xm109 发表于 2008-8-31 15:56

“很黄很暴力” NCSOFT公布新东方幻想风大作-----Blade&Soul

http://vlog.17173.com/playercs2008.swf?Flvid=293120







A translation of thisisgame.com's interview
制作人:裴宰贤 简称Bae(裴)
艺术总监:金亨泰 简称Kim(金)

http://file.thisisgame.com/board/files/0/img/20080801091608_9d16a2bc.jpg

Q1: How did you decide on the concept
您是如何确定这个游戏的主题(理念)的?


Kim: From MMORPG, a player should experience a variety of concepts. So, instead deeply developing one concept, I tried to include a several. Also, instead of limiting the theme to the traditional martial arts genre, I added my own identity to it.
(金):MMORPG中,玩家应该可以体验到多种游戏概念。与其深入挖掘1个主题,我尝试将更多的主题融入其中。同样,与其限制题材在传统的武侠类型中,我增加了我个人的理解。
Q2: So, is this a completely new genre of MMORPG?
那么,这是否是一个全新的MMORPG类型?
Kim: In Korea, the martial arts genre is heavily influenced by the Chinese culture. However, we incorporated a lot of cultural images from different nations in Blade & Soul: Russia, Mongolia, Taiwan, etc. The current product is a combination of these and our creativity.
(金):在韩国,武侠类型收到中国文化的严重影响,不过在BNS中,我们加入了许多不同国家的文化象征例如:俄国、蒙古、台湾等。现在的作品是他们的组合体和我们的创造力。

http://bbs.maxtower.cn/attachment/month_0808/20080821_3ce6129fea927026fe32jADVFYn4rmWy.jpg.thumb.jpg

Q3: Many gamers voice that the art style of Blade & Soul remind them of other games, such as Magna Carta.
很多玩家说BNS的美术风格保留了许多其他游戏中的风格,例如真名法典
Kim: I like my previous works and their style. I did not work with a different style in mind; instead, I merely thought of improving the previous works. In the case of Blade & Soul, it expresses well the ideas of the illustrator.
(金):我喜欢我以前的作品和他们的风格。BNS也并没有特意去尝试不同的风格,而是尝试进一步在以前的基础上继续进步。对于BNS来说,它很好的表达了插画家的想法。
Q4: Lineage II received much criticism for its mature material. Blade & Soul seems to demand a similar level of maturity from the gamers. Would it be appropriate as a rated 15+ game?
天堂2曾经因为其中大量的成年人因素而遭到批评,BNS看上去也的确含有不少成年人化的游戏元素。它是否会因此成为15+的游戏?
Bae(裴): Lineage II was talked about because of its clothings, but it was not a big issue. As a producer, it’s a difficult position to be in, but something one should overcome. The only nation in which we encountered problems was China. There will be pressures in Korea, but we must endure it. We could always change the rating or make adjustment to the contents.
(裴):天堂2因为其着装而遭非议,不过这并不是什么很关键的问题。作为制作人,这种处境比较令人尴尬,但是是可以被克服的。我们只是在中国遇到了这种问题,在韩国也有相应的压力,但是我们可以解决。我们通常可以改变尺度或是为内容做些修改。
Q5: Are you planning to changes to the contents or the rating?
你们是否打算更改这些内容或尺度?
Bae(裴): It depends on the situation; we should probably work on both.
Kim(金): We focused on certain areas because the game is in a developmental cycle. But, because the game’s focus is in neither sexuality nor violence, it won’t be too difficult to receive 15+ rating.
Bae: There’s no guarantee that the game will succeed with emphasis on sexual contents. No game did and we don’t plan to.
(裴): 这取决于实际情况,我们也许双管齐下
(金):现在游戏还在开发中因此我们依然还在进行最核心的工作。不过由于游戏的重点不在于工口或暴力,因此达到15+尺度并不困难。
(裴): 并不是说游戏有了工口内容就一定成功。没有这样的游戏先例,我们也不打算这么做。
Q6: What is game representative Taek-Jin Kim’s opinion?
金社长(NCsoft CEO)对这个游戏有什么意见?
Bae: He suggested a removal of one character due to excessive skin exposure. Besides that he really liked the mid-air-dash skill.
(裴):他建议去除了一个过于暴露的角色,此外他对那个空中的技能非常有爱。

