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感觉很雷人 感觉有星际2和战锤的味道
获得第一个细节上的最后一章低音
下面是从泰伯利亚系列设计师塞缪尔哪里获得的关于泰伯利亚系列最后一章的第一手资料
正如你所亲历我们的作品,命令与征服系列已经出现近15年来.并且在这十五年间在游戏中建立基地,采集资源,与游走在坦克中队中粉碎自己的敌人。在近15年的好莱坞精彩表演的真人电影场景种体验战火纷飞的感觉和了解任务信息。现在这系列的两个派系将围绕着泰伯利亚矿这种富有能量的水晶和和特种兵在命令与征服4中结束--最后的一部关于泰伯利亚战争的故事。你应该知道正义的GDI与邪恶的NOD之间的斗争由来。EA计划让这个系列走出常规,因为C&C4将提供大量的新东西来玩,包括合作战役,提出了一种新的基于类的游戏系统、新的经验获得方式、新概念的移动基地、能5 vs5多人对抗。设计师编剧将会在此为您解释游戏中所包含的所有新特征并确认此次游戏将没有数字权限管理{digital rights management software.这里不知道什么意思好像是说没有DRM认证} 他也证实,凯恩的扮演着将会回来,尽管转会的事已经结束了……并且还有这未必是我们最后的泰矿故事。

命令与征服4将提供一个新的故事,新的单位,更多的爆炸效果。
GameSpot: 我们很高兴能成为全世界第一时间知道命令与征服4内容的人。能给我们简单介绍下吗........我们知道游戏将会有很大的变化和众多新的单位。
Samuel Bass:指挥和征服4将会与以往我们所认识的任何一款同系列的游戏。当然我们不会改变其核心即时战略游戏、我们还深入的研究了这个游戏将会带来一个不一样的游戏我们真的很兴奋终于透露给全世界。
这当中最具有冲击性的消息就是通过命令与征服4,我们将会为你讲述T泰伯利亚的开始与结束。经过多年的神秘的“凯恩的计划”和“升天”。我们认为现在是时候拉开天窗说亮话了以及对我们一直关注的宇宙的探索。
但是, 这只是这个故事. There's a ton more that's new to C&C4 besides--notably our class system, our RPG-like elements and persistent player profiles, our massively revised multiplayer backend, and a hundred other things worth talking about.
GS: We understand, for instance, that the game will be "class-based." Can you explain how this system will work? For instance, will there be specialized "hero" characters that you can choose to play as?
SB: We've subdivided each of our factions into three upgradable classes. Each class--outside of a few standard units, such as the engineer--consists of an entirely distinct set of units, structures, powers, and upgrades; the equivalent of a full RTS faction.
Our "offense class" is your classic RTS faction, tank-oriented and focused on frontline combat. With the "defense class," however, the emphasis is on infantry, bunkers, and turrets, which lets you build complex defensive grids and really hold down a section of the battlefield. Lastly, we come to the "support class," which is based around utilizing a selection of aircraft and custom vehicles to traverse the environment. Once engaged in combat, support players can fight directly or assist their teammates with a variety of powers and [healing abilities].
It should be noted that while each class has a specialized focus, we are designing all three to be entirely competent as a direct combatant. Whatever class you're playing--offense, defense or support--will be more than capable of taking out your enemies on the battlefield.
GS: We also understand that the game will introduce the kind of persistency that people might expect from a massively multiplayer online game--that players will gain experience from both single-player and multiplayer matches that they can carry over to a single profile. How will this system work? How will the single-player experience be balanced out against the multiplayer experience?
SB: Essentially, whenever you play Command & Conquer 4, be it in single-player, co-op, skirmish, or online, you earn experience that collects in your persistent player profile. Within the profile, you use your experience pool to level up your classes, earning new units, structures, powers, and upgrades. Since your profile is persistent across the game, you can then take your new toys and put them to use in any of our game modes.
