《生化危机6》制作组访谈:CAPCOM给生6带来哪些变化

工作是生化生带创造一个新的游戏体验并赋予玩家一些新鲜和具有挑战的东西,生化危机系列未来该走向何方,危机小编带你去看看制作团队是制作组访祖码怎么考虑的吧。
Q: 生化6与系列前几作的变化根本区别在哪里?
佐佐木: 我想我们要传达的是关于主角们的戏剧演出。剧情脚本内容实在太多,生化生带想把脚本中所有的危机东西和游戏设计结合起来是一个巨大的挑战。我们试着在撰写脚本的制作组访同时,将关卡设计和游戏设计无缝地合并起来,变化这是生化生带最困难的部分。
PSB: At the beginning of development,危机 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: 在开发初期,是制作组访从剧情开始下手,还是变化从关于游戏的各种点子着手开发的?
佐佐木:我试着去想象一些不同的场景,一些我想在游戏中看到的生化生带祖码东西,起初这些东西是危机跟剧情毫无关联的。比如说,制作组访在开发初期,Chris和Leon拿枪互相指着对方的画面就显现在了我的小脑袋瓜里。当时我觉得游戏中能出现这样的场景会很酷,但是那时根本没有任何的剧情背景去支撑这个事件。然后我们就想该怎样设计一个很棒的故事、添加一些恐怖的细节去实现它?
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是一个内容丰富的游戏,你们不担心一些玩家会没有力气去完成这个游戏吗?
佐佐木:是的,有一点点担心。但是因此我们在游戏中设计了一个叫做REnet的东西。我们希望REnet能帮助玩家坚持完成这个游戏(-_-)。对于你和你的朋友们,REnet会帮助你们保持互相的关注度并完成这个游戏。一个基本的功能是你和你朋友之间能够互相了解到各自的游戏进度,对你们来说游戏完成率能到多高、谁的进度领先将是个挑战。
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: 你们对未来的DLC是怎么计划的?
佐佐木:现在我们无法告诉你我们正在准备DLC,但是在不久的将来会宣布一个附加的游戏内容(DLC确定?)。就目前的游戏来说,内容已经相当丰富,在DLC之前玩家们会花一段时间在目前的游戏上。
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:生化系列的老玩家们极其热情,在对游戏不满时会说出他们的意见,试着让系列玩家们得到满足不容易吧?
小林裕幸:我一直认为如果生化系列是孩子的话,那么粉丝和我们制作者就是父母(谁是母的你们知道了吧),完成的游戏就像是两者所生的孩子,就像现实中的父母一样,两者不会总是同意什么是对孩子最好的。
我们一直以来都在听取玩家们的想法,我们也试着在制作游戏时去考虑这些建议。但是我们的工作是创造一个新的游戏体验并赋予玩家一些新鲜和具有挑战的东西。我们想确保能让玩家们得到满足,但是最初的反应并不总是正面的。我们是会听取玩家们的建议,但是我们不能被时时刻刻牵制着,这样我想在游戏开发上我们不会有什么进展的。
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