»
首页
|
手机数码
|
汽车资讯
|
游戏硬件
|
评测专题
|
手机壁纸
|
海淘值得买
|
度假
|
求职招聘
|
广告联系
» 您尚未登录:请
登录
|
注册
|
标签
|
帮助
|
小黑屋
|
TGFC Lifestyle
»
主机&掌机游戏讨论区
» (翻译)IGN: 最终幻想13战斗细节
发新话题
发布投票
发布商品
发布悬赏
发布活动
发布辩论
发布视频
打印
(翻译)IGN: 最终幻想13战斗细节
ff_cactus
小黑屋
帖子
7939
精华
0
积分
15715
激骚
-946 度
爱车
主机
相机
手机
注册时间
2006-12-22
发短消息
加为好友
当前离线
1
#
大
中
小
发表于 2007-3-6 13:51
只看该作者
Final Fantasy XIII Battle System Detailed
The latest from Japan's happiest magazine
by Anoop Gantayat
US, March 2, 2007 - We've gotten used to seeing Tetsuya Nomura, Yoshinori Kitase and Motomu Toriyama in interviews regarding Final Fantasy XIII, but a new face joined the executive staff for the latest feature on Japan's most anticipated PS3 title. The latest issue of Japan's monthly Ge-maga magazine is home to an interview with the three FFXIII mainstays, along with a newcomer, Tosirou Tsuchida. Following his work on Front Mission and Final Fantasy X, Tsuchida is taking charge of the battle system in Final Fantasy XIII.
Before getting into the details of his latest creation, Tsuchida gave some insight into his previous work with the Final Fantasy series. Back at the start of Final Fantasy X's development, he was told that he could do whatever he pleased with the game's battle system. He ended up asking if he could do away entirely with the ATB (Active Time Battle) system for which the Final Fantasy series is known. This caused an emergency meeting within Square. The result was that Tsuchida wasn't allowed to completely do away with the ATB system, resulting in that game's CTB (Count Time Battle) system.
This time, Tsuchida was asked from the start to create a flashy, speedy battle system. He felt that the command-based systems that have been used for previous Final Fantasy games wouldn't allow for this. However, Square Enix wanted a battle system that was as fast as an action game while allowing the player to input commands. That's apparently what we'll be getting in FFXIII.
The battle system is still considered an ATB system, complete with time flowing by as you input commands. However, the actual means of input has changed a bit and, according to Tsuchida, will now allow for more control options. You'll be able to, for example, select between carrying out a simple slash, or charging and then slashing. Some characters will be able to combine magic with standard attacks. And all of this is somehow connected to a new animation system that will blend individual motions to result in a single smooth motion.
Final Fantasy XIII's battle system may share a few points in common with the Final Fantasy XII system. Rather than a standard encounter-based system where battle begins with the allies and enemies in a face off, Tsuchida suggested that FFXIII's battles will begin with the player noting, "Oh, here's an enemy."
Players will be able to change the battle conditions to an extent. Tsuchida gave the example of a player considering what can be done in order to create a winning situation for an upcoming battle.
This doesn't mean we'll be getting an evolved version of the FFXII system either. Toriyama stated that the FFXIII battle system will be something that's not quite encounter based and not quite seamless. Players will have a new way of getting into fights with enemies.
Although Ge-maga got a couple of pages worth of comments from him, Tsuchida managed to keep most of the specifics on the battle system to himself. He wouldn't even confirm if players will be inputting commands for ally characters, or if they'll just be in control of a single character (his response to this question was "no comment.").
Toriyama did, however, refer to the battle system as a "party battle system" as he went on to describe how he wants the game's cast to appear in battle without straying away from their roles in the scenario. This latter point seems to be of prime importance to the FFXIII combat system. It seems that battles in FFXIII are going to be more meaningful than those of previous FF games.
Outside of your main party characters, Tsuchida wants to make the enemies that you encounter in battle more wholly connected to the main game. Scenario and battle should be more closely connected, he feels, and so the enemies will change based on the conditions of the scenario. As an example, he mentioned players moving through an area that's being searched by the army. You'll end up encountering the appropriate type of enemy for this situation, and may even get shot at.
