LV. 34
GP 372

【情報】Dungeon Siege 2 訪談--中文翻譯

樓主 DeathFire tyt00116
There's a boatload of fans out there that are anxiously awaiting the next iteration of the Dungeon Siege franchise from Gas Powered Games. As it so happens, we AT staffers just happen to be some of them. So it's with great pleasure that we offer this interview with Kevin Lambert, lead designer from GPG. There is a VERY good chance this guy knows what he's talking about when it comes to Dungeon Siege 2.
〔客套話,總之好多人想知道ds2的資料,所以AT找了首席設計師Kevin Lambert訪問。〕

Action Trip: We understand that the sequel will be built on the same technology that was used to power the original and the expansion. How do you plan to tweak this technology for the sequel?
AT:我們知道此次續集會用回ds1&loa的技術,你打算怎去改良這技術去制作續集?

Kevin Lambert: Our engineers continue to enhance and optimize the technology for DS2. We've completely replaced our effects system, added support for 2.0 pixel and vertex shaders, added the Flick scripting system and a long list of other changes to the core DS engine.
我們的程式員為了續集仍然繼續去加強此技術,我們完全棄用舊的特效系統,支援2.0 pixel 和 vertex shaders這些技術,加入Flick scripting系統和其他很多ds引擎的核心的改變。

AT: Can you tell us a bit more about the new Flick system? Also, what are some of the other methods you plan to use to deepen the narrative?
AT:請你可否告訴我們多些那個新的Flick系統的特色?還有,你們另外又計劃用了什麼方法去加強故事?

KL: Flick is a simple system that allows level designers to easily create interactive and non-interactive sequences in the game. Similar to a director giving stage directions on a movie set, Flick provides a set of commands that can be used to set up anything from two characters speaking to each other in a movie to an interactive ambush on the party to an army of good guys and bad guys clashing together in a castle.
Flick是一個簡便的系統,讓使用者更易去製作遊戲中互動及非互動的情節。就好像電影導演指導舞台動向一樣,Flick提供一些指令由可以去製作人物間對話到一正一邪的軍隊在城堡中的衝突的影片。
In addition to creating more interactive sequences in the game, we've also given party characters specific personas and they will occasionally talk to each other and to the main hero. This not only helps deepen the story, but it adds a dimension to the game that goes above and beyond a silent relationship between a hero and a group of "hired guns."
為了去加強遊戲中的互動情節,我們亦給同伴加上人格,他們會跟玩家等人物彼此交談。這雖然沒有加強故事,可是卻在某方面,給了人一種感覺──同伴間在冒險時形成了一種默契。

AT: In one of the developer diaries, you revealed that "two Powers used tactically are greater than the sum of their parts." Can you reveal any more examples other than the aforementioned usage of the Detonation and Circle of Frost Powers? If you cannot reveal any other specific Powers yet, can you at least give us some examples in more general terms?
AT:在其中一張開發日記中,你們揭露了二種Powers策略性配合使用會取得更佳效果,除了你提到的Detonation 和 Circle of Frost Powers的配合使用,你可以再透露多點嗎?如不行,你可否最少告訴我們多些較一般的例子?

KL: I'd love to tell you about some specific powers, but we don't really want to spoil the cool element of discovery with how powers can be used in different situations. In fact, I'm sure players will be able to discover even more clever uses of powers than we originally intended. One interesting combination that I like to use though is to start with a particularly effective Power that has a drawback of leaving a character vulnerable and then combo it with a defensive Power that can negate the drawback, giving extra mileage out of the defensive Power.
我當然想告訴你多些特殊的Powers,不過我們更不想削減當你們發現powers新用法時的驚喜。事實上,我更相信玩家可以發現更多比我們原先所想的更聰明的用法。不過我其中一個有趣的想法是用一種缺點是使用後會令人物變弱的Power,可再配合使用防禦性質的Power去無效化缺點。〔英文的最後一句,我好像不太明白〕

AT: Can Heroes gain more Hero Powers, or possibly change them as the game progresses, or is each Hero power inherent to a specific character?
AT:那麼玩家的人物可否學會更多的Hero Power?或可否在遊戲中改變?又或是固定了每一種Hero Power只有指定人物才能學習?

KL: All Powers have skill requirements. So depending on how players choose to spend their skill points, more Powers will become available to characters as they progress.
所有Powers都要skill需求,所以是看玩家怎樣選擇去使用那些skill點,當人物不斷成長,就有更多的Power可以學習了。

AT: Tell us a bit more about the new 'pets' system.
AT:告訴我們更多關於寵物系統的資料!

