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奇迹时代3 Strategy Informer采访

EvilP 更新于 2013-03-05 18:07

消息来源:http://www.strategyinformer.com/pc/ageofwondersiii/438/interview.html

以下S指的Strategy Informer,L指的Lennart Sas,Triumph的创始人之一以及开发主管。顺便,在Strategy Informer之前的文章中有提到Minecraft的创始人Notch,即Markus Persson个人提供了奇迹时代三10万英镑的开发经费。全文由Edwin_Yang翻译。

  • S: 至今距离奇迹时代的前一作已经十年了,为什么现在决定出续作呢?
  • L: 《 奇迹时代》是我们公司的开山之作,我们对它感情深厚,一直想把它延续下去。我们在制作《霸王》的时候,想到了一些新的点子,可以用在新一作的《奇迹时代》游戏里。有意思的是,这两款游戏的主题都很相似,玩家都是奇幻世界的领袖,尽管游戏模式大相径庭。不管怎样,诸如领导人物在游戏中举足轻重这样的设定就来自于《霸王》。当然也有商业方面的原因啦。《奇迹时代》系列以前的出版商的发行权到期了。所以自2010年起我们可以在Steam和GOG上重新发行这个系列的数字版。玩家对此颇为欢迎,我们也深感高兴。我感觉目前为止,数字版的版税收入已经超过零售版的了。感谢所有支持我们的人。PC游戏的核心市场似乎正在复苏,在这时制作新的《奇迹时代》游戏可谓水到渠成。
  • S: 看来在公布这款游戏前,你们就秘而不宣的开发了好一段时间了。为什么要等这么久才公布呢?
  • L: 好吧,我想,反正大家都等了十年了,在多等一会也无所谓吧!不过说真的,你说的没错,等的是有点久了。游戏业越来越透明。越来越多的玩家希望游戏的基本框架还没成型前,就早早的在Kickstarter上公布。我们用的很传统的开发方式: 游戏的可玩性和技术问题的大致雏形已经完成后,我们才予以公布。这样做的好处是我们可以为这款游戏打下稳固的地基,公布以后也不至于总是出尔反尔。这样也可以在公布的时候有更多实质性的内容,产生更大的冲击力,玩家也可以以公布的内容为基准进行讨论-游戏仍然有很大的改进空间。
  • S: 你将《奇迹时代3》 称为现代重制版的《奇迹时代》,新版有多少老版的痕迹呢?
  • L: 《奇迹时代3》 依然会忠于回合制,并将策略,角色扮演,帝国经营结合到一起。游戏重视战斗的细节和多人游戏。标志性的功能诸如地形改造和策略作战依然会保留下来。在保证最重要的游戏可玩性毫无缺失的情况下,我们也想重现原版的那种游戏氛围。尤其是第一代的那种氛围,许多粉丝觉得第一代最有魔幻气息。我们也很高兴能召集到很多原版的开发组,包括音乐制作人Michel Ban den Bos和Raymond Bingham.
  • S: 那同样的,有那些大的新改动呢?
  • L: 最大的改动就是游戏里面的领导角色更加重要了。玩家不光能成为巫师(Wizard),还可以成为类似于RPG角色的若干职业,包括战争领主(Warlord), 神权者(Theocrat), 强盗(Rogue), 术士(Sorcerer), 或者钻于科技的勇者(Dreadnoght),各种种族和诸如魔法学派之类的特长自不必说。从你的领导者那儿获得的技能不只决定了你的个人或法术能力,还影响着你的帝国的发展,因为你的职业和你的帝国的未来密切相连。战争领主创造的是一个斯巴达似的文明,而作为一个强盗,不但会压榨自己的人民,还会通过盗窃,恐吓等手段摧毁其他国度。我们还修改了结盟系统。精灵不再固定为“善良”阵营,哪怕他们杀人放火。玩家的行为将决定阵营。一个仁慈如特蕾莎修女一般的兽人战争领主能够和外界融洽的相处。这一点与多样的自定领导角色相结合,更能增加游戏的多样性,对角色扮演游戏的经验要求也更高。因为你的自定领导角色和你的所作所为在不同层面都会对游戏里的世界产生影响。
  • S: 做成3D的原因是什么呢? 有考虑过还是做2D吗?
