天天动画片 > 八卦谈 > 转载:LOOKING BACK ON SENTINELS OF LIGHT(回顾光明哨兵事件)

转载:LOOKING BACK ON SENTINELS OF LIGHT(回顾光明哨兵事件)

八卦谈 佚名 2024-03-11 08:25:39

原链接:https://www.leagueoflegends.com/en-us/news/dev/looking-back-on-sentinels-of-light/

翻译来源:https://ngabbs.com/read.php?tid=29856582&_fu=41600200%2C1&rand=493


Hey all. As the year winds down and we reflect back on 2021, we wanted to talk about what we learned from the Sentinels of Light event this past summer. We want to own up to the fact that Sentinels missed the mark, and share how we'll use our learnings to help future big events.

(嘿。随着一年的结束,我们回顾2021年,我们想谈谈我们从今年夏天的光明哨兵事件中学到了什么。我们承认光明哨兵事件偏离了目标的事实,并分享我们将如何使用我们的经验来帮助未来的大事件。)

One EXTREMELY important note to keep in mind: We're focusing on LEAGUE PC's involvement, not Riot overall.

This is a long one, so here's a summary of our takeaways:

(需要注意的是:我们关注的是英雄联盟PC端的参与度,而不是拳头游戏的整体参与度。
这是一篇很长的文章,所以这里总结一下我们的收获:)

  • Event metagames need to be accessible to regular players, not just super engagers.

    • Pace big events so regular engagers feel like they'll be able to get through the main portion, with big grinds saved as optional challenges for hardcore folks

    • Streamline metagame design so players understand how to access everything

    • Ensure canon lore in particular is accessible without over-the-top gameplay grinding, and provide ways to access the lore outside of the metagame

  • Narrative and character tone need to match player expectations.

    • Keep simultaneous forms of storytelling consistent

    • Only incorporate faceless player stand-in characters when it makes sense, rather than by default

    • Don't bend champion characterization

  • In-client visual novels have scope limitations we need to respect

    • Use them to add color and detail to our biggest lore beats or provide specific windows into those stories, but not to deliver massive stories in their entirety

Ok, let's get into it.

(元游戏事件需要面向普通玩家,而不仅仅是硬核玩家。

  • 为大型活动设定节奏,让经常参与的玩家觉得自己能够完成主要内容,将大型刷分任务作为硬核玩家的可选挑战

  • 简化元游戏设计,让玩家了解如何访问所有内容

  • 确保玩家无需过度刷任务便能够了解背景故事,并提供在元游戏之外了解背景故事的方法

叙事和角色基调必须符合玩家的预期。

  • 保证同步叙事形式的一致性

  • 只有在有意义的情况下才会加入无名的玩家替代角色,而不是默认情况下

  • 不要扭曲英雄的特性

我们需要尊重客户端视觉小说的范围限制。

  • 使用它们为我们最大的故事主题添加色彩和细节,或为这些故事提供特定的窗口,但不是传递大量故事信息的主体

好了,我们开始吧。)

The idea

这个想法

Sentinels of Light was the culmination of League's first multi-month narrative event, beginning with Ruination at Season Start. This overall arc was our biggest expression of core Runeterra lore in League in ages. We tied together multiple new champion launches (Viego, Gwen, Akshan; originally Vex before her delay) and released skins depicting champions as they appeared during the events of the story.

We also wanted to push further on the success of Spirit Blossom's in-client visual novel and character interactions, using them as a way to let players interact with the Sentinels during the fight against Viego and add immersion to the standard event progression experience.

