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《坦克世界》Rita出访WG会谈纪要(下)我们的行动纲领
  2016-01-18 18:00:51

  Hello everyone,

  here is the second and final part of the Cyprus meeting, with Marcus Schill and Viktor Kislyi:

  Rita出访塞浦路斯WG总部会谈纪要第二部分,也就是最终部分。这是是和Marcus Schill、Viktor Kislyi的谈话内容。

  上期:[新闻联播]Rita出访WG总部会谈纪要 2016年改革动向,给你更多选择!

01.JPGMarcus Schill:

  About Premium tank bundles and the fact that many people from certain countries in Europe cant afford the price of a premium tank packaged with premium time and gold, and even people who can afford it often won‘t because they just want the tank; the issue has been addressed。 Wargaming have begun offering tanks as standalone vehicles or as part of a bundle。  They also plan to look at ways of making the bundles more attractive, with the possibility of including things like xp boosts rather than just gold and premium time。

  Another issue with the premium shop bundles was that it wasn‘t obvious how much value for money they actually were。  People were just seeing a premium tank with gold and premium time for a large amount of money。  It wasn’t apparent from the premium shop page how much of a discount you were actually getting on the extras unless you stopped to compare prices。  While this wouldn‘t have done anything for those who just couldn’t afford the bundles, they could have done a better ** of explaining how much you were getting for your money for those who could but were put off by the price。

  关 于金币坦克套餐和三次元中的某些欧洲国家玩家买不起将金币车和高账、金币捆绑销售的套餐,就算是一些买得起的玩家也不想入套餐,因为他们只想单买坦克。这 个问题的相关事宜已经被提上日程,WG已经开始出售单独的金币坦克或者作为礼包的一部分售卖。他们也在寻找更好的推销方式,比方说和经验卡捆绑卖套餐而不 是只卖金币、高账套餐。

  另一个特(tian)惠(mo)商(qi)城(jian)套餐的问题就是玩家不能清楚获知套餐内容价值几何。玩家只是看到了你想用一个金币坦克加高账、金 币的套餐高价售卖坑我钱。商城不会将折扣明显标示出来,除非玩家较真拿计算器算了一遍。当然买不起的玩家还是买不起,但对那些想买的玩家而言,可以清楚地 知道WG真的是在跳楼大甩卖,走过路过的时候没有错过而不是被价格吓跑了。

  Viktor Kislyi:

  Five years ago, WOT was new。  There were only 100 tanks in the game and many players had memorised the key stats of each tank, enough that they knew what they could penetrate and where the weakspots were on what they couldn‘t penetrate。  Now there are around 500 tanks in the game, sometimes you log into a battle and don’t even know which nations some of the tanks come from。  The game has gotten bigger and more complex with each new patch, of which there have been around 60。  The game needs rebalancing。 Premium tanks, the role of certain tank classes, artillery, maps, certain game mechanics, all need to be looked at。

  五 年之前,WOT还是一个崭新的游戏。游戏里只有一百辆坦克,玩家们可以轻易记住每辆坦克的特性,甚至能够知道什么位置是可击穿的、什么部位又是难以击穿 的。现在游戏中却有大约500辆坦克,有时玩家进入一场战斗,都搞不明白一些坦克是哪个国家的。随着一个又一个新版本的推出,游戏已经变得越来越大、越来 越复杂,而我们已经走过了差不多60个版本。这个游戏亟需重平衡,金币坦克、现在各类型坦克的定位、火炮、地图、当前游戏机制等等都需要重新审视。

  The game is a living organism。  After almost six years (if you count Russian Open Beta) the game has grown beyond the expectations of the designers and they‘re very proud of what they’ve achieved, but at the same time they recognise that with each new patch the game has gotten more and more bulky and some fat needs to be trimmed。

  这个游戏是一个有机生命体。在挺过差不多6年后(如果将俄服公测也计算在内的话),它已经成长到远远超过开发团队最初的预期,开发团队也为他们所取得成就感到非常自豪。与此同时他们承认,随着每个新版本的推出游戏已经变得越来越臃肿、痼疾缠身,再不及时诊疗就跑不动了。

02.JPG

  The problem is that in an ecosystem as complex as WOT there are no easy fixes。  There are no on/off buttons that can be pressed to make everything better。  Every change made to the game can have many unintended consequences。  Change maps to help heavy tanks?  Light tanks become useless and artillery becomes too powerful。  Nerf artillery?  Tank destroyers become too powerful。

  难 题在于WOT自身也是一个非常复杂的生态系统,进行修改绝非易事。解决问题不是说按下某个开关就行了,随便一个改动就能牵一发而动全身,指不定造成什么连 锁反应。想修改地图来改善HT的生存环境?LT施展空间又被打压、火炮变得更加强势。再去削弱火炮?TD就会强势崛起。