Beyond the obvious compulsions this adds to the game, the player progression system lets us tackle one of the biggest issues we've encountered as RTS developers. To put it simply, when--as an RTS newbie--you install the game, enter your first match, and find yourself faced with 13 units, 10 structures, and an ungodly number of additional powers and upgrades.
Where do you start?
By having our players enter the game with a limited but carefully chosen selection of units, we create a much smoother learning curve, giving you time to come to grips with our core gameplay systems before we bombard you with added complexity. However, since players are guaranteed to receive a steady drip of new toys, they soon become conversant in the deeper gameplay elements and can compete at a higher level.
Of course, we also want to make sure our more hardcore players gain access to the stuff they want when they want. The better you are at the game, the more quickly you'll advance through the levels. Command & Conquer 4 has more units than any RTS we've ever developed, so we've got more than enough toys to go around.
As a nice side effect, since C&C4 requires players to be online all the time in order to prevent cheating, we'll be shipping without any form of DRM.
GS: We also understand that there will be several new units in the game, including a real-time strategy first. Can you explain?
SB: Every time we launch into a Command & Conquer game, we try to maintain a healthy balance between the classic units of games past and new ideas we'd like to explore. Of course, both the fiction and the RTS genre as whole continue to evolve, so with each historical unit or structure, we had to stop and ask ourselves "How would this fit into the world and game design of Command & Conquer 4?" and evolve the design appropriately. While we're still deep in the design process, we can confirm that our fans will definitely be able to get their hands on updated versions of some classic Command & Conquer units, notably the Nod Scorpion, Stealth and Flame Tanks, and the iconic GDI Mammoth.
However, the biggest surprise on the vehicular end would be what we call the Crawler, our class-specific, all-in-one mobile base that doubles as a powerful frontline combat unit. One of our goals with Command & Conquer 4 was to come up with a more flexible, streamlined approach to base building, and the Crawler was the end result of that investigation. Rather than construct a series of structures to build and modify your army--as you would have in previous C&C titles--everything you can create, be it unit, structure, power, or upgrade, comes from your Crawler.
Some [players] might understandably be concerned that we've sacrificed depth of play in favor of flexibility and ease-of-use, but nothing could be further from the truth; our internal play tests are consistently uncovering new Crawler-derived tactical approaches. This is especially true in multiclass co-op, multiplayer, and skirmish play where the class-specific attributes of each Crawler really come into their own.
Get the first details on the final chapter in the Tiberium series from designer Samuel Bass.
GS: From the sound of it, multiplayer is going to be a very important part of the game--up to 10 people will be able to play online in a single session. This sounds huge. How will such big multiplayer games work? Will they all be head-to-head competitive modes or will there be other modes that also support such large map sizes?
In the next game, nearly 15 years of real-time strategy will come to a conclusion...of sorts.
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SB: Command & Conquer 4 is by far the most socially oriented RTS we've ever produced. As you might expect, especially given our class system, the concepts of teamwork and cooperation are at the heart of our multiplayer design. We're emphasizing objective-based victory conditions over the more traditional "crush your opponent's base" play, although there is still much crushing to be done. We believe that this approach not only broadens the strategic options available to our players, but also helps bring in new players who might find traditional RTS multiplayer somewhat intimidating since the path to victory is no longer purely derived from your ability to turn your opponent's units into so much scrap metal.
Apart from the multiplayer itself, some other core features of C&C4 make it a highly social experience as well. First, we have the persistent player profile; with every unit you kill, you'll earn experience you can put toward upgrading your class and progressing through the game. Then, we have our class system; a new player could easily slip into the role of a support player, whereas a more experienced player could hop right into the more aggressively oriented offense class and attack the enemy without any hesitation.
GS: We also understand that like Red Alert 3, C&C 4 will have a cooperative campaign mode. Why bring back this feature for C&C4? What will it add to the game?
