Video Title:
《绝区零》策划面对面|行则将至
Zenless Zone Zero: Dev Talk |
Keep going, and you will arrive.
Translated by JustATruck and Eason. Proofread by Windvally.
The video begins with Xiao Y walking into a MiHoyo Building.
Name tag: Blackgoogle Name tag: Xiao Y
黑桐谷歌 00:08 我其实挺好奇的,就是像“发牌”这种事情是你自己刷到的,还是说你的同事把你按 在那里看的?
B: [I’m actually quite curious about how this whole “dealing cards” thing works. _playful_ Did you stumble on it yourself while doom scrolling, or did your coworkers make you sit down and watch it?]
小Y 00:20 同事发给我看的。就是就很火,就是各个公司里面各个群里面,甚至我家人亲戚甚至 我妈妈都知道这个事情,对吧?她还发给我看,每次有新的更新了之后……
Y: [A coworker sent it to me. It was really popular. People in all sorts of company group chats were talking about it, and even my relatives, even my mom, know about it, you know? She even sends it to me…every time when there's a new update...]
Context of the _“dealing cards”_ :
Xiao Y Edit version Original Bonus: Overlay on Dev Talk
Highlight these white texts after: Fans made this dealing cards video because Xiao Y is so cute and always gives out free pulls on Preview stream. Pulling characters is informally called drawing/pulling card in CN
--------
Xiao Y also personally played along with this joke in the 2.1 preview program.
咖啡店员工 00:34
小Y老师,你的汀曼特调。
Café worker: [Mr. Xiao Y, here’s your Tin Master special!]
_Xiao Y and Blackgoogle came out of the building with their drinks._
黑桐谷歌 00:36
我的是燃油饮Nitro-Fuel。哈哈,糖分有点高。这边(的邦布Bangboo)都是你们同事
吗?哪个(邦布Bangboo)是你?加班布Overtimeboo吗?
B: [Mine’s the Nitro–Fuel. Haha, it’s a bit high in sugar. Do these Bangboos represent your team? Which one are you? Are you the Overtimeboo?]
小Y 00:46 我没有对应的,哈哈……还是有蛮多痛车Itasha/decorated car。对,那个星见雅 Homishi Miyabi痛车Itasha/decorated car,在网上应该还能看到。
Y: [I don’t have a corresponding Bangboo, haha… but there are quite a few decorated/Itasha cars. Yeah, that Homishi Miyabi themed car should still be visible online.]
黑桐谷歌 00:53 这应该也是你们同事的车吗?
B: [Is that also one of your coworkers’ cars?]
小Y 00:56 啊对……我们自己同事的车。
Y: [Right, these are our coworkers’ cars.]
黑桐谷歌
真爱!
B: [True love!]
小Y
然后前面的话还有一些机车什么的,对。前面就是这个,
Y: [There are also some motorcycles further down. Yes, that one over there.]
黑桐谷歌
星空布Starryskyboo(no official translation,it's in front of the Gadget Store on the Sixth Street)吗?
B: [Is this the Starryskyboo’s Backside Statue?]
小Y
星空布经典poi(point of interest)六分街Sixth Street上就是有这个东西的,然 后谷歌老师肯定见过嘛,这个。
Y: [Yes, that classic point of interest on Sixth Street, and you have definitely seen it, right?]
黑桐谷歌 01:08 狡兔屋Cunning Hares当年就是躲在它后面,躲过那个谁的追杀。
B: [Once upon a time the Cunning Hares hid behind it to evade someone’s pursuit.]
小Y 01:12 对,这应该是等比的,然后旁边还有冰激凌是吧?然后当时它第一次出来的时候,这 个动作包括冰激凌,我组里的同时比较惊讶。
Y: [That’s right. This is a full-size replica. There’s also ice cream next to it, correct? When the initial model for this statue was revealed to us, its pose and the very suspiciously shaped ice-cream really surprised my team.]
黑桐谷歌 01:20 那个一周年的时候,所有人都说,这居然是冰淇淋。
B: [At the first anniversary, all the viewers were like “This thing is actually ice cream”?]
小Y 01:23 要不我们就往里面走一走,好。然后这边的话,当时周年庆我记得还有流传一些,照 片。
Y: [How about we take a walk inside?] B: [Okay.] Y: [Now as for this area, I recall there were some photos of our lobby circulating during the anniversary celebration.]
黑桐谷歌 01:30 这怎么……我跟你一起进去吗?好好谢谢。
B: [ _paraphrasing_ Do I just follow you to pass the turnstile? Oh okay, thanks a lot.]
-------
好久不见了,也是时候了。
Both: [Long time no see.] B: [Here we go again.]
黑桐谷歌 那么我们就开始我们言归正传,首先是有一个很关键的词叫“目标感”,我们知道对 于这种长线运营的游戏来说,就是目标感其实是一件非常重要的事情,它是支撑我们 玩下去的一个动力,绝区零现在也马上就要到2.4的版本了,目标感我觉得现在也是时 候该拿出来作为一个很重要的一件事情来说一说。
B: [Alright, let’s begin. First, there’s a very key term called “sense of purpose.” We know for long-term games like this, having a sense of purpose is extremely important. It’s what motivates us to keep on playing. ZZZ is about to reach version 2.4, and I think now is the right time to bring up this term as an important thing to talk about.]
小Y 02:06 我觉得目标感这件事情其实也是我们现在的一个新的认知。
Y: [I feel that the concept of a sense of purpose is something we’re only now starting to truly understand.]
*Caption:目标感不够强?我们懂!
Caption: Not enough sense of purpose? We get it!
小Y 我们曾经会觉得,比如说你不断的短期的每个版本去提供给玩家一个新鲜的玩法或者 一个好玩的东西,这个目标感就能得以延续。但是你从长线的一个产品的角度上来讲 ,我觉得是得给到一些更上层的一些目标的,你比如说剧情对吧?
Y: [We used to think that, for example, by constantly offering players fresh gameplay or fun things in each short-term update, their sense of purpose could be maintained. But from a long-term product perspective, I think we need to provide some higher-level goals, for example the story, right?]
小Y 玩家本身对于这些角色是喜爱的,对于你的剧情提供的哲Wisw和铃Belle的目标是非常 好奇的。所以说它得有一个一以贯之的剧情的目标,对吧?我操作了哲Wisw和铃Belle ,然后见证了什么样的故事的发展,并且主角在其过程中起到的作用是至关重要的, 对吧?我觉得是有这样的一个预期在的。
Y: [Players have affection for characters they like and are very curious about the goals of Wise and Belle in the story. So the story needs a
consistent, overarching goal, right? Since we played as the siblings to witness stories unfold, the duo must play crucial roles within these stories, correct? I think players expect exactly that kind of experience.]
黑桐谷歌 02:52 现在是我们玩家包括我在内非常关心的一个话题。
B: [This is a topic that players, myself included, care a lot about right now.]
小Y 02:58 除了剧情以外,我还想提另外一个点,就是实际的游戏体验上。我们其实在游戏体验 上来讲,给到玩家的目标感,我就个人觉得还是会基于角色吧。对,我去获得一个角 色,或者说我对这个角色倾注了它对应的心血之后,它是有一定的回馈的,对,确确 实实我们在这件事情上是有做了一些实验的,然后甚至说我们针对类似于像箱庭 sandbox这样的模块,或者说我们的航天城对吧?比如曾经的航天城Aerospace City我 们做了一些探索上的这些体验,或许也会考虑如何进一步的让对应的代理人Agent发挥 他的价值。
Y: [Aside from the story, I also want to bring up another point, the actual gameplay experience. From a gameplay perspective, I personally feel that the sense of purpose we give players is still largely based on the characters. For example, I acquire a character, or invest my time and effort into them, and there’s a certain kind of reward for that. Indeed, we’ve done some experiments around this. We’ve even explored experiences in modules like the sandbox areas, or our Aerospace City, to see how we might further allow the corresponding Agents to realize their value.]
黑桐谷歌 03:39 可能其实你们围绕这个目标感是已经已经有所讨论过了,这些方面是吧。
B: [You’ve probably already had some discussions around this sense of purpose, in these areas, right?]
小Y 03:46 刚刚提到那些目标感也好,或者说玩家长期游玩下去的动力,这件事情是做了一些定 期的复盘和思考的,但是这些复盘和思考它是不是是比较足够的或者充分的,我们也 希望正好借这次机会跟谷歌老师,跟玩家们一起分享一下。
Y: [The sense of purpose we just mentioned, as well as what motivates players to keep playing long-term. We’ve done some regular reviews and reflections on this, but whether these reviews and reflections are sufficient or thorough enough, we’d like to take this opportunity to share and discuss them with you and the players.]
黑桐谷歌 04:04 我们就围绕这个目标感,我们再进一步的详细说一说,我知道第二季窝藏在澄辉坪 Failume Heights这里的称颂会Exaltist Order残党已经覆灭了,伊瑟尔德姐姐也离我 们而去了,甚至大家还会有这种意犹未尽,甚至有一点小失落的这种心情,当时我就 在想第二季就到这里就结束了吗?后面要讲什么?称颂会Exaltist Order也没有了。
B: [Let’s go a bit deeper and talk more specifically about this sense of purpose. I know that in Season 2, the Exaltist remnants hiding in Failume Heights have already been wiped out, and Isolde has left us. However, some players are still craving more, even feeling slightly disappointed. Like me, at that time I thought: Is Season 2 really ending here? What’s going to come next? The Exaltist is gone, after all.]
