Blue Manchu, 2013
Windows, Mac 和 Web Browsers
Blue Manchu, 2013
Windows, Mac and Web Browsers
如果说 AD&D 和《万智牌(Magic: The Gathering)》之间有了个孩子,那一定就是《卡片猎人(Card Hunter)》[1] 。Irrational Games 的联合创始人 Jonathon Chey 聘请了《万智牌》的原作者 Richard Garfield,请他协助开发一款免费的卡牌游戏,定位为战略和角色扮演。最终,一个前所未有的游戏诞生了,它节奏明快、玩法有趣、战略性强,开发者也脚踏实地,没有眼高手低。
近来游戏设计圈的主流做法是降低 RNG [2] 的比重(也就是减少运气成分),强调其他游戏机制,而《卡片猎人》就朝这个方向迈了一大步。各项数据、属性、技能、天赋等等都被一并简化成卡牌。装备了“屁屁踢之靴”(Boots of Buttkicking)?几张移动牌和护甲牌会进入角色的牌组。脱下了“迷惑魔镜”(Perplexing Mirror)这件饰品?与它绑定的法术牌会从牌组中移除。
If AD&D and Magic: The Gathering had a baby, it would be Card Hunter. Jonathon Chey, co-founder of Irrational Games, hired Richard Garfield, the creator of Magic, to help him develop a tactical role-playing card-based free-to-play game. The end result is unlike anything else out there – quick, funny and deeply tactical, without taking itself too seriously.
A recent trend in game design circles is to eschew RNG (and therefore luck) in favour of other mechanics. Card Hunter is a giant stride forwards in this direction. Stats, abilities, skills, and perks have all been eliminated by simply making everything a card. Equip a pair of Boots of Buttkicking? Some movement and armour cards are added to the character's deck. Removed a Perplexing Mirror trinket? Its spell cards come out.
你偶尔还是要掷个骰子,但仅限于部分卡牌,而且只有在触发其特殊能力时才需要这么做。护甲就是个典型的例子。它的机制是“抵消”(counter),有些护甲牌会抵消少量额定伤害,有些护甲牌抵消的伤害多一点,但需要一定的手气,比如掷出 3 以上的点数。整个系统的平衡性做得很好,即便掷骰结果不尽人意,你也不会觉得膈应。
也正因如此,升级装备的过程会让玩家抓耳挠腮,因为它不像别的游戏那样,能带来立竿见影的输出提升。假设你面前有两把武器,其中一把会给你两张很强的攻击牌和一张很烂的攻击牌,另一把则给你三张还算可以的攻击牌,哪把武器更好?这完全取决于你自己。
战斗规则也是原创的。每一轮开始时,每个角色都抽取等同于手牌上限的卡牌,随后双方轮流出牌:攻击牌用于攻击,移动牌用于步行或是奔跑一定格数,抵消牌(比如护甲牌)用于抵消对手的卡牌效果。如果牌已经出完,或是不喜欢剩下的手牌,就结束自己的回合。双方回合结束后,开始新的一轮,玩家至多可以保留上一轮的两张手牌,剩余的全部弃掉。什么时候出牌、什么时候不出也有许多讲究。
冒险以独立模组的形式进行,和 D&D 的模组十分相似。战役地图(campaign map)上可选的模组越来越多,玩家还能在商店里购买卡牌,在酒馆里招募或是替换英雄。
作为一个免费游戏,《卡片猎人》却一直保持着更新,每隔一段时间就发布新的扩展包和功能(比如合作模式)。玩家可以氪金购买模组、皮肤、游戏金币、宝箱以及会员,在会员期内,每开一个宝箱都能获得一件额外战利品。
《卡片猎人》是当今 RPG 游戏中的一个异类。它生动地证明,一群资深的 3A 游戏开发者合作开发独立游戏时,能产生多么奇妙的化学反应。稍加助力,他们就能让一个游戏题材焕发别样生机。
The game still has some dice-rolls but these are only for some cards and only to enact their special power. A good example is armour, which is played as a “counter”. Some armour always slightly reduces damage, while others reduce more but only on a successful dice-roll of, say, 3+. It's a well-balanced system that feels right even when the dice-rolls are not in your favour.
Thus, equipment upgrades are agonising choices compared to the obvious DPS increases found in so many games. One weapon gives you two great attack cards and one lousy one, while another weapon offers three good attack cards. Which is better? You decide.
Battles follow an original formula: at the start of the round each character draws up to their hand limit. Then each side takes turns playing cards: attack cards to attack, movement cards to walk or run X squares, and counter cards (like armour) to cancel opponents' cards. When you have no cards left to play, or don't like your remaining cards, you pass. Once both sides pass, a new round begins. Characters keep up to two cards into the next round, with the remaining discarded. There's strategy in when to play and when to pass.
Adventures are played in self-contained modules, much like classic D&D modules. The campaign map provides increasingly diverse modules to choose, plus shops to buy cards and taverns to recruit/replace heroes.
A free-to-play game, Card Hunter is constantly in development, with new expansions and features (such as co-op) being added at regular intervals. Players can use real money to buy adventures, cosmetic changes, gold, loot chests and club membership – which offers an extra piece of loot in every chest for a period of days.
An anomaly in today's RPG scene, Card Hunter is a shining example of what a few seasoned AAA developers can do if they go indie. With a little help, they can turn a genre upside down.
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1 译者注:也译为《卡牌猎人》。
2 译者注:即 Random Number Generator 随机数字生成。