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游侠NETSHOW论坛 游侠NETSHOW论坛 NBA Live 19+NBA Live 18+NBA Live 17+NBA LIVE 16 【ZENG】 NBA Live 10 游戏操作体验 和 画面视觉效果 QA ...
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[分享] 【ZENG】 NBA Live 10 游戏操作体验 和 画面视觉效果 QA 问答(8.20) [复制链接]

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发表于 2009-8-20 08:09:20 |只看该作者 |倒序浏览
Recently Operation Sports got a chance to talk with NBA Live 10 developers Mike Wang and Ryan Santos -- Mike Wang is the lead gameplay designer for NBA Live 10, and Ryan Santos is the lead visual designer on Live 10. We asked them about some of the recent media that has been released to the public, and we also asked them some general gameplay questions.

Operation Sports: What improvements have been made to the fast-break game? Last year it was nearly impossible to run an effective fast break.

Mike Wang: The transition game has been re-written and that encompasses both the primary fast break as well as the secondary break. Players will fill the lanes much better now when they have the opportunity, or spot up in transition if they’re effective shooters. Also, we’ve leveraged (and built on top of) NCAA’s Team Tempo feature, so up-and-down teams will get out much faster on the break when compared to the teams that like to slow it down and play a more half-court game.

On top of that, we spent a ridiculous amount of time tuning player speed differentiation. So slow oafy dudes will no longer be able to keep up with fast guys on the break. It’s really nice to feel that subtle pulling away when you get a step on a guy, or when you have a mismatch on the break. These changes definitely make playing the different teams more interesting and force you to adjust your transition defense strategy.

OS: Did you retain the "signature move" element from NBA Live 09 where you hold a direction and press the shot button to engage in a special player-specific jumper? If so, have you expanded upon these moves and added other "signature" elements to make certain players stand out?

MW: Yes, Go-To Moves are in NBA Live 10, and we’ve added some new ones for different guys. The basic philosophy regarding signature player animation is that every player (not just the top players in the league) is accurately portrayed in Live. And that means everything: the way he moves, dribbles, shoots, passes, his pre-game rituals, etc. All in all, we’ve added thousands of new animations to make sure that everyone was covered, and we intend to continue to build our library of assets for future iterations of Live.

The other big signature element that we’re proud of is the DNA of each of our players. Through the Dynamic DNA service, we’ve gone to an incredible level of detail in architecting the "thinking" that our players do under the hood. So which way a player likes to drive, how he likes to finish, how he moves away from the ball, and how he performs in different situations is as authentic as the real thing.

OS: Can we get an explanation of how shooting will work this year since now there is only one button involved? Is it all just contextual, or can you change your shot in mid-air or elect to put the ball off the glass?

I’ll be going into more detail regarding the mechanics of shooting in a blog later on… but essentially, the goal was to make shooting simpler for the first-time Live player, while at the same time more in-depth for the hardcore. In a nutshell, the shot you get is a function of how your player is moving at the time the shot button is pressed, the context of the situation, and what the user does on the left analog stick. Look for my blog in the coming weeks for a full "tutorial" on how shooting has changed in NBA Live. Believe me, it’s one of the best improvements in this year’s game.

OS: Has any work been done to the double teams? In Live 09 it just seemed like there were automatic double-downs in the post, even when they were not necessary.

We improved double teams on both the animation side as well as the logic side. Scrubs will no longer get doubled in the post automatically every time as we do a much more in-depth read on the situation, such that the AI [artificial intelligence] only doubles true post threats.

The same holds true for perimeter double teams. The AI will do a much better job at only trapping hot players or when trying to get the ball out of a certain player's hands. They also are aware of valid trap zones, so if you dribble into a danger area, the AI will know to take advantage and back you into a corner that might force a turnover.

OS: How were the right-stick crossovers made more responsive? And are they signature or generic?

