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[转贴] (转贴)猛料!DOW2的PAPA-----Jonny独家访谈! [复制链接]

黑暗圣堂 战术队员

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楼主
发表于 2008-10-12 13:03:12 |只看该作者 |倒序浏览
So, without further ado, I present to you a very long wall of text!
Hirmetrium: So to start off, can you introduce yourself and what you do at Relic?
Jonny: I'm Jonny Ebbert. I'm the lead designer on Dawn of War II. Basically I lay out the high level vision of the product, and then work with the designers and other departments to make sure that the individual features all make the vision a reality.

Hirmetrium: Personal questions! What games are you playing at the moment?
Jonny: Right now I'm playing Call of Duty 4 and Bioshock, and really looking forward to Far Cry 2.

Hirmetrium: Did you kick the World of Warcraft habit?
Jonny: 3 years ago. After playing UO, EQ and WoW religiously, I finally had the epiphany that life is too short to play massively multiplayer games.

Hirmetrium: And do you still play Warhammer Tabletop lots still?
Jonny: I played in our last tabletop campaign but I had to skip the current one because we're finaling. I still fill in for someone once in a while when they can't play their army that turn.

Hirmetrium: What’s the weirdest Dungeons and Dragons character you’ve ever played? And will you be dressed as Hitman this Halloween?
Jonny: I once played a character based on Captain Caveman in D&D. That would probably qualify as the strangest! As for Hitman, I pretty much dress up as Hitman every day of the year, so I'd try to be more creative on Halloween!
Hirmetrium: Suit, tie, and gun to make the grunts work?
Jonny: Exactly!

Hirmetrium: How happy with Dark Crusade were you? It’s been a while, and no doubt there are things you would of wished to improve upon.
Jonny: The truest thing I've heard in a while is the saying that games are never finished...they simply run out of time so you're always left with questions of "what if" or "if only". There are many things I would have liked to improve in DC but I think the game turned out well. It's definitely something I'm proud to show to my friends and family.

Hirmetrium: Fast forward slightly – what about Soulstorm? We’re all aware it was outsourced to Iron Lore. How much did you affect the process? Do you think it did better or worse than Dark Crusade?
Jonny: I charted out the high-level product design for Soulstorm and helped Ironlore ramp up on the franchise at the very beginning. After that Ironlore pretty much took the ball and ran with it. As for the final part of the question, I think we had a real advantage over Ironlore since it was our engine, our tools, and we'd been making Dawn of War products for 3 years when we started DC, so I think DC had an edge for those very reasons, but I'm probably not the most objective person to ask.

Hirmetrium: What would you say to the people who don’t plan to buy Dawn of War 2 because of Relic’s patch support of the original Dawn of War to change their minds?
Jonny: We've made huge strides to improve our patching process, and our online service for Dawn of War 2 and we have some really cool surprises in store for people in terms of the online experience. So ultimately I'd tell them that we're working very hard to provide a top-notch experience in Dawn of War 2.

Hirmetrium: We know that Dawn of War 2 will have a focus on cover – those of us who have played Company of Heroes will understand how important it is. Is the system coming over in exactly the same way, or are you making changes?
Jonny: The system is the same, with some cool improvements, but cover won't be quite as central in Dawn of War 2 since we're adding melee to the mix and because we have units that don't need to hide behind cover to survive on the battlefield. We really like the mix of action and tactics that you find in Dawn of War 2 and we think players are going to really find it exciting too.

Hirmetrium: What sort of numbers will be present – how many squads do you expect players to control, and will vehicles be alongside that number?
Jonny: Are we talking about in the Campaign? or in Multiplayer?
Hirmetrium: Is there a difference is the best place to start!
Jonny: Yes, there’s a very big difference. I can't dive into heavy details on multiplayer because we have a big reveal coming up but I can tell you a few things. First, a lot of journalists noted that there is no resource gathering and base building in single player and extrapolated that applies to the whole game. That's not true, there is base building and resource gathering in multiplayer and there are some cool innovations on both, but they are there and we'll be giving the details on it soon. We've done some really innovative things in single player, but multiplayer will feel very comfortable and familiar to people who loved the original DoW.