  In the beginning the WOT audience were military history buffs, ex-military, tank enthusiasts etc。  “Selling” the game to this audience was easy。  Today the game is played by everyone from five year old kids who play with their fathers, through **age gamers to professionals like doctors and lawyers。  They all like different things and dislike different things。  Any change is always going to make some people unhappy and others happy。  We as a company would rather have lots of players who spend a little on the game than a few players who spend a lot, so it‘s important to use to try to keep as many people happy as possible。  Even the happiness of the 75% of players who never spend any money on the game is important to us。  They may not spend money on our game but if we keep them happy they may recommend the game to friends who may spend money if we can entertain them too。  This has always been our approach to World of Tanks, we were never interested in making a “fast buck” from the few rich players。  Our policy has always been “long term value”。  We’d rather have a player who stays with us for five years without paying at all than a player who spends $100, gets upset, stops playing and spreads negativity about the game。  Even the non-paying players are part of the battlefield ecosystem。

  最 开始时WOT受众都是些军事史爱好者、退伍军人和坦克迷等等,将游戏“出售”给这些人非常简单。现在游戏受众分布已经变得非常广泛,5岁的孩子在和他们的 老爸一起打坦克,玩游戏的既有青少年学生也有医生、律师等各行各业从业者。不同的人群就会有不同的喜好和厌恶,任何改动都会让一部分人高兴而另一部分人愤 怒。WG不想成为一个让极少数土豪在游戏里大量砸钱的公司,而是让很多玩家在游戏上稍微花点小钱,所以让尽量多的玩家感到愉快就非常有必要。当然我们也注 意到有75%感到愉快的玩家从来不在游戏里花一分钱。即便这些玩家没打算花钱,但如果我们留住了这部分玩家,他们说不定就会把这个游戏推荐给那些也能从中 发现乐趣从而可能花钱的朋友。这就是贯彻于运营坦克世界始终的原则,从来都没打算从极少数土豪身上赶紧捞一票走人。我们的方针始终都是“长期价值”。我们 宁可有一个不花钱玩游戏但陪我们走过5年的忠实玩家,也不想看到一个玩家豪掷千金、快速高潮然后兴趣索然离开游戏到处宣扬“这什么破JB游戏,就那么回 事”。无消费玩家也是这个战场生态系统的一部分。

  We always wanted the game to be the same all across the world, and our price point is Russian economy-based。  Russia‘s not the richest country, most people who play in Russia play on old PCs that they saved up for and built from parts themselves。  We could have easily in our first year of expansion doubled the prices in the EU and USA because the disposable incomes were so much higher, but we stayed on the Russian level of monetisation。

  我 们一直都希望全世界的玩家可以玩一模一样的游戏,定价标准一直是基于俄罗斯市场环境(二雷:?)。俄国并不是最富裕的国家,大多数俄服玩家都是在用他们省 吃俭用自己组装出来的老爷机玩游戏。我们本可以在市场迅速扩张到欧洲和美国时将那里的定价翻倍,因为这里玩家的可自由支配收入水平更高,但我们仍将价格稳 定在和俄罗斯一样的水平。

03.JPG

  As a young man I could have had a career as a chess player or as a physicist, but games were my passion。  I was lucky have some friends who shared this passion and found ourselves in a position where we were able to share our passion with the world。  It‘s now 20 years since my first computer game and things have changed a lot。  A small and passionate team can still make a great game, but it’s not likely to be a successful game unless they‘re very lucky。  These days it takes a big team with a large development budget and an even larger marketing budget to have a good chance of making it。  You have to spend years of your life and millions of dollars making your game and have no idea if it’s going to succeed until you release it。  No-one sets out to make a bad game, and yet bad games get made。

  年 轻时我曾想做一个棋手或者物理学家,游戏却是我的酷爱。我很幸运有一帮可以分享这一份热情的朋友并拥有一个能够将我们的热情分享给全世界的平台。自从我首 次接触到电脑游戏已经过去20多年,世界已经发生了很多变化。一小帮拥有热情的团队仍然能够做出伟大的游戏,但除非他们足够幸运,它才会成为一个成功的游 戏。现如今,拥有充足开发预算和更加充足市场预算的庞大团队才有更好的机会做出这么一个游戏。你不得不花费数年的时间和数以百万计的投入将游戏制作出来, 然而在正式发布之前根本不知道它会不会成功。没人想去制作一个失败的游戏,却往往不得不承认你的游戏是失败的。

  I think we did a good ** of bringing free to play to the world。  We weren‘t first, League of Legends did well, but we looked at the free to play model, launched it in the East, modified it and brought it out in the West and were very successful。  We were copied a lot of times, sometimes direct copies, sometimes “inspirational” copies。  That’s okay, World of Tanks was inspired by certain games as well, no-one produces anything without inspiration。  We‘re now being inspired by League of Legends’ success in e-Sports and I‘m happy that we inspired a lot of developers to things “right”, even if they are now our competitors。

  我 认为我们在免费游戏方面做得很成功。我们不是先行者,LOL做得更好,但我们始终专注于免费游戏模式,登陆本土市场后完善改进又成功推向西方市场。很多时 候我们在借鉴其他人,有些时候是直接采用,有些时候又是“启发式”借鉴。嘛~WOT也借鉴了现在很多游戏的可取之处,没有谁在制作新事物的时候是闭门造车 的。我们现在就在借鉴LOL在电子竞技方面所取得的成功,我也很高兴地看到很多开发团队受我们的启发做出了“正确”的选择,尽管他们现在是我们的竞争对 手。

