2015年7月10日 星期五

【JJ專欄】《戰車世界》亞洲產品經理專訪 (下)

說好的《戰車世界》亞洲產品經理專訪下集來啦!
下集內容Q&A主要focus在電競相關主題,對於未來改版訊息一向守口如瓶的WG官方,在本集可是有透露了一個有趣的訊息,讓我們一起來看一看吧~

Max Chuvalov
亞洲產品經理(Product Manager, Asia)

專責研究《戰車世界》亞洲玩家的喜好,以協助研發人員規劃適合亞洲以及全球市場的走向。學生時代曾是電競選手,因其優異的表現而被網羅至 Wargaming 工作,曾歷任內容編輯、亞洲地區行銷與公關等職務,對亞洲市場頗具心得。曾多次來台參與台北電玩展,對台灣車長表現出的無比熱情表現留下非常深刻的印象。

Q1. 在去年11月發表了全新的Team Battle電競模式,是否有其他協助電競的遊戲開發在進行中?

Ans.
We are very glad with changes that new team battle mode has brought to WoT eSports. The games became more dynamic and aggressive, more interesting to watch. Sure we are constantly developing eSports direction and quite soon we will launch more functions for eSports and team battles – a ladder system with static teams and more. In April we will be able to witness the Grand Finals of Wargaming.net League which will take place in Warsaw and gather all the best teams. Hopefully this will make more people try team battles and eSports.

我們很高興看到新的團隊戰鬥模式帶給《戰車世界》電競的變化,新的團隊作戰模式讓《戰車世界》電競賽事更加充滿活力,富有攻擊性,藉此提升不少的觀看性及精彩度的比賽也更加吸引車長們觀看。我們會持續不斷地開發電競及團隊戰鬥相關的發展,像是團隊戰鬥的天梯系統就是近期釋出的新開發。期許今年四月在華沙舉辦的WGL (Wargaming.net League)的世界大賽,這些精彩的賽事及頂尖的隊伍,能夠讓更多的人嘗試的遊戲中的團隊作戰模式或甚至參與電子競技。

Q2. 除了金幣車提供獎勵之外,是否有可能開發限定的迷彩,作為"個人任務獎勵"、"聯賽冠軍獎勵"or"隊伍作戰Rank獎勵"?

Ans.
As you may notice we are now working hard in the direction of personal missions and rewards. Now we have a huge to-do list of both interesting missions and rewards that will stimulate players to complete them. Camouflages are one of the potential points here. 

正如你注意到的,我們現在正努力於個人任務和獎勵的設計。同時我們有一個巨大的秘密計畫正在進行,它所帶來的任務及獎勵絕對會激發所有的車長去完成它。迷彩塗裝可能是選項之一! (編:敬請期待!)

Q3. 堡壘模式中的VIII階鬥士裝甲師前哨戰,團隊作戰模式相當類似7/54電競模式,是否地圖及規則有機會改為7/54,藉以加強WoT電競與遊戲的連結?

Ans.
We have 3 types of divisions in Skirmishes:
  • Medium mode: 7x7 players on VI tier
  • Champion mode: 10x10 players on VIII tier
  • Absolute mode: 15x15 players on X tier
So, if we're talking about VIII tier, it doesn't look like 7/54 E-sport format, because 10 players are needed there. As it is a clan mode, we'd like to provide a possibility for more players to take part in a battle, because average clan size in this mode is about 40 players. May be in the future, we'll think about cross-formats in different modes, but currently Strongholds and E-sport have a bit different goals and audience.

根據地的前哨戰有三種模式:
  • 一般裝甲師:7v7,I-VI 階車輛。
  • 鬥士裝甲師:10v10,I-VIII 階車輛。
  • 達人裝甲師:15v15,I-X 階車輛。
所以VIII階的前哨戰模式與7/54的電競模式模式不同,因為人數上前哨戰就必須10人參戰。平均的公會人數在40左右,因此,在像在設計這樣的公會戰的時候,我們通常希望能夠讓多一些人能夠參與團隊戰鬥。也許未來我們會考慮讓同樣一種團隊作戰規格跨界執行,但目前來說,電競與堡壘模式有著不同的目的及觀眾。
同場加映:4Gamers數位雜誌2015年二月號 - 根據地戰鬥介紹

Q4. 我認為觀眾若能看到選手第一視角操作,更能感受戰場氛圍,未來是否有可能在Observer system提供這樣的功能?

Ans. 
Glad that you ask this question as we faced the exact same question since several month here in the WG eSports team.
We completely agree that there is a big lack of showing the true skill level of the player. That's why we are very proud and happy to be able to say that we introduced a new level of spectator mode in the CIS season Finals last month, "The First Person View".
The best way to show a skill-level of a pro player is to see through his eyes. That's what the new feature allows us to do.
This Grand Finals we will use it officially the first time on a global scale. The viewers will have to see what the how the pro player sees, experience his moves and aiming and feel the moment which changes WG eSports history through the eyes of the pro player.

很開心你問了這個問題,其實在幾個月前我們在WG電競團隊中就已經研究過這件事情了。我們完全同意目前的電競賽事轉播中相當缺乏讓選手秀頂尖個人技巧操作的畫面,但同時我必須說很開心地我們在上個月的俄服賽季決賽中已經成功展現出新一代的轉播畫面-第一人稱視角。
在世界大賽中我們將會第一次地正式在全世界的車長面前使用第一人稱視角,觀眾們將能從第一人稱視角觀賞到這些世界頂尖選手的精湛操作、精準射擊,同時間感受當下緊張的氛圍,能夠觀賞到頂尖選手的第一人稱視角這件事情,將改變WG電競賽事的歷史。

加映:The Grand Finals 2015 TOP 10