(《光明哨兵》是英雄联盟首个数月叙事事件的巅峰,以赛季开始时的破败之咒开始。这一整体弧线是我们在英雄联盟中对核心符文大地传说的最大展现。我们将多个新英雄组合在一起(佛耶戈,格温,阿克尚,以及薇古丝,虽然她被推迟上线了),并发布了皮肤描绘英雄出现在事件的故事。
我们还想进一步推动灵魂莲华的客户端视觉小说和角色互动的成功,利用它们让玩家在对抗佛耶戈的战斗中与哨兵互动,并为标准事件进程体验添加沉浸感。)

Learnings

(学习)

Event progression rate

事件进度

With Spirit Blossom in 2020, super high engagers completed all of Spirit Bonds in the first two or three days and then spent the rest of the event grinding Spirit Petals. For Rise of the Sentinels, we wanted to narrow that story progression gap between hardcore engagers and normal engagers. We designed Rise of the Sentinels so progress increased every week, meaning hardcore engagers would still complete the early content faster, but normal engagers would be mostly caught up by the time we reached the finale. We thought this'd also be a cool thematic representation of the Sentinels' momentum rising as they bolstered their ranks.

Ultimately, we ended up patching the event partway through to greatly increase progression per game played, which removed the impact of deciding which regions to visit first, as well as basing progression around the Sentinels to begin with. On the one hand, this was because we flat-out missed on event tuning: Not even the hardcore engagers were progressing at the rates we designed for. On the other hand, backloaded progression was a risky choice from the start. Even when tuned well from an event-long perspective, slow progress in the first few weeks can feel demoralizing. Normal engagers in particular can end up feeling like they have no shot at completing the story.

Our takeaway is that Spirit Bonds' backloaded grind was a better event experience, even though players completed the main portion of the event at radically different times. Faster upfront progress means that if you're playing at a regular pace, you're still immersed in the story and world from the start. You can quickly get a sense for whether the event interests you, and if it does, feel confident that you'll complete the primary stuff by the end.

For both regular engagers and the hardcore folks, we also need to be more diligent in our tuning to be absolutely certain players will progress at the intended rate.

在2020年的灵魂莲华事件中,超高参与度的玩家在前两三天完成了所有的灵魂事件,然后在剩下的时间里刷灵魂花瓣。对于《光明哨兵的兴起》,我们希望缩小硬核玩家和普通玩家之间的故事进程差距。我们设计《哨兵的崛起》时,每周的进度都在增加,这意味着硬核玩家仍然会更快地完成早期内容,但一般玩家会在我们到达结局时赶上进度。我们认为这是一个很酷的主题表现:随着更多角色的加入,哨兵的势头逐渐上升。
最终,我们最终在中途改进了事件,大大提高了每次游戏获得的进度,这消除了决定首先访问哪个区域的影响,以及基于哨兵开始的进程。一方面,这是因为我们错过了事件调整:甚至连硬核玩家也没有达到我们设计的速度。另一方面,向后加载进程从一开始就是一个冒险的选择。即使从长远的角度来看调整得很好,最初几周的缓慢进展也会让人感到泄气。普通玩家甚至会觉得自己没有机会完成故事。
我们的结论是,灵魂莲华的后续刷花瓣任务是一种更好的事件体验,尽管玩家在完全不同的时间完成了事件的主要部分。更快的前期进程意味着如果你以固定的节奏玩游戏,你仍然沉浸在故事和游戏世界中。你很快就能知道这件事是否让你感兴趣,如果你感兴趣,你就会有信心在最后完成主要内容。
对于老玩家和硬核玩家,我们也需要更加努力地调整,确保玩家能够按照预期的速度前进。

Gating lore behind gameplay

游戏背后的故事

While related to the last topic, this one warrants its own callout. We gated the Rise of the Sentinels story behind event progression so you would feel like a part of the fight against Viego. In part because of the harsh event tuning, but also as a general outcome of a progression-locked design, players had to play more games than usual to fully access the story. Many folks without extra time to play more League never experienced the conclusion themselves, and had to rely on outside sources to fill them in. Moreover, it positioned gameplay as an undesirable obstacle lore fans had to overcome to get to what they really wanted, worsening their relationship to League rather than improving it.

Our takeaway is that lore should be accessible, especially canon Runeterra lore. We'll avoid putting major canonical lore beats behind significant grinds in the future, and metagames like Rise of the Sentinels won't be the only way to access the lore.