An enemy's specialty and habitat will change based on the location. In the case of an enemy requiring thought and feelings, you can expect to encounter things that aren't strictly "monsters."
In addition to moving differently based on the situation, an enemy's "category" will also change. Enemies in FFXIII are categorized with much detail, Tsuchida revealed. Kitase (who didn't speak much during the interview) made it clear just how much detail we can expect. Battalions will have their own personnel chart, with each soldier having his own background story.
Closing off the Ge-maga feature, Kitase made mention of the fabled "White Engine," the next generation engine Square Enix is using for Final Fantasy XIII. He hinted that Square Enix is considering using the engine for games after Final Fantasy XIII. The recent announcement of the company's plans for the Unreal Engine 3 caused some concern that Final Fantasy XIII would be the first and last sighting for the internally developed toolkit.
------------------华丽的分割线--------------------
下面给出本人的翻译,其中不知道怎么翻译的给出了原文.
在我们准备了解Tsuchida最新的成果之前,Tsuchida先回顾了下他以前在FF系列上所做的工作。
回到FF10的开发,他说到,他当初可以对FF10的战斗系统做任意的创意。而他最后问是否可以不用ATB系统时,Square开了一个紧急会议。结果是他不能完全的抛弃ATB系统,于是就产生了CTB(计算时间的战斗)系统。
这次,Tsuchida一开始就被要求去做一个浮华的,流畅的战斗系统。他觉得以前FF系列的指令输入方法已经不再适用。但是SE希望战斗系统能象ACT类型般的迅速流畅,而又是让玩家输入指令的。所以,很显然,FF13的战斗系统将会这样。
战斗依据你输入的顺序来完成,所以依然被认为是ATB的。但是输入的准确含义却有了很大的变化,根据Tsuchida的意思,现在有了更多的输入选项。例如,你现在可以选择是直接砍,或者是装料以后再砍。有些角色还可以在普通攻击中联合魔法。所有的这些都将不确定的影响到这个充满生机活力的系统。在这个系统中的对角色的各种控制会自动产生一个流畅的动作流。(原句为 And all of this is somehow connected to a new animation system that will blend individual motions to result in a single smooth motion.以上是笔者意译)
最终幻想13的战斗系统会借鉴一些FF12战斗系统。与传动的敌我面对面的踩地雷方式不同,Tsuchida暗示说,FF13的战斗系统会给玩家提示“那儿有敌人!”
玩家可以将当前战斗带到一个更广阔的空间去。Tsuchida举了一个玩家为了取得一个将会参与的战斗胜利而改变战斗环境的例子。
不过这不是说我们只是进化FF12的战斗系统。Toriyama解释到,FF13既不完全象踩地雷,也不会象无缝战斗。玩家会以一种新的方式进入战斗。
虽然Ge-maga杂志对Tsuchida 的话做了大篇幅的解释。Tsuchida依然准备保留大多数的战斗系统的细节。他甚至不愿意透露玩家是控制每一个角色,还是控制一个角色。(他的回答是“不发表意见”)
然而Toriyama解释到,战斗系统会象是一个“群体战斗系统”。他继续解释到,他想让游戏的情节也展现在战斗中,而不是完全的流离在外。后面这点似乎正是解释战斗系统的“关联性”重要依据。看上去FF13的战斗系统将会比以往的更加有趣。
除了游戏的主要角色以外,Tsuchida希望你战斗中的敌人与游戏有更多的关系。他觉得剧情和战斗应该更加精密的结合起来,因此你战斗中的敌人会随着剧情而变化。他打了个比方,如果你正在穿越的区域在剧情中刚被某军队搜查过,那么这个区域上的某些敌人会对你攻击。
敌人的属性和习性会根据地区而变化。有时那些不是攻击性怪物的怪物也会随着他的想法或感觉而对你攻击。 In the case of an enemy requiring thought and feelings, you can expect to encounter things that aren't strictly "monsters."