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Q7: To which regional market would the game appeal the most?
这个游戏可能更适合哪个国家的市场?
Bae: It’s a difficult question to answer. The game might be well-received in Europe, but might not in Japan. However, when we demonstrated to employees in off-shore offices, they liked it.
(裴):这是个很难回答的问题。这个游戏可能在欧洲更受欢迎,而不是日本。不过在NC的各个海外办事处的雇员们好像都很喜欢这个游戏。
Kim: While following the games revealed in E3 2008, I realized that many western gamers are not used to seeing orient-themed games. Our focus is to make a great game. We will worry about localization later.
(金):在2008年E3的许多游戏中我发现,西方的玩家很少能看到东方主题的游戏。我们着力于开发一个伟大的游戏。我们以后才会考虑本地化的问题。
http://file.thisisgame.com/board/files/0/img/20080801091623_cb700561.jpg

Q8: Why oriental martial-art MMORPG? Why now?
为什么是一个东方色彩的武侠MMORPG?为什么是现在?
Bae: Because I wanted to. (smiles)
(裴):因为我想做(笑)
Q9: Why?
为什么?
Bae: After Lineage II, I decided to stop making MMORPGs because they are massive and difficult to develop. I wanted to try something easier, but those were just as difficult. Eventually, I came back to making MMORPG. I like both martial-art and science fiction. I decided work on a martial-art game.
(裴):在天堂2之后,我决定不再开发MMORPG了,因为过于庞大而且开发难度太高。我希望尝试一些轻松些的,但这些只是作为困难。最后,我还是回来做MMORPG。我喜欢武侠和科幻,最后我决定做一个武侠游戏。

http://bbs.maxtower.cn/attachment/month_0808/20080821_0ce6b663ee84e6d29d40m3N0wlJbkSm0.jpg.thumb.jpg

Kim: There are a lot of things you can do in the world of martial arts if you look behind the visuals. I wanted to recreate the intense action from Chinese martial-arts movies which inspired me. The allure of martial-ars world is the variety and limitlessness.
(金):在武侠的世界里可以做很多事,如果你看看后面的视觉效果,我从中国武打片中获得了许多激励来制作更激烈的动作。武侠世界的魅力就在于世界的多样性和无限性。

Q10: What’s your definition of the “martial-arts genre”?
您怎么定义武侠这个类型?
Bae: I have a lot to talk about this topic. There are a lot of novels, legends, history to draw ideas from. Thus, there is no real “definition” of the genre. I think the lack of games in the genre is limiting the definition of it. I think that the genre comes down to, obviously, the component of action.
(裴):对这个话题我可以说很多。有太多的小说、传说和历史谈到相关的想法。这其实是说,没有确切的关于武侠的定义。我想太多的所谓武侠游戏被自己的定义所局限。我想这个类型实际上,很显然的,就是动作的集合体。

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Q11: In any MMORPG the storyline is crucial. What percentage of the game content covers story?
在所有的MMORPG中故事(线)都是很重要的。在这个游戏里,故事占多少游戏内容的多少比重?
Bae: We are focusing mostly on combats(PVP) and quests. You could say that these two make up Blade & Soul. It’s about half and half. The story would be narrrated through quests.
(裴):我们集中大部分的力量在战斗(PvP)和任务的部分。你可以认为这两部分组成了BNS。大概各半的样子。故事将贯穿于任务当中。
Q12: Could you elaborate on the storyline which is based on the Korean genesis.
能否详细说明一下所谓的基于韩国创世歌的故事?
Bae: Not only the Korean genesis, but a number of legends and anecdotes from Mongolia, Cambodia, Japan, and China are included in the story.
(裴):不仅仅是韩国创世歌,还有很多来自蒙古、柬埔寨、日本和中国的神话传说也包含在故事中。

