骑马与砍杀:战团
骑马与砍杀:战团
平台PCPS4XboxOne
发售时间PC 2010-03-31+2
时长121小时(主线)
类型动作角色扮演
官方中文支持
制作发行TaleWorlds Entertainment / TaleWorlds Entertainment
标签砍杀中世纪角色扮演马匹冒险

《骑马与砍杀》关于1.0版发布,Armagan答玩家问(翻译)

类型:攻略发布日期:2008-08-21来源:本站原创作者:佚名🏷 骑马与砍杀 / 攻略

翻译


真是个好想法!

不管怎样,伙计们,抱歉让你们久等。他昨天晚上很晚告诉我,而我碰巧一天都很忙而没有看我的e_Mail。所以,我一空下来,就来告诉你们答案!

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    alanthir.meriandon : 他们在发布了1.0版以后将会提供怎样的服务?他们还将只是修正bugs,或者只是增加内容

(Armagan:)如果有任何bug我们将坚决消灭。我们也将发布可选择的补丁来让玩家自己设计他们的旗帜。至于增加新的内容,我们有一个小的团队以及有限的资金,并且我们也许要用我们所有的资源来进行未来的项目。这个游戏还有一个神奇的MOD制作团体,而我不认为他们会缺少新的东西去做(MOD)。

     Tig : 你对1.0版满意吗?

(Armagan:)非常满意。这个游戏已经非常棒。在最近的几周我们已经能够优化动画(指的是人物以及马匹动作一类),声音和AI,而我认为那些能够产生一些微妙的变化。

     Tig : 1.0版还和你当初刚开始的时候那些想法有类似之处吗

(Armagan:)感觉很聪明,那是我曾经梦想制作的那种游戏。无论如何,随着所有有才华的人们为这个游戏所做的贡献以及论坛所提供的支持,我们所能达到的超过了我最初的梦想。

     Tig : 总的来说,你喜欢这个过程吗

(Armagan:)有时候这个工作很辛苦,但是总的来说,我非常喜欢。

    Zendarian : 攻城系统会得到修正吗?

(Armagan:)攻城系统将会在最终发布版本里运行的非常好。

    Zendarian : 如果骑马与砍杀销售失败你们有紧急应对计划吗?

(Armagan:)我们没有紧急应对计划,既然通过我们的TaleWorlds网上商店在线销售这个游戏极好地弥补了我们的经费支出,也将有希望继续支持我们开发下个游戏之前的资金。当然,如果这个游戏零售的特别好,它将帮助我们扩大我们的队伍,并且允许我们增加更高的产品价值,在未来的游戏里加入重大的功能。我们将需要一个紧急应对计划如果在线销售突然停止,但是我希望/但愿那永远不会发生。

     Zendarian : 你认为骑马与砍杀将会是不打广告销售,没有回顾以及别人预先准备的评分,大预算的游戏吗

(Armagan:)现在已经有非常多的骑马与砍杀的御览以及回顾,其中许多都是持肯定的,而我非常确信会很快得到评分。事实上我对于销售很乐观。对于好的游戏总是有也总是会有很大的需求。同样,尽管我们没有有着大标题的行销预算,P社的行销队伍对于有限预算的销售有很丰富的经验,而我们在一直口碑上有优势。

    Haya : 如果发行显得成功,这个游戏会发行xbox 360/ps3以及诸如此类的版本吗?

(Armagan:)我们现在没有那样的计划。原则上有可能移植这个游戏到xbox 360/ps3上,但是同样有不少难度。骑马与砍杀比起典型控制游戏也是更复杂的,尽管那也许最好会变成一项优势。

    Hardcode : 你完成了骑马与砍杀是怎样的一件事情,通过技术层面,当你开始的时候你从来没有想过你能完成?

(Armagan:)看到团队们制作的所有模型,以及令人惊奇的品质和创造性,那是一种非常令人愉快的惊喜。

     Hardcode : 通过技术层面来讲,哪一样式你想做而做不到的事情?

(Armagan:)运动中俘获马匹,我想。那在现在实在有点超过我们的能力。

    Nightblade+-- : 在这努力期间当前最多的评价是什么?对于M&B在她同种产品里是如何定位的?