Hirmetrium: What other elements from COH are coming to Dawn of War 2? Gamesday 2008 showed us some obvious ones, like pinning and retreating, which have been brought in, and we already know that cover is playing a key strategic part.
Jonny: Ok, with that being said, here is what we're trying to accomplish in Single Player: We didn't think base building and resource-gathering were appropriate in single player because starting over is no fun in a single player campaign and also because Space Marines don't go to planets to build little cities and chop wood. We wanted to create the feeling of an elite strike force that fears nothing because it is fear incarnate! We want you to carry your progress from one mission to the next, so for that reason we've giving you command of a small strike force of Space Marines. You’ll know each of these guys by name and each has his own role on the battlefield, and you'll bring four squads down for each mission but you'll have more than four to choose from when you're on the strike cruiser planning your next mission.
And as for whether there are vehicles to bring down, there are certain things you're going to have to discover for yourself when the game comes out…

Hirmetrium: My next question was about bases and resources in the campaign, but you appear to have answered that completely already!
Jonny: Both are awesome pacing mechanics for Multiplayer, but they just don't make sense in single player and when people play our SP campaign. We don't think they'll miss them at all.

Hirmetrium: What, in your opinion, is the most awesome piece of wargear for campaign, and why?
Jonny: The sniper rifle. Once you get your hands on it, you will understand why it is the definition of awesome! The gameplay video shows its practical use, but it just doesn't fully convey how satisfying it is to use when you're the one pulling the trigger
Hirmetrium: On that note quickly - many people have pointed out in the gameplay demo that only squad commanders receive weapons, but will it apply to the entire squad like the wargear screen shows?
Jonny: It will only apply to the commander. That's an extremely old video that had the first pass of code. The reason we did that is that you're finding rare artefact weapons and it didn't make sense for them to come in packs of three! We also want to drive up your attachment to you squad and really make them feel unique and cool.
Hirmetrium: Will the other squad members get weapon changes too however?
Jonny: Their weapons improve over time, but your squad leaders are the only ones who change their weapons (with a few rare and cool exceptions).

Hirmetrium: Are Sync kills in, along with the over the top super units to show them off? We all love them blood piñata’s.
Jonny: Sync-kills are in! You can see the Warboss and the commander do a few in the final fight in the game play video.
Hirmetrium: With large amounts of blood?
Jonny: That was our main failing in the gameplay video, the blood was not heavy enough, and that has been fixed...with extreme prejudice!

Hirmetrium: What’s with Blood Ravens and no Librarian? Is he in or not?
Jonny: Heh, we have plans for the Librarian, big plans. That's all I'm going to say on that.

Hirmetrium: Is there room in the campaign for cameos? Chaos, Guard, even Tau?
Jonny: There's always that chance!

Hirmetrium: How has the melee system changed? Is it radically improved, or very similar to the original Dawn of War?
Jonny: The melee system has had some really nice improvements made to it. The pathing is much smoother, and melee units have a much easier time hitting units on the run. We have the same pathing guru that was on Company of Heroes, and he has made his awesomeness felt.

Hirmetrium: What’s the story behind 3 man squads? There’s been a lot of community backlash over this, and how “un-fluffy” it is.
Jonny: Yes, I noticed that it has really caused a bit of a stir. I will give you our reasoning, and perhaps this will at least bring understanding if not forgiveness!
A lot of us on the Dawn of War team found that it was really difficult to face the fact that 8 Space Marines were the equivalent of 10 Guardsmen or 10 Orks. It pained our souls deeply, we wanted Space Marines to feel heroic, larger than life and powerful. It also pained us that we had to make all of the infantry in the original Dow roughly the same size. So our goal in Dawn of War II was to make Space Marines feel heroic and godly, like the rare, unique, elite bad-asses that they really are.
So first, we made them to scale. They tower over the Eldar and Orks (the boyz at least) and we also made them really tough. So we thought smaller squads were better for that reason.

Now add the fact that we're giving you command of an elite strike force, and we want you to feel like every guy counts, That each loss is a devastating blow to the Imperium and that your squad commander really needs to stand out. We also want you to see the detail of combat, and manage your guys closely, so the camera needs to be fairly close to the action. If we wanted to accomplish this, 3 man squads turned out to be the way to go.
However, we made Tarkus (your tactical marine squad leader) unique by giving him a squad of 4. So basically it was a catch 22, we could either make our Space Marines really bad-ass, to scale, feel heroic like the backstory, and give the intimate experience or we could make them disposable and numerous. We chose the former.
Hirmetrium: Both of which people seem to hate can I note…
Jonny: Heh, and there's the dilemma. Like I said, now that they know the reasoning, perhaps the people who dislike 3 man squads will at least understand us, if not forgive us!

