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本帖最后由 291701 于 2012-6-2 07:38 编辑
源自armaholic
In this interview we can find some new information about Arma 3, for example the new minimum hardware specifications (they seem to have lowered CPU requirements but upped GPU requirements). Also some information of what we can expect of the Community Alpha which will be released after the E3, some general information about the game and its improvements as well as a new exclusive underwater screenshot!
本次采访我们将了解到更多关于arma3的信息,例如新的最小硬件需求(貌似这次降低了cpu需求却增加了gpu要求)同时还包含一些e3大展alpha测试的信息,以及其他游戏相关的开发消息,和一张独家发布的水下场景截图。
Quote :
GON: You've shown off the island of Stratis, which is looking gorgeous, and you've mentioned that your new engine gives bigger terrain than ever before. How big are we talking, and will you be altering the gameplay to make use of the new space?您已经像我们展示了美丽的stratis岛,而且您已经提到新的引擎能提供比以往更广阔的地理场景。那么究竟会有多广阔呢,是否会相应调整游戏性以充分利用这些新场景?
Ivan: The map area of Limnos is 900 square kilometers, fitting into a 30x30 km square. The area of the island itself is about 270 square kilometers, but we should count in the adjacent seabed, too.limnos地图的面积在900平方公里,约合30*30见方的区域。岛屿本身是270平方公里,但同时我们也应该把海底地形算进去。
Jay: Sure, the coastline is definitely worth mentioning - particularly in terms of the new scuba mechanics - we hope that this will open up a whole new avenue of gameplay for our players.当然,海洋绝对是值得一提的事情——特别是添加了水肺装备以后——我们期望这能够为所有玩家都开辟出崭新的游戏体验。
GON: Can you expand a little more on the storyline of the campaign?您能否更详细的聊聊战役的故事情节?
Jay: Various early design ideas recently crystallised into the current campaign, which puts the player into the boots of a relatively inexperienced solider, Cpl. Ben Kerry. He's definitely not in the traditional mould of an 'Elite Tier 1 operative'; rather, he's just one soldier: part of a US Army deployment in the Aegean. I think it's also important to mention that we're looking to produce a primarily 'gameplay-driven' campaign, where the designers create a set of tasks and context, and the player is given the latitude to create his own experience in the execution of these objectives, without the trappings of amateur dramatics or heavily scripted sequences.早起的设计理念被融入战役了当前的战役模式之中,玩家将扮演一名没有经验的新兵Cpl. Ben Kerry。他可绝对不是那种什么“精英第一行动梯队”的家伙;他只是个普通士兵:被美军部署在爱琴海的普通一员。我觉得值得一提的是,我们正努力打造一个以“游戏方式驱动”的战役任务,也就是战役编辑者创造一系列任务和环境,然后让玩家自己去界定如何完成这些目标,完全不受戏剧情节和复杂脚本的约束。
GON:Can you tell us a bit more about what sort of system spec you're aiming for with ArmA III, and whether or not our readers should begin pricing some system upgrades?你能跟我们更详细的谈谈arma3的硬件配置要求吗,是否广大玩家现在就得抓紧时间配电脑去了呢?
Jay: Sure, at E3 we're releasing a newly revised set of minimum hardware specifications, but I’d be happy to share them with you now:当然,在e3我们会公布全新的最小硬件需求,但是我愿意现在就跟你分享一下。
Minimum Specifications:
OS: Windows Vista SP2, Windows 7 SP1
CPU: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
GPU: NVIDIA GeForce 8800GT or ATI Radeon HD 3830 or Intel HD Graphics 3000 with Shader Model 4 and 512 MB VRAM
RAM: 2 GB
HDD: 15 GB free space
DirectX®: 10
GON: Are you still on track for a community alpha release this year, and what gameplay elements are you looking at including in the alpha?您还在致力于今年发布的alpha测试吗,alpha测试都囊括了哪些游戏元素呢?
Jay: It goes almost without saying that we’ll need to be sensible about what we include, and how we can usefully gather feedback that can be put to good use.不用您说,我们将对所有放入测试的东西,以及如何从这些东西里获得有价值的反馈,都抱有非常严谨的态度。
Ivan: The Community Alpha will probably start by showcasing the infantry combat and some of the new features, but we plan to release few upgrades and feature additions as we are interested in players' feedback.alhpa测试估计会展示一些步兵场景和一些新特性,但同时我们也考虑加入一些更新的东西进去,以获得我们比较感兴趣玩家反馈。
Jay: With Take On Helicopters, our pre-launch public builds generated a lot of expert feedback. In truth, I think we struggled to iterate on this quickly enough. That's not to say the process wasn't worthwhile. The process really helped us to make TKOH one of the most 'stable' launches we’ve managed to produce as a company. Rather, I'd say we've learned from that and look for ways to maximise the time and effort that players will sink into our alpha process. For me, it's this fundamental stability that we’re most interested in bringing to the table with ArmA III.通过toh的经验,我们获得了许多发售前有用的反馈信息。事实上,我们疲于做这样重复的事情。这并不是说这种过程不值得我们去做。这确实帮我们完善了toh,使其成为公司产品中有史以来最稳定的产品。我们从中汲取了不少经验,我们正寻求尽可能让玩家在alpha测试中努力多参与进去,以帮助完善我们的作品。对我而言,非常希望能将最为完善的arma3带给大家。
The entire inteview can be found at games.on.net.完整的采访请访问games.on.net |
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