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    07 October

    UBI Soft Entertainment Junior Game Designer E-Test

    Junior Game Designer E-Test

    Please answer all the questions in your best English, being sure to use spelling and grammar checking. You should spend at least one hour, but no more than four hours, on this e-test.

     

    Your Name (Chinese and English):        庄子建                  /             Paul Zhuang    ____ 

    Your e-mail address:  zhuang.paul@gmail.com   Your telephone number:       +86 13913951973

     

    Game Analysis

    1.    What game have you spent the most time playing in 2006?

    a)    Name of the game?

    A: Shin Sangokumusou (Warriors of the Dynasty ) Series .

     

    b)    Genre (FPS/RTS/3rd Person Adventure/etc.)?

    A : It is a 3rd person action game .

     

    c)    Why is it a good game? Describe at least four (4) aspect of the game that makes it superior to other games in its genre:

    i.- simple but attractive gameplay which is just to keep on killing until the leader of the enemy is knocked down .

    ii. - well designed game level (stage) .

    iii.- good use of the elements and scripts which from <Romance of the Three Kingdom> .

    iv.       - wonderful and fit background music , the individual voices of the character as well .

     

    d)    Describe at least four (4) things that could be improved in the game, or added to a sequel:

    i. - the way to achieve the victory of the stage are all the same , players may feel boring through long time playing .

    ii. - the attributes of different characters’ should have different limits , so that it can show to the players a real world of the history .

    iii.- more balances between different stages . it means , if player can only get little rewards in a stage , the stage should be more easy , and if players gain more , the stage should take them more time and stamina .

    iv.       - though the gameplay of the game is simple and attractive , but only one gameplay is not enough , it needs more interesting gameplay . suppose we can limit the character’s actions by add some states , such as when a character get into paralysis , he / she can only use normal attack but no charge or musou attack . if the cost and technique permits , the duel mode can make some improvement to make it more like a 3D fighting game , of course the importance of the duel should be increased in all the gameplays .

     

    e)    What did you learn from this game, from the game design point of view?

    A: Some action game do not need too much gameplay , the game just to bring the players feel comfortable , feel cool . In this case , we should make the gameplay funny but easy to learn and remember . But only the gameplay is not enough , I suppose gameplay is the main structure , and to the action games , the level/stage is the most important elements , good gameplay and well-designed levels make up a good action game . Besides these , I got to know that the history and the literature are widely known by the people , we use the historical or literary events , characters as the game elements , can get lots of latent players .

     

     

    2.       Pick any one (1) of the following games and write a critical review (200 words): Splinter Cell, Prince of Persia, Rainbow Six, King Kong or Ghost Recon.

    A: I pick Prince of Persia (includes sand of the time , the warrior within and the two thrones) as a sample here . the new series of Prince of Persia (short for POP) is completely different from the previous DOS edition , especially in the graphic and gameplay . UBI created very good game level with interesting puzzles , and represented by 3D graphic interface . the action elements had enhanced hugely in the series , players can enjoy more from the actions of slaying the enemies . and from the scripts , the whole story run though all three editions , gives a epic emotional experiences to the players . it also did a great performance on music .

        But there are still something can be improved in POP . for example , the camera is not good enough sometimes , it brings some trouble to the players during they are solving the puzzles . the camera should be more free , so like the players can observe the level environment more clearly and absolute . As a good puzzle-solving game , the enhanced action elements also brings some trouble , the character’s ability can not reach the pace of the game , players often feels some trouble of handling the strong enemy .

           Generally , the new series of prince of Persia is very worth to play and enjoy .

     

    3.    In order to create electronic games, it is often necessary to first build a non-electronic (paper game or board game) prototype. Please describe, in your own words, one of your favorite non-electronic games:

    A: Here I just describe a interesting non-electrical game called “murder game” , which we often play in the free time .

    The game needs 13 players to join , and the players will be divided in to four kinds by drawing straws , one emcee , three heroes , three schemers , the others are commoners . Everybody do not know others’ identify except the emcee . Then the game starts

    Step.1: . First , the emcee call everyone close the eyes , and ask the schemers open the eyes . The schemers will know who are their fellows , and they discuss to “murder” a person with silence , which may be a commoner or a hero . After the discussion , the schemers told the emcee who to murder . The emcee acknowledge it and require the schemers close the eyes .

    Step.2: After that , the heroes  will open the eyes and discuss which player may be the schemer without any sounds . When they agree others advise , they may ask the emcee one person if he is the schemer , and the emcee tell the heroes their guess is right or wrong . The heroes got the answers and close the eyes .

    Step.3: The emcee ask all to open the eyes , and announce who has been murdered . The person who was murdered last time will announce his/her death message . In the death message , the player can tell the others everything , both the lies and the truths , because other players may not believe him/her . After the death message , the “dead player” is game over , and allowed to open the eyes all the time .

    Step.4: Then , everyone is required to declare their opinion ordinal . In this period , the heroes should use the speak to lead the commoners attention to the schemers , which they thinks ; and the schemers should lead the commoners to take care of the heroes they think . Both the heroes and the schemers also needs to protect himself/herself safety and wisely .

    Step.5: Everyone alive begin to vote , to decide who should be given a death . Each player can vote only one person to die . After all players were voted , the emcee counter the posts , and the players have the most posts will be killed by “angry people” . If two/three/four… players have the same posts , the emcee will dice to decide who is finally be killed . The people be killed will publish his/her death message .

    Step.6: If all the heroes are dead , the Schemers are win ; contrarily , the heroes are win . If neither the heroes nor the schemers are died out , go back to Step.1 for a loop .

     

    Game Design Concepts

    4.    Most commercial games have both story and gameplay. For example, in Splinter Cell there is the story, where the player helps Sam defeat the terrorists, but also the gameplay where the player uses shadows to keep Sam hidden from his enemies.

    a) Name at least three (3) games where story seems to be more important than gameplay:

    A: some single role playing games and most literal adventure games .

    i.         - Final Fantasy Series by SQUARE&ENIX

    ii.        - Tales Series by NAMCO

    iii.       - Dragon Quest Series by SQUARE&ENIX

    b) Name at least three (3) games where gameplay seems to be more important than story:

    A: most action games , adventure games , strategy games , puzzle games etc .

    i.         - Half Life

    ii.        - Sangokushi Series By KOEI

    iii.       - Chu Chu Rocket by SEGA

     

    c) Is story or gameplay more important in a successful MMO? Why?

    A: I think to the massive multi-player online games , gameplay is more important . since the MMO is based on the web , it is focus in the communications between players , such as competition and cooperation , players can enjoy the game by their own style , and do not need follow the thinking of the developers . the game also progress passively by the player , it is quite different from the single games . players even do not need to know what’s going on about the history . but it is not means the story is not needed in the MMO , every game needs its story to makes the quest system , the item system , the skill system and others . and we should create more emotion projects in the game , so that we can change the current state of MMO games .

     

    5.    Playing bad games is also very instructive about game design.

    a) Name a game that you’ve played whose gameplay seemed flawed to you.

    A: From different views , too much bad games I have player . I use <Metal Gear 3 – Snake Eater> as a sample .

     

    b) How is the game flawed?

        A: To say <Snake Eater> is a good game , I think it is more like a good movie . <Metal Gear> Series usually keeps the game full of  “Tactical , Action and Espionage” , but this time , I haven’t find any element of the three in the game , more I felt is watching a Hollywood film in the cinema .

       

    c) How do you think that game could be fixed?

           A: First , it should release more free to players , it means , in most time the players are playing their roles instead of watching the gut and the dialogue . For example , we can make the dialogue can be skipped by press some keys . Then , as a action game , it needs more action , the motion could be created more abundant , especially the fight without weapons . Of course , the levels can be improved more interesting .

          

    Game Creation

    6.    Assume that you were given the opportunity to make your own big budget electronic game, the "game of your dreams."

    a) Your name for the Game?

    A: the game I currently creating is called “Ginga Sengoku Gunyuuden – Revolution” in English it is “the Legend of the Galaxy Heroes - Revolution” .

     

    b) Genre (FPS/RTS/3rd Person Adventure/etc.)?

    A: it is a epic Strategy Game can be played by single player . And it can be extended to a Massive multi-player online game , like EVE .

     

    c) What would the main gameplay feature be that make your game different?

    A: to compare with other strategy games , the corps battle system is the main advantage . Improved corps battle , make the battle more real and needs the players thinks more to handle the enemy . The corps are made of different squads , and both the attack and the move can be executed not only in squads but also in corps . Battle mist and command area make the battle more real .

     

    d) Write a review of the game (100-200 words), as if it had been published, pointing out all the positive and negative features, including percentage ratings(1-100%)

    A: Since I don’t know how my partner’s doing , I just describe something on gameplay and general design . the game has a novel world layout that quite different from current strategy games such as <Sangokushi> series and <Nobunaga no Keiwan> series . and the improved corps battle system is the most attractive . the pace of the game also goes well , as the players’ army will get stronger , the computer’s army also become hard to deal with . all the game elements (include characters’ , arms and so on) will make the players curious . Cannot make more improvement on the polity is a negative feature , and as a strategy games , it is short of character’s quantity . some players may not accept a impracticable world layout . but these are not too serious , I believe the game will widely welcomed by players , and it is valued at up to 80 percents rating .

     

    7.    Assume that you are assigned a big team and budget to design a game in which rain would be an essential component of the gameplay. Please give a quick description (100-200 words) of the game you would design, focusing especially on the gameplay.

    A: In the game , players is playing as a young man with magical powers , he has the ability to use the force of the rain . To save the lover who was cursed into a zombie by the devil , the young man will on his way to crusade against the evil force . The rain is his main power , as the times past every minute , the boy will became stronger when it rains , and oppositely , he will get weak in shining days . The rain can be heavy or light , in heavy rains , the boy also can gain and restore special energy . The special energy can be released as a special attack / super strike . Some devil / monsters are afraid of water , so they will became weak in the rainy days , or hide themselves in safe areas . With these gameplay , I think it must be designed as an Action Game or Action Role Playing Game .

     

    8.    Imagine you have to design a paper version of Pacman. Give a rough overview (100-200 words) of how it would work.

    A: I suppose such a paper game . Draw a 10*10 blocks table on the paper ( maybe it can be a bit  bigger) , take 4 signs such as fastener (one is different than the other three) , and it needs 4 players , one is the Pacman , and the others are the devourers . The game is played by dice . First is the Pacman’s turn to dice . Pacman can dice twice , and the sum of the twice dice is the steps that Pacman can move . Pacman use his sign begin to move from one corner of the table , it can move only horizontal or vertical . The route which the Pacman passed will be besmeared into another color , means the jewel here is eaten by the Pacman . Then is the devourer’s turn , the devourer can dice only once , and also use there sign move in the table , they need to catch up with the Pacman . When all the blocks are turn into another color , means the Pacman has passed all the blocks and eaten all the jewel , he got the victory ; Instead , if the Pacman is caught by any of the three devourers , the devourers win .

    The game’s table (level) can also be improved , Players can draw some barriers in the table ; or they can draw a much larger table , and find more players to join the game .

     

     

    Game Designer Essay Question

    9.         What qualifies a person to be a game designer?

    A: As a game designer (short for GD) , we must to know a lot of things . the most important one is the talent , but it is not the all . GD is the core of a game developing group , the CEO of SEGA has sad :”We are Creating Lives .” without great creativity , there won’t so much good game for us to play now , a god-given gift is a fortune . Knowledge of different subjects will help the GD create more various games . necessary program and art knowledge is important too , it can help the GD to harmonize the works with programmer and artist , and can give the GD a base thinking about if the idea we thought can be displayed . experiences of game playing is also a essential part . good ability on studying can helps GD refresh there lore . GD also need to be modest to accept others advices .

        At last , it is my personal faith :”just because you loved it , to created a game loved by everyone , that is the heart which should be hold by each designer .” , of course , it is just a faith , in fact , the games we design must qualify the corporation’s requirement and meets the players’ interest .

