欧卡客车:乘客满意度

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【来源】:Coaches: Passenger Satisfaction

【介绍】:
As you can imagine, we’re used to working mostly with trucks and cargo. Coaches, however, introduce a completely different kind of challenge, people! In our upcoming module for Euro Truck Simulator 2, Passenger Satisfaction will play an important role in your job as a coach driver.
正如你所想,我们主要习惯于处理卡车和货物运输。然而,长途客车却带来了截然不同的挑战——乘客!在即将推出的《欧洲卡车模拟2》新模块中,乘客满意度将成为你作为客车司机工作中至关重要的环节。



To learn more about the design behind this system, we spoke with game designer Vojtěch P., who has been leading the development of this feature since February. He began by sharing a little about his passions growing up and how his journey led him to SCS Software: “I always loved making visual stuff. My interests eventually shifted over time, from graphic design to illustration to animation to indie games, and ultimately I found myself at SCS, where I hope I’ll stay for a little longer.”

“I work as a game designer here at SCS Software, and I enjoy my job to an almost unhealthy degree. Above all, I appreciate being able to significantly influence the shape of the game, not only visually but also in terms of game mechanics.” Since joining, he has contributed to the Gallery redesign, Photo Trophies, and the Driving Academy. “I really enjoyed my time working on the Driving Academy, where I also sneaked in a few extra things for players to enjoy.” Today, he is focused on UX, UI, and gameplay design, including the brand-new Passenger Satisfaction system.

为深入了解该系统的设计理念,我们采访了自二月起主导该功能开发的首席游戏设计师沃伊捷赫·P。他首先分享了成长过程中的兴趣爱好,以及如何踏上加入SCS Software的职业之路:"我一直热爱视觉创作。随着时间推移,我的兴趣从平面设计转向插画、动画,最终投身独立游戏领域,而SCS正是我理想的归宿——希望还能在这里多待些时日。"

“作为SCS软件公司的游戏设计师,我对这份工作近乎痴迷。最令我欣喜的是能深度影响游戏形态,不仅体现在视觉呈现,更涵盖游戏机制设计。” 入职以来,他参与了画廊界面重构、照片奖杯系统及驾驶学院的开发。“开发驾驶学院的过程令我乐在其中,我还悄悄为玩家们埋藏了些额外彩蛋。”如今他专注于用户体验、界面设计及玩法设计,包括全新推出的乘客满意度系统。




“Passenger satisfaction is a concept players may already be familiar with,” Vojtěch goes on to explain, “You can find it in other game titles, including our own previous game, Bus Driver.” Simply put, players are encouraged to drive smoothly and avoid harsh braking, sharp turns, and traffic violations to provide a comfortable ride for their passengers. While the mechanics themselves aren’t radically new or groundbreaking, they still meaningfully change how the game is played and introduce a new challenge.

Before we dive into the details, we want to make it clear that everything shown and discussed in this post is still a work in progress. Everything presented here may be subject to change and may not reflect the final release version. With all that said, Vojtěch shares more about the current system in development.

“乘客满意度是玩家可能已经熟悉的概念,”沃伊捷赫继续解释道,“在其他游戏中都能找到这个机制,包括我们之前推出的《巴士司机》。”简而言之,玩家需要平稳驾驶,避免急刹车、急转弯和交通违规,为乘客提供舒适的乘车体验。虽然这些机制本身并非颠覆性创新,但它们显著改变了游戏玩法,并引入了全新挑战。

在深入细节前,我们需明确说明:本文展示及讨论的内容均处于开发阶段。所有呈现内容可能随时变更,未必反映最终版本。基于此前提,沃伊捷赫将进一步介绍当前开发中的系统。




“We calculate satisfaction for each individual passenger, each with their own sensitivity. Some hardly care what happens, while others take even mild braking very personally. Passengers also board the bus with varying moods, so the challenge for the player is to improve their mood by the next stop.” As the journey continues, players will be working toward a clear goal. “The main goal is to improve passengers’ moods as much as possible through smooth driving. If the drive between stops is perfect, the player will receive a bonus which is added to the overall passenger satisfaction.”
我们为每位乘客计算满意度,每位乘客都有各自的敏感度。有些人几乎不在乎发生什么,而另一些人则会对轻微的刹车动作都耿耿于怀。乘客上车时的心情也各不相同,因此玩家的挑战在于让乘客在下一站前心情好转。随着旅程推进,玩家将朝着明确的目标努力。“核心目标是通过平稳驾驶最大限度提升乘客情绪。若站点间行驶表现完美,玩家将获得额外奖励,该奖励将计入乘客整体满意度。”



Introducing passengers fundamentally changes the feel of driving Vojtěch explains, “Driving with passengers really feels very different, and introduces a whole new challenge on the road. The player must stay alert and anticipate much more. Having to keep to the timetable and at the same time drive carefully are two things that naturally work against each other.”

