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Toshitaka Tachibana谈《龙珠Z:激战》开发和未来计划

发布时间:2019-03-04 09:04:00 Tags:,

《龙珠Z:激战》制作人Toshitaka Tachibana谈手游开发和未来计划

原作者:Azario Lopez 译者:Vivian Xue

2015年《龙珠Z:激战》(Dragon Ball Z Dokkan Battle)在西方移动应用市场发行,自那时起,许多龙珠粉丝花了很多时间打这款游戏,打造他们认为完美的战斗队伍。

我们同《龙珠Z:激战》的制作人Toshitaka Tachibana谈论了移动游戏市场和《龙珠Z:激战》的未来。

Azario Lopez:作为一款F2P手游,你们如何在《龙珠Z:激战》中应用这种模式?

Toshitaka Tachibana:事实上,我们仍然在不断努力解决和思考这个问题。我们感觉我们还没达到完美的平衡,但我们已经把范畴缩小到给与每个玩家公平的机会。

AL:粉丝说《龙珠Z:激战》里的F2P模式是“公平的”,这是你们想要实现的吗?

TT:当然,我们希望确保每个玩家都感到公平,如果其他人更强,那不是因为他们氪金。“公平性”绝对是关键。

AL:游戏是2015年发行的,至今已有两年,你们担心过西方市场对这款游戏的接受度吗?

TT:在玩家的接受度方面,我们希望在正确的时间内发行游戏,(当时)我们考虑到了《龙珠超》漫画即将发布以及人们对这款官方的龙珠手游的热议。我们有点担忧的是作为龙珠系列中一个全新的类型游戏,它能否流行开来,因为提到《龙珠》,人们联想到往往是动作或格斗游戏。我们想要做一款人们从没尝试过的游戏。

AL:如今游戏有日版和西方版。然而日版总是最先更新,西方版本得等上几个月。你们未来有计划缩小时间差吗?

TT:当然,我们在努力缩小差距,但我们会用另一种方式,不让日本之外的玩家感到自己处于劣势。我们希望提供一种差异化的服务。

AL:您可以稍微解释一下这个方法吗?

Dragon-Ball-Z-Budokai-Tekaichi-2(from gamesretrospect)

Dragon-Ball-Z-Budokai-Tekaichi-2(from gamesretrospect)

TT:现在还没有太多细节可透露,我想我们在5月推出的新角色布罗利(Broly)可以作为例子。我们希望玩家能通过布罗利大概了解未来我们改进海外版本的方向。

AL:《龙珠Z:激战》在西方已经发行第二年了,团队的未来目标是什么?

TT:当前我们希望让每一位玩家感到自己被重视,并且让新玩家感到自己能够追赶上老玩家,以一种轻松惬意的方式。

AL:既然游戏拥有西方粉丝,你们怎么保证游戏内容同时被日本和西方玩家接受呢?

TT:我们会做平衡并考虑每一个地区。我们会认真收集所有地区的反馈。

AL:据你观察,东西方玩家有什么差异吗?

TT:最喜爱的角色是其中一个差异——日本玩家喜欢强势角色,而西方玩家偏爱新角色以及动漫系列里的角色。

AL:玩家认为《龙珠Z:激战》玩法的乐趣是什么?

TT:我觉得是那种玩家感到自己慢慢变强的过程,比如剧情里悟空经过磨砺最后战胜了一个看似不可打倒的敌人,然后进入下一段旅程,如此来证明自己拥有最强的阵容。

AL:市场上发行的手游越来越多,《龙珠Z:激战》如何在市场中立足呢?

TT:这也是我们想知道的。(笑)我们能做的就是观察别的手游做的好的地方,并且做得更好,并尽可能以自然的方式实现这一点。

AL:作为一个下载量高达1.8亿次的手游,《龙珠Z:激战》是如何保持留存率的呢?

TT:我们试着不断更新内容,改进玩家认为不足的地方。此外,我们会在相关时机推出新角色,比《龙珠超》漫画发布的时候,我们推出了相关的角色。这样玩家就会为新角色和故事感到兴奋。

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

Azario Lopez: Being a free-to-play mobile title, how did you approach that model with Dragon Ball Z Dokkan Battle?

Toshitaka Tachibana: Actually, we are still constantly trying to work that out and constantly think about. We feel that we still haven’t gotten the perfect balance, but I think we’ve narrowed it down to giving all players the same opportunities.

AL: Fans have said that the free-to-play model is “fair” in Dragon Ball Z Dokkan Battle: is that something you are trying to accomplish?

TT: Of course, we want to make sure that everyone feels that it’s fair and if other people have an advantage, then it’s not something that is specific to them paying money. “Fair” is definitely the key word.

AL: Launching the game in 2015, it’s been out for 2 years now: were there ever any doubts about how the western market would approach this title?

TT: In terms of reception, we were really hoping that we released the app at the right time, considering how Dragon Ball Super was coming along and the hype generated around an official Dragon Ball Z smartphone app. We were sort of worried about whether it would spread out because the genre is an entirely new one to the series, because you immediately think of an action-oriented game, or a fighting game. We were really trying to bring a game that nobody has ever tried before.

AL: There’s now a Japanese and a western version. However, the Japanese version usually receives updates first, with the western version taking a couple months to receive the update. Are there plans to perhaps close this time gap in the future?

TT: We are definitely trying to close the gap, but also take it on a different path. It will potentially be something that players outside of Japan will play Dragon Ball Z Dokkan Battle and not feel like they are at a disadvantage. We hope to provide a service that is different.

AL: Could you explain this approach a little more?n

TT: Not in too much detail right now, but I guess an example would be when we released Broly in May. We hope that will be a hint as to what’s to come first for the version outside of Japan.

AL: Coming into the second year of Dragon Ball Z Dokkan Battle in the west, what are the team’s goals for the future?

TT: Right now we want to make sure that everyone who is still playing Dragon Ball Z Dokkan Battle feels like they are appreciated, and anyone who comes in as a new player feels like they are in a position to comfortably still catch up.

AL: Now that the game has a western audience, how does Bandai Namco make sure that the content is what Japanese players want, but also what western players are asking for?

TT: We try to even it out and think about every region. We really try to take feedback for all regions and not just one.

AL: Are there any differences between eastern and western gamers that you see?

TT: One thing would be favorite characters — Japanese players love strong characters as opposed to western players, who prefer characters that are newly-released and in the anime series.

AL: What do you feel players find fun about the gameplay in Dragon Ball Z Dokkan Battle?

TT: I feel like it’s the experience where players feel they are getting better at a slow rate, such as when Goku was in training in the story and then finally defeating a seemingly impossible opponent, and then moving on to another so that they can prove they have the strongest party

AL: With more and more mobile games being released, how does Dragon Ball Z Dokkan Battle stay relevant in the market?

TT: That is something we’d like to know too [laughs]. All we can do is what other apps did right and what we can do better and try to implement that in a natural way as much as possible.

AL: Being a mobile game with 180 million downloads, how do you keep these players coming back?

TT: We try to give players constant updates, something that fixes what they felt could be better. Also, we add characters at relevant timing, like when they are appearing in Dragon Ball Super. This is so players are heated up for the characters for the situations and stories.(source:DualShockers

 


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