云頂之弈歷屆主題名稱都是什么?在云頂之弈游戲中,很多小伙伴想知道游戲的歷屆主題名稱都是什么,下面游俠網(wǎng)小編就給大家?guī)?lái)云頂之弈歷屆主題名稱一覽,一起來(lái)看看吧。
S1:初始版本
S2:元素崛起
S2賽季以元素為主題,加入了不同的元素屬性,如火焰、水流、風(fēng)暴和大地。這些元素屬性為英雄提供了額外的加成效果。
S3:銀河之戰(zhàn)
S3賽季以宇宙和星系為主題,引入了星之守護(hù)者等英雄,以及與之相關(guān)的星系羈絆。玩家可以通過(guò)構(gòu)建以星系為核心的陣容,利用星系效果獲得額外的增益和特殊能力。
S4:命運(yùn)之輪
S4賽季以命運(yùn)和神話為主題,加入了神話英雄和獨(dú)特的羈絆。
S5:黎明與黑暗
S5賽季以光明與黑暗為主題,分為黎明和黑暗兩個(gè)階段。該賽季引入了光明與黑暗使等全新羈絆。
S6:雙城之戰(zhàn)
S6賽季以兩個(gè)城市之間的沖突為主題,引入了執(zhí)法官和祖安等英雄,以及與之相關(guān)的雙城羈絆。
S7:巨龍國(guó)度
S7賽季以龍和魔法為主題,加入了龍神和龍蛋等獨(dú)特的機(jī)制,玩家可以通過(guò)孵化龍蛋獲得強(qiáng)大的龍神英雄。
S8:怪獸來(lái)襲
S8賽季的主題為怪獸來(lái)襲,引入了各種獨(dú)特的怪獸英雄和羈絆。這些怪獸英雄通常擁有強(qiáng)大的生命值和攻擊力,而羈絆則強(qiáng)調(diào)團(tuán)隊(duì)合作和協(xié)同作戰(zhàn)。
S9:符文大陸
S9賽季以符文大陸為背景,引入了與符文大陸相關(guān)的英雄和羈絆。
S10:強(qiáng)音爭(zhēng)霸
S10賽季的主題為強(qiáng)音爭(zhēng)霸,引入了與音樂(lè)或聲音相關(guān)的英雄和羈絆。
S11:畫(huà)中靈
S11賽季的主題為畫(huà)中靈,引入與繪畫(huà)或藝術(shù)相關(guān)的英雄和羈絆。
在 麥德三世]和 kzballarat]的幫助下翻譯了Windowscentral采訪首席敘事設(shè)計(jì)師(Lead Narrative Designer)Steve Danuser(他的職位相當(dāng)于之前的 Kosak 科薩克):吸取了上次的教訓(xùn),僅節(jié)選了一部分內(nèi)容,這次絕對(duì)不翻廢話。
Battle for Azeroth's character arc with Sylvanas feels a tad familiar to how Garrosh Hellscream played out in previous expansions. How do you feel about accusations that Sylvanas is becoming a "Garrosh 2.0?"
希爾瓦娜斯在BfA里面給人的感覺(jué)就像是以前的小吼。有人譴責(zé)希瓦正在成為“小吼2.0”,你對(duì)此怎么看?
One of the major themes in this expansion was expressed by Sylvanas in the opening words of the Battle for Azeroth trailer: "Ours is a cycle of hatred." To demonstrate that there is a cycle, we created a story structure for Sylvanas that, on the surface, echoed many broad strokes of the road Garrosh took. A warchief promoted under questionable circumstances. A brutal act of aggression that instigated conflict. Distrust among the inner circle that led to an uprising. These parallels were intentional. But it's within the nuance that we sought to show the story grow and change.
在BfA預(yù)告CG的開(kāi)頭,希爾瓦娜斯用她的話展示了這個(gè)資料片的主題之一:“生生不息的仇恨”。為了表達(dá)出這個(gè)輪回,我們?yōu)橄柾吣人箘?chuàng)造了一個(gè)故事結(jié)構(gòu),從表面上看,它與小吼的形象有著大致相同的輪廓。疑點(diǎn)重重的大酋長(zhǎng)傳位。挑起沖突的野蠻侵略行徑。核心集團(tuán)之間的相互不信任導(dǎo)致的一場(chǎng)起義。這些相似之處是有意為之的。但在這其中有一些細(xì)微差別,我們?cè)噲D以此展現(xiàn)故事的成長(zhǎng)和改變。
The Horde believed that, by putting the wise Vol'jin in place as warchief, their future was secure. But they hadn't changed the underlying structures or practices that enabled Garrosh's tyranny in the first place. The untimely passing of Vol'jin and a bit of manipulation in the aftermath of his death were all it took for the pattern to begin repeating.
