- 分享
- 0
- 人气
- 97
- 主题
- 1613
- 帖子
- 53164
- UID
- 448018
- 积分
- 84983
- 阅读权限
- 110
- 注册时间
- 2011-10-5
- 最后登录
- 2018-11-30
- 在线时间
- 17874 小时
区域版主
K 游戏情报员/KWolDs SEN ID
|
本帖最后由 kirassss 于 2013-10-25 07:32 PM 编辑
Kojima on Metal Gear Solid V’s open world, different user interface than Ground Zeroes, cloud computing, more
Famitsu recently had the opportunity to speak with Hideo Kojima about Metal Gear Solid V and Ground Zeroes. Kojima discussed the open world, teased user interface differences between the two games, touched briefly on cloud computing, and more.
On the open world…
“I think the term ‘open world’ has taken on a life of its own and caused misunderstandings. Of course it’s not going to be a game where Snake fishes all day or changes jobs and pursues a different life. The game map is an open world and you have freedom in that way, but in MGS5, it’s clear what you’re doing. That may be ‘I have to help someone’ or ‘Destroy this thing’ or ‘Go gather intelligence at this spot’. Some missions will have time limits, too.”
On how going open-world is something that was overdue for the type of games he creates…
“With MGS up to now, we could only build the interior of wherever you were infiltrating. How you got there was shown in a cutscene, and the player would just suddenly be in front of the entrance. Once you finished the mission, there’d be another cutscene, a helicopter or whatever would come by, and you’d escape. It’s not that linear games are bad [...] but really, it’d be fun if you were the one thinking about how and where to infiltrate, what sort of equipment to bring, and how to get out of there.”
On how different having MGS5 be open world would really be, especially since you were free to either sneak past your foes or kill them all in past MGS games…
“That’s true. I think the way that MGS is combined with an open world here is something that we haven’t really communicated very well yet. In particular, with this game, we’re building the control system and working the visual expressions for a global market to meet the needs of the North American market; that may have an impact on things too. But once you try it out, you should be able to feel like ‘Yes, this is MGS.’ I feel that games are interactive media, and the rush comes in being able to use what you’re given freely to play. Open worlds create that for you, and I think the future of gaming lies in them.”
On Ground Zeroes…
“The user interface is a bit different, but it’s the same open world. There is a certain goal in separating the game like this, though — if we just threw you into the main open-world game, we figured that veteran MGS fans would get confused.”
On how Ground Zeroes exists to help ease gamers into the full open-world experience…
“The main section [of the game] is just really big, and you can have enemies attack you from 360 degrees around. As time passes, you reactions in-game will change depending on player actions. If you do a mission, you’ll be tired out. You’d be exhausted after a round of airsoft, right? So let’s take an hour-long break…something sort of like that. So to keep people from thinking ‘This isn’t MGS!’, we’ll limit the amount available to you at first and set a static time and weather pattern. So you’ll get to play this open-world, highly free MGS in those conditions.”
On the fact that story-related reasons encouraged the two games’ separation…
“GZ takes place in 1975, a year after Peace Walker, and the main game takes place in 1984, nine years later. Something bad happens at the end of GZ, and then you continue into the main game. Unless you play GZ, you won’t understand why retaliation is one of MGS5′s main themes. It really is the ‘ground zero’ of Snake’s story.”
On cloud computing…
“I can’t talk about that yet. If I could give you a hint, for MGS5, we often talk in terms of ‘removing the rules’. Instead of restricting players with the game design, we want to have it so players advance the way they want to. For example, in an infiltration mission, it’s pretty rare that you go in without any support or intelligence. You have spies and advance forces; you have scouts set up a route for you.”
On calling Metal Gear Solid V “Tactical Espionage Operations”…
“The reason we’re calling this game ‘Tactical Espionage Operations’ instead of ‘Tactical Espionage Action’ is because we’re at the point where we’re mixing the old MGS, Peace Walker, and this open world together. There’s another world waiting within that mix, and it’s one I hope you’re looking forward to.”
玩家自由发挥 《合金装备5》是伪开放世界游戏
《合金装备5:幻痛(Metal Gear Solid 5: The Phantom Pain)》的制作人小岛秀夫称游戏将带有“开放世界”,但是不要期待着Snake大叔去“整天钓鱼或者换个工作去追求别样生活。”
在接受最新一期Famitsu杂志采访时,Kojima称“开放世界”这一词用于《合金装备5》容易造成误解。
“游戏的地图是开放世界, 玩家有着一定的自由度,但是在《合金装备5》中,玩家的任务将十分明确,”Kojima说。“人物可能是’我得去帮助什么人’或者‘毁掉这个东西’或者‘在这块儿拿情报’。某些人物也会有限制。”
“在以往的《合金装备》游戏中,我们只能建造玩家需要潜入地方的内景。至于玩家如何前往那个地方是在过场中展示的,玩家会直接跳转到入口处。当任务结束后,会有另外一个过场,一个直升机或者什么的飞过来,然后玩家逃跑。”
“并不是说线性游戏太差劲,但是说真的,如果让玩家选择如何潜入、潜入什么地方、带上什么装备和怎么逃出来将很有趣。我认为《合金装备5》将合并开放世界是我们还没有沟通好的事情。”
“具体来说,在这款游戏里,我们为全球市场创造了控制系统和视觉表现来迎合北美市场;这对事情也有冲击。但是一旦你试过了,你就会说:’没错,这就是《合金装备》。”
“我觉得游戏是互动媒体,给予玩家自由发挥的空间很重要。开放世界为玩家带来了自由发挥的空间,并且我认为未来的游戏都需要倚靠它。” |
|