability to sort of dehumanize and objectify other people, and think of them as not real...that's what leads us to treat people worse, when we don't have that sense of ongoing connection and dependency."
He goes into emphasizing that rewarding and recognizing weak relationships are important to good design, especially amongst players,
“One of the opportunities we have is to think about weak relationships, actually; weak ties...it really opens a lot of interesting design decisions when you ask yourself okay, how do we create a game where those weak relationships matter, and matter in ways that help players understand the incredible value that other people provide?"
It's a fascinating interview and goes into much more depth. Definitely check it out here if interested.
 
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