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[资料] CA的野心,外网对全战首席设计师的专访

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发表于 2012-7-6 20:47:42 | 显示全部楼层 |阅读模式
Rome 2: 'We're aiming for the most awe-inspiring battles you've ever seen in a game'    James Russell, Creative Assembly's lead designer, talks about their ambitious new strategy epic
Want more info? Check out our first look preview of Rome 2.
Rome 2 will be the biggest Total War game yet. The game's budget is 40% higher, and Creative Assembly has almost double the amount of people working on it. After seeing an incredible demo of the game in action, we sat down with lead designer James Russell to talk about the studio's plans.

Why did you decide to go back to Rome?It's the one that everybody wants. It's a fantastic setting in terms of the variety, the evocative nature of what Rome is, and what a Roman Legion looks like. The ancient world occupies a place in the public imagination. It's the classic empire-building era in history.
Following on from Shogun 2 we learned a lot about focus and containment. Keeping the feature set polished. But now we're ready to take those lessons and branch out with a broader scope. By the time Rome 2 comes out, it'll have been 9 years since the original. We feel now as if we can do it justice in a way we couldn't back then.
It's an epically huge world, and that's what makes it so exciting. In Shogun we were focused on one culture, but here we have barbarians in the Northern forests, exotic Eastern kingdoms in the deserts. We've got a huge variety of cultures to show off in our next-generation Total War engine.
Naval and land battles used to be separate, but now you can do both in the same battle. What kinds of interesting tactics does this open up?
On the campaign map, we're breaking down the boundaries between armies and navies. It means that navies can now capture territory in a way that'll transform how important the interplay between land and sea is on the map. The Punic Wars were about naval domination of the Mediterranean. In order to build empires on land, you've got to have safety at sea. All the great powers of that era were built around coastal cities.
On the battle map, it really gives you a sense of scale. As well as that, we're doing multiple ships in each naval unit too. Before it's always been one ship, but ancient world battles weren't about 8 ships; they were about many, many ships. So now we've got a few in each unit.
From a level design perspective, you can now have ideas about vulnerable beaches with defensible points. Defenders can now come out, and won't have to sit behind the walls because the attacking armies are vulnerable when they're disembarking. It's got huge implications for the tactics. It means naval fleets are now more mobile, and could move to another beach on the other side of the battle map, and move faster than land infantry. You can bombard cities with artillery from the ships as you're invading them as well.We're playing it out, we're prototyping it, and seeing what works best. We're still figuring out exactly how we want those battles to play out. Sieges will be different. There are now multiple capture points, which creates a kind of cat and mouse gameplay within cities. Without multiple capture points, once the walls are breached the defender will just fall back to a safe area and defend it. But here we have dynamic gameplay within the cities, which is much more fun to play.

With such an epic increase in scale, how are we going to keep in control of all our units?
We're trying to execute scale in a different way. It's not about more units. It's about land and sea combined. It's about more ships in a unit, and bigger city environments. More impressive battlefields. It's not just about having more units on the screen. We're not trying to make the game harder to manage. We want to evoke that sense of scale without creating a cognitive overload.
The tactical map will help. We've got AI group controls, so you can set aside a group of units and give them to the AI to control. Tell them to defend a point, or go and attack. We won't be giving you more entitites to control than in previous games.
On the campaign map we're really pushing the human level, and the epic scope. The whole spectrum of experience. The map's gonna be bigger than Shogun 2, and bigger than the original Rome. We're going further East. So we have to give the player better tools to think about things at a higher level. Before, you'd control individual units; in Rome 2 we want you to think about armies.The Roman Emperor's not going to be thinking about a unit of archers; he's gonna be thinking about the 10th Legion, and how the 8th Legion needs their support. So we're gonna have various mechanics to support that. We'll have a Legion Legacy system that will give your Legions traits that they'll get as you use them in battle. They'll develop their own character, almost. This means there'll be fewer, but more significant battles.
We'll also have a province system on the campaign map. So even though there'll be hundreds of regions, they're gonna be grouped into a smaller number of provinces, so you don't have to manage hundreds of tax rates and public order levels. It's gonna be simplified, but the gameplay's gonna be deeper. You're making more interesting decisions, but they won't be repeated over hundreds of different instances.
You can now zoom into individual soldiers and see the battle through their eyes. What do you think this will add to the experience of battle?
What's special about Total War is that there's always so much going on in the battlefield. Any unit you look at, something is going on with them. Whether they're in combat or marching somewhere. So we wanted to have more emotional connection to them. Things like if one soldier gets hit by an arrow, his buddy will look 'round and react. Or if a guy gets injured, his friend might help him up. We want them to behave more humanly.
When you go into the unit camera, we'll have the commanders shouting orders and so on. It's really important to make the game look amazing at that micro level, to get you immersed in the action. But it's not just aesthetic. We want to make sure it lets the player do something. Otherwise it's just eye candy. We want the player to be rewarded for giving up some of their attention to focus on one part of the battle.We want to make the armies under your control feel real, and give you a darker view of warfare. Our battles are like the Saving Private Ryan of the ancient world. Making them feel human does do that, but then when you zoom out and see tens of thousands of them.

