《原子之心 Atomic Heart》Mundfish CEO Robert Bagratuni專訪: 沉浸感優先,提倡玩家配裝自由

隨著《原子之心》的推出,我們先前在臺北電玩展和《原子之心 Atomic Heart》Mundfish CEO Robert Bagratuni的專訪也終於獲得解禁啦!下面為尼未亞的獨家專訪: Q:必須說我們很久沒有看到這樣帶有震撼感的世界觀,想知道製作組對於製作這麼一款以蘇聯美學設計的遊戲時,有沒有什麼細節是你們特別關注的?It has really been a long while since we’ve seen such an amazing world setting in games. Are there any specific details that the team had been focusing on perfecting in the game? A:本作的設定是真的很有趣,我們呈現本作的主要方式是透過創造沉浸感,在營造環境方面,我們的方法和大部分游戲的開發順序不一樣,不是首先進行關卡設計開始開發,而是從相反的部份開始,可以說這是蘇聯實驗室的模擬器,因為它的製作非常精細,每個實驗室,每條走廊,每扇門, 一切都設計得像現實生活中的樣子。 包括開放世界,樹葉,地下迷宮,等等元素都是按照現實中的設計來創造的。而在設置完所有這些環境之後,我們將所有的事件都放在了遊戲中,這就是為什麼本作所帶來的沉浸感如此之高的原因,因為當你開始玩的時候,你會立即感覺到一切都是真實的,每一個細節都很到位 。The setting is really interesting, our approach is to create such kind of [...]
隨著《原子之心》的推出,我們先前在臺北電玩展和《原子之心 Atomic Heart》Mundfish CEO Robert Bagratuni的專訪也終於獲得解禁啦!下面為尼未亞的獨家專訪:
Q:必須說我們很久沒有看到這樣帶有震撼感的世界觀,想知道製作組對於製作這麼一款以蘇聯美學設計的遊戲時,有沒有什麼細節是你們特別關注的?
It has really been a long while since we've seen such an amazing world setting in games. Are there any specific details that the team had been focusing on perfecting in the game?
A:本作的設定是真的很有趣,我們呈現本作的主要方式是透過創造沉浸感,在營造環境方面,我們的方法和大部分游戲的開發順序不一樣,不是首先進行關卡設計開始開發,而是從相反的部份開始,可以說這是蘇聯實驗室的模擬器,因為它的製作非常精細,每個實驗室,每條走廊,每扇門, 一切都設計得像現實生活中的樣子。 包括開放世界,樹葉,地下迷宮,等等元素都是按照現實中的設計來創造的。
而在設置完所有這些環境之後,我們將所有的事件都放在了遊戲中,這就是為什麼本作所帶來的沉浸感如此之高的原因,因為當你開始玩的時候,你會立即感覺到一切都是真實的,每一個細節都很到位 。
The setting is really interesting, our approach is to create such kind of immersion, in terms of environment, our approach was not to go first for the level design as how typical in how other games are made, there are some white boxes with some mechanics inside, and after playtesting it, the design is pulled over these white boxes and the game development begins.
But our approach is from the opposite part, we can say that this is a simulator of a USSR laboratory,because it was made with super detailed precision, every lab, every corridor, every door, everything is designed like how it was in real life. Including the open world, all the leaves, all the underground dungeons, everything was created in the meaning of the real life design.
And after setting up all these environments, we put all the events inside the game, and that's why the level of immersion is so high, because when you start playing, you'll immediately feel that everything is realistic and every detail is in its place, this is very important.
Q:雙子機器人這樣的設計背後有著什麼內涵意義嗎?
Are there any deeper implications behind the design of the Twin robots as shown in the showcase videos revealed recently?
A: 正式進入遊戲之後就會知道,當你看到它們時,你會發現它們具有可以修改的關節和機構。 雙子的某些部分可以在遊戲中使用,所以請自行進入遊戲尋找答案!
You will know it from the game, when you see them, you'll see that they are model designs, with joints and mechanisms that can be modified. Some parts of the twins can be used in the game, so do hop on to the game and seek it out yourself.
Q:在先前公佈的預告中我們看到了本作的戰鬥系統是以近戰、遠程以及類似魔法這樣的元素攻擊組成的豐富刺激的戰鬥風格,製作組是怎麼進行三者之間的平衡,初次接觸這個系統的玩家會不會手忙腳亂呢?
As we've seen in the recent gameplay reveals, the combat system seems to take on an adrenaline-packed mixture of melee, ranged and even elemental or somewhat tech-magical aspects. What was done to balance these 3 combat elements, while ensuring that players that are new to the genre get to enjoy a smooth gameplay as well?