Responsiveness was a key point of emphasis for us as a gameplay team across all of our features this year. Our lead AI engineer found a huge win early on in the project that basically improved our controller-input response across the board. On top of that, we did a lot of animation pruning and tuning to make sure that every asset was quick and responsive, and the user was never locked up watching a long sequence play out without having control.

As for the signature part, as I alluded to earlier, we captured a great deal of animation with a bunch of different ball handlers to make sure that our players were accurately represented. We implemented signature dribbling styles a bit differently than other games however. What we did was capture as many unique dribble moves as we felt necessary and then used various animation techniques to modify these same animations for different players in real time to get the variation. The reason for that is we wanted to be as efficient as possible with our asset usage while at the same time making each player feel different.

We’ve also built our dribble system in such a way that every animation can blend seamlessly into any other type of dribble move the user chooses. This was important to achieve a more dynamic ball-handling experience that allowed the user to create whatever anklebreaking sequence he wanted. Overall, I’m pretty happy with the perimeter game. It makes playing one-on-one basketball a lot of fun in Live and really makes the LeBrons, Kobes and Chris Pauls of the league stand out.


OS: How has the passing game been modified? Are there touch passes now? User-controlled bounce passes, lob passes or pass fakes?

Passing is another feature that saw some interesting innovations this year. I’m not ready to go into detail at this time but look for my "Passing" blog in the next couple weeks. One thing I will say is that there’s a lot more control over how you pass the ball in NBA Live 10, and one new aspect of passing (which I’ll talk about later) has been called out a few times in our focus groups as one of the best new features in this year’s game.

OS: What modifications have you made to the post game this year?

We weren’t very happy with the post game in Live 09, especially from a visual perspective. So it made sense for us to integrate NCAA’s post game this year. You’ll have all the same moves available to you as you did in NCAA Basketball: up and unders, fake and go, drop steps, spins, etc. We also brought in some NBA-caliber bigs who gave us some beautiful new post-specific animations, so the whole system got a nice facelift.

OS: What are some key changes to the defensive side of the game?

Wow. That’s a loaded question. At a high level, the mantra was, "always create a game within the game… every offensive tool needs a defensive counterpart." Every feature we worked on this year absolutely had to support this. So for dribble moves, there are defensive bumps, steals, charges. For shooting, we’ve rewritten the block system to improve shot challenges and blocked shots. Locomotion was also a huge focus. We improved the movement of on-ball defenders, close outs and rotations. I could probably go on for days talking about all of the things we tightened up or added on the defensive end of the floor.

But instead, I’ll just let you guys know that we recognized that playing defense hasn’t been fun in any basketball sim in recent memory, and we put a lot of effort into this year’s game to make sure that playing both ends of the floor was equally important. And I can honestly say, Live 10 is the first game in which I feel like, if I concentrate, I can really lock down a team while on defense and change the outcome of the game. Mr. Jeff Antwi and I battle regularly throughout the year, and I can probably count on one hand the number of times either of us have shot above 60 percent. In almost all of our games, we end up shooting in the 40-percent range, and it never feels unwarranted.

And no, we don’t suck on offense. The game just allows defensive-minded players to really dig in, get into guys and force tough shots. In the past, I had to tune games to have an overabundant number of missed layups or blocked shots to balance out the numbers… but that’s not the case with Live 10. And for me, that’s one of the most rewarding accomplishments in this year’s game.

OS: At the EA event in Vancouver, you talked about controlling the "wow moments" of the game rather than simply watching a canned animation play out. Can you go into a bit more detail about this?

Sure. First, we wanted to redefine what a "wow moment" was. We wanted to go beyond just a nice dunk or block and make a game in which everything that led up to the big play at the end was just as interesting as the finish. The problem with '09 was that the various gameplay systems didn’t necessarily work too well together, so you’d often see plays develop in a cookie-cutter fashion and all your wow moments tended to look the same.

For me, this caused the game to lose a lot of replay value and become stale very quickly. When Sean O’Brien and I sat down at the beginning of the year, one of the pillars we came up with was "every game is different, every possession is different." For gameplay, that meant that we needed to take a step back and figure out a way to have all our gameplay systems work together holistically so that users would always see something different and that my wow moments looked completely different from yours.

