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?

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?

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.
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."

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.

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.

AT: Tell us a bit more about the new 'pets' system.

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.

AT: How powerful will the 'pets' be in comparison to other party members?

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.

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?

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.

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?

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.

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 :)

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.

〔不過真的好像不錯玩= =+POWER…PET正,我要組織PET大軍~~〕
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