giwi 发表于 2012-2-20 19:47

无主之地2: 角色、枪支和剧情访谈

本帖最后由 huai9999 于 2012-2-21 18:00 编辑

Borderlands 2: Characters, Guns & Plot Interview无主之地2: 角色、枪支和剧情访谈
原文链接

Dave Cook戴夫 酷客
Borderlands 2 is going to blow your mind. We had a chat with developer Gearbox to learn more.
Published on Feb 7, 2012
无主之地2就要让你爽翻天了。我们与开发的开发公司Gearbox聊了聊,以获得更多的细节。
出版于2012年2月7日

[译者按:因为主要是访谈录的形式,所以用语非常口语化,故而以意译为主。本文由giwi翻译,转载请注明。]
Borderlands 2 is a massive project for Gearbox. Building upon the solid template laid down by the original Borderlands, the Texas-based developer is currently hard at work creating something very special indeed.To better understand just how vastly improved Borderlands 2 is becoming, we sat down with Gearbox creative director Paul Hellquist and lead level designer Jason Reiss.
Before you read on however, know this – Borderlands 2 is going to smash your expectations in every way imaginable. For starters, it has 18,000 varieties of grenade. No, we’re not kidding either. Enjoy!

无主之地2是Gearbox的一个大项目。在一代的坚实基础上,这个德州的游戏公司正在多快好省地搞一些有特色的新玩意儿。
为了更好地了解无主之地2将会是多么巨大的一个世界,我们与Gearbox的创意总监保罗 赫尔奎斯特以及总关卡设计师杰森 莱斯促膝长谈。
但是在你开始浏览本文以前,你应该认识到无主之地2将从每个你能想象到的方面超越你的预期,比如2中会有18000种不同的手雷,而且我们也不是在开玩笑,爽吧!

Meet Salvador. He'd like to shoot you very much.
来见见萨尔瓦多,他会狠狠地给你来上几梭子。


Before we launch right into new information on Borderlands 2, could you tell us how far along the project has come so far?

Paul Hellquist: Oh it’s really starting to come together. We’re super excited about it, and we’re pretty close to having all of our brand new weapons in the game, and they are really looking amazing. The story line is all in the game now, and we’re playing it on a daily basis.

在我们正式开始介绍无主之地2以前,你能告诉我们目前无主之地2已经进展到何种地步了吗?

保罗 赫尔奎斯特(以下简称保):哦实际上我们已经开始统筹工作了。我们超兴奋的,实际上游戏中基本上已经有了新厂牌的武器,而且它们看起来棒极了。故事线实际上都已经融入了游戏之中,我们每天都会玩上两把。

What appeals about Borderlands 2 from the outset is that it takes place five years after the events of Borderlands. What sort of new and exciting changes have you been able to implement in the world as a result?

Jason Reiss: One of the big changes is how we’re showing you so much more of the world. What we showed you in the first game was just a small portion of Pandora’s world, so we’re transitioning you to another part of the planet, and showing you a whole bunch of new environments that the player can explore.
PH: From a narrative standpoint, the main thing that has happened is that the Vault was opened at the end of Borderlands, and a brilliant man called Handsome Jack, who is our villain.
Handsome Jack has exploited the Iridium – this mineral that has appeared all over Pandora since the Vault opened – and become so filthy rich that he has bought the Hyperion Corporation, which is one of our gun manufacturers in Borderlands 2.
Hyperion is now a very significant presence on Pandora and players will be dealing with their forces as well as Handsome Jack. Jack has sort of become the despot of Pandora, and the player has to prevent him from awakening an ancient alien beast that he is planning to use to put the entire planet under his thumb.

无主2能够吸引人的地方首先就是这一作是发生在无主之地5年以后的事情。你们准备在这个世界中加入什么样的令人兴奋的新鲜花样呢?

杰森 莱斯(以下简称杰):最大的不同就是我们向玩家展示了更为广阔的世界。在一代中我们所展现的只是潘多拉世界的很小一部分,本作呢我们将把玩家带到这颗星球的另外一些地方,这将是一个值得玩家们去探索的全新的世界。
保:剧情是这样的,一代最后发生的大事件就是宝藏被打开了,而有个叫帅杰克的高帅富,当然他是反派了。帅杰克充分利用了铱素——宝藏一开这玩意儿就在潘多拉上到处都是——来发家致富到一个人就买下了Hyperion公司,当然也是无主2里面的武器制造商之一了。
Hyperion现在在潘多拉上更为引人注目,玩家们将要在面对帅杰克的同时面对Hyperion军。帅杰克俨然是潘多拉的土皇帝,玩家将要阻止他唤醒远古外星大怪兽,他想利用这玩意儿让整个星球都屈从于他。

In the middle of all of this, the Vault Hunters from the original game will be making a comeback in Borderlands 2. What can you tell us about their new role in this changing world?

PH: At the moment we only want to talk about Roland, and he’s sort of a freedom fighter at this point. He’s started rounding up the leftover Crimson Lance troops that were stranded on Pandora after you destroyed General Knoxx’s armoury, and forming them into a force to fight back against the Hyperion Corporation and Handsome Jack.