Q13: According to a source, the game will include characters from Korean legends?
游戏是否包含韩国传说中的角色?
Bae: Only one race will follow Korean lengends.
(裴):只有一个种族来自韩国传说,就是长生夜柱(下图)

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Q14: In the story, players will be against gods, how will you narrate this? Also, how will you connect with the notion of clans in the martial arts realm?
在故事中,玩家将会与众神为敌,你们如何来编排?还有,你将如何在武侠的世界里塑造种群集体的概念?
Bae: Guilds and kingdoms fit more with the Middle Age fantasy genre. For the genre of martial arts, individuals and heroes are more fitting. Unlike the gods in Greek mythology, the gods in Blade & Soul would be more closer beings such as mountain gods or dragon king.
(裴):公会和王国更适合中世纪奇幻类型。武侠的游戏里个人和英雄更适合。与希腊神话不同的是,BNS中的众神更加接近人类例如山神或者龙王等。
Q15: Is there an ending to to the storyline?
故事是否有结局(通关)?
Bae: Yes.
(裴):是的

http://file.thisisgame.com/board/files/0/img/20080801091635_354b852c.jpg

Q16: Is the trailer video made out of in-game footage?
游戏演示视频是否直接来自实际游戏画面?
Bae: Yes. The only editing done to the video is the slow-motion effect during mid-air-dash and the removal of version stamp. Of course, for demonstration purposes, some characters were standing still not fighting back. Besides those, the video is a 100% compilation of in-game footages.
(裴):是的,画面中我们唯一所作的特效就是空中技能的慢动作效果,以及去掉了版本标识。当然,为了演示目的,有些角色只是站在原地没有还击。除了这些之外,这个视频100%是由游戏内实际画面组合而成的。
Kim: Currently, developers are playing pre-alpha version of the game. The trailer you saw today was a footage of their actual in-game play.
实际上,开发人员演示的是Pre-alpha版本。你们今天所看到的这个演示视频就是他们在实际游戏中所玩的。
Q17: If developers are playing the game, up-to how many players were playing simultaneously?
如果是开发人员在玩这个游戏,那么据你所知同时最多多少人可以一起玩?
Kim: 30~40 players tested on one map.
(金):同一张地图大概测试下来可以有30-40个玩家。
Q18: I am curious whether the world is seamless or instanced.
我比较感兴趣这个世界是无缝的还是副本式的?
Bae: It is not seamless, but it uses streaming method. Gamers will experience the same gameplay as if they were in a seamless world.
(裴):它不是无缝的,不过用了分流技术。玩家体验上会和无缝世界没什么两样。

http://bbs.maxtower.cn/attachment/month_0808/20080821_6844badda94a02bd1befH7LOk417O1QA.jpg.thumb.jpg

Kim: There won’t be much loading because the maps are huge.
(金):不会有很多次的Loading,因为地图很大。
Q19: In the trailer, there is a scene where a character attacks multiple mobs with one skill. Will it be a good skill to aggro mobs?
在演示中,一个角色用一个技能攻击了许多怪物。这是否是一个引怪的好技能?
Bae: It’s not a typical skill, but there are time when it is needed; for example, in order to save team members by sacrificing yourself. You can think of it like a finishing skill. We used the skill purposely to show off the capabilities of Blade & Soul. The chacter of the developer who used the skill died soon after. (smile)
(裴):这不是个类型化的技能,不过有其必须的时机去使用。比如,为了营救队伍中的其他队员而牺牲自己。你可以认为这是个终结技。我们使用这个技能是为了显示BNS的机能。开发人员使用的这个角色后来马上就死了。(笑)
Q20: Are cooking and resource gathering major part of the game?
游戏中是否有烹饪和其他的原料采集内容?
Bae: There are a few, but with an oriental twist. Players will be able to make wine or pottery.
(裴):有一些,不过从东方题材考虑,玩家可以造酒或陶器。

http://bbs.maxtower.cn/attachment/month_0808/20080821_120855022571eb20d108SsFrk9HNyVNB.jpg.thumb.jpg