    18 July

    个人简历

    庄子建Paul Zhuang , 23

    电子邮件zhuang.paul@gmail.com

    联系电话+86 13913951973

    出生年月19847

    个人主页: http://spaces.msn.com/cbnwindforce/

    http://spaces.msn.com/windforce72/

     

     

    教育 / 工作经验

    *200210 20066

    南京财经大学

    计算机科学与技术专业

    主修软件工程 , 现代管理学 , 数据结构 , 计算机网络 ,

    *20026 200210

    麦当劳清江餐厅

    兼职服务员

    *20036 200312

    KFC新亚餐厅

    兼职服务员,9月、10月最佳员工

    *20049 200512

    申通快递

    兼职销售

    *200412   至今

    游戏设计自学

    主修:《游戏设计-原理与实践》 , 《高级游戏设计-构造游戏世界》 , 《游戏设计技术》 , 《网络游戏开发-行业内手册》 , 《游戏情感设计》

     

     

    外语 / 计算机

    英语水平: 良好

    CET:大学英语4

    口语:流利

    计算机:国家4

    其他技能:Microsoft Office Series Painter

     

     

     主要作品

    *银河战国群雄传Revolution

    设计文档

    原创大型策略类游戏,已完成核心设计部分。

    *Diablo II物品学系统教程

    论文

    Diablo II物品系统的详细解析,在网上广为流传。

    *光荣与梦想

    论文

    Diablo系列的回顾和总结。

    *Diablo II设计文档

    设计文档; 英文 , 非官方

    自行书写的Diablo II设计文档。

    *Diablo II完全平衡版

    非官方补丁

    调整了Diablo II的部分平衡性,正在公开测试。

     

    自我评价

    具有15年游戏经验。熟悉游戏市场现状及市场分析。善于交流,并能熟练使用英语。曾担任Diablo II官方授权论坛最高管理员级超级版主,熟悉虚拟团队的管理并擅长团队合作。在历史、文化、音乐等方面也有一定的知识面。《Diablo II》的核心玩家和专业研究者,尤其在数值分析和平衡性分析方面,曾发表大量关于系统分析及数值计算的论文。在电视游戏方面更为出众,熟悉几乎所有类型的游戏。

     

    求职意向

    期望行业 : 游戏业

    期望职位 : 设计师 / 制作人 / 测试

    期望工作地 : 上海

    到达日期 : 立刻

    期望薪水 : 面议
    30 June

    刻画一个角色——公交车司机

        这是一个偶然的机会,我观察了一名年轻的公交车司机。

            这只是一名普通的司机,如果放在游戏中,他可以作为平凡的主角,并遭遇了不平凡的事情而成为救世主;也可以只是一名NPC

            这名司机很年轻,二十二三岁这样,穿着浅蓝的短袖工作服,领口有些发黑,但看得出已经有些磨破了。脸上蓄着短须,头上只有短短的头发,几乎和光头无异。左耳戴着耳环,右耳没有戴。穿着花色的短裤,脚上拖着人字拖,象刚从夏威夷渡假回来。讲着一口标准的南京话,一听就知道是本地人。

            我需要为这名司机绘制一个角色菱形,才能使玩家对于这名司机有比较清楚的认识(当然,并不是每一个NPC都需要这样进行刻画)。这里,我发现了这名司机的一些特质:

    l         业务熟悉:他几乎熟悉车上的每一个零件。

    l         不拘小节:他不会在乎乘客的车费差了一角两角。

    l         玩世不恭:轻佻的打扮和语气,似乎有些不可一世。

    l         暴躁:暴躁的脾气使他甚至敢于挑战乘客的权利。

    接下来要做的,就是通过一些对话或者场景来表现这些特质:

     

    汽车从始发站出发,由于很早,车上只有三四名乘客,司机按键关闭车门,前门似乎有点故障没有关上。车一边开,他一边又按了两次按键来尝试关闭车门,但门依然没有正常的关闭。(业务熟悉

    “妈的,吊门又他妈X坏了。”司机骂到。(暴躁

    一个红灯,女售票员(有孕)从后门口的座位走到前门,用手拉门,试图关上门,但拉的位置不对,没有成功。

    “别拉了,省点力气喂奶吧。” 玩世不恭)司机一边嘀咕一边从座位上下来,拉住门框,略一用力,关上了门( 业务熟悉)。

    女售票员白了他一眼,司机笑笑,没理睬。(不拘小节)。

    到站,开门,上客,一个打工大婶:“师傅,我这东西还能放你这个上面啊?”她的意思是发动机盖上(南京的破金陵大客,发动机在前面),“随便随便”司机看都不看一眼(业务熟悉,不拘小节)。

    关门,前门风水依旧,关不上。

    司机按键,尝试关门,失败(业务熟悉)。

    “操,什么吊情况!”骂的更难听了(暴躁)。

    红灯,35秒,停车。

    司机从座位上跳下来(玩世不恭),从工具箱里拿了一瓶油,对着前门的两侧下部浇了一点,又用手拉了两下(业务熟悉)。

    回到座位,红灯还有3秒,发动汽车,擦手,开车(业务熟悉)。

    开车,按键开关门十来次,问题解决,前门开关良好。(业务熟悉

    “吊车子,是他妈B不搞不行。”乘客已经不少了,还在骂(暴躁,不拘小节)。

    (司机的语言用南京话说比较有趣,笑)

     

     这样,当玩家在游戏中遭遇这样的场景,就会对这名司机有了大概的了解,并且不仅仅是对外型的了解。如果他是主角或是主要NPC的话,玩家也会对他有更深的理解。

     

        开车时做设计,会有生命危险;坐车时可不会。身边的一点一滴都是素材,任何一个平凡的人都可能出现在你的作品中。记得随身带上相机、写生本、纸笔,记录下每一点你觉得有趣的东西。
    02 June

    Diablo II Design Document (Unofficial) Part.5

    User Interface

     

    Overview

     

        We conformity all the user interface as a integer . Then it is spilt into several parts : quests , stats , skills , auto map , inventory , party , messages , and the main menu . Another is game screen , character fight here , trade here , chat here . What ever your character do , it will shows in this part .

     

    User Interface Detail 1

     

        This part , we call it user’s stats , it include character stats , skills , inventory , and quest .

        Character stats , is used to tell the players how strong their character are . It contains current level , experiences , strength , vitality , dexterity , energy , and the life , mana , resistance . The stats windows also shows character’s damage , defense , and hit rate .

        Skills window , shows your what skills you can learn , and what you learnt . Each job has different skills can learn , and before you learn the powerful skills , you must learn some preparative skills and achieve the level . We call this skill system “Skill Tree”.

        Role playing game cannot leave the items . We imaged our hero have a limited inventory like <Diablo> . Users can  have a look at what he/she is equipped , what he/she is carried .

        Another important element of role playing game is quest . This window can tell you which quest you have done , and which you haven’t done . When you meet some critical event of the quest , system will hint you to check this window .

        You can choose if use the auto map or which type of the auto map . We defined a hotkey of auto map is “TAB” key . Auto map can shows at the center of the UI or at the top-left of the UI .

        Party shows your allies and enemies , since the game support multi-player game .

        In multi-player games , users need communication . The message window displays what you said and what other player said . In single game , you can also enter some command to have extra function .

        In main menu , you can quit the game ,and do some game option sets .

     

    User Interface Detail 2

     

        Game screen also have two parts . The upper part , about 5/6 of the screen , is the game interface . We can do everything the game support here . The bellows is stats interface , include life/mana complexion , the stamina , and here we shows the belt .

        In our opinion , the potions , both life and mana , or others , can put on the belt , so it can be used easily .

     

    Items

     

    Overview

     

        This world contains millions of items . I am not bragging . The main parts id weapon and the armor . Most Weapons and Armors both have different quality : Low Quality , Normal , Superior , Magical , Rare , Set , Unique .

        All the Set and Unique items will be listed in the appendix .

     

    Weapons Details

     

        Weapons contains melee weapon and range weapon .

        Melee weapon includes : Sword , Axe , Mace , Polearm , Stave , Spear , Dagger , Wand , Claw , Orb , Scepter .

        Range weapon includes : Bow , Cross Bow .

        And there are some weapons are both melee and range : Javelin , Throwing Weapon .

     

    Armors Details

     

        Armors includes some part too . They are Helm , Armor , Glove , Belt , Boot , if you like , you can use Shield as same . And there are two small chips , Amulet and Rings . Except  Ring , each armors can only equip one , you can take two Rings one time .

     

     

    Musical Scores and Sound Effects

     

    Overview

     

         The music must be a kind of silence , mystery , the middle-aged classic music is better , I think .

     

    Red Book Audio

     

        In this game , we won’t use the CD audio as the music form , we use wave for as a instead . Thought quality of the music may be reduced , but it can save more hard disk drive space .

     

    3D Sound

     

        Our Music Designer will tell you more . But on certain , we will use DirectX 3D Sound Technology .

     

    Sound Design

     

        I said , Music Designers will tell you everything about music and sound effect .

     

    Single-Player Game

     

    Overview

     

        At first , we designed this game as a single game . So , <Diablo II Lord of Destruction> can be defined as a “network based single game”. We devote more attention to the single game . And we have the confidence , this game must be the best Role playing game .

     

    Single Player Game Detail 1

     

        In single games , the player must fight alone , the only allied warrior is the mercenary , if you pay some gold to hire him . The NPC will give you some help , such heal you , sell some useful weapon or armor to you , all give you a guide . Also some of them will give you a quest . If you complete the quest , you will be given a good reward or more instructions .

     

    Single Player Game Detail 2

     

        We applies some single play only commands to satisfy our players . For example , we can simulate the multi-play environment by command “/players x”.

     

    Story

     

        The story of Diablo and it’s Brothers is too long , we will added the all story at the end of the document as a appendix .

     

    Hours of Game-play

     

        It depend on our players how to play this game . We expect hardcore players can play it at least 2000 hours . To light uses , it may cost about 100 hours at least .

     

    Victory Conditions

     

        Our final aim is to send Mephisto , Diablo , Baal to the DOOM . But only these I think is too short , we designed three difficulty levels , when players use one character complete all the there difficulty levels , he/she will get a great designation .

        There is another game mode , that was called “Hardcore” . This is for those crazy players who like the taste of competition with the death . In this mode, your character only have one life . If you died , you will lose everything , the items , the experience , the gold . So it is a more harder game mode .

     

    Multiplayer Game

     

    Overview

     

        We build multi-player game for more fun . We got great victory in <Diablo> , we want more success . We continued the previous way in multiplayer game , they are Battle.Net , Open Battle.Net , and TCP/IP .

     

    Max Players

     

        Though <Diablo II> has a much larger world compare to <Diablo> , but it still cannot afford up to eight players . And our severs can’t assume too much data calculate or objects in one game .

     

    Servers

     

        We will build client severs in Asia , Europe , and also US of course , to afford the Battle.Net and Open Battle.Net players .

     

    Customization

     

        In TCP/IP games , there must be a player to host a game , then , if others want to join the game , they must enter the host’s IP address .

        On Battle.Net or Open Battle.Net , you can join games freely , but when you create a game room , you can limit the max player of the game room . Besides this , users also can customization a password . If others want to join the room , she/he must know the password .

     

    Internet

     

        If players connect to the internet , first they need a serial number . They ,  they can enter the main hall . In the hall , they can chat , trade , or get partied .

     

    Gaming Sites

     

        An official game site is needed . It should give more information to the players , to help them complete the tour more easy .

     

    Persistence

     

        The game is not a persistence game . Killed monsters will not be refreshed . If you slain them all , you must quit and enter a new game , to kill more monsters .

     

    Saving and Loading

     

        To prevent the cheat and the unfair competition in Battle.Net , all the user data will save on our sever . So , online players must get there character data from game sever first . But we don’t restrict the Open Battle.Net users’ data .

    Diablo II Design Document (Unofficial) Part.5

    User Interface

     

    Overview

     

        We conformity all the user interface as a integer . Then it is spilt into several parts : quests , stats , skills , auto map , inventory , party , messages , and the main menu . Another is game screen , character fight here , trade here , chat here . What ever your character do , it will shows in this part .

     

    User Interface Detail 1

     

        This part , we call it user’s stats , it include character stats , skills , inventory , and quest .

