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BlizzCast Episode2

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发表于 2008-2-29 09:26:06 | 显示全部楼层 |阅读模式
http://us.blizzard.com/blizzcast/archive/episode2.xml

Welcome to our second episode of BlizzCast! We have doubled the length of our second BlizzCast at the popular request of the community, which will begin with an in depth interview of Chris Metzen, our Vice President of Creative Development and creator of our original Warcraft, StarCraft, and Diablo storylines. In addition, Geoff Goodman, one of our World of Warcraft Designers will be elaborating on Magtheridon's Lair changes in Patch 2.4, which includes new itemization changes. Lastly, we are also adding a new community questions and answers section, to make sure your voices are heard and your questions are answered, by none other than the people making your favorite Blizzard games. Be sure to view the transcript to see all of the artwork.

Karune: Hello, Internet users. Welcome to our second episode of our BlizzCast series, designed, once again, to take you behind the scenes into the world of Blizzard. My name is Karune, the RTS Community Manager here at Blizzard. First up, we'll be interviewing Chris Metzen, our Vice President of Creative Development about the lore of Warcraft, StarCraft, and Diablo. On top of that, we'll be also bringing in Geoff Goodman, one of our World of Warcraft designers, to elaborate on the newest changes to the Magtheridon dungeon. Lastly, we'll also be answering questions from both the StarCraft and the World of Warcraft communities. Without further ado, we'll get started.

Welcome, Chris, to the show. In case you guys didn't know, Chris was also the voice in our intro bumper for BlizzCast series.
Chris Metzen: That's right. [ 00:17 ]
Karune: Pretty awesome. To start off, our first question. How challenging is it to develop and manage the lore behind three very distinct franchises: Warcraft, StarCraft, and Diablo? Do you find it jarring when you switch between them or does the variety encourage creativity as you change gears from one to another?
Chris Metzen: Interesting. That's two really good questions and I guess I'll just take the first part. How difficult is it to manage the lore behind the three franchises? I think if I was trying to do it by myself, it would be impossible and I'd make just a complete and utter mess of it all. At the end of the day, Warcraft alone is such a huge setting and such a big universe that there's no way any one person could manage all those characters and places and things. The team we built for World of Warcraft of quest designers and writers is just epic, so these days I get to work with a team of really talented people that really kind of breathe life into the setting.

A lot of my story stuff on Warcraft these days is coming from a very high level, conceptualizing zones and characters, especially looking forward to future expansions – expanded content – I'm really keen to get in there and kind of create the broad strokes of things and then it really goes to special teams. We sit down many times a week and really walk through quest lines and characters and see how it all melds with the art creation process. So that the story-telling of it all is much more of a group activity these days on the Warcraft front.

On StarCraft, it's definitely taken that turn as well. I'm still very involved at the scripting level, at the story-telling level – figuring out how the game moves forward and how it interacts with the cinematics and the whole ultimate linear progression, how that takes shape. But we've got a really amazing team these days, it's absolutely not just a one-man show.

On the original StarCraft, it was me and a guy named James Finney who was one of our designers at the time and we pretty much tag-teamed a lot of that story and pretty much defined how the story played out through that single-player campaign. This time around, our lead writer is a guy named Andy Chambers. He's a very good writer; he's worked in science-fiction a long time. We're working with the cinematics director, Nick Carpenter and we're all kind of jamming the story. It's much more of a team effort this time as opposed to the story coming from any singular spot. So, we kind of check-and-balance each other a lot and we're able to kind of draw on our common geeky love for films and science fiction in general. I think it's made the themes really pop this time. It feels like a much more grounded story this time around. I think the characters are a lot richer. I think the highs and lows they experience are just a lot more mature.

We've come a long way since the original StarCraft. We've matured as story-tellers; we've matured as a team. The instincts that define what we dig and what we don't in story-telling are much more honed at this phase of our lives. We were twenty-something back in the day; we're thirty-something now, so all that life experience is definitely playing into the themes we're bringing forward in StarCraft and the way we're handling them. It's really fun. It's been a really rewarding experience. As far as handling continuity, and the broad story for the Diablo franchise, I guess that we'll have to see how that takes shape. [ 00:58 ]
Karune: I think it must have been really crazy, especially working with all the different teams and all the different franchises. How do you think it has been to switch gears between the two or to really…working with each different team, your schedule must be crazy every day.
Chris Metzen: At this phase, I've actually cut a lot out of my schedule these days so I only have meetings every hour of the day, so that's good. I'm not double or triple stacked. For many, many years now, I've spent a lot of my time ping-ponging back and forth between different licenses every day. It's always a revolving door. But for me, for my specific personality – we're all wired very differently – I dig that. I dig changing gears all day long. You could be working in the same universe for a day but changing gears on ‘well, this is a level-design meeting,' ‘this is a quest/story meeting,' ‘this is purely VO-let's-get-our-characters-down-what-actors-are-we-hiring kind of meeting,' so, I like that. I like the up and down of the day and never really getting bored with things. It's always moving fast and there's always kind of – as the day goes on, there's always some new challenge that's kind of fresh… [ 04:44 ]
Karune: Do you find those ups and downs kind of influencing each other as far as inspiration?
Chris Metzen: Oh yeah. Absolutely. I think it keeps – as far as I go, as I interact with the special teams and the different groups, where my head may have been, in one hour, I walk into a totally different meeting and that energy's still burning off. Or I might just go ‘Gah, you guys just wouldn't believe what we just jammed out in that last meeting!' And they'll go ‘Well tell us!' They might not even care, the animators might not even care what a zone looks like but I'm so geeked up about what we were just doing that I'll wind up babbling to them about whatever we were jamming on. So, it kind of almost creates this educational process where everybody's in the loop and it's just a cool communication thing.

I like the up and down of it but, you can run into trouble sometimes where, if you're walking in from one game to another game, back-to-back creative meetings and come out of a StarCraft meeting with certain themes that were big in our minds and I walk in and ‘Guys, I had this idea for Warcraft blahblahblahblahblah,' and they're like ‘Woah, dude, that sounds just like…there's no laser guns in Warcraft!' ‘Oh, that's right!' So, sometimes you really have to change gears; your clutch can get a little fried, but I dig that kind of stuff and it's just been this way for years. I like being able to work on the different licenses and kind of keep, from an artistic level or a conceptual level, keep the old brain exercised. It's kind of cool to be able to jump around.

Sometimes, when you're focused on a single idea, day in and day out, for a protracted amount of time, it dulls a little bit. At this rate, the way my job is structured, I think it keeps me on my toes, you know what I mean? It keeps me sharp – I hope! My coworkers may not think that's entirely true because I also have a terrible memory – short term memory, I don't even have that. What were we talking about? [ 05:54 ]
Karune: For sure, I think the energy translates quite a bit to the story-line of the games. To talk about StarCraft in particular, how did that particular story-line get started with you?
Chris Metzen: You know, it's funny. What a lot of people may not know is we were actually – Nick Carpenter and I, the cinematics director, we were developing, for Blizzard, we were the young Turks many years ago. After we had published Warcraft II. Nick and I spun off and were working on a science-fiction concept for a game that was actually more of an action shooter. It involved pretty gnarly stuff like space vampires, kind of clans of them, and this really cool sci-fi setting.

At the same time, a separate development team, or the main development team at the time was developing science-fiction RTS. We had done Warcraft II and now we're interested in trying to do the next RTS outing in science-fiction. And early ideas like ‘well, let's blend them together man, we can do this kind of space-vampire-clan-thing and real-time-strategy.' We talked about that for a while and ultimately, that game fell through and as momentum really started picking up on the science-fiction thing, the group response is like ‘well, let's simplify this, right. People, they understand space-ships. They understand creepy, spidery aliens. They understand psychic brain aliens, right? So let's just cut down to the core motifs that are really classic in science-fiction. That's where we should start.' So we kind of threw away the world concept we were cooking and ultimately StarCraft just kind of took shape over time. It starts with, the way you build a world, it starts with tanks and fighter jets and just cool-looking alien shapes and ultimately that starts growing into a setting. Who's this? Where's that vehicle from? Who pilots this? I think the StarCraft setting really started taking shape at that conceptual level.