在这一切发生的过程中,一代的宝藏猎人们会在二代中回归。你们能告诉我们他们在拯救世界中将扮演怎么样的角色吗?

保:这儿我就只想谈谈Roland,现在他是个自由斗士。Roland就开始集合你们刷完诺克斯的军火库之后赤矛军团幸存的残军溃将,组建了一支与Hyperion和帅杰克作战的军队。


Borderlands 2 features a live-action Lilith, and she really looks the part too!
无主2将会采用真人出演Lilith,而且她看起来确实像是游戏中的一个角色。

We also saw that Gearbox was holding auditions for a live-action Lilith role - and although you’re not able to talk about her role in Borderlands 2 at the moment - what can you tell us about the audition, and what you were looking for?

PH: We were looking for someone who looked the look and was a decent actress. You know, we need them to carry emotions that the character is experiencing at certain points in the game. The audition went really well, we had an amazing turnout, and we’re confident we found the right girl for the job.

我们也看见Gearbox在为游戏中的真人Lilith角色的选择举行面试,既然您现在没法告诉我们她在无主之地2中的情况,那能跟我们说说这个面试想要的是什么吗?

保:我们要找的是长得像而且得是个像样的演员。你知道的,我们要让他们的角色在游戏中的某些地方表现出情感来。面试的结果不错,我们找到了一个非常适合的姑娘。

Main characters aside, we understand that Gearbox has upped to NPC count in Borderlands 2. Was this a response to areas in the first game feeling under populated?

JR: Yeah, and in the first Borderlands you kind of got used to your characters and really loved the people that you ran in to, but we wanted to introduce some new NPCs for the player to interact with and to learn their back story.
I really think that in Borderland 2 we’ve brought in an array of character from different backgrounds and disciplines that are very interesting. I think players are really going to enjoy it when they run into some of the truly random guys we’ve brought into the world of Pandora.

PH: We’ve also improved the way NPCs interact, talk and animate, and we’ve really brought the game forward a big way in that department. Our towns and such are much more populated, with more people walking around, doing things and talking to you.

先不说主要角色,我们了解到Gearbox在无主2的NPC方面也有动作。这算是关于一代中人口过于稀少的抱怨方面的回应么?

杰:算是吧,在一代中你进入了角色之后就会喜欢上那些你遇到的人物,但是我们还想介绍新的NPC,玩家们可以与他们交流并且了解它们的过去。
我觉得我们在无主2中带来的这些角色是来自于完全不同的世界,非常有意思。我想当玩家们遇到那些我们放入潘多拉世界中的乱晃的路人他们一定会喜欢上这些家伙的。

保:我们也会提高NPC的可交流程度,有对话也有动作,我们确实想在这方面大幅提高游戏体验。城里面会有更多的人,到处转悠,忙他们自己的活也会和你对话。

When talking with these NPCs, were you ever tempted to go down the dialogue option route in the game, or do you feel that this isn’t what Borderlands 2 is all about?

PH: No, and that was a decision we made early on, as we knew that Borderlands isn’t really about dialogue trees, and we're not trying to compete with BioWare and Bethesda in that department.
We know that our game is more about getting your missions, going back out into the field and just mowing down lots of enemies, so we didn’t want to get bogged down in dialogue choices.
But you do get a lot more missions from people and more information about why they want those jobs done. You get more context with missions, and this is much strong in Borderlands 2 than it was in the past.

你们会不会给我们所说的这些NPC加入一些对话选项轮?还是认为这不是无主2的理念?

保:不,我们最早有过这些想法,但是我们知道无主之地跟对话树关系不是太大,我们不想跟BioWare和Bethesda在这部分竞争。
我们的游戏实际上就是接个任务,然后回野外杀几个敌人而已,我们不像在对话上弄太复杂的东西。
但是你肯定会接到不少任务,而且会从这些发布人物的人身上了解到他们为什么要给你这些任务。任务变得更为具有连续性,而且这一点比前作要强太多了。


Salvador's Gunzerker class thrives on dual-wield weapons.
萨尔瓦多的枪狂技能可以让你双持。

Would you say that the nature of these missions has shaped the world of Borderlands 2, or has the world dictated the nature of missions?

PH: I think it really comes from both directions, as Jason’s guys will do some really awesome location and we’ll come up with a mission that goes really well with that, or we have some really neat storyline we want to tell, and a cool environment will be created.

那么到底是这些任务的本质塑造了无主之地2的世界呢还是无主2这个世界的本质支配了这些任务呢?

保:我觉得这是两方面共同作用的结果,杰森的手下会设计一些非常棒的场景,我们就可以帮着设计任务,或者是我们想要做一条故事线那么就需要他们来设计一些很酷的场景了。

Returning to the characters for a second, Gearbox has already talked a bit about Salvador, the new ‘Gunzerker’ class character. Can you tell us the inspiration behind Salvador, and the kind of experience players will get from using him?

