Re: [情報] "我覺得遊戲名字有點嚇人"魔獸現任總監如
NotebookLLM給的文章總結
這份來源專訪了 Blizzard 的核心領導層,探討《魔獸世界》在面臨玩家高齡化與生活型
態轉變下,如何透過遊戲設計進行轉型。開發團隊正致力於縮短資料片更新週期,並導入
如「玩家房屋」等低壓力的休閒內容,力求在不增加員工加班負擔的前提下,滿足不同世
代的遊玩需求。文中也提到加入 Microsoft 後,團隊得以便捷地與《模擬市民》或《我
的世界》等開發者交流經驗,藉此優化營運策略。此外,內容亦區分了「經典版」與「現
代版」之間截然不同的社群特質,展現品牌對多元受眾的經營方針。最終,製作團隊期許
將這份指標性的 IP 跨出傳統大型線上遊戲的框架,朝向更具包容力的數位社交空間發展
※ 引述《good2009 (..)》之銘言:
你是現職的台灣媒體記者嗎?
: 魔獸世界 現製作人克里斯梅森表示
: 他有時希望暴雪當初沒有把遊戲命名為 Warcraft
: 因為“聽起來很嚇人”
主持人:
I guess if you can have a 10-year plan in video games, I don't know if that's
remotely possible. But like, what's the long-term vision of where you'd like
to end up?
我想,如果你能在電玩遊戲中制定一個十年計畫,我不知道這是否可能。但像是,你希
望最終達成的長期願景是什麼?
回答者:
I mean, top line, We want everybody to be able to play WoW. I will say this
for myself. I think Warcraft itself is poised forgrowhIt's aantastic IP. think
, in my humble opinion, it's been underutilized and I just want to bring it to
as many people as possible.
我的意思是,總體來說,我們希望每個人都能玩《魔獸世界》。我個人認為
《魔獸爭霸》本身就具備成長的潛力,它是一個很棒的IP。在我個人看來,它一直被低估
了,我只想讓更多人接觸到它。
And that means, you know, evolving what Warcraft means, what it is and where
it's going. We want it to be approachable. And that's also part of it. You
know, even with Chris Metzen, we talk about, sometimes he's like, man, I wish
we hadn't called it Warcraft. Sounds kind of intimidating. Like nobody really
thinks that about Warhammer.
It's just, it's It's an understood name, essentially. So this idea of third
space in our online worlds, we couldn't even define what that means exactly,
but we're working on figuring that out. We want people to come in and hang out
and have birthdays, have weddings, have raids, grand adventures, play with
their friends, meet new friends,
這意味著,你知道的,讓《魔獸爭霸》的意義、本質和未來發展不斷演進。我們希望它平
易近人。這也是其中一部分。你知道,即使是和 Chris Metzen 討論時,他有時也會說:
「天啊,我真希望我們當初沒把它叫做『Warcraft』。」這聽起來有點嚇人。就像沒人會
對《戰鎚》有這種感覺。它基本上就是一個大家心照不宣的名字。所以,在我們的線上世
界中,這種「第三空間」的概念,我們甚至無法確切定義它意味著什麼,但我們正在努力
弄清楚。我們希望人們能進來閒逛,慶祝生日、舉辦婚禮、進行團隊副本、展開宏大冒險
、和朋友一起玩、結交新朋友。
(下略)
中間這位女士提到這件事的時候是笑著說的,在我看來就是一個順口提及的趣聞而已
整個訪談重點是放在怎麼讓WOW能更多人玩這點上
: 來源
: https://www.thegamebusiness.com/p/five-things-i-learned-from-my-world
: 大意就是他們覺得當初的玩家群體漸漸老去(沒用了
: 所以它們決定逐漸把遊戲轉型好迎合"現代"玩家
: ...懂得都懂
https://i.postimg.cc/MZ9kT7bJ/image.png

The World of Warcraft kids of the mid-2000s are not kids anymore, and have a
lot less time for an epic MMORPG.
It’s something Blizzard has had to react to. In fact, it was one of the
motivations behind introducing ‘Player Housing’ in the upcoming Midnight
expansion, where gamers can build, design and decorate their own homes in the
game.
“Gamers don’t have a lot of time anymore, necessarily,” says Longdale. “We
want to make sure we’re respecting the ways they play. Things like housing
allow you to come in and achieve something, without pressure. We see this more
and more across the industry and across our own players.”
2000年代中期那些玩《魔獸世界》的孩子們都長大了,對於MMORPG來說,他們的時間已經
少了很多。
這是暴雪不得不應對的局面。事實上,這也是即將推出的《Midnight》資料片中引入「
玩家房屋」系統的動機之一,玩家可以在遊戲中建造、設計和裝飾自己的家園。
Longdale 表示:「玩家們不一定再有那麼多時間了。我們希望確保我們尊重他們的遊玩
方式。像房屋這樣的系統,讓你可以無壓力地進入遊戲並有所成就。我們在整個業界以及
我們自己的玩家群中越來越常看到這種現象。」
...下略,總之是在講如何滿足這些"老"玩家的需求
--
https://twitter.com/AHR_tato/status/1623973493078626305/photo/1
https://pbs.twimg.com/media/FomCPVzaAAAuImQ.jpg



--
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※ 文章網址: https://www.ptt.cc/bbs/C_Chat/M.1770536750.A.251.html
※ 編輯: zseineo (1.160.17.32 臺灣), 02/08/2026 15:48:18
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