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【徐先生】《Broken Arrow:断箭》23.8.5公告.专访开发组总监

2023-08-05 13:01 作者:努力的徐先生  | 我要投稿

Interview to Félix Habert, Creative Director at Steel Balalaika

Hi everyone!

It's been a while since we gave news about Broken Arrow, but rest assured, the team has been working hard. 

You're probably wondering what the current development status is: the team is working on the version that will become the beta; this version of the game will also contain multiplayer, unlike the demo back in February. We want to provide a polished and refined experience from the get go, so currently we're doing a lot of internal testing, ironing out a few details and, obviously, putting together the server infrastructure to accomodate many thousands of players at the same time.

专访Steel Balalaika创意总监Félix Habert

大家好!

我们已经有一段时间没有发布断箭的消息了,但请放心,团队一直在努力

你可能想知道目前的开发状态是什么:团队正在开发即将成为测试版的版本;这个版本的游戏还将包含多人游戏,与二月份的演示不同。我们希望从一开始就提供完善的体验,因此目前我们正在进行大量内部测试,敲定一些细节,显然,我们还整合了服务器基础设施,以同时容纳数千名玩家。

 

Communication wise, we decided to break silence by releasing this interview to Félix Habert, Creative Director at Steel Balalaika, who will talk of the design choices behind Broken Arrow. The interview is accompanied by new screenshots: they were previously released privately to Patreon members and those will be new to everyone else.

We're looking forward to a very heated autumn, there will be tons of Broken Arrow news coming, so stay tuned, and enjoy the interview.

在沟通方面,我们决定打破沉默,向Steel Balalaika创意总监Félix Habert发布这篇采访,他将谈论《断箭》背后的设计选择。采访附有新的截图:这些截图之前是Patreon成员私下发布的,对其他人来说都是新的。

我们期待着一个非常火热的秋天,将会有大量的断箭新闻,所以请继续关注,并享受采访。


Steel Balalaika(俄式三弦琴) as a new team is working on their first new game. Could you tell us  why you decided to make Broken Arrow? How was that decision taken and why?

问:钢铁三弦琴作为一个新的团队正在进行他们的第一个新游戏。你能告诉我们你为什么决定制作断箭吗?这个决定是如何做出的,为什么?

 

Félix Habert: Broken Arrow is born from our love of strategy games and Steel Balalaika from the dream to make our own game and make it our job instead of being simple consumers.

This is a dream of freedom: creative freedom, economic freedom, freedom to work when we want and not like assembly-line workers.

Of course, with freedom come responsibilities and “when we want” rapidly becomes “all the time” but we believe that our efforts will not be in vain and that they will be rewarded in the end. That’s why our motivation never failed and is even reinforced by the very positive feedback we have received after the Steam Next Fest's demo.

费利克斯·哈伯特:《断箭》源于我们对战略游戏的热爱,《钢铁三弦琴》源于制作我们自己的游戏并将其作为我们的工作,而不是简单的当消费者的梦想。

这是一个自由的梦想:创造自由,经济自由,在我们想要和不喜欢流水线工人的时候工作的自由。

当然,自由带来了责任,“当我们想要的时候”很快就变成了“一直”,但我们相信,我们的努力不会白费,最终会得到回报。这就是为什么我们的动力从未失败,甚至在Steam Next Fest演示后收到的非常积极的反馈也加强了我们的动力。

 


What are the goals you aim to accomplish with Broken Arrow?

问:你们开发断箭的目标是什么?

 

Félix Habert: Our first goal is to make sure at 100% that we deliver the game in the end. It sounds unambitious but this is our first game as a team, which means we cannot afford a failure.

Our second goal is more ambitious: create a new reference.

World in Conflict released 16 years ago in 2007 is a big inspiration in terms of atmosphere for us. We have the feeling that no game since WiC has managed to reach that level of immersion without sacrificing the scale of the battle.

But World in Conflict's gameplay was too simplistic in our view with its limited number of units and clear counters. We wanted something different that would feel more like a wargame with a huge number of units with statistics inspired by their real-life characteristics and the gameplay adapted around this constraint and not the other way around.

Another downside of World in Conflict was that the size of the battlefield that was too small to make planes controllable. The size of our battlefield was dictated by the fact we wanted controllable aircrafts.

In summary Broken Arrow is this: a mix between World in Conflict and a wargame.