Q21: Could you tell us more about the two races Jin and Gon?
能否告诉我们关于“金(御剑)”和“刚(战斗)”2个种族更多的内容?
Kim: Jin is the closest to the mankind. Culturally, they are similar and use the most tools. Gon is about 2.3m(7.5ft) and is physically stronger.
(金):“金(?)”更接近人类。在文化上,他们更接近并且使用类似的工具。“刚(?)”大约身高2.3米,在身体素质上更强壮。
Q22: There were midgets in the video; are they a playable race?
视频中我们看到有侏儒,它们是否是可使用种族?
Bae: They are part of a race and we will release more information regarding the races later.
(裴):他们是种族的一部分,我们今后会放出更多的关于种族的信息。

http://bbs.maxtower.cn/attachment/month_0808/20080821_5874954f097a30d6fe77L1J5ncZ96ucO.jpg.thumb.jpg

注意,她奔跑起来是4足着地的。

Q23: Some of the raindrops landed on the camera; how does weather affect the game play?
一些雨滴打在镜头上,游戏中的天气效果是如何运作的?
Bae: Rain changes the environmental setting, spawning more monsters, etc.
(裴):雨改变环境设定,怪物刷新更多等等。
Kim: The rain drops on the screen is from an in-game footage. We are also planning to let the weather affect quests.
(金):雨打在屏幕上是游戏内的实际画面。我们打算将天气效果应用在任务上。

Q24: One character wore glasses; to what extent is character customizing possible?
有个角色带着眼镜,角色个性化设定是否可能?
Bae: Middle-Age fantasy genres emphasizes armor and weapon stats. However, martial-arts games focus on individual and weapon(sword) development. Development of weapon(**NOTE:as in proficiency of the character or the weapon itself gaining experience) will be crucial in the early game. Based on this concept, we are developing the character customization.
(裴):中世纪奇幻游戏强调护甲和武器的属性。不过武侠游戏专注于个人和武器的修炼。武器的修炼(注:作为角色能力或武器自己获取经验值)将会在游戏早期就作为关键内容加入。在这个内容的基础上,我们正在开发角色的个性化设定。
Q25: In the trailer, a character grew something from his back as he was casting a skill.
在演示中,有个角色从他的背后长出了什么东西,然后他放了个技能。
Bae: The Gon race’s race-specific skill triggered it. I would like to make the race-specific skills varied and deep. The scene–towards the end of the video–in which the girl is surrounded by flowers is also a race-specific skill. If you look closely, you will see some characters(a female midget) and others that are not introduced yet.
(裴):“刚”这个种族的特殊技能触发的。我想要把种族特殊技能更多样化和深入。这个画面出现在视频快要结束时,请注意还有个周围散落花瓣的女孩,这也是个种族特殊技能。如果你看得更仔细一点,你还能看到一些角色,例如一个女性侏儒,还有很多没有介绍到。

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http://bbs.maxtower.cn/attachment/month_0808/20080821_c4165ee95a6e13e4db8exKMdLLUrdRKN.jpg.thumb.jpg

http://file.thisisgame.com/board/files/0/img/20080801091649_364163d0.jpg
Q26: There are a lot of components to action(PVP). What are you focusing on the most?
PvP动作有许多组合的可能性,你最致力于什么?
Bae: The extent to which player can control in relation to the time and situation is very important. The state(defense, parry, position) between the opponent and yourself and your interaction is also crucial. We will develop the game with these thoughts in mind.
(裴):玩家从何种程度上控制时间和处境的关系是非常重要的。你和你对手的状态(防御、躲闪、位置)之间的关系也很重要。我们将会开发类似这种想法的游戏。
Kim: There’s an emphasis on feedback between characters. We will show players a variety of actions. Tactics matter and the combats will take your breath away.
(金):侧重于玩家之间反馈,我们将会给玩家演示非常多的动作。技巧和战术的运用将只在转瞬之间。

