- Učlanjen(a)
- 26.05.2006
- Poruke
- 6,153
- Poena
- 510
Članak iz PCG je online:
http://www.pcgamer.com/2011/01/11/red-orchestra-2-heroes-of-stalingrad-preview/
Intervju sa Alanom Vilsonom, VP TW:
http://ready-up.net/features/red-orchestra-2-heroes-of-stalingrad/
http://www.pcgamer.com/2011/01/11/red-orchestra-2-heroes-of-stalingrad-preview/
I’m happy to claim openly that I think the 64-man WWII-’em-up will be a better, more modern multiplayer experience than anything else currently on or on its way to your PC. It’s generation-leaping stuff.
“PC shooter fans have come to expect less than we have in the past,” says Gibson. “It’s kind of sad—there’re either no mod tools or all these strange restrictions. So, in a way, players have higher expectations for polish, but lower expectations for feature sets. They aren’t bad games—they’re not. All these games that are being developed right now are great achievements for a console, but they’re not pushing what’s possible on the PC.”
You never know exactly how much ammo you have in your gun, so you end up having those ‘oh crap’ moments where you run around the corner to shoot at enemies, pull the trigger, and nothing happens. It gives the player a brief moment of panic.”
The mechanic is in place, Gibson says, to generate tension. “Little moments of panic are the why we enjoy being scared by movies or amusement park rides. For too long I feel that multiplayer shooter designers have only been trying to give players joy. Now is the time to stop feeding FPS players only cotton candy, and give them some steak and potatoes along with the sweet stuff.”
More subtly, I love the delay RO2 introduces between death notifications. It sounds absolutely simple: if you kill someone, a pop-up won’t appear until five or six seconds after they’ve expired. That gap in immediate feedback stirs drama—even when you’re sure you’ve tagged a German between the lungs, there’s a bit of breath-holding after every kill. You forget how much organic tension you’ve been missing out on when a bright “+10” isn’t stamped on the screen to pat you on the back every time you shoot someone.
Intervju sa Alanom Vilsonom, VP TW:
http://ready-up.net/features/red-orchestra-2-heroes-of-stalingrad/
“We also spent a lot of time thinking about information that is available to the average soldier in a WWII setting. Peripheral vision is a simple example: in the real world, I can catch movement out of the corner of my eye. I can detect movement over a range of around 185 degrees side-to-side, but the usual field of view in an FPS is more like 90 degrees, which completely cuts off a whole chunk of real-world perception. Another example: if you are moving with a few members of your squad, they don’t vanish from your perception the split-second they duck behind cover 3 feet away. You KNOW they are still there. You can hear them, you glance around in real life in ways you really can’t in a game, so we give the player that info too. Not a damn mini-map that sniffs out enemy players – just something to remind you where your comrades close by are. In terms of communication – when your squad leader orders a team to get across the street and storm a building, he doesn’t say ‘wait while I mark it on your overhead map’, he doesn’t babble on about ‘the one across the street, er, blue doors, no not those blue doors, the other ones’ – he just points and says ‘THAT one, shithead’. So we allow the player to mark the location and the player can see the mark in the world by pressing a key. It’s simple and it only shows up when you ask for it, with a single key-press.”
On top of that, we are layering the multi-player campaign. We wanted more than just ‘play map – win/lose – play some other map’. This way people can get involved for more than a few minutes at a time; what happens on each map actually matters on the next. And HOW you win or lose can matter too. It just adds that whole extra layer of involvement, which can make for a far richer experience.
With a small studio of 25 people, Tripwire itself has some advantages over larger studios due to its creative autonomy. “We have to keep ourselves in business, but no-one is telling us what to do. RO2 can be what we want it to be. This is tempered by the fact that, if it crashes and burns, we are toast as a company.
“As a smaller studio, we’re prepared to take a few more risks, step off the beaten track a bit. A big studio wouldn’t have done what we did with Killing Floor last year, for instance. They’d have bought it in and then turned it into CoD:FlOors or something, whereas we could just recognize it for what it is: a game that is huge fun, silly, blasting the crap out of monsters with big guns. We don’t need to spend $10m on cut-scenes and character back-story stuff for over half-a-million people to enjoy it.
Tripwire have enlisted members of the RO mod community to develop Rising Storm, an expansion for Heroes, while also publishing smaller creative endeavours on the PC (Zeno Clash, The Ball). Do they have a bit of a soft spot for the platform?
“We tend to see PC gaming as the apex of the pyramid – with genuine dedicated servers, 64 players and the sort of silly stuff that PC gamers like. Creating for the PC and then porting to other platforms is a matter, usually, of de-tuning our work. You can’t ‘up-res’ your work, but you can sure as hell ‘down-res’ it. It would be like photography: I’ll take the best quality picture I can and, if I want to publish it over the web, I’ll work on it to bring the size down to fit. And if I do it right, it’ll still be damn good. But if I take a picture on an old phone camera, it’s going to look like crap if I try and print it at full poster size. If we can sell RO2 on console, I’ll be a happy bunny, but PC is our home turf. We like the PC, we like independent developers who can exercise their creative freedom – but we also like them to be aware that we all need to make money to go on doing what we love! So with Rising Storm, not to mention In Country: Vietnam, we are looking for creativity – AND playability.”
Poslednja izmena: