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  • Valve's Choice - CS:GO operation breakout
    [GameNews] 2014. 9. 3. 23:02
    Theme / Aesthetic Quality -- 주제 / 미적 우수함


    Maps should succeed at bringing players into the game by presenting an attractive and visually appealing space. Strong aesthetic quality should make players happy to spend time in the map, independent of gameplay considerations. This criteria may include a cohesive theme for the map, or a consistent style that helps players fulfill a fantasy. A good-looking map with a high level of polish that matches the quality of the official maps is a requirement, but a map with an interesting or unique core theme with spaces that feel like a real place, is of significant value. Our goal is not to dismiss any map out of hand, but rather to ensure that Operations include great-looking maps with consistent aesthetic quality.

    플레이어들을 시각적으로 자극하고, 이끌리게 하는데에 있어 성공적인 맵이어야 합니다. 게임플레이의 요소들과는 무관하게, 플레이어들이 맵을 사용하면서 행복감을 느끼게 해줄 강한 미적 우수함이 있어야 합니다. 아무래도 맵을 이루는 주제나, 일관된 양식으로 플레이어들의 환상을 만족시켜야 할 것입니다. 공식 맵으로서 어울리게 높은 수준으로 처리가 잘 된 맵은 필요조건이지만, 실제 장소에 있는 듯한 느낌이 들게하는 흥미롭거나 고유한 중심 주제가 있는 맵은 매우 중요한 가치입니다. 우리의 목표는 갖고 있는 맵들을 버리는 것이 아니라 작전에 지속적으로 높은 수준의 미적 감각이 있는 멋진 맵들을 보장하는 것입니다.


    Gameplay / Fun / Retention - 게임 플레이 / 재미 / 유지력


    If great visuals bring players in, great gameplay gets them to stay. When players are challenged or are having fun on a map, they will choose to play on the map over and over again. This is called Player Retention and is achieved by creating a map that is balanced, has lots of opportunities for a player/team to learn new strategies, develop new skills or have fun, new experiences. Ideally we want CS:GO’s maps to enjoy extended popularity due to strong gameplay even after the initial fantasy has waned. This will ensure that a map will stick around and keep players happy for a long time. Maps that don’t objectively meet these criteria will score poorly in this area. 

    좋은 풍경이 플레이어를 불러들인다면, 우수한 게임 플레이가 그들을 계속 있게 할 것입니다. 플레이들이 어떤 맵에서 서로 경쟁하거나 재미를 느낀다면, 그 맵에 계속해서 있을려고 할 것입니다. 이를 플레이어 유지력이라고 하며 맵이 어느 팀으로도 치우치지 않게 함으로서 이 유지력이 형성될 것이며, 많은 플레이어와 팀들이 새로운 전략 및 기술을 개발하고 재미, 경험을 느낄 수 있도록 기회를 줄 것입니다. 이상적인 목표로는 우리는 카스고의 맵들이 강렬한 게임플레이로 인기를 이어나가 처음의 환상이 약해져가더라도 지속적으로 즐길 수 있게 하는 것입니다. 맵들이 객관적으로 이러한 기준들을 만족시키지 못하면 이 범주에서 별로 좋은 점수를 받지 못 할 것입니다.



    Playtime / Interest - 플레이 시간 / 흥미


    Community play time for workshop maps is a primary driving factor for determining map popularity, but community interest also plays a factor. Interest is a combination of a bunch of components including workshop ratings and community discussion, but (if applicable) we value how many people are currently playing a map and how much they play it as the most important factor in this category. The Playtime / Interest category is considered a wildcard category for us and will multiply the value of the first two categories, but can't make up for a map that scores very low in them.

    커뮤니티 유저들의 플레이 시간은 워크샵 맵의 인기의 첫번째 결정적인 요소이지만, 또한 커뮤니티 유저들의 흥미 또한 요소가 됩니다. 흥미란 수많은 워크샵 추천과 커뮤니티의 토론들의 복합적인 요소이지만, 적용할 수 있다면 얼마나 많은 사람이 맵을 플레이하고 있는지, 그 사람들이 얼마나 많이 맵을 즐기는지도 이 범주에서 중요한 요소로 평가합니다. 우리에게 플레이타임 및 흥미는 비교적 알 수 없는 범주라 앞 두 범주들의 곱으로 평가하지만, 그렇다고 이 범주가 두 범주사이에서 낮은 점수의 범주가 되지는 않습니다.



    아래는 맵을 제작하거나 워크샵에 제출할 때 관련된 질문과 답변입니다.



    FAQ
    My map wasn’t selected for this Operation, is it possible it’ll make it into a future operation?
    Yes. If a map meets the bar on the criteria above, but did not get selected, it is still eligible to be included in future operations. 

    Will my map be considered for an Operation if it is not uploaded to the workshop?
    No. Maps need to be on the CS:GO workshop to be considered in an Operation. Additionally, they need to be in a “shippable” state before Valve make the map picks for the upcoming Operation. Ideally, the map has also been played a bunch by the community and has gone through a lot of rounds of feedback and iteration.

    But if it meets the bar and was submitted to the workshop on time, why wasn't it selected?
    When the group of maps are selected for an Operation, the maps are selected so that they work as a collection. Our goal is to provide a collection of strong maps that have good gameplay variety and unique visuals that appeal to different groups of people. If your map meets the bar, but wasn't selected, it may have not fit well with the group selected and will be considered next time.

    How important is “theme” in a map?
    We consider theme to be very important. We tend to see a lot of maps that all have similar themes (warehouses, generic industrial, generic factories, etc) or maps that tend to heavily share themes with maps we’ve already shipped. Creating a map with a unique theme will help your map stand out to the community and will increase your chances of getting noticed/selected.

    Will non-Classic (arms race, demolition etc.) maps ever be included in an Operation?
    There are a lot of great non-Classic maps on the Workshop and we’re working on ways to include them in future Operations while still generating enough revenue for the map authors, but for now, we’re only including maps that support Classic modes. 

    What’s more important: New and novel features or tried and true familiar gameplay?
    The short answer is that they are both equally important and different types players will value them differently. Players who have been playing for a long time have built up a lot of skills and expectations and playing a map that feels “familiar” to them is very important. But on the other hand, there are a lot of players who value new experiences which they can share with their friends and have fun. Producing a map that is both new and incorporates familiar things from classic maps is a good goal when producing a map.


    출처: 루리웹 유저정보 게시판

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