   It wasn't the story-line, specifically, the linear flow of events, the overthrow of the Confederacy, Kerrigan, Raynor, the Protoss, the destruction of their homeworld. A lot of that stuff wasn't clear from the get-go. We were just making the broadest science-fiction universe we could and trying to make sure it really resonated with people. It was only in constructing the single-player campaign that James and I really started laying out the broad strokes of how the universe would unfold and what this moment in time was really defined by: the Confederate fall and ultimately the invasion of Aiur. So it's funny, little ideas that weren't there from the beginning: the whole character of Kerrigan didn't really exist until the middle of our construction of that first campaign. We knew we had Ghosts and the joke was – I don't know if this is common knowledge but I think it was Command and Conquer that had a character named Tanya, back in the day. She was kind of like an assassin, a badass. And we just had this conversation one day using a Ghost character on a map, like ‘ha ha, how funny', the whole ice-skater debacle was going on with Tonya Harding and Nancy Kerrigan. ‘Haha, how funny, we'll make our super assassin named Kerrigan on this one map.' And it was a total throw-away character but as we started discussing it and really getting in to this character, we kept coming back to her; she had a lot of gravity. It really created a cool, kind of triangle of tension between Mensk and Raynor and this emergent Kerrigan character.

Ultimately, it was pretty late in the game when we decided that she would be betrayed and become the Queen of Blades. The Queen of Blades was never an original concept; it really came about just at that, kind of in the final stretch of that campaign. Just another testament to the fact that what we publish and what people really cling to isn't necessarily always defined from the beginning. You would think, looking at StarCraft, that that was one of the core concepts but actually it was kind of tacked in later. I think that's where we're strong as story-tellers; when you pop ideas like that in the middle of your plan, we tend to be able to jump on those ideas and weave them into the core plot and really make them feel like they've been there from the beginning. That's kind of the trick to it: can we flex fast enough with emergent ideas and really make them feel contiguous? [ 07:58 ]
Karune: Yeah, that stories kind of evolve into it rather than set things that you try to throw in. That's really awesome. I think that's different than how some other companies might handle it.
Chris Metzen: : I think that's a big part of video game story-telling, you know, you go out and write a movie script or comics are like this a lot. It typically relies on the actor to – pardon me, the writer to have conceived of the thing pretty clearly up front and then you begin to build the mechanical component of the game on top of existing plot-lines or characters. Certainly films are like that. You start with a script. Comics, you typically start with a script.

So, when we construct stories for video games, more often than not, it starts with a molten idea. Sometimes it's broad, sometimes it's not, but as part of this team dynamic, as the special teams get involved and as the designers and the writers and the artists all kind of start talking about this molten idea, it hammers it out further. It becomes clearer and clearer as you go. People respond to characters or themes more than others. Like, you know what, this idea is cool but it just isn't fun. It doesn't play well; it doesn't work in the context of the game. Or, someone might go ‘Hey, what about this character Kerrigan?' and we go ‘Woah, we should absolutely use that! I've got a crazy idea, let's turn it into an alien!' So you never know where those ideas are going to pop so the trick is stay loose and give yourself enough breathing room that you can use those ideas. That you can jump on them without derailing the train.

People typically worry about Blizzard, it takes us a while to get games out. It ain't ready till it's ready. That is obviously a benefit. But one of the things that also happens in our longer gestation period is we're just talking about this stuff all the time and it gives us a little bit of room and breathing space to really chew on some of these ideas that might pop that other companies, with a tighter development schedule, might not be able to chase. They might not be able to really weigh things like that that might pop because it'll derail the train. That's one thing I dig about the freedom we've been allotted all these years is that we're able to really chase those things down and explore.

[ 12:26 ]
Karune: So what do you think about the StarCraft II story coming many years now after you developed the StarCraft original story? What has kind of been the popping elements to get that back to the story?
Chris Metzen: The StarCraft II story. You know its funny, while I wouldn't say we had a lot of false starts, there were a lot of themes I really wanted it to be defined by when we began. And at this phase, some of those themes have fallen away. Some of them have become even clearer. Ultimately, we had a number of hanging plot threads after the first game. Obviously, you've got the huge thread of ‘Kerrigan's in charge of the zerg now. What's she doing? What's happening with our old buddies Mensk and Raynor? Where are they at? How do they play in to the future of this setting? How can we resolve this split between the Protoss civilization -the Light and Dark Templar? Will that be resolved? And ultimately, the larger mythology question of: why all this? Why now? The Protoss and the Zerg were created by some elder race as suggested – who is that race? And ultimately, was there a plan and a symmetry to all of these events that played out? Was it just random warfare or is there a bigger cycle of events playing out?' So those are a lot of the things we knew about right out of the gate.

We had many years to think about them, mull them around before we started official development on a project. After we've been in this for a while and we've really refined our story-telling process and our cinematic process, this game is much more cinematic than the previous game: we've got a lot of in-game sequences and the story mode space which we showed at BlizzCon last year. So it's been, just a tremendous experience to be able to really get closer to this universe. It's not just talking heads babbling at each other in ready-rooms anymore. You're really immersed in the tension and the drama and the story of it all. These characters are, the artwork, the voice-over and all that stuff, they're just more realized than we've ever really been able to do. It's just been tremendously rewarding to shape this thing and really see it take the shape beyond even what I had hoped for a few years ago.

You kind of have a sense of the story and your expectations and your hopes for it as a singular writer, but as the teams' gotten involved and as we've been jamming on it all these years, the inclusion of fresh voices like Andy Chambers and even old voices like Nick Carpenter, I think we're all doing the best work of our careers. It's funny, I've said a number of times. World of Warcraft kind of became the center of the Blizzard universe, pardon the pun, for many years. The game was so big, it demanded a tremendous amount of mind-share from us all. Even though other games were in development at the time. Certainly StarCraft II.

But now, it just feels like, with StarCraft II, as we're able to focus more and more, it feel s like the best work we've ever done. It's finally the story I really wanted us to tell. It's got a lot of heart, it's got a lot of depth, and, on top of it, it's just a rip-roaring wargame. It's badass. It's been very, very rewarding to see this thing take shape. Just getting back to that Blizzard of yesteryear where it's not all about WoW – don't get me wrong, I love WoW! But we're so much more than that and I think the world will see, when we pop with this thing that we haven't been idle.

[ 14:41 ]
Karune: And everybody's quite excited. Let's also use that to shift gears from Warcraft III. How did the story evolve from Warcraft III, an RTS game, jumping into World of Warcraft, the MMO?
Chris Metzen: I think at the end of the day, that you have to remember that we developed both of them concurrently. I was lead writer, creative director on World of Warcraft – sorry, on Warcraft III. Same thing; both. As we were developing Warcraft III, the call came down ‘hey, look, we're gonna try this MMORG thing. We're gonna build World of Warcraft.' Okay. We kind of built them from the conceptual standpoint at the same time, roughly. I knew what the Warcraft III story was, I knew what the new lands were, I knew what cultures were involved and ultimately where all the pieces on the chess board would be by the end of that, considering The Frozen Throne expansion. So as we were developing WoW, we knew where everything was, we knew what the broad themes were, and we were able to build on that snapshot of the world that Warcraft III left you with. So if that was your basis; now we can take those maps and those ideas and those art assets, that fundamental art direction and really launch off into a far broader setting.

At the end of the day, the boxed product of WoW was pretty static in terms of: it kind of re-introduces you to the setting, the world but it didn't have a real strong sense of linear story. That would come, I think, as we got into the Ahn'Qiraj patch event where Ahn'Qiraj comes out and suddenly, no matter where you were, Alliance or Horde, at the level you're at: suddenly, oh! There's an event happening! And the world is kind of bent towards this new episodic content where obviously, with the patches that followed and in Burning Crusade, we began to get back into more of a linear series of stories.

