赛普留斯会议摘要:Marcus Schill & Viktor Kislyi

Source:http://ritastatusreport.blogspot.nl/2016/01/cyprus-meeting-marcus-schill-viktor.html
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Hello everyone,
大家嚎,

here is the second and final part of the Cyprus meeting, with Marcus Schill and Viktor Kislyi:
以下是赛普留斯会议摘要的第二,也是最后一部分。这部分会议是和Marcus Schill以及Viktor Kislyi一起开的。

右一:Marcus Schill
左三:Viktor Kislyi
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Marcus Schill:

About Premium tank bundles and the fact that many people from certain countries in Europe cant afford the price of a premium tank packaged with premium time and gold, and even people who can afford it often won’t because they just want the tank; the issue has been addressed. Wargaming have begun offering tanks as standalone vehicles or as part of a bundle.  They also plan to look at ways of making the bundles more attractive, with the possibility of including things like xp boosts rather than just gold and premium time.
Another issue with the premium shop bundles was that it wasn’t obvious how much value for money they actually were.  People were just seeing a premium tank with gold and premium time for a large amount of money.  It wasn’t apparent from the premium shop page how much of a discount you were actually getting on the extras unless you stopped to compare prices.  While this wouldn’t have done anything for those who just couldn’t afford the bundles, they could have done a better job of explaining how much you were getting for your money for those who could but were put off by the price.
关于金币车礼包以及欧洲部分国家的玩家没钱买金币和金币车的礼包,就算那些能买得起的人也不怎么去买,因为大家只想要车而不想要金币;这个问题WG已经知道了。WG现在已经开始卖单独的坦克,或者是作为礼包的一部分出售。他们也在寻找能让礼包更加诱人的方式,比如说包含一些可以提高经验的消耗品,而不是单纯的金币和VIP时间。另外一个礼包的问题是大家不知道这些东西究竟值多少钱。大家能看到的只是一个带着很多金币和VIP时间,并且以很贵的价格摆出来卖的东西。商店中又不会显示买这个礼包你到底会获得多少的折扣,除非你自己去对比一下这些价格。当然了,这么做对那些依然买不起礼包的人没有什么用,但是对于那些买得起的人来说可以更好的解释你花钱到底可以买到什么,而不是直接被这个价格吓跑。

Viktor Kislyi:
Five years ago, WOT was new.  There were only 100 tanks in the game and many players had memorised the key stats of each tank, enough that they knew what they could penetrate and where the weakspots were on what they couldn’t penetrate.  Now there are around 500 tanks in the game, sometimes you log into a battle and don’t even know which nations some of the tanks come from.  The game has gotten bigger and more complex with each new patch, of which there have been around 60.  The game needs rebalancing. Premium tanks, the role of certain tank classes, artillery, maps, certain game mechanics, all need to be looked at.
五年前,WOT还是个新游戏。游戏中只有100个车,许多玩家都记住了每辆车的关键属性,足够让他们知道打哪里可以击穿,打哪里不可以。现在游戏里有500多辆车了,有的时候你进入战斗甚至会发现那些你都不知道属于哪个国家的坦克出现了。游戏越做越大,每个更新都让游戏变得越来越复杂,而至今为止已经有差不多60个补丁了。游戏需要重新平衡。金币车们,部分车型的职责,火炮,地图,游戏的特定机制,这一切都需要调整。


The game is a living organism.  After almost six years (if you count Russian Open Beta) the game has grown beyond the expectations of the designers and they’re very proud of what they’ve achieved, but at the same time they recognise that with each new patch the game has gotten more and more bulky and some fat needs to be trimmed.
这个游戏就像是一个生命体一样。在经历了6年以后(如果算上毛子的OBT的话),这款游戏的成长已经超出了设计师们的预计,他们对所成就的事也很自豪。但是与此同时他们也注意到了随着每一个补丁的实装,游戏也变得越来越臃肿,是时候减掉一些没什么屁用的脂肪了。

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The problem is that in an ecosystem as complex as WOT there are no easy fixes.  There are no on/off buttons that can be pressed to make everything better.  Every change made to the game can have many unintended consequences.  Change maps to help heavy tanks?  Light tanks become useless and artillery becomes too powerful.  Nerf artillery?  Tank destroyers become too powerful.
问题在于WOT就和任何生态系统一样,没有什么简简单单就能把问题搞定的办法。也没有什么可以按一下就让一切都变清静的开关。对游戏的每一个改动都可能会带来许多无法预计的后果。为了帮助重坦就去改动地图?那轻坦就没什么屁用了,火炮又变得太强。那我们砍火炮吧?那TD又太强。