        Character stats , is used to tell the players how strong their character are . It contains current level , experiences , strength , vitality , dexterity , energy , and the life , mana , resistance . The stats windows also shows character’s damage , defense , and hit rate .

        Skills window , shows your what skills you can learn , and what you learnt . Each job has different skills can learn , and before you learn the powerful skills , you must learn some preparative skills and achieve the level . We call this skill system “Skill Tree”.

        Role playing game cannot leave the items . We imaged our hero have a limited inventory like <Diablo> . Users can  have a look at what he/she is equipped , what he/she is carried .

        Another important element of role playing game is quest . This window can tell you which quest you have done , and which you haven’t done . When you meet some critical event of the quest , system will hint you to check this window .

        You can choose if use the auto map or which type of the auto map . We defined a hotkey of auto map is “TAB” key . Auto map can shows at the center of the UI or at the top-left of the UI .

        Party shows your allies and enemies , since the game support multi-player game .

        In multi-player games , users need communication . The message window displays what you said and what other player said . In single game , you can also enter some command to have extra function .

        In main menu , you can quit the game ,and do some game option sets .

     

    User Interface Detail 2

     

        Game screen also have two parts . The upper part , about 5/6 of the screen , is the game interface . We can do everything the game support here . The bellows is stats interface , include life/mana complexion , the stamina , and here we shows the belt .

        In our opinion , the potions , both life and mana , or others , can put on the belt , so it can be used easily .

     

    Items

     

    Overview

     

        This world contains millions of items . I am not bragging . The main parts id weapon and the armor . Most Weapons and Armors both have different quality : Low Quality , Normal , Superior , Magical , Rare , Set , Unique .

        All the Set and Unique items will be listed in the appendix .

     

    Weapons Details

     

        Weapons contains melee weapon and range weapon .

        Melee weapon includes : Sword , Axe , Mace , Polearm , Stave , Spear , Dagger , Wand , Claw , Orb , Scepter .

        Range weapon includes : Bow , Cross Bow .

        And there are some weapons are both melee and range : Javelin , Throwing Weapon .

     

    Armors Details

     

        Armors includes some part too . They are Helm , Armor , Glove , Belt , Boot , if you like , you can use Shield as same . And there are two small chips , Amulet and Rings . Except  Ring , each armors can only equip one , you can take two Rings one time .

     

     

    Musical Scores and Sound Effects

     

    Overview

     

         The music must be a kind of silence , mystery , the middle-aged classic music is better , I think .

     

    Red Book Audio

     

        In this game , we won’t use the CD audio as the music form , we use wave for as a instead . Thought quality of the music may be reduced , but it can save more hard disk drive space .

     

    3D Sound

     

        Our Music Designer will tell you more . But on certain , we will use DirectX 3D Sound Technology .

     

    Sound Design

     

        I said , Music Designers will tell you everything about music and sound effect .

     

    Single-Player Game

     

    Overview

     

        At first , we designed this game as a single game . So , <Diablo II Lord of Destruction> can be defined as a “network based single game”. We devote more attention to the single game . And we have the confidence , this game must be the best Role playing game .

     

    Single Player Game Detail 1

     

        In single games , the player must fight alone , the only allied warrior is the mercenary , if you pay some gold to hire him . The NPC will give you some help , such heal you , sell some useful weapon or armor to you , all give you a guide . Also some of them will give you a quest . If you complete the quest , you will be given a good reward or more instructions .

     

    Single Player Game Detail 2

     

        We applies some single play only commands to satisfy our players . For example , we can simulate the multi-play environment by command “/players x”.

     

    Story

     

        The story of Diablo and it’s Brothers is too long , we will added the all story at the end of the document as a appendix .

     

    Hours of Game-play

     

        It depend on our players how to play this game . We expect hardcore players can play it at least 2000 hours . To light uses , it may cost about 100 hours at least .

     

    Victory Conditions

     

        Our final aim is to send Mephisto , Diablo , Baal to the DOOM . But only these I think is too short , we designed three difficulty levels , when players use one character complete all the there difficulty levels , he/she will get a great designation .

        There is another game mode , that was called “Hardcore” . This is for those crazy players who like the taste of competition with the death . In this mode, your character only have one life . If you died , you will lose everything , the items , the experience , the gold . So it is a more harder game mode .

     

    Multiplayer Game

     

    Overview

     

        We build multi-player game for more fun . We got great victory in <Diablo> , we want more success . We continued the previous way in multiplayer game , they are Battle.Net , Open Battle.Net , and TCP/IP .

     

    Max Players

     

        Though <Diablo II> has a much larger world compare to <Diablo> , but it still cannot afford up to eight players . And our severs can’t assume too much data calculate or objects in one game .

     

    Servers

     

        We will build client severs in Asia , Europe , and also US of course , to afford the Battle.Net and Open Battle.Net players .

     

    Customization

     

        In TCP/IP games , there must be a player to host a game , then , if others want to join the game , they must enter the host’s IP address .

        On Battle.Net or Open Battle.Net , you can join games freely , but when you create a game room , you can limit the max player of the game room . Besides this , users also can customization a password . If others want to join the room , she/he must know the password .

     

    Internet

     

        If players connect to the internet , first they need a serial number . They ,  they can enter the main hall . In the hall , they can chat , trade , or get partied .

     

    Gaming Sites

     

        An official game site is needed . It should give more information to the players , to help them complete the tour more easy .

     

    Persistence

     

        The game is not a persistence game . Killed monsters will not be refreshed . If you slain them all , you must quit and enter a new game , to kill more monsters .

     

    Saving and Loading

     

        To prevent the cheat and the unfair competition in Battle.Net , all the user data will save on our sever . So , online players must get there character data from game sever first . But we don’t restrict the Open Battle.Net users’ data .

    Diablo II Design Document (Unofficial) Part.4

    The World Layout

     

    Overview

     

        Basically , the world  design lay on the middle-age of Europe . This is a world of sword and magic , contains defends , sieges and so on . We didn’t consult the Dragon and Dungeon Rules or Advanced Dragon and Dungeon rules .

     

    World Layout Detail 1

     

        First of all , we must defend our world , the mortal world . Rogue Camp is a small Rogue’s Base .  These Rogues have been sisters years ago , after the Princess of Pain , Andariel comes here , some of them are fallen , and others had to be armed , fight for their lives , faith , and freedom .

        East Kingdom where the most great Horadric Mage , Tal Rasha , sealed the Primary Evil Mephisto . Diablo set his older brother free , and they went away , left Druiel here , a giant worm . Lut Golin is in danger , heroes must save the city , and find Tal Rasha’s Tomb , to find a way to bring the evils to doom again .

        West Kingdom , since be a glory kingdom , the Horadrics build a complete council system , to prevent evils corrade this holy country . But glory Kurast cannot stand against Diablo and it’s brother’s fury . Council Members all fallen , became the minion of Mephisto , Lord of Hate .

        The Arreat Mountain , top of the world . Here is the home of the ancient barbarians , they protect the World Stone , the sources of the world . The youngest primary evil , but has the most powerful magic , Baal vainly attempt to corrupt the world stone , we must protect the ancients barbarians and World Stone .

     

    World Layout Detail 2

     

        Pandemonium Fortress , angels and the mortals build this keeper at the edge of the hell . Diablo is here , in his sanctuary , it drives it’s army to the mortal world . even some angels are fallen . Sweep them all !

     

    Game Characters

     

    Overview

     

        We have seven warriors in this world . They from different raises and skilled in different areas .

     

    l         Amazon

    The Amazons are women warriors who hail from a group of islands in the Twin Seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.

    The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazon people. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women can at long last take their rightful place in the universe, no longer merely playthings for the beings of the Outer Realms.

    The Amazons are a seafaring people, one of the first to have made trade contact with both the Kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. They are much sought after as mercenaries, being both expert soldiers as well as extremely loyal - as long as the assignment does not conflict with their strict sense of ethics.

    Their pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua who, with her consort, Kethryes, rules over the seasons and the weather. Under these Goddesses are a wide assortment of lesser deities, each responsible for his or her own sphere of influence among the Amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same names as these gods, although aspects of their personalities seem to have evolved over the centuries.

    In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.

     

    l         Barbarian

    Legend says that when the world was very young the tribes of the Northern Steppes were given a sacred charge. Somewhere deep within the great mountain, Arreat, lies a source of great power, crucial to the well being of all humanity. The tribes were tasked to act as guardians of this artifact. They have shaped their way of life in observance of this power and fulfilling their sacred duty.

    Steeped in mystery and tradition, these people refer to themselves as the "Children of Bul-Kathos," the great and ancient king. To better protect their lands from outside forces, they adopted a nomadic lifestyle, frequently moving within the confines of the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magics and complex machinery, as they believe these things can only weaken their resolve developed over so many years.

    The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies within nature to enhance their own substantial physical prowess. It is because of this, together with their freedom from the trappings of the outside world, that the Western Kingdoms have historically referred to these tribes as "Barbarians," an epithet that belies the rich cultural and spiritual history these people truly possess. Although some trade with these curious bands of nomads, they do so only along the outermost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions. Every foreign attempt at conquest has been met with fierce and decisive resistance.

    An account of one skirmish recounts how hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs and their faces howling as they charged like the fierce mountain winds, the tribesmen descended on the invaders. Fully half of the trespassing army immediately dropped their weapons and fled, the remainder were set upon by the Northmen with fervor that none of the battle-hardened invaders had ever witnessed. No mercy was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either?at least none that could be observed.

    Since news of Diablo's re-emergence has spread, a small number of Barbarian warriors have begun roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.

     

    l         Paladin

    During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the Church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.

    Unfortunately, the Church had not prepared these men for the rigors of travel nor the hazards of the world. The priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. In practice, these "Protectors of the Word" proved to be more successful at converting the native peoples than the Priests that they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the "Protectors of the Word" faded from public view.

    Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, the inconvincible were deemed evil. The Zakarum Inquisition spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the "Hand of Zakarum." These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.

    In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that the new Order of Paladins should protect the innocent, and that the evil corruption was rooted in their forebear's failure. They resolved to fight the true source of corruption, the Three Prime Evils - Diablo, Baal and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured west.

     

    l         Sorceress

    The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern jungles.

    The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visit certain families across Sanctuary. These families have only one thing in common - they each have a seven-year-old daughter. Always good-natured and polite, the Zann Esu visitors meet the girls, ask a few questions and then leave. A select few of the girls are visited a second time and offered apprenticeships. The families of those chosen enjoy good fortune for many years.

    The Zann Esu, or Sorceresses as they are generally known, are on a quest for the "perfect" magic in its purest form. They feel that the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need - threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.

    The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and biding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.

    The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of Evil wherever they are found.

     

    l         Necromancer

    As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.

    As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.

    Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.

    Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.

    Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.

     

    l         Assassin

    In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.

    When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers-otherwise known as the Assassins.

    Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on honing the natural martial abilities of their bodies, both physical and mental.

    Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.

     

    l         Druid

    In the ancient tome of the Druids, the Scosglen Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Grover. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Grover, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Grover gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mephisto, the final battle between the men of the world and the demons of the Burning Hells.

    Here, in preparation for the impending conflict, he taught his people the Diablo, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dorra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

    At the Toua Dorra, the greatest of the Druid Colleges, stands the magnificent oak Glam-an-Fhuddha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.

     

    Creating a Character

     

        Our players can select and create a new character by the start of the game , each character you have to enter him a name . The name and the job cannot be changed during the game play . And after you pass the difficult levels , your character will gain another “name” , it is designation , a mark of honor .

     

    Enemies and Monsters

     

        Of course we have a lot of monsters here , they are great evils and their minion . We will list them all in the appendix .

    Diablo II Design Document (Unofficial) Part.3

    Game Overview

     

    Philosophy

     

    Philosophical point 1

     

        In fact , we are making a revolution of the role playing game . We combined the action elements and  RPG elements organic ., and we are trying to create a amazing system in both items and character builds . This will shock the whole world of the GAME . This is just what we expect .

     

    Philosophical point 2

     

        The Artificial will just appear on Personal Computer , and also MAC , because we do not have the plan about the TV game areas . Here we will just say sorry to the TV game players .