JR: I think the first initial inspiration for Sal started with us sitting down in a meeting and just talking about some of the new action skills we wanted to bring to Borderlands 2.
We realised that in Borderlands we had a game that presented so many possibilities for the type of weapons players could have. But we thought, “Wouldn’t it be better to fire two of those weapons at once?” (laughs)
Players get so attached to their weapons that many of them wish they could fire more than one at once. I know that was one of the inspirations, but as for the look of Sal, I’m not sure where that came from. Paul?
PH: The look came from when we were bringing our cast together. We had to make sure that we had different character styles and different attitudes, so that all sorts of different players could find something that they could get excited about.
Salvador is in the pedigree of Brick from the first Borderlands. You know, he’s what we call a ‘Gunzerker’, and he’s the evolution of the berserker class. So that mean’s he’s really thick, very tough, and his skills are similar to Brick’s in that he goes into a rage.
But instead of running in and punching like Brick, Salvador whips out a second gun and goes crazy with it. We’re really excited about the ‘Gunzerking’ ability, which allows players to whip out any of the millions of weapons in the game.
So that means double rocket launchers, a sniper rifle in one hand and a shotgun in the other. It creates some really wild combinations from the ridiculous, to the expected but still awesome double pistol load out.

让我们再回到主角身上,Gearbox已经透露了新职业“枪狂”萨尔瓦多的一些信息。你能够告诉我们萨尔瓦多身上的灵感是怎么来的吗?我们操作这个人物又会有什么样的游戏体验呢?

杰:关于萨的灵感是这样的,我们在有一次会议上讨论无主之地2中我们要的是什么样的技能。
我们意识到一代中我们给玩家呈现的是无穷的武器可能性,于是我们就意识到:“如果同时能够使用两把武器会不会更好呢?”(笑)
热爱武器的许多玩家们当然希望能够多枪齐发。我知道这只是诸多灵感中的一个,但是看看萨,这形象是怎么来的,保罗?
保:我们把声优们聚到一块儿时就想到了。我们琢磨着得有不同角色风格不同的世界观价值观人生观,所以各色玩家都能找到和角色们沆瀣一气。
萨尔瓦多跟一代的B叔是一个路子。你要知道这就是我们叫他“枪狂”的原因,是狂战士的进化版。这就说明这家伙皮糙肉厚,而且技能跟进入狂暴的B叔有异曲同工之妙。
但是和乱拳打死老师傅的B叔相比,萨尔瓦多会甩出第二把枪然后就开始暴走了。“枪狂”这个技能很让人兴奋,玩家们可以从游戏中的数千万种枪支中随便拿一把作为第二武器。
那就意味着双火箭筒,一手霰弹一手狙。各种荒唐的双持中自然会出现超野的组合,双手枪的预期其实也很棒。

There was one Gunzerker skill in particular that we wanted to ask you about, which is ‘Down, Not Out’. This lets Salvador dual wield weapons while downed, but does this affect his Second Wind recovery at all?

PH: Yeah, the whole Second Wind mechanic was something that I felt was an untapped area for our character classes to interact with. Usually when you go into the downed state and you’re fighting for your life, you’re limited.
You’re not allowed to use action skills, zoom in with your weapons in order to create tension. But we thought that it would be fun in Borderlands 2 to start allowing players to break some of those rules through their skill choices.
So for Salvador, he gets this amazing ability of being able to do his action skill, which makes him super resilient. If you choose that skill, you’re probably going to get a Second Wind because of the strength of firing so many rounds at a time.
Thing like that really change how players are going to interact with that mechanic, and that’s something we’re trying to do more with our classes this time around.
We want to make sure that each class and each skill tree has a skill that changes the way you play the game and makes you think differently.

枪狂的技能树中有一个我们特别想知道的,就是“Down, Not Out”。这个技能让萨尔瓦多在跪地的时候双持,但是这会影响原地复活吗?

保:当然了,角色的原地复活一直是我认为没有好好开发的部分。通常情况下你跪了,然后努力想要起身,然后完了。
你没法用技能,或者为了创造紧张感没法开镜。但是我们想无主之地2中如果能让玩家从一些技能的选择中跳出这些规则的限制就有意思了。
比如萨尔瓦多,他就能用技能,这就让他变得超能抗的。如果你点了这个技能,你就可以因为快速打出无数子弹而原地复活。
这样一来很多东西就大不一样了,我们这次所塑造的角色中就准备尝试类似的新鲜玩意儿。
我们每个技能树中的每个技能都能让你改变游戏的体验。



We're not sure what's going on here, but it looks insane.
我们不太清楚这儿发生了什么状况,但是看起来很疯狂。

Some people might hear about skills that make getting a Second Wind easier and assume that Borderlands 2 is easier than the first game. It’d be fair to say that the original Borderlands got insanely tough towards the latter DLC packs, but just how difficult is Borderlands 2 by comparison?

PH: We want the difficulty curve to be similar to Borderlands, because we want people to get through the game, experience our story, build their characters and explore a lot of the skills.
Where we do plan on increasing the challenge – similar to the first game, but we want to make sure we nail it – is in your second play through. So after you’ve finished the Borderlands 2 story, you can play through again in order to reach the level cap.
We’ve spoke about second play through a lot in design meetings and decided that this is where we really want to separate the men from the boys.
Players really have to dig down, understand the systems and have a maximised character with the best gear to survive a second play through. So that’s where we’ll crank up the challenge for all of our hardcore fans.