  • L: 3D对《奇迹时代3》大有裨益,我们对此深信不疑。3D不仅让游戏世界更加逼真--于以前棋盘一般的画面相比,部队之间的交锋更加真实--它也更有助于我们展现玩家的行动,地形的改造,和各种游戏角色。如果不是3D,种族和职业的结合可能无法很好的展现出来。玩家可以流畅的缩放画面来查看地图的更多信息。
  • S: 现在回合策略游戏里面的整体概况和十年前比有什么区别呢? 或者就和前几年相比之?
  • L:回合策略正在卷土重来。自从二十世纪中期这类游戏的黄金时代后,这样的复苏还未曾有过。一些最宏大的策略游戏就是回合制的(比如文明,英雄无敌) 或者有大量回合制特征(如全面战争系列)。我们都看到X-Com归来了,而且很多手机和平板电脑的游戏都是基于回合制的。同时传统的即时策略游戏不再支配着市场。星际2独撑大局,类似多人连线竞技类的游戏也分了一大杯羹。部分原因是由于游戏类型热度的周期循环,和数字销售为热门游戏类型带来的优势。回合策略类的游戏,特别是4X类的(4X的含义是探索、扩张、开发、和消灭(explore、expand、exploit、exterminate))。为开发者提供了无尽的视角和多样性,用各种各样的手段去展现统治一个帝国的方方面面。而成熟的玩家更可能喜欢慢节奏的游戏,以在闲暇之余细细把玩。
  • S: 每个AI对手对战斗会不会有独特的反应呢? 你们有花时间把AI做的更性格鲜明吗?
  • L: 《奇迹时代》的主题是奇幻世界的战争。所以AI对手的最终目标都是碾压你。一些AI会残忍不择手段,使用焦土策略,对自己的阵营毫不在意。有的AI会徐徐渐进,先壮大自己的帝国,然后再将世界踏于铁蹄之下。我们在AI方面的进展喜人,CPU在过去十年的发展对此贡献良多。我们想法减少了一些AI的瓶颈,比如运输船,以前它们就是玩家的活靶子。所有单位都有它们自己的运输船,而且会使用绝大多数能力。自动战斗AI现在使用的是一套叫做full tactical AIS的系统,玩家还可以在自动战斗后,手动在3D画面下战斗。
  • S: 游戏界面(UI)变成什么样子了 ? 有对其合理的精简吗?
  • L: 自从《奇迹时代》 发行以来,PC游戏界面有了巨大的改变。我的目标是,即使没有游戏手册,玩家也会在游戏里面感到如鱼得水。我们还是遵循着这类游戏界面的惯例,将信息和操作界面做的层次分明而不显得突兀。只要把鼠标放在图标上,就会有弹出窗口提供给玩家大量的信息,并查看影响资源和单位的因素。
  • S: 《奇迹时代3》的开发是Notch赞助的,有没有因此对游戏的设定产生重大的影响?
  • L: Notch自己的公司和项目都忙不过来呢。他几乎没有插手过这个游戏。不过作为这个游戏的粉丝,他能赞助这个游戏实在是件好事。他看待游戏方式,以及我们与他团队的互动,也激发了我们的灵感。我们玩命儿似的工作就是不想让他失望。
  • S: 在这种情况下工作,是不是比在发行商的压力下工作,有更大的自由度呢?
  • L: 如果真的有发行商抢先一步赞助的话,那还真难说。说不定下一代《奇迹时代》就会变成一个F2P iOS 游戏了! ( 我们倒不是反对这类游戏)。Triumph工作室一直都在制作原创的游戏,而且与其他自称自由度高的工作室相比,可能自由度还要大些。不过我们倒是注意到,我们和玩家有更好的互动。现在游戏公布了,也没有发行商的PR( 大概是Public Relationship)来紧盯着我们。
  • S: 玩家会有多大自由使用工具包(就是MOD工具一类的)呢?
  • L: 论坛过去十年来做了惊人的关卡的MODs, 让这个系列依然能走下去。自从项目伊始,好的工具包就是我们的目标。对于《奇迹时代3》及其资料片来说,我们打算放出单关和战役编辑器。可能随游戏一起发行,也可能后续发行。我们也在寻找更多的方法,让游戏Mod的自由度大,不过我们还没有最终决定。
胖枪兵 回复于 2013-03-07 17:55:
期望这是一个伟大的游戏,呵呵。
胖枪兵 回复于 2013-03-07 17:54:
Edwin_Yang 翻译辛苦了!
邪翼 回复于 2013-03-06 15:31:
Yongfish 发表于 2013-3-6 11:58