部落相信明智的沃金作為酋長(zhǎng)會(huì)把他們導(dǎo)向一個(gè)穩(wěn)定的未來(lái)。但部落并沒(méi)有改變他們的根基和習(xí)俗,這就讓他們?yōu)樽躺訝桇斒驳谋┱峁┝藴卮?。沃金不合時(shí)宜的離世和他死后的一些人為操縱是讓一切重蹈覆轍的全部起因。
Similarly, the Alliance found itself with a new leader after King Varian's fall on the Broken Shore, but Anduin was so focused on living up to his father's legacy that it blinded him to certain truths. Those blind spots proved costly and will be something he has to come to terms with going forward.
類似的是,瓦里安國(guó)王在破碎海灘倒下后,聯(lián)盟找到了一個(gè)新的領(lǐng)導(dǎo)人,但安度因把目光集中在繼承他父親留下來(lái)的遺產(chǎn),這讓他對(duì)某些事實(shí)真相視而不見(jiàn)。這些盲點(diǎn)代價(jià)高昂,隨著事態(tài)向前推進(jìn),他也不得不接受它們。
Once the plot was put into motion, the differences in the stories of Garrosh and Sylvanas began taking shape. The theme of change was brought home by Saurfang's words in the cinematic that preceded the mak'gora: "Breaking the cycle." Horde players were given the opportunity to see both sides of the conflict and decide which they wanted to follow. This time, the army that gathered at the gates of Orgrimmar didn't raid the city; they caught a glimpse of what Sylvanas had been working toward the whole time.
一旦劇情啟動(dòng),加爾魯什和希瓦之間的故事差異就將產(chǎn)生?!案淖儭边@一主題由薩魯法爾在CG中mak'gora之前的臺(tái)詞點(diǎn)出:“打破輪回”。部落玩家有機(jī)會(huì)見(jiàn)證雙方的沖突,決定想要追隨哪一方。這一次,聚集在奧格瑞瑪城門(mén)下的軍隊(duì)沒(méi)有進(jìn)攻這座城市;聯(lián)軍瞥見(jiàn)了希爾瓦娜斯一直以來(lái)所作所為的冰山一角。
The structure of the Horde's leadership was fundamentally changed, and they now have a real chance to prevent history from repeating once more—though they still have their share of challenges ahead. The Alliance is showing fractures that have not healed cleanly, and that storyline will continue into Shadowlands.
部落的領(lǐng)導(dǎo)結(jié)構(gòu)從根本上改變了,他們現(xiàn)在有個(gè)真正的機(jī)會(huì)去阻止歷史再次重演——盡管他們?nèi)匀幻媾R著各自的挑戰(zhàn)。戰(zhàn)爭(zhēng)帶給聯(lián)盟的傷痕尚未痊愈,故事將在暗影國(guó)度里繼續(xù)。
The aftermath of a war is always messy. Expect repercussions from the Fourth War to carry forward for a long, long time.
戰(zhàn)爭(zhēng)留下的殘局總是一團(tuán)亂麻。期待第四次大戰(zhàn)的余波能夠持續(xù)很長(zhǎng)很長(zhǎng)的時(shí)間。
The Alliance seems overly accepting and forgiving of the fact the Horde burned down Teldrassil and genocided the Elves, in my view. I feel a bit like that is glossed over, perhaps?
在我看來(lái),聯(lián)盟似乎輕易接受并且原諒了部落燒樹(shù)和滅絕暗夜精靈的事情。我感覺(jué)這有點(diǎn)刻意淡化的意思。你怎么看?
In the epilogue scenes in Visions of N'Zoth, we wanted to show that Tyrande clearly has not forgotten what happened and will not accept any treaty that doesn't see Sylvanas—and the Horde—answer for the crimes of burning the World Tree and the murder of innocents.