黑桐谷歌 叶释渊Ye Shi Yuan和莎拉Sarah在后面到底是策划着谋划着什么事情,然后还有主角 找老师,探索的旧都Old Eridu陷落的下一个目标又是什么?一直都没有什么进展。所 以说能不能再给我们明确一点,我们现在在做的是我们到底在做什么,我们接下来要 做什么,我们到底是在以什么事情为目标,
B: [What exactly are Ye Shiyuan and Sarah plotting back there? And with the duo seeking out their teacher, what’s the next step in uncovering the Fall of the Old Capital? There hasn’t really been much progress. So, can we get a bit more clarity? What exactly are we planning to do next, and what are we actually aiming for?]
小Y 04:53 这一点其实也是内部在讨论的一个核心议题。
Y: [This has actually been a core topic of discussion within our team.]
然后我们之前其实是依着我们的一些重要版本去设计一些终极的剧情层面的一些目标 ,比如说探索旧都Old Eridu陷落的真相,找到老师有所关联的一些线索和钩子(Hook ,literally)对吧?
Y: [So far, we have been designing ultimate narrative-level goals around our major updates. For example, uncovering the truth behind the fall of Old Eridu, and finding clues and story hooks related to the teacher, right?]
然后再比如说在1.4版本的时候,布林格它消散之前,对吧?他其实是对这个事情是知 情的,对吧?
Y: [For another example, before Bringer dissipated in version 1.4, he was actually in the know about a lot of those secrets, wasn’t he?]
然后2.0我们之所以会去到卫非地Weifei Peninsula,也是为了去探索老师的一些踪迹 ,不过这样做它其实对于一个更宏大或者长线的主线吸引力,就是你每次在一些关键 节点抛出一些所谓的关键的剧情片段,我说线索这件事情其实不太够对吧?
Y: [Then in version 2.0, the reason we went to Weifei Peninsula was also to explore some traces of the duo’s Teacher. But in terms of creating a bigger, long-term main storyline appeal, just dropping so-called key story fragments at version climax, in other words, just giving clues, isn’t really enough, right?]
我理解其实我应该是觉得不够的。
Y: [I get it. Honestly, I feel it’s not enough for the players.]
黑桐谷歌 05:41 确实感受到的玩着玩着的,因为本身(周期)又很长,中间每个版本之间,虽然说各 自故事阶段是讲完了,但是就很容易到下一个版本就忘记我是来干什么的。
B: [Yes, I really felt it while playing. Because the version cycle itself is quite long, and even though each version completes its own story segment, it’s easy to forget what I’m actually here for by the time the next version comes around.]
小Y 05:54 就关于这一点,我们最早在构思第二季的时候是有一条长线的这样的一个主线的故事 的,但是我们早期因为其实单元剧这件事情上是有一些经验的,所以说两者取了一个 相对折中的这样的一种方式,然后在其中去串联了一些更长线的线索目标,然后尝试
去循序渐进的展开,不过就是值得说的是在以后的版本的话,随着莎拉Sarah她逃离后 奔赴始主The Creator,我们后续的目标也会更加的清晰。
Y: [Regarding this, during our initial planning of Season 2, we actually already have a long-term main storyline in mind. But because we had accumulated experience with episodic storytelling rather than long-term, we end up taking a balanced approach. We woven in some longer-term clues and goals while trying to unfold them gradually. It’s worth noting that in future versions, after Sarah escapes and heads toward the Creator, our subsequent objectives will become even clearer.]
然后大家可以看到对吧,就是解决了伊德海利的溺想者Drowned Ideal的事件之后,叶 释渊Ye Shi Yuan和莎拉Sarah登场,然后便是昭示着我们第二季的高潮马上就要到 了。
Y: [And as you can see, right after resolving the Drowned Ideal incident with Yidhari, Ye Shiyuan and Sarah make their appearance, signaling that the climax of Season 2 is about to arrive.]
到第二集的后半段的话,我觉得各位绳匠Proxy也会进一步的获得更多关于绳匠Proxy 老师的故事或者消息,对吧?围绕着之前新艾利都New Eridu的一些谜团,也即将逐步 的展开。
Y: [In the latter half of Season 2, I think all of you, the Proxies, will get to learn more story or info about the Teacher. Certain mysteries surrounding New Eridu are also about to gradually unfold.]
黑桐谷歌 06:50 不能再是什么?蜻蜓点水就点到为止了。
B: [So no more just dropping breadcrumbs this time?]
小Y 06:56 按照我们编剧老师的说法的话,这次信息量还是蛮大的。
Y: [According to our scriptwriter, there’s actually quite a lot of information this time.]
然后题外话这次我们可以看一下我们的2.4的前瞻,因为也临近了这次2.4版本了,2.4 和2.5的整体的就是故事剧情的发展,对。
Y: [As a side note, players should watch our preview for 2.4, since the 2.4 update is coming soon. The story development will span 2.4 and 2.5.]
黑桐谷歌 07:10 其实还有最近几个版本有不少剧情的结构,有一点其实应该说有些过于相似了,不知 道其他朋友有没有这样的感觉,如果说是有跟我一样感觉的朋友可以扣个一(Comment “1” in the chatbox, meaning “agree”!)
B: [Actually, the structure of the story in the past few versions has been somewhat… a bit too similar, I’d say. I wonder if any viewers feel the same way. If you do, feel free to type ‘1’ in chat to show you agree!]
(Comment “1” in the chatbox, meaning “agree!”)
小Y 07:29 我们在做一些剧情结构,在做主线的整体的结构编排的时候,其实我们一直是希望提 供一种类似于像不同的故事性的角色,他能够充分的表达自己,然后最终汇聚到一起 ,然后在剧情的体验不断的攀升情况下,最后大家有一次那种就是终极的,比如说跟 boss对决这样的一个舞台,对吧?
Y: [When we’re working on story structure and planning the overall main storyline, our goal has always been to give different story-driven characters a chance to fully express themselves, and then ultimately bring them together. As the story experience gradually escalates, it builds up to a climactic moment — like a final stage where everyone faces off against a boss, right?]
但是他的问题是什么?他有可能在这种桥段上,包括玩法在内,它可能会出现一些雷 同的感受。
Y: [But what’s the problem with this method? In these kinds of story beats, including the gameplay, there’s a chance it might feel somewhat repetitive.]
对或者说玩家经常提到的,我怎么感觉最后好像总要大家聚在一起,然后最后打个 boss这样的一种桥段编排,对这件事情其实从初衷的角度上来讲,我觉得我们是让玩 家能够在每个主线篇章当中都有一次高点,但实际情况是我们的差异化这一部分的思 考,我觉得还是有些欠缺的。
Y: [Or as players often mention, they feel like it always ends with everyone coming together and facing a boss — that kind of story beat. From our original intention, I think we wanted players to have a high point in each main chapter. But in reality, I feel our brainstorming around differentiation in these moments has been somewhat lacking.]
当然我觉得客观来讲其实是一个双向的问题,剧情编排应该如何做,以及在我们的玩 法和任务编排当中,我们构建出一个什么样的流程体验,它是能够提供给玩家一些不 一样的东西的,对,然后另外我们其实每一个阵营的角色,我们也都在尝试着去给他 们去赋予一些相对独特的剧情。
Y: [Of course, I think objectively this is really a two-sided issue: how the story is structured, and what kind of gameplay and mission flow we create to provide players with something different. Also, for each faction’s characters, we’ve been trying to give them relatively unique storylines as well.]
举个例子,比如说奥波勒斯小队Obol Squad,她们作为新艾利都New Eridu的防卫军 Defense Force,是最接近死亡的都市守护者,所以当时我们编剧团队的创作初衷其实 是想描绘他们虽然有着与死亡相伴的共同宿命,但是却在眼泪之中透露着不同的温情 细节,就是我不知道大家记不记得就是2.2版本溺想者Drowned Ideal追击战的那一段 ,然后包括我其实想刚刚想说的是2.2,最后跟鬼火Magus跟伊瑟尔德的对决那一段其 实也很好,对吧?
Y: [For example, take the Obol Squad — as the New Eridu Defense Force, they are the city’s guardians closest to death. When our writing team first created them, our goal was to portray how, even though they all share a common fate intertwined with death, there are still tender, emotional details shining through their tears. I’m not sure if everyone still remembers the Drowned Ideal pursuit battle from Version 2.2. _Xiao Y made a mistake with the version name, he likely meant the Wandering Hunter chase in 2.3 since that’s on the b-roll of the video._ And actually, what I also wanted to
mention was the final showdown in 2.2, the duel between Magus and Isolde. That part was really great too, right?]
我们其实简要地尝试了一些 Qte的那种体验,对吧?当然这些东西都比较初期对吧? 刚刚谷歌老师提到的溺想者Drowned Ideal的追击战,其实也是的甚至2.1的时候,我 觉得我们还做了一个类似于像我们在管道中爬行的这样的一段体验,对,当然这些东 西的它目前来讲,它的进展是它没有那么好的去为我们的就是核心的剧情片段去服务 ,它还是在剧情根据。
Y: [We actually tried out some brief QTE-style experiences, right? Of course, those were all still at a very early stage. The Drowned Ideal pursuit battle that Mr. Google just mentioned is one example of that. Even back in Version 2.1, we created a similar kind of segment, like the part where you crawl through the pipelines. But at the moment, the progress of these elements isn’t quite where we want it to be in terms of serving the core story sequences; they’re still more of a narrative supplement.]
