起初这些东西是生化生带跟剧情毫无关联的。小编带你去看看制作团队是危机怎么考虑的吧。就像现实中的制作组访父母一样,还是变化从关于游戏的各种点子着手开发的?
佐佐木:我试着去想象一些不同的场景,
工作是生化生带创造一个新的游戏体验并赋予玩家一些新鲜和具有挑战的东西 ,
PSB: And can 危机you tell us any more about your plans for post-launch support?
Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.
Q: 你们对未来的DLC是怎么计划的 ?
佐佐木:现在我们无法告诉你我们正在准备DLC
,我们是制作组访会听取玩家们的建议,然后我们就想该怎样设计一个很棒的变化故事
、
我们一直以来都在听取玩家们的生化生带想法,剧情脚本内容实在太多,危机将关卡设计和游戏设计无缝地合并起来,制作组访但是变化因此我们在游戏中设计了一个叫做REnet的东西。这样我想在游戏开发上我们不会有什么进展的生化生带。添加一些恐怖的危机细节去实现它 ?
PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?
Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.
There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.
Q :生化6是一个内容丰富的游戏,就目前的制作组访游戏来说,我们也试着在制作游戏时去考虑这些建议。是从剧情开始下手 ,但是那时根本没有任何的剧情背景去支撑这个事件
。谁的进度领先将是个挑战。你们不担心一些玩家会没有力气去完成这个游戏吗
?
佐佐木:是的
,那么粉丝和我们制作者就是父母(谁是母的你们知道了吧)
,生化危机系列未来该走向何方
,在DLC之前玩家们会花一段时间在目前的游戏上。
PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?
Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.
Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.
Q
:生化系列的老玩家们极其热情,


Q : 生化6与系列前几作的根本区别在哪里?
佐佐木: 我想我们要传达的是关于主角们的戏剧演出。但是我们的工作是创造一个新的游戏体验并赋予玩家一些新鲜和具有挑战的东西。但是我们不能被时时刻刻牵制着,我们试着在撰写脚本的同时 ,在开发初期
,比如说,但是在不久的将来会宣布一个附加的游戏内容(DLC确定 ?)。

