Flavien Brebion
(IA )
by Oli Wilkinson
Moving on the game design for a game such as Infinity, how did you go about creating a story for what is essentially a huge area of play?
在关于一个游戏的设计上比如inf,你是如何在这个可以说是无限大的游戏空间中设计游戏剧情的??
The size of the area of play may look huge at first, but in reality the actual area where you’ll find quests and NPCs is much smaller. It is concentrated in the populated regions, whereas the rest of the galaxy is just here as a bonus for the explorers at heart.
首先游戏空间可能看起来巨大,但你会发现任务和npc的实际空间是很小的,它主要集中在人口稠密区,而其他的星球实际上仅仅是作为冒险家的一种奖励。
For the story, we started with a rough plot and began to refine it. Our goal is to create a rich and immersive universe, with complex political intrigues, tensions between various factions and sub-factions. We want to offer players all sorts of missions, some procedural, others much more advanced and context-dependant. One nice feature of a procedural universe is that you can get rid of static spawns of NPCs, so even generic missions can push you into unknown territories.
关于故事,我们一开始于一个粗略的情节,然后开始完善它。我们的目标是创造一个丰富、令人身临其境的宇宙,其中各派别之间有着复杂的政治阴谋和紧张的关系,我们想要提供玩家各种各样的任务,一些过程生成,和其他更多的主线线索。过程生成的一个特点是你可以摆脱固定产生的npc,那么甚至普通的任务也可能将你带入一个未知的星球。
Is there a single story covering everything, or are you relying on many smaller story threads interweaving?
是否有一个主线故事贯穿游戏,还是你所说的由很多故事支线交织其中??
Both! The single story part is still experimental, and it’s not even written yet. However, our plan is to propose an evolving scenario similar to the one of a solo game, except that it wouldn’t be focused on a specific player. It would be split into chapters, and there would be objectives to reach, that could be accomplished by any player. Of course, it’s not mandatory to participate in the main story.
都有!!主线故事部分仍在测试中,或者说甚至还没有写完。但是,我们的计划是要提出一个不断发展的剧情,和一个单机游戏相似,唯一的区别是他没有主角。它将被分为章节,可以被任何一个玩家达成,当然对于玩家这不是强制参加主线任务。
In addition, there will be tons of smaller missions, some will be pretty generic, but many will be more advanced, and may even be related to previous missions or be context-sensitive. We’re also looking at creating some PvP missions, two (or more) players could get conflicting objectives at the same time and would have to compete to win.
另外,还有数以万计的小任务,有些是相当普通的,但很多是有关联的,可能甚至关系到历史事件,和线索。我们也正在创造一些pvp任务,两个(或者更多)玩家可能会接到互相冲突的任务,需要竞争胜利。
Will there be any factions people can join or play as?
是否任何派别的人都可以加入和参与??
There are three main factions. The Centaurus Oligarchy, the Deltan Federation and the Star Fold Confederacy. They’re all human. We decided early on against introducing alien races, as they are cheesy and overdone in most games/movies, and also require dedicated content. In addition to those, there will be dozens of smaller factions and organizations, corporations of conflicting interests.
有三大阵营:人马座,德尔塔,斯塔弗。他们都是人类。我们早已决定不引入外星种族,因为他们是低等的,和在大多数游戏/电影中出现,同时还需要专门的背景。除此之外,还有一些小的组织和派别,比如利益冲突公司(不会翻,是海盗的意思吗??)
The scale of the game must pose some interesting challenges – how do you go about making it fun for players?
游戏的规模一定提出了一些有趣的挑战——你对于使每一个玩家得到乐趣是如何做的??
That’s a hard question, as the definition of fun is different for every player. In general, I think trying to make a game fun for everybody is the best way to ensure that it isn’t fun for anybody. So our main goal is to make it fun for ourselves and hope that many gamers will share our vision.
这是一个很难的问题,每一个玩家对于乐趣都有不同的定义。总的来说,我觉得最好的办法去确保它对于任何人都没有乐趣就是尝试做一个每玩家都有乐趣的游戏。所以我们主要的目标是是他对于我们自己是有乐趣的,同时期望很多的玩家会赞同我们的观点。
More specifically, there are features that we absolutely want to have in our game and that are part of our vision of what “fun” is, and will not change. For example, the twitch-based combat (you fly your own ship directly, and don’t just point & click and watch the battle). The Newtonian physics. The “Star-Wars” short-range combat with explosions and special effects. The seamless immersive and realistic universe, with planets/moons orbiting in real-time. And the freedom to explore the galaxy without being bottlenecked by jumpgates, etc.
