历史与人物graybeardgames.com
《暗黑破坏神》原始提案文档(1994)
Original Diablo Pitch Document (1994) [pdf]
2016 — 2018,它一次次回到首页
黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。
导读
这份 1994 年的原始提案文档展示了《暗黑破坏神》早期的设计构想:回合制、六边形网格移动、随机生成关卡以及大量种族/职业组合等。最终成品改成了实时制,并依靠美术、音乐和整体氛围成为经典。文档因 GDC 上一场《暗黑破坏神》postmortem 讨论而重新受到关注。
为什么经久不衰:它让今天读者看到经典成品背后与最终版本大相径庭的原始蓝图,也提醒人们真正迷人的游戏气质往往很难写进提案文档。
HN 评论精选
GDC 的 postmortem 促成了文档公开,并提到开发趣闻和粉丝补票。
上周 GDC 有一场《暗黑破坏神》的 postmortem,正是发布这份设计文档的契机。演讲者(暴雪北方的联合创始人)还问观众想不想看原始文档。Gamasutra 对那场演讲有不错的整理报道……里面有很多关于游戏开发和公司的趣闻。问答环节还有个温馨时刻:一位当年盗版《暗黑》的粉丝走上台,给了他们一些钱。
Reedx查看英文原文
At GDC last week there was a Diablo postmortem, which was the impetus for posting the design doc. The speaker (Blizzard North's co-founder) rhetorically asked the audience if they wanted to see the original doc. Gamasutra has a good writeup of that session: http://www.gamasutra.com/view/news/268507/20_years_later_David_Brevik_shares_the_story_of_making_Diablo.php Lots of interesting tidbits about the game's development and the company. Oh, and there was a nice moment during the Q&A - a fan who pirated Diablo back in the day walked up to the stage and gave them some money.
早期提案文档读起来更像通用 Roguelike,与成品的实时 ARPG 印象相差很大。
第一页听起来像是在描述任何一款 Roguelike:最终目标/Boss、随机生成关卡、大量种族/职业组合、回合制网格移动、越深越危险、角色成长、用魔法宝物提升能力。也许我只玩过《暗黑2》及以后,但这听起来不太像我记得的《暗黑》,尤其是回合制?
njharman查看英文原文
1st page sounds like it's describing every/any rogue like. end goal/boss, random generated levels, lots of race / class combos, turn based gridded movement, increasing danger with depth, improving characters, magic treasures to improve player capabilities. Maybe I only played DII+, but that doesn't sound like much like diablo that I remember. esp turn based?
原始设计为回合制/六边形网格,因技术困难改为实时;插图来自《地狱辞典》。
提醒没读过提案的人:《暗黑》最初的设定是回合制。但六边形移动系统让程序员非常头疼,最终他们决定改成实时制。现已关停的 Gametrailers 曾做过很棒的暗黑系列回顾……补充:我还觉得文档里的一些侧边插图眼熟,它们取自《地狱辞典》的插图。
AdmiralAsshat查看英文原文
Worth noting to those who haven't read the pitch: the original design for Diablo was turn-based. The hexagonal movement system was causing a huge headache for the programmers, however, and eventually they decided to make it real-time. The now-defunct Gametrailers did an amazing retrospective on the Diablo series at some point: https://www.youtube.com/watch?v=83bFa9qL8XQ EDIT: I also thought some of the side illustrations looked familiar. They are taken from some illustrations for the Dictionnaire Infernal: https://en.wikipedia.org/wiki/Dictionnaire_Infernal#/media/File:Bael.jpg https://en.wikipedia.org/wiki/Dictionnaire_Infernal#/media/File:Astaroth.jpg
成品的魅力主要来自氛围和音乐,而这些在提案文档中几乎看不到。
《暗黑破坏神》的出色之处在于游戏氛围。我认为它在整体氛围和游玩感受方面是最好的游戏之一,所有元素完美配合,带来独特的体验。尤其是音乐,Matt Ulemen 创作了大师级的配乐!PS:有趣的是,读这份提案文档时,我完全没看到那些营造独特氛围的缥缈要素。有趣的是,这类提案只靠对玩法的干巴巴描述来评估,别的什么都没有……
haddr查看英文原文
The excellence of Diablo lies in the atmosphere of the game. I think it is one of the best games in terms of the overall atmosphere and that general feel of play. All the pieces work perfectly together to deliver this unique sensation while playing the game. Especially the music. Matt Ulemen has created a masterpiece soundtrack! PS. It is very funny that reading this pitch document I haven't noticed any of that ephemeral things that build this unique atmosphere. Funny how such pitches are evaluated only on the sole raw description the gameplay and nothing else...
历次讨论
同类还值得读
开发者无薪坚持完成 Mac 图形计算器:一个秘密项目的故事
Dev stays without pay to finish Mac Graphing Calculator as skunkworks project
苹果 Mac 图形计算器(Graphing Calculator)开发者的亲述:在项目被砍后,几位工程师在没有报酬、没有正式授权的情况下,以“地下项目”方式偷偷留在公司把软件做完…
历史与人物上首页 6 次 · 2009–2022pacifict.com理查德·费曼与 Connection Machine
Richard Feynman and the Connection Machine
长文回忆费曼晚年参与 Connection Machine 并行计算机项目的经历:他分析路由器、用自创的并行 Basic 编写 QCD 程序,也涉足细胞自动机等主题。
历史与人物上首页 5 次 · 2010–2021longnow.org编辑精选负 2000 行代码
-2000 Lines of Code
folklore.org 上 Andy Hertzfeld 记录的一则苹果 Macintosh 开发轶事:Bill Atkinson 被问到写了多少行代码时,回答“-2000 行…
历史与人物上首页 4 次 · 2014–2022folklore.org编辑精选Dennis Ritchie 的第一版 C 编译器(约 1972 年)
Dennis Ritchie’s first C compiler (c. 1972)
这个 GitHub 仓库保存了 Dennis Ritchie 约 1972 年编写的最早 C 编译器源码,是 C 语言和 Unix 早期历史的一手材料。
历史与人物上首页 4 次 · 2013–2025github.com一位破解赛马密码的赌徒
A Gambler Who Cracked the Horse-Racing Code (2018)
彭博社 2018 年的长篇特写,讲述数学家 Bill Benter 如何用统计模型和算法在赛马博彩中持续盈利、累计赢得近十亿美元的故事。
历史与人物上首页 4 次 · 2018–2024bloomberg.com