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Interview
by Jon Valjean (20/02/09)
原文:http://www.gameplanet.co.nz/feat ... Sims-3-Q-A-session/
翻译了一下大概的意思…
GP:我们听说“灵活拖拽”的新功能可以帮助游戏者更好的操控游戏,
那么是如何不影响到SIM的日常行为,而将此功能结合进游戏,创造了上帝之手的功能的呢?
Rodiek:我们非常想要将之前SIMS游戏里冗繁操作去除。我们增加了财产目录的功能,并且希望游戏者能够轻松的使用。
“灵活拖拽”功能完美的实现了这个设想:如果SIMS的门口堆放着报纸,游戏者可以直接将报纸拖拽到垃圾桶里面,而他们的SIMS将继续专心于娱乐活动。
或者,如果你需要在SIMS之间传递一个吉他,只需要打开财产目录,拖拽吉他到另一个SIM的头像上,完成交接,SIMS的行为不会受此影响。
GP:您能告诉玩家一些可能会遇到的新奇的道德选择么?
Rodiek:偷窃还是不偷窃?善良的SIMS会向慈善团体进行捐献,而邪恶的SIMS会致力于破坏慈善事业。
我们仍然要呈现一个轻松幽默的游戏,所以你的选择不会决定命运,
不过我们的确想要带给玩家们更有趣的选择,使他们的故事更加激动人心。
GP:在游戏中大概有多少种“终生渴望”?
Rodiek:在游戏中存在着许多种终生渴望,这些是由你选择的性格特征决定的。根据你选择特性的综合,得到不同终生渴望的可能性非常大。
玩家将要依据他们为SIMS选择的性格特性,从几个终生渴望种挑选一个。你创造的每一个SIM都很可能带给你不同的生活经历。
不论是想要成为幕后黑手还是畅销作家,在游戏中都会鼓励你去实现。
GP:您能给我们介绍一下在SIMS3中,应玩家们特别要求增加的内容么?
Rodiek:“创造风格”是玩家反馈的一个直接结果。许多玩家希望为他们SIMS的穿着或者房屋外观设定多一些选择,不过他们并没有时间或者并不知道如何去做。
“创造风格”只需玩家点选几次,就可以得到无尽的选择。
GP:“moodlets(心情指数)”对游戏的影响有多大?SIMS会不会特别热衷于某种心情指数,会对他们的个性有很大的影响么?
Rodiek:心情指数在游戏中有很大的影响,他们已经差不多取代了之前游戏种的“需求”(如如厕,卫生等)。
之前的种种需求仍然存在,不过将主要反映在心情指数中。心情指数将体现SIMS们想法,情绪和经历,
可以是有重要意义的(如初吻),不重要的小事情(如清新薄荷气息),破坏性的(如火灾),或者之间可能发生的所有事情。
心情指数无疑是在SIMS3中我最喜欢的因素之一。
GP:SIMS3是继《第二人生》之后推出的类似游戏?还是从根本上说,SIMS3是一款截然不同的游戏?
Rodiek:《第二人生》是一款网络游戏,老实说对它我并不是很了解。我们的确是留意过一些吸引了众多玩家的网络游戏(如《魔兽世界》),
因为我们想要让SIMS系列游戏更加易于接受。
尽管如此,SIMS系列游戏仍然是一款单机游戏,给玩家提供社区平台进行分享、讲述故事以及实现更多。
SIMS系列游戏已经成为了非常个人的游戏经历,对于一些人来说就像是个人日记,
因此虽然我们欣赏并且从网络游戏中学到了一些东西,但从根本上看,SIMS系列游戏仍然是完全不同的。
GP:玩家们很想知道在游戏中使用了什么样的DRM(内容数字版权加密保护技术),
是不是在激活上有什么限制,Internet链接是不是必须的?
Rodiek:我们现在不会明确的讨论DRM,不过我可以说,我们已经充分的倾听了玩家群体的意见,从其他游戏中观察了DRM效果,
并且正在致力于给SIMS3的玩家带去最棒的游戏体验。
GP:最近我们听说了关于发行日期的延迟,您能解释一下为什么会发生这种情况么?