(Armagan:)我们努力让这游戏成为我们梦想着要玩的。也许她就是。

    Nightblade+-- : 由于她的本质,M&B会成为一个对于个人操作要求很高的游戏,即使她被移植到了Wii主机上。有任何计划来应对这个方面,以及有任何兴趣或支持来帮助这一点?

(Armagan:)这个游戏的在Wii主机上的移植版的确很有意思。但我们时下不会考虑的。

    Mama Sumae : 既然我们已经接近最终版的发布,你对已完成的感到高兴,以及乐于/期盼去进行别的项目或者你仍然对于没有完成的工作很有感触?

(Armagan:)我对此感到很高兴。

     Mama Sumae : 1.0版里将加入魔法值吗?灭哈哈哇哈哈

(Armagan:)莫得。

    white_fare : 你们会考虑1.0的资料版吗?

(Armagan:)我们现在还没有具体的计划,但是那是有可能的。

    EaST : 你能说说骑马与砍杀1.0版最重大的变化吗?

(Armagan:)那会有新的原始音效。作家Jesse Hopkins对此做了伟大的工作。

   Peasant Phill : 作为开发者,你认为1.0版最大的遗漏是什么?换句话说,什么是你想完成但是因为某种原因而不可能做到?

(Armagan:)没有什么真正重大的我想要完成,而不能完成地方了。首先,我们现在的版本我们已经不能在不破坏/扔弃现有功能的情况下加入任何新的功能。比如说食物栏。把你的食物放在那里很有意思,有时候还能用它来屠宰你瘸腿的马。它被现在的食物管理系统所取代,这是一个完全的改进,但是食物槽系统也有它的优势。总之,我的意思是,这个游戏的各个功能被很好的平衡了并且现在相互配合的很好。我真的感觉这个游戏已经完成了。
    不管怎样,如果我必须再为这个游戏忙上额外的一个月,我大概会把时间花在指南一类的系统上,试着去简单化游戏教学的难度。

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

就是这些了!armagan现在离开了办公室,也许去莱比锡的某个地方进行会谈。

这里是一些我自己就可以回答的问题。他现在太忙没有足够的时候来回答这些问题;希望你可以原谅我对于别人的问题节约回复了:

Almighty : 在1.00版本里会有某种主线/情节或者他们会保留沙盒系统(MBMS?)吗?
(Maelstorm:)游戏还是一样。沙盒(MBMS?)还在,所以你可以在任何游戏里自定义你自己的故事!

Zendarian : 暗黑猎人,黑旗库吉特和水贼会回来吗?
(Maelstorm:)很不幸,不会的。禅达也一样。

我希望这些会满足你的一部分好奇心。制作小组的别的介绍(希望有图片!)将会在月底做出来,当所有人回来的时候。我以及大老板本人,谢谢提问的每个人!

原文:

QUOTE:
Q&A with Armagan

Nice idea actually!

Anyway guys, sorry to keep you waiting. He posted them to me late night yesterday and I hadn't an opportunity to check my mail and the day have been busy. So, with no further ado, here come the answers!

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

    alanthir.meriandon : What kind of support will they provide after the release of 1.0? Will they just fix bugs, or will they also keep adding content

We will definitely fix bugs if there are any. We'll also release an optional patch that allows players to design their own banners. As for adding new stuff, we have a small team and very limited resources, and we'll probably need all the resources we have for upcoming projects. The game also has a fantastic modding community and I don't think there'll be a lack of new things to come.


     Tig : Are you satisfied with the game at 1.0?

Very much. The game was already very good. We have been able to polish the animations, sounds and AI in the last few weeks, and I think those have made a dramatic difference as well.

     Tig : Does 1.0 resemble anything you had in mind when you first started

Feeling-wise, it's the kind of game I used to dream of making. However, what we have been able to achieve with all the talented people that contributed to the game and the support of the community was beyond my wildest dreams.

     Tig : Overall, have you enjoyed this experience

Sometimes it was hard work, but overall, I enjoyed it immensely.