黑桐谷歌 09:51 是有这个元素,但是没把它好玩或者说是对叙事服务的那个方面展示出来。
B: [The element is there, but you haven’t really managed to make it fun or make it effectively serve the narrative yet.]
小Y 09:57 对没错,这件事情确实是我们现在策划团队和编剧团队一起尝试去解决这样的一个问 题,对的。
Y: [Yes, that’s right. This is indeed a problem that our design team and writing team are currently working together to solve.]
黑桐谷歌 10:04
只能说是现在它能实现出来,但是实现的结合上面还要再打磨打磨再多深入讨论讨论。
B: [I’d say it’s something you can implement right now, but the integration still needs a bit more polish and deeper discussion.]
*Caption:玩法与叙事结合,为剧情服务
Caption: Combining gameplay and storytelling to better serve the narrative/plot.
小Y 10:10 没错,这个事情我觉得这个事情也是需要一定的时间的,对吧?
Y: [That’s right, I think this is also something that’s going to take a bit of time, right?]
黑桐谷歌 10:13 然后这个屏幕前的大家应该都听到了,我们刚才讲了叙事、玩法结合方面的事情,接
下来我又要提出一个我就直接说尖锐的词了,角色空降sudden character introduction without prior buildup这个问题,
B: [And everyone watching on screen probably heard that just now we talked about combining narrative and gameplay. Next, I’m going to bring up a rather pointed issue. I’ll just say it bluntly, the problem of sudden character introductions without prior buildup.]
小Y 10:28 其实上一个节目,我们之前我觉得那时候还在1.6版本周期里面
Y: [In the previous program, I think we were still in the Version 1.6 development cycle at that time...]
黑桐谷歌 10:34 就是说耀嘉音Astra Yao,
B: [That is to say, Astra Yao. _That means: when players complained about the sudden introduction of Astra, the devs are working on Version 1.6_. _This harkens back to the same complaint from the previous Dev Talk._ ]
小Y 10:35 其实我们对于角色出场已经是有一些刻意的去解决这个问题的想法在了,就跟我们刚 刚提到的目标感也有关系,玩家都不知道后续的登场角色是什么样的,有哪些人对 吧?他什么阵营,他自然而然对于长线去追跟这个游戏的动力就会有所下降了。
Y: [Actually, we’ve already been thinking deliberately about how to address the issue of character introductions. This also ties into the sense of purpose we just mentioned, if players don’t know what characters will appear later, who they are, or which factions they belong to, their motivation to follow the long-term story of the game naturally decreases.]
黑桐谷歌 10:56 其实还有到2.2版本,我记得要不是你们出了一个卫星的先导预告(Satellite Preview Video,featuring Dialyn,Banyue,Zhao and Ye Shun Guang),我都不知 道后面会有什么角色,就属于对版本这种一头雾水的状况了。
B: [Actually, even up to Version 2.2, I remember that if you hadn’t released the Teaser Preview Video (featuring Dialyn, Banyue, Zhao, and Ye Shungjuang), I wouldn’t have known what characters were coming
next. It was one of those moments where we were completely in the dark about the version.]
小Y 11:07 其实这个片子也是考虑到我刚刚说那一点才会做出来呈现给大家的。对,所以我们后 面再对于推动主线的一些角色上,我们是会注意它的长线塑造的。对吧?
Y: [Actually, that character showcase video was created with the point I just mentioned in mind, to present it to everyone. So moving forward,
when it comes to characters that drive the main storyline, we’ll pay attention to their long-term development. Right?]
然后另外一个值得说的点,其实我觉得尤其是提前放出的一些角色,他们是需要他们 的一些高光桥段在的,对,然后这些事情我们其实也尝试去做了一些重点打磨。我举 个例子,比如说在2.3版本,我们大家很感兴趣的小师姐叶瞬光Ye Shun Guang对吧? 它末尾就2.3版本的末期就已经出现了,它2.4版本就一定会与绳匠Proxy一起行动。然 后各位绳匠Proxy也可以在这个过程中去与这位小师姐熟悉,然后了解到她一些不为人 知的秘密,还有伤痛这些点。
Y: [Another point worth mentioning is that, especially for characters released in advance, they need to have some standout moments. We’ve actually tried to focus on polishing these key scenes. For example, in Version 2.3, the character everyone is very interested in, Ye Shunguang, the junior senior sister, made her first appearance at the end of 2.3. By Version 2.4, she is guaranteed to act alongside the Proxy. During this process, players can get to know her better and learn some of her hidden secrets and past pains.]
黑桐谷歌 12:03 所以像我就很感兴趣,就想叶瞬光Ye Shun Guang大家也是很早就知道了,然后但是只 是知道她的存在,但是围绕她的故事,现在大家也很期待,就是不会是单是集中在一 个版本来讲,而是在可能会像以前六科Hollow Special Operations Section 6的事情 在很早大家都有铺垫这样的一个过程一样。
B: [So, for example, I’m very interested in Ye Shunguang, everyone knew about her quite early on, but only her existence was known. Now, people are really looking forward to her story. It won’t just be concentrated in a single version. Instead, it will likely unfold gradually, similar to how we laid the groundwork early on for the Hollow Special Operations Section 6 storyline.]
小Y 12:25 对的,然后这次的话主要是我们后续的我们不管是2.4版本还是跟后面的版本,其实都 是会有一些跟小光相关的故事的,对吧?然后另外一个我觉得值得说的主线之情的线 索,就是说司教The Overseer死后莎拉Sarah会逐渐从幕后走向台前,对吧?称颂会 Exaltist Order的始主The Creator也会露出他真面目的一个片段。
Y: [That’s right. This time, in the upcoming versions, whether 2.4 or later, there will actually be some stories related to Ye Shunguang. Another main storyline clue I think is worth mentioning is that after The Overseer’s death, Sarah will gradually step into the front stage. At the same time, The Creator, the leader of The Exaltist Order, will also have a moment where his true nature is revealed.]
在这个过程中绳匠Proxy们会面对更大的危机。
Y: [During this process, the Proxies will face even greater crises.]
黑桐谷歌 12:57 我这个就很期待了,其实我自己主要两个问题,一个是始主The Creator,再一个就是 绳匠Proxy他们最初最原始的目标,这两个问题是能在剧情上面最后一起解决是吗?
B: [I’m really looking forward to this. I actually have two main questions: one is about The Creator, and the other is about the Proxies and their original, initial goal. Will these two questions ultimately be resolved together in the story?]
小Y 13:10 客观来说这也是一个逐步展开的主线的一个就是关键的一条线,对,然后我觉得我们 可以等到比如说2.4版本的前瞻对吧?自然而然我们会有对应的编剧同学跟大家去分享 我们在这些问题上的一些一些思考的想法,对的。
Y: [Objectively speaking, this is also a key storyline that will unfold gradually. I think we can wait until, for example, the Version 2.4 preview, right? Naturally, our writers will share with everyone some of their thoughts and ideas regarding these issues.]
黑桐谷歌 13:28 我们刚刚说的是空降Sudden Character Introduction,这些都是围绕新角色的,而出 新角色以外就是另外一面就是关于老角色老朋友了,关于这方面2.1的夏日活动,还有 2.0的电影院活动,我们都能看到很多之前的角色登场。不光是我们的代理人,还有说 其他的就是6分街Sixth Street,我们的老朋友都有登场,像电影院活动里看到很多角 色不一样的一面,这个大家确实都是很喜欢的,尤其是电影院的版本,大家评价都是 非常高的。
B: [What we just talked about was Sudden Character Introduction, which all revolves around new characters. On the other hand, there’s the other
side, the old characters and old friends. In this regard, we could see many returning characters in the Version 2.1 summer event and the Version 2.0 cinema event. It wasn’t just our agents; other characters from Sixth Street and our old friends also made appearances. In the cinema event, players got to see different sides of many characters, which everyone really enjoyed. Especially the cinema event, the reception was very positive.]
小Y 14:02 在这个产品当中长期玩下去的玩家来说,这些曾经的代理人伙伴对吧?
Y: [For players who stick with this game long-term, these former agent companions, right?]
也还有包括一些老的NPC角色,其实都是算是大家的老朋友对吧?
Y: [There are also some older NPC characters, who are really everyone’s old friends, right?]
所以我们是尽我们所能的会让大家去看到一些它对应活跃的一些身影的,对,然后这 块其实一直都是有规划的,比如说刚刚谷歌老师提到的这个电影院活动,其实我们是 是考虑到这一点的,对吧?
Y: [So, we do our best to let players see some of these characters actively appearing. This has actually always been planned. For example, the cinema event that Mr. Google just mentioned was designed with this in mind, right?]
黑桐谷歌 14:28 未来有肯定会有。这个角色之外,我也想打探一下,我们讲这些故事都是围绕主角, 然后代理人Agent,但是这个世界也不光是由他们构成的,也有很多其他的比如说6分 街Sixth Street的市民,而且卧虎藏龙的这些人都是还有光映广场Lumina Square这些 人,有很多也是大家很多喜欢欢的。
B: [There will definitely be more in the future. Aside from this character, I also want to ask, when we tell these stories, they mostly revolve around the protagonists and the agents. But this world isn’t made up of just them; there are also many others, like the citizens of Sixth Street, and all
the skilled and hidden figures, as well as the people in Lumina Square. Many of these characters are also ones that players really like.]
到了卫非地Weifei Peninsula之后,你都很难有条件再去见到他们了,你比如说像启 明星Venus。
B: [Once you reach Weifei Peninsula, it becomes very difficult to have the opportunity to see them again. For example, characters like Venus.]