Q27: Do characters’ body parts take different damage?
角色的身体部位是否会承受不同的伤害?
Bae: No. However, the attack angle matters. The damage will depend on from which position you are attacking the opponent.
(裴):不。不过攻击角度会影响。伤害会根据你从哪个位置攻击对手来进行计算。

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Q28: The video only shows one-sided attacks. Is it filmed that way, or is the combat turn-based?
视频中只是单方面的打斗,是否是为了拍视频才这样,还是战斗会导致这种效果?
Bae: We were controlling the characters during the filming. It’s too difficult to film when both characters are fighting. For the purpose of the trailer, we filmed one sided attack. The actual game scenes will be packed with intensive actions. Players must move constantly and use skills strategically.
(裴):在拍摄中我们控制双方的角色。但是如果双方都同时战斗,那么太难拍摄了。为了让演示效果更好,我们只拍摄了单方战斗。实际的游戏里当然不会这样,玩家必须积极的移动并且使用合适的技能。
Kim: As I said earlier, the developers were playing against one another. There are times when players attack each other simultaneously; the first blow might give an advantage to the player.
(金):就像我前面说的,开发人员操作角色和另外一个战斗。有很多次2个玩家同时打到对方,先出击的会有一定的优势。

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Q29: Skill effects are very stylish. It seems like the combat took a long time due to the amount of animation.
技能的效果很醒目。看起来由于大量动画的存在,战斗会持续很长时间
Bae: You could say that. However, the trailer shows skills used in succession. I am not sure if they are considered combos, but, definitely, more than one skill was used. Blade & Soul have a short combat period compared to other MMOPRGs.
(裴):你可以这么说。不过演示中的技能有连续性。我不是很确定如果其他人看到是否认为会是连续技,不过,肯定的,使用的不止一个技能。BNS和其他的MMORPG相比战斗时间还是比较短的。
Q30: Regarding the attack on the opponent on ground, is that skill only available when the opponent character is in the state of “confusion”?
关于攻击倒在地上的对手,是否这个技能只能在对方角色“混乱”时才能使用?
Bae: We are testing with different implementations.
(裴):我们正在用不同的实现方式测试。
Q31: How are you going to implement the controls?
你打算怎样实现操作?
Bae: That’s one of the hot topics within the development team. We are still in discussion whether to include skill-keys or make a separate keys(**NOTE: I am not sure what he’s talking about here. The description is vague). What we definitely know is that the game will not have skill-window on the bottom of the screen like other MMORPGS.
(裴):开发团队内部也在热烈的讨论这个问题。我们还在讨论是否应该包括技能键或设置单独的键。我们现在仅仅决定的是,游戏不会像其他MMORPG那样在画面底部有技能窗。

Q32: How do you move the character? With WASD keys or mouse?
怎样移动角色?用WASD还是鼠标?
Bae: Both
(裴):2者都有

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Q33: There was a scene of a player using mid-air-dash skill. Can players use all the background objects?
在某个画面中,玩家使用空中冲刺技能,玩家能否使用游戏场景(背景)中的物品?
Kim: The first thing I wanted to avoid was the wallpaper like background which you can see but not explore. I hate the concept of players following a predetermined path. I want the environment to be accesible and interactive with players. We are making areas where you can only access with the mid-air-dash skill.
(金):我最初就想避免你在游戏中看到的背景就好象壁纸一样不可探索。我讨厌玩家在预定好的游戏内容上前进。我希望环境可以接触并与玩家互动。我们做了一些特殊的区域,你只能使用空中冲刺技能才能到达那里。
Q34: What type of quests are in Blade & Soul?
BNS的任务类型是怎样的?
Bae: Goals and scenario make up the quests. Many MMORPGs have “vending-machine” quests: “kill X number of mobs.” This is boring. Blade & Soul will resolve the problem of “I want to follow the story line, but why am I talking to this vending machine.” I want the game to overcome that limitation. It’s one of the topics of discussion within the team.
(裴):任务由奖励和剧情组成。很多MMORPG的游戏类型类似杀X个怪物拿道具奖励这样机械的任务类型,这很单调。BNS将会解决“我想要按剧情发展但是为什么我得和这些道具机器说话”这样的问题。我希望游戏可以超越这种限制。在团队内部这个问题也是一直在讨论中。

