Chippy @chippygamingyt
我认为,一旦进度系统打磨到一定程度(这可能是第一章的内容之类的事情),它就能为模组制作者提供一条主线脉络,让他们可以把自创的内容嵌入其中,这样就能减轻开发团队的一些压力。如果在进度上有一个“终极目标”,模组制作者可以带领玩家通过不同的旅程来实现它,从而提升游戏的可玩性。
不一定非要有真正的结局,只需要在进度上设置一个上限,给玩家一个可以努力的目标。然后社区就可以在此基础上发挥,进行再创作,而所有底层的重建工作则由团队来完成。
我觉得世界生成 V2 里的那条龙就非常适合作为这个目标,因为通往它的路径本身就很有进度感,只是缺一个终点。
Simon @Simon_Hypixel
没错,章节更新会引入一些可供玩家努力的目标!首席设计师和我本人在 Boss 战与地下城内容方面经验丰富,作为玩家,我们甚至在魔兽世界和其他 MMO 里拿过不少服务器首杀和世界首杀。在 MC 里,我们过去几年也在 Hypixel 服务器上做了很多实验。在我看来,这部分对我们来说设计起来很容易(但技术工作量很大)。难点在于整个游戏的进度系统,同时要确保所有“活动”,包括终局内容,在一个沙盒游戏里都合情合理。这是所有沙盒游戏都面临的难题。如果冒险内容做得太深入,玩家通关一次就流失了。如果沙盒元素做得太重,又吸引不了冒险型玩家。我们有一个正在推进的计划;把所有元素整合到位需要时间,但我们最终会做到的。
顺带一提,整个制作/进度系统将迎来一次大规模重做,涵盖从制作、探索到终局内容的方方面面。我觉得当我提到“重做”时,人们可能没理解我们会走多远。这是真正的抢先体验版,我已经提醒大家好几个月了!
我不得不在短短几个月内,基于一个发展方向完全不同的旧游戏版本,重建了整个团队,所以工作量巨大,这很有挑战性,也很有趣。
我的眼光放得很长远;我的孩子一个 2 岁一个 3 岁,我的目标就是等他们长大能玩游戏的时候,能玩到一款好游戏。
Chippy @chippygamingyt
其次,只要游戏一添加 Boss 或者一些任务,玩家数量就会立刻回升!只是目前进度系统没有明确的方向,所以到了某个阶段之后,就没有继续玩的动力了。
从这些“小”更新的规模来看,游戏很明显缺少很多基础性的东西,所以它们现在是优先事项,这是有道理的。
但如果我说我不希望在这期间看到箱子战利品重做、或者一个临时 Boss,或地下城来提供额外动力,激励大家上线尝试和测试这些小功能,那我是在撒谎。不过说到底,不必急于求成,为了一个短期的小成效去追赶并不值得,但我个人确实认为那会产生积极的连锁反应。
等这一切最终实现时,玩家们会回来的。Hytale 的社区从未离开!
Simon @Simon_Hypixel
是的,而且任何临时内容都可能延迟真正重要内容的推出;这很难平衡。我决定采取长期策略,同时确保开发速度保持在非常高的水平。我们有几个大型更新正在制作中,需要团队专注于此,同时还要进行重大的技术变更,以实现一些能让游戏脱颖而出的惊人功能。
我们的很多设计师都拥有深厚的终局/进度系统设计经验,但你现在在 Hytale 里看不到任何成果,是因为我们真的在重做整个游戏,为后续打好基础。
顺带一提,章节更新(那些较大的更新)将在游戏正式发布前发挥作用;它们有点混合用途,既能服务于短期目标,也能支持长期规划。第一章需要花费更多时间,因为我们需要为后续章节设定“模板”,但它会包含新的内容和进度系统。
当我们拿回游戏时,很多做出好游戏所需的功能机制都还不存在。所以我们必须重新构建这一切。
Okik Lmj @LmjOkik87011
你们有应对这种情况的方案吗?游戏热度下降后玩家很少了,人们已经不再玩了。你们有什么办法能让Hytale重新吸引人吗?@Simon_Hypixel?

Simon @Simon_Hypixel
目前较低的关注度实际上对我们有利。这给了我空间来进行重大调整,然后我再开始推动市场营销和内容更新。如果我们现在还像之前那样火爆,我会感到被迫走上一条我并不想走的路。
游戏目前还没有达到理想状态,它需要重大的改变,包括基础性的改变。我不会追求短期的小成功。我追求的是长期的成功,而当下正是我们在其他平台发布之前进行这项工作的最佳时机。
我们处于有利位置。我们的销量足以支撑长期愿景的开发,而且每天仍然有很多玩家给我们提供反馈和 Bug 报告。
再次强调,这是真正的抢先体验版。能够以这样独特的状态开发 Hytale,真的很有趣!这简直是梦想成真;我们可以专注于把游戏做好,而不用操心其他任何事情。
原文:
我认为,一旦进度系统打磨到一定程度(这可能是第一章的内容之类的事情),它就能为模组制作者提供一条主线脉络,让他们可以把自创的内容嵌入其中,这样就能减轻开发团队的一些压力。如果在进度上有一个“终极目标”,模组制作者可以带领玩家通过不同的旅程来实现它,从而提升游戏的可玩性。
不一定非要有真正的结局,只需要在进度上设置一个上限,给玩家一个可以努力的目标。然后社区就可以在此基础上发挥,进行再创作,而所有底层的重建工作则由团队来完成。
我觉得世界生成 V2 里的那条龙就非常适合作为这个目标,因为通往它的路径本身就很有进度感,只是缺一个终点。
Simon @Simon_Hypixel
没错,章节更新会引入一些可供玩家努力的目标!首席设计师和我本人在 Boss 战与地下城内容方面经验丰富,作为玩家,我们甚至在魔兽世界和其他 MMO 里拿过不少服务器首杀和世界首杀。在 MC 里,我们过去几年也在 Hypixel 服务器上做了很多实验。在我看来,这部分对我们来说设计起来很容易(但技术工作量很大)。难点在于整个游戏的进度系统,同时要确保所有“活动”,包括终局内容,在一个沙盒游戏里都合情合理。这是所有沙盒游戏都面临的难题。如果冒险内容做得太深入,玩家通关一次就流失了。如果沙盒元素做得太重,又吸引不了冒险型玩家。我们有一个正在推进的计划;把所有元素整合到位需要时间,但我们最终会做到的。
顺带一提,整个制作/进度系统将迎来一次大规模重做,涵盖从制作、探索到终局内容的方方面面。我觉得当我提到“重做”时,人们可能没理解我们会走多远。这是真正的抢先体验版,我已经提醒大家好几个月了!
我不得不在短短几个月内,基于一个发展方向完全不同的旧游戏版本,重建了整个团队,所以工作量巨大,这很有挑战性,也很有趣。
我的眼光放得很长远;我的孩子一个 2 岁一个 3 岁,我的目标就是等他们长大能玩游戏的时候,能玩到一款好游戏。
Chippy @chippygamingyt
其次,只要游戏一添加 Boss 或者一些任务,玩家数量就会立刻回升!只是目前进度系统没有明确的方向,所以到了某个阶段之后,就没有继续玩的动力了。
从这些“小”更新的规模来看,游戏很明显缺少很多基础性的东西,所以它们现在是优先事项,这是有道理的。
但如果我说我不希望在这期间看到箱子战利品重做、或者一个临时 Boss,或地下城来提供额外动力,激励大家上线尝试和测试这些小功能,那我是在撒谎。不过说到底,不必急于求成,为了一个短期的小成效去追赶并不值得,但我个人确实认为那会产生积极的连锁反应。
等这一切最终实现时,玩家们会回来的。Hytale 的社区从未离开!
Simon @Simon_Hypixel
是的,而且任何临时内容都可能延迟真正重要内容的推出;这很难平衡。我决定采取长期策略,同时确保开发速度保持在非常高的水平。我们有几个大型更新正在制作中,需要团队专注于此,同时还要进行重大的技术变更,以实现一些能让游戏脱颖而出的惊人功能。
我们的很多设计师都拥有深厚的终局/进度系统设计经验,但你现在在 Hytale 里看不到任何成果,是因为我们真的在重做整个游戏,为后续打好基础。
顺带一提,章节更新(那些较大的更新)将在游戏正式发布前发挥作用;它们有点混合用途,既能服务于短期目标,也能支持长期规划。第一章需要花费更多时间,因为我们需要为后续章节设定“模板”,但它会包含新的内容和进度系统。
当我们拿回游戏时,很多做出好游戏所需的功能机制都还不存在。所以我们必须重新构建这一切。
Okik Lmj @LmjOkik87011
你们有应对这种情况的方案吗?游戏热度下降后玩家很少了,人们已经不再玩了。你们有什么办法能让Hytale重新吸引人吗?@Simon_Hypixel?