(虽然与上一个主题相关,但它有自己的标注。我们在事件进程背后设置了《光明哨兵的兴起》的故事,这样你就会觉得自己是对抗佛耶戈战斗的一部分。部分原因是游戏的事件调整太过苛刻,但这也是锁定进程设计的普遍结果,玩家必须比平常玩更多游戏才能完全了解故事。许多没有额外时间玩英雄联盟的玩家从未体验过这一结局,他们只能依靠外部资源去填补这个空白。此外,它将游戏玩法定位为一个不受欢迎的障碍,粉丝必须克服这些障碍才能获得他们真正想要的东西,这只会恶化他们与英雄联盟的关系,而不是改善它。
我们的结论是,故事应该是可访问的,特别是传统的符文大地故事。我们将避免在未来将主要的符文大地故事放在重要的刷分任务之后,像《光明哨兵的兴起》这样的元游戏也不会是了解故事的唯一途径。)

Multiple versions of the story

故事的多个版本

This section will be a little tricky since it's about the overall Riot landscape, but we're only directly speaking to League PC's portion of how the story was told (Rise of the Sentinels in the client and the cinematics on the web).

For a long time, League PC was the only game shipping story content for the League Universe. This made it simpler to keep our narrative and storytelling consistent, though even then, we had challenges. As League has grown, more teams are telling stories in the League universe. We didn’t put the correct systems in place during that growth to maintain narrative cohesion among all these teams.

During Sentinels, we released four versions of the story through (1) Rise of the Sentinels, (2) the Ruination, Before Dawn, and Absolution cinematics, (3) Wild Rift's in-client Sentinels HQ, and (4) their Steadfast Heart comics. Each of these teams made changes to the story to fit their specific storytelling vehicle, though we tried to keep the same core story the same. And for the sake of final clarity, here's the core story:

  • Thresh resurrects Viego

  • Viego attempts to take the piece of Isolde's soul inside Senna, but Senna and Lucian escape

  • Lucian and Senna travel across Runeterra, attempting to stop Viego from collecting the other pieces of Isolde's soul. They encounter Ruined champions and recruit new Sentinels along the journey.

  • Akshan is one of those Sentinels. He had been training under his mentor Shadya, the Lost Sentinel. Shadya was recently murdered by a Shuriman warlord, and when we met Akshan, he was attempting to kill Shadya's murderer with the Absolver to resurrect her.

  • As Viego's quest nears completion, the Sentinels take the fight to him in the Shadow Isles

  • Senna willingly surrenders to Viego, as the piece of Isolde inside her insists it's the only way to save the world

  • Senna dies as Viego completes Isolde's soul and resurrects her

  • Isolde secretly tells Akshan to kill her, resurrecting Senna since the cause of her death was Isolde's soul leaving her body

  • The Sentinels defeat Viego

  • Thresh siphons the souls from the Ruination, gaining enough power to restore his human form and leave the Shadow Isles

An example of a non-core, but still impactful, detail that was changed to fit the medium was Rookie. Rookie was never given a canonical appearance (or gender, age, etc) in Rise of the Sentinels, so the cinematics team adjusted the story to make sense without Rookie, whom they had no way of showing.

Even for those of you who only experienced the League PC content, these adjustments made it unclear which version of the story was the 'real' one, and what the other versions were supposed to be. This led to a poor experience especially for hardcore lore fans, who were the main players we were building Sentinels for.

Our takeaway is that simultaneous forms of storytelling that support the same lore moments need to be consistent, rather than optimized for individual products. It's alright if one storytelling form can only tell a part of the story due to scope limitations, but that part must be consistent with the whole that's told elsewhere.

