Zenless Zone Zero 2.0: Story, Main City, Combat Evolution
Table of Contents
- Introduction
- Fatigue and 2.X updates
- Storyline direction and special episodes
- Narrative pacing and micro vs macro perspectives
- 2.0: New main city and Waifei Peninsula
- Aerospace City: expansion and exploration
- Daily life, interactions, and ‘Suibian Temple’ concept
- Combat, bosses, and interaction mechanics
- Old characters and long-term value
- 2.0 roadmap and preview timing
- Closing remarks
---
Introduction
Y: 大家好我是小y
[Hello everyone, I am Xiao Y]
{Xiao Y sits on the left, 黑桐谷歌 (Blackgoogle) sits on the right}
X: 欢迎来到《策划面对面》的第二期
[Welcome to the second rendition of "Planning Face to Face"]
B: 大家好我是黑桐谷歌
[Hello everyone, I am Blackgoogle]
B: 很高兴再次有机会来参加《策划面对面来》面对小老师这个上一期之后看到制作组都非常的卖力所以其实嗯我还在犹豫要不要再来「拷打」你们
[I am very happy to have the opportunity to participate in "Planning Face to Face" again with Teacher. After the last episode, I saw that the production team was very hard-working, so I am still hesitating whether to "torture" you again.]
X: 我觉得谷歌老师也不用就是担心问题过于尖锐或者怎么样我们做这个节目的目的还是希望能够更真诚地面对玩家们把我们现在的一些思考或者说我们遇到的一些问题跟玩家做一些分享
[I don’t think Mr.Google needs to worry about the questions being too sharp or anything like that. The purpose of this show is still to be more sincere in facing the players, sharing with them some of our current thoughts or the issues we've encountered.]
B: 之前我们那个上一期是说主打一个真诚是吧
[Our previous episode was about sincerity, right?]
X: 对对对
[Right, right, right.]
B: 好那么我们就也真诚地发问一些尖锐的问题
[Well, let's ask some sincere and pointed questions.]
B: 好那首先第一个就是玩家现在在社区里面反馈经常会说到这个词就叫「疲劳感. 说到这个「疲劳感这个大家们在讨论的时候每个人对这个「疲劳感描述的时候的情况还都不一样有的玩家是觉得这个「疲劳感是来自于就是一个版本活动的那个玩完了之后的日常部分他可能会觉得每天都要去做然后带来的「疲劳感. 有的玩家可能会是觉得这个一个活动可能对他来说反而还量还有点多玩不过来还会有这样的「疲劳感. 就这个「疲劳感」这个状况来说《绝区零》未来会有什么样的调整呢
[Alright, so first, the word that players frequently mention in the community feedback is "fatigue." When discussing this fatigue, everyone describes it differently. Some feel fatigue comes from daily tasks after finishing a version's event, making them feel they must do things every day, leading to fatigue. Others feel an event is too large and that alone creates fatigue. Regarding fatigue adjustments for Zenless Zone Zero, what changes can we expect in the future?]
Y: 那针对「疲劳感」这个问题呢我们会把它分成两部分来看待那第一部分其实就是内容的就是怎么讲呢即视感。就我们会认为就比如说玩家会产生「疲劳感这样的原因还是他在日积月累的重复的去游玩一些东西可能在结构上观感上类似的东西之后他自然而然会产生这种「疲劳感」. 那其二呢是说在玩家的日常的游玩体验当中不管是日常游玩的内容或者说你就说的再直白一点就比如说你每天登陆之后体验到的东西还是说你追求的那个目标能够给到你的反馈它其实也是带着一些重复和就反馈上可能会有一些延迟甚至说就是有点弱的. 我们其实不仅是希望能够比如说整个2.X我们能够每个版本对游戏内的一些已有的内容举个具体点的例子对游游戏内的一些已有的内容举个具体点的例子比如说你日常登录的一些行为做一些再编排和再更新因为我们知道玩家其实每天玩你的游戏他其实他的有些行为是相对固定的
[To address fatigue, we split it into two parts. First is content/visual experience: fatigue arises from repetitive, structurally similar content and visuals. Second concerns daily play experience: daily content or the feedback from goals can feel repetitive, with possible delays or weak responses. We don’t just want to update piece by piece in 2.X; we want to reorganize and refresh existing daily behaviors and flows, reworking daily login activities, etc., because players’ daily actions are often structured.]
B: 说到了2.X版本的话那其实我就想多问一问既然这个已经是标号都到2了那是不是应该会有很多的变化
[Speaking of the 2.X version, I want to ask more. Since we’re already at 2, should we expect many changes?]
Y: 这个变化那元素肯定蛮多的嘛。不管是我们的角色我们相关的一些剧情剧情内的一些概念甚至说我们刚提到的那个主城内的一些行为主城本身关卡内的战斗甚至关卡内的一些探索我们都会尝试去做出一些优化和变化针对就是「疲劳感」息息相关的一些比如说日常循环的一些行为我们也会做一些调整
[There will be many changes, including characters, story concepts, and core city behavior, battles in the main city and exploration in its levels. We will optimize and adjust daily routines related to fatigue.]
B: 那这应该还是今天我们节目有很多可以问的了这个我可以把我我想问的东西可以稍微当做个「大招」往后放一放那这个首先这个应该从哪个角度呢先问问剧情吧
[There are many questions left; I’ll save some for later. Let’s start with the story.]
Y: 其实针对剧情方面呢我们也看了很多大家的反馈内部我们自己也是有一些分歧和讨论的但从结果上来讲的话未来肯定是会采用一个比较大变化的方式去做
[We’ve read a lot of feedback on the plot; internally there are disagreements, but the outcome will be a more radical change in the future.]
B: 那都已经内部复盘过了
[Has it been internally reviewed?]
Y: 是的其实每个版本都会做啦我们一直希望为玩家提供比较爽快的视听体验就结合我们现在产品内的一些高质量的演出 漫画我们希望结合这些东西配合上没有那么复杂的没有那么复杂的概念设定
[Yes, every version includes reviews. We aim to provide a satisfying audio-visual experience with high-quality performances and art, while keeping concepts simple.]
{Comic scenes in-game is shown in the middle of this line}
B: 这个时候一般弹幕就会开始飘过说还在嘴硬
[Bullet comments typically drift by, saying we are still being stubborn.]
Y: 更爽快的那种视听体验但是目前来讲它是没有达到那个结果可能不是那么的非常的理想化吧
[A more satisfying audio-visual experience would be ideal, but it hasn’t fully achieved that yet.]
B: 嗯这个其实就我这种那什么老二次元来说其实这个方面我还挺有感触的因为我就这个《绝区零》的这种风格我本身很喜欢然后呢但我同时也知道就是有很多铺垫然后到了一个剧情节点然后将前面的伏笔揭晓这样的 那我也同时也喜欢就是这个比较快节奏的一直很密集的这种剧情节奏但是这两个呢其实有的时候又比较矛盾
[As someone into older 2D aesthetics, I like the style and the buildup that leads to revelations. I also enjoy fast-paced, dense plotting; but these can conflict.]
Y: 其实这个事情谷歌老师说的还是非常中肯的举一个具体点的例子我们在主线篇章之间它可能会存在类似于像「独家视界」这样的概念的东西而「独家视界」呢本身是希望是能够通过一个全新的代理人视角在主线跟主线之间给玩家提供一定的就是新的不管是代入感上沉浸感上相对新鲜的那种剧情体验我们在做「独家视界」的同时就是你可以理解为就基本上就是主线
[We’re discussing improvements; for example, between mainline chapters there could be concepts like