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加密货币新闻

抢先体验:游戏行业的一把双刃剑

2024/04/25 15:38

抢先体验之路可能崎岖不平。当所有的问题都没有得到解决时,发布一个本质上未完成的项目会引起强烈的反应。 《月痕》也不例外,在该类型的狂野西部中,它在 Steam 上的早期经历了褒贬不一的评价,存在重大性能问题、粗糙的用户界面、可笑的低武器耐用性和大量错误,玩家很快就发表了他们的意见该团队的第一个项目仍然存在太多问题。 Moon Studios 也开始定期修补他们的草稿。这似乎也改善了 Steam 上的平均用户评论分数。

抢先体验:游戏行业的一把双刃剑

Early Access: A Double-Edged Sword in the Video Game Industry

抢先体验:视频游戏行业的一把双刃剑

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.

抢先体验是游戏开发商向公众发布未完成项目的一种策略,近年来变得越来越普遍。虽然它提供了实时反馈和早期收入等优势,但它也让开发者面临来自体验不完整或有缺陷游戏的玩家的批评。

Trials and Tribulations of Early Access

抢先体验的考验和磨难

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 是最新游戏《Rogue Legacy 2》的开发商,拥有应对抢先体验挑战的第一手经验。游戏发布后,评论褒贬不一,玩家指出性能问题、繁琐的控制和大量错误。 Moon Studios 迅速做出回应,推出补丁和更新,逐步解决玩家群体的担忧。

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 的创意总监托马斯·马勒 (Thomas Mahler) 认为,抢先体验是电子游戏开发不断发展的格局中不可避免的祸害。 “考虑到电子游戏日益复杂,抢先体验可能会变得更加普遍,”他说。 “根据我们的经验,如果没有抢先体验期间收集的数据和用户反馈,我们就不可能发布《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.

马勒强调,抢先体验并不是降低成本或缓解人员配置问题的一种手段。 “即使你反对抢先体验的概念,重要的是要认识到它允许开发人员随着时间的推移改进他们的产品,”他说。

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.

马勒还指出了其他备受瞩目的项目,例如“Hades II”和“Baldur's Gate 3”,它们选择抢先体验来收集反馈并改进游戏。

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,马勒与 From Software 广受好评的动作角色扮演系列《黑暗之魂》的比较却引发了疑问。 “想象一下,如果《黑暗之魂》以抢先体验的形式发布,”他说。 “From 可以重新设计游戏的后半部分,以完善像 Izalith 这样的薄弱领域,而不是急于发布未完成的实体产品。”

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.

虽然《黑暗之魂》也难免受到批评,但值得注意的是,游戏中最受批评的方面往往是那些不属于抢先体验过程的部分。例如,《博德之门 3》拥有高度精美的第一幕,而第三幕在发布时就受到了错误的困扰。这表明虽然抢先体验可能是有益的,但它并不总是能阻止开发者发布不完整的内容。

Controversy and Concerns

争议与担忧

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.

马勒的言论是在围绕 Moon Studios 的职场文化引发争议之际发表的。 GamesBeat 的一项调查揭露了有关“辱骂性评论”和“过度依赖免责声明”来宣传“前卫”和政治不正确内容的指控。

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》的批评者也对该游戏过分强调制作表示失望。最近的这些事件凸显了独立工作室在应对视频游戏行业的复杂性时所面临的挑战。

Conclusion

结论

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.

抢先体验是一种复杂且多方面的游戏开发方法。虽然它可以提供有价值的反馈和收入,但它也使开发人员面临公众的监督和潜在的争议。随着行业的发展,抢先体验是否会继续成为视频游戏创作中的必要之恶或变革力量,还有待观察。

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