What kind of interesting new terrain will we see in the new, bigger maps?
There'll be huge capital cities, and smaller barbarian villages. Each culture will have their own look and feel. You've got forests, settlements, farmland, mountains. We want to portray terrain much more effectively than we have before.
We want to do more on the campaign map too. We want to do more with ambush battles, defenses, and improve naval battles too. We'll have more interesting battle objectives. There's a LOT we want to do there.What can you tell us about the new engine?
We've got a whole new lighting system. We've got new particles too, and they'll cast proper shadows and receive scene lighting. It's a real upgrade, and we're not even halfway to alpha. We're working on destruction, new a我妈tions, and tighter combat. In Shogun you had these people paring off individually, but in Rome it's a total meat grinder.
We're looking to render the campaign map using the battle engine. This is a huge step forward for the campaign map, because we want to to look really breathtaking. The goal for the battles is for them to be the most awe-inspiring sight you've ever seen in a computer game. It's a big goal, but it's achieveable. We want it to be a spectacle when you zoom out and see the battles.
But at the same time, we want to run on machines that aren't the best machines. We want to take advantage of the best PCs that are out there in a year's time, but at the same time we know people are playing on laptops more, and we want to make it accessible to lower end machines as well. Shogun 2 has a reasonably forgiving min spec, and our intention is not to change it. We can't guarantee that obviously, but that's our intention.

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发表于 2012-7-6 21:14:20 | 显示全部楼层
罗马2:“我们的目标是最令人惊叹的战斗你从没见过在一个游戏”詹姆斯·拉塞尔,创造性的组装的首席设计师,讨论他们的雄心勃勃的新战略的史诗

想要更多的信息?看看我们第一次看到罗马2的预览。

罗马2将会成为世界上最大的全战游戏但。游戏的预算高出40%,和创造性的议会已经几乎两倍多的人在工作。在看到一个令人难以置信的演示的比赛中的行动,我们坐下来和首席设计师詹姆斯-拉塞尔谈论工作室的计划。



你为什么决定去罗马吗?这是一个每个人都想要。这是一种奇妙的设置上的品种,动人的实质罗马、什麽是古罗马军团看起来像。古代世界中占有一席之地公众的想象力。这是典型的帝国时代的历史。

继幕府2我们学习了很多关于焦点和控制。保持特性集抛光。但现在,我们准备把这些教训、分公司和更广的范围。罗马2的时候发布时,它将被从原始的9年。我们现在的感觉好像我们能做到公正在某种程度上我们不能当时。

这是一个巨大的巨大的世界,这就是让它令人兴奋的。在我们专注于一个幕府文化,但这里我们有野蛮人在北部森林、异国情调的东方王国的沙漠。我们有一个巨大的不同的文化来展示我们的下一代的全面战争的引擎。

海军和陆战曾经是独立的,但现在你已经可以在同一个战斗。什么样的有趣的策略这是否开放?

在战略地图上,我们打破陆海军之间的界限。这意味着,各国海军现在可以攻占领土的方式会改变重要的陆地和海洋之间的相互作用在地图上的位置。布匿战争是关于地中海的海军主导地位。为了建立王国在陆地上,你不得不在海上安全。所有的大国,是建立在沿海城市的时代。

在战斗地图,它真的会给你一种感觉规模。不仅如此,我们做的许多船在每个海军单位太。这一直是之前的一艘船,但古代世界斗争不是关于8船只;它们是关于许多、许多船只。所以,我们现在已经有了一些在每个单元。

从一个层面设计的角度来看,你现在可以对脆弱的海滩和稳固的想法点。后卫现在可以出来了,不必坐在后面的墙壁,因为攻击军队都是脆弱的,当他们正在上下。它有巨大的影响策略。这意味着海军舰队现在更多的移动,可以搬到另一个海滩在另一边的战斗地图,和运动的速度超过土地步兵。你可以用大炮轰炸城市从舰船是你在侵犯它们。我们在玩它,我们原型,并观察它什么是最重要的。我们还在了解如何我们希望那些战斗打出来。攻城的将是不同的。现在有多个捕获点,它创造了一种猫捉老鼠的游戏在城市内。没有多个捕获点,一旦墙是违反了后卫只会退回到一个安全的地方,捍卫它。但这里我们有动态的游戏在城市,这是更为有趣玩。



有这样一个史诗般的规模增加,我们将继续控制我们所有的部队吗?