Hirmetrium: What sort of mod support will be available?
Jonny: Having worked with the Essence Engine for 3 years now, it's just not a moddable engine. The Dawn of War engine was built from the ground up to be mod friendly and the stakes were much lower then. Animation trees were an order of magnitude simpler, units took half the time to make… basically our choice was this:
Re-write the essence engine to make it moddable and give you 1/3 the game you're getting, or focus on making Dawn of War II the game it is today. We chose the latter. As someone who loves the mods I've seen in DoW, it was a painful, painful decision, but I think it was the decision we had to make.

Hirmetrium: One of the most heavily asked questions is about the army painter – this was an incredible feature in the original, customising your own army with banners, badges and colours. It really captured the spirit of tabletop. Is the feature returning fully in Dawn of War 2, with improvements?
Jonny: Yes there will be an army painter! And yes, there will be some really cool toys to play with! I was playing with it this morning as a matter of fact...

Hirmetrium: Company of Heroes style Doctrines – are you willing to say if they’re in Dawn of War 2 yet?
Jonny: We'll have to wait until the multiplayer reveal to find out!

Hirmetrium: A long time ago you promised me, in a previous interview, that you’d bring hard counters back to the Dawn of War series. Are they in Dawn of War 2?
Jonny: There are definitely hard counters in Dawn of War II and they are hard counters that are visually obvious, which I think most players will appreciate. One of our first rules when designing multiplayer was "If someone has to read help text to figure out why they lost a battle, we have failed".

Hirmetrium: We’ve seen huge amounts of RPG style content, squads gaining levels and items. What’s with Relic’s obsession over RPG content?
Jonny: We want you to be able to carry your progress forward from one mission to the next and we wanted you to get really attached to the squads in your strike force by customizing equipment and watching your guys get better with each shot they fire really delivers that feeling. I watch people play the game every day, it's extremely fun. I've noticed some people getting concerned that these elements will be in multiplayer. They will be, but in a way that won't affect balance, and in a way that will enhance the core DoW multiplayer experience.

Hirmetrium: Is Dawn of War 2 aimed at the casual market, or are you aiming for the hardcore, competitive market like you (sort of) did with Dawn of War? A lot of people are concerned with the single player experience being heavily focused on over the multiplayer experience.
Jonny: We've built the Single Player experience to attract casual people, and people who otherwise wouldn't play RTS, but the hardcore will find it just as engaging. Trust us on this, MP is focused on the traditional RTS player. I've watched roughly 100 people play the SP campaign, and the first question I always ask, "Did this feel like Dawn of War?” I've yet to hear "No".

Hirmetrium: When is the beta likely to be opened? Soulstorm users were promised entry, and I know many people would be keen to provide early feedback, especially on some features for the online lobby and the like.
Jonny: There will be a beta for Soulstorm users, but I'm not going to give you an exact date yet. However, we are working on it as we speak!

Hirmetrium: When’s the multiplayer reveal date? So many people want to more about multiplayer, but I can’t ask that until THQ give the green light!
Jonny: I know when the press is coming, but I'm not sure when the actual information comes out. We have to give print magazines enough lead time so that they release with the online publications. I would be shocked beyond belief if we didn't have something for you before Christmas, as in "something you're reading online in great detail".

Hirmetrium: Jonny, thank you so much for your time and effort
Jonny: I really appreciate you taking the time to do this Thomas and I hope I gave you guys some information to get excited about!
There are just three simple rules to follow
If I Charge, Follow Me; If I Retreat, Kill Me; If I Fall, Avenge Me!
Suffer Not the Unclean to Live!

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沙发
发表于 2008-10-12 13:24:40 |只看该作者
你指挥官转的吗???????????????翻译一下吗

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黑暗圣堂·突击陆战队员

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板凳
发表于 2008-10-12 13:41:36 |只看该作者
这显然是DOW2论坛置顶上的,采访DOW2的主GD的内容

Gameloft, Ubisoft, Activision,呆着吧,呆着吧

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异端审判庭 炽天使队员

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地板
发表于 2008-10-12 13:55:21 |只看该作者
Hirmetrium: Is there room in the campaign for cameos? Chaos, Guard, even Tau?
Jonny: There's always that chance!
= =……不知道要等到什么时候了……不过话说这么一来岂不是IG对上chaos……= =
天下无道,灾生四端,苍龙飞升,六祸禁绝