我們想要在《恩佐斯的幻象》的尾聲里表明泰蘭德并沒(méi)有忘記所發(fā)生的的一切,她也不會(huì)接受任何對(duì)希瓦和部落的罪行視若無(wú)睹——燒樹(shù)和濫殺無(wú)辜——的談判協(xié)議。
Wars have a way of changing the world and those who inhabit it, in ways both broad and subtle. These changes do not resolve cleanly in a short span of time; that wouldn't feel genuine or true to the deep wounds inflicted by the Fourth War. So, while many fans are eager to see the resolution of what happened at Teldrassil, there is a lot more story that needs to unfold before it can be fully addressed. These characters have a long way to go, and many more lessons to learn.
戰(zhàn)爭(zhēng)以一種潛移默化的方式改變著世界,還有棲息于它之上的生靈。這些改變帶來(lái)的影響不會(huì)在短時(shí)間內(nèi)得到消化;否則就無(wú)法真正表達(dá)第四次戰(zhàn)爭(zhēng)導(dǎo)致的嚴(yán)重創(chuàng)傷了。所以,雖然很多粉絲都渴望看到泰達(dá)希爾事件的解決方案,但在一切塵埃落定之前,還有許多故事需要展開(kāi)。角色們還有很長(zhǎng)的路要走,還有很多的課要上。
I'm not sure I always like how the player character is referred to as the "Champion" and is known throughout the land as some kind of superhero. The game felt a little bit more grounded in vanilla, where you're just a soldier of the Horde. How do you feel about how the player character is presented?
我不確定我會(huì)不會(huì)一直喜歡玩家的角色被稱為“勇士”,并且被視作聲名遠(yuǎn)揚(yáng)的超級(jí)英雄。感覺(jué)游戲還是60年代更好一點(diǎn),那時(shí)候你只是個(gè)部落的士兵。你覺(jué)得玩家的角色是以什么樣的方式呈現(xiàn)在這個(gè)世界中的?
If a character has existed for any length of time in WoW, they've probably had a hand in toppling some of the big bads of the Warcraft universe. Over the years, the player character's role has evolved in the world significantly. With Warlords of Draenor, it made sense given the nature of the expansion for the player to be referred to as "commander" of their garrison. With Legion, the character became leader of a class order, so was often referred to by a special title. And in Battle for Azeroth, "champion" was used to refer to the player's status as a hero of their faction.
如果一個(gè)角色在魔獸世界中有過(guò)一段時(shí)間的活動(dòng)軌跡,那他們就可能參與過(guò)推翻魔獸宇宙大反派的行動(dòng)。隨著時(shí)間的推移,玩家在世界里扮演的角色發(fā)生了顯著的變化。在WoD里,考慮到資料片的內(nèi)容,稱呼玩家為要塞的”指揮官“是具有一定意義的。在Leg里,角色變成了職業(yè)大廳的領(lǐng)袖,所以往往用一個(gè)特殊的頭銜來(lái)稱呼他們。在BfA中,“勇士”這個(gè)詞意味著玩家成為了他們各自陣營(yíng)的英雄人物。
Still, it is nice to sometimes feel like one part of something bigger. In Shadowlands, the player's character becomes known as a Maw Walker, though this is not a singular title; fictionally, a number heroes of Azeroth like yourself have demonstrated the ability to enter and leave the Maw. We want a sense that it will take many heroes working together and strengthening all four covenants if there is to be any hope of achieving victory over the Jailer.
不過(guò)有時(shí)候覺(jué)得,作為參與某種更大事件的一員還是很不錯(cuò)的。在暗影國(guó)度里,玩家的角色被稱為淵行者,雖然這不是個(gè)獨(dú)一份的頭銜;從劇情上說(shuō),許多和你一樣的艾澤拉斯英雄已經(jīng)展示出了進(jìn)出噬淵的能力。我們想要讓英雄們團(tuán)結(jié)一心,強(qiáng)化與四個(gè)勢(shì)力的關(guān)系,從而換取哪怕一絲擊敗典獄長(zhǎng)的機(jī)會(huì)。
Our new player experience, which will debut when Shadowlands is released, shows the beginning of the hero's journey through Azeroth. The player is not heralded as an all-powerful champion, but rather as someone with great potential who has an exciting adventure ahead of them.