 10w镑就能开发出来?
 做了个演示拿去看然后谈,然后个人追加的,不是全部预算。。
Yongfish 回复于 2013-03-06 11:58:
10w镑就能开发出来?
anso 回复于 2013-03-06 08:59:
强烈支持
月亮熊 回复于 2013-03-05 19:32:
UBI一边去吧,有奇迹时代足矣
hanbati 回复于 2013-03-05 18:52:
看起来不错喔
Edwin_Yang 回复于 2013-03-05 18:05:
沙发~
邪翼 回复于 2013-03-05 18:04:
We strategy connoisseurs have had a pretty good time of late. XCOM won hearts late last year, we've had news of a new Stronghold Crusader game and, this year, Age of Wonders is set to grace monitors for the first time in nearly a decade. Early images suggest this one's a looker having made the leap to 3D, while Triumph are developing the game with support from Notch. With interest piqued, Strategy Informer fired some questions in the direction of Triumph Studio's co-founder and Development Director of Age of Wonders 3, Lennart Sas.
 
 Strategy Informer: It’s been 10 years since the last Age of Wonders game, why bring the franchise back now?
 
 Lennart Sas: As the game that started our company, Age of Wonders remained very dear to us and we wanted to get back to it at some point. While we were working on Overlord we recharged with new ideas for a future Age of Wonders games. It’s funny that thematically both series are quite similar, in both games you’re playing leaders of fantasy realms, though of course the game play could hardly vary more. Still, certain ideas like putting the leader characters central can be attributed to the Overlord period.
 
 Of course there’s also a business reason. The license to the series’ original publisher expired. This allowed us to do a digital re-release of the series on sites like Steam and GoG in 2010. We were very happy with how that was received; I think the original games now made more money in royalties from digital sales than from the original retail games for us. Thanks everybody that supported us in that way. The core PC games market seems to be going through resurgence; it’s great to be back with Age of Wonders during these times.
 
 
 Strategy Informer: So you’ve been in development for a while without announcing it. Why take so long to announce the game?
 
 Lennart Sas: Well, after ten years of waiting we thought the fans wouldn’t mind to wait a little longer! But seriously you’re right to make that comment. The games industry is getting more transparent. Through Kickstarter more gamers are expecting games to be announced at an earlier stage than before with them having active input throughout development. We went the old fashioned route: prototyped and implemented essential gameplay and tech systems before announcing. The advantage of this old way is that we are able to carefully lay down the foundations and there’s less chance of us promising things that later change. A side effect is that we’re able to make bigger impact with something of substance to show on announce and making that a basis to discuss with the fans - there’s still plenty of room for input.
 
 Strategy Informer: You’ve dubbed it a modern reimaginging of AoW, how much will fans of the Age of Wonders games recognise?
 
 Lennart Sas: Age of Wonders III absolutely stays true to its turn-based roots, with its mix of sweeping fantasy strategy, empire building and role playing mechanics. The game maintains its focus on detailed combat mechanics and multiplayer modes. Signature features such as the terrain modification and tactical combat system all remain.
 
 Next to keeping the core gameplay systems intact, we also want to recapture the atmosphere of the originals, especially feel of the first one which many fans thought was the most magical. We are very happy to have gotten a lot of the original team together, including externals such as musician Michel van den Bos and writer Raymond Bingham.
 
 Strategy Informer: Equally, what are some of the more drastic new changes?
 
 Lennart Sas: The biggest change is that we made the leader characters more central than before. Players are no longer limited to playing wizards, but can chose to be a wide range of RPG-like character classes that include Warlord, Theocrat, Rogue, Sorcerer, or the tech focused Dreadnought, along with a choice of race and specializations that include spheres of magical. The skills coming from your leaders not just determine your personal or magical abilities, but develop your entire empire. Basically your empire is an extension of you. As a Warlord you create Spartan civilizations, as a Rogue you lead a rogue state squeezing out your own population while destabilizing the realms of others using stealth and acts of terror.
 
 We have also changed the alignment system. No longer plundering Elves are fixed to a “good” alignment, this now changes according to player actions. An Orc Warlord playing like Mother Theresa will see his character’s relations to the outside world improve. Together with the leader customization, this change allows for to a stronger leader role-playing experience and varied gameplay, where your customized character and actions have an impact in the game world on many levels.
 