小Y 14:59 启明星Venus这个角色其实我们不管是从个人角度、团队角度,还是说我们倾注心血角 度上来讲,我们都是比较喜欢的。就又要说到电影院了,电影院其实是我们还给他准 备了一个
Y: [The character Venus is actually one that we really like — whether from a personal perspective, a team perspective, or in terms of the effort we’ve put into her. And here we come back to the cinema event — we actually prepared something special for her there.]
黑桐谷歌 15:13 专门的一个。
B: [Something specifically for her.]
小Y 15:14 新的形象、新的情节,对吧?对吧?
Y: [A new look, a new storyline, right? Right?]
我相信玩家还是比较认同我们当时的这样的一个做法的。
Y: [I believe players generally agreed with the approach we took at the time.]
黑桐谷歌 15:21 对,其实这个内容确实挺不错的,因为本身她作为在委托方面的内容戏份也挺多,大 家对她印象也很深,也很适合塑造玩家龙傲天OP main character的形象,扮猪吃老虎 wolf in sheep’s clothing。
B: [Yes, this content is actually quite good. Since she’s part of the commission-related storyline, she has a lot of screen time, and players have a strong impression of her. Her stories are also very suitable for shaping the image of an OP main character, a wolf in sheep’s clothing _in reference to how the proxies are viewed in front of Venus_ .]
小Y 15:39 对怎么说对这种类型的角色的话,我们确实是会尽可能的按照比如说现实当中的一些 人物一样,他们会有自己的生活方式或者他们的活动范围,对吧?所以剧情现在背景 上来讲发生了比较大的变化,对吧?
Y: [Right, for this type of character, we do try to make them as realistic as possible, like real people, they have their own lifestyles and activity ranges, right? So, when the stories are taking place in new locations with quite significant changes.]
然后我们可能会做出一些取舍,但是我还是会尝试去做一些方法,比如说让一些角色 从6分街Sixth Street、光映广场Lumina Square或者说我们现在的卫非地Weifei Peninsula,对在对应的舞台之下去发挥他们的一些存在感,或者说让他们找到他们的 一些闪光点,对吧?
Y: [Then we might have to make some compromises, but I’ll still try to find ways to let certain characters shine, for example, by having them appear in Sixth Street, Lumina Square, or our current Weifei Peninsula, so they can have a presence on these stages and showcase their standout traits, right?]
电影活动我觉得确实是一个值得拿出来说的点,当然我觉得,怎么讲,我们后面可能 也会做一些其他类似这样的一个尝试,然后这种感觉就像什么老朋友,他也不一定每 天我们都能够联系得上,但是到那个点上,我觉得还是会给大家给到那种老朋友又再 跟你见面那种。
Y: [I think the cinema event is definitely a point worth highlighting. Of course, I think, how should I put it, we might try some other similar approaches in the future. It’s kind of like old friends: we can’t necessarily stay in contact every day, but when the time comes, I think it will still give everyone that feeling of meeting those old friends again.]
黑桐谷歌 16:38 其实像现在2.0之后,游戏加入了地图以后,其实卫非地Weifei Peninsula和6分街 Sixth Street距离还是有一定距离的,并不是说是想来就来这边,想来就来那边。还 是有一定的地理隔离的,对,然后说到老朋友,其实还有像Fairy还有绳网Inter-Knot 这些方面,大家也讨论过,但是结果上来说,这些很关键的设定的存在感不如以前 了。
B: [Actually, after Version 2.0, once the game added the map, Weifei Peninsula and Sixth Street are still a fair distance apart. It’s not like you can just go from one to the other whenever you want, there’s still a certain geographical separation. Speaking of old friends, there are also aspects like Fairy and Inter-Knot that people have discussed, but in terms of the end result, the presence of these key settings isn’t as strong as it used to be.]
虽然说是取舍,但是因为故事这个背景变了,所以小Y老师围绕这方面能不能跟我们说 一说,
[Although it’s a matter of trade-offs, since the story background has changed, could Mr.Y talk to us a bit about this aspect?]
小Y 17:18 当然我们2.0的初始的设定是想,给到玩家说哲Wisw和铃Belle拜入了云岿山Yunkui Summit的门下,然后成为了弟子。
Y: [Of course, our initial Version 2.0 plan was to show players that Wise and Belle had joined Yunkui Summit as disciples.]
随着他弟子这个身份,随着云岿山Yunkui Summit一起展开更多的故事,我们不完全只 是一个就是传奇绳匠Proxy的一个视角来说,有一部分也是担任了云岿山Yunkui Summit弟子,出现在各方势力面前对吧?
Y: [As disciples, they would unfold more stories together with Yunkui Summit. It’s not entirely just from the perspective of the legendary Proxies, part of it is also about them appearing as Yunkui Summit disciples in front of various factions, right?]
只不过这一点它中间有个度的点,我们在设定上就是关于绳匠Proxy的现代部分的这种
感觉上,其实在到了第二季之后,应用的元素确实少了一些,然后这点我觉得我们是 认同的,而且我们在后续的版本当中是会更多抛出这些这些元素在的,对,不管是通 过主线通过活动,还是通过甚至一些氛围和支线任务,对吧?
Y: [It’s just that there’s a balance to this. In our settings, regarding the modern aspect of the Proxy, some of these elements did become a bit less prominent after Season 2. I think we acknowledge that, and in future versions, we plan to bring more of these elements back — whether through the main storyline, events, or even through atmosphere and side quests, right?]
举个例子来说,我们说我们在2.3的临界推演Threshold Simulation当中,其实已经做 出了这样的尝试了,Fairy它的存在感对吧?然后在这之后也提前可以卖关子了,主线 当中其实也会出现更多的关于AI相关的一些剧情,对吧?
Y: [For example, in Version 2.3’s Threshold Simulation, we actually already tried something like this, giving Fairy a stronger presence, right? After that, we could also build suspense in advance, and the main storyline will feature more AI-related plot elements as well, right?]
然后绳网Inter-Knot的话,我们除了常态化的一些更新以外的话,我觉得后面还是会 恢复一些比较经典的,比如说发帖子这样的一些体验,当然这部分怎么融合到现在的 叙事流程当中去,我们其实还是在思考和准备当中的,
Y: [As for Inter-Knot, aside from the regular updates, I think we’ll bring back some of the classic experiences, like posting messages. Of course, how to integrate this into the current narrative flow is something we’re still thinking about and preparing for.]
黑桐谷歌 18:47 对你说到刷帖,然后还有叫什么报纸,很多之前有的,不管是设定氛围也好,还有至 少这些其实都是我入坑吸引我的地方,如果说是随着版本的发展,这部分就逐渐淡出 视野的话,其实觉得还是有点可惜的。
B: [Right, you mentioned posting messages, and then there’s also the newspaper and many other things that existed before, whether it’s for the setting, the atmosphere, or at least these were the things that initially
drew me into the game. So if, over the course of version updates, these elements gradually fade from view, I do think it’s a bit of a shame.]
小Y 19:05 对,我觉得这点个人我觉得谈的都是认同的,我们在不断的拓展新的比如说模式,像 刚提到的关卡模式也好,还是说生产新的内容也好,其实我们本身是在做积极开拓的 工作的,当然对于原来地块上的一些比如说故事上的规划,甚至阵营甚至一些刚提到 NPC的出现了店铺的一些开张,我们也是有做就尝试在做规划的。
Y: [Yes, I personally agree with this point. While we’re constantly expanding new modes, like the stage modes we just mentioned, and producing new content, we are actively working on exploration. Of course, for the original areas, whether it’s story planning, factions, or even NPCs opening shops as mentioned earlier, we are also making efforts to plan and implement those.]
黑桐谷歌 19:33 你说到了店铺是吧?店铺其实我还想起来一个事情,我们第一期面对面的时候就有提 过一个店铺,就是火锅店,然后看来是鸽掉了吗?literally pigeon,means stand someone up/flake on someone
B: [You mentioned opening shops, right? That actually reminded me of something. In our first interview session, we brought up a shop, a hotpot restaurant. So... it looks like that idea didn’t go through?]
literally pigeon, means stand someone up/flake on someone. The idea didn’t get finalized.
小Y 19:46 绝对不鸽。
Y: [We will go through with it, we promise.]
第二季结束前,我们一定会把火锅店给大家端上来。
Y: [Before the end of Season 2, we will definitely serve the hotpot restaurant to everyone.]
黑桐谷歌 19:55 这个火锅是一定非吃不可。
B: [This hotpot is absolutely a must-eat.]
小Y 19:57 其实除了火锅店以外,我们肯定还是会有一些其他的主城店铺会在第二季内逐渐的开 张起来的,对吧?
Y: [Actually, besides the hotpot restaurant, we will definitely have some other main-city shops gradually opening during Season 2 as well, right?]
比如说除了光映广场Lumina Square、澄辉坪Failume Heights对吧?我们的古董店 “不掩(Bu Yan,means No Hiding)”,我觉得后面也会跟大家见面,然后还有另外 6分街Sixth Street上的404 Error也会带着一群大家熟悉的面孔来跟大家就是去见面 ,
Y: [For example, besides Lumina Square and Failume Heights, our antique shop “Buyan” (No Hiding) will probably meet everyone later on. Also, 404 Error live house on Sixth Street will bring along a group of familiar faces to meet everyone as well.]