根据你随着情形的走动,敌人的种类也会发生变化。Tsuchida透露到在FF13中,敌人的种类将会分得更加细致。Kitase解释到会细致到什么程度。敌人的阵营会有自己的职员表(大概是会有一般罗罗,小将,大将之分吧,象FF11一样,笔者注),而且每个士兵都会有他自己的背景。
在Ge-maga杂志的后面,Kitase提到了“白引擎”---SE为次世代FF13而开发的专门引擎。他暗示到SE有意将此引擎在FF13之后运用到其他游戏上。最近公司宣布购入UE3引擎,引起了一些人猜测FF13(白色引擎)将会是第一个,也是最后一个内部开发出来的游戏开发工具.
[
本帖最后由 ff_cactus 于 2007-3-6 14:33 编辑
]
本帖最近评分记录
woodnymph
发贴积分
+20
原创内容
2007-3-6 14:03
UID
68962
帖子
7939
精华
0
积分
15715
交易积分
0
阅读权限
1
在线时间
2584 小时
注册时间
2006-12-22
最后登录
2019-11-14
查看详细资料
TOP
山君
魔头
帖子
1552
精华
4
积分
35884
激骚
165 度
爱车
主机
相机
手机
注册时间
2004-4-5
发短消息
加为好友
当前离线
2
#
大
中
小
发表于 2007-3-6 14:21
只看该作者
拜一下翻译
最后那句英文:最近公司宣布购入UE3引擎,引起了一些人猜测FF13(白色引擎)将会是第一个,也是最后一个内部开发出来的游戏开发工具
UID
22475
帖子
1552
精华
4
积分
35884
交易积分
0
阅读权限
40
在线时间
19875 小时
注册时间
2004-4-5
最后登录
2025-8-29
查看详细资料
TOP
ray88
直面闷骚人生
天外飞仙
Out Man
帖子
10095
精华
1
积分
23593
激骚
1195 度
爱车
凤凰2000
主机
你说呢
相机
手机
来自
shanghai
注册时间
2003-1-9
发短消息
加为好友
当前离线
3
#
大
中
小
发表于 2007-3-6 15:36
只看该作者
开发度10%有了么?
UID
7712
帖子
10095
精华
1
积分
23593
交易积分
3
阅读权限
40
来自
shanghai
在线时间
9251 小时
注册时间
2003-1-9
最后登录
2025-8-29
查看详细资料
TOP
NoLife
小黑屋
帖子
8616
精华
0
积分
25509
激骚
834 度
爱车
雷凌
主机
无
相机
无
手机
se
注册时间
2006-12-31
发短消息
加为好友
当前离线
4
#
大
中
小
发表于 2007-3-6 15:55
只看该作者
听上去很美
UID
69463
帖子
8616
精华
0
积分
25509
交易积分
0
阅读权限
1
在线时间
11361 小时
注册时间
2006-12-31
最后登录
2018-1-25
查看详细资料
TOP
网上的final
小黑屋
帖子
16281
精华
0
积分
44356
激骚
125 度
爱车
主机
相机
手机
注册时间
2002-9-27
发短消息
加为好友
当前离线
5
#
大
中
小
发表于 2007-3-6 21:29
只看该作者
FFX和FF12的系统我觉得都很好
12缺点在武器种类太多,其实玩家只喜欢剑。。。。
FFX的防具方面做的不好,武器升级路线也单调
UID
4908
帖子
16281
精华
0
积分
44356
交易积分
0
阅读权限
1
在线时间
2770 小时
注册时间
2002-9-27
最后登录
2019-11-19
查看详细资料
TOP
windz
大侠
帖子
609
精华
0
积分
17082
激骚
48 度
爱车
主机
相机
手机
注册时间
2004-10-30
发短消息
加为好友
当前离线
6
#
大
中
小
发表于 2007-3-7 11:02
只看该作者
FF13借鉴FF12的系统太好了,我太爱死FF12的系统了
UID
31587
帖子
609
精华
0
积分
17082
交易积分
0
阅读权限
40
在线时间
1619 小时
注册时间
2004-10-30
最后登录
2025-3-18
查看详细资料
TOP
控制面板首页
密码修改
积分交易
积分记录
公众用户组
基本概况
版块排行
主题排行
发帖排行
积分排行
交易排行
在线时间
管理团队
管理统计