我想借此机会谈谈游戏现在的情况,以及未来的方向!
首先,请不要将当前 Hytale 版本的内容与我们最终期望实现的长远目标相比较。各位现在体验的只是漫长旅程的起点,游戏的几乎所有方面都仍需重大改进。几个月前我曾表示游戏尚不完善,现在我依然认为如此。
我衷心感谢游戏目前取得的成绩,也感谢众多玩家能看见它的潜力。说实话,我未曾预料到能获得如此全面的积极反响。这份支持真实而珍贵,但我们必须保持专注与定力。现阶段最大的隐患在于追逐短期满足感,而忽视了游戏的长远健康发展。
我们完全可以轻易添加更多内容相关的系统——更多战利品、地下城、首领战、天赋树、新武器、盔甲、矿石等等。诚然,这些内容几周内就能实现,但这无异于选择捷径,会分散我们对核心系统基础建设的专注。Hytale 注定是款长久运营的游戏,我们正以此为目标进行构建。请相信,我个人非常喜爱这些功能且渴望尽快开发,但我们必须保持耐心,聚焦于执行长期愿景的实现。
尽管如此,我们的开发模式是非常特别的。我明白这种模式有时会显得矛盾,感觉像是与长远规划相矛盾,但其中也有精心的规划与一些有趣的内容。许多功能会以 V1 版本状态,有意的“半成品”状态上线,所以大家和模组社区可以随意把玩,向我们展示什么是好的,什么是有待改进的。
以 Necromancy Grimoire(死灵法术书)为例:初版推出时,玩家会疑惑这东西的实用性,以及为什么如此受限。但两周后的最新预发布版中,你会看到它已经进行了改进。这是故意的。早期版本帮助我们测试魔法体系,为未来大型更新中“召唤盟友”等功能奠定基础。这些展示出来的功能或许尚不完善,但他的骨架(不是故意讲的双关语!)已然成型。本周创意模式将迎来的火焰蔓延与喷火器也是一个道理。它们可能略显粗糙,但你们的反馈与游戏测试将塑造其最终形态。
我们采用这种方式,既能保持快速更新节奏,又能在系统固化前持续优化。
我们的核心聚焦点在以下方面:核心游戏机制、优化体验质量、与游戏未来相关的所有底层系统……当然也会加入一些趣味内容!我们需要稳固这些基础,才能为冒险模式做好准备,并很快通过探索模式开启 Cursebreaker(破咒者)故事线。
幕后开发进展十分顺利。我们是一支管理架构精简的团队,但每位成员都对前进方向清晰明确,并因我们所创造的事物而充满动力。看到大家用模组工具创作的内容,始终是开发过程中最鼓舞人心的部分!
抢先体验版的成绩超出预期,为我们提供了充足的发展空间,足以支撑到正式版发布。这意味着我们能加速开发、敢于尝试,并为长期系统投入资源。我们很快将开放职位招募,我深信未来帮助塑造 Hytale 的伙伴,很多都将来自你们正在建设的社区。
如果你是正在阅读这段话的模组创作者,这才是真正的行动号召:趁开发工具尚在完善阶段,请深入接触它们。去打破那些需要打破的规则。向我们展示哪些设计行之有效,哪些仍需改进,以及当这些早期系统进化后游戏可能呈现的模样。你们的实验正在真实地塑造 Hytale。你们不止是在玩游戏,更是在参与创造它。
我们将很快公布正式加入团队参与的渠道。但若你想帮助塑造游戏的长期发展方向,现在就开始动手创造吧。
原文:
首先,请不要将当前 Hytale 版本的内容与我们最终期望实现的长远目标相比较。各位现在体验的只是漫长旅程的起点,游戏的几乎所有方面都仍需重大改进。几个月前我曾表示游戏尚不完善,现在我依然认为如此。
我衷心感谢游戏目前取得的成绩,也感谢众多玩家能看见它的潜力。说实话,我未曾预料到能获得如此全面的积极反响。这份支持真实而珍贵,但我们必须保持专注与定力。现阶段最大的隐患在于追逐短期满足感,而忽视了游戏的长远健康发展。
我们完全可以轻易添加更多内容相关的系统——更多战利品、地下城、首领战、天赋树、新武器、盔甲、矿石等等。诚然,这些内容几周内就能实现,但这无异于选择捷径,会分散我们对核心系统基础建设的专注。Hytale 注定是款长久运营的游戏,我们正以此为目标进行构建。请相信,我个人非常喜爱这些功能且渴望尽快开发,但我们必须保持耐心,聚焦于执行长期愿景的实现。
尽管如此,我们的开发模式是非常特别的。我明白这种模式有时会显得矛盾,感觉像是与长远规划相矛盾,但其中也有精心的规划与一些有趣的内容。许多功能会以 V1 版本状态,有意的“半成品”状态上线,所以大家和模组社区可以随意把玩,向我们展示什么是好的,什么是有待改进的。
以 Necromancy Grimoire(死灵法术书)为例:初版推出时,玩家会疑惑这东西的实用性,以及为什么如此受限。但两周后的最新预发布版中,你会看到它已经进行了改进。这是故意的。早期版本帮助我们测试魔法体系,为未来大型更新中“召唤盟友”等功能奠定基础。这些展示出来的功能或许尚不完善,但他的骨架(不是故意讲的双关语!)已然成型。本周创意模式将迎来的火焰蔓延与喷火器也是一个道理。它们可能略显粗糙,但你们的反馈与游戏测试将塑造其最终形态。
我们采用这种方式,既能保持快速更新节奏,又能在系统固化前持续优化。
我们的核心聚焦点在以下方面:核心游戏机制、优化体验质量、与游戏未来相关的所有底层系统……当然也会加入一些趣味内容!我们需要稳固这些基础,才能为冒险模式做好准备,并很快通过探索模式开启 Cursebreaker(破咒者)故事线。
幕后开发进展十分顺利。我们是一支管理架构精简的团队,但每位成员都对前进方向清晰明确,并因我们所创造的事物而充满动力。看到大家用模组工具创作的内容,始终是开发过程中最鼓舞人心的部分!
抢先体验版的成绩超出预期,为我们提供了充足的发展空间,足以支撑到正式版发布。这意味着我们能加速开发、敢于尝试,并为长期系统投入资源。我们很快将开放职位招募,我深信未来帮助塑造 Hytale 的伙伴,很多都将来自你们正在建设的社区。