这部分会有点棘手,因为它是关于整个拳头游戏的情况,但我们只是直接谈论英雄联盟PC的故事讲述部分(客户端和网络上的动画)。
很长一段时间以来,英雄联盟PC是唯一一款面向英雄联盟宇宙发布故事内容的游戏。这让我们能够更轻松地保持叙述和故事叙述的一致性,尽管如此,我们仍然面临着挑战。随着英雄联盟的发展,越来越多的团队开始在英雄联盟中讲述故事。在发展过程中,我们并没有将正确的系统置于适当的位置,以保持所有这些团队之间的叙述凝聚力。
在光明哨兵事件期间,我们发布了四个版本的故事(1)《光明哨兵的兴起》,(2)《破败之咒》,《破晓雾深》,《光明乍现》动画,(3)英雄联盟手游客户端的游戏事件,(4)《刚愎之心》漫画。每个团队都会根据自己的特定叙述工具修改故事,尽管我们试图保持相同的核心故事。最后,为了清晰起见,我将讲述一个核心故事:

  • 锤石复活佛耶戈

  • 佛耶戈试图将伊苏尔德的灵魂碎片从赛娜体内抽离,但赛娜和卢锡安逃走了

  • 赛娜和卢锡安在符文大地中行动,试图阻止佛耶戈收集伊苏尔德灵魂的其他碎片。他们会遇到被破败之咒影响的英雄,并在旅程中招募新的哨兵。

  • 阿克尚就是那些哨兵中的一员。他一直在导师莎迪亚的指导下接受训练。莎迪亚最近被一个苏里曼军阀谋杀了,当我们遇到阿克尚时,他正试图用赦免者杀死杀害莎迪亚的凶手以使她复活。

  • 当佛耶戈的任务接近完成时,哨兵在暗影岛与他进行战斗

  • 赛娜心甘情愿地向佛耶戈投降,因为她体内的伊苏尔德坚持认为这是拯救世界的唯一方法

  • 赛娜死时,佛耶戈完成了伊苏尔德的灵魂并使她复活

  • 伊苏尔德秘密地告诉阿克尚杀死她,复活赛娜,因为赛娜的死是因为伊索尔德的灵魂离开了她的身体

  • 哨兵击败了佛耶戈

  • 锤石从破败之咒中汲取灵魂,获得足够的力量来恢复他的人类形态并离开暗影岛

菜鸟哨兵(玩家)是一名非核心但仍然具有影响力的角色。在光明哨兵的兴起中,菜鸟哨兵从来没有一个标准的外观(或性别、年龄等),所以动画电影团队调整了故事以使其有意义,因为他们没有办法显示这个菜鸟新兵。
即使是那些只体验过英雄联盟PC内容的玩家,这些调整也会让他们不清楚哪个版本的故事是“真实的”,以及其他版本应该是什么。这导致了糟糕的游戏体验,特别是对于硬核玩家来说,他们是我们创造光明哨兵的主要玩家。
我们的结论是,故事的同步叙事形式需要保持一致,而不是针对单个产品进行优化。由于范围的限制,如果一种故事叙述形式只能讲述故事的一部分,这是可以的,但这一部分必须与其他地方所讲述的整体保持一致。

Champion inclusion & visual novel scope

英雄包含和视觉小说范围

We wanted the Sentinels to feel like a rag-tag group of unlikely heroes from all over Runeterra that Lucian and Senna recruited by happenstance, rather than an ideal team carefully assembled over the course of years. While this premise works on paper, we weren't able to develop all the champions enough to succeed in practice. Even with 'only' about a dozen main characters in Rise of the Sentinels, many of them felt like they were kind of 'just there'. Players never really got the rag-tag sense we intended, so the 'unlikely' inclusions felt like bad fits, and champions who better fit Sentinel ideals (ex. Braum) felt like conspicuous absences.

In retrospect, the scope of a global Ruination was far beyond what we could deliver in a 5-10 hour visual novel. Most of the experience came in the form of dialogue between a handful of characters, which didn’t lend itself well to a world-encompassing battle. For example, many of you wanted to know what key leaders from the major regions (ex. Swain or Jarvan), were doing, even if they wouldn't realistically join up with the Sentinels. But if the Sentinels didn't directly encounter that leader, the visual novel didn't have satisfying ways to include them.

