Интересное интервью.
Спасибо translate.ru :)Interview with Lead of the team of Game Design
Beraldo counts some news of the Taikodom: Living room UniverseBeraldo conta algumas novidades do Taikodom: Living Universe
08/10/10 - 17:04Good morning, taikonauts.
Following the line glimpsed, this week we have what many people asked, informations of the play Taikodom: Living room Universe. It swims less than Beraldo to answer some questions that wrap content. He is an author of the book Taikodom: To wake up and, at present, Lead of the team of Game Design of the Hoplon. There are several spoilers during the interview and, as he mentions himself, the informations can produce great discussion in the forum.
1 - Can you count anything that the players still should not know? Do I know that several things are confidential, but it does not let to advance at least any informations?
It is difficult to avoid the cliche, then I am going to do the variant: It tell yourself to him, they are going to have to kill me. Then I am going to be discreet and indirect, even because I have not that cunning mask nor the bombinhas ninja that you use.
Good, we learn very much with the last two years and I halve and we decide to use the moment of renovation to do agreements in the certain direction. And, sometimes, nomenclature was something so simple how much.
We decide that the important thing is to give focus. To guarantee that the experience of the player should be excellent in the foundation of the play and, with future expansions, to supply new experiences focused in other areas.
I remember of a confusion that I saw us fórums and in the chat of the play sometimes. "If I am of a corporation, can I be affiliated also to the Eyes of the Colegiado?" and "Of what corporation are you? Behemoth?"
Since well, we resolve to board this case to minimize the confusions. We will have, then, the difference between corporations and companies. It is a question of scale that, I find, it is clear right away. A corporation is something well bigger than a company. It is the difference between, let's say, Behemoth Heavy Industries and the VFA-338 of Fernando Machado. The first one is an enterprise formed by thousands of persons with economical capital of a small country. A corporation is a lady of several stations and it has investments in many areas. A company is already another case. The word itself “company“ has two meanings that are fitted perfectly in the new proposal: the commercial company and the military company. And it is the company that puts the hand in the mass. It is the company that goes with his naves up to a region and protects it (or it conquers this region). It is a company that establishes a commercial route or explores a field recently found of extraction. So, what the players of MMO usually call of guilda it will be known in the TKD:LU as a company. The corporation conforms with another scale of greatness, initially reserved only for elements of the play, like Behemoth Heavy Industries, Neoeden Environments and Halitech Mining, for example.
The categories of naves of the player are another important area, which follows in the same changes line.
I saw in the forum several persons questioning where the explorers and the freighters are. It is the truth that, in this first moment, TKD:LU will focus in the naves of small transport. Yes, we divide the naves in three categories of size to treat series of problems, from the use of assets printers (shots and special effects, for example) just as to avoid certain problems. Before, a freighter could be tormented by infinite fighters much less, each one able of provoking a great capacity of damage. Worse: freighter and fighter needed to be balanced, were accessible for the player at the same time.
It did not mean, however, to reduce the number of available naves for the player. On the contrary. With the focus in nave transports, it was possible to open the fan of means. In other words, the types of nave of the Taikodom increased and did not lessen. The naves of small transport, turned to quick actions, were divided in interceptador, it hunts and canhoneiro. The “better choice” is in the style of each player. More agile and fragile naves? Heavy and resistant? Or a compromise?
The size scales became approximate for these types of nave, as well as his “level of power”, allowing that the swinging is more efficient. The player will be going to find, yes, naves of middle transport in the play (like transports and bombardiers) and, eventually, far-reaching naves (like warships and industrial naves), but initially it will have to be content in defending them or attacking them. That will not limit the play by hardly combat. On the contrary. We have today in the play ten of missions of recognition and transport, over there, clearly, of combat.
Good, I think that I already spoke the sufficient thing to produce enough discussion in the forum!;)
2 - How is to coordinate a team of GD?
It has the one who adores to think that who works with play stays when all is playing the day. Tá... tá certain. I have several toys and plays on my table (and I am not the only one!) and, time or other one, I put any world to play some classic or launch. But it is the truth what to work with GD is a work like any other. Good, like any other in the creation area, at least.
In the side of the creation of plays in itself, it wraps to rack one's brains for long periods, then to document one more time, to test the result, to adjust, etc. O I prosecute, clearly, it does not happen like a perfect flow. It is normal to be racking one's brains with a thing while other one is documented and tests the third one. And that is worth for everything, from a play mechanics up to a new region or a mission.
What in leads to the side "coordenadar" of the history. The team of Game Design of the Hoplon today is formed for seven persons besides me. They are persons with historical quite different, quite different interests and quite different heads. To have heads and different functions means ideas flowing in great quantity, but also it teases in the chance to the focus be lost. The Lead has the paper of guaranteeing that the ideas should always be in the certain axle defined by Game Director, that set as a whole is something cohesive and not a patchwork quilt, and that everything should be viable on basis of the available resources (time, technology, tools, etc.).
Today the department of Game Design works from the concept of the play up to the division in mechanical and his technical specifications. We work in the creation of the history of the play, in the description of sceneries, characters and relatives, in the creation of items and his swinging, in the construction of the map of play, in the missions and events, and, in addition, in the location for other languages (that is done with support of a specific producer, otherwise I would go mad). In other words, to coordinate this team is a madman's thing with 8 arms and 4 heads.;)
3 - For what can our players wait from the Taikodom: Living room Universe, open to question of GD?
Since I said, Taikodom (2008) was a great apprenticeship for us in several aspects. We could notice what the players were doing in practice and what they were bearing in mind. That helped much molding the direction of what would come to become the Taikodom: Living room Universe.
In other words, a great deal of similar one exists yes between the two. At last, it is still the Taikodom. But it exists much more than maturity, very much more means. The key word that is our current motto is “a freedom“. (“Amusement“ is so obvious that I would strike lout if I said that it is the motto. She is more than that. It is the heart of any play).
The maturity will be apparent in several aspects. In the focus given to the basic elements of the play (the flight, the combat, to equip the nave), and in more specific elements, like the monetização herself of the play.
We escape of concepts old and beaten in the name of the freedom. Gradually, we will show what that everything what I spoke means, but I can advance that the great freedom around giving to a player the decision of as he wants to play naqueledado moment.
I think that the interview answers some questions of the players, regarding the Taikodom: Living room Universe. I want to thank to the Beraldo because of having granted this interview and hope that they have liked.
Even more,
Beaserker.
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