魂狼下载:专业免费游戏下载中心

《星际争霸2》宏观与微观

编辑:admin 时间:2012-03-01 10:40:24 来源:魂狼

游侠会员:zhmwwl 原创
    There has been much criticizing about Starcraft 2, and the controversial debates go as far back as the game s announcement.  One of the main complaints about the new game is the upgraded User Interface (UI).  Interface additions, such as the  -unused-SCV button, auto-mine, and Multiple Building  ion (MBS) cause the subsequent arguments of decreasing macro and micro.
    星际2公布以后,就有很多争论一直围绕着它。其中之一就是关于新的游戏界面(UI)。就像是闲置农民的按钮,自动采矿,还有多建筑选定(MBS)这些新增的东西也引起了后来关于宏观与微观的争论。
    These arguments stand on solid ground and every person has their own equally good arguments that express their opinions regarding the new UI.  This article will discuss the major issues that have been brought up, especially MBS, a feature that allows a player to   a group of buildings.  The article will also show the differences and similarities between the Micro and Macro within Starcraft and Starcraft 2.  Hopefully, by the end of this article, the concept of Micro and Macro will have been thoroughly explored to pro vide a deeper insight on all strategy games.
    这些观点都是有理的,每个玩家都有自己独有的论据来证明他们关于新界面的观点。本文将会讨论现在的主要的论点,尤其是多建筑选定,它可以允许玩家选中一组建筑物。这篇文章也将阐述星际1与星际2中的微观与宏观的异同点。希望在文章结束后,微观与宏观的概念将会被充分挖掘来对所有策略游戏都有一个更深层次的观察。
What is Macro and Micro?
什么是宏观与微观?
    Macro and Micro are two concepts that define Strategy gaming.  Briefly put, Macro is the name of all the actions during a strategy game relating to the mindset of the player, the economy of the match, and the overall strategy that a player has.  Micro, on the other hand, relates to the small details within a game, such as  ing units, de ing units, giving a group of units actions to move and attack, using abilities etc. etc.   Basically, Macro defines the overall strategy that a player has while Micro defines the itsy-bitsy details within that plan.  Having both strong Macro and strong Micro is essential for a good game player.
    宏观与微观是定义策略游戏的两个概念。简单地说,宏观是策略游戏中与玩家的想法相关的所有动作的统称,游戏的经济还有玩家的全部策略。从另一方面来讲,微观就是和游戏细节相关的东西,就像选择建筑,取消选择建筑,为一队单位下达移动或者攻击的命令,使用技能,等等。基本上,宏观决定了玩家的整体策略,而微观则是那整个策略内各个细节。同时拥有很好的宏观意识和强大的微观操作对好的玩家来说很重要。
 
    In Starcraft, Micro and Macro was carefully balanced to produce a sensational battling experience.  The complicated maneuvers and mouse control required to pull off top Micro moves and the awesome focus needed to hold a strong Macro position was just enough to give anybody a thorough mental workout from just one match.
    星际争霸里,微观与宏观被仔细地平衡过以产生极好的战场经验。复杂的策略和鼠标的操作需要将微操推向极致,而需要强大宏观意识的高度的集中力只够支持一场比赛。
Macro
宏观
    Macro in Starcraft consisted of managing economy, unit building, and controlling your overall strategy plan.  It was very consistent throughout each race.  The Protoss had to manage their probes and their building warping, being careful to watch their supply as well as constantly building and “teching” up.  The Terrans and the Zerg did the same, with slight variations in the relationships between supply and building area.  Also, Starcraft players had to constantly make decisions about their strategy and overall method of winning.  Making correct decisions based on their opponent’s actions was very important.  If, within a game, an opponent decides to create many ground troops, one must realize this from a Macro standpoint, changing his/her strategy to allow them to gain the upper hand.
    宏观就是星际中经济控制,单位建造,以及实行你的策略。每个种族都自始至终贯穿这些要点。Protoss必须管理他们的探针和他们的建筑传送;在造建筑以及攀科技的同时都要注意自己的经济。Terran和Zerg也一样,但是在经济与建造范围上有着一些不同。另外,星际玩家需要不断地做出与他们获胜的策略相符的决定。根据对手的行动作出决定也很重要。在一场游戏里,如果对手决定建造大量地面单位,那么你就需要从中改变他/她的战术来获得优势。
 
  Overall, Macro in Starcraft was quite simplistic in theory: Managing your economy, your buildings, and the effectiveness of your bases while deciding upon an overarching strategy that will ultimately allow you to reach your goal, defeating your opponent.  Nevertheless, it was still difficult to do in reality.  While one focuses on the every second events of a match (Micro), it is quite difficult to take a second to think about your strategy and watch your economy.  As such, what once seemed like an easy task clearly becomes a difficult one when applied.
  总的来说,星际中的宏观性在理论上其实很简单:管理经济,建造,而在决定具有弹性的战术时,你基地内的效率将会最终引领你走向胜利,击败对手。然而,实际上却很难做到。当一个人将精力集中在比赛的每一秒的动作中(微观),这样你就不会有时间去思考你的战术和经济。就这点而论,看上去简单的事情实践起来会变得很难。
For MBS
支持MBS的论据 Against MBS
反对MBS
Modernizes the UI and will be balanced out with increased difficulty in Micromanagement.
让操作界面更人性化,与增加了微操难度取得平衡。 Simplifies the UI to such a degree that the Macro of the game becomes too easy.
简化操作界面到这么一个程度,会让游戏的宏观操作变得过于简单。
Releases tension off the boring aspects of Starcraft (mining, building) for the more exciting and meaningful aspects of the game.
让星际争霸当中的无聊操作(采矿、造建筑)的紧张感下降,从而增加游戏当中有意义操作的兴奋刺激感。 Causes the game to emphasize Micro and less Macro.
会让游戏强调微操而缺乏宏操。

