(简要地意译)
How come that you have decided to make Starcraft II at this moment in time?
Chris: The right place in the right time. Our team had just finished Warcraft II and The Frozen Throne and we talked about what we were going to do next. We felt that the technology was there, to be able to show that many units on the screen and everything else we wanted to do with Starcraft II. It was simply about that we wanted to do it, nothing tactical planned or something like that. We always knew we wanted to make it. The question was just when.
-为什么现在搞sc2
-Chirs:正确时间正确地点正确地干。
wc3和TFT后就想搞了,可硬件技术一直太幼齿。现在的技术终于发育成熟了,可以满足我们了,所以开始干!
There are so many RTS coming or that has recently been released. How come? Personally I thinks it’s a fantastic genre.
Dustin: It’s a very living genre with a huge and passionate consumer base. You always see RTS games on the top 10-list – the good ones.
-为什么现在大量RTS面世?这种游戏好牛b。
-Dustin:RTS很坚挺,人民很喜爱,常有好的RTS进入游戏排行top 10。
Is it just me who thinks the RTS genre is a bit stalled? Nothing has happened in genre for a long time?
Chris: I think the reason that the RTS-genre keeps living is because people likes it. Not because it invents new things.
Dustin: And the games basic design – what units and buildings there are, wat races, how the terrain works, how you gather the resources – all of that has such a huge impact on the gaming experience. So from a very high levels they look similar, but when you are actually playing so are Supreme Commander not Company of Heroes and not Command and Conquer and not Starcraft II. They are very different gaming experiences.
-RTS是否有些停滞?很长时间没有改变了
-Chris:RTS保持活力是因为人民爱戴,不是靠引进新东西赚眼球。
-Dustin:游戏基础设计——单位、建筑、种族、地形作用、资源采集……——对游戏体验影响巨大。RTS看上去差别不大,实则不然。
真正的差别,只有上了才知道……
So how will Starcraft II be different from the first one as a gaming experience?
Chris: What we are doing is actually a new interpreting of the first game so that it feels familiar but gives a very different gaming experience.
Dustin: We are trying to make a game that is substantially more dynamic than the original and has a lot strategic depth. I know there’s a fraction who asks where the new stuff is. The new Gizmo. But one of the things we decided from the start was to not make any new stuff just because.
-如何使SC2不同于SC1
-Chirs: SC2实际上是对SC1的重新解读,她是SC2的妹妹,但是比她更性感。
Dustin: 我们努力使妹妹比姐姐更灵活、更钩人,玩起来更有深度。
有一撮人老问新东西在哪。我们从最开始就决定不会为做新东西而去做新东西。
Was Starcraft II ever in theory something more radical than what you are making now?
Chris: Nej. It was of course in discussion, but every sequel have to look back in some way, otherwise it will scare away the fans of the original that passionately likes it. If we decided to make anything else than Starcraft II it would have been something more special.
Dustin: It’s about how you make a game fun instead of pasting new things just to make people feel that itäs something new. If the game is fun you will like it and keep playing it.
-以前你们想的SC2是不是比现在做的更激进?
-Chirs: YY的时候常常天马行空,真正干起来经常走回原点。太激起会吓跑老粉丝。要玩激进就去搞个3D H game。
-Dustin: 关键是让游戏好玩,不是刻意去整新东西。游戏好玩的话你就会喜欢,一直玩、不停搞。
So what are you doing to appeal to those who have not played the first game?
Dustin: As usual we have many plans. We can’t talk about it right now, but we have several ideas for the single player campaign that will be an excellent playground for casual gamers. Then we also have magnificent plans for Battle.net that really open up the online possibilities for those who have maybe not tried RTS online but have wanted to.
-拿什么吸引没玩过SC的玩家?
-Dustin: 现在不便说,人家SC2还没开包呢。
透露一下,单人模式会极其吸引凑热闹的玩家。新的BN系统也会让不想玩RTS的想——我要上!
The problem is that if you up the game balance it doesn’t matted what you do with the rest. Then you have a broken game and everyone will see it.
Chris. Sure
Dustin: Yeah, totally
-废话
-Chirs: 啊
-Dustin: 恩
So how will you make the balance perfect?
Chris: We are working with some ex e-sport gamers, and we will bring several of these kind of guys so we get a balanced team of gentlemen from here and the other side of the Atlantic. It some of the worlds best gamers that can help us balance the game and we will use them in the beta as we always do. It will be a big advantage in the balancing process.
Dustin: But on the other hand we are well aware of the casual gamers experienced the first Starcraft. They played trough the campaign and though “ Fun! I’ll log and play an online game!”. Then it was just: “OH MY GOD!” and they were completely overrun. Of course that’s no fun. We are defiantly aware about them and there a few things in the system that we will take a look at.
