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Eurogamer对OFP2的报道
- 经过多年的精心开发,游戏即将揭开其神秘的面纱,玩家将会看到其崭新的一面。由于游戏将于明年春季发售,CODMASTER最终决定公布闪点行动2的内容,这款游戏将是现期最为逼真军事模拟类射击游戏。
The game's lead AI designer and senior designer, Clive Lindop, recently presented the game to the press behind closed doors and briefly showed it running in real time. (Read last week's preview to find out what we thought of it.) Afterwards, we had time to chat about several other elements of the game, and grilled Codemasters' military AI guru about the AI, the tech, the save system and how they're going to implement that perennial bugbear - a health system.
- 游戏的人工智能总设计师 Clive Lindop 向我们秘密发布了部分游戏内容并简要的为我们展示了下游戏的运作过程,随后,我们还交流了些游戏其他的元素,如军事人工智能的核心,游戏的保存以及如何处理现今最为头疼的问题——生命系统。
Eurogamer: When's Operation Flashpoint 2 actually coming out?
- 游戏什么时候上市?
Clive Lindrop: Spring 2009 on PC, 360 and PS3.
- 2009年春季在PC、XBOX360、PS3三种平台上同时发布。(oicw0738注:最近官方已经公布延期至今年秋季发售)
Eurogamer: Has the parallel development of all three versions affected the design?
- 同时在三种平台上开发游戏是否会受到不利影响?
Clive Lindrop: It's always been a relatively convenient excuse for the games industry to look at consoles and go, 'Ah, they make games more stupid.' It's simply not true, if you design intelligently and develop your technology, it's the only way you could have built OFP2.
- 这确实是游戏产业中极易受到大家关注的一个问题,很多人会说:“哦,看看他们把这个游戏设计的多么愚蠢!” 不过事实上并不是这样,成功制作完成《闪点行动2》的唯一途径就是,更加聪明的设计理念和更加先进的开发技术。
Eurogamer: How was OFP2's tech developed?
- 闪2的技术是如何开发的?
Clive Lindrop: Rather than taking a pre-existing engine and updating it to be "next-gen" we've had to build our own technology, because you need to be able to start from streaming the most basic of assets. So that when you're looking at, say, the console user's experience versus the PC user's experience, if you design the gameplay and mechanics the right way they will fundamentally have the same experience.
- 相对于将一个现有的引擎升级至“下一代”,我们开发了自己的技术,因为你需要使最基本的内容(材料?不太好翻,见笑了。)运作起来。所以说当你对比家用机平台与PC平台玩家的游戏体验时,如果你正确的设计了游戏性与硬件(性能),那它们将会拥有大致相同的体验。
One of the things in OFP2 which primarily achieves that is the AI and the UI. The original OFP had a really unhelpful UI. You had 12 guys on F keys who you couldn't group properly. You can still have a complex command system and go to a map and lay out your own plan that can last the whole mission.
- 闪2首要达到的目标是人工智能与用户界面设计。原版闪点行动中的用户界面并不非常有用。你在F键上有12个不能正确编队的电脑(人物), 还有个复杂的命令系统用来设计你的整个任务。(接下文会好理解些。)
If you don't want to do that and just want to give out quick orders... Say you're in the middle of a firefight, you're pinned down and you want someone to flank right. You can just look at a piece of scenery, select the guy you want to talk to - because they're now grouped in proper echelons like fireteam squad - you know, "Go!" and they'll do it. The reason for that, of course, is because the AI can interpret this, such as how it's going to flank, what terrain it's going to use, what cover it's going to use.
如果你不想那么做,只想发布个快捷命令...... 比如说在交火中,你被压制住了,想找个人打右翼。只要看着你要找的人-因为他们已编制到正确的编队中-知道吧,“上!”他们就去了。这是因为人工智能能够正确识别诸如如何攻击侧翼,利用什么样的地形,如何使用掩体一类的信息。
Eurogamer: Do you have to spend time issuing commands as well as controlling it like a normal shooter?
- 你需要像其他射击游戏一样花时间发布命令吗?
Clive Lindrop: No, the player doesn't have to micro-manage everything the AI does, but if you want to micro-manage, you can. If you don't want to, you don't have to. It's possible for the player to never give an order, ever, in the entire campaign because the AI will just do it itself.
- 不,玩家不用去控制人工智能的行为细节,当然如果你想还是可以的。(此细节是指如到达指定地点后朝某方向执行某种命令等,并不是挠痒痒什么的。:D)如果你不愿意做,没人强迫。由于人工智能的强大,玩家可能在整个游戏过程中不发一道指令。
It'll follow you if you're in charge, but if you don't do anything, it'll find its own cover, its own target, he has his own simulated morale and expression. He could even abandon you. If he thinks you're a nutter because you keep running at machine gun posts, he'll stop following you. He'll tell you that. He'll tell you, 'I think you're losing it', and then the next thing you know you're on your own because they've left you.
- 如果你是领队他们(人工智能)会跟着你,但如果你什么都不做,它们会自己寻找掩体,寻找目标。他们有自己的士气和情绪。他们甚至会抛弃你。如果他觉得你有点神经,逮个固定机枪不放,他就有可能不继续跟随你。他还会跟你说:“我觉得你把持不住自己了。”然后下一件你所知道的事就是你成了光杆儿司令了,没人再跟你了。
You don't want a situation where you go, actually, these guys are a pain in the arse, not only are they useless, but they keep getting killed, so I'm going to leave them here and come back for them at the end of the mission. We want them to almost be better than you - good soldiers that you can rely on.
- 你不想遇到这种情况:这帮人什么都不会,还不断相继死去,以至于你决定把他们留在原地,等任务完了再回来找(在上一代中是这样的)。我们所希望的是(在新一代里)他们比你还强-是靠得住的兵。
Eurogamer: What's the learning curve going to be like?
- (游戏的)学习曲线是什么样的?
Clive Lindrop: It's a complex game, and we didn't want to simplify it. It's always tempting for a publisher to go, 'Well, the original game had a hardcore audience so we'll simplify it.' We don't have to. If you make the learning curve literally visual, so that when you start the game you start as a private. I'm in command of an AI officer, and if you watch him fight, his tactics, and how he gives orders and what kinds of things he does, the player will naturally learn how to fight. So all this visual stuff has a practical aim.
- 这是一个复杂的游戏,我们也不想使其简化。出于出版商一直以来喜欢的想法觉得原版有一群铁杆儿硬核(比较追求极致的)玩家,那我们就简化一些吧。不会的。如果你能使学习曲线清晰可见:比如你开始游戏时是作为一名一等兵,被一名人工智能军官所管理,学习他的战斗和策略以及他是如何下达命令的。那玩家就会自然而然的学会如何战斗。所以说还是有迹可寻的。
Eurogamer: Can you describe the health system?
- 您能描述一下生命系统吗?
Clive Lindrop: If a 50 cal round hits you, you vaporise, and your arms come off! So health system-wise, you're dead! There's no hiding behind something while a ticker goes up. We have something called a Catastrophic Body Damage System - but there's a purpose to it. When somebody gets hit by a bullet, it hurts, and it does catastrophic damage to the body.
- 如果你被50毫米口径机枪击中,你就消失了,胳膊也掉了!就生命系统而言,你已经死了!没有说躲在什么东西后面一个(生命)条儿就涨起来了。我们使用一个叫灾难性身体伤害系统-是有原因的。当一个人被子弹击中后,其会在体内造成灾难性损伤。
Quite often you'll hear people talking about OFP2 almost as an anti-war game. The experience you come out of it with is an appreciation of what absolutely massive balls the guys in Afghanistan must have, because it's a frightening experience but also shows how horrific war is.
- 你可能常会听到人们说闪2是一个反战游戏。游戏后的经验会使你感恺在阿富汗的人(美军)是有何等的胆量,因为那是个可怕的经验但也反映了战争的恐怖之处。
If you get hit by a small round, say like a 9mm or a 5.56, and you've got body armour on and you get a wound, you can be stabilised - but you might suffer. You might get a limp. But there's no healing you up to full health again. Once you're hurt, you're hurt for the rest of the mission, so there is value in not getting shot.
- 如果你被一颗小型弹丸击中,比如9毫米或5.56毫米,而且你还有防弹衣,你只会受伤,可能会被(暂时性的)治愈-但也有可能受苦。你可能会瘸了 ,但不可能再回复到痊愈。一旦你受伤了,整个任务中都是这个状态,所以不被击中的价值不言而喻。
That's what drives that adrenaline rush. If you sprint across a street, you know if you take one round you could be a dead man. So I've got to get my guy to lay down suppressing fire to keep the enemy's head down, and then I'm going to rush across. And when you make it across and kick the door down and you're in cover again, there's much more of a sense of imminent danger at all times.
- 这就是什么引起了肾上腺素。如果你跑过一条街,你知道被击中一枪就会成了死人。那我就得让我的人用火力压制敌人,然后再跑过这条街,踹开了门,才又在掩体之中了。随时即将发生的危险就更说得通了。
Eurogamer: Will the game support quicksave or checkpoint progress?
- 游戏会支持快速存档或节点进程吗?
Clive Lindrop: One of the things the first game was quite famous for was that you could play it for two hours, and if you died, it was a case of, 'Sorry dude, start the mission again.' What? Did you save me anywhere? No! So, part of the difficulty setting allows you to be as masochistic as you want to be with yourself.
- 一个原版游戏中很出名得东西就是你可能玩儿了两个多小时,如果你死了,就可能会是:“对不起哥们儿,重新再来吧。”什么?你之前没存个档吗?没!所以说难度设置的一部分就是让你自己被自己搞得倍感受虐。
If you want that experience, which some guys do, it's one of those games where, like the first generation of MMOs where you had permadeath - some guys kind of like that brutality, and like the fact the game is very hard on you.
- 如果你想要这样的体验,有些人确实是这样,那这就是个像第一代MMO一样有永久性死亡的游戏。有人就是喜欢这种残酷,喜欢游戏很难的这个现实。
But in the sequel, rather than forcing the player to do one thing, if you just give them the choice and just want the experience of going through the campaign, don't do the hardcore mode. You can still have that sense of imminent danger, even if it's a bit more forgiving in terms of save slots. It's much more about giving the player that choice.
- 但是在续作中,相对于强迫玩家去做一件事,如果赋予他们选择和整个游戏体验,不要玩儿(极度)硬核模式。你还是会有那种危险随处即发的感觉。相对于存档槽(数量)而言,更重要的是给予玩家那种选择。
It's based on a real situation happening in the present day. There is a massive oil field underneath the island. It's something which could happen tomorrow - we really wanted to find something that's believable in the sense that if you wanted to read up about it online, you'll see it. We want that realistic documentary feel.
- 这是基于当今的真实情形。一个蕴藏着大量原油的岛屿。这是明天就可能发生的——我们真的想使它真实可信,成为你可能在网上读到的(新闻)一样,看着吧。我们想要一个真实纪录片般的感觉。(novelekehe:本人严重怀疑此观点,俄美联盟对付中国。)
Eurogamer: Is there going to be a demo?
- 会有试玩版吗?
Clive Lindrop: I don't know actually. I'm pretty sure we'd like to do one. It's really about trying to design a mission that allows us to do that. I'm pretty sure we will, because it's something that the original did very well, so I see no reason why we wouldn't - it's just not something I've seen on the schedule yet.
- 这个具体来说我也不知到。我很确信我们愿意做一个。主要是设计一个任务使得这能成真。我很确信我们会的,因为这也是原版做的很好的。我并不觉得我们有什么理由不作-只是我还没有在日程表上看到。
Because people have been waiting for so long we want something that shows, no seriously, not only is it real, but it does all the things that we're saying it does. GRID had very much the same arc... After three years of my life, it's going to do it!
- 因为大家等了很久,我们想展示的不仅是严肃,真实而是我们一直以来所说的一切。GRID做得就很好。在我开发了三年之后,会的!
转自中国虚拟军事网
[ 本帖最后由 oicw0738 于 2009-5-27 19:25 编辑 ] |
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