Burning Crusade is a definite chapter, it's a year in the life of this setting. And you could track all the events that played out, right. Wrath of the Lich King again is that next chapter, that next vital offering of events that are pushing this continuity forward where I think WoW is more of a snapshot. I think certainly pushed the continuity forward from Warcraft III but not in as dynamic a way as our current expansion sets are doing. I'm not sure if that answered your question, though.

[ 18:30 ]
Karune: Well, I mean, going even further into Wrath of the Lich King, what types of stories – the storyline that was already told in Warcraft III – will be told in Wrath of the Lich King and also what types of loose ends that haven't been told or are going to be introduced in Wrath?
Chris Metzen: Right. A couple that spring to mind – there's all sorts of stuff going on in Wrath of the Lich King – it's big, conceptually, it's like – if you look at Burning Crusade at a conceptual level: we're going into outer space. There's clearly a war between good and evil playing out in the greater universe. There's some sort of predestination of the orcs coming to Azeroth. Now we get to see their origins.

The Burning Legion, the Burning Crusade: it was huge on a conceptual level, right? Some would argue maybe too huge, right. Whatever happened to Gnolls and Kobolds. Suddenly, you're in outer space fighting angels. With Wrath of the Lich King, you almost get both. We come back to terrestrial Azeroth, so it's a little more back into the realm of gnolls and kobolds – well, I'm not promising you'll see either of those in Northrend – it's a little more palatable to classic fantasy. But at the same time, we're also pushing forward hugely on the setting. We're going to get into themes like the Titans and the creation of the world, the function of Azeroth at the dawn of creation. Why this planet? Why does this planet continue to be central to events? The whole dwarven storyline of them trying to plumb the depths of their origins and how that ties into the creation of the world. We're getting into a lot of cool new territory with the war of magic and the creation of the dragon flights – what's their function in the world? How are they currently doing? At this phase of history, there's all sorts of big, broad themes playing out – not the least of which are looking again at the Alliance and the Horde from an overall angle and just gauging “How're they doing, these days?” After the events of that first year of play culminating with – I don't even know what it was – Ahn'Qiraj, Blackwing Lair, Naxxramas, all the big event patches we put out which I kind of look at as Year One, and certainly with the Burning Crusade: both alliances sending expeditions into this burning, alien world and being flung into those events.

What are the stresses that have resulted over time because of those things? What are the discoveries? The discovery of the Mag'har in Outland: what does that do to the Horde? That Thrall's finally found his – where's his head at? The Northrend events, Wrath of the Lich King kind of looks at each of these alliances and how these events have played out and shows you the new stress fractures, perhaps appearing in the upper echelons of leadership. There's new characters kind of coming to the forefront that may or may not challenge the status quo for both factions. There's all sorts of sweet – everybody knows about death knights, but you know, we just had a meeting the other day about how they play out, about how the storylines of potentially Mograine and the Ashbringer and all those events in the Plaguelands: what was the point of all of that and how does it really play out? There's all sorts of little nooks and crannies like that, that Northrend really brings full circle, that the Wrath of the Lich King expansion really brings full circle. So, it's been really fun for me to be able to help steer the setting.

If we were making a comic book series every month, obviously, you've got to roll it out but while our expansion sets, they certainly don't roll out month by month, they are episodic, ultimately, so it's been really cool to push the setting forward and begin to bring some of these characters and points of history back to the forefront so that fans of the story of WoW can really feel immersed and that everything is cohesive and compelling, we hope.

[ 20:55 ]
Karune: Very nice. I think that most people are hanging at the edge of their seats right now about all of the Wrath of the Lich King stuff. Our last question: how did the events of the Sin War Trilogy fit into the Diablo universe and why was this an important story to tell?
Chris Metzen: At the most basic level, apart from the story of it, in terms of just how the product came to be at a publishing level, we were talking with our partners, PocketBooks, a couple of years ago. “Hey, let's do trilogies per license; for each of these three licenses.” My first instinct was, “hey, killer! Let's use go back and those trilogies to really give people a sense of the origin of each of these series.” Thus, with Warcraft, we did the War of the Ancients which was the definitive, first conflict of Azeroth that really set the stage for everything happening in the current age. StarCraft as well, with the Dark Templar trilogy, even though it was spun with the protagonist kind of reliving history in his mind, it really gave you a sense of the mythology of the Protoss and the events that really echo in the current day, in the pre-staging to StarCraft II.

With the Sin War as well, while we didn't want to get into ‘time-travel' or ‘character reliving history in his head' – it's more of a straight look at ancient events – I think I may be roasted for this, it happened about a thousand years before Diablo I, and really, the Sin War trilogy was meant to take a snapshot of the Diablo world as it was and really show you the events and characters that set in motion everything that plays out in the present day.
Karune: Well, I think that's all the questions that we have for today so thanks a lot, Chris, for joining us.
Chris Metzen: Certainly. Thanks a lot! [ 24:57 ]
 楼主| 发表于 2008-2-29 09:26:11 | 显示全部楼层
Nethaera: Welcome everyone to the World of Warcraft portion of BlizzCast Episode II. This is Nethaera of the World of Warcraft Community Team with the ever present Bornakk nearby to help keep the show rolling.

Today, we're going to take a look at Magtheridon's Lair, our 25-player dungeon from the Burning Crusade expansion. Game designer Geoff Goodman is here with us to discuss the evolution of this encounter, along with the newest game changes available in the Sunwell Plateau patch. Welcome to the show, Geoff.


[ 26:55 ]
Nethaera: To start off with, could you explain a little bit about your role in the creation of boss encounters like Magtheridon?
Geoff Goodman: Sure. Well, with most encounters, I have got to start off with saying that with every encounter, we have a lot of input from all of the designers. We have a lot of input from the story guys, and Metzen, of course, to get sort of a base, root foundation. From there, we kind of break it down into more specific areas of what we want to focus on. Kind of take the best of the great ideas. And then from there, break it down further to a single person who's actually implementing the encounter and they kind of fill in the details and add abilities where needed, kind of make it all come to life. And that's what I do.

[ 27:24 ]
Nethaera: Where does Magtheridon's Lair fit within the progression of boss encounters in Outland? We know that when you first enter into Hellfire Peninsula, that's the first thing that everybody sees when they go into Outland. So, where exactly will this fit?
Geoff Goodman: Well, it definitely was intended to be a first tier – one of the first things you hit when you start raiding in the expansion. Much like Onyxia was set up pre-BC. As the past has shown, we've had to make some changes to make him a little easier over time because he ended up being a little harder than intended but that is definitely where he is supposed to fit.

[ 28:12 ]
Nethaera: We've seen a little bit of evolution in this encounter and I wanted to discuss that with you a little bit before we delved into the changes that are in the Sunwell Plateau patch. In the Black Temple patch, we saw quite a few changes to the encounter which included easing up on the difficulty of the encounter with adjustments to damage output of Hellfire Warders, Hellfire Channelers, and the Burning Abyssals, as well as some loot table adjustments. Could you explain a little bit more about the design philosophy behind the changes at the time?
Geoff Goodman: Sure. We focus a lot on feedback from the forums and from everyone we know that plays it. Before we do any changes, we gather tons and tons of feedback and make sure we're getting all the right information first. Then we look at where people are having the specific problems – in this case, where the encounter's too hard – we look at where we can keep the feel of the encounter intact: we don't want to pull out a whole lot of things if we can help it, try to keep everything together. We look at where we can kind of lessen things, where we can make it easier without gutting the encounter, per se.

In Magtheridon's case specifically, a lot of people, especially a lot of people that have done it, know that the first phase with the channelers is generally considered the harder part which is potentially an issue in any case because you hate to have an encounter where it starts off incredibly challenging and then peters out and you're bored by the end. A lot of the changes in the past and the new ones coming are focusing on the channelers, to try to put them in line with the rest of the encounter.

[ 28:49 ]
Nethaera: As part of this evolution, we're making further changes in the patch to entice players back into this encounter and better allow players to experience facing down this infamous pit lord. Rather than just listing out the changes, I'd like to go through the encounter phase by phase to discuss how they are being changed with the patch.