  Now we have six** offices worldwide and thousands of people working for us。  Not just game developers。  We have administrators, lawyers, facilities managers, custodial staff, all the things you need to have to ensure you have the best possible people working for you to do the best ** they can。  It‘s a very risky business, in spite of all the success。  Managing all of this is a challenge。  We have Australians, Germans, Russians, Belorussians, Ukranians, Americans。。。  nationalities who may at some points have technically been at war with each other, all working for the same company and all trying to ensure that each new patch brings something new to World of Tanks。  It’s not easy managing all of this and still trying to generate that “Wow!” feeling 60 times through every patch release, but we don‘t give up and we keep trying to do this。

  WG 现在在全世界范围内有16个官方组织和数以千计的雇员。不仅仅是游戏开发人员,我们拥有行政管理人员、法务团队、设备管理人员、监察人员等等,为确保整个 系统的无纰漏运行,每个环节都必须有人在尽职尽责。在光鲜的成功表象背后是每一步的如履薄冰。管理这么一个庞然大物是一项十分严峻的挑战。我们的伙伴包括 澳大利亚人、德国人、俄罗斯人、白俄罗斯人、乌克兰人和美国人等等,这其中一些人所属的国家可能正处于某种层面的敌对战争状态,但他们都在为同一家公司工 作、都在为WOT的每个新版本可以给你带来新内容而努力。统筹协调这些可不是一件容易的事情,我们坚持致力于在60次新版本推出过程中让你感觉“卧槽!” 地眼前一亮。我们未言放弃,依旧砥砺前行。

  We have our ups and downs, we take hits, not everything goes well。  It would be easy for us to blame the Russian crisis and this war or that war, but we look inwards instead。  We can‘t do anything about world politics, but we understand that the problems our players experience and complain about are our own internal problems。

  我们在前行的道路上历经波折,也曾遭受打击,并不是一帆风顺。也许可以将之轻易地归咎于俄罗斯经济危机或者这场战争、那场战争,然而我们更多的是在审视自我。我们不能对世界**格局指手画脚,但是我们明白,玩家所经历和抱怨的问题其实是我们自己内部所存在的问题。

04.JPG

  For 2016 we want to focus on improving the game mechanics rather than doing the same thing we always do and just introducing new tanks, new maps, new game modes。  That doesn‘t mean we won’t be introducing any of these things, we will, but we also want to invest a lot more time, money and effort in addressing the concerns of the players and making long-needed changes to the game。

  在2016年,我们希望将工作重心放在改进游戏机制上,而不是像往常一样循规蹈矩地推出新坦克、新地图、新模式。这并不意味着不这些新东西,但我们会将更多时间、金钱和精力投入到关注玩家体验和游戏长期发展必要改动中。

  World of Tanks made a lot of money, but we didn‘t all buy tropical islands to sit on drinking martinis。  We invested that money in other development studios, expanded our operations into Europe - not the cheapest place to expand, as well as the USA, China, Korea, Japan。  This was very risky, you have to spend a lot of money with no guarantee on your investment。  An example of an investment that didn’t pay off - World of Warplanes。  A very expensive and time consuming investment, and it‘s not a successful game。  We were smart enough to have put our eggs into more than just the World of Warplanes basket, and other investments are paying off。  Here’s a Warship game for you。  You don‘t play on the PC?  Here’s the XboX version。  You want to play on the train on the way to work?  Here‘s the mobile version。  The budget for WOT Blitz was actually a couple of times bigger than the initial budget for World of Tanks!

  WOT 让我们赚了个盆满钵满,但我们并没有把钱都花在买个热带小岛带小姨子喝酒晒太阳上。我们将钱投资于其他游戏工作室和扩展欧洲市场的运营规模——这并不是花 最少的钱就可以轻易扩展的地方,同样的还有美国、中国、韩国、日本等地区的市场。这样做是要冒极大风险的,钱砸进去了可能就打水漂了。给你举个悲惨的例子 ——战机世界。这是一项极度烧钱费时间的投资,却不是一个成功的游戏。咱可是很聪明的哦,没有把蛋蛋都放在一个篮子里,战机世界死了,还有千千万万个项目 等我投资!呼啦,迎面向我们走来的就是新烧钱项目——战舰世界!啥?你玩游戏竟然不用电脑!大丈夫~ 我们为您精心准备了XboX版。你竟然妄想在上班挤地铁挤公交的时候玩游戏?咱还有移动客户端!WOT闪击战的预算花费可是PC版WOT初始预算的好几 倍!这么烧钱的玩意儿真不打算来瞅瞅?

  We are very proud of what we have done, what we are doing and what we are going to keep delivering for the next 10 - 20 years。

  我们对我们已经做过的,正在做的和接下来一二十年坚持做的事情感到极度自豪!(哈哈哈哈哈哈哈,前面言论一直谦虚谨慎自我反省,对不起翻译到这我笑场了。)

 

  资讯来源:http://ritastatusreport.blogspot.nl/2016/01/cyprus-meeting-marcus-schill-viktor.html

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