Will increase the mastery curve because real pro-players will utilize MBS well, exploring other ways to play not available in Starcraft.
会增加游戏的精通优势曲线,因为真正的竞技选手会很好地利用MBS,而发掘其他星际争霸所没有的操作、战略、游戏方式。 Will cause the mastery curve to become shallow.
会导致精通优势曲线变浅,精通带来的优势太少。
These reasons are quite argumentative and definitely subject to change as Starcraft 2 undergoes extensive testing by the Blizzard Development Team.
这些理由都是最具有争议性的,并肯定是星际争霸2开发进程当中又一可能会改变的主题。
 
Micro
微操
   Micro is the twin brother of Macro.  Rather than being similar to Macro, however, Micro is the complete opposite about the same things.  In Micromanagement, the player would focus on the events occurring within a game every second.  As such, in Starcraft, Micromanagement would consist of handling many control groups (of 12 units) very well, constantly building many units from barracks, gateways, hatcheries etc. etc.,  ing and de ing things, and “clicking very fast.”  A person’s APM (Actions per Minute) Ratio can be said as a determinant of how good a Starcraft player’s Micro is.  The faster APM you have, the more you’ve been clicking, and the more you have been “Micro-ing”.
    微操就有如宏操的孪生兄弟一样。与宏操不一样,微操是完全相反的东西。在微观操作里,玩家会着重于把焦点聚集在游戏的每一秒钟。因此,在星际争霸里,微观操作的构成应为良好地操控无数个单位组(一组十二个单位),不间断地在人族兵营、神族兵门、虫族巢穴等建筑里造出大量士兵,选择和取消选择各种东西,以及“超快速的点击”。一个人的APM(Actions per  Minute,每分钟操作数)是一个影响该玩家星际争霸水平的重要因素。拥有更高的APM,点击的次数更多,意味着你更多的时候都是在“微操”当中。
   Many of the top Starcraft players have a very high APM.  Most of them have great Micro skills, so they can control their base very well.  Micro is an essential thing within the game of Starcraft.  Being able to quickly hotkey many units, switch between them, and concentrate at what your units are doing is not the easiest task.  Being able to do it well results in great skill as a gamer and as a hard mental worker.  It is a skill that takes several practice rounds and constant play.  Nevertheless, once achieved, your Starcraft skill level skyrockets!
    很多顶尖的星际争霸玩家都有非常高的APM。他们当中大部分都有非常出色的微操技巧,因此他们可以很好地操作他们的基地。微操是星际争霸游戏当中必不可少的元素。能够快速利用快捷键对单位进行操作,在单位之间进行切换,并集中注意你的单位都在做什么,这样的工作可不简单。能够以出色的技巧、过硬的心理计算,对场面进行总结。这样的技巧必须要无数次的时间和发挥。而一旦实现,你的星际争霸水平将一飞冲天。

Micro and Macro in Starcraft 2: MBS
星际争霸2当中的微操与宏操:摸不死
My Humble Opinion
本人愚见
——(笔者:这人怎么用褒义词来谦虚……)

   In my humble opinion, MBS is definitely a requirement for Starcraft 2.  It modernizes the game while lowering the learning curve for newer players.  However, I don’t believe that it decreases the game’s difficulty.  With increased abilities and mechanics for every race, a player will still be well tested as he constantly tries to keep up.
   在本人的愚见当中,MBS必然是星际争霸2当中的一个必须元素。它让游戏更为现代化,降低了对新手的入门要求。然而我并不认为它会降低游戏的难度。各族都有添加技能和技巧,玩家依然需要深入了解到游戏里面才能玩得好。
   Also, Starcraft pro-players aren’t “pro” for no reason.  If MBS does simplify the game in a way that can’t be regained through extra abilities or mechanics, then the difficulty can be regained with an increase in tactics.  The increase in units that allow players to maneuver the map with less difficulty than ever before and the increase in simplicity that allows players to build units efficiently will spawn tactics never possible in Starcraft: Brood War.  With their minds off building many units efficiently, pro-players may have time to  ute more tactics in more combinations.
    同时,星际争霸的职业竞技选手并不是“职业”得毫无理由。如果MBS真的让游戏变得简单了,无法利用新的技能和技巧来弥补,那么难度将会在战术方面得以弥补。新增加的操作系统会让玩家比往常任何时候都更容易调动自己的部队,同时简化能让玩家更容易、更有效率地暴兵,而星际争霸:母巢之战则从不可能做到。当选手不必再去思考建造单位的过程,那选手就有更多时间去思考更多的战术组合了。
 
Macro and Micro in Starcraft
星际争霸中的宏观与微观

    Starcraft was released in 1998 for Windows and since then has been one of the most revered Strategy games in history.  One could go to lengths studying the intricacies of the balance within the game, and there are many reasons that could explain why it is so popular.  However, in this article, the Macro and Micro of Starcraft will be compared to that of Starcraft 2 to prove that both have their similarities and differences.
    星际争霸是1998年Windows操作系统下的游戏,它是策略游戏史上的里程碑。一个可以不断深入学习错综复杂游戏平衡的游戏,并且很多原因都可以解释为何它如此受欢迎。
然而,本文中,星际1的宏观与微观将于星际2来对比以证明它们有着相似与相异。
 
 

热门游戏