So it’s a bit difficult (and way too involved) to explain how we changed the game to make it more organic. But it’s more than just moving away from long canned animations. It’s building gameplay systems that understand and listen to each other, so to speak, and ensuring that the user is always in full control at all times and empowered to dictate exactly what happens on the court at all times. Thanks to a very complicated animation branching system and some really talented engineers, I think we made some excellent strides in that regard.

OS: We have seen some of the superstars in the videos, but will the role players actually look like themselves this year? Last year players like Anthony Parker and Rodney Carney did not look like their real-life counterparts.

Ryan Santos: We focused on getting a whole bunch of player likenesses better including Anthony Parker. Here’s a list of some other role players who needed an update or redo from Live 09:

- Andres Nocioni
- Chris Anderson
- Kendrick Perkins
- Matt Barnes
- Fabricio Oberto
- Morris Peterson
- Eddie House

This list is just a sample of the many players we updated. It doesn’t matter if they are an all-star, sixth man or a rookie, every year we try to get to as many players as we can.


Thanks to the Live 10 developers for taking some time out of their day to answer some questions. Check back for more NBA Live 10 content in the coming weeks.

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沙发
发表于 2009-8-20 08:18:01 |只看该作者
不翻译 有意思??   `

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板凳
发表于 2009-8-20 08:19:11 |只看该作者
最近Operation Sports获得了采访NBA Live 10开发人员Mike Wang和Ryan Santos的机会——Mike Wang和Ryan Santos分别是NBA Live 10开发小组的游戏性和视觉头号设计师。我们问了一些关于最近放出的视频图片的问题,还有一些问题是关于游戏性的


Operation Sports(以下简称OS):在快攻方面今年有什么进步吗?去年快攻的作用微乎其微。

Mike Wang(一下简称MW):游戏的跑位系统已经被推翻重做。新的跑位系统主要围绕的是快攻和二次跟上。球员们在得到机会的时候会比过去更聪明,多样化的跑位。或者如果有球员是射手,那他会跑到无人防守的外线等待传球。同样的,我们得到了NCAA制作团队关于比赛节奏方面的帮助,所以跑轰类的球队将会比擅长阵地战的球队节奏更快,更积极的发动快攻。

在此之上,我们居然还花了大量可笑的时间来测验球员速度的区别。所以跑步慢的家伙将不再在快攻中能够紧紧的逼着跑得快的球员。这将让玩家有完全不同的美妙体验:如果在快攻中你的大个子被对方的小个子过了的话,你只能去推他造犯规,或者你在快攻中控制的是大个子,你很容易出现失误。这些改变明显使玩家在使用不同球队的时候都有不同的乐趣,迫使玩家调整球队的防守策略。


OS:你是否保留了NBA Live 09中的signature move元素?也就是说,当你按着方向键同时按投篮键,你控制的球员就会做出特殊的跳投动作?如果是的话,你有没有增加一些signature move的动作元素?

MW: 是的,GO-To Moves元素同样在NBA Live 10中,而且我们给一些新脸孔添加了一些新的动作。我们的基本理念就是,要让所有球员(不仅仅是联盟的那些球星)都有自己的独特动作。这就表明了很多事了:他跑位的方式,运球,投篮,传球,他赛前的例行动作(比如LBJ的天女散花)等等,我们已经添加了上千的动作来保证所有球员都有自己的特色,而且我们打算在未来的LIVE系列继续增加动作库。

另一个我们自豪的signature move元素是每个球员都有自己的DNA。通过动态的DNA服务,我们的设计师越来越难以置信,他们让每个球员看起来都能独立思考。所以一名球员他喜欢怎么跑位,怎么结束进攻,怎么转移球,在不同的位置有什么表现,都和真实的一模一样。


OS: 今年的投篮键只有1个按键,你能解释一下操作上会有什么不同吗?和09有什么关联吗?比如你可以在半空中改变动作或者做出拉杆动作?

MW:我将会在以后的博客中详细的告诉大家投篮键的作用(前几天的视频中闪过一个游戏中的小贴士,大意就是说按着X键的时候是投篮,加上方向键是上篮,再加上加速键是扣篮——如果他会扣的话)实际上,对于初学者来说,他们的目标就是如何简单的把球投进去,而核心玩家就会考虑的更深一点。简单的说,当你按投篮键的时候,做出的动作取决于当时的环境(比如附近有没有球员)和玩家有没有拨动左摇杆.在下周大家可以关注我的博客,我会详细的说明NBA Live 10中投篮的改变。相信我,今年最大进步的游戏将会是NBA Live 10


OS:包夹方面有没有什么改变?在Live 09中,好像低位的时候就会自动包夹,即使低位进攻的球员能力不高(比如YJL- -)


MW:对于包夹,我们不仅改善了动作,而且使之更符合逻辑。角色球员在低位的时候不会再被自动包夹了(比如YJL)。经过我们深入的研究真实比赛,AI现在只会包夹在低位真正形成威胁的球员。

同样的,半包夹也会有所改进。AI会只尝试去干扰手发烫的球员,逼迫该球员丢球。他们同样知道如何让球员落入陷阱。所以当你运球的危险区域,AI将会知道如何迫使你被逼到角落造成失误。


OS:右摇杆运球系统有没有做的更容易控制?有没有专属球员的动作?


MW:对于今年游戏性小组新开发的各种新特性,玩家们的反应都很不错。我们的AI设计师成功的开发了一个让控球输入从本质改变的系统。基于该系统,我们改进了很多运球的动作,并且使他们更灵活有效。当玩家没有用右摇杆做出动作的时候,球员也不会傻傻的在那边发呆。

专属动作部分,像我之前暗示的那样,我们捕捉了大量篮球运动员的动作来保证游戏中球员们都能和现实一样(之前放出的运球视频,LBJ,DR和KB的运球动作都不一样),这让我们的运球专属动作和“另一款”游戏完全不懂。我们捕捉了动作,运用各种动作生成技术,使之产生各种变化。我们的想法就是,让每个球员的动作都不一样,并且不是使整个数据库显得臃肿

我们同样的使运球系统能根据玩家的需要,结合不同风格的动作,但是看起来又不会觉得别扭,也就是无缝结合。这样也能使球员显得更有活力,并且允许玩家创造各种不同的运球套路(连招?)。总的来说,我很高兴这个系统,他让球员的一对一单打更有趣,也让像LBJ,KB和CP3这样的球员更引人注目


OS:传球系统有没有改变?有没有一触即传?玩家能否自己决定是击地传球,吊球和假传?


MW:传球系统在今年也有一些有趣的改革。我现在还不准备透露更多的传球细节,但是请关注未来两周我在博客即将发布的传球的介绍。有一点我要说的是,在NBA Live 10中,传球方式可以有很多的选择,我们的成员现在正在专注一个新的传球方法(我将会在后面提及)


OS:低位单打有没有什么改变?

MW:Live 09的低位单打我们并不满意,特别是视觉上.所以我们在Live 10中将会融入NCAA的低位单打元素.你在NCAA中做出的低位动作同样适用于NBA Live 10:上下晃动,假投后过人,跨步,转身等等.同样的我们也从NBA-caliber bigs中得到了很多漂亮的低位动作——特别的专属动作。所以整个低位系统看起来更加完善了。


OS:防守方面有没有什么重大的改变?