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Q35: Would you say that there’s less emphasis on gears?
是不是说这个游戏装备的部分比较不是重点?
Kim: There would be a different implementation of gears, not less.
(金):装备将会有不同的侧重点,而非“不是重点”。
Q36: In order to be a master–an experienced martial artist–one must train. How is this interpreted in game?
为了成为一名大师-一名有经验的武术家,必须去训练另一个,游戏中是如何解释的?
Bae: In martial-arts genre, there’s always a master–a sensei/teacher–who teaches you the skills. I would like to recreate that experience of “learning.” I don’t like the idea of “buying” skill books.
(裴):在武侠类型游戏中,通常都有一个大师(先生、老师)教授你技能。我希望能够给“学习”一个全新的体验。我不喜欢买技能书这种主意。

Q37: How about the game economy?
游戏经济系统如何?
Bae: We never thought about it in detail. We are, at the moment, focusing on the action and combat aspect of the game. Game economy has a low priority in the development. We could work on it later in the development cycle.
(裴):我们还从未想到这个。我们现在着重于动作和战斗的部分。游戏经济在开发中的重要度不高,会列在以后的开发计划中
Q38: Is this game for solo play oriented? or party play?
这个游戏是否更适合SOLO?还是队伍?
Bae: There are differences among classes. However, unlike the classic RPG class structure, I would like to overlap the archetypes for the classes in Blade & Soul. Solo play is not always fun, there will be some parts of the game which needs party play to enjoy.
(裴):根据职业的不同有所不同。与传统RPG的职业构架不同的是,我将会在BNS中重叠这些职业的原型。SOLO并不总是有趣的,游戏中会有一些部分必须团队才能享受到乐趣。

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Q39: In Lineage series, siege battles were the attraction. What features are in Blade & Soul?
在天堂2系列中,攻城战会是重头。BNS是否有这些特色?
Bae: I came up with the idea of siege battles and structured it. I know the good and bad sides of it. Blade & Soul will not have siege battles. They tend to exclude a portion of the player base except a few. The game must be enjoyable for everyone.
(裴):我很清楚攻城战的想法和结构,我知道其利弊。BNS不会有攻城战,它将大多数玩家排除在外。而我们的游戏必须让所有人都快乐。
Q40: Are there a lot of cooperative content?
是否有很多合作内容?
Bae: MMOs should involve cooperation, but Blade & Soul will emphasize an individual aspect. The world and the game will revolve around the player.
(裴):MMO必须包含合作,但是BNS更强调个人方面。世界和游戏都将围绕着玩家服务。
Q41: How will potions and gears affect the game?
药水和装备将如何影响游戏?
Bae: Blade & Soul is MMO, thus gears are important. But, the item system in Blade & Soul is completely different and weapon strengthening/enchanting systems are in place. The team is working on a replacement feature for potions.
(裴):BNS是MMO,因此装备很重要。但是BNS的道具系统完全不同,武器强化、精炼系统还在。开发团队正在为药水找一个替代的作用。
http://file.thisisgame.com/board/files/0/img/20080801091708_a68f2f14.jpg

Q42: At the presentation, you said “we did everything MMORPG industry told us not to.” What are you talking about specifically?
在见面会上,你说过“MMORPG产业告诉我们不要做的我们都做了”,你特指的是什么?
Bae: I am talking about everything in the trailer. The industry said we can’t grab, push, pull, float, mid-air dash, etc. are all big no-nos. Developers know better.
(裴):我已经都在演示中说了。产业告诉我们不能抓投、推炮、浮空、空中冲刺等等,可这些都不再是不可能。开发人员更了解这些。

