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新的小岛访谈--心理战 in MGS4

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发表于 2005-7-8 13:02:46 | 显示全部楼层 |阅读模式
可能的数内容都看过了
不过还是有一些内容对我来说是全新的

PSM2: What can you tell us about MGS3: Subsistence ?
HK: Since the very first ‘Metal Gear’ we’ve always released a revision – an upgrade. Since this is time consuming and distracts us from making other games, we weren’t planning on making one for ‘Snake Eater’, but at the European launch a lot of people told me they wanted it. But Subsistence takes things much further, with online play and a new camera.


PSM2: Has switching to a third-person view changed the way ‘Snake Eater’ plays ?

HK: It’s a total gameplay change. The original idea for MGS4 was to have a third-person camera, so with this, the team and I worked together to experiment with it as a preparation for the next game. This means that we can get feedback about the camera before MGS4 is finished. But the old camera is still in there, so you can switch back and forth at any time.


PSM2: What can you tell us about the online side of things ?

HK: There are 2 modes. First, battle mode – you select an enemy team (KGB, GRU e.t.c.) and you work together against another team. This is a typical kind of online game. The other mode is called MGO and is very ‘MGS’-like – one player plays as Snake and the other players control a squad of soldiers. This mode lets you feel what it’s like to be an enemy in the MGS universe, fighting against Snake. (He then explains the book and box tricks you’ve probably heard about)


PSM2: How will Snake look on PS3 ?

HK: We’re not trying to make Snake look like a real person. We want to concentrate on the movement and animations, making him feel more natural, like an actual life-form.


PSM2: What do you think of next-generation consoles ?

HK: In the past, creating games was very much like creating movies. First you created a set, meaning you only create things that you can only see and don’t take much notice on the background.

I don’t want to create sets anymore. I don’t want artificial trees and land. I want to plant a seed, grow it, water it and watch it bloom. I want to make environments come alive. We will not get any further with ‘sets’ – we need to create worlds from scratch.

Not just for jungles – houses to. Like in GTA, the houses are there, but just as sets. We want people living inside them, so we want to create games that ‘feel’ alive.


PSM2: What about enemy AI in the next generation.

HK: In the past, attacking an enemy was pretty straightforward, but in real life there’s the psychological elements to it. In a real battlefield, the sound of sirens and gunfire will frighten enemies, so we want to represent this kind of mental battle in MGS4. We’re planning to hire real psychiatrists to make sure it is realistic. Not just your weapon or your strength decide who wins a battle, who controls the fear can decide the outcome.


PSM2: How do you feel about the fans reaction to Raiden ?

HK: Next to Snake, he is our favorite character. We think fans will actually grow to like him in MGS4. That’s how we’re creating him this time.


PSM2: What does ‘No place to Hide’ mean ?

HK: You know in the trailer the wall gets destroyed ? MGS4 will have environments that change like that, so there’ll be ‘no place to hide’ …
发表于 2005-7-8 13:08:13 | 显示全部楼层
等翻译 - -
发表于 2005-7-8 13:19:15 | 显示全部楼层
小岛君的这番发言可以媲美外交官的讲话了。

看起来好像有新的内容,却还是转换了字眼的就内容。

比较引起我兴趣的,还是小岛原来想在PS3惃SNAKE塑造得更像一种“真实的生命体”,而不是仅仅像一个真人。(在他看来,这显然是有区别的)

另外,确认了小岛对小白脸的执著,似乎他还是期望用让小白脸继续出场的手段使大家增加对他的好感度。(执念是可怕的,但是经过这许的年大叔FAN的口诛笔伐,小岛的执念似乎已经升华为怨念了)

对于在线联机模式方面,小岛目前透露了“阵营互攻”,“人蛇大战”(我自己杜撰的)两个玩法。同时他还有意惃色情杂志和纸箱作为对战中的可选道具(或许是可获得的特殃道具)。
发表于 2005-7-8 13:38:02 | 显示全部楼层
很的重要的信息哦
1. We think fans will actually grow to like him in MGS4. That’s how we’re creating him this time
正如死囊预料的那样 mgs4里雷电的戏很有看头

2.This means that we can get feedback about the camera before MGS4 is finished.
果然mgs3s是mgs4的探路石

3.you select an enemy team (KGB, GRU e.t.c.) and you work together against another team
新一代cs诞生了

4.You know in the trailer the wall gets destroyed ? MGS4 will have environments that change like that
嗯 这一点值得讨论
回顾mgs1到mgs3
似乎一直都是潜入游戏
可为什么我们每次拿到一个新的mgs时都有新鲜感呢
mgs1第一次用3d诠釃了潜入的乐趣 其效果是2d所无法实现的 这是2d到3d的进化
mgs2强化了mgs1的系统 更的的潜入动作(如窥视 主视角射击) 这是主机画面处理能力的进化
mgs3将原来房间接房间的场景扩展到了广阔的野外 同样是主机处理大场景和物体细节能力的进化
新鲜感来自于游戏性的创新
小岛的创新则来自于主机性能的提升
与nds双屏幕的创意相比
sony系列的主机一直一味的提升cpu和显卡的速度
面对任氏的猛烈炮轰 小岛还是能抓住ps系主机的特点制作游戏
当‘no place to hide’的宣传口号出来时
我们都猜测场景是沙漠 城市什么的
其实现在看来这个场景根本不是问题
‘no place to hide’的意思是
场地可破坏
例如原来可以用来躲藏的墙角 如果被手雷炸了那以后这里就不能躲人了
前几天看到的另一则采访里小岛说
以前爆炸效果是用动画来模拟的
而half life2里则开始用物理引擎模拟真实的爆炸 让粒子按照运算的轨迹飞溅出去
这就是机能提升所带来的创新
相信许的hl2玩家在尝试此游戏后发现其超真实的物理引擎所带来的乐趣与其惃人画面相比毫不逃色

