Simon:聊聊小游戏标签的想法

  • 购买游戏时,在支付界面使用创作者代码 HytaleCN 以表示对中文社区的支持,这对我们来说十分重要,感谢您的支持!(点击查看示意图
原文链接
https://x.com/Simon_Hypixel/status/2054336588260254018
作者
Simon
译者
ETW_Zero
转载许可
允许规范转载。转载须注明原文链接、作者、译者、所属平台(HytaleCN)。
以下是我对小游戏标签页(将位于模组标签页之后)的构想:我们官方自己的 Hytale 小游戏,与社区创作的游戏并列呈现。这意味着社区将成为三大支柱的一部分:小游戏、模组和服务器。

重要的是,优秀的小游戏不能淹没在芜杂的信息中。如你所料,在小游戏标签页上发布游戏的门槛会高于其他标签页。可以想象一下经典的光环自定义游戏场景:一小批由才华横溢的作者在游戏内直接打造的、具有深度和重玩性的小游戏(如“感染”等),那种能让人们数年如一日反复游玩的内容。实际上,DotA最初就是魔兽争霸 3 的一张自定义地图。只要有合适的工具,社区模组作者就能催生出完整的游戏类型,而玩家只需与朋友一起轻松加入即可。

最近的比赛让我意识到目前小游戏模组存在一个问题:它们有点复杂,不能即点即玩。本应超级简单才对。我们将通过小游戏标签页以及对游戏内模组浏览页面的其他改进来解决这个问题。

我们的设想是:你不需要团队,不需要基础设施。你可以用一个周末的时间制作一个有趣的小游戏或短篇冒险,交给我们,一旦通过审核,它就会被推送给玩家。玩家将能够支持他们喜爱的游戏背后的创作者,所以如果你的作品火了,那对你来说是真正的成功。无需租用服务器,无需运维操心。玩家面前没有付费门槛或变现机制,只有按成本提供的官方外观物品作为可选支持,仅此而已。模组作者无需为此费心,只需专注于制作有趣的小游戏。

这也能极大地帮助社区服务器。一个服务器团队可以将一个打磨好的小游戏投放到标签页中,作为赠予玩家的礼物,同时也为那些想要更多内容(成长、社区等)的人打开一扇通往他们完整服务器的大门。只需构建一次,通过我们发布,然后等待玩家主动找上门来。

玩家如何加入:一键与好友点对点游玩,实现即时的休闲对战;或者加入由我们托管并管理排队队列的房间。同一个“开始”按钮,下方提供两种路径选项。

几点说明:
  • 这是方向愿景,而非发布日期。具体细节待定。实现这一目标还需要一些时间。
  • 快速、基于会话的游戏位于小游戏标签页。持续世界和重度成长体验的游戏位于服务器浏览器。面向不同场景。
  • 把关很重要。我宁愿推出几款优秀的小游戏,也不愿上线一万款被人遗忘的游戏。
欢迎提出你的建议!

关于每个标签页和冒险模式的愿景现已明晰,并正在推进中。随着时间的推移,它还会不断进化,但作为第一版,这是一个不错的起点。一如既往,在朝着完整愿景迈进的过程中,我会虚心听取建议和反馈。

我们现有的团队有能力实现这一切;我们(包括我在内!)只需要一些耐心,终将达成目标。

未来几周将招聘超过 20 人,以加速推进。现在是扩充内容的时间了!



原文:
My vision for the minigames tab (which would come after the mods tab): our own official Hytale minigames, with community-made games sitting right alongside us. That means the community would be part of the big 3: Minigames, Mods, and Servers.

It's important that we don't see the great minigames getting lost in the noise. The bar for putting a game on the tab will be higher than for other tabs, as you might imagine. Think the classic Halo custom games scene: a small set of deep, replayable minigames that talented authors built right inside the game (Infection, etc), the kind of stuff people came back to for years. DotA literally started as a Warcraft 3 custom map. Whole genres can emerge from community modders when the right tools are in place, and players can just jump in with their friends.

The recent contest made me realize we have a problem with current minigame mods; they're a bit complicated to just jump in and play. It should be super simple. We'll fix that with the minigame tab and other changes to the in-game mods browser page.

The idea is that you don't need a team. You don't need infrastructure. You could build a fun minigame or a short adventure over the weekend, hand it to us, and it will go to players if it's approved. Players would be able to support the creators behind the games they love, so if your thing pops off, that's a real win for you. No servers to rent, no ops to babysit. No paywall or monetization in the face of players, just optional support for official cosmetics at our cost, that's all. No need for modders to think about it, they just focus on making fun minigames.

This can greatly help community servers too. A server team can drop a polished minigame into the tab as a gift to players and as a doorway back to their full server for anyone who wants more (progression, community, etc). Build it once, ship it through us, let the players come to you.

How players hop in: peer-to-peer with friends in one click for instant casual play, or in a session we host and manage the queue for players. Same Play button, two lanes underneath as options.

A few notes:
- This is the direction, not a release date. Specifics when they're locked. It will take a while to get there.
- Quick session-based games live on the minigame tab. Persistent worlds and progression-heavy experiences live in the Server Browser. Different surfaces.
- Curation matters. I'd rather ship a few great minigames than 10,000 forgotten ones.

Let me know your suggestions!


All the vision for each tab and adventure is now clear and being worked on. It will evolve over time, but this is a good starting point for v1. As always, I'll be open to suggestions and listen to feedback as we work towards the full vision!

The team we have can deliver it all; we (including me!) just need some patience, and we will get there.

Hiring over 20+ people in the next few weeks to accelerate. It's CONTENT time!