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Q43: Why do you think other games didn’t implement those features?
为什么你们认为其他的游戏无法实现这些特色?
Bae: There’s a saying that the elephant in a circus could escape easily breaking the shackles. No one in the industry tried. Developers will literally commit suicide trying to implement the combat system while maintaing the security of the game; preventing exploits and hacks. Blood & Soul developers came this far with hard work and patience. At the moment, the simple combat system takes more animation than any console combat games. It’s not a coincidence the team is named Blood Lust.(smile)
(裴):有句老话说,大象被关在圆圈里,其实很容易突破枷锁,但是产业中的人没有人尝试过。为了游戏的安全性考虑防止黑客和破解,开发者对战斗系统的开发被局限在狭小的空间里;BNS的开发者用勤奋的工作和耐心来解决这个问题。现在,一个简单的战斗系统使用了比任何单机游戏更多的动画。这并不是个巧合,因为这个团队叫“Blood Lust”。(笑)
Q44: Is there a special reason why you choose Unreal Engine 3?
你们选择虚幻3是否有特别的理由?
Bae: Simply, it’s a good engine. My motto is “produce rapidly.” I choose the engine to rapidly develop this game. The engine allows us to express the concepts easily.
(裴):很简单,这是个好引擎。我的座右铭是“快速生产”,我选择这个引擎就是为了快速的开发这个游戏。这个引擎可以让我们更容易的将内容实现。
Kim: Specifically, the engine allows us to use lighting and shading easily. It is flexible. We made adjustments to the rendering engine.
(金):特别是,这个引擎在运用光影效果上非常便利。很灵活。我们可以很方便的调整渲染引擎的效果。

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Q45: Other game titles from NCsoft are using Unreal Engine 3, do you share your analysis, tips, and tricks?
NC社的其他游戏也使用虚幻3引擎,你们是否共享你们的研究、窍门和技巧呢?
Bae: Of course, the games are different, but we do share know-hows and information about the engine. The engine is excellent, but there is a limit to a game written merely in scripts. The way to success is analyzing the source and adjusting it to match the concept of the game.
(裴):当然,游戏虽然不同,但是我们的确共享我们所知道的关于引擎的各种资讯。这个引擎很棒,但是在游戏脚本的写作上还有很多局限性。要想成功必须研究源代码并且使之调整到适合游戏内容的方向。
Q46: There is a rumor that Blade & Soul is NCsoft’s PS3 MMO?
有传言说BNS可能会在PS3上发行?
Bae: There’s nothing specific about the plan. We only have 60 developers which is just enough to make the PC version. I would like to , but some things can’t be done. We are discussing with other platform companies as well.
(裴):没有特别的计划。我们只有60人的团队,仅能做好PC版本的开发。我个人当然很希望,但有时想法只是想法。我们会讨论在其他平台的计划。
Q47: When will be the release?
什么时候发售?
Bae: (smile) I really don’t know. I hope we don’t this year . We developed for about two years and 50% is complete. I don’t know what the developers think.
Kim: I think only 20% is done. (smile) end of the interview
(裴):我真的不知道。我希望今年不会内测。我们已经开发了2年只完成了50%。我不知道开发人员是怎么想。
(金):我想只做好了20%。(笑)


采访结束

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kanonair86 发表于 2008-9-1 13:01

不用说
如果这游戏能走到中国来
肯定要被HXHXHX

feng716 发表于 2008-9-1 15:56

韩国的游戏画风都比较唯美啊 有点像卓越之剑

xm109 发表于 2008-9-6 10:47

没几个人顶,都看过了?

tiger123 发表于 2008-9-6 11:53

很好的动画效果 真

zyshululu 发表于 2008-10-23 18:13

宣傳動畫不錯的....

gato64 发表于 2008-10-23 18:22

又是一款画面超级强大的网游....
肉卖的很多..............

wawalxl 发表于 2008-10-26 00:52

很好的动画效果

风之战魔 发表于 2008-10-26 05:21

中国玩家也就能从这类访谈或者游戏截图中YY一下而已,这种游戏国内基本不可能上市

tianyukxp 发表于 2008-10-26 23:04

希望 未来 能玩到``
希望``

bbhha1234 发表于 2008-11-7 13:33

什么时候国内能有啊
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