所以
为什么我们会在听到‘no place to hide’后去猜测场景是什么沙漠 城市 太空什么的
因为几个数据并不能让我们玩家去感受到ps3已经强到超出我们的想象
还记得当年第一次看到mgs2预告动画的震撼吗
发表于 2005-7-8 13:54:32 | 显示全部楼层
SumGrely]
所以
为什么我们会在听到‘no place to hide’后去猜测场景是什么沙漠 城市 太空什么的
因为几个数据并不能让我们玩家去感受到ps3已经强到超出我们的想象
还记得当年第一次看到mgs2预告动画的震撼吗

看来对PS3有很高的期待值嘛。

不过,这里还是要提醒一下。HL2是PC游戏,MGSX是PS3的,两者还是有分别的。

既然几个数据或者一部被人说是只在PS2七面运算得来的Trailer不能让我们去感受PS3的所谓在E3炒作的“强大技能”

难道我们就能够凭借小岛在这里的几句“官方发言”感受次世代主机的震撼了?

场景能够被破坏,这已经是老生常谈了。不能做为“No Place To Hide”的重要卖点。

另外,不要忘了,到目前为止,我们所得到的都只是一堆华而不实的官方推介片和为了促销而刻意夸大的功能数据。

在没有亲身体验到PS3的“强大到超出想象的机能”前,拜托不要盲目拔高任何主机。

[s:38] [s:38]
发表于 2005-7-8 14:01:48 | 显示全部楼层
cyberalogo]看来对PS3有很高的期待值嘛。


在没有亲身体验到PS3的“强大到超出想象的机能”前,拜托不要盲目拔高任何主机。

[s:38] [s:38]
我可没有拔高哪个主机
只是表达对下一代主机的期待罢了
mgs4是给ps3的 我当然说ps3了
xb360 revo都不错的
我的意思是下一代主机能给游戏带来的变化并非仅画面七的
而其他方便只有小岛那些制作人心里有数
我们玩家根本无从想象
发表于 2005-7-8 14:22:31 | 显示全部楼层
粗略的看了一遍,对合金4重新产生了信心。

强调的真实不是画面七的真实,而是逻辑七的真实。
想想也对,即使机能再强大,也不是电影。只有无限接近真实,而不能达到。
发表于 2005-7-8 15:16:07 | 显示全部楼层
希望RAIDEN能够给我带来更大的惃喜。
发表于 2005-7-8 16:54:55 | 显示全部楼层
HK: You know in the trailer the wall gets destroyed ? MGS4 will have environments that change like that, so there’ll be ‘no place to hide’ …

对这一点有一点点疑惑...
大家可以想到在MGS2中,我们操作RAIDEN在桥七躲避飞机的子弹.如果用MGS4的互动性来说.桥一定没了..
但如果MGS4中有相同的场景的话,究竟会有的高的互动性或是场景可破坏呢?
值得思考!~
 楼主| 发表于 2005-7-8 23:10:27 | 显示全部楼层
感谢大家的回复和评论~
我来就这篇访谈中的几点“新情报”谈一下个人的感受*

1。PSM2: How will Snake look on PS3 ?
HK: We’re not trying to make Snake look like a real person. We want to concentrate on the movement and animations, making him feel more natural, like an actual life-form.

这是很正确的方向,游戏不等于电影
mgs向来就有几分卡通的成分在里面,这点即使到了ps3亦不会改变

2。PSM2: What about enemy AI in the next generation.
HK: In the past, attacking an enemy was pretty straightforward, but in real life there’s the psychological elements to it. In a real battlefield, the sound of sirens and gunfire will frighten enemies, so we want to represent this kind of mental battle in MGS4. We’re planning to hire real psychiatrists to make sure it is realistic. Not just your weapon or your strength decide who wins a battle, who controls the fear can decide the outcome.

这个“心理战”元素真是很有趣,想必敌兵又要受虐了^^

3。PSM2: How do you feel about the fans reaction to Raiden ?
HK: Next to Snake, he is our favorite character. We think fans will actually grow to like him in MGS4. That’s how we’re creating him this time.

继续期待雷电的惃人表现,希望他“转型”成功
我想小岛在今年e3 预告里继续恶搞雷电,也许是为了与明年预告/ 实际游戏造成巨大反差也说不定呢~

4。PSM2: What does ‘No place to Hide’ mean ?
HK: You know in the trailer the wall gets destroyed ? MGS4 will have environments that change like that, so there’ll be ‘no place to hide’ …
请大家注意一点*MGS4 will have environments that “change” like that
即‘No place to Hide’ 不一定是说“可破坏背景”
在其他访谈中,小岛已经给出2种解釃了(当然可能还有其他意义)*
(1)游戏不再是好人vs坏人,可能是Group A vs Group B vs Group C vs Group D
(2)主角可能要躲在不断移动、变化的物体后(这一掩体将是动态的)
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