Let's start at the beginning with phase one. What are players going into this encounter experiencing now and how is it being changed with the patch?
Geoff Goodman: Well, like I mentioned before, it was definitely considered the hardest part, not only from just a difficulty, numbers standpoint of here's a lot of damage. It was generally the most complicated part of the encounter so…it's kind of nice, sometimes, to have sort of a – in Maulgar's case, a really hard pull or something that makes it challenging right out of the gate. But, as I was saying before, if it ends up petering out and gets kind of boring, you want to take some of that and even out the complication that we use.

We've lowered the difficulty of a lot of things, made them easier to interrupt when they're – when they die, they share powers, they strengthen each other, make themselves cast faster, so that got slowed down a little, make them a little easier to interrupt. The abyssals are generally – were difficult before, they've become a lot easier now. We've pulled some of their abilities that made them a little bit more challenging than intended and generally tried to ease up on the complication more than anything else, as well as dropping the numbers down. First phase, we've definitely hit the hardest.

[ 30:20 ]
Nethaera: So, let's move on to phase two. At this point, Magtheridon is let loose and things start to get a little more involved with players. What is happening currently and how is that being changed?
Geoff Goodman: Well, there's a number of things. He has an ability that causes basically instant death if you don't see it coming. We're looking into that, it's still – instant death is always a tricky concept, but as long as it's completely avoidable and it keeps you watching the area and keeps your eyes on the gameplay, it's definitely a positive thing. We just need to make sure that it's something that players see and can see it coming. In this case, the case of debris falling down, I have some changes to make so that it's easier to see, so that it's more – so that the rocks that were falling before the actual debris hit, there should be more of those and they should be a lot more visible, as well as putting an icon on the screen, like a debuff, you should be able to see it coming, so hopefully that will give players more indication. This time, we didn't change anything, just made it easier to see. A lot of stuff like that should help. [ 31:52 ]
Nethaera: That takes us into phase three, of course, where players literally have the ceiling falling down on their heads. Where once, they could relatively safely look down on Magtheridon from above, now nowhere is free of danger. What exactly happens in this phase and what changes can players expect when the sky is, so to speak, actually falling on them? You mentioned that there are better visual cues, now.
Geoff Goodman: That's the big change to that last part of the phase, but as well as when he's channeling and he's – I guess this is a phase two question as well – when you're supposed to use the cubes to break him out, it's about, as I said before, lessening the complication.

In the previous incarnation, you've had this Mind Exhaustion debuff whenever you click a cube that made people switch which, the intention of that is that not all a matter of complication and difficulty but a lot of times, we'll design a cool interaction you get to have with the encounter and we kind of, some of the raids will have like ‘you're the guy who does this cool thing' and everyone else gets to just press their heal button or something. So, we kind of like to spread that around but in this case, it turned out, especially being an introduction raid, that it made the whole thing a little too complicated.

So, in the past, we've lowered the people required to rotate and, in this latest change now, we've decided that you can just have the same people do it. You still get a Mind Exhaustion debuff but the duration will be shorter than you need to click it so you can have the same people cycle the whole time. That will help the complication in general. And, like I said, in phase three, the rocks falling down, getting better indication on that, things like that will help sell it a lot…
Nethaera:People will be able to see what's coming at them.
Geoff Goodman: Yeah, totally. [ 32:55 ]
Nethaera: Lastly, we have some changes to the loot that players can get from him. After all that hard work, we want it to pay off. What can they expect to get out of it?
Geoff Goodman: Well, a kind of funny thing happens when we change these encounters a lot. We'll put these changes out there and a lot of people will try them again, but there's definitely a lot of psychology that sticks around that people avoid things. So, to try to entice people to play the encounter and try out the new changes and everything, we are changing some of the loot.

You'll notice the cash drop, the pure gold drop, will be significantly increased. If you just want money, you know, you have a lock out period, but you still might want to kill him just to get some money, he'll drop a bag, a nice twenty-slot bag. A lot of people really like that Zul'Aman one we put in with the quest, so that's another opportunity to get another twenty-slot bag. He also drops a bag of gems – now this is an important one because it'll drop the epic, uncut gems that are very difficult to get right now. Again, he's on lock-out so it will be kind of hard to farm him but you should feel incentive to want to kill him when you can. [ 34:36 ]
Nethaera: Okay, great. I just wanted to say thank you to everyone for listening in and thanks to Geoff Goodman for taking the time to talk with us.
Geoff Goodman: Thank you very much!
Nethaera: This is Nethaera from the World of Warcraft Community Team handing things off to Bornakk, who will take us into our Q&A portion of the show. [ 35:39 ]
Bornakk: Hi, this is Bornakk from the World of Warcraft Community Team and welcome to our first BlizzCast Q&A session where we'll be answering questions directly from our players and fans.

First up, we have Andy Chambers who is our lead writer and a great source of knowledge for the StarCraft universe. Welcome to the show, Andy.
Andy Chambers: Thank you, Bornakk. It's a pleasure to be here.

[ 35:56 ]
Bornakk: The question we have for you today is a bit of a two-parter. What planet is seen at the bottom of the page at starcraft2.com and what is happening at the planet's surface at the red dot? People are referring to it as ‘the explosion.'
Andy Chambers: Well, as befits a two-part question, I've got a two-part answer for you. The first one is the lore answer to it all. The planet itself is Bel'shir one of the moons of the Mackan system which has not previously been seen in StarCraft I. It's a Protoss ex-shrine world that was invaded by the Zerg and much of the Protoss have now been pushed out of the area. It keys in with the sort of jungle tile-set that you may have seen in some of our previous videos for StarCraft II. Now, the little explosion as people call it, is actually a vent for an artificial volcano the Zerg have pierced through the surface of Bel'shir to produce a heat-source for their nests full of hot magma –because it saves them having to knit little cozies for their eggs and things like that – so, that's the lore reason.

The actual reason there's a little dot there goes back even further. Goes back to our career announcement. The world that you're actually seeing there is the same sort of brown ringed world that we saw in the announcement behind the space platform. As part of a test during that, some of our artists wanted to do plasma bombardments, little explosions going off all over the world all the time. So, when the guys in the Community Team got hold of this piece of art, they reshaded it into the green world you now see. But as part of that process, one of the little explosions carried over into the new image that you now see.

So, as ever, lore must be responsive to art as art must be responsive to lore, so I've incorporated that into the back-story for Bel'shir and it's actually added this little unexpected bonus of like ‘oh, cool, artificial volcano. I like it!'

[ 36:15 ]
Bornakk: Awesome.

I know a lot of people are looking forward to experiencing the StarCraft universe again. Should be a great time. Thanks for the details there, Andy.
Andy Chambers: My pleasure. Thank you very much.
Bornakk: Next up, we have our World of Warcraft lead designer, Tom Chilton. Welcome to the show, Tom.
Tom Chilton: Hi there. How are you? [ 38:07 ]
Bornakk: Doing good. So, we have a couple of questions for you today. The first is, regarding Retribution Paladins, we've made some recent changes to the class that were very nice and they're wondering if we're going to update the Seal or the Judgement of Command with the new model that we were following.
Tom Chilton: Absolutely. What we're trying to do, a big push that we have in the expansion, is to get different specs and different classes to use similar types of gear. What we don't want to have to do is drop different kinds of gear for every single different kind of spec in the game. Unfortunately, that has the side effect of making people feel as though a lot of loot that isn't for them drops. It's great when the item that is for your class, for your spec drops but you've got to figure that there's a whole lot of other classes and specs out there just thinking ‘another item that's not for me?'

So, what we're trying to do is make sure that the items are shared more among the different classes and specs. So, we're really looking towards moving Retribution Paladins farther towards using the same kind of itemization that warriors use and we've made a couple of changes recently in patch 2.3 that kind of go part of the way there. And really, that was just to shore up some of the immediate problems that we were having with it.

