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本帖最后由 紅塵市長 于 2014-5-15 12:27 编辑
[Andrew] We hear you. Definitely from 2000 to 3000 to SC4 the game got progressively more complicated as we added features for the biggest fans of the game, and I think we did lose some people along the way because of that. We're aware that if you survey people, typically 2000 is the overall favourite in the series. So we're definitely trying to recapture the sense of whimsical fun in the original, while still taking advantage of the speed of modern machines to make the simulation deeper where it makes sense.
SIMCITY回归simcity2000的游戏性。
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[Andrew] I live in London, so I'm very aware of this. The road part of this is pretty straightforward, what makes it an interesting problem is getting buildings to follow the roads, particularly when they all join together as you traditionally see in the town centre, e.g., http://darmansjah.files.wordpress.com/2011/02/regent_street-london.jpg. We're working on it!
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[Andrew] The underlying simulator definitely supports this. It's more of a gameplay/UI question to be honest, namely, how we handle designating mixed use zones, and how much that would impact the gameplay in the core game. Would the resulting game be as fun for all players? It's something we'll try and see how it works out.
Even if it doesn't make sense as part of the core game, you make a good point. Because the sim is completely data-driven, maybe in future we could think about releasing an "urban planning" version of the game that emphasises urban planning tools over the more traditional SimCity gameplay.
simcity5将针对广泛的玩家,而不仅仅是核心玩家,因此将游戏性摆在第一位。核心玩家不喜欢又何妨,好吧,说不定以后我们出个 都市规划建设的游戏来满足你们,哈。
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[Dan] The size of our new cities are roughly equivalent to the SC4 medium sized city (2 kilometers square). That said, you can connect cities together inside a region and build out a network of connected cities - each city providing different resources and abilities to its neighbors and the region. For example, one city could be a residential suburb which provides workers every day to a nearby industrial city. The industrial city could be providing power to the suburb. You can play both of these cities yourself, or even run the entire region by yourself, or invite a friend to help out. As for the biggest gameplay improvement, we’re moving from a purely statistical simulation model to an agent based model. So one example of how that’s different would be that the vehicles you saw in SC4 were just visual representations of ‘traffic density’ at that location, they weren’t real, if you watched them long enough they’d fade out as they turned corners. By contrast, with our new simulator, each and every vehicle and person is a real simulation entity heading to some real destination. So traffic jams occur naturally – it’s really fun to build out a road structure, start zoning, play for a while, and ‘discover’ where your busiest intersections are. Thanks for your support, we really do take our community seriously and are trying to deliver the game that we all want to play!
simcity5的城市尺寸为2*2平方公里,相当于SC4的中等城市。
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[Ocean] 1) Yes! A lot of us.
Lucy Bradshaw was executive producer for SimCity 4, and is very much involved with the new one I was creative director and art director for SimCity 4, and art directed SC3k. Andrew was SimCity 4’s lead graphics engineer. Kip was test lead on SimCity 4. Guillaume Pierre (our scripting lead) was another lead tester on SC4, Venkat Ajjanagadde did roads for SC4 and he’s doing them for the new one. There are a lot of SimCity veterans on the project, but we’ve also got new people who grew up playing SimCity and are bringing fresh ideas to it. It’s a good mix.
你们担心SCS的悲剧重现。好吧,告诉你们,我们都是SC4的开发者。
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[Kip] We’re targeting the fans who grew up with the franchise for sure. We’re very happy with where we landed with our art aesthetic. We decided not to go hyper real, but hyper fun. We able to get more detail and are able to tell true simulation states through the art, which is critical for a city simulation game.
simcity,我们不会开发成超仿真的,我们只是想让它更有趣,可以卖给更多人赚更多钱。图像嘛,在我们看来只要过得去就行了,哈。
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[Dan] The buildings aren’t procedurally generated, the geometry for each is modeled by our artists. However, to minimize repeats there’s a decal system for adding random signage to the buildings, and we can also drive building colors by tweaking color palettes. All of that combined is designed to minimize the number of repeat buildings you’ll see. Of course, at one point in development we only had one asset for each of the 9 Wealth/Density combinations... everyone’s commercial sector was road after road of gas stations. As for disasters, oh yes, there will be disasters. Disasters + physics engine == awesome. As for details about how disasters work in multiplayer, we’ll be talking about that at a later date, but it’s clearly something we’re thinking about and driving towards.
担心建筑物重复?我们让它们随机加上点附属物,或者改变下色彩,让它们显得多样化点。当然,灾难那是必须有滴。 |
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