- 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 2016-4-11 06:49 PM 编辑
Final Fantasy XV director discusses potential PC version, summer DLC announcement
《Final Fantasy XV》监督谈本作PC版、帧数以及DLC将于夏季即将揭晓
昨天来自novacrystallis的Square Enix 游戏媒体报导的《最终幻想15》也称“Final Fantasy XV ”台译“《太空战士》”的监督田畑端接受了法国媒体JeuxVideo的采访,在访谈中田畑端透露了一些这款作品的新情报,包括DLC、帧数FPS等相关的话题。小编为各位整理了有关这次采访的要点,下面就让我们一起来看一看吧。
● 走向国际化的同时大约有300不同的开发部门以及业界人士参与了《Final Fantasy XV》的开发大作。
● 与系列前作相比《Final Fantasy XV》的过场动画会略少一些。比起将大篇幅的动画放到游戏之中,Square Enix 更希望把它们汇合起来放到本作的电影版之中。
● 目前开发团队正努力调整不同场景之间的平衡性以及其他的一些细节,包括战斗后获得的经验值、不同战斗动作造成的伤害值等等。目前现在程序员和画师们都在积极进行着优化工作。
● 开发团队的成员对于游戏的帧数抱着乐观的态度。他们的目标就是在画面表现和游戏后台之间寻找一个平衡点。目前《Final Fantasy XV》的游戏内容都已经陆陆续续制作完毕,全部团队将利用剩下的时间进行帧数的优化,令其有更好的表现。这样在游戏发售当天,玩家们能够顺利享受这款游戏。
● 《Final Fantasy XV》的DLC部分将会在今年夏季发表,本作的DLC目标会是延长玩家的游戏时间。制作组想法是制作一个与众不同的DLC,一个广大的DLC,他们希望本作的扩展内容能够在玩家中间创造一股热潮,引起共鸣。
● 田畑端本人对于在《Final Fantasy XV》的主机版之后推出游戏的PC版十分感兴趣,他觉得这样可以在技术上将游戏提升到另外一个层级。他希望能够拜托主机的机能限制,制作一个更加展现技术力的《Final Fantasy XV》。为了达成这个目标,制作团队将从零开始,寻找最适合本作的制作技术,而不是简单地将主机版拿来移植使用。
● 本作中的Regalia豪华车(Noctis的车)切换飞行模式必须要把车子改装和升级。
以上就是此次采访的重点内容。在本作的最新Demo中,帧数确实是一个非常严重的问题,不知道制作组能够做出怎样的优化来改善时不时的掉帧现象。你们又认为如何呢?
In a new video interview with French video game website JeuxVideo, Final Fantasy XV director Hajime Tabata discussed the potential of a PC release and plans for post-launch downloadable content.
According to Tabata, he is “quite positive about the idea of developing a PC version,” but “would like to make a very different project if possible.” Tabata says he would want a PC version to be a technical showcase.
“I have in mind a version of Final Fantasy XV that is more technically developed,” Tabata said. “This version could incorporate things that we were forced to abandon because of the limitations of home consoles. With the PC, this would be an opportunity to release a version far superior in terms of quality and tech. That said, if we choose to develop this project, the development will start from scratch by doing research of what would be the best technology to use. It might not be a simple port of the console version.”
Tabata also teased that they will announce downloadable content plans “later this summer,” and that it won’t be “basic downloadable content,” but rather something that will “extend the gaming experience and ensure that players continue to play.”
Get the full interview below. The English translation comes courtesy of Finaland‘s Nicolas, via Nova Crystallis.
JeuxVideo: Tabata-san, what is it like to be at the head of this huge project?
Hajime Tabata: (Laughs) I never really thought about it, but now that you mention it, I feel wholly responsible for giving the public what I had promised.
JV: Will we get other demos after Platinum?
HT: No, nothing is planned for the moment.
JV: How many people work on the game now?
HT: It is difficult to estimate the number of people working on the project, but I would say that there are about 300. Final Fantasy XV and Kingsglaive are projects that require the production of a large volume of data, so we need work with many studios worldwide that are specialized in computer animation.
JV: How far along is Final Fantasy XV in its development?