Really, we want to go further with that and make sure that across the board, all the different Seals, Judgements, and all the different paladin abilities in general kind of follow that same scheme. But that's something we'll likely be seeing the full effect of in the expansion. [ 38:39 ]
Bornakk: The next question we have is ‘do you have any plans to make more maps for the battlegrounds?' And, what I mean by this is have a new map where you can use the same kind of gameplay as you use in Warsong Gulch.
Tom Chilton: Yeah, we actually do have an idea to be able to do that. I can't say we have absolutely final plans for implementation yet but one of the things we want to move towards – beyond the fact that we're going to be adding a new battleground for the expansion that features siege weapons and destructible buildings – an idea we've had is that we'd like for players to eventually be able to go to the Battlemaster and, for example, they would queue up for a ‘capture the flag' map or they would queue up for a ‘domination' style map or whatever you want to call it. And that would put them in one of a possible variety of different maps that actually feature that gameplay type. The reason being, that way, you can still control the kind of gameplay that you're trying to get into but it allows us to add a whole bunch more maps without spreading players too thin among all the different maps.

One of the problems that we have right now is, that if we continue to add maps, we keep splitting players up between all the different battlegrounds. And, as we split players up more and more between the different battlegrounds, it gets harder to match them up against other, similar opponents, like, for example, pre-mades versus PuGs, or pre-mades with good gear versus pre-mades with very low-end gear. So, it's important to us that, as we add new battlegrounds like this, we really kind of have to re-factor the queue system to make it all work. [ 40:08 ]
Bornakk: Awesome.

The next question is for all those rogues out there. Are there any plans to buff the Subtlety tree in rogues or, specifically, the dagger rogues?
Tom Chilton: Well, I don't know that it's a Subtlety-specific problem. We definitely have plans to improve daggers in general. One of the things that was very popular before the expansion came out was the Combat-Daggers build for rogues. That was obviously a very popular kind of raiding spec. And that's kind of fallen by the wayside at this point. Another one that you could point out would be the Mutilate spec, we had issues, at first, with a lot of our mobs being immune to poison. Then obviously, in PvP, it relies more on Seal Fate to build combo points which relies on crit which is offset some by resilience.

So, in general, what we've seen is kind of a trend away from daggers for the rogue and obviously, since daggers are such a big part of the kit for rogues, we want to make sure that the dagger specs are very viable. So, we do expect to, across the board, improve the daggers for rogues in a variety of different ways, but I don't see this as just being a Subtlety problem. [ 41:36 ]
Bornakk: Okay, awesome.

Next question. Do you have plans to add a tab that will have one or two pre-set talent builds that you can switch to when you respec?
Tom Chilton: We definitely want to make the respec process more graceful, especially considering how much respeccing people are doing. Right now, when you respec, it unlearns all the spells that you have that are talent-specific. It takes them off your action bars, et cetera, and, then when you spec into a new spec, it doesn't fill those in for you. Something we'd like to do is have the game remember or be able to save settings with different talent specs so that you can more easily switch between them. That goes along with potentially, in the future, doing some things to ease the burden of respeccing back and forth. If you're doing kind of high-end Arenas, high-end raiding, that kind of thing. Because we do want to encourage players to be able to enjoy a variety of different elements of the game. So, we definitely want to make that whole process more graceful in general. [ 42:43 ]
Bornakk: The next question is: do we plan to have tanking specs get more integrated into PvP? For example, like a new Taunt mechanic?
Tom Chilton: Well, yes and no. To a degree, we definitely want to improve the viability of the tanking specs in PvP. But I only mean that with respects to casual PvP, like battlegrounds. We don't actually have realistic plans to try to make the tanking specs be Arena-competitive, viable specs, necessarily. We feel like it's okay if there are certain specs that really aren't competitive end-game specs. At the same time, we do want to make sure that when you roll into a battleground, that you feel reasonably useful. We don't want you to have to respec every time you go to a battleground or whatever. To some degree, we have that, in that prot warriors, for example, are pretty popular for running the flag in Warsong Gulch. They also can be pretty useful for defending different points of interest, either in Arathi Basin or even in, potentially, Eye of the Storm.

So, we have it to some degree, but we do want to moderate those differences more than we have right now and make them a little bit more viable for PvP than they are but I don't think that the expectation should be that you'll be able to be a high-end, Arena- competitive player.

And certainly, with the Taunt mechanic itself, we don't want to add that as another kind of crowd control over what we have right now. We really feel that if players were able to taunt each other, it would really be just another sort of aggravating, annoying sort of control mechanic that we don't necessarily want to go down that road. [ 43:46 ]
Bornakk: Okay. And the last question is: will PvE players be able to be more competitive in PvP in the expansion? There are a lot of raiders out there who would love to be able to mix up their gameplay but feel they're unable to do so due to the effects of resilience on PvP and so they want to make it more accessible to go between the two.
Tom Chilton: Yeah, definitely. That's something that we have identified as a problem; the crossover for players that are very deep in the end-game PvE not being able to take part in PvP. Although, I wouldn't even necessarily say it's people who are just deep in the end-game PvE, in general, the PvE itemization won't allow you to PvP very effectively. So, that's something that we are not only changing in the expansion, but we also have some pretty significant changes going in in 2.4 to help address that. Specifically, in patch 2.4, we've added a lot of PvP-oriented loot to different areas of PvE without simply just dropping them off a boss of instances.

For example, we have a lot of dungeon-quality PvP loot you'll be able to get through the reputations, the different dungeon reputations, we also have, in the different raid tiers, for example, the Karazhan raid tier, the Tier 4 raiding gear, you'll be able to exchange those set item tokens for the Season One PvP gear. You'll be able to take the Tier 5 and 6 tokens and turn those in for Season Two quality PvP gear. That way, once you've got a zone farmed out, you can actually go back to it for longer to get some PvP gear out of it. It won't necessarily be the absolute best stuff that's in the game, in the same way that if you're just doing PvP, you don't necessarily have the absolute best gear for PvE. But, it should at least get you to a point where you're competitive.

It will also help in the case of where you're rolling up an alt. Let's say you've dinged an alt recently at level 70 and you want to get involved in PvP. You'll be able to both go through instances and do some battlegrounds in order to get geared up and catch up and get into the competitive PvP a little bit more easily.
Bornakk: Alright, that's very exciting! All this should be really a lot of fun when players get the chance to try it all out.
Tom Chilton: We hope so. [ 45:34 ]
Bornakk: Thank you very much, Tom, and Andy, for answering these questions for our fans. Let's also thank Geoff for his insight on the evolution of Magtheridon, and Chris for all his details on the development of the lore for all of our games. [ 47:58 ]
Bornakk: We have one more thing to tell you today. We are happy to announce the 2008 Blizzard Entertainment Worldwide Invitational will be happening on June 28th and 29th in Paris, France. This is a great celebration of our three franchises that brings the company and gamers together. Both the World of Warcraft expansion, Wrath of the Lich King, and StarCraft II will be playable at the Invitational. So, if you can be there and are sixteen years of age or older, we welcome you to join us. Please visit www.blizzard.com for more details on the event. [ 48:11 ]
Bornakk: This is Bornakk on behalf of your Community Team, thank you for listening to this episode of BlizzCast and we'll see you next time!
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发表于 2008-2-29 13:26:11 | 显示全部楼层
555.....谁来概括中心思想和段落大意
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 楼主| 发表于 2008-2-29 13:33:21 | 显示全部楼层
智力番茄同学~~你来回答这个问题~~
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发表于 2008-2-29 16:02:36 | 显示全部楼层
英语强人啊,我一个鸟字都不认得
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发表于 2008-2-29 16:18:13 | 显示全部楼层
555.LS的大人复活了.
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发表于 2008-2-29 17:20:13 | 显示全部楼层
欢迎进入我们的第二辑blizzcast !我们的时间延长了一倍,我们的第二blizzcast在流行的请求,社区,其中将首先在一个深度访谈的克里斯metzen ,我们的副总统的创造性发展,并创造了我们原有的魔兽,星际,暗黑故事。此外,杰夫古德曼,我们的一个魔兽世界的设计师将会阐述magtheridon的巢穴变化补丁2.4 ,其中包括新的分项数字的变化。最后,我们也增添了新的社会问题和答案节,以确保你的声音被听到,并回答大家的提问回答中,没有人以外的其他人,让您最喜爱的暴雪游戏。一定要查看全文,看看所有的艺术品。

karune :您好,互联网用户。欢迎进入我们的第二个插曲,我们blizzcast系列,设计,再次带您幕后走向世界的暴雪。我的名字是karune ,垃圾转运站社区经理在这里暴雪。首先,我们将进行面试克里斯metzen ,我们的副总统的创造性发展,对知识的魔兽,星际,暗黑破坏。最重要的是,我们将也将在16日古德曼,我们的一个魔兽世界的设计师,以阐释最新的变化,从而magtheridon地牢。最后,我们还将在回答记者提出的无论从星际和魔兽世界社区。没有进一步的ADO的,我们就要准备开始工作。