The global scope put immense pressure on the story and roster as well. Visiting every region and recruiting a Sentinel from each meant we couldn't spend too much time in any one region or include too many of its champions. The Shadow Isles suffered from this the hardest: Lore fans were left wondering about Yorick, Maokai, Kalista, and Hecarim, who all have ties to the Ruination storyline, but were minor characters or absent entirely.

Our takeaway is that metagames and visual novels can only go so far in paying off a big lore event. A feature like this can add color and detail to lore beats (like how the Council Archives supported Arcane), but it can’t carry the entirety of a massive story by itself. If we had done a story smaller in scope, maybe only including a couple regions with a tighter and better-developed cast of characters, we could have told a more satisfying slice of the overall whole. Dedicated storytelling mediums are better suited for broad-reaching narratives.

(我们希望光明哨兵感觉像是卢锡安和赛娜偶然从符文大地招募来的一群不太可能的英雄,而不是一个经过多年精心组建的理想团队。虽然这个前提在纸上是可行的,但在实践中我们却无法开发出足够多的英雄。即使在光明哨兵的兴起中“只有”十几个主角,他们中的许多人还是觉得自己“就在那里”。玩家从来没有真正感受到我们所期望的“乌合之众”感,所以“不太可能”的内容似乎并不适合哨兵的理想,而更适合哨兵理想的英雄(如布隆)则会让人觉得明显的缺席。
回想起来,符文大地的破败之咒范围远远超出了我们在5-10小时的视觉小说中所能呈现的范围。大多数游戏体验都是以几个角色之间的对话形式出现的,这并不适合一场围绕整个世界的战斗。例如,许多人想知道来自主要区域的主要领导人(例如斯维因嘉文四世)在做什么,即使他们实际上不会加入哨兵。但如果光明哨兵没有直接遇到首领,那么视觉小说就没有令人满意的方式包含他们。
全球范围也给故事和阵容带来了巨大的压力。访问每个区域并从每个区域招募哨兵意味着我们不能在任何区域花太多时间或包含太多英雄。阴影群岛的遭遇最为严重:联盟宇宙的粉丝们对约里克茂凯卡莉斯塔赫卡里姆感到疑惑,他们都与破败之咒的故事情节有关,但都是次要角色,或者根本就不存在。
我们的结论是,元游戏和视觉小说只能在一个大的传说事件中发挥作用。这样的功能可以为传说主题添加颜色和细节(如《双城之战》的议事会档案),但它不能单独承载整个庞大的故事。如果我们做一个小范围的故事,也许只包括一些拥有更紧密和更完善的角色阵容的区域,我们可能会讲述一个更令人满意的整体部分。专门的故事叙述媒介更适合广泛的叙述。)

Including Rookie

菜鸟

The player stand-in character was a tool we used in Spirit Bonds, and we used it again in Sentinels to give players a front seat to the action. Spirit Bonds made sense as an experience centered around your personal interactions because the Ionian spirits weren't pre-established, so you were literally meeting them for the first time during the event.

Unlike Spirit Bonds, though, Rise of the Sentinels was more about bringing the conclusion of the Ruination story to life—a story which for years had been told exclusively through champions you all have already gotten to know over the years. Routing the central perspective for the story through a new, faceless Rookie felt like we were stealing the limelight from the roster and distracting from the connections between champions you expected. This was exacerbated by dialogue choices often feeling formulaic and like they didn't lead to meaningful impact.

Our takeaway is that faceless player stand-in characters as a tool aren't something we should assume by default when developing visual novels, and that relationship-building doesn't have to always be the focus of them. Some of you suggested, for example, that we could've told Rise of the Sentinels through Lucian's or Senna's eyes, which still would've given that front seat experience without feeling like a deviation from previous Ruination narratives.

