
會(huì)員:zhmwwl 原創(chuàng)
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.
星際2公布以后,就有很多爭論一直圍繞著它 。其中之一就是關(guān)于新的游戲界面(UI) 。就像是閑置農(nóng)民的按鈕,自動(dòng)采礦,還有多建筑選定(MBS)這些新增的東西也引起了后來關(guān)于宏觀與微觀的爭論 。
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.
這些觀點(diǎn)都是有理的,每個(gè)玩家都有自己獨(dú)有的論據(jù)來證明他們關(guān)于新界面的觀點(diǎn) 。本文將會(huì)討論現(xiàn)在的主要的論點(diǎn),尤其是多建筑選定,它可以允許玩家選中一組建筑物 。這篇文章也將闡述星際1與星際2中的微觀與宏觀的異同點(diǎn) 。希望在文章結(jié)束后,微觀與宏觀的概念將會(huì)被充分挖掘來對所有策略游戲都有一個(gè)更深層次的觀察 。
What is Macro and Micro?
什么是宏觀與微觀?
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.
宏觀與微觀是定義策略游戲的兩個(gè)概念 。簡單地說,宏觀是策略游戲中與玩家的想法相關(guān)的所有動(dòng)作的統(tǒng)稱,游戲的經(jīng)濟(jì)還有玩家的全部策略 。從另一方面來講,微觀就是和游戲細(xì)節(jié)相關(guān)的東西,就像選擇建筑,取消選擇建筑,為一隊(duì)單位下達(dá)移動(dòng)或者攻擊的命令,使用技能,等等 ?;旧?,宏觀決定了玩家的整體策略,而微觀則是那整個(gè)策略內(nèi)各個(gè)細(xì)節(jié) 。同時(shí)擁有很好的宏觀意識(shí)和強(qiáng)大的微觀操作對好的玩家來說很重要 。
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.
星際爭霸里,微觀與宏觀被仔細(xì)地平衡過以產(chǎn)生極好的戰(zhàn)場經(jīng)驗(yàn) 。復(fù)雜的策略和鼠標(biāo)的操作需要將微操推向極致,而需要強(qiáng)大宏觀意識(shí)的高度的集中力只夠支持一場比賽 。
Macro
宏觀
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.
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