有些人估计已经知道了技能可以使原地复活变得更容易,这好像就等于说无主之地2要比一代来得容易了。公平地说,原作的DLC部分巨难,那么无主之地2的难度与之相比会如何呢?

保:我们想让难度曲线和一代近似,因为总是要让玩家们通关,体验一下剧情,好好地发展他们的角色,体会体会技能嘛。
我们确实想要给玩家一部分挑战——像一代中的那样,不过需要声明——只会在二周目。当你完成了无主之地2的剧情,你可以再来一遍以达到顶级。我们在设计会上讨论了不少关于二周目的东西,最后决定了二周目才是让强者脱颖而出的地方。
玩家们需要深入挖掘,理解游戏系统并且需要最好的装备和最强的配点才能舒服地过完二周目。我们为所有的硬核粉丝准备了大挑战。

When you say “Understand the systems”, there are many role-playing games coming out today that sacrifice RPG staples like dice rolls and stat crunching in favour of all out action. Are you mindful of shifting away from the balance between the two struck in the first Borderlands?

PH: Borderlands has always been – more so than something like Skyrim – more action focused and skill based because of the whole first-person shooter aspect. We didn’t to lose that, so if you want bonus damage per critical hit, you still have to aim for the head, or whatever the critical location of a creature may be.
We didn’t want to remove any of that, so we haven’t added dice rolls to the system. What I meant by “Dig down” earlier, is that you really have to get inside how the systems work, and how the elemental weapons are effective against different creatures.

关于你们所说的“理解游戏系统”,现在有许多角色扮演游戏为了面向更广的玩家群而牺牲了RPG的成分,比如说骰子随机系统和数据统计。你们有没有留意到一代中的不平衡现象呢?

保:无主之地一直是——跟《上古卷轴:天际》不太一样的游戏——更多地关注动作和技巧,因为毕竟有第一人称射击的元素在里面。我们不想丢掉这部分,如果你想要暴击呢就得瞄准脑袋,或者是其他什么生物的暴击位置。
我们不想移除这一设定,所以我们就没有加入骰子随机系统。之前说过的“深入挖掘”,是指你得了解游戏系统是怎么运作的,哪些元素武器对什么样的生物有效之类的。

Have you ramped up the location-targeting mechanic at all – such as aiming for the head or shooting a Skag in the mouth for example?

PH: Yeah, our creature department are the guys who make our enemies, and they’ve just gone really above and beyond when compared to the first Borderlands.
We’ve got all kinds of interesting things like, you still have your classic headshots, but sometimes you’re fighting things that may not have a head, so that department has gotten very creative as to where those critical hit locations are.
This means that players have to use different tactics in order to expose those locations, and we’ve got skills that relate to identifying critical areas and more. So yeah, we’re really improved on that mechanic in Borderlands 2.

关于这个暴击点系统,就比如说瞄脑门或者是身寸在盔犬嘴里这些东西你们有所加强了吗?

保:是的,我们的怪物设计部里面的小伙子们就是专门设计敌人的,他们的工作比一代有了很大的进步。
我们有不少有意思的玩意儿,你仍然可以爆爆头什么的,但是当你打的怪有的时候是没有脑袋给你爆的,怪物设计部就负责创造那些稀奇古怪的暴击点。
这就意味着玩家们为了让暴击点暴露出来就不得不调整战术,我们制作了一些让暴击点暴露的技能。总而言之呢,我们在无主之地2中把机理做得更好了。

Have you guys focused more on how multiple players can exploit an enemy’s weakness this time around?

JR: Oh definitely (laughs)

你们这次是不是更关注在多人难度中打出暴击点?

杰:哦那当然。(笑)


The gun count is the same as the first game, but with more varied combinations.
枪的数量和第一代的一样多,但是部件的组合却更多了。


Is the process of creating different player skills that compliment each other well in co-op a hard thing for you guys to balance?

PH: Yeah of course, and often we have an idea while we’re in a meeting about what the class skills we’re going to do, and we sometimes it’s something we think is really going to pan out, but then we get it into the game and it doesn’t work.
But through this process, something that really works in co-op that you hadn’t even considered using before suddenly pops into your brain, and these are the things that really start to shine as people start to utilise them. When it comes to balancing these skills in co-op it’s all about play test, play test, play test!

在创造不同角色的技能时,多人合作的平衡性会不会很难处理呢?

保:当然了,我们经常在职业技能研讨会上想出新点子来,有时我们的想法不错但是放到游戏中却不起作用了。
然而在这个过程中,有一些多人合作你从没想过的东西会突然蹦进你脑子里来,当我们把这些东西具象化的时候它们就有亮点了。不过要平衡这些技能点在多人合作中的情况,就纯粹是游戏测试,测试,再测试了。

In a broader sense, in what ways have you looked at improving co-op play in Borderlands 2?

PH: There aren't a lot of games that embrace the split screen part of the market, and we found that Borderlands fans played an awful lot of split screen. So we’re looking to improve the interface for split screen, so the experience is better for those players in Borderlands 2.
We’re also allowing split screen players to go online, so you and your brother can be sitting on the couch, while playing with two other players online anywhere in the world. So we’re looking to bring the split screen experience to the larger co-op community as well.