     

    Philosophical point 3

     

        We expect all the Fans and Players will like the Diablo II – the Lord of Destruction . And make a great contribute to Blizzard Entertainment .

    Common Questions

     

    What is the game?

     

        The game will continue the story of  <Diablo> . Our Players also be a hero of the Dark Ages , and force to the evil side . Mephisto and it’s brothers , Baal and Diablo of course , comes back to the mortal world , the Destruction , the Terror , the Hate , fold the world again . Heroes must swing there sword and split the great evil into pieces again .

     

    Why create this game?

     

        A easy question , we just need it , a more wonderful more perfect Diablo is needed , not only by us , also by all the Diablo fans over the globe .

     

    Where does the game take place?

     

        The world will not be a just hamlet , the wars between mortal and evil will not only in the mortal world , but also in the hell , and even the summit of the world . The Heroes must pursue the step of the primary evils .

     

    What do I control?

     

        The players are acting as a hero , will slain all the devils , the undeads and the monsters . You  also have the incumbency to help the people who fighting back with the evil forces .

     

    How many characters do I control?

     

        You have a choice of seven different type heroes . They have different skills , some heroes are good at melee fighting , and some are versed in magic . But in the same , they are all professional warriors .

     

    What’s different?

     

        <Diablo II> will not be the same as the previous role playing games , even <Diablo> . It is a new concept game , our players and all the fans of Blizzard will cheers for this artificial .

     

    Feature Set

     

    General Features

     

        We have a very giant game world , from the mortal world to the hell . Our players both boring  and hardcore , will all enjoy our gift . The game will not use the 3D graphics , but we promise we will make the game looks pleased to both the eye and the mind .

     

    Multiplayer Features

     

        By our experiences of Diablo and Hellfire , we expected up to 300 kilo user on Batle.Net . Players can find their fun very easily during their tour . Of course , they are won’t be alone , the comrades are everywhere . Even if users are tired of killing and slaying , they can also have a free online chat in common halls .

     

    Game Play

     

        In the game play , we have quantity of unique system .

        In different characters , we have Sorceress , Necromancer , Barbarian , Paladin , Amazon , Druid , and Assassin . They use their versed skills to defeat their enemy . And between players , they can use their own characters to have a duel , or be in a group fight together .

        The item system is our pride . We created a complete system , we split all the items into three kinds , weapons , armors , miscs . And to the armors and the weapons , they will have different qualities , as normal , low quality , superior , magical , rare , sets , and unique . Normal items are the bases , and magical is a expansion to the normal items , it can have one or several random magical attribute . The rares have more and better magical modifiers . The unique , as the name , they are so good so they are only spwans only once in one game .

        We also design lots of quest . the quest will be with your journey of search of Diablo and it’s brothers .

     

    The Game World

     

    Overview

     

        There are totally five acts in Diablo world , your steps will from the west to the east , and then , to the hell , finally , the world summit .

     

    World Feature

     

        We said that there are five acts in the world . In each act , there will be a base , or a village . Act 1 , is Rogue Camp , it’s at Eastern Kingdom , not far from the great village , Tristram . Our hero will start their tour here . After that , ships bring heroes to a eastern port , Lut Golin . Then , to follow the evils , you will go to the west , a glory city , Kruast . But this is not enough , you must go to the hell , and allied with the angels . At last , players still need to go to the ancient place , to get rid of all the primary evils .

     

    The Physical World

     

    Travel

     

        Different from <Diablo I> , we designed two types of player’s move , run and walk . And we improved teleport system , we make a guide named “way point” , it can transport player in each areas and acts . NPC can also take you from on act to another .

     

    Scale

     

        This world is just a idealization , because we are just for fun . Everywhere we use the same scale , to make our players more fun .

     

    Objects

     

        We have to many objects in this game , fortunately , we use 2D graphics to describe everything .

        All the objects will be divided into items , characters , NPC , levels , and missiles . We will list all of this in the appendix .

     

    Weather

     

        Sure , we have weather , but it’s just a kind of ornament , to make the game looks more real .

     

    Day and Night

     

        No , no differences between day and night , in fact , the game don’t have the concept of “Time”.

     

    Time

     

        I said , no time , we only need the users plays more . But will make a internet time , to meet the user’s need , who from all of the world .

     

     

    Camera

     

    Overview

     

        We preferred the third-person camera , it makes the players more comfortable , won’t get swirled .

     

    Camera Detail

     

        The camera is a kind of left-lean type , and it leans 45 degrees .

     

    Lighting Models

     

    Overview

     

        Our heroes will always fifth in the darkness , so they need the light , here , we use the light radius .

     

    Lighting Model Detail

     

        Each person has it’s own sight , even in daylight . Same as our game characters . We use the light radius as a parameter , Character is the center of the circle , and light radius as the semidiameter , then is make a circle , players

    Diablo II Design Document (Unofficial) Part.2

    TABLE of CONTENTS

     

    All ABOUT dIABLO II – LORD OF DESTRUCTION________________________________

    DIABLO Overview_______________________________________________________ 3

    Philosophy ___________________________________________________________ 3

    Philosophical point 1__________________________________________________ 3

    Philosophical point 2__________________________________________________ 3

    Philosophical point 3__________________________________________________ 3

    Common Questions_____________________________________________________ 4

    What is the Diablo II ?_________________________________________________ 4

    Why create Diablo II ?_________________________________________________ 4

    Where does Diablo II take place ?_______________________________________ 4

    What do I control ?___________________________________________________ 4

    How many characters do I control ?_____________________________________ 4

    What is the main focus ?______________________________________________ 4

    What’s different?_____________________________________________________ 4

    Feature Set___________________________________________________________ 4

    General Features____________________________________________________ 4

    Multi-player Features________________________________________________ 4

    Game play___________________________________________________________ 4

    The Game World_______________________________________________________ 5

    Overview_____________________________________________________________ 5

    World Feature _______________________________________________________ 5

    The Physical World____________________________________________________ 5

    Travel______________________________________________________________ 5

    Scale_______________________________________________________________ 5

    Objects_____________________________________________________________ 5

    Weather____________________________________________________________ 6

    Day and Night_______________________________________________________ 6

    Time_______________________________________________________________ 6

    Camera_______________________________________________________________ 6

    Overview___________________________________________________________ 6

    Camera Detail________________________________________________________ 6

    Lighting Models_______________________________________________________ 6

    Overview___________________________________________________________ 6

    Lighting Model Detail__________________________________________________ 6

    The World Layout_____________________________________________________ 6

    Overview___________________________________________________________ 6

    World Layout Detail 1________________________________________________ 6

    World Layout Detail 2________________________________________________ 7

    Game Characters______________________________________________________ 7

    Overview___________________________________________________________ 7

    Creating a Character_______________________________________________ 12

    Enemies and Monsters_______________________________________________ 12

    User Interface_______________________________________________________ 12

    Overview__________________________________________________________ 12

    User Interface Detail 1______________________________________________ 12

    User Interface Detail 2______________________________________________ 13

    ITEMS________________________________________________________________ 13

    Overview__________________________________________________________ 13

    Weapons Details____________________________________________________ 13

    ARMOR Details______________________________________________________ 13

    Musical Scores and Sound Effects____________________________________ 13

    Overview__________________________________________________________ 13

    Red Book Audio_____________________________________________________ 14

    3D Sound__________________________________________________________ 14

    Sound Design______________________________________________________ 14

    Single Player Game____________________________________________________ 14

    Overview__________________________________________________________ 14

    Single Player Game Detail 1___________________________________________ 14

    Single Player Game Detail 2___________________________________________ 14

    Story_____________________________________________________________ 14

    Hours of Game-play_________________________________________________ 14

    Victory Conditions_________________________________________________ 14

    Multi-player Game____________________________________________________ 15

    Overview__________________________________________________________ 15

    Max Players________________________________________________________ 15

    Servers___________________________________________________________ 15

    Customization______________________________________________________ 15

    Internet___________________________________________________________ 15

    Gaming Sites_______________________________________________________ 15

    Persistence________________________________________________________ 15

    Saving and Loading_________________________________________________ 15

     

    Diablo II Design Document (Unofficial) Part.1

    Unofficial Design Document for

     

    Diablo II

    Expansion Set

     the Lord of Destruction

     

     

     

    We are not just creating a GAME , It’s a Revolution .

     

     

    Something funny:

    Maybe , we can make the sorceress looks like a bull :) 

     

     

    All Work Copyright ©2000 by Blizzard Entertainment

     

     

     

     

    Document by Wind_Force

     

    Version 1.00

     

    Friday December 16, 2005

    关于Tomb Viper巨大伤害来源的分析

    关于Tomb Viper巨大伤害来源的分析

    作者:Wind_Force
    版权所有,未经许可,严禁转载

    在Hell Act V的Nilathak神殿中出现的大量Tomb Viper和在World Stone Keep中出现的Claw Viper,Salamander等,同属于Claw Viper系列的怪物,但是和在Act II中的Claw Viper Temple中出现的Vipers并不相同,相比之下,他们有更强的战斗能力,更危险.

    为什么同样属于一个族的怪物,只因为等级差异就会带来如此大的战斗能力差异?

    以下为了区分,我用Claw Viper表示Act II出现的,用Tomb Viper表示Act V出现的.
    首先我们来看一下Claw Viper和Tomb Viper的一些基础属性:
    Tomb Viper (Hell)
    Level 77
    Life:2763~3750
    Damage1(Missile):44~53 (Poision Damage:22,Duration 50 Frame)
    Damage2(Missile):57~79 (Poision Damage:29,Duration 125 Frame)
    SkillDamage:87~114
    SkillRating:4656
    Skill:Charge(Level 12)

    Claw Viper (Hell)
    Level 76
    Life:2895~4246
    Damage1(Melee):53~70
    Damage2(Melee):53~92
    Skill:Serpent Charge(Level 8)

    也许有的朋友有疑惑:Tomb Viper明明是还有个技能毒矛,为什么不写出来?而且也从来没看过Tomb Viper用过远程攻击?
    问题很简单,Tomb Viper包括其他同类怪物,他们的远程攻击就是Viper_PosiJav,Viper_FireSpear,Viper_BoneSpear.

    即使这样,为什么Tomb Viper能对玩家造成如此大的伤害?伤害并不高啊,还未过百?
    下面我们分析以下从missile.txt中得到的一个重要的信息.

                                        SrcDamage  Half2HSrc SrcMissDmg
    649 viper_poisjav                 128
    650 viper_poisjavcloud                                         128

    我们上面也看到了,Tomb Viper的伤害要比Claw Viper多一项,就是SrcDamage,在这里,为玩家造成巨大的伤害就由它决定了.
    这个参数值我不多赘言解释,我只说明一下作用机理,当SrcDamage和SrcMissDmg值为128时,表示调用monstats.txt的值附值于missile.txt中的MinDmg和MaxDmg列,优先级高于本身的元素伤害(毒素,火焰),并造成持续伤害!我们知道,持续性伤害(如Inferno)可以造成可观的累积伤害,而在这里,MeleeDamage同样造成了持续时间25帧(1秒),每帧伤害等于MeleeDamage的伤害.
    我们计算一下,每帧的伤害有44~53,那么25帧,总计是1100~1325伤害!再加上Tomb Viper本身的Missile Damage,那么合计就是1144~1378的物理伤害!这仅仅是一只Tomb Viper放出的1只Viper_PoisJav的伤害.

    所幸的是,这1144~1378的伤害并不是都能命中的,虽然Damage1不存在Attack Rating,即不通过命中检定,但Viper_PosiJav本身作为投射物型的Missile攻击,是要同样在命中检定后通过格档检定的.

    通过以上分析,我们可以看出,对玩家造成巨大伤害的,并非来自于魔法伤害,毒素伤害或是火焰伤害.纯粹的物理伤害是可怕的,要想抵御这大幅度的伤害,手段来源于提升自身格档,防御(假设为脉冲伤害,见下文)以及物理抗性.

