Dear Followers of EVE Online,
The past few months have been very humbling for me. I’ve done much soul searching, and what follows is my sincere effort to clear the air with all of you. Please bear with me as I find my way through.
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常见废话一段
The estrangement from CCP that many of you have been feeling of late is my fault, and for that I am truly sorry. There are many contributing factors, but in the end it is I who must shoulder the responsibility for much of what has happened. In short, my zeal for pushing EVE to her true potential made me lose sight of doing the simple things right. I was impatient when I should have been cautious, defiant when I should have been conciliatory and arrogant when I should have been humble.
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:我必须对CCP和玩家之间产生的隔阂负责,我非常的没有耐心来处理本该小心处理的问题+各种废话
This soul searching took me back to when EVE was just an idea. Bringing her to life in 2003 was, in many people’s minds, impossible. But we found a way because EVE is something unique in the world. Getting her to 100,000 subscribers was an even more fantastical feat. Before long, we were launching in China, making DUST 514, merging with White Wolf to build World of Darkness, building Carbon, growing the company to 600 people, increasing our subscriber count beyond that of the population of Iceland and on and on, one resounding success after the next despite earthquakes, volcanic eruptions and even a world economic collapse.
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2003年我们搞出EVE,它是独一无二的,还骗了10万人来玩,我们现在在搞1、2、3、4、5很牛逼。
Somewhere along the way, I began taking success for granted. As hubris set in, I became less inclined to listen to pleas for caution. Red flags raised by very smart people both at CCP and in the community went unheeded because of my stubborn refusal to allow adversity to gain purchase on our plans. Mistakes, even when they were acknowledged, often went unanalyzed, leaving the door open for them to be repeated.
You have spoken, loudly and clearly, with your words and with your actions. And there were definitely moments in recent history when I wish I would have listened more and taken a different path.
I was wrong and I admit it.
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然后我开始认为成功是必然的,开始变得傲慢。很多人都提醒过我各种问题,但是我,即使承认了那些问题存在,也没有真正主动去解决。
这时我的问题我承认。
Captain’s Quarters
Without establishments and meaningful activities to engage in, forcing players into a mandatory single-player Captain’s Quarters experience was a mistake. I mentioned earlier the perils of not getting the simple things right. Removing ship spinning was a negligent oversight and a clear sign that we had fallen out of touch with our community. The interiors for Incarna were so scoped down by our launch window that CQ was essentially a prototype feature that we foolishly promoted as a full-blown expansion. We underestimated our development time, set impractical or misleading expectations, and added insult to injury by removing something in which players were emotionally invested.
I fully empathize with your disappointment in CCP. We would have been much better off positioning Incarna as an optional technology preview that interested players could have experienced and helped us to refine. The tragedy here is that the team really did build solid technology and great art to support what you can see and did it in way that sets a strong foundation for building out the rest. The fact is, in spite of our missteps, they delivered some of the most amazing interior rendering and character technology in the industry, and their efforts deserve praise. The fact we didn’t leverage their achievement more effectively is my fault.
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船长的厕所
在没有有意义的活动的情况下就强迫玩家进入船长厕所是一个败笔。移除船只小模型是一个对于明显问题的玩忽职守,说明我们没有真正和玩家社区沟通。那个船长厕所不过是一个原型,但我们居然愚蠢到把它当作一个完整的功能来宣传。我们(再一次)低估了开发需要的时间。我很理解你们对于CCP的失望。
我们本该只把“在车拿”当作一个附属的功能来让玩家帮忙测试提高。我们的员工干得很好,可是不能利用好他们的成果是我的失败。
Virtual Goods
Next we arrive at our rather underwhelming virtual goods rollout. There was hardly anything to purchase initially, let alone to put the cost of the infamous monocle in perspective. The last thing we wanted to do was create the perception that all items in the store would be in that price range. Quite frankly, it was rather pointless to begin with because we did not have a multiuser environment in which players could show off their purchases. It was another feature that we rushed out the door before it was ready.
We also didn’t do enough to assure you that this wasn’t the beginning of a “pay to win” scenario in EVE. Let me be blunt: Unless the MMO business changes radically, our virtual goods strategy for EVE Online will remain limited in scope and focus on vanity items, or as we said after the CSM visit this summer: The investment of money in EVE should not give you an unfair advantage over the investment of time.
Though the introduction was clearly flawed, our plans for virtual goods are intended to make your playing experience better, not to disrupt it. From a strategic perspective, we had to take these first steps because monthly subscriptions are increasingly becoming a thing of the past. The culture of online gaming is changing, just as the notion of digital ownership did with music. If we don’t evolve our technology, our game design and our revenue model, then we risk obsolescence, and we just can’t allow that to happen to EVE or to our community.
钞票永远只能买衣服。虽然服装店各种毛病,但我们并不打算让AUR提供任何游戏上的优势。
Incarna
For the same reasons, Incarna—the real one with actual meaningful gameplay in it— will be a big step towards the future. For an experience that relies so much on emergence and human interaction, it’s remarkable that it’s taken us this long to actually put a face on it. Once Incarna hits its stride, EVE will be more personal, and thus more accessible to general audiences. Visual self-expression in a virtual setting is a core psychological component of gaming; most people need to see their avatars, or something vaguely humanoid, or else they don’t connect with the game. We were behind the curve and it needs to be addressed for the sake of EVE’s longevity. We have the technology. Now we need time to add the content that will bring more meaning to the gameplay—again, without disrupting the space combat simulator that many of you are, or at least were, very much in love with—and without delaying crucial improvements that this core experience desperately needs.
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在车拿
这个在车拿我们会继续开发,带来好处1、2、3、4、5、6。
这些东西不会延缓游戏的主要玩法的开发。作者: 飞云域血 时间: 10-7-2011 00:25
囧 沙发作者: 珈蓝二洛 时间: 10-7-2011 09:35 作者: 明镜非 时间: 10-7-2011 09:43
太长,说重点。作者: 珈蓝雪千杀 时间: 10-7-2011 09:43
我文盲了!作者: 混沌之鹰 时间: 10-15-2011 19:43
不理解火奴的翻译