更具体的说,我们绝对要有的特点和那些我们认为是乐趣的东西在我们游戏中将会存在,同时也不会改变。举个例子,第一视角作战(你直接地操作自己的船,而不是点击然后看着战斗)、牛顿的物理学、小范围的飞船爆炸和特殊的效果、带有行星/卫星实时轨道身临其境的完美和真实的宇宙,和不受星门等等影响自由的探索银河系
What will players eventually be able to do in the game?
玩家在游戏中最后能做什么??
Infinity is primarily a sandbox game, so there’s a lot to do for many kinds of players. While combat will remain an important part of the game, we don’t want to make the mistake of proposing an empty sandbox, so there will be plenty to do otherwise. Trading, prospecting, mining, developing a business/industry, transporting, crafting, exploring, etc. And of course, all the missions/quests related to the story/factions.
inf基本上是一个沙盘游戏,所以对于各种玩家可以有很多事情可做。当然战斗仍将是游戏的一个重要部分,我们不想在建立一个空的沙盘时犯错,所以还有其他许多需要做。贸易,勘探,采矿,发展商业/工业,运输,争霸,探索等等,当然还有所有关系到故事和阵营的任务。
It could be possible for players to fly around forever and not bump into another soul – do you have any plans to help bring people together and make them hang around together?
这是有可能性的玩家永远无法遇到另一个玩家——你有一些计划帮助人们聚集在一起,使他们团结在一起??
This is very true, but the game is designed around what we call “cores”, geographical zones of the galaxy where the human populations are located. That’s where you’ll find cities, NPCs, quests, services, social activities, etc. That’s also where the new players start. We fully expect that players will cluster around those zones. Finally, there are other game mechanics to ensure that exploration of deep space is not without danger. For example, refuelling involves ram-scooping a star or gas giant, as there is no nearby space station to refuel at.
这是非常正确的,但是游戏是围绕我们所说的“核心”设计,银河系中人口的地理位置是固定的。那里是你发现城市,npc,任务,服务,社会活动等等的地方。那也是新玩家的出生点。我们很希望玩家将围绕在那些区域。最后,还有其他的游戏机制,以确保深度的空间探索将没有危险,比如在ram-scooping a star or gas giant(天文英语不行啊)富含燃料,因为附近没有空间站补充燃料。
On the flipside, what incentives will you be providing for people to explore your rich universe and all its wonders?
在另一方面,你有何奖励去鼓励人们探索丰富的宇宙和所有宇宙中的奇迹
The Unknown. Since the galaxy is procedurally generated, there’s a chance to see things that nobody else in the player base has seen (including the developers). It’s also possible to find rare ore deposits or visit strange new places. Some of those may be directly involved in the storyline, like the “quest for Earth”, whose location has been lost.
不知道,由于银河系是过程生成的,有机会看到那些没人看见过的东西(包括开发者),也有可能发现稀有矿产,和探索未知的地方。其中的一些可能直接关系故事主线,如“寻找失落的地球”
Do you think that the social side of the game will be important to people? What ways are you providing people to interact with each other?
你认为游戏的社会关系对于玩家是重要的吗??你是如何使玩家互相影响??
Yes, I think that will be a very important part of the game. We will provide all sorts of tools to encourage players to group and/or interact with each other. For example, ships can be equipped with various sensors/scanners that detect the presence of other ships/entities, based on the energy emissions (so stealth is also possible). Players can form corporations/organizations, share ships/stations/cities, set up their own rules/laws, join squads for missions, or for large warfare, in fleets.
是的,我认为那是游戏中非常重要的部分。我们将提供所有方法去鼓励玩家组织,或互相影响。比如,飞船可以船舶可配备各种传感器/扫描仪检测的其他船舶存在/实体、能源排放(所以也可以隐身)、玩家可以形成企业/组织、共享船舶/站/城市、建立自己的一套规则/法律、加入组队任务、或在大型舰队作战队。
翻了点关于剧情的,这也许对于一个游戏最重要,翻译真他妈累。。。。。
估计汉化组有的忙了
原文:
http://www.gamedev.net/reference/business/features/spotlightFB/default.asp