更宽泛地说,你们会如何提升无主之地2中多人合作的游戏性呢?

保:现在市场上很少有游戏是分屏合作的,我们发现粉丝们玩分屏很带劲。于是我们决定改善分屏的界面,这样的话无主2的游戏体验会更棒。
我们也允许线上部分进行分屏,这样你就可以和你的弟弟坐在沙发上,在线上和世界各地的另外两名玩家一起玩了。我们所寻求的就是把分屏游戏体验带入更大的合作游戏社区。

And have you looked to overhaul any elements of co-op in particular, such as loot and experience sharing?

PH: Not so much with loot sharing. We talked a lot about it on consoles but the interface challenges are pretty extreme. You know, in an MMO on PC you can bring up pop-up windows that sit on the side, and you can share inventory quickly like that.
But on a console, when every button is doing something important, this becomes tricky, and when there’s a lot of action, you don’t want pop-up windows obscuring what you can see.
We sort of embrace the ‘wild west’ nature of Borderlands 2 by taking a ‘let god sort it out’ attitude to who gets what when it comes to loot, and when working together in co-operatively play.

你们有没有特意调整多人游戏的各种元素,比如说枪支掉落和经验共享?

保:枪支交易的部分也没有那么多啦。我们讨论了不少关于主机的东西,但是界面的挑战实在是比较麻烦。在PC上的MMO可以弹出窗口然后在一边快速展示物品栏什么的。
但是在主机上,每个键都绑定了重要的内容,导致这会非常棘手,当你有许多动作的时候,你是不会想要弹出窗口来挡住你的视野的。
我们希望能够拥抱无主之地2的“狂野西部”的本质,对武器掉落和多人合作模式,采取“成事在天”的态度。


Have you added anything new to duels?

PH: With our duelling feature, we’ve given players the option to duel for loot. So you can like, put up something you’ve found as an ante, and whoever wins the duel will get the gear that you guys are betting on.
JR: We’re also bringing in a trading system for players who do want to safely share loot. With the first Borderlands, we read a lot about players standing in front of each other, taking five steps back, throwing their loot on the ground and cautiously walking to pick up and swap gear. It’s a very paranoid, sort of ‘wild west’ form of trading. (laughs)
PH: And while two people are doing this in a very gentlemanly way, some loot ninja dude who had just joined the game will run up and steal all of the gear, then drop out. All of a sudden everyone’s unhappy. (laughs)
So yeah, we’ve got a much more secure system that means I can interact with your character directly, open up a private trading window, and trade items. It’s a much more friendly way for people to do that.

你们有没有在决斗中加入新东西呢?

保:关于决斗的特点,我们给了玩家用装备来赌胜负的选择。你可以像这样,拿出一件装备作为赌注,谁赢了谁拿走。
杰:我们还为想要安全交易的玩家们制作了交易系统。在一代中,我们读了不少这样的叙述,大家相视而立,退后五步,把枪都在地上,然后小心翼翼地把交换的装备捡起来。这其实很偏执,算是“狂野西部”式的交易。(笑)
保:当交易双方都比较绅士的时候,有些“偷枪忍者”会加入游戏偷掉所有装备然后再退出。如果一切来得突然大家都会很不爽。(笑)
当然,我们设计了更为安全的系统,这就意味着我可以直接和你的角色交流,打开私人交易界面,然后交换物品。对玩家来说是更为友好的方式。


In the first Borderlands, co-op was great fun. Borderlands 2 steps it up considerably.
在一代中,合作是很大的乐趣。无主之地2将会有所继承。


In terms of co-op questing, have you thought of new things for players to do together? Are you interested in things like in Gears of War where one player will hold open a door while the other slides under, or is that not the Borderlands style?

PH: No, we haven’t really focused on those things as Borderlands is at all times a multiplayer game, and at all times a single player game. We basically need to ensure that people can complete Borderlands 2 in single player 100 per cent of the time.
Gears of War can do a lot of those things because even if no one else is playing with you, the AI is controlling your partners. But in Borderlands 2 we don’t do that with the AI, as we want to focus on all of the other systems we deliver.
So it’s always a single player game and simultaneously a co-op game, and a lot of that relies on how our combat mechanics work. You’ll need to really work together to figure out how a lot of the combat mechanics work, especially as the challenge ramps up depending on how many players you have in a session.

关于多人合作的任务,你们有没有考虑过让玩家们合作的新东西呢?你们对《战争机器》中一个玩家顶住门其他玩家再过去这样的东西感兴趣吗?或者说这不是无主之地的风格?

保:不,我们并不认为无主之地是哪些部分一定是多人的,哪些部分一定是单人的。基本上我们需要保证无主之地2单人可以完成100%的内容。
《战争机器》可以做不少这些花样,因为就算没有别人和你一起玩的时候还是有AI控制队友的。但是在无主之地2中我们不想弄那样的AI,我们关注的是其他系统。
因此它始终是一个单人游戏,而且也是一个模拟的多人游戏,这很大程度上依赖于我们的战斗机制。你需要了解战斗机制,特别是更多玩家加入时难度上来的时候。

There is a big focus on both single player and co-op at play here. Do you think that competitive multiplayer would detract from what you’re trying to achieve in Borderland 2?