 Strategy Informer: What was the rationale behind going 3D? Did you ever consider sticking with 2D?
 
 Lennart Sas: There was no doubt in our minds that 3D would greatly benefit Age of Wonders 3. It doesn’t just make the game world more immersive – battles are now proper clashes between armies as opposed to chess boards - it also helps us to better represent player actions and customizations in terrain and the characters. The race-class combos probably weren’t possible to visualize if it wasn’t for 3D. The map views can contain more information with the players smoothly for player to smoothly scroll and zoom in a 3D map.
 
 Strategy Informer: How different is the turn-based strategy landscape now to ten years ago, or even a couple of years back?
 
 Lennart Sas: Turn-based games have been making a comeback; I think there hasn’t been a revival like this since the golden age of the genre in the mid-nineties. Some of the biggest strategy series are turn-based (e.g. Civilization and Heroes of Might and Magic) or feature significant turn based parts (e.g. the Total War series). We’ve seen X-Com return, and many phone and tablet games feature turn-based mechanics. At the same time the classic RTS genre isn’t as dominant as it used to be. Starcraft II sits alone at the top and the MOBA subgenre has taken a large part of the pie. Part of the reason is cyclical, with niche genres making a comeback with the rise of digital distribution.
 
 Turn based games, especially 4X games, allow for a massive scope and variation with many ways for developers to implement all the aspects of running an empire. And as gamers mature, they might favor slower paced games that can be played in bite-sized chunks.
 
 Strategy Informer: How unique will each of the computer-controlled AI components feel to fight? Have you spent time giving each of them a sense of personality?
 
 Lennart Sas: Age of Wonders is a game about fantasy war, so rival AI Players have the intent to ultimately crush you. Some will go about it by being ruthless, using scorched earth tactics and not caring about their alignment. Others take a turtle approach by first building up their empire before making a move to steamroll the world.
 
 We’re making great advances in AI, the advances in CPU power over the last 10 years is greatly helping with us with this. We have also reduced some game play AI bottlenecks like transport ships that were easy to sink by human players. All units now get their own ship and are able to use most of their abilities. Also Automatic Combat AI now uses the full tactical AIs, this also allows players to reply battles using the full 3D engine.
 
 Strategy Informer: How has the UI changed? Is there an element of having to ensure it’s reasonably streamline?
 
 Lennart Sas: Since Age of Wonders Shadow Magic got released, pc game interfaces have advanced a lot of course. Our goal is that strategy fans shouldn’t need any form of manual to play the game and feel right at home. We mostly stick to the genre’s interface conventions a have carefully layered information and options so screens aren’t obtrusive. Information is available via abundant mouse-over popup screens, to view descriptions but also see which modifiers affect resources or units for example.
 
 Strategy Informer: Has having Notch help fund the game had any drastic impact on the game from a design perspective?
 
 Lennart Sas: Notch is very busy with his own company and projects, he’s pretty much hands off on the project. It’s great to have him attached to the project as both an investor and a fan though and an inspiration on how he looks at games and interacts with his community. We’re working our asses off so we don’t disappoint him just like our other fans.
 
 
 Strategy Informer: Has that situation given you freedom a publisher wouldn't have been able to?
 
 Lennart Sas: It’s hard to say what would have happened if a publisher had gotten involved early, perhaps the next Age of Wonders would be a F2P iOS game! (not that we have anything against these type of games though). Triumph has always created original games and probably has experienced a larger degree of freedom compared to other studios for most of its titles. What we do notice is better interaction with the fans now the game is announced as we don’t have a publisher’s PR department breathing down our necks.
 
 Strategy Informer: How much freedom will players be given with the toolset?
 
 Lennart Sas: The community has created fantastic levels and mods over the last ten years, and has helped keep the series alive. Good tools have been on our radar since we started working on the project. For Age of Wonders III and its expansions, we plan on rolling out level and campaign editors to the community, either with the game or soon afterwards. We're looking into ways of opening up other areas of the game to modding as well, though we haven't made any final decisions on how far that will go.
 
 It's fortunate indeed the next Age of Wonders isn't a free-to-play iOS game (not that we have anything against those games), and with Triumph developing independently, Age of Wonders 3 looks to be shaping up quite nicely. As is 2013 for strategy fans.


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