    火焰风暴(Fire Storm)的伤害解析

    从missile.txt中得到
    伤害的增量是:
    物理为等2,火焰为等5
    因此,ULC上的物理伤害为:4+(2*9)~12+(2*9),即22~30
    火焰伤害为:12+(5*9)~25+(5*9),即57~70
    都是帧伤害
    则秒伤害为:
    物理伤害:550~750/秒
    火焰伤害:1425~1750/秒
    由skills.txt中calc1字段,可以得到投射物数量=技能等级
    由此,10级的火风暴,有10条轨迹.

    光荣与梦想

    1999年,一贯于跳票的Blizzard终于发售了公布已久的《暗黑破坏神II》,再次引发国内大规模的暗黑狂潮,并再次当之无愧的包揽了各大游戏评选的大赏,缔造了真正意义上的“暗黑神话”。其游戏本身无论质量内涵,都达到一个空前的高度。
     
    目前玩家虽然在玩的时候同样需要安装《暗黑破坏神II》,但大多数玩家还没来得及体会,就匆匆的投入了资料片——《毁灭之王》的怀抱。但其本身的各方面技巧,在资料片中同样适用,同样值得我们加以品味。
     
    《暗黑破坏神II》的神话中有十二个关键性的名词,我们就以它们为线索。
     
    第一个名词:Weltanschauung
    《暗黑破坏神II》较之前作,有着更加庞大的世界观的设定,从每个职业的背景,到延续前作故事,甚至大多数的独特物品和成套物品都有着自己的传说。因此我们常说,《暗黑破坏神II》是一个拥有浓厚文化底蕴的游戏。由此也派生出博大的暗黑文化。
     
    第二个名词:Battle.Net
    绝大部分的玩家都不会对这个名词感到陌生,即使没有亲身体验过,也应该在游戏标题画面看过:),Battle.Net延续于游戏的前作,但Blizzard并不仅仅是简单的延续,公司花大量资金在美国,欧洲,亚洲架设了大量的服务期,真正意义上的构建了一个封闭的“暗黑的世界”。之所以称之为封闭,是因所有用户的角色资料是保存在服务器上的,基本抑制了前作时代那种BN上修改成风的浪潮。Blizzard继续秉承免费连接Battle.Net的原则,只要用户购买了正版的《暗黑破坏神II》。
     
    第三个名词:Trade
    作为封闭性的网络构建游戏,有物品必然有交易的产生。就象人类社会一样,有自己用不到的东西,就去交易,换回自己需要的。Battle.Net上的交易也是同样的道理,比如你有一个很好的法师用的武器,而你自己却是个战士型的角色,你就会想办法找到一个法师,用你的这个武器去交换他可能持有的战士型的武器。Battle.Net上的交易也是随着时间的推移而发展的,也是经历了:物物交换-〉出现通货,以通货交易,这样的一个过程。
    在交易中,我们应该牢记这个传说中的东西——作为通货,永远的“Stone of Jordan”(约旦之石)。
     
    第四个名词:Hack Technology
    由于Battle.Net的封闭性,一些争强好胜却不想通过努力的人就动另了歪点子,这也是HACK技术出现的原因。HACK技术大致分为这几类:MAP HACK,BOT,HACK ITEM,DUPE。
    MAP HACK,顾名思义,就是对地图进行HACK。《暗黑破坏神II》的世界中,有可视范围的设定,从而使各种邪恶的力量都隐藏在黑暗中,随时对毫无防备的英雄们发动袭击。同时,游戏中的地图是随机生成的,也增加了游戏的复杂度。而MAP HACK正是破解了这些问题,使游戏的难度相对降低,也加快了游戏流程,但后果却是对服务器造成较大损害。
     
    BOT,也是和其意思相同的一种技术,基于指令对键盘的控制,通过脚本设置好路点,再按照脚本去走,从而实现重复做某个动作。BOT技术广泛使用寻找物品方面,如著名的KP BOT,K3C BOT,都是重复的针对某特定怪物产生的。BOT本身对服务器没有影响,但是大范围的使用造成服务器长期大量用户在线,对网络质量有一定影响。
     
    HACK ITEM,由于单机修改器不能修改在Battle.Net上的物品,于是一些Hacker就通过对服务器端的入侵,来对物品进行修改,由此出现了一些严重破坏游戏平衡性的物品,然后通过DUPE,在大范围出现此类物品,大大影响了游戏的乐趣。
     
    DUPE,其实说起所谓的土豪,其实是很少的.国人往往认为,一次开数十个BOT,很快就能致富。其实真正的土豪是不用BOT的,他们用的是DUPE这种真正的非常手段。DUPE的原理其实很简单,就是通过服务器或者游戏程序的漏洞,来引起网络延时,从而造成Roll Back(回档)。DUPE对服务器的影响极大,会严重影响到网络状况,US的几次大规模DUPE都迫使Blizzard不得不临时关闭Battle.Net,并大批封掉用户的序列号。
     
    各种HACK技术可以说大大影响了游戏的乐趣,而且部分涉及到用户协议中的法律规定,所以应该坚决反对。
     
    第五个名词:Item Theory
    《暗黑破坏神II》创造了有史以来最优秀的物品理论,至今也没有什么游戏可以超越这个高度。从各式各样的独有物品,成套物品,到稀有物品,魔法物品,每个物品的值得好好研究。《暗黑破坏神II》中引入了词缀这样的概念,使得游戏中的物品更是成倍的增加,你甚至很难看见两个一模一样的物品(部分属性固有的例外)。同时在物品的生成,掉落方面,也制作的相当严谨,国内外都有专人潜心研究(特别感谢Karon前辈)。Horadric Cube的合成物质的魔力更是为游戏增色不少。
     
    第六个名词:Skill System
    《暗黑破坏神II》同样带给我们全新的技能系统,技能树概念的引入显著的提高了游戏的可玩性,以及不同职业之间的多样性。可以说,在暗黑破坏神的世界里,鲜有同样的角色,每个玩家都在扮演着自己。但到了后期,各种强力角色Build的出现却限制了这种多样性的发展,Battle.Net上多的是千篇一律的人物,实在是另人遗憾。在技能的多样考虑上,国外的玩家似乎要更执着一些。
     
    第七个名词:Secret
    在《暗黑破坏神II》的世界中同样存在着各种各样已知或未知秘密,有些已经被验证了是正确的,而有些则是传闻而已。
    Secret Cow Level:这个是从一代延续下来的秘密关卡,当你杀死了Diablo后,在Tristram的某处,取得一根神秘的White's Leg,并通过Horadric Cube的魔法力量,将其与一本城镇传送之书组合,就会出现通往这个秘密母牛关卡的红色传送门。母牛有强力的物理攻击能力,不过杀死这些母牛可以获得大量的经验点以及较好的物品。记住尊老爱幼,开心之余别误杀了牛妈妈啊:)。
    Jamella & Halbu的传说:事实上这个传说已经被证实为假的,但毕竟曾经红极一时。方法是这样的用圣骑士命名为Halbu,法师命名为Jamella,当你完成了地狱难度后,并持有ACT1任务中的魔法锤,再从第一难度玩起,人物就变成ACT4里的铁匠Halbu和商人Jamella,但物品和等级那些都象刚开始那样。Jamella可以比其他player放多1倍的物品;Halbu则可以有100%拿到魔法道具,25%打造黄色物品,但失败物品消失。很诱人吧?当然,这是个传说,只是传说而已~。
     
    第八个名词:MF
    MF,即Magic Find。这个概念在《暗黑破坏神II》中再次被引入,并且加以升华,也缔造了暗黑II博大的物品学,广阔成熟的交易市场,当然还有另人头痛的各种HACK技术。MF通常是针对某些特定的对象,比如经常被我们称为劳模的Mephisto,Diablo兄弟两个。值得一提的是Diablo死后会倒数计时来结束游戏,大家要注意,别聊天忘记了噢。
     
    第九个名词:Classic Item
    从《暗黑破坏神II》的世界走过来的人,往往都遗忘了很多很多,但对于06物品,08物品这样的名词肯定记忆犹新。的确,在后来的资料片《毁灭之王》中被独有物品掩盖了光辉的稀有物品,在《暗黑破坏神II》的时代绝对是占据着霸主地位的。在1.06版和1.08版中,甚至有的稀有物品强到不可能的地步,我们称之为BUG ITEM。为什么会产生这样的物品呢?我们知道,游戏也是程序,既然是程序,哪怕它再完美,也会有BUG,而BUG物品就是因为物品在生成时词缀上的错误而产生的。BUG ITEM的强大有目共睹,即使是已经到了资料片1.10版的今天,其各种属性也是有目共睹的。
     
    第十个名词:PvP
    很多人习惯于将PvP和PK混于一谈,这里纠正一下。其实PvP,即Player VS Player,是友好性的,或者可以说是学术性的,在一定的规则下进行的比试;而PK,即Player Kill是恶意的,在对方无防备的情况下攻击甚至杀死对手,二者有着截然不同的性质。在《暗黑破坏神II》中,Blizzard更提倡的是团队的合作,但也并不是否定玩家间的竞争。PvP技术很快兴起,并逐渐发展为一门深奥的学问,大批的玩家津于此道,可以毫不夸张的说PvP技术推进了《暗黑破坏神II》角色技术领域的发展。
     
    第十一个名词:MODS
    如同前作一样,《暗黑破坏神II》后期同样产生了一些另类模式。但《暗黑破坏神II》的另类模式制作已经远不象前作那么容易,需要开发人员对MPQ文件以及角色资料方面有深刻的认识才行,国内也曾出现较优秀的另类模式,我们的下载站上都有保存。
     
    第十二个名词:Private Sever
    中国国内私服的玩家数量要远远大于Battle.Net玩家的数量,很多玩家最初接触的也是私服。客观上讲,这些私服大部分是免费的,谈不上对知识产权的侵犯问题,但从侧面来看,私服一般是不需要正版软件的,因此大大影响了软件的销量。不过,私服的存在也是合理的,没有私服的存在,中国的暗黑普及率可能会远不及今日,国内的暗黑技术也不会有长足的进步。近日传来Blizzard即将在国内假设Battle.Net服务器的消息,没有了网络瓶颈效应,更流畅的Battle.Net将沉重打击私服。私服究竟将何去何从?
     
    永恒的经典:
    《暗黑破坏神II》同样不会为人们所遗忘,在广大的人群中,依然活跃着大批D2C的玩家,Blizzard同样不会放过每一个忠实的玩家,他们依然在不断的奉献给我们最好,最完善的游戏。
     
    圣诞节的礼物:《暗黑破坏神II-毁灭之王》
    2000年的圣诞节,是全世界暗黑破坏神的FANS应该永远记住的一天,Blizzard将最好的圣诞礼物——资料片《毁灭之王》赐予了我们。全新的角色Assassin,Druid,全新的场景Barbarian Highland,全新的各种物品,无一不撞击着我们激动的心。
     
    新增角色:
    A:刺客:刺客有着自己专用的武器,即爪系和拳剑系。此刻不仅精通各种武学技能,同时也掌握各种陷阱的使用方法,并且受到严格的精神训练来抵挡外界的精神侵蚀。刺客在穿了专有套装Natalya's Odium后,全身更是会变为透明的,抽过分体现了刺客隐秘的这一特征。
    B:德鲁依:德鲁依来自那些充满着自然力量的小树林,他们是动物的朋友,可以召唤它们来帮忙,德鲁依本身也能改变自身的形态,成为凶猛的野兽来战斗;同时德鲁依还操控着自然界中元素的力量。但似乎德鲁依的人气却不是很高,也许因为德鲁依穿什么都不好看-_-;。
     
    新增场景:
    我们的英雄们要追逐着三魔王中最小的,但是魔法力量最强大的一个——巴尔,来到亚瑞特高原,保护这里的野蛮人种族免于毁灭性的打击,并且组织巴尔利用上古流传至今的世界之石来征服世界的野心。野蛮人的高地是所有五幕场景中最广大的一个,里面各种强悍的怪物也会不断的阻挠英雄们的前行。
    PS:大家在亚瑞特之巅击败三位远古英灵后,不要忘记来这里看看,风景很好噢:)。
     