PH: We talked a bit about competitive multiplayer when we were in the early planning phases, and we really believe that our strength is in the friendly co-operative gameplay, so we just wanted to improve that experience, and improve the sense of connecting with your friends.
This includes finding your friend’s games easily, as well as connecting to them, and across all formats, this is amazingly much better than it was in the original Borderlands.
We really decided to focus on this, and to make sure our co-op experience is the best, so we chose to put competitive multiplayer on the back burner for perhaps a later day.

我们既关注单人游戏也关注多人游戏。你们认为多人对抗会不会对你们想要在无主之地2中达到的预期目标有所偏离呢?

保:我们在早期策划的时候也讨论过多人对抗,但是我们还是认为我们的长处是友好的多人合作,我们只是想要提升游戏体验,以及和朋友一起娱乐的感觉。
这包括轻松找到你朋友所在的游戏,联进主机,这会老无主好很多。
我们既然决定要关注这一点,那么就要确保最佳的多人合作游戏体验,因而我们只能把多人对抗暂时搁置留到以后再说了。

The trading system, along with co-op is a neat mix because of the random weapons in Borderlands 2. No one is going to see the same guns in a play through as their friend. How have you tweaked the random gun system this time?

PH: Oh man, we’ve blown the doors off in all different directions with our gear this time. With guns we basically threw out every gun that we built in the first game, so those millions of guns are all gone. We’ve now made another ‘millions of guns’. (Laughs)
In Borderlands 2 the weapons look so much better, they move better, sound better and we’ve also dramatically improved the feel of each weapon manufacturer.
We always had this concept of the different weapon manufacturers having their own strengths and weaknesses, but we’ve really gone in and brought that to the feel and function of guns.

和多人合作一起的交易系统是一个整齐的系统,因为无主之地2中有无数的随机武器。没人想要在游戏中拿着和朋友一样的枪。你们这次对随机枪械系统做了何种调整呢?

保:伙计,这次我们是从每个方面重做了武器。我们丢掉了一代的所有枪,因而不会再有万千无穷枪了。我们做了另一套“万千无穷枪”。(笑)
无主之地2里面的武器看上去好多了,它们打起来更舒服,听起来更棒,我们也梦幻地改善了每个厂牌武器的使用体验。
我们一直有着不同厂商优劣不同的概念,而这次我们确实将这种概念用到了枪支的功能和使用体验中去了。

hen you look back at what Gearbox did with DLC for the original Borderlands, you really were getting a lot of additional content for your money – more so than most. How important is it to really nail the balance between value and content?

PH: DLC has been maturing as the console cycle has continued on, and you will remember back to the earliest days when Bethesda released horse armour for Oblivion, and it was like, “Horse armour? Are you serious?” (laughs)
But at the time, no one knew what people were going to go for and what they weren’t going to go for. I kind of feel bad for those guys because everyone teases them about it. But they didn’t know, for all they knew it might have been exactly what everyone wanted.
So when the first Borderlands was finished and everyone was thinking about DLC, it was still in the middle – in terms of how much value and the kind of experience gamers wanted from DLC – and we just decided, ‘let’s just keep making the game that we’ve made’.
In the end, I think we’ve been influential in the DLC market, and people look at us and think, ‘these guys are really bringing a lot of value for the money’, so we’re very proud of what we did with Borderlands, and that is something we’re always thinking about.

回顾Gearbox为一代所制作的DLC,你们确实创造了不少内容也卖了不少钱。那么价格和内容方面的平衡又有多重要呢?

保:主机圈的DLC日益成熟,你还记得最早Bethesda为《上古卷轴:湮灭》放出马甲DLC的时候,就好像“马甲?当真?”(笑)
那个时候游戏制作商还不知道什么是玩家想要的,什么不是。我真是替那些家伙感到不幸,人们就因为这个梗一直调戏他们。然而他们不知道的是,他们认为没有必要的东西也许恰恰就是玩家们想要的。
因此,当一代完成的时候每个人都在考虑DLC的事情,实际上还只是在中期——从价值和玩家们想从DLC中得到的游戏体验来说——于是我们就决定:“干脆就继续把游戏做下去。”
最终我们在DLC市场也非常有影响力,人们看到我们的工作会这么认为:“这些家伙确实让我们付得值。”因而我们对此非常自豪,这才是我们真正想要的。



Turns out Claptrap's 'Robolution' was a total whitewash. Unsurprising really.
结果小吵闹的“格命”晚节不保。一点都不让人吃惊。



We also saw a lot of Claptrap in the Borderlands DLC, and since the five years leading up to Borderlands 2 all of the Claptrap robots have been wiped out, with the exception of one.

PH: Yeah that’s right, that’s sort of where he’s been over the years, and after the Robolution his product line got wiped out. (laughs) But the main Claptrap that helped you in the first game survives. He’s still around, and you’ll be interacting with him a lot in Borderlands 2.

