{The beginning sections is a bunch of different cuts of lines throughout the interview} 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 players feel that the "fatigue" comes from the daily activities after finishing a version's event, where they feel like they have to do something every day, leading to a sense of fatigue. Other players might feel that a single event could be too much for them to handle, and that, in itself, creates a sense of fatigue. So, regarding this "fatigue" situation, what kind of adjustments can we expect in the future for ZZZ? 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 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 the issue of "fatigue," we’ll look at it in two parts. The first part is about content, specifically the visual experience. We believe that the reason players experience "fatigue" is often due to the repetitive nature of playing similar things day in and day out. Over time, after being exposed to content with similar structures or visuals, it's natural for players to feel this "fatigue." The second part concerns the player's daily gaming experience. Whether it's the content they engage with on a daily basis or, to put it more directly, what they experience after logging in each day, or the feedback they receive from the goals they pursue—it can feel repetitive. The feedback might even be delayed or weak. We don’t just want to make improvements over the course of the 2.X versions; for example, we want to rework and update existing content in the game, such as behaviors players engage with daily. We know that some actions players take every day are relatively fixed, so we want to reorganize and refresh those experiences. 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 actually want to ask a bit more. Since we're already at version 2, should we expect a lot of 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 definitely be quite a few changes. Whether it's our characters, the related storyline and its concepts, or even the behaviors within the main city that we just mentioned, as well as the battles in the city’s levels and the exploration within those levels, we will try to make optimizations and changes. Specifically, for aspects closely related to "fatigue," such as daily routines and certain behaviors, we will also make some adjustments. 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 Well, there are still many questions that can be asked in our program today. I can put what I want to ask as a "big move" for later. So, where should we start? Let’s begin with the storyline. 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 In fact, we have also read a lot of feedback from everyone about the plot, and we have some disagreements and discussions internally. But in terms of the outcome, we will definitely adopt a more radical approach in the future. B: 那都已经内部复盘过了 So, has it already been reviewed internally? 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, actually, we do this for every version. We’ve always wanted to provide players with