黑桐谷歌 20:25 你说404 Error虽然说路过几次,但是它有挂着那个牌子,但是常年都是歇业的状态, 然后我记得之前还在那里拍过照,然后海报还是很像有那种live的感觉。
B: [You mentioned 404 Error — even though we’ve passed by it a few times, it has that sign up, but it’s been closed most of the time. I also remember taking photos there before, and the poster still kind of had that live, “in-action” feel.]
所以说他是不是有点像以前在什么看街头看那种地下偶像的印象,这个是什么设定?
B: [So, is it a bit like the old impression of watching underground idols on the streets? What’s the idea behind that setting?]
小Y 20:49 我觉得天机不可泄露。
Y: [I think the secrets must not be revealed.]
黑桐谷歌 20:51 你不说泄露还好,你一说泄露我好像就已经能够猜到是什么,这个就是属于在嘴边呼 之欲出的名字。
(Translator Note:Definitely home to Angels of Delusion!)
B: [It would have been fine if you hadn’t mentioned “revealed,” but as soon as you said it, I feel like I can already guess what it is — it’s one of those names that’s right on the tip of the tongue.]
(The Other Translator Note: These two, trying to be slick.)
小Y 21:02 我觉得大家可以期待一下对吧?
Y: [I think everyone can look forward to them, right?]
除了这次店铺以外的,我们在2.5版本也会对我们的战斗区域进行一些升级。它主要的 升级除了这区域会有变更以外,我们还会提供一些特殊的关卡的探索能力,这次的新 的探索能力也会与我们那位小师姐有一定的关联,然后不仅是跟移动相关联的,可能 跟关卡的交互也会有一定的关系,当然这件事情就是并不影响很正常玩家的一些探索 ,我们是希望大家所有的玩家都能够游玩到我们设计过的一些内容的,所以说并不会 有所认知这个门槛在,另外我们也尝试将怪物的技能和地图设计做了一定的结合,然 后能够丰富一下整体的游玩体验,
Y: [Besides the shops this time, in Version 2.5 we’ll also be upgrading our combat areas. The main upgrades, in addition to changes in the areas themselves, will include some special level exploration abilities. This new exploration ability will also have a certain connection to our junior senior sister, and it won’t just be related to movement, it may also involve interactions within the levels. Of course, this won’t affect normal players’ exploration; we want all players to be able to experience the content we’ve designed _(even if you don’t pull the new character, Ye Shunguang)_ , so there won’t be any barrier to entry. Additionally, we’ve tried to integrate monster abilities with the map design to enrich the overall gameplay experience.]
黑桐谷歌 21:52 然后说起来就是之前航天城Aerospace City玩法的时候,就总感觉是那种线性闯关的 感觉很强,到了一个地方然后打下怪,然后再到下一个地方去。
B: [Speaking of which, when we were playing in Aerospace City before, it always felt very linear — you go to one place, fight the monsters there, and then move on to the next place.]
然后这种就很像什么,就像是缺少了需要绳匠Proxy的地方。
B: [And it felt a bit like something was missing, like there wasn’t really a need for the Proxy there.]
*Caption:探索体验感UP
Caption: Exploration EXP UP (enhanced)
小Y 22:07
既然作为云岿山Yunkui Summit弟子,在这次的2.5版本的探索区域内,它的觉感术 Perception Technique也会发挥更多的作用,然后帮助玩家去探索这次区域,然后过 程中我们还设计了一些探索体验的一些升级或者扩展,比如说会遇到一些好心的邦布 Bangboo对吧?帮助大家找到隐藏的奖励,还会有一些探索支线,额外的就是IP的收集 物对吧?我们也在制作当中希望能够带给大家提供一些更沉浸或者说内容质量密度更 高的一个体验。
Y: [Since they are a disciple of Yunkui Summit, in the exploration areas of Version 2.5, their Perception Technique will play a greater role, helping players explore the region. During this process, we’ve also designed some upgrades or extensions to the exploration experience. For example, players may encounter helpful Bangboo characters who assist in finding hidden rewards, and there will be exploration side quests and additional IP collectibles. We’re aiming to provide a more immersive experience with higher content density.]
我们本身不完全是想把这个地图去就无限的做大,在这个过程中的一些内容体验的质 量把它拉上来。
Y: [We don’t necessarily intend to make this map endlessly large; rather, we want to raise the quality of the content and experience within it.]
黑桐谷歌 22:52 说到沉浸体验,我之前还玩的时候还注意到,航天城Aerospace City主线如果说是没
打完,然后地图里的宝箱探索都是没有的,还要等主线打完再去跑一遍,就感觉其实 就跑两遍还挺麻烦的,其实是可以在一次完成的事情。
B: [Speaking of immersive experiences, I noticed when I was playing before that in Aerospace City, if you hadn’t finished the main storyline, the treasure chests on the map wouldn’t be available. You’d have to complete the main story first and then run through the area again. It felt a bit inconvenient to have to go through it twice, since it could’ve actually been done in a single run.]
小Y 23:11 这个确实是我们早期在设计这件事情的时候,没有去兼顾好玩家在剧情和探索体验的 双重需求,不过这一次我们在2.5的时候吸取了教训,对吧?
Y: [This was indeed something we didn’t fully account for in the early design, we didn’t balance the players’ needs for both the story and the exploration experience. However, we’ve learned from that, and in Version 2.5 we’ve addressed it.]
在探索内容包括收集和逐渐推进上,大家不需要再做区分对吧?你主线过程中其实也 可以去做一些探索,对吧?就是玩家可以按照自己的就当前的心情或者自己想要的游 玩模式自己去玩。
Y: [Regarding exploration content, including collecting and gradual progression, players no longer need to make a distinction. You can actually do some exploration during the main storyline, so players can choose how they want to play based on their current mood or preferred playstyle.]
黑桐谷歌 23:39 我们还有接下来的问题,关于活动方面,
B: [We also have the next topic, regarding events.]
小Y 23:46 活动方面的话我们其实做了还是蛮多尝试的,你像刚刚我们提到的电影院,还有类似 于像夏日活动,沙滩。
Y: [Regarding events, we’ve actually done quite a few experiments. For example, the cinema event we mentioned earlier, as well as summer-themed events like the beach.]
黑桐谷歌 23:54 钓鱼和冲浪,对。
B: [Fishing and surfing, exactly.]
小Y 23:56 它这些东西是广受玩家好评的。当然也有一些客观意义上来讲,大家觉得就没有那么 认同的一些活动对吧?可能它的打磨时间或者生产周期,它可能是没有那么充分的有 点复刻那种感觉。
Y: [These events have been widely praised by players. Of course, objectively speaking, there are also some events that players didn’t resonate with as much. Perhaps their development time or production cycle wasn’t sufficient, giving them a somewhat “rehashed” feeling.]
黑桐谷歌 24:12 你说复刻的话,这次拍照的活动大家就很喜欢。
B: [Speaking of rehashed content, players really enjoyed the photo-taking event this time.]
小Y 24:15 我觉得拍照活动算是一个例外,它相对好的呈现了我们的代理人的这部分美术资产的 特色,对。
Y: [I think the photo-taking event is an exception. It showcased our agents’ art assets quite well.]
黑桐谷歌 24:24 因为大家都知道绝区零的角色动作都是做得非常细致的,战斗的时候表现,但是节奏 又很快,而且专注在攻防战斗的时候,注意力注意不到的一些东西,拍照就很好的给 了一个定格的视角,让玩家能够仔细去看欣赏。
B: [As everyone knows, the character animations in ZZZ are very detailed. During combat, they’re fast-paced and focused on offense and defense, so players don’t get a chance to notice all the little details. The
photo-taking event provided a perfect frozen-frame perspective, allowing players to appreciate these details carefully.]
小Y 24:38 对,我觉得谷歌老师我觉得总结得很到位,这也是我们活动后续想要去尝试的一个方 向,除了在主线故事当中跟他一起经历相对喜欢的故事,在这种现代都市这一部分, 我相信玩家也是好奇的,在在活动当中他的日常生活当中,他呈现出的面貌对我们会 不同活动不同玩法的形式去呈现这一点。然后刚提到了一些打磨没那么充分的一些活 动,我们也会去选择一些更加新的玩法,去做一些新的尝试。
Y: [Yes, I think Mr. Google summarized it very well. This is also a direction we want to explore in future events. Besides experiencing the story together in the main storyline, in this modern urban setting, I believe players are curious about the character’s daily life and how they present themselves. We aim to showcase this through different events and gameplay formats. For the events that weren’t polished enough, we also plan to try out some entirely new gameplay experiences.]
*Caption:展现代理人Agent日常生活的魅力
Caption: Showcasing the charm of an Agent’s daily life.
黑桐谷歌 25:14 我接下来就想问问关于这种长线性质的玩法,战斗相关的这些方面,我还是不是也有 些什么可以说。
B: [Next, I’d like to ask about these long-term gameplay elements, particularly related to combat. Are there any updates or insights you can share on that?]
小Y 25:22 对的,其实我理解玩家抽取代理人也好,或者说他主要的跟代理人一起的场景,除了 刚刚提到的休闲玩法就是生活这一部分,还有另外一部分就是战斗这一部分对吧?
Y: [Yes, exactly. I understand that for players, whether they’re recruiting Agents or mainly spending time with them in various scenarios, besides the casual, everyday-life gameplay we just mentioned, there’s also the combat aspect, right?]
然后这块我觉得最核心的一个点,或者说目前来讲还是比较核心的一个模块,就是我 们的0号空洞Hollow Zero。
Y: [And I think the most core aspect here, or at least currently still a key module, is our Hollow Zero.]
