[樂(lè)游網(wǎng)導(dǎo)讀]工作是創(chuàng)造一個(gè)新的游戲體驗(yàn)并賦予玩家一些新鮮和具有挑戰(zhàn)的東西,生化危機(jī)系列未來(lái)該走向何方,小編帶你去看看制作團(tuán)隊(duì)是怎么考慮的吧。
工作是創(chuàng)造一個(gè)新的游戲體驗(yàn)并賦予玩家一些新鮮和具有挑戰(zhàn)的東西,生化危機(jī)系列未來(lái)該走向何方,小編帶你去看看制作團(tuán)隊(duì)是怎么考慮的吧。
Q: 生化6與系列前幾作的根本區(qū)別在哪里?
佐佐木: 我想我們要傳達(dá)的是關(guān)于主角們的戲劇演出。劇情腳本內(nèi)容實(shí)在太多,想把腳本中所有的東西和游戲設(shè)計(jì)結(jié)合起來(lái)是一個(gè)巨大的挑戰(zhàn)。我們?cè)囍谧珜懩_本的同時(shí),將關(guān)卡設(shè)計(jì)和游戲設(shè)計(jì)無(wú)縫地合并起來(lái),這是最困難的部分。
PSB: At the beginning of development, do you start out with a story, or do ideas for gameplay and set pieces come first?
Sasaki: I try and get a bunch of different situations in my mind – things that I want to see happening in the game – and they’re usually not connected at all. It’s independent of any story at that stage. For example, with this game when we started, the image I had in my mind was the one of Chris and Leon pointing their guns at each other. That was a cool thing that I wanted to see, but I hadn’t even thought about where the story would be at that point. I just thought that’s a cool thing I wanted in the game – how do we make that happen? How can we make a really cool story around that, and add horror elements and make it work?
Q: 在開(kāi)發(fā)初期,是從劇情開(kāi)始下手,還是從關(guān)于游戲的各種點(diǎn)子著手開(kāi)發(fā)的?
佐佐木:我試著去想象一些不同的場(chǎng)景,一些我想在游戲中看到的東西,起初這些東西是跟劇情毫無(wú)關(guān)聯(lián)的。比如說(shuō),在開(kāi)發(fā)初期,Chris和Leon拿槍互相指著對(duì)方的畫面就顯現(xiàn)在了我的小腦袋瓜里。當(dāng)時(shí)我覺(jué)得游戲中能出現(xiàn)這樣的場(chǎng)景會(huì)很酷,但是那時(shí)根本沒(méi)有任何的劇情背景去支撐這個(gè)事件。然后我們就想該怎樣設(shè)計(jì)一個(gè)很棒的故事、添加一些恐怖的細(xì)節(jié)去實(shí)現(xiàn)它?
PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?
Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.
There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.
Q:生化6是一個(gè)內(nèi)容豐富的游戲,你們不擔(dān)心一些玩家會(huì)沒(méi)有力氣去完成這個(gè)游戲嗎?
佐佐木:是的,有一點(diǎn)點(diǎn)擔(dān)心。但是因此我們?cè)谟螒蛑性O(shè)計(jì)了一個(gè)叫做REnet的東西。我們希望REnet能幫助玩家堅(jiān)持完成這個(gè)游戲(-_-)。對(duì)于你和你的朋友們,REnet會(huì)幫助你們保持互相的關(guān)注度并完成這個(gè)游戲。一個(gè)基本的功能是你和你朋友之間能夠互相了解到各自的游戲進(jìn)度,對(duì)你們來(lái)說(shuō)游戲完成率能到多高、誰(shuí)的進(jìn)度領(lǐng)先將是個(gè)挑戰(zhàn)。
PSB: And can you tell us any more about your plans for post-launch support?
Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.
Q: 你們對(duì)未來(lái)的DLC是怎么計(jì)劃的?
佐佐木:現(xiàn)在我們無(wú)法告訴你我們正在準(zhǔn)備DLC,但是在不久的將來(lái)會(huì)宣布一個(gè)附加的游戲內(nèi)容(DLC確定?)。就目前的游戲來(lái)說(shuō),內(nèi)容已經(jīng)相當(dāng)豐富,在DLC之前玩家們會(huì)花一段時(shí)間在目前的游戲上。
PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?
Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.
Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.
Q:生化系列的老玩家們極其熱情,在對(duì)游戲不滿時(shí)會(huì)說(shuō)出他們的意見(jiàn),試著讓系列玩家們得到滿足不容易吧?
小林裕幸:我一直認(rèn)為如果生化系列是孩子的話,那么粉絲和我們制作者就是父母(誰(shuí)是母的你們知道了吧),完成的游戲就像是兩者所生的孩子,就像現(xiàn)實(shí)中的父母一樣,兩者不會(huì)總是同意什么是對(duì)孩子最好的。
我們一直以來(lái)都在聽(tīng)取玩家們的想法,我們也試著在制作游戲時(shí)去考慮這些建議。但是我們的工作是創(chuàng)造一個(gè)新的游戲體驗(yàn)并賦予玩家一些新鮮和具有挑戰(zhàn)的東西。我們想確保能讓玩家們得到滿足,但是最初的反應(yīng)并不總是正面的。我們是會(huì)聽(tīng)取玩家們的建議,但是我們不能被時(shí)時(shí)刻刻牽制著,這樣我想在游戲開(kāi)發(fā)上我們不會(huì)有什么進(jìn)展的。
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