如果你是正在阅读这段话的模组创作者,这才是真正的行动号召:趁开发工具尚在完善阶段,请深入接触它们。去打破那些需要打破的规则。向我们展示哪些设计行之有效,哪些仍需改进,以及当这些早期系统进化后游戏可能呈现的模样。你们的实验正在真实地塑造 Hytale。你们不止是在玩游戏,更是在参与创造它。
我们将很快公布正式加入团队参与的渠道。但若你想帮助塑造游戏的长期发展方向,现在就开始动手创造吧。
原文:
I want to take a moment to talk about where the game is right now, and where it is going!
First, we should not compare Hytale today to what it currently offers versus where we expect it to be in the long term. What you're playing right now is just the start of our long journey, and pretty much all aspects of the game need major work. A few months ago, I said the game wasn't good enough, and I still mean it.
I'm incredibly grateful for the game's success right now, and for how many of you see its potential. Honestly, I did not expect such a positive reaction across the board. That support is real, and it matters. But we need to stay disciplined and focused. The real danger at this stage would be to chase short-term satisfaction and lose sight of the long-term health of the game.
We could very easily add more progression systems for the sake of progression. More loot, dungeons, boss fights, talent trees, new weapons, armors, ores, and much more. Sure, we could throw those in within a few weeks. However, that would be the easy road, and it would distract us from building the foundation we need for the systems that matter. Hytale is meant to be a forever game, and we are building it that way. Trust me, I'm a big fan of these features and want to work on them ASAP, but I must be patient and focus on executing the long-term vision.
That being said, our dev approach is pretty unique, and I know it can feel weird at times and feel like it contradicts the long-term focus, but it's somewhat both calculated and fun. A lot of features go out in a V1 state, half-baked on purpose, so you and the modding community can mess with them and show us what is good and what needs work.
Take the Necromancy Grimoire, for example. When it first dropped, people were unsure what it was for and why it felt so limited. Two weeks later, in the most recent pre-release, you can already see it getting better. That is intentional. Those early versions help us experiment with magic and set up the groundwork for things like summoning allies in future major updates. The feature might not be polished, but its bones (no pun intended!) are there. Similar to fire spread and the flamethrower coming to Creative Mode this week. It may feel raw, but your feedback and playtesting will shape it.
