信徒 奥菲莉娅回忆中的修女
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Community Interview: Shogun 2 Total War
By Bennett Ring - Mon Aug 2, 2010 2:03pm
Those crazy warlords are at it again, and this time Total War is revisiting the era of sneaky Ninjas and brave Samurai in Feudal Japan. Sega kindly offered us an interview with Shogun 2's Lead Designer, James Russel. We turned the questions over to you - read on for his detailed replies.

James Russel, Lead Designer | gyoken: Will there be an option to ease newcomers in?
James Russel: Well, we are crafting several tutorials to ease players into the game. Obviously that’s important for newcomers to Total War, but there are new mechanics for vets to learn too. We are also working hard to make the core game easier to navigate, and we’re displaying many things in a more open, clear way that hopefully will make the whole experience better both for new users, and for power-players. Also, the fact that clans start in control of small kingdoms and have to build up more or less from scratch helps ease players in compared with Empire: Total War, where the historical setting meant you had to take control of an established major power from the start.
Mr_Cyberpunk: Are hero duels interactive in anyway or are they just cut-scenes like Shogun 1 and Empire?
James Russel: Heroes are actual units on the battlefield, with great prowess with a specific weapon (e.g., the bow or the sword). They come with a band of elite followers to protect them. So, you can use them as you choose in each battle: whatever fits the needs of your battleplan. Of course, there will be ways to counter certain heroes, so you still need to use them wisely: they are not invulnerable! You may find your Hero targeted by an enemy hero, so you can indeed see single combat between heroes, but within the context of a full-scale battle, with your forces fully under your control.
Mr_Cyberpunk: How will coastal landings work?
James Russel: They are a type of coastal land battle: an army can disembark from a navy to immediately attack an enemy army, straight off their boats. If you win, you get to advance that army (and even lay siege to coastal castles) straight away, without having to spend a turn disembarking.
Mr_Cyberpunk: It's been said that the new AI works on the same concepts as Sun Tzu's Art of War, if this is true are we going to see the AI actually form lines properly this time?
James Russel: Yes, the AI does incorporate some of the core precepts of Sun Tzu. We are determined to make sure that the AI provides a challenge to the player and is one of the stronger parts of Shogun 2.
Bronze_D: Which of the old units from Shogun are making a return? We saw several units in the video shown with presumably yari samurai or yari ashigaru along with possibly no dachi samurai shown, are there any other old favorites that are confirmed?
James Russel: As befits a representation of this period of history in feudal Japan, many of the units from Shogun will also appear in Shogun 2. Of course, there will also be some interesting new units. The key for us is to create units that have historical precedent, have a defined, specific role on the battlefield, and that provide interesting and varied gameplay approaches.
Bronze_D: The coastal screenshot with the naval ship was particularly interesting, does this mean we can expect some sort of grand battle involving land and water combat simultaneously in the same map?
James Russel: We’re adding Coastal Assault battles where you can attack a land-based army as your own army disembarks. We’re also adding land and coastal features to naval battles, which adds an enormous amount of gameplay to the naval battles in terms of how you use and take advantage of the terrain when you manoeuvre your ships. But for the moment, armies fight armies and navies fight navies, despite the coastal features that add to both battle types.
Denzil: Will there be more warning that someone is going to attack you? Going to war isn't a small task and it's generally hard to disguise, perhaps advisors could issue threat warnings and possible solutions to diplomatic issues?
James Russel: We are adding more pieces to the diplomatic system to make this clearer, and to add some more character to your interactions with different clans. However, we do want to maintain an element of unpredictability (but without it feeling random). We think Empire and Napoleon are much improved in this regard versus earlier Total War titles, but we can still make things better.
Yurtles: I've heard that Shogun 2 is using a heavily modified Empire Total War engine and I know for a fact that individual hand to hand fighting between combatants is back (like Empire had). Does this mean melee battles will remain significantly protracted affairs similar to what Empire's melee fights were, or will we be seeing a return to faster rates of dying like we saw using the Rome/Medieval 2 engine?
James Russel: We do look closely at this, and it needs to be balanced carefully. Too fast, and there’s insufficient time to respond to unfolding situations and really enjoy certain core tactical dilemmas (e.g., when do I commit an extra unit to this or that melee?); too slow and the drama and tension is reduced, and the impact of certain shock tactics and units isn’t fully reflected. I think the best answer is that it depends: high attack and high charge units will produce faster results in melee, but high defence units (e.g., yari samurai) will be able to last quite some time.
Mythor: Will there be ninjas?
James Russel: Who knows? You never seem quite able to catch them….
Mythor: Will we be able to play as a band of Ronin? Or at least hire them in some fashion?
James Russel: Yes, you will be able to hire bands of ronin, but only in certain special situations.
NobleSix: With the rock, paper, scissors unit theme, will there be the possibility of the weaker unit beating the stronger unit with better tactics?
James Russel: Yes, the idea is that units are not always globally strong or weak in all situations. They have strengths and weaknesses: ways of using them that are very effective, but vulnerability in certain situations or to certain countering units. The clearest example is that spear units are very strong against cavalry, but are vulnerable to attack by sword units (which themselves are vulnerable to cavalry). Other units might have a very powerful attack stat, but are very lightly armoured and thus very vulnerable to archery fire. The goal is to ensure every unit has a clear and specific purpose or role on the battlefield, so you have to use them in the appropriate way to maximise their effectiveness within your overall battleplan.
NobleSix: Will large scale battles be more common in Shogun 2 campaign, considering the size of the map has now shrunk and a turn is a season?
James Russel: There should be plenty of large scale battles: Japan is a very mountainous country, and there are lots of choke points created by the restricted geography into strategically important corridors. It’s also very important for your army to be led by a strong General, which encourages you to concentrate forces, though of course there could be some special circumstances where you have a different, cunning plan.
I should point out that although we’re representing a smaller area of the world (the islands of Japan rather than half the planet), the map is still built on an epic scale: we’re simply zooming in and focusing on Japan in much greater detail than we could in Empire or Napoleon where we had to represent whole continents in the same game area.
VooDoo.maGiK: Will the co op campaign make a return?
James Russel: No comment yet, but we’ve got big plans for multiplayer. To try and answer indirectly, you can reasonably expect to see a lot of the features you liked in Napoleon in Shogun 2.
[ 本帖最后由 秋之回忆n 于 2010-8-6 04:38 编辑 ] |
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