KL: Pets are one of DS2's more unique systems. Pets were designed to give players interesting choices and tradeoffs in party composition and also to scratch the itch of players who yearn for the type of bond that you just can't get from another player character.
寵物是ds2其中一個更獨特的系統。寵物是為了給玩家更多有趣選擇和怎樣去權衡隊伍間的組合而設計。還有去滿足那些渴望某種人型同伴不能給予的連繫。

AT: How powerful will the 'pets' be in comparison to other party members?
AT:寵物和同伴比較,寵物在那方面強些?

KL: Pets will be stronger than player characters in some respects and weaker in others. For example, pets cannot equip weapons or armor, but they can get special abilities that player characters cannot. Our goal is for pets to be balanced against party members so that there's no right or wrong way to build a party.
寵物和同伴比較,在某方面,寵物比同伴強,如它們可以使用一些同伴使用不到的特別技能,但在另一方面,寵物不能裝裝備,這又比下去了。我們的目標是去平衡寵物和同伴的力量,所以就沒有什麼對與錯的方法去組合。

AT: Finding legendary items was a great feature in both the original and the expansion, and how the ones in the expansion were in some way related to the events from the original. I'm guessing you guys are going to include legendary items again, but do you plan to broaden this concept in any way?
AT:找尋神兵利器跟套裝是ds和dsloa的重要一環,dsloa中的套裝亦聯係ds中的背景。我估你們這次會加入新的套裝,但你們有否想要在某方面擴大這想法?

KL: DS2 will have far more hand-crafted unique items than its predecessors and we'll also have sets with bonuses that stack and grow depending on how many pieces a character has equipped. Beyond that, we've added magical reagents that players can find and use with special enchantable weapons and armor to create their own magical items.
ds2會有更多比原先更獨特的稀有裝備,我們亦有一些套裝會依人物該套裝的裝備數去加強屬性效果等的數值。除此之外,我們又加了一些魔法劑,配合特別的裝甲,可讓玩家製造附加魔法效果的裝備。

AT: Word around the water cooler is that the maps are much more immersive and interactive than before. Can you give us some fresh in game examples?
AT:有很多人說今次的地圖會更令人沉醉及互動性更高。你可以給我們更多的例子嗎?

KL: Many ancient civilizations once populated the land in which the game takes place. While the ancient peoples themselves are scarcely remembered, their handiwork has survived in the form of ruins, dungeons, and structures, many of which contain secrets the player can gain access to by deciphering the clues. This type of interactivity can range anywhere from secret caverns and hidden passageways to a dungeon vault locked safeguarded by an ancient magical security system.
今次遊戲是在一處有很多古文明的大陸。沒有什麼古人種記得,他們的文化都成了遺跡,地牢,建築物,很多都有秘密可給玩家發掘的,當然要進入就要先解開謎團。這種互動性是由隱藏洞穴到有古文明魔法防禦系統的地窖都有。

AT: We're itching to learn more about the Coach AI technology. Do tell!
AT:我們渴望知道更多Coach AI技術,必說!

KL: In order to make combat more dynamic and interesting, Dungeon Siege 2 will take advantage of our new Coach AI technology. The way it works is that each individual monster has a default AI behavior, be it running, jumping, guarding, etc. Layered upon those individual behaviors is the Coach AI. The Coach AI dictates the plan of action in the form of a 'play' to the monsters just as a sports coach would dictate a play to the team.
為了令戰鬥更精彩好玩,ds2採用了新的Coach AI技術。每一隻敵人有其基本ai,例如跑,跳,守衛。而對上一層,就是Coach AI。Coach AI指導著一群怪物的行動,就好像一隊人的AI。

AT: Finally, about the boss creatures, we'd dearly like to hear about some post-E3 boss creature, how it looks and what it does :)
AT:最後,關於頭目,我們想知更多他們的種類和他們是怎樣的:)

KL: A boss battle is like a climax of a story. As much as I'd like to talk about some of our cool boss encounters, I think the team here at GPG (not to mention all the gamers who are like movie fans that hate it when movie trailers reveal too much) would kill me if we spilled the beans on bosses before the game ships. What I can say is that boss encounters in DS2 should be very interesting and unique, pushing well beyond the encounters in the first Dungeon Siege.
頭目之戰就好像是故事的高潮。就算我想告訴你們我們又酷又正的頭目,我相信如果我在發售前洩漏了,gpg的開發團隊是絕對會幹掉我。我只可以說ds2中的頭目是十分有趣和獨特,比ds1更優秀。

〔真的好累…不過我可能誤會了意思,翻譯錯誤,在此抱歉=ˍ=〕
〔不過真的好像不錯玩= =+POWER…PET正,我要組織PET大軍~~〕
原文〔http://www.actiontrip.com/previews/dungeonsiege2_i.phtml 〕
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