Simon @Simon_Hypixel
目前较低的关注度实际上对我们有利。这给了我空间来进行重大调整,然后我再开始推动市场营销和内容更新。如果我们现在还像之前那样火爆,我会感到被迫走上一条我并不想走的路。
游戏目前还没有达到理想状态,它需要重大的改变,包括基础性的改变。我不会追求短期的小成功。我追求的是长期的成功,而当下正是我们在其他平台发布之前进行这项工作的最佳时机。
我们处于有利位置。我们的销量足以支撑长期愿景的开发,而且每天仍然有很多玩家给我们提供反馈和 Bug 报告。
再次强调,这是真正的抢先体验版。能够以这样独特的状态开发 Hytale,真的很有趣!这简直是梦想成真;我们可以专注于把游戏做好,而不用操心其他任何事情。
原文:
Chippy @chippygamin... · 4小时
I think once progression reaches a certain level of polish, which may be a Chapter 1 thing etc. It’ll give modders a through line that they can slot their creations into and then that will take some of the pressure off of the team. If there was an ‘end goal’ progression wise, modders could take players on different journeys to get there which could increase playability.
Doesn’t have to be an actual end, but just a cap on progression to give players a goal to work towards. Then the community can run with that and remix it while all the rebuilding is being done by the team
I feel like the dragon in world gen 2 would be perfect for that since the path to get there feels like progression it just lacks an end
Simon @Simon_Hypixel · 3小时
The chapters will introduce some goals to work towards, yep! The lead designer and I have lots of experience with boss fights/ dungeon content, and as players, we even have a bunch of server/world firsts in WoW and other MMOs. In MC, we also did many experiments on the Hypixel network over the last few years. IMO, this is the easy part for us to design (however it's a lot of tech work). The hard part is the progression of the entire game while ensuring all the "activities", including end-game ones, all make sense in a sandbox game. This is what all sandbox games struggle with. If they go too deep into adventure, players play once and leave. If they go too deep with the sandbox, it doesn't appeal to the adventurers. We have a plan in motion; it will take a while to get all the elements in, but we will get there.
FYI, the entire crafting/progression is getting a massive overhaul, from crafting to exploration to end-game content. I don't think people understand how far we are going to go when I say overhaul. This is TRUE early access, and I've been warning people for months now!
I had to rebuild the entire team in just a few months, using an old version of the game that was going in a different direction, so its a lot of work, it's challenging, and fun.
I'm thinking many years ahead; my kids are 2 and 3, and my goal is for them to play a good game when the time comes.
Chippy @chippygamin... · 4小时
The second the game adds a boss or some quests it’ll shoot back up again! it’s just that right now the progression doesn’t lead anywhere so there’s no motivation to keep playing after a certain point.
With how big some of these ‘small’ updates are clearly shows the game was missing a lot of fundamentals so it makes sense why they’re priority right now
I’d being lying though if I said I didn’t hope for chest rebalancing and a temp boss or dungeon during this period, just to give extra motivation to jump in and try out/test some of these smaller features. Ultimately though, there’s no rush and it would be chasing a small win but I do personally think that it would have a positive knock on effect.
When it does eventually happen, the players will be back. The Hytale community hasn’t gone anywhere!
Simon @Simon_Hypixel · 4小时
Yeah, and any temp content could delay the real thing; it's hard to balance. I decided to take a long-term approach while ensuring the production speed remains very high. We have some big updates in the works and need the team to focus on them, along with major technical changes to enable some insane features that will set us apart.
Lots of our designers have deep endgame/progression mechanics experience, but you see none in Hytale right now because we are literally overhauling the entire game to prep the game.
FYI, the chapters (the bigger updates) will help until release; they are a bit of a hybrid purpose, serving the short term while also supporting the long term. Chapter 1 will take a bit more time, as we need to set the "template" for future chapters, but it will include new content and progression.
When we got the game back, there weren't many mechanics for the features we needed to make a good game. So we gotta build it all.
Okik Lmj @LmjOkik87011 · 6小时
Do you have solutions for this situation? There are very few players after the game's drop and people have stopped playing it. Do you have solutions to make Hytale attractive again? @Simon_Hypixel?
Simon @Simon_Hypixel · 6小时
The lower exposure right now is actually working in our favor. It gives me room to make major changes before I start pushing marketing and content updates. If we were still viral, I'd feel pressured into a path I don't want to take.