We do this so we can keep updates coming quickly and refine these systems before they are cemented into the core of the game.
Our focus right now is spot on: core game mechanics, quality of life, and everything needed to support the game's future... plus some fun stuff, of course! We need these basics solid to get the ground ready for Adventure Mode and, soon, begin the Cursebreaker story arc via Exploration Mode.
Behind the scenes, production is moving very well. We are a lean team with limited management, and yet, everyone is clear on the path forward and motivated by what we are doing. Seeing what you all make with the modding tools so far has been one of the most motivating parts of development!
Early Access has exceeded expectations and has given us runway beyond what we need to reach full release. That means we can accelerate, take risks, and invest in long-term systems. We'll be opening up job roles soon, and I fully expect many of the people who help shape Hytale in the future will come from the Hytale community you're building right now.
If you are a modder reading this, here is the real call to action: get your hands dirty with the tools while they are still forming. Break the things that need breaking. Show us what works, what doesn't, and what the game could be once these early systems evolve. Your experimentation is actually shaping Hytale. You're not just playing the game, you're helping make it.
We will have announcements soon about how you can join the team and get more formally involved. But if you want to help shape the long-term direction of the game, start by building in it now.
First, we should not compare Hytale today to what it currently offers versus where we expect it to be in the long term. What you're playing right now is just the start of our long journey, and pretty much all aspects of the game need major work. A few months ago, I said the game wasn't good enough, and I still mean it.
I'm incredibly grateful for the game's success right now, and for how many of you see its potential. Honestly, I did not expect such a positive reaction across the board. That support is real, and it matters. But we need to stay disciplined and focused. The real danger at this stage would be to chase short-term satisfaction and lose sight of the long-term health of the game.
We could very easily add more progression systems for the sake of progression. More loot, dungeons, boss fights, talent trees, new weapons, armors, ores, and much more. Sure, we could throw those in within a few weeks. However, that would be the easy road, and it would distract us from building the foundation we need for the systems that matter. Hytale is meant to be a forever game, and we are building it that way. Trust me, I'm a big fan of these features and want to work on them ASAP, but I must be patient and focus on executing the long-term vision.
That being said, our dev approach is pretty unique, and I know it can feel weird at times and feel like it contradicts the long-term focus, but it's somewhat both calculated and fun. A lot of features go out in a V1 state, half-baked on purpose, so you and the modding community can mess with them and show us what is good and what needs work.
Take the Necromancy Grimoire, for example. When it first dropped, people were unsure what it was for and why it felt so limited. Two weeks later, in the most recent pre-release, you can already see it getting better. That is intentional. Those early versions help us experiment with magic and set up the groundwork for things like summoning allies in future major updates. The feature might not be polished, but its bones (no pun intended!) are there. Similar to fire spread and the flamethrower coming to Creative Mode this week. It may feel raw, but your feedback and playtesting will shape it.
We do this so we can keep updates coming quickly and refine these systems before they are cemented into the core of the game.
Our focus right now is spot on: core game mechanics, quality of life, and everything needed to support the game's future... plus some fun stuff, of course! We need these basics solid to get the ground ready for Adventure Mode and, soon, begin the Cursebreaker story arc via Exploration Mode.
Behind the scenes, production is moving very well. We are a lean team with limited management, and yet, everyone is clear on the path forward and motivated by what we are doing. Seeing what you all make with the modding tools so far has been one of the most motivating parts of development!
Early Access has exceeded expectations and has given us runway beyond what we need to reach full release. That means we can accelerate, take risks, and invest in long-term systems. We'll be opening up job roles soon, and I fully expect many of the people who help shape Hytale in the future will come from the Hytale community you're building right now.
If you are a modder reading this, here is the real call to action: get your hands dirty with the tools while they are still forming. Break the things that need breaking. Show us what works, what doesn't, and what the game could be once these early systems evolve. Your experimentation is actually shaping Hytale. You're not just playing the game, you're helping make it.
We will have announcements soon about how you can join the team and get more formally involved. But if you want to help shape the long-term direction of the game, start by building in it now.
最后编辑: