工作是生化生帶創(chuàng)造一個新的游戲體驗并賦予玩家一些新鮮和具有挑戰(zhàn)的東西,生化危機(jī)系列未來該走向何方,危機(jī)小編帶你去看看制作團(tuán)隊是制作組訪廣州花都高級外圍女上門資源vx《192+1819+1410》提供外圍女上門服務(wù)快速選照片快速安排不收定金面到付款30分鐘可到達(dá)怎么考慮的吧。

Q: 生化6與系列前幾作的變化根本區(qū)別在哪里?
佐佐木: 我想我們要傳達(dá)的是關(guān)于主角們的戲劇演出。劇情腳本內(nèi)容實在太多,生化生帶想把腳本中所有的危機(jī)東西和游戲設(shè)計結(jié)合起來是一個巨大的挑戰(zhàn)。我們試著在撰寫腳本的制作組訪同時,將關(guān)卡設(shè)計和游戲設(shè)計無縫地合并起來,變化這是生化生帶最困難的部分。
PSB: At the beginning of development,危機(jī) do you start out with a story, or do ideas for gameplay and set pieces come first?
Sasaki: I try and get a bunch of different situations in my mind – things that I want to see happening in the game – and they’re usually not connected at all. It’s independent of any story at that stage. For example, with this game when we started, the image I had in my mind was the one of Chris and Leon pointing their guns at each other. That was a cool thing that I wanted to see, but I hadn’t even thought about where the story would be at that point. I just thought that’s a cool thing I wanted in the game – how do we make that happen? How can we make a really cool story around that, and add horror elements and make it work?
Q: 在開發(fā)初期,是制作組訪從劇情開始下手,還是變化從關(guān)于游戲的各種點(diǎn)子著手開發(fā)的?
佐佐木:我試著去想象一些不同的場景,一些我想在游戲中看到的生化生帶廣州花都高級外圍女上門資源vx《192+1819+1410》提供外圍女上門服務(wù)快速選照片快速安排不收定金面到付款30分鐘可到達(dá)東西,起初這些東西是危機(jī)跟劇情毫無關(guān)聯(lián)的。比如說,制作組訪在開發(fā)初期,Chris和Leon拿槍互相指著對方的畫面就顯現(xiàn)在了我的小腦袋瓜里。當(dāng)時我覺得游戲中能出現(xiàn)這樣的場景會很酷,但是那時根本沒有任何的劇情背景去支撐這個事件。然后我們就想該怎樣設(shè)計一個很棒的故事、添加一些恐怖的細(xì)節(jié)去實現(xiàn)它?
PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?
Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.
There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.
Q:生化6是一個內(nèi)容豐富的游戲,你們不擔(dān)心一些玩家會沒有力氣去完成這個游戲嗎?
佐佐木:是的,有一點(diǎn)點(diǎn)擔(dān)心。但是因此我們在游戲中設(shè)計了一個叫做REnet的東西。我們希望REnet能幫助玩家堅持完成這個游戲(-_-)。對于你和你的朋友們,REnet會幫助你們保持互相的關(guān)注度并完成這個游戲。一個基本的功能是你和你朋友之間能夠互相了解到各自的游戲進(jìn)度,對你們來說游戲完成率能到多高、誰的進(jìn)度領(lǐng)先將是個挑戰(zhàn)。
PSB: And can you tell us any more about your plans for post-launch support?
Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.
Q: 你們對未來的DLC是怎么計劃的?
佐佐木:現(xiàn)在我們無法告訴你我們正在準(zhǔn)備DLC,但是在不久的將來會宣布一個附加的游戲內(nèi)容(DLC確定?)。就目前的游戲來說,內(nèi)容已經(jīng)相當(dāng)豐富,在DLC之前玩家們會花一段時間在目前的游戲上。
PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?
Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.
Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.
Q:生化系列的老玩家們極其熱情,在對游戲不滿時會說出他們的意見,試著讓系列玩家們得到滿足不容易吧?
小林裕幸:我一直認(rèn)為如果生化系列是孩子的話,那么粉絲和我們制作者就是父母(誰是母的你們知道了吧),完成的游戲就像是兩者所生的孩子,就像現(xiàn)實中的父母一樣,兩者不會總是同意什么是對孩子最好的。
我們一直以來都在聽取玩家們的想法,我們也試著在制作游戲時去考慮這些建議。但是我們的工作是創(chuàng)造一個新的游戲體驗并賦予玩家一些新鮮和具有挑戰(zhàn)的東西。我們想確保能讓玩家們得到滿足,但是最初的反應(yīng)并不總是正面的。我們是會聽取玩家們的建議,但是我們不能被時時刻刻牽制著,這樣我想在游戲開發(fā)上我們不會有什么進(jìn)展的。


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