阵营战争?:银月城(泰兰德?) vs暴风城?无面?:费11,战吼:将自己变身另一个指定友军。
胎死腹中的设计:你之前连输的每一场比赛,都会使它 1 1;对该玩家造成1点伤害,当他们把鼠标移到卡牌上时;将对手的游戏界面上下反置。
直至内测结束时的炉石团队全员——Team 5 的15位“元老”炉石项目团队,内部代号Team 5,直至内测结束,该团队仅有15名成员,是暴雪有史以来最小的项目团队。特殊的规模,使得项目团队整体的开发模式与以往大不相同,却更加高效。相较暴雪以往的开发模式:50 的工作人员以及持续数年的开发周期,Team 5的规模小得多,产品却保持着同样的高水准。团队的初衷,所谓“跳出暴雪模式的围墙”。小团队的成员不像大团队那样对个人某一领域的专精特别看重,而更希望人人全能。
暴雪总裁和炉石首席工程师在1993年
开发者对CCG的热情,例如暴雪总裁Mike Morhaime,有超过20年之久。
Accessibility was a key focus for Hearthstone from the start. Making a game which was quick to learn and fast-paced to play was an early design goal,[3][4] as was making a game which appealed to a wide audience。
炉石初期的设计目标:易上手;受众广。
With the desire for accessibility and speed came the eventual removal of concepts and mechanics from other CCGs, such as replacing more elaborate and cumbersome resource generation methods such as land cards with the automatically generated mana crystals.[2] Other more frustrating elements from other CCGs were also discarded in favour of a lighter and funner game。
极易上手和片刻游戏的设计理念使得炉石废除了许多CCG让玩家感到沮丧的传统机制。目的是让游戏更轻松,愉快。
比如简化的资源:法力水晶。
This same desire also lead to the simplification of card representations, especially minions on the field, and it was found that this worked well. This eventually resulted in the modern form of minion portraits, featuring only a picture and Attack and Health numbers.[2] Card complexity was also toned down, with cards that required too much thought simplified in order to expedite and ease play。
同样的理念也使得卡牌描述更加简化。
Another feature that was removed early in development was "Combat Tricks". Similar to secrets, these allowed players with active Combat Tricks who attacked their opponent to play a card on their opponent's turn, disrupting their play. Ultimately it was found that removing Combat Tricks actually made the game more fun, as well as further improving its speed.[2] This dynamic appears to have been partly reworked into secrets。
“诡计”- "Combat Tricks"
基于同样的原因,“诡计”也被废除。
“诡计”是一种可以在对手回合使用,干扰对手行动的出牌方式。
最终开发人员发现,移除“诡计”机制会使游戏更加有趣,因为诡计会减速游戏进程。“诡计”最终被简化成现在的“奥秘”。
The game was designed from the start to be an online game.[4] This allowed the developers to do a lot of things they couldn't have done with a physical card game,[2] including card effects like those of Nozdormu, Thoughtsteal and King Mukla. A lot of key gameplay and card design decisions were made in order to make the game work well as an online game。
炉石打一开始就是设计成网游的,因为开发者的许多机制设计是传统卡牌无法实现的,比如诺兹多姆,牧师偷牌,穆克拉的香蕉。
Despite the online focus of the game, making the game feel physical was an early goal, later implemented mostly through art, animation and sound design。
有趣的是,炉石的各种机制只能在网游平台实现,但使游戏体验更接近真实地“打牌”却是设计者的早期目标。
The game was initially experimented with in the form of a physical game. However, after this initial phase the game was moved onto a web interface. This would go on to define much of the Hearthstone playing style, with simplicity of display and interactions key to the design。
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