我们试图以不同的方式执行规模。这不是关于更多的单位。它是关于陆地和海洋组合。它是关于更多的船只在单元,和更大的城市环境。更令人印象深刻的战场。这不仅仅是在屏幕上有更多的单位。我们不会试图使游戏更加难以管理。我们想要唤起比例的感觉,而不用创建一个认知过载。

战术地图将帮助。我们有AI集团控制,所以你可以留出一群单位和给他们这个人工智能控制。告诉他们保卫一个点,或去攻击。我们不会给你更多的entitites控制比先前的游戏。

在战略地图上的我们真的推动人类水平,和史诗的范围。整个光谱的经验。地图要比幕府2,比原来的罗马。我们将进一步向东。所以我们必须给玩家更好的工具去思考一些事情在一个更高的水平。之前,你会控制的个体单位;在罗马2我们想让你们思考的军队。罗马皇帝不会考虑一个单位的弓箭手;他要考虑第十军团,以及8日军团需要他们的支持。所以我们会有各种力学来支持。我们将有一个军团的遗留系统,将给你的众多特性,他们将会为你在战斗中使用它们。他们将开发自己的性格,几乎。这意味着将会有更少的,但更重要的战斗。

我们还将有一个省系统在战略地图上。所以即使会有成百上千的地区,他们会将它们分组为一个较小的几个省份,所以你不必管理数以百计的税率和公共秩序的水平。这是要简化,但游戏会是更深层次的。你做出更有趣的决定,但他们不会重复的数百种不同的实例。

你现在可以放大成单个士兵和通过他们的眼睛看争战。你认为这将增加战争经历的?

有什么特别的全面战争,总是有那么多发生在战场上。任何单位的时候,你看,他们就有些问题。他们是否在战斗或某处游行。所以我们想有更多的情感联系到他们。如果一个士兵之类的东西得到一箭射中了,他的好友看上去将圆和反应。或者如果一个人受伤了,他的朋友会帮助他。我们希望他们表现得太。

当你进入相机的单位,我们会有指挥官大喊订单等。真正重要的是让游戏看起来棒在那个微观层面,让你沉浸在这个行动。但这不仅仅是审美。我们要确保它让玩家做点什么。否则就是眼睛糖果。我们希望玩家将获得对放弃一些吸引他们注意力的集中精力于一个战斗的一部分。我们想要让军队在你的控制之下的感觉真实的,给你的战争,一种较为悲观的观点。我们的战斗是像《拯救大兵瑞恩》的古代世界。让他们感觉人类那样做,但当你放大并且看到成千上万的它们。



什么样的有趣的新地形我们会看到在新的、更大的地图吗?

将会有巨大的首都城市,和更小的野蛮人的村庄。每种文化都有自己的外观和感觉。你有森林,定居点,农田,山脉。我们想描绘地形更有效地前。

我们想做更多也在战略地图上。我们想做更多与伏击战斗,防御,并改善也海战。我们将会有更多的有趣的战斗的目标。我们有很多想做的。你能告诉我们有关新引擎?

我们有一个全新的照明系统。我们有新粒子实在太多了,并且他们会投适当的阴影和接收场景照明。这是一个真正的升级,我们甚至没有中途阿尔法。我们正在毁灭、新a我妈tions和紧缩的战斗。你要是这些人在幕府削减了碳排放量,但在罗马的一个总绞肉机。

我们希望呈现活动映射使用战斗引擎。这是一个巨大的进步运动的地图,因为我们想看起来真的惊险。的目标是让他们的斗争是最令人惊叹的景象你看过在电脑游戏。这是一个大的目标,但它的achieveable。我们希望它是一种奇观当你放大并且看到了战斗。

但与此同时,我们想机器上运行不是最好的机器。我们想利用最好的个人电脑,目前在一年的时间,但同时我们知道人们在笔记本电脑上玩,我们想使其能够访问低端机械等。将军2有一个相当宽容min规范,和我们的目的不是为了改变它。我们不能保证很明显,但这是我们的意图。

点评

机翻。。。  发表于 2012-7-6 21:36

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发表于 2012-7-6 22:52:04 | 显示全部楼层
字太多了    懒 的看下去了  大概是什么个情况

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发表于 2012-7-8 16:34:27 来自手机 | 显示全部楼层
真的好长,机翻也是

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发表于 2012-7-9 10:44:12 | 显示全部楼层
真长啊{:5_124:}

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发表于 2012-7-9 10:44:46 | 显示全部楼层
000000去王允家看歌舞,高兴之余,赏给舞女 3 枚 金币. 幸运榜 / 衰神榜
{:5_141:}

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