During internal testing, finding the balance between Passenger satisfaction and keeping on time quickly became evident, “The mechanics are still evolving, mainly through adding more aspects that influence satisfaction. The basic rules for satisfaction are already in place and functional, and now we’re mainly looking into what else we can add to the system. That can go on endlessly, really.”

引入乘客彻底改变了驾驶体验。沃伊捷赫解释道:“载着乘客驾驶的感觉截然不同,这为道路行驶带来了全新挑战。玩家必须时刻保持警觉并预判更多情况。既要遵守时刻表又要谨慎驾驶,这两者天生就存在矛盾。”

在内部测试中,乘客满意度与准时性的平衡问题迅速凸显出来:“系统机制仍在持续优化,主要通过增加更多影响满意度的要素。基础满意度规则已建立并运行良好,现在我们主要探索如何扩展该系统。实际上,这种优化可以无限进行下去。”





Balancing the experience has been a priority. “We don’t want to reach the point where the game praises the player for using the turn signal, passengers in real life don’t clap for the driver for that. We've actually found it much harder to find ways of increasing satisfaction than decreasing it.” Changes based on early testing have already been implemented, Vojtěch tells us “We increased the difficulty, satisfaction gains and losses are now much more pronounced. We also changed the way satisfaction increases. It no longer depends on elapsed time, but on distance driven, which we believe is much fairer.”
平衡游戏体验始终是我们的首要任务。"我们不希望达到游戏因玩家使用转向灯而给予奖励的地步——现实中乘客可不会为此鼓掌。事实上,我们发现提升满意度比降低满意度困难得多。“沃伊捷赫透露,基于早期测试的调整已付诸实施:”我们提升了难度,满意度的增减幅度现在更为显著。同时改变了满意度增长机制——它不再取决于耗时长短,而是基于行驶距离,我们认为这更公平。"





Presenting the information clearly has also been a central part of the design. “It’s important how satisfaction is displayed both while driving, at stops, and after the journey. Too much information and the player will be overwhelmed, unable to follow it all while driving, and the screen will get cluttered. Too little, and useful feedback will be missing.”
清晰呈现信息同样是设计的核心要素。“无论是行驶中、停车时还是行程结束后,满意度反馈的呈现方式都至关重要。信息过载会让玩家应接不暇,无法在驾驶过程中及时掌握所有信息,同时屏幕也会显得杂乱无章;而信息不足则会导致关键反馈缺失。”



The same applies at coach and bus stops. “We’re figuring out how best to display boarding and disembarking passengers and their satisfaction in a clear, simple way. What I really want is for passengers to be shown as individual people, not just a progress bar.”

Integrating the system into a game built around trucks has created its own set of challenges too. “Everything in our game is built around trucks, all the terms, icons, interface etc. Integrating a new vehicle type, swapping modes, and allowing smooth transitions between them, that’s actually far more demanding than the whole Coach DLC on its own.”

在长途汽车站和公交站同样如此。“我们正在探索如何以清晰简洁的方式展示乘客上下车情况及其满意度。我真正希望的是将乘客呈现为独立个体,而非简单的进度条。”

将该系统整合到以卡车为核心的游戏中也带来了新的挑战。“我们游戏的所有元素都围绕卡车构建,包括术语、图标、界面等。新增载具类型、切换模式并实现流畅过渡,这比单独开发巴士DLC要困难得多。”




Even now, during its development, there are already ideas for its future growth. “Whilst I want to make it clear, there's no guarantee these ideas will ever make it into the module, I’d love to expand the system further. For example, passengers could ask the player to turn on the heating or air conditioning. A temperature change could result in more unhappy passengers. Or a passenger might request an unscheduled emergency stop, and the player would need to find a place to pull over quickly, otherwise satisfaction of this individual passenger would drop fast.”
即便在开发阶段,我们已对未来扩展有了构想。“虽然需要明确说明,这些构想未必能最终融入模块,但我确实渴望进一步扩展系统。例如乘客可以要求玩家开启暖气或空调,温度变化可能导致乘客满意度下降;又或者乘客提出临时紧急停车请求,玩家必须迅速寻找停车地点,否则该乘客的满意度将急剧下滑。”



For now, there is still a lot of work ahead on the road when it comes to Coaches, with lots of roads yet to discover for this new game type. “I’m both thrilled and slightly terrified by the number of players who have wishlisted Coaches.” Vojtěch shares  “It’s amusing to already see comparison videos already being made for a mode that doesn’t even exist yet. It’s a cliché to say that we developers feel a great sense of responsibility, but some clichés are simply true. And I do feel strong support across the team in our shared goal not to disappoint players.”
目前,客车模式的开发之路仍任重道远,这种全新游戏模式还有许多待探索的方向。“看到这么多玩家将客车模式加入愿望清单,我既兴奋又有些忐忑。”沃伊捷赫坦言,“有趣的是,人们甚至为这个尚未诞生的模式制作了对比视频。” 说开发者肩负重任虽是老生常谈,但有些陈词确是真理。整个团队都为实现共同目标而全力以赴——绝不辜负玩家的期待。"



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