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Sony Online Entertainment ha pubblicato una "Tavola Rotonda" in video dedicata a EverQuest Next, la ristrutturazione totale del celebre MMORPG fantasy e in particolare a Landmark.
Il filmato è basato sulle domande raccolte presso la community del gioco, con le più votate dal pubblico che sono state prese in considerazione per questa Tavola Rotonda, in cui il senior brand manager Omeed Dariani assume il ruolo di intervistatore, mentre l'intervistato che risponde alle domande è il lead building and UI designer Jake Sones. Gli argomenti sono diversi ma in questo caso ruotano tutti attorno a EVerQuest Next Landmark, in particolare agli strumenti su cui questo si basa per la creazione dei contenuti.
Trascrizione
00:06I'm the senior brand manager for the EverQuest franchise. Welcome to the round table. With me today is lead building
00:13and UI designer, Jake Sons.
00:15So we asked the question, which of our tools in Landmark needs a little bit of love or are you
00:21having a difficult time with any of them? So why did we ask this question?
00:24Well, in the team internally, we don't really have a good outside view because we've been so focused on everything
00:32internally, we don't know where the player base is at.
00:35So every once in a while we like to ask these questions and take a poll and see if there's
00:39any glaring errors that we're missing or we're overlooking.
00:43Just basically making sure that because we're so used to using tools in so many different iterations of them that
00:49we don't miss anything.
00:50Exactly.
00:50And so what did the poll say? What did you take away from that?
00:55I was shocked at how even everything was. I thought for sure somebody was going to be like, you guys
00:59missed this one thing right here.
01:01I can't believe you screwed this up. But no, everybody's like pretty happy with what everybody has like feedback of
01:07where things are.
01:08But it's not laser focused on one thing. It's kind of spread out across anything, which is which is really
01:12good.
01:13Right. And I mean, it's to say like, we're really looking to see if if one of the tools needed
01:18more work than the others, right?
01:20Right. Right.
01:20And so in your blog posts, you talk a little bit about tweak mode. Can you tell us a little
01:24bit about that?
01:25Yeah, tweak mode was born out of a problem that we had with pasting large volumes, like pasting things from
01:31copy paste or from placing a template.
01:33And the issue is that in 3D space, it's really difficult to tell where exactly the thing that you're placing
01:38is going to be because it's attached to your mouse cursor.
01:40And as your mouse cursor moves around the 3D world, you can't get a good like sense of like, yeah,
01:44you can't look around the sides and things like that.
01:47That's precisely the problem is you can't look around the sides. So the only way to do that was to
01:51detach the preview from the mouse cursor.
01:54So that's what we do. When you hold down shift and click, the preview cursor will stay in the world
01:59at its current location.
02:00And then you can rotate around it and like inspect exactly where everything is. And then you can adjust it.
02:05When you do that, you have the same translate handles that you have on the prop tool.
02:10So you can translate it or rotate it and you have a little menu that lists out all the different
02:14things that you can do.
02:14And when you've adjusted it or tweaked it and exactly where you want to go, you hit OK and then
02:19it's committed.
02:20Yeah. And this is going to help people like me, I think a lot. So I'm always like off by
02:23one.
02:24Right. You know, just a little bit because, you know, I'm pretty terrible at building.
02:28Well, it's a difficult thing to do. You can't see everything from every angle.
02:31Yeah. Yeah. And so one of the other things I noticed a lot and not just on the round table
02:36question, but everywhere we see it is a request for more tools.
02:40Specifically one that was asked for or is asked for a lot is the cylinder tool.
02:44Yeah. And so where are we on that? What do we think about that?
02:46We actually have kind of like an internal debate on the team right now where there's a camp that really
02:50wants a cylinder tool.
02:51And there's a camp that says we've got all the tools that you can use to make a cylinder.
02:56Why do we need to add more? Because it is kind of a slippery slope.
02:59As we add the cylinder tool, then what's to stop us from adding, you know, four or five other tools?
03:03Yeah. A hexagon tool.
03:04Right. Exactly. We don't want to overwhelm you with things that you have the ability to do already.
03:08So on the other hand, we don't want to take too many steps to create a cylinder.
03:14Like if someone was new to the game and they don't know how to use all these different tools in
03:18conjunction with each other,
03:19they might not find a cylinder. So it's weighing these two different camps and trying to figure out exactly where
03:24we want to lie on that one.
03:26Yeah. And one of the argument points that I've heard internally that really resonated with me is if we had
03:33these like super specialized tools,
03:35players may never have discovered micro voxels.
03:38And, you know, like I'd love you to tell us a little bit about what those are because they took
03:41us completely by surprise.
03:43Yeah. We didn't know that the game could do this at all.
03:45And what it is is when you have a voxel and you continually smooth it down, it gets smaller and
03:50smaller into like this really teeny size.
03:52And once you have this teeny voxel, you can use it to make really detailed and intricate patterns that we
03:59didn't know that the system could handle something that finely detailed.
04:02Yeah. And players had been sort of requesting, you know, the ability to do more detailed work.
04:07Right.
04:08And, you know, our tool just wasn't, you know, allowing for it, but, you know, they found a way to
04:12make it work.
04:13They did, yeah.
04:13Right. And so, you know, one argument is if we stay with these more general tools, people will find ways
04:18to use them that we never would have.
04:20Right. And that will, you know, spur our development forward.
04:23Right. We want to have tools that people can experiment with that don't do just one specific thing, but have
04:29lots of uses.
04:30And so that's really what's kind of spurring this debate.
04:33And like you said, we love that people are playing around with these and the things that they're discovering are
04:38just seriously blowing our minds.
04:41Yeah. Yeah. And so what's next for the building and UI team? What are you guys working on in the
04:46short term?
04:46Well, in the short term, we're going to continue to look at all the tools that we have and continue
04:49to polish them and focus on each one tool at a time and make iterations on those until they're like
04:56super easy to use and flawless.
04:58And from there, we're just going to listen to the community and see what they're saying about that and which
05:03direction they want to go.
05:04Yeah, absolutely. And, you know, like this question was one of those first requests for feedback.
05:08And, you know, certainly through Twitter, through Roundtable, through a lot of different ways, you'll see us asking for more
05:13of these.
05:14So, you know, thank you very much for joining us, Jake.
05:16And thank you guys for helping us out with the Roundtable.
05:18Thanks, guys.
05:19We'll see you next time.
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