大家好,欢迎来到……话说,这到底是什么?
很长一段时间以前,当我们正式准备制作一款游戏时,大家才开始进行讨论。在几乎被遗忘的过去,我们制作游戏的时间大约是 8-9 个月。我记得我们正式宣布 Vicky2 时只用了 2 个模型截图和半页的想法。
这个有什么重要的?
然而,长时间谈论一款游戏也不利于炒作,能够适时做出重大公告也是很重要的。
那么凯撒计划呢?
干杯,下周我们将讨论世界上最重要的事情……(除了家人、啤酒、朋友和伟大的黑暗之王)……也就是地图!
Hello everyone and welcome to .. yeah, what is this really?
这是一款名为「Tinto Talks」的游戏吗?当然不是的。
Is this a game called “Tinto Talks?” No.. not really.
首先,Tinto 代表「Paradox Tinto」,这是我们于 2020 年在锡切斯(巴塞罗那南部城镇)创立的工作室,有几个人和我一起从 PDS 搬到了西班牙。现在我们发展到近30人了。现在,这已经不重要了,那么「会谈」部分呢?好吧……
First of all Tinto stands for “Paradox Tinto”, the studio which we founded in Sitges in 2020, with a few people moving down with me from PDS to Spain. We have now grown to be almost 30 people. Now, that is out of the way, what about the “Talks” part? Well…
很长一段时间以前,当我们正式准备制作一款游戏时,大家才开始进行讨论。在几乎被遗忘的过去,我们制作游戏的时间大约是 8-9 个月。我记得我们正式宣布 Vicky2 时只用了 2 个模型截图和半页的想法。
A long time ago, we started talking about a game as soon as we started working on it. Back in the long almost forgotten past we used to make games in about 8-9 months. I remember us announcing Vicky2 with just 2 mockup screenshots, and half a page of ideas.
随着时间的推移,这种情况发生了一些变化,首先就是确立了新的规则,一个新的游戏项目在完成其alpha测试之前不会对外宣布,避免宣布之后又被取消……就像《Runemaster》所发生的那样。然后,项目从《EU4》时代18 个月的开发周期转变为好几年的开发周期,就像我们最近的游戏那样,宣布游戏的时间变得更加接近游戏的实际发布时间。
This changed a bit over time, with first the rule of not announcing a game until it passed its alpha milestone, in case it would be canceled… as happened with Runemaster. And then when projects started going from an 18 month development cycle with games like EU4 to many years like our more recent games, the time from announcement to release became much closer to the release of the game.
这个有什么重要的?
Why does this matter?
嗯,从发展的角度来看,与玩家沟通,并让玩家为我们提供反馈确实是非常有益的。但如果宣布时开发进度太晚以至于我们无法就反馈进行改变,那么开发日志只不过是一种「营销工具」。我认为,如果我们更早地让社区参与进来并听取反馈,像《Imperator》这样的游戏可能看起来会有所不同。
Well, from a development perspective communicating with the players is extremely beneficial, as it provides us with feedback. But if it's so late in the development process that you can not adapt to the feedback, then a development diary is “just” a marketing tool. I think games like Imperator might have looked different if we had involved the community earlier and listened to the feedback.
如果我们回顾10年前的《HoI4》,我们第一次是从谈论空战开始的,然而它与发布版本没有太多共同点。
If we look back at HoI4, this was from the first time we talked about Air Warfare, about 10 years ago, and it has not much in common with the release version..
然而,长时间谈论一款游戏也不利于炒作,能够适时做出重大公告也是很重要的。
However, talking about a game for a long long time is not great for building hype either, and to be able to make proper huge announcements is an important part as well.
那么这里到底是什么?嗯,我们把这个分论坛称为「Tinto Talks」。我们将讨论我们正在开发的游戏在设计方面的问题。我们不会告诉你它是什么游戏,也无法告诉你它什么时候公布,什么时候发布。
So what is this then? Well, we call this sub-forum “Tinto Talks”. We will be talking about design aspects of the game we are working on. We will not tell you which game it is, nor be able to tell you when it will be announced, nor when it will be released.