Chris: We have got a big base of fans who are coming directly from World of Warcraft. They might want to try out Starcraft II and we want to at least make it reasonably accessible to them.
-如何搞出完美的平衡性?
-Chirs: 现在和一些E-Sports玩家合作,将来会从美国和亚洲招一些pro组成测试团队。这是我们平衡工作的最大优势。
-Dusitin: 也要照顾那些只普通的玩家。有些玩家就想着要爽……
What kind of fans do you actually have?
Chris: I think we got the whole spectrum. We got the really hardcore fans who are more of Blizzard fans than a special genre. They are kind of on the Blizzard wagon and we have not disappointed them yet. Then I think we have a lot of people who have met us for the first time trough World of Warcraft. Then we got the extreme gamers who are specified on a special genre. The RTS-guys are really fanatical, and out goal is of course to appeal all these group and be kind and thoughtful to them.
-你们有哪些类型的粉丝
-全系列粉丝——铁杆RTS还有因为WOW爱上暴雪的,等等。我们的目标是让他们都很满足……
So how big are the fans expectations on Starcraft II
Chris: Insanely huge, I like to point out. The funniest from the demonstration in Korea was that someone in the audience filmed it and you could hear the audience reactions we zoomed in on the zealot they just “Wow!” I shiver and gets goose bumps when I’m watching it. It’s part of a glance of our fans, even if that is Korea, of course.
-对SC2的期待有多大
-Chirs: 很大,很大,很大……真的好大啊……
But you are not making anything on the console side. Why?
Chris: The biggest problem for us is the interface. There’s been done some interesting experiments in this field, but we are not ready for it. We still have several questions marks regarding user interface there.
Dustin: And we do not have time for it. We must make everything right with this game. It will be hard enough.
-没管游戏机
-Chris: 用户接口问题(我:RTS不适合手柄,更适合鼠标+键盘)。做过实验,面对游戏机我们不行了,真的不行了……
Maybe you don’t have enough experience too? No have not developed anything for consoles before
Chris: If we wanted to we could probably do it. But that a console player would be able to play against a PC player at the same level… I can not really see that. And for us it is so much about building the community as well, so it is defiantly not topic to get any console version.
-是不是你经验不够啊,以前没干过游戏机吧。
-想干的话害怕干不了?我们担心用游戏机打SC2的人遇上用鼠标键盘的,他们会被赶得很惨——Oh , Come on……
I loved Red Alert and played it a lot. But with all the expansion it got to a point to where more units made it less fun.
[Agreeing nodding]
-我爱红警,哦,性感的红警,可是她整形以后虽然更丰满了,但是手感不如以前。
-啊……
So what is your philosophy regarding the number of units?
Dustin: I do not know the exact number of units we will have, but not that many. Our general philosophy is that when we add something we will also remove something. We try to make every unit unique. We want to make everything different from each other. That all the things have its own rules and are special. And I think that will set the roof. If we can do that with 50 units we will do it. Otherwise we will do it with less.
-关于单位数量的哲学思想
-不求多,但求每个单位独一无二。
So what are you hoping to accomplish with the second game that you didn’t do in the first?
Chris: One thing is diversity. With the first game the big thing was the three races. People are asking us if we will add a fourth race now? No. It is very hard to with three unique races. In Warcraft III we had four races. But they were similar to each other in many ways. Now we are trying to make them more distinctive. And to make the game available for those who comes online and usually just gets “Bksscch!!!! Owned!” We want to avoid that and improve those possibilities. Those are probably examples of things we did not know how to do before but that we have learnt about from making Warcraft III.
-在干SC1时你们有什么没有得到满足的想在SC2身上得到满足?
-Chris: 多样性问题。搞WC3的时候我们搞了4个种族,可是她们都很像,搞起来没有新鲜感。
我们从干WC3中得到了经验,我们要让SC的三个种族更有个性,那样才是真正的性感。
Will you use any experience from World of Warcraft in the progress of making Starcraft II?
Chris: One of the things that we learned from World of Warcraft, except how to grow like crazy, is the whole community thing, with a whole team taking care of that stuff. To the gamers the possibilities to just hang with each other. World of Warcraft is big because of that area and we want to bring the community thinking here and this game bigger than just itself.
-有没有将干WoW获得的经验用在SC2上。
-Chirs: 搞WOW我们知道要好好地安抚玩家社区,所以WOW变得很大很大。
现在我们也要用类似思想搞SC2,希望他也能因此更大、更强……
I’m almost scared to ask this, but when will the game be released?
Chris: When it comes to the release date we have historically been taking three and a half to four years from the first notice of the game to final release. We are planning to be far more ambitious this time, but I’m not making any promises.
-我有点害羞了,你们到底什么时候能释放出来。
-憋和忍是俺们暴雪的传统。从开始搞到最后释放,以往我们一般能做到3到4年不射……但这一次我们想快点,我们真的有点控制不住了……