对,然后我们最近几个版本,其实我们在以后我看到我们在有抱怨,包括对于武备 Tactical Prism Program的提供对吧?包括对于0号空洞Hollow Zero玩法的更新的筹 备这块东西,其实我们也是在做一些准备的,对我们曾经在早些年的航天城做过一些 尝试,比如说把战斗和关卡做一些结合,航天城Aerospace City加随便观Suibian Temple其实算是一种我认为非常初期的一种尝试,理论上来讲我们可以有一套相对更 自洽的一套就是循环玩法,因为我们现在关卡整体上来讲它拓展性更强了,对吧?
Y: [Yes, and in the recent few versions, actually, looking ahead, I’ve seen some complaints, including about the provision of the Tactical Prism Program, as well as preparations for updates to the Hollow Zero gameplay. We’ve also been making some preparations on our side. Back in the earlier years with Aerospace City, we tried some experiments, for example, combining combat and stages; Aerospace City plus Suibian Temple can be considered a very early attempt. In theory, we could have a relatively self-consistent looped gameplay system, especially now that our stages overall have much greater expandability.]
不像早期我们就是一个一关一关小关往里面跑,然后它能够支撑玩家进行探索,支撑 玩家进行比如说支线任务,包括还能够支撑去做一些叙事,对,所以说这套关卡模式 的话,其实它能够做出一个更有意思的循环体验出来,对,因为。
Y: [Unlike in the early days, where it was just one small stage after another, now it can support players in exploration, side quests, and even some storytelling. So this stage-based system can actually create a more interesting looped experience.]
黑桐谷歌 26:39 其实我自己在玩的时候,虽然说是剧情和0号空洞探索,这两个不一样,我也能理解就 是在剧情的时候,因为是在伴生空洞Companion Hollows里面,它的侵蚀性没有那么强 ,所以可能关卡设计会不一样,但是回归到0号空洞的话,它依然应该是有侵蚀压力在
其中,所以我要在有限的时间内在里面进行探索和战斗也会有这么一个过程,目前看 来的话是要把这一部分的东西要进行目前的0号空洞,因为这个方面的元素就就变得弱 了一些,
B: [Actually, when I was playing myself, although I understand that the story mode and the “Hollow Zero”are two different things, since it takes place inside the Companion Hollows,the level of corruption isn’t as strong, so the stage design would naturally be different.However, when returning to Hollow Zero, it should still maintain some corruption pressure, meaning I should have to explore and fight in a limited amount of time. That kind of process should still exist. But as it stands now, it feels like that part of the experience has been weakened in the current version of Hollow Zero.]
小Y 27:13 我觉得得益于我们现在的一些更宽广的这样的一个关卡模式。
Y: [I think it’s due to the broader stage design (or level structure) that we have now]
其实你在关卡内做一定程度的任务设计,其实它比较适合把之前的一些绳匠Proxy、以 骸Ether Mutants和一套就是空洞内的生态,0号空洞内的一些生态,把这样东西完整 的表达出来。
Y: [Actually, when you include a certain degree of mission design within the stages, it’s quite suitable for fully expressing some of the previously established elements, like the proxies, Ether Mutants, and the overall ecosystem within the Hollows, especially Hollow Zero.]
对,我觉得这是一个很明确我们后续想做的一个方向,对。
Y: [Yes, I think this is a very clear direction we want to pursue in the future]
黑桐谷歌 27:38 所以现在的话接下来这个方面就是围绕新的0号空洞玩法对吧?
B: [So next, the focus will be on the new Hollow Zero gameplay. right?]
小Y 27:42 对,我们想在关卡玩法和系统体验上来讲,做出升级。上一个阶段的话,从1.4推出0 号空洞开始的话,主要还是围绕着代理人Agent的能力,然后类似于像肉鸽Rougelike 这样的一套形式去做线性的框架串联。但是我们觉得既然我们做到走到今天这一步了 ,肯定还是有一个更广阔的空间给到我们的对吧?去做一些新的东西。
Y: [Yes, we want to upgrade both the stage gameplay and the overall system experience. In the previous phase, starting from version 1.4 when the Hollow Zero was first introduced, the focus was mainly on the Agents’ abilities, using a roguelike-style linear framework to connect everything together. But now that we’ve come this far, we believe there’s definitely a much broader space for us, right? A chance to create something new.]
黑桐谷歌 28:04 其实小Y老师看来也是有备而来的这种样子,小Y老师是不是经常也看什么社区评论之 类的,
B: [It seems like Mr.Xiao Y came well-prepared too. Do you often read community comments and such, Mr.Xiao Y.]
小Y 28:13 我觉得作为做一个策划的话,我觉得肯定是要去长期去看玩家的一些反馈的。
Y: [I think as a game designer, it’s definitely necessary to regularly look at and follow players’ feedback over the long term.]
对,当然我们聊的大的方向其实还是蛮需要时间的。对,只不过既然是一个更长线的 事情,可能它的启动时间规划时间会更早一些,
Y: [Yes, of course, the broader direction we’re talking about will definitely take quite some time. It’s just that, since it’s a more long-term project, its initiation and planning have to start earlier.]
黑桐谷歌 28:30 听起来很早就已经开始构思,接下来的就是我已经问了这些问题了是吧?不是因为听 劝了,所以才这么做的是。
B: [Sounds like you’ve been planning this for quite some time already, so the reason you’re doing this isn’t because you were persuaded by feedback I mentioned, right?]
小Y 28:39 的,因为客观来说当真的出现问题,然后你再根据这个问题再做调整的时候,其实已 经会晚很多,而说你本身是要更前置的去思考,比如说将来的方向或者说将来的一些 体验哪里会出现问题,哪里是需要去做调优的。
Y: [Yes, because objectively speaking, if you wait until problems actually appear and then make adjustments based on them, it’s already too late. Instead, you need to think ahead, to anticipate what issues might arise in the future direction or experience, and identify where optimizations will be needed in advance.]
我们除了愿意去倾听玩家的一些意见,我们去愿意去玩家做提供更好的就是游戏体验 以外,本身我们在游戏设计上我们肯定会做更多的前置性的一些思考,把我们比如说 最拿手的像刚刚提到的那种拍照活动,能够呈现代理人的都市生活那部分的体验,对 吧?能够更有意思的东西呈现给大家,对吧?这更多是基于我们过去的经验和一些灵 感的碰撞。
Y: [In addition to being willing to listen to players’ feedback and striving to provide a better gameplay experience, we also put a lot of effort into forward-thinking game design. For example, we want to further develop the kinds of things we’re best at, like the photo events we mentioned earlier, which showcase the Agents’ urban lifestyles, right? Bringing players more interesting experiences. This all comes from a blend of our past experience and creative inspiration.]
黑桐谷歌 29:23 然后接下来还有一个问题就是玩法这一块,我从这个测试服一测的时候就开始玩,然 后但是有一个玩法让我印象很深刻,也还一直也惦记的就是三测的时候有一个联机打 boss的这么一个玩法,这个玩法未来可能他会有机会让见面吗?
B: [And next, I have a question about gameplay. I’ve been playing since the very first test server, but there’s one gameplay mode that left a deep impression on me and that I still think about, during the third test, there was a co-op boss battle mode. Will there be a chance for that mode to return in the future?]
小Y 29:41 对肯定会有的,对,并没有说我们在过程中放弃掉或者怎么样,只是说准备过程我们 还是相对谨慎的去对待的,对吧?比如说技术储备或者说一些周边的一些基建,我们 是要做好准备之后才能够把这件事情推上线的。对做过准备,比如说像之前做过的玛 瑟尔大冒险Marcel Adventure(that Bangboo Fall Guys gameplay)对吧?然后嗯呢 棋闻录En-Nah Chess Legend Event(that Auto Chess gameplay),然后其实是在一 定程度上是为这件事情去铺路的。
Y: [Yes, it will definitely return. We haven’t abandoned it or anything like that. It’s just that we’re approaching the preparation process more cautiously, right? For example, in terms of technical groundwork or related infrastructure, we need to make sure everything is well prepared before it’s implemented in the game — for instance, events like Marcel Adventure _(that Bangboo Fall Guys-style gameplay)_ and En-Nah Chess Legend _(that Auto Chess-style event)_ were, to some extent, part of paving the way for this feature.ready before we can officially bring that feature online.]
另外一件事情值得说的是在单机模式下和在联机模式下要做的,对于角色的改造其实 是不大一样的。
Y: [Another thing worth mentioning is that the adjustments made to characters for single-player mode and for multiplayer mode are actually quite different.]
黑桐谷歌 30:16
你比如说那个连携技我,们我们自己平时玩连携技都是时间暂停的还有那个大招也是有 时停的 这个如果说两个玩家一起玩的话,这个时停要怎么处理确实也是个问题。
B: [For example, take the Chain Attack, when we normally use them, time pauses, and the Ultimate abilities also involve time-stop effects. So if two players are playing together, how to handle that time-stop mechanic really does become a problem.]
小Y 30:26 对我就不仅仅是这样,还有一些角色的个体机制,你在联机模式下它去处理到处理掉 这个问题的话,其实都挺有挑战的。
Y: [Yes, and it’s not just that, there are also certain character-specific mechanics, and figuring out how to handle those properly in multiplayer mode is actually quite a challenging task.]