In the beginning the WOT audience were military history buffs, ex-military, tank enthusiasts etc.  “Selling” the game to this audience was easy.  Today the game is played by everyone from five year old kids who play with their fathers, through teenage gamers to professionals like doctors and lawyers.  They all like different things and dislike different things.  Any change is always going to make some people unhappy and others happy.  We as a company would rather have lots of players who spend a little on the game than a few players who spend a lot, so it’s important to use to try to keep as many people happy as possible.  Even the happiness of the 75% of players who never spend any money on the game is important to us.  They may not spend money on our game but if we keep them happy they may recommend the game to friends who may spend money if we can entertain them too.  This has always been our approach to World of Tanks, we were never interested in making a “fast buck” from the few rich players.  Our policy has always been “long term value”.  We’d rather have a player who stays with us for five years without paying at all than a player who spends $100, gets upset, stops playing and spreads negativity about the game.  Even the non-paying players are part of the battlefield ecosystem.
WOT一开始的玩家群体只有军队历史爱好者,复员老兵,坦克爱好者等等。把游戏“推销”给他们是很简单的。现在的话这个游戏大家都在玩了,比如和他爹一起玩的5岁小孩,青少年,甚至是医生和律师也有在玩。大家口味都不一样了。任何改动都会让一部分人开心,让另一部分人伤心。作为一个公司,我们宁愿有一批花钱很少但是数量很多的玩家,而不是那种花钱很多但是数量很少的玩家,所以让玩家中的大部分人开心才是重要的。就算那些占了玩家总数的75%的而且一分钱都没掏过的玩家的开心感对我们来说也是很重要的。因为他们不花钱,但是他们玩的很开心,于是就拉了别的如果玩的开心的话就会花钱的朋友。我们WOT的经营方针一直都是这样,我们从来就没想从几个有钱的玩家身上“捞一笔就走”。我们的政策一直是“放长线钓大鱼”。相比之下,我们更愿意留住一个和我们一起走过了5年而且无氪的老玩家,而不是那种花了100块钱之后玩的不爽就不玩了而且到处乱喷的玩家。这些无氪金玩家对我们来说也是这套生态系统中重要的一部分。

We always wanted the game to be the same all across the world, and our price point is Russian economy-based.  Russia’s not the richest country, most people who play in Russia play on old PCs that they saved up for and built from parts themselves.  We could have easily in our first year of expansion doubled the prices in the EU and USA because the disposable incomes were so much higher, but we stayed on the Russian level of monetisation.
我们一直想要创造一个在全世界玩起来都一样的游戏,而且我们的定价标准一直都是按照俄罗斯的经济来的。俄罗斯并不是世界上最富有的国家,俄罗斯的大部分玩家还是用自己省出来的钱拼装的老爷机。我们本来是可以在我们进行扩张的第一年就把欧服和美服的道具收费翻倍的,因为那边的人均可支配收入更高,但是我们依然保留了毛服的定价水准。

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As a young man I could have had a career as a chess player or as a physicist, but games were my passion.  I was lucky have some friends who shared this passion and found ourselves in a position where we were able to share our passion with the world.  It’s now 20 years since my first computer game and things have changed a lot.  A small and passionate team can still make a great game, but it’s not likely to be a successful game unless they’re very lucky.  These days it takes a big team with a large development budget and an even larger marketing budget to have a good chance of making it.  You have to spend years of your life and millions of dollars making your game and have no idea if it’s going to succeed until you release it.  No-one sets out to make a bad game, and yet bad games get made.
作为一个年轻人,我的职业生涯本来是可以成为棋手或者是物理学家的,但是我更加喜欢游戏。我很幸运,有一批和我兴趣相近的朋友,发现我们可以把我们的志向与全世界共享。现在离我当初制作的第一个游戏已经过去了20年,很多事情都和当初不一样了。一个小型的工作室只要有拼劲还是能够做出好游戏的,但是如果不够幸运的话就不能被叫做是一个“成功”的游戏。现在要做出“成功”游戏的话需要一个庞大的开发团队和庞大的开发预算,还需要更多的市场方面的预算才能够有做出成功游戏的可能。一个游戏会耗掉你人生中的好几年,还有好几百万美金的开发费用,而且直到游戏上市之前你都不知道这游戏是否会成功。没有人一开始是想做个破游戏的,然而破游戏依然是源源不断的在出。

