近日,《惡意不息》工作室Moon Studios首席執行官thomasmahler在推特發布長文,並表示自己的目標不僅是打造一款傑出的遊戲,更是建立一個遊戲平台。

以下為原文:
開發者可能比玩家更能理解這一點,但讓我對《惡意不息》最感到興奮的,恰恰是我們所打下的基礎。
我的目標不僅是打造一款傑出的遊戲,更是建立一個遊戲平台。
即便在最早的原型階段,我也在嘗試各種模式和機制,僅僅稍作調整,就能立刻看到巨大的潛力。

在我們發布《Breach Refined》之後,我已經在為《惡意不息》原型測試一個生存模式,這個模式關閉了主線劇情,並將遊戲規則完全改造成一款完整的生存遊戲。但由於基礎非常紮實,它立刻就成為了一款具有良好戰鬥、探索等要素的生存遊戲,解決了很多生存遊戲常見的短板。
隨著「熔爐」(Crucible)以及尚未推出的各種模式,我相當確定我們有機會一舉打造出最出色的Roguelite和生存體驗之一——再次強調,這一切都是建立在堅實基礎之上的。
然後還有《星露谷物語》/《牧場物語》式的農耕元素,甚至可以吸引偏好輕鬆玩法的玩家進入我們的遊戲。
職業系統本身將為ARPG遊戲開闢一條新的發展方向,使其擁有新的生命周期,而不會落入巔峰系統通常存在的「玩 20小時才能獲得0.02%的力量提升」的陷阱。

再說到PvP,考慮到我們的戰鬥系統,這部分將會非常瘋狂。老派ARPG根本無法實現這一點,因為它們的戰鬥系統無法真正支持這種玩法。
現在我們完全專注於完成1.0版本,同時利用搶先體驗模式,就像拉瑞安那樣,以確保正式發售時,我們能推出一款堪稱「千年一遇」的作品。
但除此之外,光是想到我們未來能夠做的各種內容,以及能投入開發的各種玩法,就已經令人無比興奮。
《惡意不息》從一開始就被設想為一款「永續遊戲」。我迫不及待想把所有這些內容都融入遊戲中,將其中的樂趣發揮到最大!
Developers will probably understand this better than gamers, but what excites me the most about No Rest for the Wicked is literally the foundation that we built. My goal is that we’re not just building a masterpiece game, but also a platform. Even in my earliest prototypes, I was playing around with all kinds of modes and mechanics and even with just a little fiddling the enormous potential was immediately clear. After we shipped Breach Refined, I was already prototyping a Survival Mode for Wicked that turned off the campaign and changed Wicked’s ruleset into a full-blown survival game. But because of the strong foundation, it immediately was a survival game with actual good combat, exploration and so on. It tackled all the aspects where survival games usually fall flat. With the Crucible and the various modes that are still left to go, I’m pretty sure we can with one fell swoop have one of the best roguelite and survivor experiences out there - again, because the foundation is just very strong. Then we have the Stardew / Harvest Moon farming aspects, which should even bring cozy players into our game. The class system itself will show a new direction for how to give ARPGs a new kind of longevity that doesn’t fall into the ‘play 20 hours to get 0.02% more strength’ trap that Paragon systems usually come with. And then there’s PvP, which will be quite bananas given our combat system. It’s gonna be the kind of thing that old-school ARPGs could just never do because their combat system would never properly allow for it. Right now we’re fully focused on finishing up 1.0 while using Early Access in the same way Larian did, so we can ensure that when we’re finished we’ll have shipped a once in a generation type of game. But even beyond that, it’s just beyond exciting to think of all the other things we’ll be able to do, all the stuff that we’ll get to work on. Wicked was always conceptualized as a forever game. And I can’t wait to get all this stuff in and squeeze the maximum amount of fun into all this stuff! 👍❤️