包括我不确定大家是否记得当时我们三测的时候,那个版本其实没有连携技的,对, 但是我们我们这一次的话,假设后面联机要上的话,我们其实还是会完整的把这个比 较重要的一个体验把它端上来。
Y: [I’m not sure if everyone remembers, but back during the third test, that version actually didn’t have Chain Attack. However, this time, assuming the co-op mode gets implemented later, we do plan to fully bring back that important gameplay experience.]
黑桐谷歌 30:49 对,我是想象不出来这个问题,现在很期待。
B: [Yeah, I can’t really imagine how that would work. I’m really looking forward to it now.]
小Y 30:53 对简单来讲就可以跟朋友们放出QTE啦,
Y: [Yeah, simply put — it means you’ll be able to trigger QTEs together with your friends!]
黑桐谷歌 30:57 噢。
B: [Oh.]
小Y 30:59 也会针对联机这件事情去做一些需要玩家之间可能需要一定的配合,或者说有一定的 交互的这样的关卡体验,对的,所以说联机这件事情我们一直在做,而且是尽可能的 多做体验,不把它局限在一场单局的和两三个人打战打一个boss这样的一个体验上 面。
Y: [We’ll also be designing certain stages that require some degree of coordination or interaction between players for the co-op mode. So yes, we’ve been continuously working on multiplayer, and we’re trying to
create as many different experiences as possible, not just limiting it to a single match where two or three players team up to fight a boss.]
黑桐谷歌 31:17 说到现在刚才Boss战,我们知道战斗方面的话,因为我是每个版本的角色我都会抽, 然后其实现在也已经很多之前版本的角色了,然后但是现在的情况就是,在新的比较 高端的战斗环境,比如说像式舆Shiyu、危局Deadly Assault,式舆Shiyu要两队人, 危局Deadly Assault三队人。很多老角色,觉得情况就是用不上,没机会出场。
B: [Speaking of boss battles, as we know, when it comes to combat, I personally pull for every character each version. So by now, there are already quite a lot of characters from previous versions. However, in the newer, more high-end combat modes, like Shiyu or Deadly Assault, Shiyu requires two teams, and Deadly Assault needs three. The problem is that many of the older characters just don’t get a chance to be used anymore.]
小Y 31:43 我觉得这个问题其实挺严肃的,就是说你看到我们这次2.3也推出了一个我觉得临界推 演Threshold Simualtion这样的一个玩法,其实它本质目的是尽可能让玩家的角色, 曾经的一些角色能够继续发挥他们的价值,然后我们也知道角色的话,玩家肯定是投 入了相当多的心血的,对吧?
Y: [I think this is actually quite a serious issue. You’ve seen that in version 2.3, we introduced a gameplay mode called _Threshold Simulation_ , and its core purpose is to allow players’ characters, including older ones, to continue demonstrating their value as much as possible. After all, we know that players have invested a great deal of effort and care into their characters, right?]
养成也好抽取也好,对,然后他肯定不是说用了一两个版本,然后这个角色后面就没 有它的作用了,而说我们肯定是会持续性的去做一些对应的玩法的。
Y: [Whether it’s through development or pulling for them, it’s not like a character should only be useful for one or two versions and then lose their purpose afterward. We definitely plan to keep creating corresponding gameplay modes that allow those characters to continue being relevant over time.]
黑桐谷歌 32:18 虽然说是这样的玩法让我们用到了更多角色,不过现实是我们的老角色这个之前也说 过了,随着版本的变化就是机制越来越多,然后老角色也就变得越来越“牢( literally jail,means playing this character feels like being in jail)”, 然后我之前经常抽到的这些常驻角色,即使是弱点环境也很难打出高分,我觉得这是 一个比较棘手的问题。
B: [Although this kind of gameplay allows us to use more characters, the reality is — as mentioned before — that with each version introducing more and more new mechanics, the older characters have gradually become more “jailed” _(literally jail_ , _means playing this character feels like being in jail)_. Even the standard characters I used to pull often now struggle to achieve high scores, even in situations where enemies have their weaknesses. I think this is quite a tricky problem.]
不过既然你们能够对像艾莲Ellen,0号安比Soldier0Anby这样进行这种加强的,所以 我也得问一问,就像其他的这些“牢”角色体验要怎么样,后面有没有什么计划,
B: [But since you’ve been able to buff characters like Ellen and Soldier 0 Anby, I have to ask, what about the experience for those other characters who are left behind in the storage? Are there any plans for them in the future?]
小Y 32:52 就像之前说的那样,对于我们的老朋友,我还是会尝试去做出一些提升的,毕竟我们 知道玩家是有一些情感寄托在上面的,虽然我们目前来讲推出了类似于像艾莲Ellen, 对吧?0号安比Soldier0Anby这两位角色。肯定还是会有更多的角色,他会迎来他个人 的时刻,会有补强的契机的。
Y: [Just as we mentioned earlier, we’ll continue trying to make improvements for our old friends, after all, we know players have emotional attachments to them. Although we’ve recently released enhancements for characters like Ellen and Soldier 0 Anby, there will definitely be more characters in the future who will have their own moments, their opportunities for strengthening will come as well.]
黑桐谷歌 33:18 那就是具体会补偿谁呢?
B: [So specifically, which characters will be getting those enhancements?]
小Y 33:22 我觉得大家可以等一等到2.5版本的时候,我们就会有所……。
Y: [I think everyone can wait until version 2.5, by then, we’ll have something to show...]
黑桐谷歌 33:26 大家可以先把自己希望补强的谁在弹幕里面打出来。
B: [Everyone can go ahead and type in the chat which character you’d like to see get buffed.]
*Caption:常驻角色加强 等你发声!
Caption: Permanent character upgrades, we’re waiting to hear your voice!
小Y 33:30 是的,我觉得也很欢迎这一点,然后我会认真的考虑大家的一些反馈或者需求。
Y: [Yes, I really welcome that, and I’ll seriously consider everyone’s feedback and requests.]
黑桐谷歌 33:37 大家应该是在弹幕里面应该打出来了,到时候好好看一看没问题,这个说完了角色, 我们还是要说回战斗当中的一个很重要的元素。
B: [Everyone’s probably already typing their picks in the chat, we’ll definitely take a good look at them later, no problem. Now that we’ve finished talking about the characters, let’s move on to another very important element of combat.]
敌人的设计其实我感觉现在的就是角色战斗越做越酷,不过我们的一些敌人就和敌人 之间交互,保持的是黄红光这种机制,如果我们用特定的一些角色,甚至一些有大量 无敌帧的角色来躲这些交互,长此以往的话就让战斗的这种交互性就变得越来越单一 ,这方面未来会有在这方面有什么调整。
B: [When it comes to enemy design, I feel like our character combat keeps getting cooler and more dynamic, but the interactions with enemies are still mostly based on the yellow and red light mechanics. If we use certain characters, especially those with a lot of invincibility frames, to dodge these interactions, over time the combat starts to feel increasingly one-dimensional. Are there any plans to make adjustments in this area in the future?]
小Y 34:13 其实我觉得谷歌老师提的问题很有道理,这次我们也会做出一些变革,会尝试在角色 和怪物的交互上来讲做一些新的设计,当然我们并不想把它做的特别的门槛做的特别 的高。
Y: [I think that’s a very good point from Mr.Google. This time, we’ll be making some changes — we plan to try out new designs in terms of character–enemy interactions. Of course, we don’t want to make the difficulty threshold too high.]
黑桐谷歌 34:29 就不是那种很高端的瞬间反应的那种操作。
B: [In other words, it’s not going to be the kind of high-level gameplay that demands instant reflexes.]
小Y 34:32 是吧?对的,当然它肯定是能够提供一定的深度的,而且它也会作为比如说一部分 boss的压迫感的一些战斗设计的体现。
Y: [Right? Yes, of course, it will still provide a certain level of depth, and it will also serve as part of the design that conveys the sense of pressure or intensity in some boss battles.]
当然我想说的一个观点,我们并不是想去进上难度,对,我觉得还是说奔着角色跟怪 物的就是交互起来好玩这件事情去做一些体验升级,
Y: [Of course, what I want to emphasize is that our goal isn’t simply to increase the difficulty. Rather, we want to make the interactions between characters and enemies more fun, to enhance the overall gameplay experience in that direction.]
黑桐谷歌 34:55 这样看下来的话团队也是对不管是活动升级,然后不还是迭代,还是 Boss战斗更新机 制都是已经在进行中了是吧?
B: [So from what we’ve heard, it seems the team is already working on all fronts, whether it’s event upgrades, gameplay iterations, or updates to boss battle mechanics, right?]
小Y 35:04
没错,然后这件事情其实从长线来看的话,也是为了赋予我们刚刚说的目标感,玩家 在游戏内投入了时间对吧?
Y: [That’s right. And in the long run, all of this is also meant to give players a stronger sense of purpose, since they’re investing their time in the game, right?]
锻炼他的对游戏的理解,游戏水平,然后也倾注了对代理人的情感,所以说不管是剧 情还是说战斗玩法,还是说那些机制,其实本质上来讲是想让玩家这部分投入能在更 久远的未来迎来一些变化,能够长期支撑玩家能够玩下去。
Y: [It helps players deepen their understanding of the game and improve their skill level, while also building emotional attachment to the Agents. So whether it’s through the story, the combat gameplay, or the underlying systems, our core goal is to ensure that all the effort players put in can lead to meaningful changes over time, allowing them to enjoy and stay engaged with the game for the long run.]
黑桐谷歌 35:30 怎么听着已经觉得像这就像结束语了?
B: [Why does that already sound like a closing statement?]
