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搶先體驗之路可能崎嶇不平。當所有的問題都沒有解決時,發布一個本質上未完成的項目會引起強烈的反應。 《月痕》也不例外,在該類型的狂野西部中,它在Steam 上的早期經歷了褒貶不一的評價,存在重大性能問題、粗糙的用戶界面、可笑的低武器耐用性和大量錯誤,玩家很快就發表了他們的意見該團隊的第一個項目仍然存在太多問題。 Moon Studios 也開始定期修補他們的草稿。這似乎也改善了 Steam 上的平均用戶評論分數。
Early Access: A Double-Edged Sword in the Video Game Industry
搶先體驗:電玩產業的一把雙面刃
Early Access, a strategy employed by game developers to release unfinished projects to the public, has become increasingly prevalent in recent years. While it offers advantages such as real-time feedback and early revenue, it also exposes developers to criticism from players who experience incomplete or buggy games.
搶先體驗是遊戲開發商向公眾發布未完成專案的策略,近年來變得越來越普遍。雖然它提供了即時回饋和早期收入等優勢,但它也讓開發者面臨來自體驗不完整或有缺陷遊戲的玩家的批評。
Trials and Tribulations of Early Access
搶先體驗的考驗與磨難
Moon Studios, the developer of the recent title "Rogue Legacy 2," has firsthand experience with the challenges of Early Access. Upon its release, the game was met with mixed reviews, with players citing performance issues, cumbersome controls, and numerous bugs. Moon Studios responded promptly with patches and updates, gradually addressing the concerns of the player base.
Moon Studios 是最新遊戲《Rogue Legacy 2》的開發商,擁有應對搶先體驗挑戰的第一手經驗。遊戲發布後,評論褒貶不一,玩家指出效能問題、繁瑣的控制和大量錯誤。 Moon Studios 迅速回應,推出補丁和更新,逐步解決玩家群的擔憂。
Thomas Mahler, Moon Studios' Creative Director, believes that Early Access is a necessary evil in the evolving landscape of video game development. "Considering the increasing complexity of video games, Early Access will likely become more prevalent," he said. "From our experience, we would not have been able to release 'Rogue 1.0' without the data and user feedback we collected during Early Access."
Moon Studios 的創意總監 Thomas Mahler 認為,搶先體驗是電子遊戲開發不斷發展的格局中不可避免的禍害。 「考慮到電子遊戲日益複雜,搶先體驗可能會變得更加普遍,」他說。 “根據我們的經驗,如果沒有搶先體驗期間收集的數據和用戶反饋,我們就不可能發布《Rogue 1.0》。”
Mahler emphasized that Early Access is not a means to reduce costs or alleviate staffing issues. "Even if you are averse to the concept of Early Access, it is important to recognize that it allows developers to refine their products over time," he said.
馬勒強調,搶先體驗並不是降低成本或緩解人員配置問題的手段。 「即使你反對搶先體驗的概念,重要的是要認識到它允許開發人員隨著時間的推移改進他們的產品,」他說。
Mahler also pointed to other high-profile projects, such as "Hades II" and "Baldur's Gate 3," which have opted for Early Access to gather feedback and improve their games.
馬勒還指出了其他備受矚目的項目,例如“Hades II”和“Baldur's Gate 3”,它們選擇搶先體驗來收集回饋並改進遊戲。
However, Mahler's comparison to "Dark Souls," From Software's acclaimed action-RPG series, raises questions. "Imagine if 'Dark Souls' had been released in Early Access," he said. "From could have reworked the latter half of the game to polish weaker areas like Izalith, instead of rushing to release an unfinished physical product."
然而,馬勒與 From Software 廣受好評的動作角色扮演系列《黑暗靈魂》的比較卻引發了疑問。 「想像一下,如果《黑暗靈魂》以搶先體驗的形式發布,」他說。 “From 可以重新設計遊戲的後半部分,以完善像 Izalith 這樣的薄弱領域,而不是急於發布未完成的實體產品。”
While "Dark Souls" is not immune to criticism, it is worth noting that the most heavily criticized aspects of the game tend to be those that were not part of the Early Access process. For instance, "Baldur's Gate 3" boasts a highly polished first act, while the third act was plagued by bugs at launch. This suggests that while Early Access can be beneficial, it does not always prevent developers from releasing incomplete content.
雖然《黑暗靈魂》也難以免於批評,但值得注意的是,遊戲中最受批評的面嚮往往是那些不屬於搶先體驗過程的部分。例如,《博德之門 3》擁有高度精美的第一幕,而第三幕在發佈時就受到了錯誤的困擾。這表明雖然搶先體驗可能是有益的,但它並不總是能阻止開發者發布不完整的內容。
Controversy and Concerns
爭議與擔憂
Mahler's comments come amidst controversies surrounding Moon Studios' workplace culture. A GamesBeat investigation revealed allegations of "abusive comments" and an "overreliance on disclaimers" to promote "edgy" and politically incorrect content.
馬勒的言論是在圍繞 Moon Studios 的職場文化引發爭議之際發表的。 GamesBeat 的一項調查揭露了有關「辱罵性評論」和「過度依賴免責聲明」來宣傳「前衛」和政治不正確內容的指控。
Critics of "Rogue Legacy 2" have also expressed frustration with the game's heavy emphasis on crafting. These recent events highlight the challenges faced by independent studios navigating the complexities of the video game industry.
《Rogue Legacy 2》的批評者也對遊戲過度強調製作表示失望。最近的這些事件凸顯了獨立工作室在應對電玩產業的複雜性時所面臨的挑戰。
Conclusion
結論
Early Access is a complex and multifaceted approach to game development. While it can provide valuable feedback and revenue, it also exposes developers to public scrutiny and potential controversy. As the industry evolves, it remains to be seen whether Early Access will continue to be a necessary evil or a transformative force in the creation of video games.
搶先體驗是一種複雜且多方面的遊戲開發方法。雖然它可以提供有價值的回饋和收入,但它也使開發人員面臨公眾的監督和潛在的爭議。隨著產業的發展,搶先體驗是否會繼續成為電玩遊戲創作中的必要之惡或變革力量,還有待觀察。
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