(玩家替身角色是我们在灵魂莲华事件中使用的一种工具,我们在光明哨兵事件中再次使用它,让玩家能够看到行动。灵魂行者作为一种以个人互动为中心的体验是有意义的,因为艾欧尼亚的灵魂不是预先设定的,所以你实际上是在活动中第一次见到他们。
但与灵魂莲华事件不同的是,光明哨兵事件更多的是将破败之咒故事的结局呈现给玩家——这是一个多年来通过玩家所熟悉的英雄所讲述的故事。将故事的中心视角转移到一个全新的、没有面孔的菜鸟身上,感觉就像我们从花名册上抢走了风头,分散了你所期望的英雄之间的联系。对话选择往往让人感觉公式化,并不能产生有意义的影响,这进一步加剧了这种情况。
我们的结论是,当我们在开发视觉小说时,我们不应该默认将不知名的玩家替代角色作为一种工具,而关系构建也不一定总是它们的重点。例如,你们中的一些人建议,我们可以通过卢锡安和赛娜的视角来讲述光明哨兵事件,这仍然会给人一种前排座位的体验,而不会让人觉得偏离了之前的破败之咒故事。)

Tone

语气

Narratively, the Ruination was a bleak story. We wanted to add some lighthearted moments and jokes to ease some of the heaviness and tension since Sentinels was a longer event, but it’s clear that we leaned too heavily into comic relief. This created a couple issues:

First, players felt like there weren't enough serious or neutral responses to choose from with Rookie’s dialogue choices. For these players, that prevented Rookie from accomplishing their role of feeling like a stand-in for the player.

Second, the tone was inconsistent from one scene to the next. Sometimes the story was dead serious with very high stakes, but other times it was comedy hour. This made it hard to get a feel for what kind of experience Rise of the Sentinels was supposed to be.

Third, it caused Rise of the Sentinels to underdeliver on the stakes and gravity of a global Ruination, the first world-level threat we've introduced in current Runeterra.

Our takeaway is that tone needs to be more consistent across an event. When the storyline calls for it, we should be comfortable with things being a lot darker and more serious, with only small moments of comedy rather than swathes of it.

从叙事上讲,破败之咒是一个凄凉的故事。我们想添加一些轻松的时刻和笑话来缓解一些沉重和紧张,因为哨兵是一个较长的事件,但很明显,我们过于倾向于喜剧缓解。这就产生了一些问题:
首先,玩家觉得在菜鸟的对话选择中没有足够的严肃或中立回应可供选择。对于这些玩家来说,这阻碍了菜鸟完成自己的角色,即感觉自己是玩家的替身。
第二,从一个场景到另一个场景的语气不一致。有时故事非常严肃,赌注很高,但有时是喜剧时刻。这让我们很难判断光明哨兵事件应该是什么样的体验。
第三,这导致光明哨兵事件未能充分发挥全世界的破败之咒的风险和严重性,这是我们在当前符文大地中引入的第一个世界级别威胁。
我们的结论是,整个活动的基调需要更加一致。当故事情节需要的时候,我们应该对更黑暗、更严肃的情节感到舒服,只有一小段喜剧而不是大片。

Mischaracterized champions

英雄的人物塑造

A specific sub-point of the above is that some champions felt like they were being portrayed inaccurately. Specifically, some dialogue options elicited responses like "My champion wouldn't say that." Several champions were called out as being too cartoonish, with Rengar as the biggest example and Pyke coming up a lot as well. The other frequently highlighted case of problematic characterization was Lucian in the early chapters. We wanted him to feel like his back was up against the wall because of the danger Senna was in, but he came off as cold, angry, and even cruel instead.

Our takeaway is that even when we're layering event-specific context onto champions, they still need to feel true to the core of their previous characterizations; they'll feel unnatural if pushed too far. The previous takeaway regarding tone will also help here, as there'll be less pressure for us to use champions as vehicles to add levity where it wouldn't organically appear in the first place.