小Y 35:34 谷歌老师是不是还有进一步的问题?
Y: [Mr.Google, do you have any further questions?]
黑桐谷歌 35:36 当然还是有的,我们后续版本的优化。还没有说优化方面的问题。
B: [Of course I do, we haven’t talked about the optimization plans for the upcoming versions yet.]
小Y 35:44 我在这里其实可以简单的开个头,因为后续比如不管是即将到来的2.4版本还是2.5版 本,就都会有一些新的优化内容上线。
Y: [I can briefly start on that, since in the upcoming versions, such as 2.4 and 2.5, there will be several new optimization updates going live.]
这些优化当中,我觉得在目前这个节点上值得拎出来讲的一个点,就是关于对于前期 的历程的迭代,就像振宇Zhenyu(Producer/Director of ZZZ)说的,我们欢迎新朋 友这个点一样,其实我相信绝区零在长线运营的过程中,肯定会有一些新的玩家加入 到我们当中来,对吧?
Y: [Among these optimizations, one point I think is worth highlighting at this stage is the iteration of the early-game experience. Just like Zhenyu _(Producer/Director of ZZZ)_ mentioned, about welcoming new friends, I believe that as Zenless Zone Zero continues its long-term operation, there will definitely be more new players joining us, right?]
这些新玩家可能会有一些新的诉求,每一位新来的玩家他其实是能够快速的跟上大部 队,针对这一点的话,我们也对之前的前期的一些比如说平台期对吧?所谓平台期做 出了一些加速,能够让玩家更快的体验到现在绝区零的一些版本更新的内容。当然这 个也不是全部,后续再版本推进过程中,我们也会针对前期的这样那样的痛点去进行 一些迭代和调整。
Y: [These new players may have their own needs, and each one of them should be able to catch up with the main player base quickly. With that in mind, we’ve made some accelerations to earlier stages of the game, for example, during the so-called “platform period”, so that players can more quickly experience the latest version content of _Zenless Zone Zero_. Of course, that’s not all. As future versions roll out, we’ll continue to iterate and make adjustments to address various pain points in the early-game experience.]
黑桐谷歌 36:40 其实作为老玩家的话,虽然我们也会很欢迎新玩家,但是确实对于新玩家的游戏体验
,我们老玩家确实也很难给出一个合适的角度来提出意见,但是我毕竟是老玩家,能 不能再说点,围绕我们老玩家这方面的优化。
B: [As veteran players, we definitely welcome new players, but when it comes to their gameplay experience, it’s hard for us older players to give feedback from the right perspective. Still, since I am an old player, could we talk a bit more about optimizations that focus on us longtime players?]
小Y 36:57 举个例子,比如说在2.4版本的话,随便观Suibian Temple经营就会新增一键挂机,为 大家去省去很多那种不必要的一些重复劳作,还有一些比如说玩家反馈比较多的,比 如说结算动画的一些加快,驱动盘副词条的定向,还有战斗跳字的合并,这样的优化 也会在后续的版本当中逐渐与大家见面。
Y: [For example, in version 2.4, the Suibian Temple management feature will be getting a new “one-click auto” function _(i.e. the AFK Function)_ , helping players save time and avoid unnecessary repetitive work.There are also several other improvements based on frequent player feedback, such as speeding up result animations, adding targeted sub-stat selection for Drive Discs, and merging combat damage numbers. These kinds of optimizations will gradually be rolled out in upcoming versions.
黑桐谷歌 37:24 战斗数字Combat DMG合并还挺需要的,因为我经常用这个异常Anomaly队战斗,然后经 常会蹦出好多数字,经常就看不到总伤害,然后同时甚至还会把游戏里面敌人的动作 遮住,我就看不到,导致我不得不把伤害数字的界面就直接给它关掉了。
B: [The combat damage number merging feature is definitely something that’s needed. I often use an Anomaly team in battles, and so many numbers pop up on the screen that I can’t even see the total damage. Sometimes they even block the enemies’ movements, so I end up having to just turn off the damage number display entirely.]
小Y 37:46 也是考虑到这一点,我觉得这一点是可以说的,就是我们2.5版本的话会尝试一次性解 决这个问题,然后让玩家还有谷歌老师就更清晰的能看到自己的战斗数字的一些情 况。
Y: [Taking that into consideration, I think it’s fair to say that in version 2.5 we’ll be trying to address this issue once and for all, so that players, including Mr.Google, can see their combat damage numbers much more clearly.]
黑桐谷歌 37:59 确实我这边感觉能问的也是问的差不多了,小Y老师和团队,确实也能感受到,感受到 你们对于绝区零整体方向上,我刚问了一圈了,剧情、玩法、地图设计还有战斗交互 都是有考量和想法的。
B: [It does feel like I’ve asked just about everything I could. Mr.Xiao Y and the team, I can really sense your dedication and thoughtful consideration toward _Zenless Zone Zero_ ’s overall direction. From what we’ve discussed — story, gameplay, map design, and combat interactions, it’s clear you’ve put a lot of thought into all of it.]
小Y 38:18 是的,其实谷歌老师一开始提的目标感这件事情我是很认同的,对,虽然我们团队内 部的话不会用这个词去讨论,但其实它的指向的点是一样的,就是你怎么长期的让玩 家玩下去对吧?
Y: [Yes, I completely agree with what Mr.Google mentioned earlier about the sense of purpose. While our team doesn’t necessarily use that exact term internally, the idea behind it is the same: How to keep players engaged and enjoying the game over the long term, right?]
玩家花了更多的时间,然后倾注了更多心血情感在代理人Agent身上,这样的话你只有 在对应的比如说游戏体验上剧情上甚至一些战斗机制上,能够做到能够匹配玩家的需 求,甚至可能提供一些差异化的体验,玩家才会愿意去玩下去,这是我们长期思考的 一个命题。
Y: [Players invest a lot of time, effort, and emotion into their Agents. So only by ensuring that the corresponding aspects, such as gameplay experience, story, and even combat mechanics, truly meet players’ needs, or even offer something unique and distinctive, will players want to keep playing. This is a question we’ve been thinking about for the long term.]
黑桐谷歌 38:52 每次我都是来势汹汹的带着尖锐的问题来,但是每次都被小Y老师诚恳的态度,搞得我 都不好去恶狠狠的问出来了。
B: [Every time I come in all fired up, ready to ask tough questions, but Mr.Xiao Y’s sincerity always makes it hard for me to come across as harsh when I actually ask them.]
我也只是像玩家有的时候提出尖锐的问题,其实根本上也都是希望自己喜欢的游戏能 变得越来越好,今天听小Y老师说了这么多,我也作为玩家也是放心了很多。
B: [I’m the same, when players sometimes raise sharp questions, at the core it’s really because we want the games we love to keep getting better. After hearing everything Mr.Xiao Y shared today, I feel much more reassured as a player too.]
小Y 39:20 还是那句话,我们还是愿意去做进步,还有变革的。对吧?
Y: [Like I said before, we’re always willing to make progress and embrace change, right?]
然后我们其实创作者其实也是玩家的一份子,然后绝区零这个作品的话是掺杂了制作 组的很多的心血和想表达内容的,但更重要的是它其实是一个游戏,所以我们尽可能 想要把体验做得更好一点,更有趣一点才给大家端上来。
Y: [And in the end, we creators are also players ourselves. Zenless Zone Zero is a project filled with the team’s passion and the things we want to express, but more importantly, it’s a game. So we always strive to make the experience better and more enjoyable before presenting it to everyone.]
这次策划面对面正好是第二季进展到一定阶段,也是趁着这个机会,我觉得可以跟大 家分享一下我们后续的一些调整以及正在制作的内容,也希望这些内容在后续正式落 地了之后能够大家能够满意。
Y: [This “Developer Face-to-Face” _(Dev Talk)_ session happens to come at a point where the second season has reached a certain stage of
progress. So we wanted to take this opportunity to share with everyone some of the adjustments and content we’re currently working on. We also hope that once these updates officially roll out, everyone will be satisfied with them.]
黑桐谷歌 39:57 是,那么就期待你们之后的表现,看看这个目标感的实现是否真的就像你前面说的那 样,在后续的版本里面各项的呈现出来,
B: [Yes, then we’ll be looking forward to seeing how things turn out, to see whether that sense of purpose you mentioned earlier will truly be reflected in future versions as you described.]
小Y 40:08 我们尽力做到,当然也欢迎大家随时的监督,没有大家一路以来的支持,就没有现在 绝区零。也欢迎屏幕前的大家给我们多多提反馈。
Y: [We’ll do our best, and of course, we also welcome everyone’s ongoing feedback and oversight. Without all of your support along the way, Zenless Zone Zero wouldn’t be where it is today. So to everyone watching, please continue sharing your thoughts and feedback with us.]
黑桐谷歌 40:17 我就回去继续收集大家的意见,为下次提问做准备。
B: [I’ll head back and keep gathering everyone’s feedback. Time to start preparing my questions for next time.]
小Y 40:22 我觉得谷歌老师可以按照自己的节奏来了,那么。
Y: [I think Mr.Google can go at his own pace, then.]
黑桐谷歌 40:25 我们这期的节目就先到这里了,我们也先放小Y老师回去工作了,谢谢大家的观看。
B: [That’s all for this episode. We’ll let Mr.Xiao Y get back to work now. Thank you all for watching!]
小Y 40:33 我们下次有机会再见,拜拜。
Y: [We’ll see you next time when we get the chance, bye-bye!]