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5#
发表于 2008-10-12 15:06:04 |只看该作者
怕什么?虽然我们很渺小,虽然我们很卑微,虽然我们没有动力盔甲,可是我们就是无畏的炮灰!帝国的安定,是建立在无数IG的尸体上的。
一切为了皇帝。
虽然我们很渺小,虽然我们很孱弱,虽然我们很卑微,但只要保持对帝皇的信仰,我们就是不可忽视的力量。
帝国防卫军,伟大的防卫军!
For the Emperor!
索尼克第228步兵团列兵Sera Chain

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黑暗圣堂 战术队员

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6#
发表于 2008-10-12 17:45:10 |只看该作者
莫小看IG,吃苦耐劳+坚韧不拔+海量人头+如林巨炮+主角光环

IG能把任何一个帝国的敌人轰杀成渣

[ 本帖最后由 panzerwzh 于 2008-10-12 17:46 编辑 ]
There are just three simple rules to follow
If I Charge, Follow Me; If I Retreat, Kill Me; If I Fall, Avenge Me!
Suffer Not the Unclean to Live!

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7#
发表于 2008-10-12 18:06:46 |只看该作者
IG7个字:杂鱼枪毙斩立决,这个政委不杀杂鱼对不起帝王委托的重任
火星人路过

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8#
发表于 2008-10-12 19:13:27 |只看该作者
IG的装甲连不是吃普通的肉的.

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9#
发表于 2008-10-12 19:31:37 |只看该作者
在斯巴达三十中,重装甲估计不会登场
火星人路过

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异端审判庭 炽天使队员

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10#
发表于 2008-10-12 21:14:38 |只看该作者
其实不用太多重装甲……一台石化蜥蜴就够那些家伙收的了……要是再有一台Leman Russ Vanquisher……= =+
天下无道,灾生四端,苍龙飞升,六祸禁绝

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11#
发表于 2008-10-12 23:18:09 |只看该作者
前面是些無聊的製作人經驗訪談。

- 儘管掩體佔據遊戲相當重要的角色,但不會像COH那樣成為戰鬥的重心,因為DOW2還有一部分戰鬥是肉搏,同時也有一些部隊可以不依靠掩體來保持生存。

- 有一些消息指出DOW2不需要採集與基地建設,這是錯誤的,儘管在劇情戰役確實如此,但在多人遊戲中還是需要建設與採集,關於多人遊戲不久後會有更多消息發布。

- 劇情戰役中之所以不需要採集與建設,是因為每次戰鬥開始都要做同樣的事情很無聊。而且SM每到一個星球執行任務,並不會去砍木頭造房子,他們只是被丟下去而已,這樣做的目的在於營造一種任務出擊的感覺。至於哪裡會提供裝甲支援,這就有賴玩家在遊戲中自己發掘了。

- 在多人遊戲中,資源採集與基地建設都有相當有趣的機制,但在劇情戰役中僅僅是提供個概念而已。

- 在戰場上找到的裝備不再配備在整個小隊上了,而僅僅是裝備在隊長身上,理由是這些稀有的先進裝備並不像大甩賣那樣一次就找到一整套,而且這樣做會讓你的小隊長看起來非常酷。當然小隊成員也會隨著遊戲進展更新他們的配備。

- 遊戲中依然有神奇的超能力,還有大量的番茄醬。

- 智庫館長?當然有,而且有相當大的規劃,不過現在還不能透漏。

- 劇情戰役中也許會有其他陣營客串演出。

- 近戰系統被相當程度的改良過,路徑規畫變得更順暢,近戰單位攻擊移動中的目標也變得更有餘裕。

- SM的小隊變成三人一組,基於平衡性的原因,一代中八人的SM小隊僅能十人的IG或者歐克相提並論,這令製作小組十分痛心。他們想要讓SM顯得更像英雄,更加神化。縮減小隊編制同時強化個別SM似乎是個不錯的選擇。

- 縮減人數的好處還在於更容易觀察戰鬥的細節。儘管部分玩家可能討厭這項改動,但至少現在知道這樣做的理由了。

- 關於MOD,反正更好做了。

- DOW2繼承了許多前作的優點,其中一方面在於優秀的視覺化,你可以很清楚看到戰場上發生了什麼事。在多人遊戲上的基準是:如果你必須透過統計上的數字來判斷為什麼輸了,那麼這個設計就失敗了。

- 劇情戰役是針對一般玩家而設計的,甚至是那些不懂得RTS的玩家,而多人遊戲則是偏向傳統的即時戰略,不會讓較資深的玩家有任何不適。

- 購買SS的玩家會有DOW2的OB資格,至於什麼時候開始還很難說。

- 什麼時候發佈多人遊戲的消息?畢竟還要等雜誌印刷,但至少不會超過聖誕節。

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12#
发表于 2008-10-13 00:52:25 |只看该作者
超赞 非常期待战锤2~~~~~~~!!!!!!!!
在罪恶登峰造极的国度里,欺骗和暴力掠夺就成为法律。
                                                   ------苏格拉底

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13#
发表于 2008-10-13 09:47:51 |只看该作者
而且SM每到一個星球執行任務,並不會去砍木頭造房子,他們只是被丟下去而已

这句有点意思!