Rodiek:SIMS3在六月发行可以给我们更多的时间测试,同时完善在PC和Mac平台的运行。
这是EA发行的关键作品,并且EA下了更大的赌注想使之成为最棒的SIMS游戏,
剩下来的几个月可以给我们多一点时间来测试和完善游戏,我们的玩家一直在期待精彩的游戏,这也正是我们想要带给他们的。
附原文:
GP: We’ve heard about this “live dragging” innovation whereby the player can manipulate the environment for the Sim. How have you integrated this without ruining the routine of the Sim and creating a “hand of god” effect?
Rodiek: We really wanted to remove the tedium from previous Sims games. We have an Inventory Feature and we needed players to have an easy way to use it. Live Dragging is a perfect fit. If the players have newspapers piling up outside, they can just drag them into the t流氓软件王h so their Sims can focus on fun stuff. Or, if you need to pass a guitar between Sims, you can just open up their Inventory and drag the guitar onto another Sim’s portrait to pass it along. So far the Sims don’t seem to mind too much.
GP: Can you tell us about some of the stranger moral choices the player may be presented with?
Rodiek: To steal or not to steal? Good Sims can donate to charities, whereas Evil Sims can donate to undermine charities. We’re still a light-hearted, humorous game so your choices won’t decide the fates of millions. But we definitely wanted to give players interesting choices to make their stories more exciting.
GP: Approximately how many “lifetime wishes” are there in the game?
Rodiek: There is a large pool of lifetime wishes, which will be determined by the personality traits you choose. Depending on your trait combinations, the possibility of getting a different lifetime wish every time is very real. Players will get to pick from a handful of Lifetime Wishes based on the personality traits they choose from their Sims. It’s possible for you to have a different experience with every Sim you create. Whether you want your Sim to become an Evil Mastermind or Best-Selling Author, the game will give you the incentives to do so.
GP: Can you give us an idea of content specifically suggested by the community that you’ve included in The Sims 3?
Rodiek: Create-A-Style is a direct result of community feedback. A lot of players wanted more options for what their Sims wear or how their homes looked, but they didn’t have the time or know-how to get into the modding community. Create-A-Style gives everyone limitless choices with just a few clicks.
GP: How much of an effect on the game do the “moodlets” have? Will a Sim specifically crave particular moodlets, and will they have a huge effect on their personality?
Rodiek: Moodlets have a huge impact on the game. They’ve more or less replaced the Needs Bars (i.e. Bladder, Hygiene) from previous Sims games. Those still exist, but Moodlets are the focus. Moodlets are the manifestation of your Sims’ thoughts, emotions, and experiences. They can be significant (First Kiss), minor (Minty Breath), devastating (On Fire), or everything in between. The Moodlets are easily one of my favourite things about The Sims 3.
GP: Have you specifically gone after the Second Life market with The Sims 3? Or is this fundamentally a different gaming experience?
Rodiek: Second Life is an online game that I honestly don’t know much about. We have definitely looked at online games like World of Warcraft that have really reached out to more casual gamers, because we’re always trying to make our game more accessible. That being said, The Sims is an offline, single player game that has significant community features for sharing, story telling, and more. The Sims has always been a very personal game experience, almost like a diary for some people, so while we admire and learn from features in online games, The Sims is fundamentally different.
GP: Our community will want to know what DRM measures you’ve included – will there be limited activations? Will an internet connection be compulsory?
Rodiek: We’re not talking about DRM specifically at this time. I can say that we’ve listened to our community, observed DRM from other games, and are working on making The Sims 3 the best experience possible for players.
GP: We’ve recently heard of the delay to the ship date, can you give us some idea as to why this has occurred?
Rodiek: The Sims 3 June launch gives more time for tuning and polish and the ability to launch the game on PC and Mac platforms simultaneously. This is a key EA franchise and title and it deserves a bigger bet on the best Sims game EA has made. These last few months will give us a little more time to tune, tweak, and polish the game. Our players have been waiting for something awesome and that’s exactly what we intend to give them.
[ 本帖最后由 ycee 于 2009-2-24 06:41 编辑 ] |
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