I think we did a good job of bringing free to play to the world.  We weren’t first, League of Legends did well, but we looked at the free to play model, launched it in the East, modified it and brought it out in the West and were very successful.  We were copied a lot of times, sometimes direct copies, sometimes “inspirational” copies.  That’s okay, World of Tanks was inspired by certain games as well, no-one produces anything without inspiration.  We’re now being inspired by League of Legends’ success in e-Sports and I’m happy that we inspired a lot of developers to things “right”, even if they are now our competitors.
我认为我们把F2P这个概念推向了世界。我们并不是第一个F2P游戏,英雄联盟这方面就做的不错,但是我们观察了他们的F2P模型,在亚洲地区先上市,之后改了改就丢到西方市场,发现很成功。我们也有被抄袭过,有的时候是直接不要脸的抄,有的时候是“启发性的”抄。这些都没什么问题,因为WOT的概念也是受到了其他游戏的启发,没有人可以在不受启发的情况下就弄出点什么东西。我们现在被英雄联盟在电竞方面的成功所启发,我很高兴我们能给很多开发人员“许多”正面的启发,就算他们现在是我们的竞争对手也一样。

Now we have sixteen offices worldwide and thousands of people working for us.  Not just game developers.  We have administrators, lawyers, facilities managers, custodial staff, all the things you need to have to ensure you have the best possible people working for you to do the best job they can.  It’s a very risky business, in spite of all the success.  Managing all of this is a challenge.  We have Australians, Germans, Russians, Belorussians, Ukranians, Americans…  nationalities who may at some points have technically been at war with each other, all working for the same company and all trying to ensure that each new patch brings something new to World of Tanks.  It’s not easy managing all of this and still trying to generate that “Wow!” feeling 60 times through every patch release, but we don’t give up and we keep trying to do this.
现在我们在全球已经有了16个办公室,有数以千计的人们在为我们工作。这些人不仅有开发团队,还有管理员,律师,设备管理,保管人员等等,这些都是为了确保为你工作的都是最好的人,而且他们也能尽自己的努力最好的工作。从成功的角度来讲,这个公司风险很大。管理所有人又成了一个挑战。我们有澳大利亚人,德国人,俄罗斯人,白俄罗斯人,乌克兰人,美国人……这些国家的人在历史上的某一点都曾经互相有过战争,但是现在他们都为了同一个公司工作,确保每一个新的补丁都能给WOT带来一些新的内容。管理这一切都不是什么简单的事情,而且在每一次补丁实装的时候都能带来“卧槽”的感觉是很不容易的,更何况玩家们已经“卧槽”了60回。但是我们不会放弃,我们会继续努力。

We have our ups and downs, we take hits, not everything goes well.  It would be easy for us to blame the Russian crisis and this war or that war, but we look inwards instead.  We can’t do anything about world politics, but we understand that the problems our players experience and complain about are our own internal problems.
我们也有过高潮期和低谷期,也受到过打击,一切从来就不是顺风顺水的。我们的确是可以直接把锅推给俄罗斯的经济危机,或者是这边的战争,亦或是那边的战争,但是我们选择了向前看。我们没办法对世界的政治查收,但是我们理解玩家们所经受的问题,也理解玩家们所抱怨的我们内部的问题。

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For 2016 we want to focus on improving the game mechanics rather than doing the same thing we always do and just introducing new tanks, new maps, new game modes.  That doesn’t mean we won’t be introducing any of these things, we will, but we also want to invest a lot more time, money and effort in addressing the concerns of the players and making long-needed changes to the game.
2016年,我们想要把精力集中在改进游戏的机制上,而不是像以往一样加新车出新图做新的模式。这并不意味着我们不会去加入新的内容,我们依然还是会的,但是我们更想把时间,精力和金钱投入到玩家们所担心的事情,并且想要给游戏做出一些期待已久的改动。

