某一次访谈

原贴于游侠

Q. How does the storytelling in Singleplayer work? We know you are using cinematics but to

what extent will the cinematics be used? Will they just be at the beginning (and end?) or

will there be cinematics used during missions? And how will the cinematics tell the story?

Is it just someone narrating like in the Opening Cinematic video or will there be character

interaction? If there is character interaction will they address you the gamer at any point?
Chris Taylor - We have an overarching opening cinematic that gives a history of the galaxy

and sets the stage (and is available online here), but the more specific factional

introduction is shown before the first 揙peration? The cinematics introduce the player to

key characters in the SupCom fiction, and then during the actual operations and missions,

these characters will communicate with the player. We have a fairly comprehensive 損re

operation?briefing screen where the game抯 characters provide the player with a detailed

account of what the operation entails, and more or less prepares them for what they might

encounter. My favorite is Dr. Brackman, as he抯 a hologram, and has a very different

personality than the type of military leader you might expect in his position.
在游戏片头有一段介绍游戏背景的CG,包括主要出场人物,而在第一场战斗之前的CG更详细地介绍各个阵

营。在游戏过程中,这些人物都要露脸说话。在战斗之前的任务简介界面中,玩家将获得这场战斗的大致

信息。我特别喜欢Brackman博士,他的性格似乎和其军官的身份不符。

Q. How are the missions setup in Singleplayer? Will we always have to build a base,

establish an economy then finally build all our units? Or will there be missions where when

we join the mission everything is pretty much setup for you?
CT ?We designed and developed a very different mission structure. Instead of the traditional

model where each mission has the player either building a new base or using a pre-built one,

we start the player with a base that matches the scope and scale of the operation. The key

thing that we do differently is that an operation is made up of many smaller 搈issions? and

at the end of each mission, the game session doesn抰 end, but rather the map expands to show

more territory and the next mission is given. We are very excited about this kind of design

as it really changes the way the game feels in single player.
任务的模式将有一个创新。传统的任务模式是:玩家新建立一个基地或者是拥有从上个关卡遗留下来的基

地。supcom的任务中,玩家将会直接获得一个符合战场大小的基地,而任务分为若干个子任务。每当一个

子任务完成以后,地图将会扩展,前往下一个子任务。这种模式将会改变单人游戏的体验。

Q. By now a lot of people interested in SupCom have watched the tutorial videos, is that all

the help you will be giving to gamers when they get their hands on the game? Or will there

be something beyond the tutorials to help new people to the genre who may have trouble with

the epicness of controlling numerous battles at once? Or in all your testing have new people

to the genre not had any trouble getting use to the game?
CT ?I think that at first glance SupCom can look a little overwhelming, but when new players

start a campaign, the first couple of missions will ease them into the game slowly, giving

them a chance to refine their skills. We have seen players learn the game very quickly, and

really start to master the new strategic zoom UI in 10 minutes or less.
supcom给人的初步印象是‘庞大’。而开头几个任务是循序渐进式的,因此不会有突兀的感觉。在测试中

很多玩家上手很快,在10分钟之内就能习惯新的地图缩放模式。

Q. Why is there such a heavy female presence in Supreme Commander? We know of 11 main

personalities in the game and currently 5 of the characters are female. Is there any

specific reason for why there are so many female personalities in SupCom?
CT ?Ha, I never really thought about it. I don抰 think we have a reason, but we did want the

leadership of one of the factions to be female to balance out the game a bit.
『问:11个角色中有5个是女性…』
没想过这一点。似乎没有明确的原因。我们认为每个阵营有1个女性首领大概会平衡一些吧

Q. On a scale of 1 to 10 how flexible is Supreme Commander going to be for modding? A 1

being able to change basic things like unit stats such as cost and health, and with a 10

being able to easily convert the entire game into something else.
CT ?I would really hope that we are in the high end of that scale, at least an 8 but

hopefully a 9. We know there is something we overlooked that was hardcoded in the game, but

that doesn抰 mean we can抰 release an update to correct that. SupCom was not only

architected to support modding, but we build something we call the 搈od manager?right into

it?and though there will be wrinkles to iron out, we are very excited about this approach.
『问:你对supcom的mod容易度评分多少?10分为满分…』
我估计大概在8分,可能能到9分吧。现在肯定会有一些游戏内核的硬性限制,以后的更新版本会尝试逐渐

减少它们。supcom不光考虑了mod,并且还附带一个mod管理器。虽然仍然存在一些不足,但我们对此抱有

信心。

Q. Do you plan on releasing a Software Development Kit (SDK) for modders? If so, what tools

will be included? Will anyone from Gas Powered Games be available to answer any questions if

a modder has any problems? And will it be available when SupCom releases?
CT ?We are still forming our official plan, but right now are leaning towards just releasing

the in-house tools. The question we struggle with is, do we try to make them easier to use

or add a lot of documentation to explain how they work, or do we just drop them out there

sooner and let the community figure them out?both are valid and have trade-offs, but we just

haven抰 made a final decision on which way we抣l go yet.
『会有一个mod专用的SDK(开发套件包)么…』
我们在这个问题上仍然在犹豫。我们倾向于发布一些内部工具。我们面临的问题是,我们能否改善其易用

性,能否编写一些文档说明其使用方法,或者是直接发布裸版,让modder去自己摸索。

Q. Why do you think that FPS gaming has embraced modding so much, while very few RTS games

offer even the most limited support for mods?
CT ?The FPS genre probably took off as the first highly modable PC games because of the

nature of the way the levels were built from game assets. It was a better way to create

games, but wasn抰 absolutely necessary to adopt this kind of game architecture to create an

RTS game. It took quite a few more years for RTS engines to adopt the same kind of systems.

It does take a lot more work to architect an engine to be modable, however, so someone has

to really drive this on the team. Above all else, it really helps if the team working on the

game truly understands the value and benefits from creating a modable game, but this is very

much a notion that changes from team to team and company to company.
『你为什么觉得FPS游戏更欢迎mod,而RTS对mod的支持明显不足?』
FPS类型大概是PC平台上最适合mod的类型,因为FPS的架构方式对mod有利。这种游戏的架构方式很不错,

但是问题是RTS游戏在过去还不太需要采用这种架构。这种架构用在RTS中的使用要比FPS晚几年。适合mod

的游戏引擎需要花更多的工作量,因此得有人督促整个制作团队去往这个方向发展,更重要得是,要让制

作团队明白mod的重要性。在这个问题上,不同的制作组,不同的公司都有不同的意见…

Q. Can you comment on the possibility of making a Supreme Commander live action movie in the

near future? You certainly have a deep storyline, but has there been any thought to taking

it beyond the videogame World?
CT ?Robert Coffey has already completed the first draft of the script, and we are always

talking about the possibilities here?it抯 not top of the pile for us, but it is something we

are considering. And what I am excited about is a fully CG SupCom movie, as I think that

would match our fiction much better than live action.
『你能对在将来拍摄supcom影片发表看法么?背景故事似乎还很深,你对supcom走出游戏领域有什么看法?』
Robert Coffey已经完成了剧本的初稿,我们还经常讨论各种可能的发展。不过这个并不是现在的首要任务。我对全CG的supcom电影很感兴趣,这种方式似乎比真人片子更符合supcom的背景。

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