MW:WOW,这个问题太笼统了。“所有的进攻都应该能被好的防守瓦解。”今年我们在防守系统上做出的努力都是基于这个信念。所以对于过人,有侵略性的身体碰撞,抢断和造犯规。对于投篮,我们重写盖帽系统的代码来提升投篮干扰和盖帽。防守移位也是我们的专注要点。我们提升了对持球防守球员的跑位和轮转换位。我可能会在过几天把整个防守系统的新元素都向各位玩家一一介绍

但是除此之外,我想让大家知道根据过去的经验,防守方面的乐趣远远不如进攻。所以今年我们做了很多的努力来使进攻和防守的乐趣平衡,同等重要。我可以坦诚的说,Live 10是我玩过的第一个做到这点的游戏。如果我愿意,我可以通过防守限制对手来改变比赛的结果。我和我的一个同事进行了大量的对战,我可以通过防守来使对手的命中率被限制在40%一下,却不会显得很假,而过去随便都有60%以上的命中率

但是,我们并没有削弱进攻。Live10 只是让防守好的球员真正的起到作用(例如8D2),让他们更好的粘住对手并且能够很好的干扰对手投篮。在过去,我们不得不大大的降低上篮命中率,提升盖帽几率来使游戏平衡,但是 Live 10这些都不会采用了。


OS:在温哥华的EA活动,你谈到了“WOW时刻”(应该是战术系统)就好像在看电视直播一样,你能更深入的透露细节吗?

MW:好的。首先,我们想要重新定义什么是“WOW时刻”.我们想要使游戏不仅仅只能因为漂亮的扣篮或者盖帽能使玩家兴奋。NBA Live 09之所以没引入,是因为他的系统跟WOW时刻格格不入,所以09的战术只能说是做的马马虎虎而已

对于我来说,这会使游戏失去重玩的价值并且索然无味。当我的一个同事坐下来开始讨论今年NBA Live10的思路的时候,一个重点我们总结出来的就是每一场都不是一样的,每一个攻守转换也不尽相同。对于游戏性来说,这意味着我们需要退回来解决怎么让“wow时刻”和游戏完美的集合起来,使他和别的游戏的战术系统有所不同。

所以要解释战术系统的改进有点困难。这个我们费尽心思做出来的系统能够允许玩家全方位的控制球队的跑位,鼓励玩家更多的运用战术,随机应变。感谢我的这些天才同事们,他们使战术系统变的更复杂多变。


OS:我们已经看到一些球星的视频了,但是那些角色球员会不会看起来比去年更像自己?去年一些像Anthony Parker和 Rodney Carney这样的球员跟现实一点都不像。

Ryan Santos:我们今年着力使一些像Anthony Parker这样的角色球员或者板凳球员更像真人。下面有一个小清单,是NBA Live 10要重新建模的球员

- Andres Nocioni
- Chris Anderson
- Kendrick Perkins
- Matt Barnes
- Fabricio Oberto
- Morris Peterson
- Eddie House
  A9 搬来的

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地板
发表于 2009-8-20 09:36:42 |只看该作者
到底有没PC,我犯糊涂了

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~ § 境由心造,相由心生 § ~
『体育游戏区』
太空城の火箭之魂 Yao11☆路飞
黑暗圣斗士 死亡皇后地狱火
英格兰 国家队 灵魂
★★★★★

版主勋章活跃勋章特色头衔勋章大头像勋章白金会员勋章NBA洛克公园月度优秀组员勋章

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5#
发表于 2009-8-20 20:32:27 |只看该作者

回复 #4 |MVP^KB/~ 的帖子

等时候到了就知道了

如果EA 学去年的2K来个惊喜的话 - -







.

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6#
发表于 2009-8-20 20:36:42 |只看该作者
第一页
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ai T-mac KG my favourite

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◇◆独角兽的安息◆◇
青銅聖鬥士·獨角獸座·獨角飛奔
全明星赛MVP 洛杉矶湖人
★★★★★
◆◆◆◆◆◆

版主勋章大头像勋章youki贡献勋章SIMS梦工厂季度勋章

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7#
发表于 2009-8-20 21:54:47 |只看该作者
3L这翻译不错

这么长,看不动...

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感谢3L的翻译~~~~~~~~~~~~~~

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感谢3L的翻译
感谢3L的翻译
感谢3L的翻译
3D MAX

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