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» [PS3]GT5 山内一典最新访谈:将采用新的实时演算车损系统
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[新闻]
[PS3]GT5 山内一典最新访谈:将采用新的实时演算车损系统
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发表于 2009-10-10 13:06
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转自A9
northcong翻译
访谈视频是日文发音法语字幕,懒得翻墙就别看了:
http://translate.google.com/tran ... amp;history_state0=
GB: Gran Turismo 5 will not be released in Japan before March 2010. What about Europe?
KZ: Trust me, it should be very close from this date because our schedules didn’t changed. What I can assure you is both versions will be finished at the same time.
GB:GT5日版直到明年三月才发售,那么欧版的呢
山内:相信我,欧版的发售日期不会和日版差多远的,因为我们的日程表并没有变动,而且我很确定这两个版本的制作是会同时结束的。
GB: Gran Turismo 5 will offer a new kind of damage…
KY: Right now we are adding a brand new real-time deformation engine that will process according to the speed and angle of impact. But doing this in real-time remains truly complex. We could make it an easier way with pre-damaged models but definitely we don’t want to make it that way.
GB:GT5会有新的车损内容吗
山内:我们现在的工作就是应用一套全新的物理车损引擎,而这个引擎是会根据碰撞时具体的速度和角度实时演算的,当然难度也相当大。其实呢如果我们不想这么折腾,做一个预前演算好的脚本就行了,不过我们真的并不想就这么交差了。
(注:FZ3就使用了这种方法)
GB: Players have changed since the original Gran Turismo. How does GT adapt to this?
KY: You would notice that in Gran Turismo for PSP, game progression was accelerated. Before this, it took hours and hours to collect all cars and complete all license tests, this is not true anymore. This is a trend we are considering the possibility for GT5.
GB:现在的玩家和初代GT发售时的玩家已经大不相同了,你们打算怎么适应现在的玩家
山内:大家应该都发现了,GT PSP的游戏模式是很快节奏的,而以前的GT都是要花上很多的时间来通过驾照和收集赛车的,我想这应该要改变了,我们在做GT5时也是在不断的考虑游戏模式的一些变化。
GB: You seem to be more concerned about your competitors…
KY: To tell you the truth, when I’m interested in other games, it’s really difficult to not look at them with the creator’s eyes. I notice some details and I think to myself: “oh, they must have really hard worked on this point” or “hmm, they must have lacked time for this very aspect”. I can’t prevent myself from putting me in their place.
GB:你似乎对你的竞争车也很关心啊
山内:实话实说,当我接触别的赛车游戏时我很难不以一个制作人的角度来看待这些游戏。当我注意到一些细节的时候我会想,”喔,他们一定花了很多功夫来做这个“(发现一些优点时),有时也会想,他们也许没能有足够的时间来做的更好(发现一些缺点时)。让我不这么想很难啊,毕竟我也是干这个的。
GB: More than 10years afterGran Turismo’s debut, what will you record from Polyphony Digital’s evolution?
KY: I will probably surprise you but, since more than 10 years I design Gran Turismos we never told ourselves that we were the best, the numbers one. As far as I search in my memories, I can’t remember a moment when we felt satisfied with what we’ve achieved because we always want to make it better. That being said, maybe that when everything will be over, the day I will notmake video games anymore, I will feel this satisfaction… but this is not in the near future.
GB:GT这10年的路程,对于PD的发展你有什么想铭记的吗
山内:可能会让你吃惊,尽管我们做了10年的GT,但从没有一次让我们感觉到自己已经是业内最强,或第一的时候。当我回想往事,真的没有哪个时候,我们是真的对我们的作品百分百的满意的,因为我们总想做的更好。也许直到我退休我才能觉得真正满足了吧,不过这可能还是很久远的事情呢。
GB: During the Gamescom, you told us about the possibility of making a RPG. Would it be a Kazunori-style Shenmue?
KY: (laugh) Indeed it could resemble Shenmue, just because it resemble my own tastes. But if I really had to make another game, I would like it to include how characters live and die. To introduce a true life cycle and evolution.
GB:在Gamescom你谈到你有兴趣做一个RPG?
山内:(笑)其实这不过是我的一个遐想,不过如果我真的有机会做另一款游戏,我想把角色从生到死的整个过程都做出来。
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