The game isn't where it needs to be, and it needs significant changes, including foundational ones. I'm not chasing short-term wins. I'm going for long-term success, and this is the right window to do that work before we release on other platforms.
We're in a strong position. We got enough sales to cover funding for the long-term vision, and we still have lots of players giving us feedback and bug reports every day.
This is, once again, true early access. It's a lot of fun to work on Hytale and be in this unique position! It's a dream come true; we can just make the game good and not worry about anything else.
I think once progression reaches a certain level of polish, which may be a Chapter 1 thing etc. It’ll give modders a through line that they can slot their creations into and then that will take some of the pressure off of the team. If there was an ‘end goal’ progression wise, modders could take players on different journeys to get there which could increase playability.
Doesn’t have to be an actual end, but just a cap on progression to give players a goal to work towards. Then the community can run with that and remix it while all the rebuilding is being done by the team
I feel like the dragon in world gen 2 would be perfect for that since the path to get there feels like progression it just lacks an end
Simon @Simon_Hypixel · 3小时
The chapters will introduce some goals to work towards, yep! The lead designer and I have lots of experience with boss fights/ dungeon content, and as players, we even have a bunch of server/world firsts in WoW and other MMOs. In MC, we also did many experiments on the Hypixel network over the last few years. IMO, this is the easy part for us to design (however it's a lot of tech work). The hard part is the progression of the entire game while ensuring all the "activities", including end-game ones, all make sense in a sandbox game. This is what all sandbox games struggle with. If they go too deep into adventure, players play once and leave. If they go too deep with the sandbox, it doesn't appeal to the adventurers. We have a plan in motion; it will take a while to get all the elements in, but we will get there.
FYI, the entire crafting/progression is getting a massive overhaul, from crafting to exploration to end-game content. I don't think people understand how far we are going to go when I say overhaul. This is TRUE early access, and I've been warning people for months now!
I had to rebuild the entire team in just a few months, using an old version of the game that was going in a different direction, so its a lot of work, it's challenging, and fun.
I'm thinking many years ahead; my kids are 2 and 3, and my goal is for them to play a good game when the time comes.
Chippy @chippygamin... · 4小时
The second the game adds a boss or some quests it’ll shoot back up again! it’s just that right now the progression doesn’t lead anywhere so there’s no motivation to keep playing after a certain point.
With how big some of these ‘small’ updates are clearly shows the game was missing a lot of fundamentals so it makes sense why they’re priority right now
I’d being lying though if I said I didn’t hope for chest rebalancing and a temp boss or dungeon during this period, just to give extra motivation to jump in and try out/test some of these smaller features. Ultimately though, there’s no rush and it would be chasing a small win but I do personally think that it would have a positive knock on effect.
When it does eventually happen, the players will be back. The Hytale community hasn’t gone anywhere!
Simon @Simon_Hypixel · 4小时
Yeah, and any temp content could delay the real thing; it's hard to balance. I decided to take a long-term approach while ensuring the production speed remains very high. We have some big updates in the works and need the team to focus on them, along with major technical changes to enable some insane features that will set us apart.
Lots of our designers have deep endgame/progression mechanics experience, but you see none in Hytale right now because we are literally overhauling the entire game to prep the game.
FYI, the chapters (the bigger updates) will help until release; they are a bit of a hybrid purpose, serving the short term while also supporting the long term. Chapter 1 will take a bit more time, as we need to set the "template" for future chapters, but it will include new content and progression.
When we got the game back, there weren't many mechanics for the features we needed to make a good game. So we gotta build it all.
Okik Lmj @LmjOkik87011 · 6小时
Do you have solutions for this situation? There are very few players after the game's drop and people have stopped playing it. Do you have solutions to make Hytale attractive again? @Simon_Hypixel?
Simon @Simon_Hypixel · 6小时
The lower exposure right now is actually working in our favor. It gives me room to make major changes before I start pushing marketing and content updates. If we were still viral, I'd feel pressured into a path I don't want to take.
The game isn't where it needs to be, and it needs significant changes, including foundational ones. I'm not chasing short-term wins. I'm going for long-term success, and this is the right window to do that work before we release on other platforms.
We're in a strong position. We got enough sales to cover funding for the long-term vision, and we still have lots of players giving us feedback and bug reports every day.
This is, once again, true early access. It's a lot of fun to work on Hytale and be in this unique position! It's a dream come true; we can just make the game good and not worry about anything else.