费利克斯·哈伯特我们的第一个目标是确保我们最终能100%完成游戏。这听起来没有野心,但这是我们作为一个团队开发的第一个游戏,这意味着我们不能承受失败。

我们的第二个目标更为雄心勃勃:创建一个新游戏标准。

16年前的2007年发布的《冲突世界》在氛围方面给了我们很大的启发。我们觉得,自WiC以来,没有一款游戏能够在不牺牲战斗规模的情况下达到这种沉浸感。

但在我们看来,《冲突世界》的游戏过于简单,单位数量有限,计数器清晰。我们想要一些不同的东西,让人感觉更像是一款战争游戏,有大量的单位,其统计数据受其现实生活特征的启发,游戏围绕着这一限制而不是相反。

《冲突世界》的另一个缺点是战场太小,无法控制飞机。我们战场的规模是由我们想要可控飞机这一事实决定的。

总之,《断箭》是一部介于《冲突世界》和《战争游戏》之间的作品。

 


What has been the hardest obstacle while developing Broken Arrow so far?

问:到目前为止,开发断箭最困难的障碍是什么?

 

Félix Habert: This is the first game of the studio so we started from nothing, everything has to be made so it’s not the kind of obstacle like a cliff that you can blow up with dynamite or avoid, it is rather a very long and smooth slope that you must continue to climb every day for multiple years.

费利克斯·哈伯特:这是工作室的第一款游戏,所以我们白手起家,一切都必须做好,这样它就不是那种你可以用炸药炸毁或躲避的悬崖之类的障碍,而是一个非常长而平滑的斜坡,你必须在多年内每天继续攀登。

 

Was there a specific feature you definitely wanted in Broken Arrow?

问:《断箭》中有没有你绝对想要的特定功能?

 

Félix Habert: There are definitely 3 main things we wanted:

1) We want to include all the most impressive military equipment and techniques in existance or that are being developed. The logic we follow is “if it’s cool, we want it!”.

So you name it: airdrop, helicopter heavy lift, swarms of cruise and ballistic missiles, heavy bombers, all types of bombs and missiles including nuclear, AC-130 gunships, A-10 making gun runs…

2) Customization of the equipment. We wanted players to select which missiles and bombs they want for their planes, then we extended the principle to all units. Vehicles have armor upgrades, different weapon packages, infantry weapons can be swapped.

3) Give tools to the players to create and share content. Since we had to create everything from scratch including our own tools to create missions, we have decided to hit two birds with one stone and develop these tools as part of the game instead of a separate software. That way players will be able to create their own scenarios with dialogues, music, cinematics etc.

费利克斯·哈伯特:我们想要的肯定有三件事:

1) 我们希望包括现有或正在开发的所有最令人印象深刻的军事装备和技术。我们遵循的逻辑是“如果它很酷,我们就想游戏加入它!”。

所以你能说出它的名字:空投、直升机重型升降、成群的巡航导弹和弹道导弹、重型轰炸机、所有类型的炸弹和导弹,包括核武器、AC-130武装直升机、A-10火炮…

 

2) 设备的定制。我们希望玩家选择他们想要的飞机导弹和炸弹,然后我们将原则扩展到所有单位。车辆有装甲升级,不同的武器包,步兵武器可以互换。

 

3) 为玩家提供创建和共享内容的工具。由于我们必须从头开始创建一切,包括我们自己的创建任务的工具,我们决定一举两得,将这些工具作为游戏的一部分而不是单独的软件来开发。通过这种方式,玩家将能够通过对话、音乐、电影等创建自己的场景。

 


Once the game is released, do you envision expanding the game with new factions, maps and campaigns?

问:一旦游戏发布,你是否设想用新的派系、地图和战役来扩展游戏?

 

Félix Habert: Yes, of course! We have started with USA and Russia because they are the most documented armies providing obvious opponents for the game but we intend to add more factions to the game.

We also intend to add new maps with new biomes and new solo campaigns.

We also intend to develop new game mechanics and provide more tools for the players like the ability to create their own campaigns.

费利克斯·哈伯特:当然!我们从美国和俄罗斯开始,因为他们是最有记录的军队,为游戏提供了明显的对手,但我们打算在游戏中增加更多的派系。

我们还打算添加新的地图、新的生物群落和新的个人活动。

我们还打算开发新的游戏机制,并为玩家提供更多的工具,比如创建自己的战役。


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