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14#
发表于 2008-10-13 10:14:20 |只看该作者
SM 三人一组?也太那啥了吧,比英雄连里的还少,再怎么缩应该到4或5人的上限吧。
作为一名锤饭,应当积极投入对那啥的斗争当中,在斗争中成长、在斗争中壮大,最终取得斗争的全面的胜利。

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15#
发表于 2008-10-13 10:27:53 |只看该作者
他说的是不是,最初3人一组啊,估计有增援吧

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黑暗圣堂 战术队员

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16#
发表于 2008-10-13 13:00:48 |只看该作者
[害怕] [害怕] 他说的是SP...
MP和遭遇战影都没...
There are just three simple rules to follow
If I Charge, Follow Me; If I Retreat, Kill Me; If I Fall, Avenge Me!
Suffer Not the Unclean to Live!

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17#
发表于 2008-10-13 13:26:03 |只看该作者
遊戲中依然有神奇的超能力,還有大量的番茄醬。
番茄
火星人路过

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18#
发表于 2008-10-13 21:26:25 |只看该作者
果然够猛,这么长的英文,失去了阅读的欲望
楼能不能盖好
全看二楼吊不吊

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19#
发表于 2008-10-13 22:13:54 |只看该作者
原帖由 kavis 于 2008-10-12 23:18 发表
前面是些無聊的製作人經驗訪談。

- 儘管掩體佔據遊戲相當重要的角色,但不會像COH那樣成為戰鬥的重心,因為DOW2還有一部分戰鬥是肉搏,同時也有一些部隊可以不依靠掩體來保持生存。

- 有一些消息指出DOW2不需要採集與基 ...


关于mod,这个我个人很看重的问题,我觉得你的翻译值得商榷。

Hirmetrium: What sort of mod support will be available?
Jonny: Having worked with the Essence Engine for 3 years now, it's just not a moddable engine. The Dawn of War engine was built from the ground up to be mod friendly and the stakes were much lower then. Animation trees were an order of magnitude simpler, units took half the time to make… basically our choice was this:
Re-write the essence engine to make it moddable and give you 1/3 the game you're getting, or focus on making Dawn of War II the game it is today. We chose the latter. As someone who loves the mods I've seen in DoW, it was a painful, painful decision, but I think it was the decision we had to make.


Hirmetrium:有什么样的模组(mod)支持啊?
Jonny:已经用Essence 引擎三年了,它真的不是一个可以做mod的引擎。Dawn of War的引擎是由零做起、刻意让它易于做mod的,那时这样做风险低很多。Animation trees(动画路程树?请专业的来吧)简单几个数量级,做一个单位只需要(现在)的一半时间,基本上我们的选项是这样的:
重写essence 引擎让它可以(注意是可以)做mod的同时给你1/3个游戏或者专注于做Dawn of War II这个游戏。我们选了后者。像很多热爱DOW mod的人一样这是一个很痛苦很痛苦的决定,但是我想这是我们(当时)不得不下的决定。
黑岛辐射三部曲,PST,;Nox,Diablo,GTA;Warcraft III,starcraft,DOW:DC,。主题医院。
上古卷轴,质量效应,龙腾世纪,巫师;荒野大镖客,bully;使命召唤,孤岛危机极限版。街霸4。

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20#
发表于 2008-10-13 23:44:05 |只看该作者
原帖由 martin 于 2008-10-13 22:13 发表


关于mod,这个我个人很看重的问题,我觉得你的翻译值得商榷。

Hirmetrium: What sort of mod support will be available?
Jonny: Having worked with the Essence Engine for 3 years now, it's just not a moddable  ...


確實,這裡我必須向大家致歉,因為MOD並不是我感興趣的地方,所以大略掃了一下,只看到修改原來引擎的部份,沒看到他們因為太耗時間而放棄。另外要提醒大家的一點是,不要太在字面上作計較,因為原文廢話太多,這上面只是我歸結訪談的內容所寫下來的,嚴格來說不算是翻譯。

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