    新增的物品:
    Rune和Jewel的引入,再次大大扩展了暗黑世界的物品大军,数百件新增的独特物品和套装物品更是满足了收藏家的嗜好。尤其值得提起的是Rune这个小东西,Blizzard创造了RuneWord这样的东西,使得在D2C中不起眼的各种有孔物品身价陡增,通过Rune按照一定顺序的在特定物品上的排列,便能产生具有强大的魔法力量的武器或者防具。而Jewel更是增加了不同种类物品间的延展性,使物品更能根据玩家的需要来扩展其魔法力量。同时,Blizzard更加完善了词缀和物品生成的系统,使游戏本身更加严密。
     
    关于各种专门的技术,在各种文献都有详细的介绍,专精的人才也不在少数,在这里我也就不再赘述。
     
    关于1.10版:
    从来没有哪个游戏能仅仅因为一个补丁就造成如此大的轰动,在1.09末期,大批玩家都纷纷离开暗黑的世界,Battle.Net也是空前的萧条,而仅仅只是一个补丁,就改变了这一切,各个国度再次人满为患。
     
    1.10版最大变化在技能系统的再次调整,引入协同的概念,相同类型的技能互相可以影响,产生额外的效果。这点虽然限制了角色在技能上的全能化,但是提高了攻击效率,在HELL难度大大增加的情况下也可以立足。同时,单角色技能多样化的限制,使得独自游戏的难度大大增加,客观的促进了团队的合作。
     
    1.10版中自然按照惯例的增加了一批新的物品,以及强力的RuneWord,使得在1.09中不鸣一文的Rune价格爆增,中级Rune甚至取代了Stone of Jordan和7% mfsc这些传统通货的地位。
     
    最后值得一说的是天梯模式(Ladder)。天梯模式是和1.10同时推出的,旨在形成一种竞争的氛围,并且可以重温开荒的乐趣。天梯是一种赛季性的活动,每个天梯都会持续一段时间,每个刚进入天梯的玩家都是原始等级,也一无所有,需要在这样一个新的环境中奋斗,直至从众多玩家中脱颖而出,在天梯的派名中占得一席之地。当然,一个天梯赛季结束后,这些角色也不会被删除,而且再天梯排名中领先的玩家也将被永久的记录在Blizzard的官方主页中。
     
    在游戏中,我们看见了代表着Mephisto的蓝色灵魂之石,以及代表Diablo的红色灵魂之石,都在地狱熔炉被摧毁了,但是Baal呢?我们最后看到的只是世界之石的毁灭,Baal的结局我们不得而知,这也同时为续作埋下了伏笔。地狱的三兄弟不会就此罢手的。Blizzard虽然目前内部危机重重,新作也迟迟没有消息,但我们相信,《暗黑破坏神III》还是会有的,暗黑的神话不会终结,英雄们的脚步也不会就此停歇。
     

    关于《肯德基中国餐厅年终人事考察方案设计》的评价报告

    关于《肯德基中国餐厅年终人事考察方案设计》的评价报告

     

    方案主题分析:

    该设计方案从设计背景问题的提出出发,依次提出了解决的目标制定,实施的步骤和采取的措施,以及理论依据,都是十分恰当的。整个方案中,作者针对调查结果后得到的实际生产活动需要,结合肯德基中国餐厅的实际情况,制定了较优良的考核方案及激励手段。整个方案的设计,目标明确,条理清晰,措施得力,理论与实际依据充分,是从实际出发的。

     

    方案可行性研究:

    一.        方案的设计基础

    以肯德基中国餐厅在华进行年终人事考核的需要原因分析,由肯德基中国餐厅的员工数量众多、对员工能力要求高的实际出发,切中了问题的核心。文中指出,肯德基中国在华拥有员工五万多名,且地域分布广泛,除西藏外,在国内各个省份都开有分店,在考核上难度加大;再者,肯德基中国的雇员流动性大,离职率高,每年要有近三万名岗位轮换,则对考核方案的灵活性又提出了要求。该方案很好的处理这两方面的问题,提出了多套可使用的考核方案,且各有优缺点,在各地区餐厅依据自身的实际情况下,可以选择一种或多种方案相结合,以适应自身考核的需要。同时也提出了数套激励机制,与考核方案挂钩,以扩展考核的目的。

    二.        方案的目标取向

    年终人事考核的最终目的是为了激励员工,这是当今社会的一个实际问题。当前社会对人力资源的重视已经达到了一个极高的水平。对于肯德基中国这样一个拥有庞大雇员队伍的企业来说,其自身的企业文化就包含着“以人为本”的核心内容,“员工是企业最为珍贵的财富,只有当个人的努力得到认同,并由此获得足够的发展空间时,企业才能有快速充分的发展”,肯德基中国餐厅上属百胜餐饮集团大中国区总裁苏敬轼先生也认为,每个人都有被欣赏的需求,对于肯德基的每一名员工,他们的时间、精力都是一种投资,他们也需要得到回报,得到认同,不仅仅是物质和金钱上的,还包括更高层次的需求,他们也必须应该明确知道他们在为肯德基这个企业做什么。激励机制并不是凭空的,不可能无依据的存在,一名勤奋的高绩效的员工和一个懒惰的低绩效的员工,对他们激励的方法是不尽相同的。以绩效等方面作为衡量基准,就要求了人事考核能充分表现出这些基准。

    三.        针对各套方案

    每套方案都有自身的优缺点及适用范围,实际操作上,采用多种方案结合,可以取得较好的收效。

    1.         书面描述花费时间代价较大,而且考核者的主观意见比较多,不能充分的体现被考核者的技能、绩效等方面。但书面描述方法易于备案,而且考核的实际操作过程简单,因此可以在其他方案后进行书面描述,这样可以避免考核者的主观意识。由于时间代价大,因此书面描述应尽量在中小规模餐厅使用,大规模餐厅可以对部分核心员工使用,作为整个考核的总结环节。

    2.         对关键事件的考核,很容易贴近员工各个工作站的实际操作,能充分的反映员工在专业技能上的掌握情况及职业道德、修养上的水平。关键事件法也需要付出一定的时间代价,同时需要人力来进行,以事实行动为依据的考核很具有说服力。餐厅可以在平时就进行阶段性的工作站测试,以避免集中在年底的情况,没有时间完成的情况。年底可对平时的考核进行汇总,对不足的可以进行再考核。

    3.         设计评分表需要一定的时间,但在实际操作上则简单,不需要太多的时间。评分表提供了定量的考核项目及考核标准,可以同时对员工的各方面技能、素质进行考评,也同时可以将考核权释放给同事和与被考核人有互动关系的员工,以避免考核者的个人主观意向。但这种方案不能提供详细的工作行为和评价状况,实际操作中应该与书面描述的方式结合,在评分表的每个考评标准或总结时给出描述性评价。

    4.         行为定位评分法综合了关键事件法和评分表法的优点。由于评分表的设计制定上带有普遍性,因此针对各个工作站的不同的关键事件指定评分表,可以对在不同工作站的员工进行有区别的考核,而且减少了关键事件考核的时间代价。肯德基的各工作站操作较多而且复杂,因此在制定评分表时比较麻烦,且不能避免评分表不能提供详细的工作行为和评价状况这个缺点。小规模餐厅可以在行为定位评分法的基础上在再重要的工作站进行实际操作的考核。

    5.         将被考核员工与多人进行比较,可以得到一个相对的比较结果,可以客观的说明绩效的评估。对绩效优良的员工,是一个良好的方案,员工需要自身的价值得到他人的公认;但对于绩效较劣的员工,却可能带来很大的负面影响。因此在餐厅内部应该尽量在管理组内部的讨论范围内进行。

    6.         建立目标机制,不仅可以作为考核的标准,也同样可以作为一种激励机制。目标管理法侧重于目标,是结果导向的考核。不同餐厅的目标应该根据不同营运时间段来制定,区分营运高峰时段和非高峰时段,制定不同的目标。

    7.         全方位的反馈在操作上十分消耗时间,在实际操作起来也比较困难,因为要充分综合各方面的评价。在小规模餐厅操作比较现实,而且也应该在尽量避免公开谈话。

    四.        激励机制对考核的回馈

    激励机制是对人事考核后采取的措施,良好的激励,可以更好的发挥团队合作和员工的首创精神。方案中的激励方案,根据麦克利兰的三种需要论,可以充分的调动员工的工作热情。以薪酬、奖金、目标、个体激励相结合的方式,可以适应不同餐厅的实际情况。

     

    不足及建议:

    整个方案的设计,是合理、可行的,但在具体实施上存在欠缺。方案中只给出了考核方案的大致方法和走向,在实际操作上并没有详细规定。对于激励方案,也同样没有给出具体的方法。该方案更适合作为各下属餐厅的指导方案,再由各餐厅依照自身的实际情况来制定详细的考核方案。

    Diablo II - LoD Total Balance版本说明文档 下

     

    巫师毒素与白骨技能:

    l 减少了牙(Teeth)的魔法消耗,增加了伤害

    l  增加了骨之长矛(Bone Spear)和白骨之魂(Bone Spirit)的伤害

    l  减少了白骨之魂(Bone Spirit)的魔法消耗

    l   提升了尸爆(Corpse Explosion)的最小伤害

    l   缩短了毒爆(Poison Explosion)每等级增加的毒素持续时间

    l   白骨装甲(Bone Armor)能吸收更多的伤害

    l    剧毒新星(Poison Nova)的持续时间被略微缩短了,伤害也适当提升

     

    巫师诅咒技能:

    l   降低抵抗(Lower Resistance)同样可以降低魔法抗性(Magic Resistance

    l    降低抵抗(Lower Resistance)的最大效果被提升了

    l    扩大了衰老(Decrepify)的作用范围

     

    巫师召唤技能:

    l  土精灵(Clay Golem)、血精灵(Blood Golem)、铁精灵(Iron Golem)、火精灵(Fire Golem)的伤害被大大提升了

    l  土精灵(Clay Golem)、血精灵(Blood Golem)、铁精灵(Iron Golem)、火精灵(Fire Golem)可以被同时召唤!

    l 铁精灵(Iron Golem)的伤害会随等级上升而显著提高

    l  铁精灵(Iron Golem)可以更好的抵御物理伤害

    l   精灵支配(Golem Mastery)对精灵的生命加成被降低了

    l   铁精灵(Iron Golem)将随退出游戏而消失

    l   血精灵(Blood Golem)、土精灵(Clay Golem)、铁精灵(Iron Golem)和火精灵(Fire Golem)之间的加成被提高了

    l  被复苏(Revive)的怪物具有更多的生命,并能存活更长的时间

    l  骷髅掌握(Skeleton Mastery)可以为骷髅战士及复苏的怪物提供更多的伤害

     

    圣骑士战斗技能:

    l复仇(Vengeance)能带来更多的元素伤害

    l圣光弹(Holy Bolt)同样可以伤害除不死系以外的所有怪物

    l 天堂之拳(Fist of Heavens)的施展延迟被降低了

    l白热(Zeal)可以攻击更多的目标,并具有更高的准确率

    l 突击(Charge)现在被限制了,其具有较长时间的施展延迟

     

    圣骑士攻击灵气

    l 提高了力量(Might)每级对伤害的提升

    l 狂热(Fanaticism)的范围扩大了,并且能提供更多的命中,对队友伤害的提升也被提升了

    l神圣冰冻(Holy Freeze)、神圣火焰(Holy Fire)、神圣冲击(Holy Shock)的伤害都有一定的提升

    l审判(Conviction)可以降低魔法抗性

    l 避难所(Sanctuary)的伤害有显著提升

     

    其他方面的修正:

     

    l 在地狱熔炉(Hell Forge)的任务中,你将获得更好的报酬

    l 萝格(Rogue)佣兵具有多重打击(Multiply Shot)技能,并随着等级提升不断成长

    l 铁狼(Iron Wolf)佣兵拥有施放降低抵抗(Lower Resistance)诅咒的技能

    l在恶梦难度下的铁狼(Iron Wolf)将拥有特别的技能

    l 野蛮人(Barbarian)佣兵成为名副其实的“坦克”,他们拥有钢铁皮肤(Iron Skin)和剑掌握(Sword Mastery

    l 铁狼(Iron Wolf)拥有与各自属性相对应的元素支配技能

    l 火系(Fire)和闪电系(Lightning)的铁狼(Iron Skin)有时会施展烈焰之径(Blaze)或雷云风暴(Thunder Storm

    l 在冒险的途中,你将遇到更多恶魔爪牙们的攻击,它们甚至包括冠军级超强怪物

    l 巫师的各个精灵(Golem)头像会分开显示

    l 在魔法物品甚至稀有物品上,也会出现增加魔法抗性(Magic Resistance)的属性

    l 德鲁伊在人类形态下的打击回复变高了

    l  巫师的诅咒在高难度下可以持续更长时间

    l 火焰强化怪物死后的尸体爆炸被适当削弱了

    l  Fools前缀同样可以出现在AmuletCirclet

    l Of Vita+50 Life)后缀现在终于可以出现了,但可能你需要找巴尔才能得到它

    l 增添了一些独有及成套物品,以及变更了一些符文之语的属性

    Diablo II - LoD Total Balance版本说明文档 中

    法师火焰技能:

    l 缩短了九头海蛇(Hydra)的施展延迟,减少了伤害,降低了火球(Fire Ball)和火弹(Fire Bolt)对九头海蛇的伤害加成

    l略微延长了九头海蛇(Hydra)的持续时间,减少了魔法消耗

    l 略微增加了火球(Fire Ball)的爆炸范围

    l 略微增大了流星(Meteor)的爆炸范围,缩短了施展延迟

    l 降低了火墙(Fire Wall)的魔法消耗,缩短了施展延迟

     

    法师闪电技能:

    l 略微增加了新星(Nova)的攻击范围,减少了魔法消耗

    l 静态力场(Static Field)、雷暴(Thunder Storm)对新星(Nova)具有伤害协同

    l略微增加了雷暴(Thunder Storm)的攻击速率

    l 新星(Nova)、闪电(Lightning)、连锁闪电(Chain Lightning)对雷暴(Thunder Storm)具有伤害协同

    l增大了瞬移(Teleport)的魔法消耗

    l略微增加了瞬移(Teleport)的施展延迟

    l能量盾(Energy Shield)可以更有效的吸收伤害

     

    法师冰冷技能:

    l 增加了霜之新星(Frost Nova)的伤害,减少了魔法消耗

    l 减少了冰封球(Frozen Orb)的施展延迟,略微增加了伤害

    l略微减少了暴雪(Blizzard)的施展延迟

     

    亚马逊标枪长矛技能:

    l击退(Fend)将不会再被打断

    l击退(Fend)的伤害和命中得到了适当的提升

    l 戳刺(Jab)的伤害和命中得到了提升

    l 闪电攻击(Lightning Strike)可以打击更大范围内的敌人

    l 闪电攻击(Lightning Strike)的伤害波动被缩小了很多

    l  剧毒标枪(Poison Javelin)和瘟疫标枪(Plague Javelin)的施展延迟被大大缩小

     

    亚马逊弓与十字弓技能:

    l炮轰(Strafe)不会因为你的躲避技能而被打断

    l增加了炮轰(Strafe)的伤害

    l 向导箭(Guided Arrow)可以穿刺攻击

    l 增加了向导箭(Guided Arrow)的伤害

    l 减少了多重打击(Multiple Shot)的魔法消耗

    l 增加了急冻箭(Freezing Arrow)的伤害和冰冻时间,略微扩大了伤害范围

    l 加强了急冻箭(Freezing Arrow)对冷冻箭(Ice Arrow)和冰箭(Cold Arrow)的伤害加成

    l提升了牺牲箭(Immolation Arrow)的伤害和作用范围

    l提高了火焰箭(Fire Arrow)和爆炸箭(Exploding Arrow)的伤害

    l多重打击(Multiple Shot)将使用完全的武器伤害

     

    亚马逊被动和魔法技能:

    l对刺入(Penetrate)的投入会有更大的回报

     

    野蛮人战斗技能:

    l提升了旋风(Whirlwind)的打击效果,提高了命中率

    l略微扩大了旋风(Whirlwind)的伤害范围

    l增加了专心(Concentrate)的伤害及命中

    l增加了重击(Bash)和击晕(Stun)之间的伤害加成

    l提高了双手挥击(Double Swing)和双手投掷(Double Throw)的伤害

    l增加了狂乱(Frenzy)的命中提高

     

    野蛮人战斗支配:

    l 提高了剑支配(Sword Mastery)、斧支配(Axe Mastery)、钉头锤支配(Mace Mastery)、长棍支配(Pole arm Mastery)、投掷支配(Throw Mastery)、长矛支配(Spear Master)的临界一击(Critical Strike)几率

    l降低了铁布衫(Iron Skin)的防御增加

    l降低了速度提升(Increase Speed)的效果

     

    野蛮人战吼技能:

    l大大增加了战斗狂嚎(War Cry)的伤害。

    l战斗狂嚎(War Cry)的伤害改变为魔法伤害

    l增加了战斗体制(Battle Orders)的效果和持续时间

     

     

    Diablo II - LoD Total Balance版本说明文档 上

    Total Balance版本说明文档

     

    这个补丁主要对一些缺乏平衡性的技能做了修正,强化了许多原来被视为无用的技能,同时增加了一些新的物品,力图使游戏平衡性达到最佳。             ——CBN Wind_Force

     

    对于技能部分的修正:

     

    德鲁依召唤技能:

    l增加了召唤灰熊(Summon Grizzly)的召唤数量

    l增加了召唤狂狼(Summon Dire Wolf)的召唤数量

    l 增加了召唤灵狼(Summon Spirit Wolf)的召唤数量

    l略微削减了灰熊(Grizzly),狂狼(Dire Wolf)和灵狼(Spirit Wolf)的伤害

    l提高了灰熊(Grizzly),狂狼(Dire Wolf)和灵狼(Spirit Wolf)的生命,防御及命中

    l可以同时召唤灰熊(Grizzly),狂狼(Dire Wolf)和灵狼(Spirit Wolf)

    l大幅增加了藤蔓类(Vine)召唤生物的生命

    l提高了猛毒藤(Poison Creeper)的抗性上限

    l 增加了猛毒藤(Poison Creeper)与食尸藤(Carrion Creeper)、太阳藤(Solar Creeper)、狂犬病(Rabies)的协同性

    l 增加了猛毒藤(Poison Creeper)的召唤数量

    l 大幅增加了猛毒藤(Poison Creeper)的伤害

     

    德鲁依元素技能:

    l降低了毁天灭地(Armageddon)、火山(Volcano)、火山爆(Fissure)、熔浆巨岩(Molten Boulder)、火焰风暴(Fire Storm)、飓风(Hurricane)的施展延迟

    l扩大了毁天灭地(Armageddon)的伤害范围,大大增加了陨石掉落的速度,降低了毁天灭地(Armageddon)的伤害

    l 缩短了火山爆(Fissure)对毁天灭地(Armageddon)持续时间的加成

    l 增加了火山(Volcano)的伤害,增加了伤害范围

    l 扩大了火山爆(Fissure)的伤害范围,提高了喷发速度,增加了伤害

    l 增加了熔浆巨岩(Molten Boulder)的伤害,以及岩石爆发时的伤害范围

    l 增加了火焰风暴(Fire Storm)的伤害,增加了发射出的火焰数量

    l 略微增加了龙卷风(Tornado)和镰鼬风(Twister)对飓风(Hurricane)的伤害加成

    l 扩大了飓风(Hurricane)的作用范围,并提高了其攻击判定的速率

    l 略微增加了龙卷风(Tornado)从飓风(Hurricane)、镰鼬风(Twister)那里接受的伤害加成,增加了其伤害

    l 略微增加了龙卷风(Tornado)的伤害半径和伤害速度

    l 增加了镰鼬风(Twister)的伤害,并增加了每次施展出镰鼬风的数量

     

    德鲁依变形技能:

    l 增加了熊人变化(Were Bear)伤害和防御提升

    l 增加了撞捶(Maul)的持续时间,并大幅提升每次蓄气对伤害的提升

    l 增加了焰爪(Fire Claw)的火焰伤害

    l 大幅增加了震荡波(Shock Wave)的伤害和击晕时间,增加了撞捶(Maul)对震荡波的伤害加成

    l 略微增加了猛毒藤(Poison Creeper)对狂犬病(Rabies)的伤害加成,增加了狂犬病的毒素伤害

     

    刺客陷阱技能:

    l大幅度提高了刃之守卫(Blade Sentinel)、刃之怒(Blade Fury)、刀刃之盾(Blade Shield)的伤害,提升技能等级会比使用高伤害武器更能有效的提升伤害

    l 增加了刃之守卫(Blade Sentinel)、刃之怒(Blade Fury)、刀刃之盾(Blade Shield)之间伤害和持续时间的协同性

    l 增加了刃之守卫(Blade Sentinel)同时发出的数量

    l 增加了刀刃之盾(Blade Shield)的持续时间

    l 减少了刀刃之盾(Blade Shield)的魔法消耗

    l 缩短了刃之守卫(Blade Sentinel)的施展延迟

    l 略微扩大了刀刃之盾(Blade Shield)的作用范围

     

    刺客影子训练:

    l大幅度提升了心灵战锤(Psychic Hammer)的伤害,减少了魔法消耗,能量消散(Fade)、魔影斗篷(Cloak of Shadows)、心灵爆震(Mind Blast)对心灵战锤有伤害协同

    l大幅度提升心灵爆震(Mind Blast)的伤害,心灵战锤(Psychic Hammer)对心灵爆震有伤害协同

    l提升了毒牙(Venom)的毒素伤害,眼镜蛇攻击(Cobra Strike)对毒牙有伤害加成略微缩短了毒素的持续时间

    l影子战士(Shadow Warrior)变的更具有攻击性

     

    刺客武学技能:

    l 增加了凤凰攻击(Phoenix Strike)对焰拳(Fists of Fire)、雷电爪(Claws of  Thunder)、寒冰刃(Blades of Ice)的伤害加成

    l 变更了凤凰攻击(Phoenix Strike)的二段蓄气和三段蓄气的攻击方式

     

    由<圣战系谱>谈游戏设计中的"负"及情感技术的实现 下

            当然,在实际游戏设计中,仅仅依靠单纯的事件叠加,还是无法有效的表现出游戏设计中的“负”,必须通过合理有效的情感设计,来将开发者的思维感情通过“负”事件,转达给玩家,让他们也能体会到。这里给出一些如何建立“负”效果的情感设计方法,仅供参考:

     

    ANPC的特质:

    人是有立体感的,NPC也一样,尤其是关键的NPC。同样以《系谱》为例,系谱中的“狮子王”艾尔托沙,我们可以构建出一个角色菱形,菱形的4个角对应着他的四个属性:

    武勇:圣战士的后裔,大陆无敌的魔剑士。

    绅士:绝对不会趁人之危。

    重情重意:不会背叛自己的朋友或故交。

    愚忠:盲目的效忠于自己的君主。

            以上的四个属性,决定了“狮子王”艾尔托沙的世界观,言论,想法及行为,我们将这样的角色个性的主要部分称为特质(Trait)。通常来说,主要NPC都拥有四个以上的特质,当然有时候三个特质也能完整的展现一个鲜活的人物,但通常不要将人物的特质超过5个,任何NPC都不可能出场这么久,过多的特质反而使角色变得模糊,使玩家很难对他/她有强烈的感受。

     

           如果通过特质,来成功的刻画了一个NPC,从而使玩家能深刻的感受到该NPC的特质,这样这名NPC的一举一动,都可以牵动玩家的内心世界。当一名邪恶的NPC频频暗杀得手,或是一名英雄NPC不幸死亡,都可以使玩家产生强烈的负情感。

     

    BNPC对话增强:

        《系谱》第二章有这样的场景,古伦贝尔王国的主角一行人全军出击,讨伐蛮族维尔丹王国,这时后方本身是盟军的阿古斯托利亚同盟的海莱因领领主耶里欧却违反了两国的协定,出兵攻打古伦贝尔王国。正当主角首尾不能兼顾之时,同为阿古斯托利亚同盟的诺迪昂领领主“狮子王”艾尔托沙率领大陆无敌的十字军出击为主角援护。两军对阵,如果艾尔托沙这样说:

          艾尔托沙:“十字军,突击,目标是海莱因军!”