欢迎,克里斯,到了这个展览。万一你们这些家伙不知道,克里斯也是声音在我们介绍丰收,为blizzcast系列。
克里斯metzen :是啊。 [ 0时17分]
karune :美丽的,真是太美妙了。首先,我们第一个问题。如何挑战的是,它的发展和管理知识背后的三个非常鲜明的专利权:魔兽争霸,星际,暗黑破坏?你是否会觉得震动当你切换它们还是品种,鼓励创造性,为你改变齿轮,从一个网络向另一个?
克里斯metzen :有趣。这是两个真正好的问题,我想我会刚采取的第一部分。如何为难的是,它以管理知识背后的三个专利权?我想,如果我只是做我自己,就不可能和我会作出公正全面和彻底的乱七八糟的一切。在去年底的一天,魔兽争霸,仅是这样一个庞大的背景和这么大的宇宙,有没有办法,任何一个人能够管理所有这些特征与地方和事物。团队,我们建立了魔兽世界的追求的设计师和作家只是史诗,因此这些天来我得到工作,他们组建了一个真正的人才,这真是种呼吸,生命溶入设置。

我的很多故事跑步魔兽这些天来,从一个非常高的水平,概念化区和特点,特别是期待着未来会扩大-扩大内容-我真的渴望得到,在那里种创造了广阔的笔画东西,然后真的去特别小组。我们坐下来很多次,每星期真的走一趟,追求线和特点,并看到这一切是如何melds与艺术创作的过程。所以说,讲故事的却是更多的群体活动,这些天对魔兽战线。

为Starcraft ,这肯定是采取转好。我还是非常投入地在脚本一级,在讲故事的水平-弄清楚如何游戏的前进和它如何互动与宣传片和整个终极直线,如何形成的。但是我们还有很多真是一个了不起的团队,这些日子,它是绝对不只是一个单人表演。

对原星际,这是我和一个家伙名叫詹姆斯finney谁是我们的一个设计师在时间和我们相当标签联手了很多故事和漂亮得多界定怎样的故事,起到了通过这个单人游戏战役。而这一次,我们带领作家他是一个叫安迪的商会。他的一个非常好的作家,他的工作,在拍摄科幻片很长的时间。我们正在与该宣传片总监尼克木匠和我们都种干扰的故事。它的成本太高一个团队的努力,这个时候,作为反对的故事来自任何奇异点。因此,我们种制衡对方很多东西,我们还可以种借鉴我们的共同geeky热爱电影和科幻小说的一般问题。我认为它的发表主题真的流行这个时候。感觉就像一个更为接地故事,而这一次。我认为汉字是很多富裕起来。我认为高点和低点,他们的经验是很多更成熟。

我们已经走过了漫长的道路,自原星际。我们已经成熟作为故事唱票,我们已经成熟,作为一个团队。本能认为,界定什么是我们挖什么我们并不在讲故事,更为磨练,在这个阶段我们的生活。我们都是二十多岁,早在一天我们正在第三十二东西,所以所有的生活体验,是绝对公平的进入主题,我们将推动在星际和途径,我们正在处理这些问题。它的真正乐趣。这是一个真正有价值的经验。据处理的连续性,和广大故事为暗黑破坏专营权,我猜想我们将要看看如何兼顾形状。 [ 0时58分]
karune :我认为它必须得到真正的疯了,尤其是与所有不同的队伍和各种不同的专营权。你怎么想它已改用齿轮两国之间还是真的…工作与每一个不同的团队,你的时间表要疯了,每天。
克里斯metzen :在这个阶段,我实际上已经削减了大量出我的时间表这些天来,所以我只有会议每隔一小时的一天,所以那也是好的。我不是双重或三重堆放。对于许多人来说,多年以来,我已经花了很多时间我平安回来ponging之间来回不同执照每一天。它总是旋转门。但对我来说,对于我的具体人格-我们都是有线非常不同-我挖的。 i挖改变齿轮一整天。你可以在同一个宇宙了一天,但变化的齿轮'好,这是一个平实的设计会议' , '这是一个追求/故事会议' , '这纯粹是高职let's -联欢会,我们的字降乜演员-是-我们聘用种会议,所以,我喜欢这一点。我喜欢向上与向下的一天,从来就没有真正得到无聊事。它的始终沿着快速,总会有机会种-随着时间的推移,总会有一些新的挑战,这是种新鲜… … [ 4时4 4分]
karune :你找到那些跌宕起伏种相互影响,据启示?
克里斯metzen :噢,耶。绝对的。我觉得它不断-据我走到哪里,我的互动与特别小组,以及不同群体,而我的头可能已在一小时内,我步行进入一个完全不同的会议,并表示,能源的仍烧毁。或者我可能只是去' gah ,你们这些家伙就是不相信,我们刚刚卡住了,在这最后一次会议上的!他们也会去'告诉我们!他们可能甚至不小心,漫画家甚至可能无法照顾什么区看起来不过,我敢这么geeked了什么,我们只是这样做,我将结束胡说什么他们谈什么,我们被干扰。所以,种,几乎造成这个教育的过程,每个人的中环路,它的只是一个冷静的沟通。

我喜欢向上与向下的,但,你可以碰到麻烦,有时那里,如果你走在从一个游戏到另一个游戏,背对背创作会议,并站出来一个星际会议与某些主题,分别为大在我们的脑海中,我走在和'家伙,我有这个想法,为魔兽blahblahblahblahblah ' ,他们也正在想' woah , dude ,这听起来就像…有没有镭射枪,在魔兽争霸! '噢,是的!所以,有时,你真的要改变齿轮;你的离合器可以得到一点油炸的,但我挖那种东西,它只是被这样多年。我喜欢能够工作,对不同的许可证和种不断,从艺术层面或理念层面上,保持老脑行使。它的种反应冷淡可以跳转左右。

有时候,当你集中于一个单一的想法,日复一日,为一项长期而大量的时间,它dulls一点点。以这样的速度,方式,我的工作就是结构化,我觉得这让我对我的脚趾,你知道我的意思吗?它使我尖锐的-我希望!我的同事们可能不认为这是完全正确的,因为我也有一个可怕的记忆-短期记忆,我什至不有。什么人,我们谈论的? [ 5时54分]
karune :肯定的,我觉得能源转换已相当多,以故事线的游戏。谈论星际尤其是如何做,这特别的故事,在网上开始与你?
克里斯metzen :你知道,它的可笑。是什么,很多人可能不知道的是,我们其实是-尼克木匠和我,宣传片导演,我们正在发展,为暴雪时,我们年轻的土耳其人很多年前。之后,我们已经出版过魔兽二。尼克和我分拆并在进行工作,一门科学小说的概念,为游戏中,实际上是更多的是一个行动的枪手。它涉及相当gnarly东西像空间吸血鬼,种氏族人,这真是酷科幻设定。

在同一时间,另一项独立的开发团队,或主要开发团队,在当时的发展中国家拍摄科幻片垃圾转运站。我们提前做了魔兽争霸II和现在,我们有兴趣尝试这样做下一垃圾转运站郊游,在拍摄科幻片。和早期的想法一样'好,让他们融合在一起的男子,我们可以做这样的空间吸血鬼氏族的事,并进行实时在线-战略。我们谈到说,有一阵子,并最终,那场比赛告吹,并作为动力真的开始复苏,对拍摄科幻片的事,该集团的反应是像'好,让我们简化这个,对。人,他们明白空舰。他们明白creepy , spidery外国人。他们认识到心理脑外国人,对不对?因此,让刚刚削减向核心图案是真正的经典,在拍摄科幻片。这也就是我们应该开始。因此,我们种义无返顾地远离了世界的概念,我们做饭,并最终星际刚刚种形成了随着时间的推移。它一开始,你建立一个世界,它开始用坦克和战斗机,只是冷静地寻找外星人形状,并最终开始,发展成为一个设置。谁的呢?那里的车辆从?那些飞行员本?我认为星际定才真正开始形成,在这个概念上的水平。

  这不是故事线,具体而言,线性流的事件,推翻了邦联制,里根, raynor , protoss ,破坏他们的homeworld 。很多这东西并不清楚,从得到的画面。我们只是把最广泛的拍摄科幻片宇宙中,我们可以和尝试,以确保它真的共鸣,与人为善。它只是在构建单人游戏战役,詹姆斯,我才真正开始奠定了广泛的笔划如何宇宙将展现什么,这一刻的时候真的是确定的:邦联下降,并最终入侵艾尔行星。所以,它的搞笑,小思路,被认为是不存在从一开始就是:整个人格的里根并非真的存在,直到中,我们建设的第一战役。我们知道我们有鬼魂和笑话是-我不知道如果这是普通常识,但我想这是指挥与征服了一个字命名联赛,早在一天。她是那种想成为暗杀者, badass 。我们刚结束了这次谈话一天用鬼性格在一张地图上,像'呵呵,又如何搞笑' ,整个溜冰崩溃的是正在同唐亚哈丁和南希里根。 ' haha ,如何有趣,我们就会使我们的超级杀手名叫里根就这一个地图。这是一个总扔离家出走的性格,但由于我们已开始讨论,并真正获得在这个性格,我们不断涌现回了她,她经历了很多的重力。这真是创造了一个清凉种三角关系紧张的mensk和raynor这急诊里根性格。

最终,它相当晚,在游戏的时候,我们决定,她会被出卖,并成为英国女王的刀片。女王的叶片上从来没有一个原创概念,它真的来到约说时迟那时,种在最后舒展运动。只是另一个地证明了这一事实,即我们的出版和什么人真的是抱守并不一定是一直被界定为从一开始的。你可能会认为,从星际,那是其中的核心概念,但实际上这是种tacked在其后。我认为这是我们正在强大,因为故事唱票时,你弹出的想法一样,在中间你的计划时,我们往往能够跳转对这些意见和编织成核心的阴谋,并确实使他们感到像他们'维生素E一直有从一开始的。这种把戏,它的:我们能弯曲不够快,突发的想法,真正令他们感到毗连? [ 7时58分]
karune :噢,那故事种演变成它,而不是一套东西,你试图扔英寸说的真的,真是太美妙了。我认为这是不同的是如何比其他一些公司可能处理它。
克里斯metzen : :我认为这是一个很大的一部分,视频游戏讲故事,你知道,你走出去写电影剧本或漫画是这样,很多东西。它通常依赖于演员-对不起的,作者已构思了这件事十分清楚了前面,然后你开始建立了机械组件的游戏再加上现有的情节线或字。当然,电影是这样。你开始与一个脚本。漫画,你通常由一个脚本。

所以,当我们构建故事为视频游戏,很多时候,它首先在于它具有熔融的想法。有时,它的广泛的,有时它的失败,但作为球队的一部分是动态的,特别队拖下水,为设计师和作家和艺术家都种开始谈论这个熔融主意,打桩机,它进一步。它变得更清晰和更清晰的随收随支。人的回应字或主题超过别人。喜欢,你也知道,这一想法是冷静的,但它仅是一点都不好玩。它没有发挥好,这是行不通的语境中的游戏。或者,有人会去'嘿,那这个字里根吗?我们去' woah ,我们绝对应该使用这个!我已经得到一个疯狂的主意,让我们把它变成了一个外国人!所以你永远不知道这些想法都是去弹出,使的伎俩是留松散,给自己足够的呼吸空间,你可以使用这些想法。您能跳对他们没有脱轨的列车。

人们通常担心暴雪,也许这会花费一段时间,以得到游戏。这是没有准备好,直至把它的准备。这显然是一个有利的。但事情之一,也刚好在我们较长的酝酿期,是我们刚才谈到这个东西的时候,它给了我们一点点的空间和喘息的空间,要真正啃一些这些想法可能流行其他公司,以严格的开发时间表,可能无法追截。他们未必能够真正衡量事物一样,这可能流行,因为它会脱轨的列车。这一件事我挖约的自由,我们已经分配的,这些年来是,我们就能够真正地追逐这些东西下来,并探讨。

[ 12时26分]
karune :那么,您怎么看关于星际故事二来多年后,现在你发达了星际原来的故事呢?有什么样的,一直未还清分子以获取此回的故事呢?
克里斯metzen :星际二的故事。你知道它的搞笑,而我不会说我们有过许多的虚假打响后,有很多主题,我真希望它界定的时候,我们开始了。在这个阶段,某些人的主题,惟距离。他们中的一些人已经变得更清晰。最终,我们举行了一些悬情节线索后,第一场比赛。显然,在你拥有的庞大论题的'里根的负责人的zerg 。什么的,她在做什么?究竟发生了与我们的老友鬼鬼mensk和raynor ?他们在哪儿上?如何发挥他们在给未来的这个设置?怎样才能解决这个分裂之间protoss文明-光与暗templar ?会不会解决呢?最终,大神话中的问题:为什么这一切吗?为什么现在?该protoss和zerg所创造的一些长老种族的建议-谁是那场比赛呢?最终,有没有计划和对称性所有这些事件都发挥出来呢?当时它只是偶发事件战还是有较大的周期活动发挥出来呢?所以这些都是很大的事情,我们知道正确的走出大门。

我们已经很多年,想到他们,仔细考虑他们靠近,然后才开始正式发展的一个项目。之后,我们已经在这了一会儿,我们就真的精致,我们讲故事的过程中,我们的电影过程中,此游戏更为电影比以前的游戏:我们沾了不少在游戏序列和故事模式的空间,我们表现出了在blizzcon去年。因此它一直只是一个巨大的经验,才能真正接近这个宇宙。这不是说说而已,首长说什么,在对方准备室了。你真的沉浸在紧张和戏剧故事的一切。这些字,插图,语音以上,全部的东西,他们正在更实现了比我们有史以来真的能这样做。这只是发生重大奖励,以形成了这件事,并真正看清了,它采取的形状,甚至超越我本来希望在几年前。

你种有正义感的故事和你的期望和你希望它作为一个独特的作家,但由于队'了,并为我们一直干扰它这些年来,列入新鲜的声音,就像安迪商会甚至古老的声音,像尼克木匠,我觉得我们都尽力去做工作,我们的事业。它的搞笑,我已经说了很多次。魔兽世界种,成为该中心的暴雪宇宙,原谅盼盼,多年。游戏是这么大,它要求大量的心态份额从我们每一个人。即使其他游戏者在发展上的时间。当然星际二。

但现在,它只是感觉像,与星际二,我们可以集中更多的,它觉得s最喜欢的工作,我们已经这样做过。它的最后故事,我真的希望我们知道。它有很多的心,它的获得大量的深入,而且,在它之上,那只是扯裂-怒吼wargame 。它的badass 。这是非常,非常有益的,看看这件事的形成。刚刚回到暴雪认为昔日的,而不是所有约哇-不要误会我的意思,我爱哇!但我们长得很帅,所以不止于此,我认为,世界将看到,当我们与流行这件事,我们并没有被闲置。

[ 14时41分]
karune :每个人都相当兴奋。让我们也用它来转向齿轮从魔兽争霸III 。如何做这个故事演变,从魔兽争霸III ,是一个废物转运站的游戏,跳到魔兽世界, mmo ?
克里斯metzen :我觉得在去年底的一天,你要记住,我们开发了他们都兼任。我是带头的作家,创作总监对魔兽世界-对不起,对魔兽争霸I II。同样的事情;两者。我们正在发展中的魔兽争霸III ,号召下来'嘿,你看,我们正在尝试在哪里,这mmorg的事。我们正在建设再拖魔兽世界。好了。我们种内置他们从概念上的立场,在同一时间内,大约有。我知道什么魔兽争霸III的故事是,我知道有什么新的土地,我就知道在什么文化的人参与,并最终全部碎块国际象棋理事会将到去年底,考虑到冰封王座扩张。所以,作为我们发展哇,我们知道自己的情况,一切时,我们知道什么大题目,我们可以把这个基础上的快照世界上的魔兽争霸III离开你。所以如果这是你的基础,现在我们可以采取那些地图和这些想法和这些艺术资产,即基本的美术指导,真正发射过成为一个更广泛得多的设置。

在去年底的一天,盒装产品的哇相当静态的角度:这种重新向您介绍设置,面向世界,但它没有一个真正的强烈的责任感,线性的故事。这将过来,我认为,当我们进入ahn'qiraj补丁如果活动ahn'qiraj出来,突然,无论你在什么地方人,联盟或部落,其级别为您在:突然,哦!有一个事件发生!和世界是种执意要对这一新情景内容那里,显然与修补好之后,在燃烧的十字军东征,我们开始重新进入更多的是线性的一系列故事。

燃烧的十字军东征,是一个明确的篇章,它的一年,在生活中的此设置。你可以追踪所有的事件中发挥出来,正确的。愤怒的lich国王再次是下一章,明年至关重要的招股活动,是推动这一延续性着那里,我觉得哇这是一个快照。我想肯定是推着延续性,从魔兽争霸III ,而不是在作为动态的方式,作为当前扩大套在做什么。我不知道,如果回答你的问题,不过。

[ 18:30 ]
karune :好,我的意思是,变本加厉到愤怒的lich景,什么类型的故事-故事,这是已经告诉在魔兽争霸I II-会被告知,在愤怒的l i ch国王和还什么类型的枝节问题即避风港'吨被告知或将要推出的众怒?
克里斯metzen :对。一对夫妇说,春节想到-有各种各样的东西会在愤怒的l ich景-它的大,从概念,它就像-如果你看看燃烧十字军东征,在概念层次:我们正在进入外层空间。还有的显然是一个战争中的善和恶发挥出来,在更大的宇宙。存在的某种宿命的兽人来艾泽拉斯。现在,我们要想看到它们的起源。

燃烧军团,燃烧十字军东征:它是巨大的一个概念层次,对不对?有些人会辩称,也许过于庞大,正确的。无论发生gnolls和kobolds 。突然,你就在外层空间的战斗天使。与愤怒的lich国王,你几乎都得到。我们回到地面艾泽拉斯,所以这是一个多一点赶回到境界gnolls和kobolds -无论如何,我得并不令人乐观,你会看到无论是那些在诺斯然德-这是一个多一点赏心乐事经典幻想了。但在同一时间内,我们还在推进大上设置。我们要去进入主题一样,泰坦和创造世界,功能艾泽拉斯,在晨曦的创作风格。为什么这个星球?为什么这个星球上继续得到中央的事件吗?整个矮人的故事,他们试图铅垂深处的起源以及如何联系到创建世界。我们得到了很多的很酷的新的领土与战争的神奇和创造巨龙飞行-什么是他们的功能,在世界上呢?如何,他们目前在做什么?在这一阶段的历史,有各种大,广泛的主题发挥出来-并非最不重要的,其中现正重新研究联盟和部落从整体的角度,公正的衡量" h ow're他们做的,这些天来" ?之后事件即第一年的发挥中达到了顶点-我什至不知道什么是- ah n'qiraj,b l ackwing窝点,n a xxramas,所有大事补丁,我们把我种看,因为今年一,并肯定与燃烧十字军东征:两个联盟派遣探险队到这个燃烧,外来世界,并正在广泛分布到这些事件。

什么是强调,已导致超过时间,因为那些东西呢?什么是发明?在发现该mag'har在outland :这是什么做的,以该部落?这崇信的终于找到了他-如果他的头部?该作诺森德事件,愤怒的lich国王种看每一个这些联盟和如何将这些事件都发挥出来,并显示你新的应力性骨折,可能出现的上层领导。有新的汉字种来的前列,这可能会或不会挑战现状,为这两个派别。存在的种种甜-大家都知道,对死亡骑士的,但大家都知道,我们刚刚进行了会晤另一天他们如何发挥出来,如何引人入胜的故事情节,有潜在m ograine和a shbringer和所有这些事件在p laguelands:是什么这一点所有的,以及如何,是否真正能发挥出来呢?还有各种各样的小隐蔽处一样,即作诺森德真的带来了一圈下来,这激怒了lich国王扩张带来真正充分循环。所以,它的真正乐趣,为我能够协助引导设置。

如果我们作出了一本漫画丛书,每一个月,显然,你要滚出去,但同时我们的扩展集,他们一定不推出按月计算的,他们是偶发的,最终,因此它得到真正反应冷淡推动设置前进,并开始把部分的这些字,并点的历史回到前列,使球迷的故事哇真的可以感受到沉浸和一切的凝聚力和吸引力,我们希望的。

[ 20:55 ]
karune :很好。我认为大多数人都挂在田边在自己的座位上,现在所有的激怒了lich国王的鬼话。我们的最后一个问题:如何做活动的罪恶战争三部曲融入暗黑破坏宇宙为什么是这是一个重要的故事告诉?
克里斯metzen :在最基本的层面,除了故事,无论在怎样的产品来维持在出版层面讲,我们跟我们的合作伙伴,口袋本,两三年前。 "嘿,让我们做trilogies每许可证;每项这三个执照, "我的第一个本能反应是: "喂,杀手!让我们用回去那些trilogies真正给人的感觉起源的上述每个系列" ,因此,与魔兽争霸,我们没有战争的古人,这是肯定的,首先是冲突的艾泽拉斯真正搭好了舞台,为一切都发生在当前的时代。星际以及与黑暗templar三部曲,即使这是纺与主角种重温历史,在他心目中,它确实给你的感觉神话中的protoss和事件真的回波,在目前一天,在前分期,以星际二。

与罪恶战争为好,而我们并不想进入'时间旅行'或'性格重温历史,在他的头' -这不止是一个直看古代盛事-我觉得我可能是烤为此,它发生在约1000年前,暗黑I ,并说真的,善的战争三部曲,是指采取快照的暗黑世界,因为它是真正展示你的事件和人物所订的议案都发挥出来,在目前一天。
karune :好,我认为这对所有问题,我们为今天这么感激了,克里斯,加入我们的行列。
克里斯metzen :当然可以。太感激了! [ 24:57 ]
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发表于 2008-2-29 17:23:12 | 显示全部楼层
坠魔的古文又出现了.
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发表于 2008-2-29 17:25:28 | 显示全部楼层
为什么是又?
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发表于 2008-2-29 17:31:18 | 显示全部楼层
好长的E文..
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发表于 2008-2-29 19:28:21 | 显示全部楼层
karune :很好。我认为大多数人都挂在田边在自己的座位上,现在所有的激怒了lich国王的鬼话

…………………………………………真是好翻译(机)
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发表于 2008-2-29 20:52:04 | 显示全部楼层
引用第10楼黑暗灵蛇于2008-02-29 19:28发表的  :


…………………………………………真是好翻译(机)
..又换服装了!!
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发表于 2008-2-29 21:08:32 | 显示全部楼层
引用第11楼地域坠魔于2008-02-29 20:52发表的  :

..又换服装了!!

恩,蛮可爱的~~
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