SB: Yes, Command & Conquer 4 will feature two-player co-op across the entire campaign, complete with multiclass play and integrated player progression. The public reaction to Red Alert 3's co-op play was hugely positive, and we think Command & Conquer 4's unique design elements will further enhance the RTS co-op experience.
GS: It also sounds like the game will return to the classic C&C style of using live-action cinematic sequences between missions to advance the story. And we've seen C&C games play it serious with C&C3, as well as over-the-top with Red Alert 3. How would you characterize the cinematic sequences in C&C4? Also, how can you possibly top a cast that includes Tim Curry, George Takei, and Ric Flair?
SB: We're definitely going for a grittier, more serious tone with Command & Conquer 4. If you go all the way back to Tiberian Dawn, you'll see that Westwood's original ambition was to tell a believable story with the campier elements more the result of technological limitations than anything else. With Red Alert 3--a fantastic outlet for our more tongue-in-cheek tendencies--we felt that the time was ripe to return to the original intent of Tiberium Universe and tell a nuanced, emotionally compelling story.
As such, our aim with Command & Conquer 4 is to maintain what we see as the heart of the series' narrative style--first-person full-motion video storytelling that utilizes actors, sets, and integrated CG elements to create a convincing universe while improving the underlying writing, casting, and production processes to achieve a more convincing result that places players right at the heart of the action.
As for casting, it's still early, though we can confirm the return of the iconic Joe Kucan as Kane, leader of the Brotherhood of Nod and the heart of Command & Conquer 4's narrative.
GS: It also sounds like C&C 4 will bring an end to the Tiberium story saga, which has run for some 15 years throughout the series. Why conclude the series here? Will fans of the story arc finally get closure here? Will Kane finally get his comeuppance?
SB: This is indeed the final chapter in the story arc that began in 1995; bringing closure to the story of GDI, Nod, and most importantly, Kane--who he is, what he wants, and why. Don't expect veiled references to ascension followed by an enigmatic fade to white at the end of this one! We're drawing story elements from every game in the series and weaving them together in a manner that will hopefully conclude this epic tale in a manner that will be satisfying to our hardcore fans and new players alike.
As such, our storyline begins in 2062, 15 years after Command & Conquer 3: Tiberium Wars and the Temple Prime incident that led to the Scrin alien invasion and Kane's "death." In the ensuing years, Tiberium entered its next evolutionary state, rapidly expanding across the Earth and rendering our home world all but uninhabitable; the very fate of the human race hangs in the balance. Just as this sense of impending apocalypse reaches its apex, the always-enigmatic Kane resurfaces and heads straight for GDI headquarters. And this is about how much I can tell you right now without risking my life.
As for getting his comeuppance, well, Kane...I'd love to tell you, but [because we want to keep the story under wraps for now], I am being surrounded by snipers at all times, so I can't tell you.
What I can tell you is that our C&C community will be a part of the process of naming the game. That's right, stay tuned for details in the coming days, but the fans will be able to send us their suggestions for the subtitle of C&C4!
GS: Can we expect to see the game launch simultaneously for both the PC and consoles? What lessons has the team learned from the development of previous games that is being applied here?
SB: While we are very proud of the work done [for] console versions of our previous titles, we are developing Command & Conquer 4 exclusively for the PC. Given the ambitious scope and significantly reworked infrastructure of this game, it felt like the right approach to focus purely on our core platform and make sure we get everything right.
GS: With the end of the Tiberium saga, what's next for Command & Conquer, the franchise?
SB: While we can only really speak to Command & Conquer 4 at this time, it is safe to say that the conclusion of the Tiberium saga is not the end of the Tiberium Universe as a whole.
...And what will happen after that? Snipers, I told you, snipers! Who's going to walk my dog if they get me?
GS: We'll notify your next of kin. Thanks, Samuel.
[ 本帖最后由 [dio] 于 2009-7-10 05:45 编辑 ] |
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