HT: It’s hard to tell you exactly a percentage for the moment because we are in the localization phase. It was recently decided to include a French dub, for example. In any case, we have enough confidence to announce the release date, and we still have six months left.
JV: About the French localization, can you tell us more about the French voice actors? Are they famous?
HT: We want to use famous French actors and ask them to participate in the localization process. Most important for us is not the level of fame but if it is perfect for the role and if he’s the best to express all the emotions of the character. I think you’ll be pleased with our choices.
JV: The Luminous Engine did a great job on the game and cutscenes. However, the Final Fantasy series is known worldwide for his cinematic sequences in CGI. Will you put them in the game?
HT: There are actually CGI cinematics in the game. I think there are, however, a little less than in previous Final Fantasygames. Rather than having too many cutscenes in the game, our desire was to make a long feature film.Kingsglaive, to us, was the best use of CGI.
For me, video game fans in France are smart because they see a game as a cultural item. So I think the French will understand well what we are seeking to do through these separate but complementary stories of the game, the film and the animated series. I’m sure the French fans will appreciate the links between all these characters.
JV: What kind of things do you have to work on before the game’s release?
HT: At the moment, we are working hard on the final balancing between environments to refine the best adventure. We are also checking details such as the amount of experience earned as a result of certain actions, the time needed to gain a level, the power between the various weapons, and the speed of some animations. Engineers have already entered the phase of optimization and artists are concentrating on polishing.
JV: Many questions were asked about the framerate of the game. Several people saw the game running with a stable 30 frames per second in the Uncoveredtrailer and footage and were disappointed with the Platinum Demo. What have you to say to these players and will you improve the framerate?
HT: We are currently in a process of optimization and it is impossible to evaluate precisely how much time it will take. This is not something that you can tell in advance because you have to work on it until the very end of development. We must therefore strike a balance between what you show on the screen and at the same time consider what remains to optimize behind.
For Final Fantasy XV, we completed what should be [rendered] on screen, so we can now use our time to optimize the rest and ensure that the framerate is better. We’re currently working on it. We also want to be sure that the balance is done and there is no disjunction between the spirit of the game and the real experience of the player. This is why we strive to highlight the game’s feeling and not performance.
JV: We really liked the ability to transform the car into a flying car.
HT: (Laughs)
JV: We have some questions about it. Can we drive it quite normally? Press a button and we soar to new heights over the world map?
HT: That’s how it works. You must first customize the car to fly, then while you are driving, you just press a button to turn it into a flying car.
JV: So can we explore the Final Fantasy XV world without loading times — while driving a vehicle on the ground or flying in the air?
HT: We are currently tweaking it so that you are able to move from one environment to another without loading times. The final sequence of the recently released trailer showed that the car could easily fly. Well, we are working very hard to keep that promise.
JV: The players were very curious to know about Final Fantasy XVDLC? Can you tell us more? Will they be scenario or cosmetic DLC?
HT: We will make a concrete announcement on DLC later this summer. Our basic commitment about it is that they must be used to extend the gaming experience and ensure that players continue to play. We do not want basic DLC. Instead, we want DLC that can provoke the enthusiasm of players.
JV: You mentioned the possibility of a PC version. Will you release it a few months after the PlayStation 4 and Xbox One versions? Is it something you want to do at all?
HT: I’m quite positive about the idea of developing a PC version, but I would like to make a very different project if possible. The reason I’m interested is that a PC version would propel the game to another technical level. I have in mind a version of Final Fantasy XV that is more technically developed. This version could incorporate things that we were forced to abandon because of the limitations of home consoles. With the PC, this would be an opportunity to release a version far superior in terms of quality and tech. That said, if we choose to develop this project, the development will start from scratch by doing research of what would be the best technology to use. It might not be a simple port of the console version.
JV: Do you have a final message for JeuxVideo.com community?
HT: Among the JeuxVideo.com community, there are a lot of people who love Final Fantasy. With these kinds of fans, we’re able to develop a game Final Fantasy XV‘s scale. I really want to share this with them. During the Uncovered presentation in Los Angeles, Mr. Sakaguchi came on stage and said he was eager to discover more about Final Fantasy XV, including the challenges the team has to address. To me that means that my efforts were not in vain and it only reinforces my motivation to go through with it. |
|