World of Tanks made a lot of money, but we didn’t all buy tropical islands to sit on drinking martinis.  We invested that money in other development studios, expanded our operations into Europe – not the cheapest place to expand, as well as the USA, China, Korea, Japan.  This was very risky, you have to spend a lot of money with no guarantee on your investment.  An example of an investment that didn’t pay off – World of Warplanes.  A very expensive and time consuming investment, and it’s not a successful game.  We were smart enough to have put our eggs into more than just the World of Warplanes basket, and other investments are paying off.  Here’s a Warship game for you.  You don’t play on the PC?  Here’s the XboX version.  You want to play on the train on the way to work?  Here’s the mobile version.  The budget for WOT Blitz was actually a couple of times bigger than the initial budget for World of Tanks!
WOT的确是很赚钱,但是我们也没有把这些钱拿去挥霍。我们把赚来的钱投入到了其他的工作室中,在欧洲拓宽了市场—这并不是拓宽市场所需要的成本最低的地方,和美国,中国,韩国,日本一样。这个举动的风险是很大的,你要砸进去大量的钱,而且砸了钱你也不一定能听个响。我举个听不见响的栗子吧—战机世界。这是个砸钱又多又耗时的投资,而且这个游戏并不成功。然而我们很明智,没有把期望全部寄托于战机世界上,其他的投资都获得了汇报。你看,我们有了战舰世界吧。你不在PC上打游戏?你看,我们有XBOX版了吧。你想要在上班路上也打游戏?可以啊,手游版。WOT闪电战的开发预算是WOT的初始预算的好几倍!

We are very proud of what we have done, what we are doing and what we are going to keep delivering for the next 10 – 20 years.
我们对我们所做过的,在做的,我们在接下来的10~20年中要做的一切都感到十分自豪。
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赛普留斯会议摘要:Marcus Schill & Viktor Kislyi》上有17条评论

  1. 我在WOT上花的钱不多,影响我接着投钱的原因是看到了那么多被盗号的帖子。
    防沉迷、玩家必须同意才能玩的条款都能做进去,口袋密令、卖车解雇乘员的第二道密码却做不进去。

  2. 游戏是个好游戏,是个愿意去为它花钱的游戏,但是有些东西确实得改进一下
    1.坦克世界的平衡,现在已经不是个别坦克的差异了,整个坦克树上的坦克都混乱的厉害,各个系的特色不明显,各种类型坦克间的属性差距不大,像是最好的视野看不到最好的隐蔽,像中坦已经能干所有事了要重坦和轻坦、反坦干什么、分房两边坦克类型差异太大,不做大面积的调整游戏再往后必然毁在毛子自己手上
    2金币坦克的调整,原来的金币车有他的特色,收益高、有经验加成、后勤维护费用低、分房保护,到现在金币车出的多了性质就开始慢慢变了,游戏后面也做过调整,弄的现在金币车简直像个鸡肋,食之无味、弃之可惜,我觉得也别征求广大游戏玩家的数据了,直接上空中网的天猫店,看金币车的价格就行了,好的车价格一直不变,渣渣的价格一降再降也很少人去买
    3打字,也别说怕我们互喷不弄打字,难道国外人不用英语打字,中国运营都这么些年了,估计都可以去申请吉尼斯世界纪录了,在中国不能打中文存活时间最长的国外游戏了

  3. 这游戏我就希望做些这样的调整:第一是多加入一些娱乐模式,之前的巅峰围猎什么红白机都不错,就是别让游戏模式太单一,还有像天梯这种冷门的模式要大改。 第二是平衡一下各个车型,而不是平衡那么几个车,比如现在10级MT太强势,装甲已经沦为笑话,加入了太多年代很晚的“高科技”车,都在破坏游戏平衡。第三再把游戏优化优化,向暴雪学学,人家的星际什么魔兽各种游戏优化效果都非常好,程序紧凑效率高。 第四投入点精力好好管管插件问题,某些插件丰富了游戏体验值得支持,还有些插件完全和作弊耍赖没什么两样,比如去草,压树什么的。 第五调整调整游戏收益,现在可以说9级车10级车基本没有收益,9级大多数要亏钱,10级更是亏死,把游戏乐趣都降低了,还有HT不能靠装甲赚收益,叫老鼠什么KV4什么的还有什么玩头。

    • 你这几个点,我总结一下过去几年的QA和上次的会议摘要回复一下
      1. 娱乐模式以后会有更多,历史战一直在做但是优先度不高
      2. 平衡车型毛子有在打算,部分国家有“高科技”的原因是不出高科技没东西丢去10级……
      3. 暴雪爸爸的魔法优化我觉得毛子这辈子是学不来的
      4. 插件的话,毛子曾经提过要处理,也有办法处理,但是……相对于其他问题来说,这个优先度也是不高的
      5. 很久以前,毛子曾经说过WOT的经济模型是如果不开V,你打8级是可以勉强保持收支平衡的。抗伤害的收益毛子之前做出来过一版拿去测试,但是Bug太多现在回炉了,还在重制过程中。

  4. We are very proud of what we have done, what we are doing and what we are going to keep delivering for the next 10 – 20 years.
    我们对我们所做过的,在做的,我们在接下来的10~20年中要做的一切都感到十分自豪。

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