(上面的一个次要观点是,一些英雄觉得自己被描绘得不准确。具体来说,有些对话选项会引发“我这个英雄不会这么说”的反应。一些英雄被认为太卡通化了,雷恩加尔是最大的例子,派克也出现了很多。另一个经常突出的有问题的描述的例子是前几章中的卢锡安。因为赛娜的危险,我们想让他感觉自己背靠着墙,但他却表现得冷酷、愤怒,甚至残忍。
我们的结论是,即使我们将特定事件的背景添加到英雄中,它们仍然需要忠实于之前的核心角色;如果逼得太紧,他们会觉得不自然。之前关于语气的结论也将在这里有所帮助,因为对于我们来说,为英雄添加轻浮感会减少压迫感,因为它本来就不会出现。)

Overly complex metagame systems

过于复杂的元游戏系统

Rise of the Sentinels featured ten Sentinels, each with one of two progression mechanics depending on the order you recruited them in. The in-client hub sent players from the central chamber to character bio pages to the world map and to region maps. For many players, this complexity created too high of a barrier to really get into the event.

As one particularly frustrating callout, some of you who played a ton of games in one sitting returned to the Sentinels hub to find that much of your progress was lost, because you unknowingly completed a region partway through the session and didn't know you had to choose another region to keep earning points.

Our takeaway is to streamline the design of future metagames; both mechanically and in terms of interface and experience. This doesn't mean less metagame content overall, just that metagame content needs to be less confusing to experience.

(光明哨兵的兴起中有10个哨兵,每个哨兵都有两种进程机制,这取决于你招募他们的顺序。客户端中心将玩家从中央房间发送到角色简介页面,再到世界地图和区域地图。对于许多玩家来说,这种复杂性创造了很大的障碍,让他们无法真正进入游戏。
作为一个特别令人沮丧的标志,一些人玩很多游戏再传送到哨兵中心,发现你的进度没有增长,因为你在不知情的情况下完成一个地区任务,并且你没有及时选择另一个地区继续进度。
我们的结论是,简化未来元游戏的设计;论是在机制上,还是在界面和体验上。这并不意味着总体上减少元游戏内容,只是元游戏内容需要减少体验上的困惑。)

Looking forward

期待

Sentinels of Light was the capstone to our first multi-month story arc, our first big, immersive lore event on PC in years, and our first lore event across multiple products at Riot. While there were a lot of things that could've been better, we do think there were things that went well. We're still happy to have launched an event at the same tier of scale as Spirit Blossom, including Ultimate Spellbook, our first new event game mode in years, and our first coordinated champion release across four Riot games at once.

Though it's a little cliche to say, the sheer amount of feedback we heard from you, and the depth and care reflected in much of that feedback, proved to us that there is an appetite for us to do more with League's universe and champions. Lore events in League of Legends are not dead.

We hope this post encourages those of you who were let down by Sentinels, and that our takeaways line up with what you'd like to see us do better next time. See you all in 2022!

(光明哨兵事件是我们首个历时数月的故事线的巅峰,也是我们多年来在PC上的首个大型沉浸式故事事件,也是我们在拳头游戏的多个产品上的首个故事事件。虽然有很多事情本可以做得更好,但我们确实认为有些事情进展得很顺利。我们仍然很高兴能够推出与灵魂莲华相同规模的活动,包括终极魔典,这是我们多年来的第一个新的活动游戏模式,也是我们第一次在4款拳头游戏中同时发布新的英雄。
虽然这么说有点老套,但我们从你们那里听到的大量反馈,以及这些反馈所反映的深度和关心,都向我们证明了我们渴望在英雄联盟的宇宙和英雄中做更多的事情。英雄联盟中的传说事件并未消亡。
我们希望这篇文章能鼓励那些对光明哨兵感到失望的人,希望我们的建议能让你下次看到我们做得更好。2022年再见!)


本文标题:转载:LOOKING BACK ON SENTINELS OF LIGHT(回顾光明哨兵事件) - 八卦谈
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