我们几乎每周都会在这里与您交谈,因为我们需要您的意见才能将这款游戏打造成杰作。
We will be talking with you here, almost every week, because we need your input to be able to shape this game into a masterpiece.
没有您和您的投入,这是不可能的。
Without you, and your input, that will not be possible.
那么凯撒计划呢?
So what about Project Caesar then?
凯撒计划?是的,在 PDS(Tinto作为其「孩子」),我们倾向于在游戏中使用罗马皇帝/领袖的名字。Augustus 是《Stellaris》,Titus 是《CK3》,Sulla 是《Imperator》,Nero 是《Runemaster》,Caligula 是《V3》 等等。我们甚至将我们内部的「clausewitz & jomini 的空项目」命名为 Marius ,并将每个新游戏都建立在他的基础上。
Project Caesar? Yeah.. At PDS, which Tinto is a "child" of, we tend to use roman emperor/leader names for our games. Augustus was Stellaris, Titus was CK3, Sulla was Imperator, Nero was Runemaster, Caligula was V3 etc.. We even named our internal "empty project for clausewitz & jomini", that we base every new game on Marius.
在2020 年第二季度,我开始为一款新游戏编写代码,制作我想尝试的新系统原型。从有效和无效的尝试中吸收经验教训。另外还在 Paradox Tinto 招募一个全新的工作室,培训人员如何制作此类游戏,同时还为《EU4》进行一些扩展。
In Q2 2020, I started writing code on a new game, prototyping new systems that I wanted to try out. Adapting the lessons learned from what had worked well, and what had not worked well. Plus, recruiting for a completely new studio in Paradox Tinto, training people on how to make these types of games, while also making some expansions for EU4.
不过在今天,尽管我们距离宣布新游戏还有一段时间,但我们希望从现在开始,每周讨论我们所做的事情,以获得您的反馈,并调整其中的一些内容,让我们的游戏变得更好。
Today though, even though we are a fair bit away from announcing our new game, we want to start talking weekly about the things we have worked on, to get your feedback on it, and adapt some of it to become even better.
我们将首先从愿景开始,不过这已经不是现阶段您真正需要改变的事情。
However, we’ll start with the vision, which is not really something you do change at this stage.
可信的世界
Believable World
您应该能够在玩这款游戏时感觉自己身处一个有意义、丰富且现实的世界中。虽然不应该降低游戏的易入门性,但游戏功能应该是可信且合理的,除非必要,否则应避免任何抽象的概念。
You should be able to play the game and feel like you are in a world that makes sense, and feels rich and realistic. While not making the gaming less accessible, features should be believable and plausible, and avoid abstraction unless necessary.
设置沉浸感
Setting Immersion
我们的游戏正在蒸蒸日上。这都是依托于玩家的想象力和可「假设」的场景。我们将确保对这二者的高度忠实,这将为游戏带来「特别的感觉」。我们将努力赋予这款游戏最深度的风味感受。
Our games thrive on player imagination and “what if” scenarios. We ensure both a high degree of faithfulness to the setting which will give a “special feel” to the game. We will strive to give this game the most in-depth feeling of flavor possible.
可重玩性
Replayability
这款游戏应该要有很多不同的开局方式以及促使玩家反复重玩的原因。世界不同地区的不同机制会根据您选择的玩法创造独特的体验。对于一款深度而复杂的游戏,就应该设计如此多的选择和路径,让玩家感觉到自己总能回来以相同的起点获得新的故事。
There should be many ways to play different starts and reasons to replay them. Different mechanics in different parts of the world create a unique experience depending on what you choose to play. With a deep and complex game, there should be so many choices and paths that the player should feel they can always come back to get a new story with the same start.
是的,听起来雄心勃勃吧?
Yeah, sounds ambitious right?
你认为哪些游戏能够很好地体现这些愿景?
Which games do YOU think represent these pillars well?
干杯,下周我们将讨论世界上最重要的事情……(除了家人、啤酒、朋友和伟大的黑暗之王)……也就是地图!
Cheers, and next week, we’ll talk about the most important things in the world.. Besides family, beer, friends, and the Great Lord of the Dark… MAPS!
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