    Zendarian : Will sieges ever be fixed?

Sieges work quite well in the final release.

    Zendarian : Do you have an emergency plan for if Mount&Blade fails to sell?

We don't need an emergency plan, since online sales of the game through our TaleWorlds web-store pretty much cover our expenses, and will hopefully continue to fund us until our next game. Of course, if the game sells particularly well in retail, it will help us grow our team and allow us to add higher production values and grander features to future games. We would need an emergency plan if online sales stopped suddenly, but I hope/wish that never happens.

     Zendarian : Do you think Mount&Blade will sell without the advertising, embargoed reviews and pre-arranged scores of other, bigger-budget games

There have already been quite a lot of previews/reviews for Mount&Blade, many of them positive, and I am pretty sure there'll be scores more soon. Actually I am optimistic about sales. There has always been and always will be a demand for good games. Also, although we won't have the marketing budgets bigger titles have, Paradox's marketing team has a lot of experience with working with a limited budget, and we have always had word of mouth working to our advantage.

    Haya : If the release show's to be an success, will the game be released for xbox 360/ps3 and so on?

We don't have plans for that at the moment. It is in principle possible to port the game to xbox 360/ps3, but it also has quite a few challanges. Mount&Blade is also more complex than the typical console game, though that may turn out to be an advantage as well.

    Hardcode : What is one thing that you achieved with Mount&Blade, from a technical perspective, that you never thought you would be able to do when you started the project?

Seeing all the modules made by the community, and the amazing quality and creativity there was a great and very pleasant surprise.

     Hardcode : What is one thing that you wanted to do but couldn't, from a technical perspective?

Motion capturing a horse, I guess. That's quite a bit beyond our capacity at the moment.

    Nightblade+-- : What during this endeavour became the most critical to present? What defines M&B and sets it apart from it's peers?

We tried to make the game we dreamed of playing. Maybe it's this.

    Nightblade+-- : Because of its nature, M&B could become one of the most physically demanding titles ever if it were ported to the Wii. Are there any plans to move in this direction, and has any interest or support risen for the idea?

An arcade version of the game on Wii would definitely be interesting. But it's not something we are thinking about at the moment.

    Mama Sumae : As we approach the final release are you happy with what has been done and pleased/anxious to move to another project or you still have a feeling of unfinished business?

I am quite happy with it.

     Mama Sumae : will there be MP in 1.0? Muhawwahwahaha

Nope.

    white_fare : Are they thinking of an expansion for 1.0?

We don't have solid plans for that at the moment, but it's a possibility.

    EaST : Could you ask the most important change in Mount&Blade 1.0?

That would be the new original soundtrack. Composer Jesse Hopkins did a wonderful job there.


   Peasant Phill : What do you, as developers, consider to be the greatest omission in version 1.0? In other words what did you want to implement but couldn't for any possible reason?

There isn't really anything major that I would like to implement, but couldn't. For one thing, we have came to a point where we can no longer add new features to the game without breaking/throwing away  an existing feature. A case in point is the food slot. It was quite fun to put your food there, and occasionally use it to slaughter your lame horse. It was replaced by the current food management system which was overall an improvement, but the food slot solution had its advantages as well. Anyway, what I mean is, the game features are well balanced and work well together at the moment. I do feel that the game is finished.

However, if I had to work on the game for an extra month, I would probably spend the time on the tutorials and such, trying to ease the learning curve.


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

This is it! armagan is now out of office, probably somewhere around Leipzig for the convention thing.

Here are some questions whose answers I can answer myself. He had hard enough time answering these with all the busy-ness; hope you excuse me for sparing these from others:

Almighty : is there going to be a some kind of main plot/story in 1.00 or do they keep the sandbox model?
The gameplay remains the same. Sandbox stays, so you define your own story in every game!

Zendarian : Will Dark Hunters, Black Khergits and River Pirates return?
Unfortunately, no. Neither will Zendar.

I hope these will satisfy your curiosity to some extent. Another interview (hopefully with pictures!) with the team shall be made at the end of the month, when everyone's back. Thanks everyone for questions, from me and from the big boss himself!

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