A:在游戲的平衡調整方面,我們做了幾十次遊戲測試,從中改進了攻擊時機、冷卻時間、平衡、彈藥消耗量、能量消耗。我們在過去幾個月裡一直在著手研究本作的平衡,每週測試幾次,至少 10 人或平均 15~20人在確保達到高滿意度的情況下進行測試和改進,我們希望達到一種情況給予玩家玩家足夠多的器具和手段,讓他們自由摸索,該如何搭配裝備組合,並根據他們想要達到的游玩體驗去塑造自己的戰鬥風格。
例如,如果玩家想要更具防禦性,他們可以考慮使用盾牌和遠程武器,但如果他們想要著重於進攻,他們可以重新安排他們的技能,重置所有技能不需要任何費用,玩家的全部技能資源都會全額歸還,無需任何費用或代價。這讓玩家可以自行試驗各種不同的技能樹,從而更精確地選擇玩家想要玩法。
We made dozens of playtest, improving the timing, cooldowns, balance, how many ammo should be spent, energy costs, we worked over this balance for the past few months, testing few times a week with at least 10 or in average 15~20 person focusing on the improving and testing to a high level of satisfaction, we want to achieve this situation where we just give enough instruments to the player, and let them explore, how to combine them, and get their own playstyle based on what they want to achieve.
For example, if they want to a more defensive build, they can use shields, ranged weapons, but if they want to go on the offensive, they can rearrange their skills, resetting all the skills doesn't cost anything, you'll just get the full skill resource refunded without any costs.This lets the player to experiment for themselves the different skill trees, which leads to a more precise or choice of what the player wants to achieve.
Q:除了在預告中看到的這些詭異與美感並存的機器人之外,我們還會在遊戲中見到怎樣的人類角色,他們又有怎樣的立場和思想哲學呢?
Other than the stunningly beautiful yet uncanny looking robots in the game, will we be seeing more similar characters? And what ideology or philosophy will they stand for?
A:對我來說,所有的機器人都是有著各自的意識形態的,每個不同的機器人在這個遊戲中都非常有辨識度,如果你將它們與其他遊戲進行比較,你可能會發現很多時候,大部分機器人都是以擬人化的形式出現,而我們想說的是這個遊戲中的每個機器人都有自己的平台,自己的人工智能和技能,這在開發過程中非常困難,但這讓每一次和舊敵人的遭遇都會有點不同。當中有的在輪子上滾動,有的用兩條腿走路,也有會飛,會跳的機器人。
所以在我看來,它們在很多方面都非常不同。 例如遊戲中的第一個首領敵人是個非常典型的蘇聯意識形態機器人,它被設計成可以從不同的地形快速移動,如果它被迫進入一個非常困難的地形,它可以用腿將自己固定在各種表面上。
For me, all robots are identical and ideological, every different robot is very recognisable in this game, if you compare it to other games, you may find out that very often, for example you have a base, two legs and two hands, anthropomorphic fundamentals, or character, what we wanted to say was that every robot in this game had its own platform, their own AI and skills, and this was very hard during the development, but it makes old encounters a bit different from each other, some of them are rolling on wheels, some of them walking with two legs, flying, jumping robots
So they are very different in most aspects in my opinion. For example the first boss in the game is a very typical Soviet ideological robot, it was designed to fast travel from different terrains and if it is forced on to a very difficult terrain, it can cling on with its legs onto the surfaces.
Q:對你來說,你希望玩家能夠從在這座城市的經歷中體會到什麼樣的故事?
In your opinion, what kind of story do you wish the players get to experience in the game?
A: 我相信他們會對這個故事非常滿意,我們花了超過3到4年的時間來完成所有細節,我們吸引了 4位非常有經驗的敘事和寫故事專家來幫助我們,這個遊戲中的一切都是基於"邏輯"的, 而且這種邏輯很難被批評,您只需完成遊戲,對情節的所有問題都將在遊戲中獲得解答。
I'm sure that they will be very happy with the story, it took more than 3 or 4 years to finish all the details and we attracted 4 very experienced narrative and story writer to help us, everything in this game is based on logic, and this logic is very hard to criticise, where you will just complete the game and all your questions about the plot will be on its place and answered.
Q: 在結束之前有想要對東南亞粉絲説些什麽嗎?
Do you have anything to say to the SEA fans?
A: 是的,非常感謝您們對這款遊戲的等待和支持。 在開發過程中,我們一直在觀察亞洲玩家的反應,我們很高興看到有很多粉絲期待我們的作品。我個人蠻喜歡亞洲的,經常在該地區旅行,並且,我們的導演經常玩任天堂遊戲,他在《原子之心》的開發中受到任天堂遊戲的啟發,尤其是遊戲的 Limbo 部分。 我們想再次說聲謝謝,並希望大家會喜歡《原子之心》。
Yes, thank you very much for waiting and supporting this game. All the time during development, we were observing the reaction of the Asian players, and we were very happy to see that a lot of fans are here waiting, and I'm personally a fan of Asia, travelling a lot in the region, and our director is playing Nintendo games a lot, he's inspired by Nintendo games in the development of Atomic Hearts, especially the Limbo part of the game. We wanted to say thank you and I hope you'll enjoy it.




