在最近一次访谈中,有人提到了《暗黑3》的死亡机制问题,暴雪官方也给出了解答,下面是本次访谈的一段翻译文字,可以看出,《暗黑3》的死亡机制有了很大的不同,更加人性化:
“在讨论你的角色死亡之后会怎样之前,让我们先看看在设计死亡机制时我们要避免哪些问题。
我们尽可能区分在城镇与在外出任务、地下城探险时人物所遇到的情况。对于玩家来说,离开安全的城镇不应该是一个轻易的决定。我们不想把城镇设计成一个你为了躲避危险、不安而想回就回的地方。这是为了使得在野外冒险更加不同,更加刺激。
同样的,我们也不想将玩家从行动中拽出来。玩家每次死亡就被拽回城大大地破坏了任务的完整性,这破换了玩家的乐趣,没意思,也是没必要的。
所以,考虑到以上一些问题,我们发现一个很不错的解决办法:Check Point(回程点) 。简单来说,整个冒险过程中,在地下城的每一层的结尾你的角色都会被存储到一个回程点。你的角色死亡的时候,你会回到上一个回程点,复活时有一点血,剩余的会慢慢回复。显然这是个很友善的系统。”
(根据iwiniwin翻译整理)
下面是英文原文:
“Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic.
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.
On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.
So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it. ”