Many games have repeatable quests that quickly become dull. One of the reasons for this (in my opinion) is that the quests often have no meaningful cause or effect. If an NPC has asked me to kill the rats in her basement ten times in a row, I begin to wonder why the rats are entering her basement, why the NPC is not doing anything to keep them out, and what effect my actions are having on the local rat population. I feel dissatisfied knowing that there is no cause or effect for this quest. IMO, good quest generation systems should at least try to give their quests some semblance of meaning, so I made that the final, aspirational goal.
很多游戏有着重复的任务,很快就会变得枯燥。其中的原因之一(个人认为)是任务常常没有有意义的原因和结果。如果一个NPC连续10次要求我去她的地下室杀老鼠,我会开始好奇为什么老鼠总是跑进她的地下室,为什么NPC不会做些什么来阻止它们,而我做的对当地老鼠数量有什么影响。(译者:……好脑洞)我在知道这任务中并没有原因和后果后感到很不满意。在我看来(译注:IMO应该是in my opinion的简写吧),优秀的任务生成系统需要至少试着把他们的任务赋予一些外在的含义,因此我把它作为最终的有抱负的目标。
Starbound isn’t the first game with a procedural quest system. Skyrim has probably the best known quest generator, Radiant. Most quests produced by Radiant consist of a randomly chosen location, enemy type and reward. The locations can be things like homes, businesses and dungeons. The type of quest you get, whether an assassination or theft, depends on who gives you the quest.
SB并不是第一个拥有随机任务系统的。天际(上古卷轴5,俗称老滚5)可能拥有最好的任务生成系统,Radiant.(译注:这是Bethesda开发的一套技术,首次用于上古卷轴4,改良后用于上古卷轴5,同时也用于辐射3、辐射:新维加斯以及辐射4)大部分Radiant产生的任务包括随机选择的地点、敌人类型和奖励。地点可能是像住房、公司和地下城之类的。你接到的任务可能是刺杀或者偷窃,这都取决于给予你任务的人。
The stated goal of Radiant was to get the player to explore locations they haven’t been to before. It achieves this, I believe, and it also happens to do reasonably well at producing meaning. I think it’s because of that that I didn’t realise I was playing procedural quests until I was half a dozen quests in.
Radiant声称它的目的是让玩家探索他们以前没去过的地区。我相信这一点它做到了,同时在产生意义上也做得很好。我会这么认为是因为直到我做了半打任务后才意识到这是随机生成的任务。
Radiant quests generally have some sort of cause — you receive theft quests from the thieves’ guild because you’re a thief — and sometimes an effect — someone you’ve stolen from can seek revenge. What I think reduces the meaningfulness of Radiant quests is that the same causes and effects are used repeatedly. There just isn’t much variety. With Starbound, we experimented with an idea to produce a wider variety of causes and effects.
Radiant任务大都有些起因-你从盗贼公会接到偷窃任务因为你就是个贼-有时候还有后果-你偷过的人会来寻仇。我觉得减弱了Radiant任务的意义性的问题是重复的理由和后果反复使用。(译者:你们不也是么……)并没有什么变化。在SB里,我们试验了产生变化的起因和后果的点子。
Earlier in development, Starbound had a series of placeholder quests to make a cup of coffee for an NPC. The sequence was something like:
1.Find coffee beans and use a machine them into coffee liquid
2.Find sand and craft it into glass to make mug
3.Find silver, craft it into a spoon and use it to stir the coffee in the glass
在早先的开发过程中,SB有个占位任务线是帮一个NPC做一杯咖啡。顺序差不多是这样的:
1.找到咖啡豆然后用咖啡机做成咖啡液体
2.找到沙子然后做成玻璃最后制成杯子
3.找到银,做成勺子来搅拌玻璃杯里的咖啡。
It’s not a great story line, but each quest in the sequence does exhibit purpose, cause and effect. That’s partly because the result of each quest is used in the next. That’s a pattern that’s easy to formalise and use in a generator:
1.Get A.
2.Use A to get B.
3.Use B to get C.
这不是一个好的故事线,但是序列中每个任务都有一定的目标、起因和后果。这有一部分是因为任务结果会用于下一个。这是个简易地标准化的生成任务的模式:
1.获得A
2.用A获得B
3.用B获得C
The quest generator in Starbound doesn’t generate just individual quests, it plans entire sequences of quests (like the above) that achieve an NPC’s goal. Surprisingly, this isn’t really anything new. At its core, the quest generator is something known as a regression planner — an algorithm that has been known about for at least 40 years. This may simply be its first use for generating quests in a commercial video game.
SB的任务生成并不会产生单一的任务,它计划了一个任务序列(就像上面那样)来达到某个NPC的目标。令人惊讶的是,这并不是什么新东西。从核心上说,任务生成就是回归规划-一种已经产生40多年的算法。这可能仅仅是它第一次用于商业游戏的任务生成中。
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