我們?nèi)碌陌瑵衫剐率煮w驗(yàn)將在暗影國(guó)度資料片上線時(shí)閃亮登場(chǎng)。玩家并不是一位全能的勇士,而是一個(gè)在接下來(lái)的激動(dòng)人心的冒險(xiǎn)中發(fā)揮他巨大潛力的人。
Sometimes I wonder if there's a conflict between gameplay systems and story delivery. In the Warfronts, we saw Forsaken night elves very aggressively join the Horde under Sylvanas, filled with vengeance, only to abruptly leave with Calia Menethil in Patch 8.3, after Sylvanas revealed her betrayal of the Horde. I realize that gameplay might have to come first, but is it ever frustrating trying to marry gameplay features like Warfronts with logical in-game story beats?
有時(shí)候我想知道游戲性和故事呈現(xiàn)是否有沖突。在黑海岸戰(zhàn)爭(zhēng)前線里我們看到暗夜精靈黑暗游俠懷著滿腔復(fù)仇之心,積極地加入了希爾瓦娜斯領(lǐng)導(dǎo)下的部落,但劇情揭示出希爾瓦娜斯對(duì)部落的背叛后,在8.3版本里,他們沒(méi)有預(yù)兆地跟著佳莉婭·米奈希爾離開(kāi)了。我懂得游戲性可能是第一位的,但是你們?cè)趪L試把前線這樣的游戲性內(nèi)容與合理的游戲劇情點(diǎn)融合時(shí)會(huì)不會(huì)覺(jué)得頭痛?
Correction:
This question previously stated that the Forsaken night elves left to rejoin the Alliance, that was something added later in the write-up to try and give more context to the question for those who might not have experienced the storyline. I had assumed that the night elves leaving with Calia meant they were going back to the Alliance, but that was merely an assumption on my part, and not included in the question presented to Steve Danuser. I have removed that assumption, and apologize for the error.
更正:
這個(gè)問(wèn)題之前說(shuō)過(guò),暗夜精靈黑暗游俠離開(kāi)部落重返聯(lián)盟,這是后來(lái)在文章里添加的內(nèi)容,我想要那些可能沒(méi)有體驗(yàn)過(guò)故事線的人提供更多的背景信息。我以為暗夜精靈跟著佳莉婭離開(kāi)意味著他們要回到聯(lián)盟中去,但這只是我的一個(gè)假設(shè),并不屬于我向Steve Danuser提出的問(wèn)題。我已經(jīng)刪除了這個(gè)假設(shè),并且為我的錯(cuò)誤道歉。
As a game, World of Warcraft tells stories very differently than a film or book. For us storytellers, this affords opportunities that aren't present in other types of media, but it also means our stories need to fit in with the game's structure. Features like Warfronts give us an opportunity to see characters react to intense situations and play out over a long period of time, but the needs of gameplay sometimes require us to hold off on resolving those plot points until later in the expansion. We see that as a unique aspect of this medium that we embrace.
作為一款游戲,魔獸世界講述的故事的方式是與電影和書(shū)籍截然不同的。對(duì)于我們這些講故事的人而言,這給了我們其他媒介所不能提供的機(jī)會(huì),但是這也意味著我們的故事需要適應(yīng)游戲結(jié)構(gòu)。戰(zhàn)爭(zhēng)前線這樣的游戲性內(nèi)容讓我們有機(jī)會(huì)長(zhǎng)線觀察到角色如何應(yīng)對(duì)激烈的局勢(shì),但游戲性有時(shí)候需要讓我們推遲到資料片末期來(lái)為這些故事畫(huà)上句號(hào)。我們把這看作是我們接受的媒介的獨(dú)特性。
The departure of Sylvanas didn't only affect the Forsaken who had been loyal to her for years. Some of the night elves struck down in the War of Thorns felt betrayed and abandoned; these qualities were amplified after being raised into undeath and were capitalized upon by Sylvanas and Nathanos. Now free of the Banshee Queen's command, these undead elves feel lost and hopeless, and so Calia Menethil and Derek Proudmoore have vowed to help them find a future rooted in something beyond than hatred and malice.
希爾瓦娜斯的離去不僅僅影響了多年以來(lái)一直忠誠(chéng)于她的被遺忘者。一些在荊棘之戰(zhàn)中倒下的暗夜精靈感到自己被背叛和拋棄,這些情緒在他們被復(fù)活為亡靈后放大,被希爾瓦娜斯和納薩諾斯所利用?,F(xiàn)在,他們擺脫了女妖之王的控制,這些精靈感到了迷茫和絕望,所以佳莉婭·米奈希爾和德里克·普羅德摩爾誓言要幫助他們找到一個(gè)在怨憎與仇恨之外的,能扎根于某種東西的未來(lái)。