           类似这样的对白,我看的太多了,他不能表现出任何角色的情感或特质,这样的话只是一种程序:打仗了,士兵们要冲锋,对手就是自己面前的敌人。这样的对话很难吸引玩家,因为玩家已经习惯了电影/电视中的机械式的对白,我们可以将他改进一下:

          艾尔托沙:“耶里欧,这不是我们的盟主——阿古斯托利亚王的指令,退兵吧。”

          这样,艾尔托沙以盟主的命令为契机,来劝服对方退兵,至少表现出他是绝对服从于阿古斯托利亚王的,是一种愚忠,为什么是愚忠?当然这里还并不很明显。再看一种改进方法:

          艾尔托沙:“耶里欧,难道你能战胜我手中的魔剑米斯特尔丁吗?!”

          这表明艾尔托沙非常强悍,无人能敌。原作中是这样写这句对白的:

          艾尔托沙:“耶里欧……趁虚而入可不是骑士的行径。退兵吧,我不想与你一战。”

          原作的这段话表现出了艾尔托沙两个特质。前半句“耶里欧——趁虚而入可不是骑士的行径”,表现出艾尔托沙作为骑士的那股绅士风度;后半句“退兵吧,我不想和你一战”,面对自己的盟约国,艾尔托沙重情重意,不希望伤害对方。

           因此,充分设计NPC的每一句对话,使其为表现人物特质服务,是情感设计的重要组成部分。如果说NPC的特质是目标,那么NPC的对话就是重要路径。略微动动头脑,你的对话会更有趣。(这里顺便提一下国内RPG的对白,强压怒火玩过国内的一些RPG“大作”,多是很典型的机械式对白+无厘头,一笑了之。)

          当然NPC对话的情感设计还可以通过配音来升华,优秀的配音能使玩家对角色的体验更为深刻。如《真.三国无双》系列中,武将斩杀敌将后都是一句同样的将,討ち取つたー!,但优秀的配音让玩家即使不看画面也能分别出张飞还是赵云(笔者现在的短信铃声是徐晃……)。

     

    CNPC到玩家感情的加深

         在系谱中有这样一个角色,就是威尔托玛公国领主——阿尔维斯公爵。

           阿尔维斯是个优秀的年轻人,实力超群,圣战士法拉(Falra)的继承人,年纪轻轻就效力于巴哈拉王家,任近卫军队长。在主角的征途中曾经将国王赐予的银剑(圣骑士的象征)亲自交给主角,并让自己的异母弟弟留在主角军中。

         但阿尔维斯是个野心勃勃的阴谋家,他与暗黑教团罗普特勾结,意图颠覆王国,建立他一人掌权的帝国。

         阿尔维斯从小就立志,统治王国后要将世界改造成无差别的,谁都可以自由自在生活的理想之乡。

         阿尔维斯最终阴谋以叛国罪处死了主角一行人,消除了最后的阻力。

         这样,玩家在扮演主角这个角色时,就会对阿尔维斯有多重感觉:

    1.            他是朋友,帮助过我。

    2.            任何与暗黑教团有关的人都应该被处死。

    3.            他会成为一个好皇帝,使人民丰衣足食。

    4.            他消灭了我(玩家所扮演的主角)。

           这就是一个玩家到NPC情感加深的例子。而反过来,阿尔维斯的角度来说,你(主角)是:

    1.            是一个优秀的年轻人。

    2.            是仇人之子。

    3.            可以成为左膀右臂的良才。

    4.            通往帝国之路的绊脚石。

           这是NPC到玩家的情感加深。

           玩家与NPC之间的情感越复杂,那么NPC就越显得真实,因为现实生活中人与人之间就存在着复杂的情感。正是因为主角(玩家)与阿尔维斯之间的情感,才使得千万玩家看到法拉之炎落在主角身上时,流下愤怒、哀伤的眼泪。

     

           这三点只是情感设计方法的冰山一角,在MMO与量产型横行的今天,出色的情感设计已经很难再看到。硬件性能的提升是有限的,人类的情感是无限的。对情感设计有兴趣的朋友,建议读一下David Freeman著的〈Creating Emotion in Games〉。

    由<圣战系谱>谈游戏设计中的"负"及情感技术的实现 上

        首先,我应该解释一下标题中“负”的含义。在这里,“负”所指的是负面因素,其中包含了给玩家带来负面情感的元素,比如违背玩家正常意愿的情感设计,世界构造,以及事件等等,这些“负”往往给玩家带来烦闷,焦躁,悲伤甚至愤怒等情绪。游戏设计的最初目的是为了给玩家带来快乐,因此,“负”是我们在游戏设计中的大忌。

        试想一下这些场景,你会在同一部作品中大量使用这样的场景吗?

     

         场景A游戏中最强的魔导士、继承了圣战士血统并且是圣职者的角色,面对着黑暗龙转生对立角色,即将展开最终角逐。而他们彼此都清楚,他们是孪生的兄妹。

     

         场景B一队精锐枪骑士在领主的带领下,试图穿越沙漠去支援处在水深火热中的主角,而带队的领主同样是圣战士的血统继承者,优秀的统治者,与主角是士官学校的同窗,领主的夫人正是主角的亲生妹妹。炎热的沙漠对于骑兵来说如同沼泽一般,却又遭到了敌人龙骑士的阻击,枪骑士队全军覆没,领主夫妇战死沙场。而率领龙骑士的统帅是正为了自己的国家和人民不再过贫苦的日子而战,他们生活在贫瘠的土地上,连国王都要充当他国的佣兵。

     

         场景C王都派出了大队人马,欢迎作为王国圣骑士的主角及同伴的凯旋归来,当主角和同伴们正感受和平到来之时,昔日的同伴竟然倒戈相向,终极的火焰魔法在肆虐。

     

         场景D士官学校的同窗、同是圣战士继承人的两人不得不宣战,一方是被称为“狮子王”的明君,一方是作为王国的圣骑士的主角。主角是为了祖国,对方同样是为了祖国——一个昏庸的联盟国王。被妹妹劝服而醒悟的“狮子王”策马返回都城,等待他的却是“叛国”的罪名和无情的死刑。

     

         曾经欣赏过《火焰之纹章-圣战系谱》的朋友一眼就能明白我说的是哪些场景。作为玩家,无论是男性或女性,上述这四个场景都不是我们所愿意见到的。甚至出于人类的基本感情来说,血亲相残,同室操戈,正面人物的悲惨死亡都会引起悲伤,烦闷或愤怒。而加贺昭三正是运用这些“负”将《火焰之纹章》系列的剧情设计、情感设计推向了系列的颠峰。

     

        游戏是客观世界某种情况下的抽象反映,它在一定程度上反映了社会现实。游戏发展至今,虽然依然是个娱乐性的东西,但只带来快乐是不够的。游戏应该摆脱单纯的给人以快乐的模式,而得到某种程度的提升,触机到一些更深层次的东西。同样以〈圣战系谱〉(后简称为系谱)为例,作品中描述了大量的政治格局从而引发的政治悲剧。而在现实中,以我对中西方历史的了解,历史上如同系谱中这样的亲人残杀,政治婚姻、政治悲剧等比比皆是,而加贺昭三在这里为我们传达的就是这个含义,他通过他的作品告诉我们——这就是历史,任何事情的发生,哪怕只是一次很平凡的会面,都会使整个世界发生巨大的改变。

     

        系谱在当时获得了巨大的成功,虽然褒贬不一,但终究是成功了。由此也表明,在游戏中设计“负”也未尝不可,哪怕是最终“正”(相对于“负”,指能引起人类正面感情的元素,即快乐,舒畅等)不能相平衡,那也没所谓,但作为开发者,必须要明白自己在作品中设计“负”的意图:我是为了反映客观现实?还是为了警示人们?或是为了后文的复仇做铺垫?以及如何清楚的传达给玩家,让他们也能感受到你的意图。如果你连自己都无法掌握这份“负”,那还是趁早打消这个念头。

     

    “如果玩家能从〈圣战〉这个标题中领悟到什么,从而来玩这款游戏的话,那我会感到很高兴的。”

                                                                                                                                         ——加贺昭三
    01 June

    Diablo II LoD Total Balance 版权及版本信息

    关于Total Balance版本及版权的说明

     

    更多信息请访问http://www.sggo.cn/bbs/forumdisplay.php?f=104

     

    Total Balance版本是我出于兴趣,并联同原CBN的好友ala5KingWay.Yang)共同策划的,其中得到了光耀者以及D2CN诸多朋友的支持,在这里特别感谢的是懒人花园提供讨论空间。

    参与制作人员:
    制作人:Wind_Force
    策划:Wind_ForceWillrainala5,深山老农

    设计:Wind_Forceala5

    编码实现:Wind_Force
    测试:深山老农,活下去,路人乙,
    konamice
    技术支持:
    Louis-j
    特别鸣谢:intotherainiepaokefanacy_ff,沉默是铜


    版本信息:
    Total Balance First Beta Test Edition
    ,第一次Beta测试版
    放出日期:20051130
    截止日期:20051215
    BUG
    汇报:finvivi@hotmail.com
    专用论坛:
    http://www.sggo.cn/bbs/forumdisplay.php?f=104

    版权所有:
    Blizzard North All Rights Reserved
    暴雪北方公司拥有所有解释权
    Wind_Force Total Balance Edition Rights Reserved
    Wind_Force
    拥有Total Balance版本的解释权

    Personal Resume

    Zhuang Zijian Paul Zhuang , Male 24

     

    E-Mailzhuang.paul@gmail.com

    Portable Phone+86 13913951973

    Data of BirthJuly 1984

    Personal Blog: http://spaces.msn.com/windforce73/

    Articles Collection: http://spaces.msn.com/cbnwindforce/

    Personal Website: http://www.diablounion.com/

     

    Education / Work Experience

    *Oct 2002 – June 2006

    Nanjing University of Finance and Economics
    Computer Science and Technology , Graduated

    Major inSoftware Engineering , Modern Administer, Data Structure, Computer Network, etc

    *June 2002 – Oct 2002

    MacDonald’s Qing Jiang Restaurant

    Part-Time Waiter

    *June 2003 – Dec 2003

    KFC Xin Ya Restaurant
    Part-Time Waiter , Best Staff of September and October

    *Sep 2004 – Dec 2005

    Shen Tong Express

    Part-Time Sales

    *Dec 2004 – Now

    Game Design Self Study

    Major in : <Game Design – Theory and Practice> , <Ultimate Game Design – Building Game World> , <Game Design Technology> , <Developing Online Games – An Insider’s Guide> , <Game Emotion Design>

     

    Foreign Language / Computer

    English: Well Done

    CET: College English Test 4

    Speaking English: Fluently

    Computer: National Level 4

    MS Office and Visio: Good

    Document Writing: Excellent

     

     Main Article

    *Ginga Sengoku Gunyuuden Revolution

    Design Document

    Original game design document , an epic strategy game . Core design part has completed .

    *Diablo II Item Theory Tutorial

    Disquisition

    The complete analysis of Diablo II item system , well known on the internet .

    *Glory and Dream

    Disquisition

    The summing-up and review of Diablo series , published at esky.net .

    *Diablo II Design Document

    Design Document ; English , Unofficial

    An unofficial design document by myself .

    *Diablo II Total Balance Edition

    Unofficial Patch

    Modify the game balance of  Diablo II , made some modulation . Open Test now .

     

    Self Estimate

    Have quantity of experiences in games about 15 years . Good at Single Game and Multi Player Game Market analysis . Known well in current Game Market Directions . Specialize in communion , also a high performance in English using and practice . Have assumed the Administrator and Super Moderator of Diablo II official forum , do well in management and teamwork . Also interest at history , culture , music , literature and so on .Hardcore player and professional researcher of <Diablo II> , especially in balance and data analysis . Have published dozens of disquisition about game system analyze , date calculate . More better in Single TV games , well skilled in role playing game , tactic games and also actions .

     

    Job Intent

    Expected Industry : Game Industry

    Expected Job : Designer / Producer / Tester

    Expected Working Area : ShangHai

    Arrive Date : Right Now

    Expected Salary : Negotiation