我们也在无主之地DLC里面看到不少小吵闹,但是无主之地2毕竟过去了5年,所有的小吵闹都被清理掉了,当然有一个例外。

保:说对了,这就是这五年它呆的地方,在格命之后他的生产线彻底给摧毁了。(笑)但是一代里面给你做导游的小吵闹还活着。他还是在到处游晃,你也会在无主2中和他有许多交流。

Gearbox has hit a highly defined comedic style through Borderlands and characters like Claptrap, as well as a unique visual style. We know that the first game didn’t always have colourful comic book visuals. As more and more gamers are focusing on photo realistic experiences like Battlefield 3, are you ever worried about how Borderlands 2 will fare by comparison?
PH: There is definitely an area of the market that loves games like Battlefield and Call of Duty. But what is really making Borderlands as a series special, is that we’re delivering something very different when compared to other titles with our visuals, with our attitude, and with our RPG and co-op mechanics.
We’re doing something that no one else is really doing, and I think that’s really resonated with the gamers out there, especially what we call in the business as the ‘core gamers’.
They really love evangelising the game to the wider world, so in Borderlands 2 we’re confident we can introduce new people to the quirky world and character this time around.

Gearbox在无主之地中设计了不少喜剧角色还有就是小吵闹这样的,也为他们设计了独特的外表。我们知道一代实际上并非全都是彩色漫画书的样子。越来越多的玩家注重像《战地3》那样的实景拍摄,你们会不会因此担心无主之地2的销量呢?

保:游戏市场中确实有玩家群体是《战地》和《使命召唤》的脑残粉。但是无主之地的特色就是我们独一无二的画面风格,我们独特的态度,以及RPG元素和线上合作游戏体验。
我们在做的东西基本没有其他人在做,我认为这会引起玩家的共鸣,特别是我们业界所谓的“核心玩家”。
他们会像其他玩家宣传游戏,所以这次我们对无主2能够向新玩家展示一个离奇的世界和各种各样的角色这一点非常自信。

The visuals themselves are a real step up from the first Borderlands, so it’s clear that a lot of time and resources have gone into the game. As Gearbox is always juggling multiple IP and projects at any one time, how challenging can this process become?

R: It’s challenging, but what’s actually nice is that Gearbox has been down this road several times now, and has juggling multiple projects for years.
What’s really cool is that, as you get further into the process of making a game, the whole company really gets behind the project, which really helps us get it done fast and helps it come together at the end really well.
PH: The other thing that’s been amazing about having multiple projects in development at once, is that there’s all kinds of awesome technology that gets cross pollinated between projects.
There are some AI things in Borderlands 2 that were originally developer for Aliens: Colonial Marines, and then some of the tools that we have in Borderlands 2 that have been used to help Brothers in Arms: Furious 4 come together.
It’s really awesome, as all of the games feed off each other, and we’re always aware of what each project is doing, which helps us all benefit from really cool tech, and other things.

本作的画面风格是一代的一个提升,显然大家会投入时间和精力去玩这个游戏。Gearbox总是要同时处理多个IP和项目,这个过程会有怎样的挑战性呢?

杰:确实很有挑战性,不过Gearbox既然走了这条道,好几年都是同时处理好几个项目,所以说还好了。
真正酷的是,当你在处理一个游戏上投入很多时,整个公司都会在背后支持这个项目,大家会帮助我们把这个项目多快好省地完成掉。
保:关于同时处理多个项目还有另一点,就是多个项目之间的牛逼技术可以相互借鉴。
无主2中有一部分AI的设定就是从《异形:殖民军》中来的,还有就是开发无主2用的一些工具就是用来帮助开发《兄弟连:狂暴 4》的哥们儿的。
这很棒,所有的游戏都会从其他游戏中汲取营养,我们总是会注意每个项目进展地如何,因此会帮助我们从超酷的技术和其他东西中获益良多。



giwi 发表于 2012-2-20 19:47

With all of the chatter surrounding next gen console reveals going on at present, what would you guys like to see from new hardware that would help you realise bigger and better ambitions?

PH: Memory. (laughs) For me it’s always memory. We’re always making trade-offs between memory and performance in that, if you do something to make a game’s performance better, you’ve probably consumed more memory and vice versa.
JR: I’d probably say that Gearbox’s official line is always “Memory”. (laughs)

现在有不少关于次世代主机的话题,你们希望新的硬件如何释放你们更大更强的野望呢?

保:内存。(笑)对我来说肯定是内存。我们一直在权衡内存和游戏表现上,如果你想要获得更好的游戏表现就要消耗更多的内存,反之亦然。
杰:要我来说Gearbox的官方路线就是“内存”。(笑)


Every time we ask that question, everyone says memory. Speaking of next-gen we’re also asking everyone about Wii U, just your personal thoughts, nothing to do with Borderlands 2. What did you make of Nintendo’s E3 reveal?

JR: I think that everything Nintendo brings to the table is innovative and interesting. It’s one of things that people doubt initially, but then you see more of it and it’s in every single person’s house by the end of it. No matter what, I think Nintendo is going to bring some very interesting things to the table.
PH: I was pretty amazed by the controller. It was something I was definitely not expecting, and there’s a lot of interesting potential there for a lot of cool stuff. My only fear is like, ‘Oh, I need anew controller, well that’s 120 bucks.” (laughs)

每次我们问这种问题的时候,人们都会提到内存。说起次世代我们还会向每个人都问问Wii U,只是问问你们个人的想法,和无主2无关。你们对E3展上任天堂的动作有什么看法?

杰:我认为任天堂展出的东西都非常有创意也很有趣。任天堂的东西一开始总是让人们质疑,结果你会在每家每户都看到他们的产品。无论如何,我觉得任天堂总是会推出一些偶遇意思的玩意儿。
保:Wii U的控制器实在有惊艳的感觉。这绝对是我没有想到的东西,这玩意儿绝对有超酷的潜力的。我唯一担心的是:“我想要个新的控制器,那可是120块大洋啊。”(笑)








[全文完]

 └ 素年祭语 发表于 2012-2-20 20:07

LZ真先知,怒顶。

huai9999 发表于 2012-2-20 20:07

给力!G委果然够Professional!{:3_140:}

落幕式丶 发表于 2012-2-20 20:17

Emanual.G 发表于 2012-2-20 20:21

{:3_153:}啧啧啧......不要跳票不要跳票不要跳票......

东风一杆旗 发表于 2012-2-20 20:39

原来是这个访谈。翻译得nb,学习了!

johnzer123 发表于 2012-2-21 12:58

越来越期待了呢!

jushsmith 发表于 2012-2-21 12:59

我来酱油的

magicku 发表于 2012-2-21 13:10

真是相当期待呢。。无主2啊。。。快快出来吧。。联机有很大乐趣的。。。

un07 发表于 2012-2-21 17:06

缺个原文链接……

giwi 发表于 2012-2-21 17:09

un07 发表于 2012-2-21 17:06 static/image/common/back.gif
缺个原文链接……

{:3_174:}U大给下吧~~~

un07 发表于 2012-2-21 17:16


huai9999 发表于 2012-2-21 18:00

弄进去了

hammer2007 发表于 2012-2-21 19:38

赶紧出吧:Q:Q:Q:Q:Q

minxiang7 发表于 2012-2-21 21:07

期待啊~~~~:lol

shuo1029 发表于 2012-2-21 23:38

无主之地2赶紧出吧!!!!!!

AXWOLF 发表于 2012-2-22 00:34

不要跳票

▊┧白♂鉺釘'┞▊ 发表于 2012-2-22 16:26

老同学基本都不见了啊,出来了一起打吧

_Kyros 发表于 2012-2-22 20:21

无主2可不是说出就出的。

dreamtodie 发表于 2012-2-22 21:51

十分期待,希望到时候我的电脑还跑得动:(

_Kyros 发表于 2012-2-22 23:14

出新内容了,说9月18日上市,一个令中国人愤怒的日子。

giwi 发表于 2012-2-23 01:15

_Kyros 发表于 2012-2-22 23:14 static/image/common/back.gif
出新内容了,说9月18日上市,一个令中国人愤怒的日子。

http://tieba.baidu.com/p/1424369789

kuangtu 发表于 2012-2-23 09:20

快来吧,可惜要等到9月,好漫长啊

kokjoo89 发表于 2012-2-23 11:12

已有新角色登场...
Maya魔女
Axton战士
Zero刺客

_Kyros 发表于 2012-2-23 11:16

giwi 发表于 2012-2-23 01:15 static/image/common/back.gif
http://tieba.baidu.com/p/1424369789

这个我知道,我是看这个
http://www.gamersky.com/news/201202/191975.shtml
都是一样的,不过,让我大伤脾胃的就是又看到了游民的土特产---------一些小狒狒,一边黑无主,一边在犬吠。

----------------------------------------------

开来没看错。有些技能都是意料到了,或者是曾经yy出现的,还有就是2个关注的,一个是另外2个人物的技能树,以及两个重要NPC-----莉莉丝和布里克会是什么样。另一个最最重要的就是很关注无主2是否还继承1代的算法和公式。

giwi 发表于 2012-2-23 11:37

_Kyros 发表于 2012-2-23 11:16 static/image/common/back.gif
这个我知道,我是看这个
http://www.gamersky.com/news/201202/191975.shtml
都是一样的,不过,让我大伤 ...

可以来贴吧嘛,氛围多好~~

huai9999 发表于 2012-2-23 12:53

giwi 发表于 2012-2-23 11:37 static/image/common/back.gif
可以来贴吧嘛,氛围多好~~

{:3_155:}这里已经够冷清了你还要拐人过去 什么心态.....

giwi 发表于 2012-2-23 13:10

huai9999 发表于 2012-2-23 12:53 static/image/common/back.gif
这里已经够冷清了你还要拐人过去 什么心态.....

你没看见南瓜头老师是看的游民的评论么?

huai9999 发表于 2012-2-23 14:08

giwi 发表于 2012-2-23 13:10 static/image/common/back.gif
你没看见南瓜头老师是看的游民的评论么?

{:3_144:}我才不管呢
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