xisailuo 发表于 2005-12-10 23:45

[转帖]:又一款CRPG神作向我们走来

http://www3.eastgame.net/read.php?tid=861434&fpage=1

可以先听听这两首游戏中的歌曲,你会找到感觉的

Tales of The Witcher
http://www.thewitcher.com/files/music/tales_of_the_witcher.zip


Shaent Blathanna
http://www.thewitcher.com/files/music/Shaent_Blathanna.rar


http://www.thewitcher.com/img/img_n3w_logo__big_main_EN.gif


RPG REDEFINED?



The Witcher Q&A
2005 12 5 出处:TVG

我们得到一个和CD Projeckt的弟兄面对面交流的机会,他们爆出鸟好多的猛料……

CD Projeckt's redefinition of the RPG genre continues to impress as TVG sits down with the team...

FEATURE   Author: Chris Leyton

从享誉波兰的奇幻小说家的作品中获得灵感,使用著名的BioWare曙光引擎(Aurora game engine),The Witcher让所有够亲眼目睹它的人都惊呆了。
Drawing inspiration from the literary works of Poland’s most illustrious fictional author, The Witcher is based upon BioWare’s Aurora game engine and has amazed all who’ve had the privilege to see it.


Derek dela Fuente向来喜欢关注东欧为背景的游戏,最近又得到一个机会来与CD Projeckt开发团队中三名成员进行近距离交流。
Always fond of keeping his finger on the Eastern European scene Derek dela Fuente recently had the opportunity to sit and talk with three members from the development team.


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主创 Michal Madej :Andrzej Sapkowski 因为他独特的风格而使得在所有发行过他作品的国家都是那么受欢迎,所以只用一个作家来与他比较是有点困难的。Sapkowski 不否认他受到奇幻世界中的那些伟大经典之作的影响--譬如托尔金的作品和以亚瑟王传奇为代表的欧洲神话传说。尽管如此,也还是能够在类似Fritz Leiber 和 Glen Cook这样的作家中找到一些共同点,也就是说对“善良与邪恶”的模糊界定。Gerlat (本游戏主角,下文将反复反复反反复复介绍这个人……相信我……译按)本身也同样持有相似于Michael Moorcock(麦克 穆考克,英国奇幻界名流)笔下的Stormbringer(暴风雪使者)系列中的Elric(奇幻界著名的反潮流英雄)那种阴郁的性格,或者还有点Gene Wolfe(吉恩 渥尔夫)所撰的The Urth of the New Sun(《新阳噩地》,台译)一书中的Severian the torturer的味道。不过 Sapkowski的作品就体系而言是完全独一无二的--从它的语言、他的幽默和对奇幻的新思考这些方面而言。
我们确信Sapkowski小说中构建的那个世界是具有世界性的,所以不管是在东欧、西欧还是美国或者其他任何地方它都能够演绎完美。这个世界非常奇妙同时又包含很多熟悉的元素,这会使我们很容易融入进去。
我以为这个游戏将为那些使用英语的读者提供一个很好的机会去认识这位有趣的奇幻作家。我还听说一些不列颠的发行商已经对Sapkowski的小说产生了浓厚兴趣;)


Michal Madej (Chief Designer):Andrzej Sapkowski is an exceptional writer and that’s why he is so popular in all the countries where his work has been published. Therefore it’s difficult to find just one author to compare him to. Sapkowski doesn’t deny that his work was influenced by some of the genre’s great classics C such as the work of Tolkien as well as European myths and legends, especially the Arthurian legends. However, it is possible to see a similarity to other authors such as Fritz Leiber or Glen Cook, where the clear division between “good and evil” does not exist.
Gerlat himself also has some similar characteristics to the gloomy Elric from Michael Moorcock’s Stormbringer series or to Severian the torturer from The Urth of the New Sun by Gene Wolfe. However, Sapkowski’s work as a whole is completely unique - from the point of view of its language, humour and fresh approach to the fantasy genre.
We are convinced that the world known from Sapkowski’s books is so universal that it should perform well in both Eastern as well as Western Europe and in the USA or in any other part of the world. It is simply very interesting yet at the same time there are many familiar elements which make it relatively easy to understand. I think that this game will provide a great opportunity for uncovering an interesting new fantasy author for many English-speaking readers. I’ve also heard rumours that some British publishers have already shown an interest in Sapkowski’s books ;)

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http://www.thewitcher.com/gallery/work/kalkstein_alchemik.jpg

玩家和媒体双方对这个游戏的反馈怎么样?你对这个游戏又有何展望?
How has feedback been from both press and gamers to The Witcher and what are your hopes for the game’s success?

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公关Joanna Kobylecka:2004 E3上的首次亮相以及后来的2005 E3再次展出以来,我们可以看到业界对TW的关注度在持续上升。在今年德国莱锡比举办的游戏大展上,TW获得的关注级别和来自测试者的正面反馈对我们而言都是很大的惊喜。很多很多人都参观了我们的展台。同时我们还透过例行调查的答复得以确认那些正面反馈。而这一次真的只有很少的反面评价,我们获得了非常高的评价。
E3 2005时我们得到8.48的平均分,而这一次则有8。96--10分制中我们如此地接近9分。真是个好成绩,当然我们还是希望每次展出能获得越来越好的评价;)特别说一句,因为我们一直会展示游戏最新的版本,下一个版本将在2006年2月完成,它将在品质与完成度上有一个飞跃。同样重要的是这次我们将拥有精心布置过的并且区间互相隔开的展台,这使得我们就能够分别来展示游戏中不同的方面,显然这将有助于人们更好地理解TW,同时也能为我们带来出色的评价。
你问我们这个游戏是否会获得大成功?现在估计很难去讨论成功与否。市场销售上的成功不仅仅取决于游戏设计这方面,而是还有很多商业方面的问题。很大程度上还将取决于将来的发行商。眼下我们可以向玩家承诺的是我们将尽所能地来确保游戏本身的品质,那也是我们作为开发者所能触及的极限,我想这对玩家而言才是最重要的。



Joanna Kobylecka (PR Specialist): Since showing the game for the first time at E3 in 2004 and then again at E3 in 2005 we have seen a continuous increase in interest in The Witcher. At the Games Convention in Leipzig the level of interest and the positive feedback we received from participants was a pleasant surprise for us.A huge
amount of people visited our stand.Confirmation of these positive reactions was also shown in the answers to the surveys that we ask people to fill out at every show. This time there were really very few negative comments and we received really high marks from the surveys.
At E3 2005 the average mark given was 8.48 and this time it was 8.96 - so nearly 9 out of a possible 10 points. That’s a good result, but of course we always hope that it will get a little better with every show ;) In particular because we keep showing a more and more advanced version of the game and the next version, which will be ready by January 2006, will really be a big jump in terms of quality and completeness.It was also important that this time we had our own, very well-prepared stand with sectioned off parts where we could show individual elements of the game. This definitely helped people to understand the idea of the game and helped us to get such high marks.
Do we think the game will be a big success? It’s difficult to talk about success at this point. Success on the market depends on many different factors that are not only connected with the design process but with business issues too. As designers we do not have a direct influence on all of these issues. A lot will depend on our future publisher. What we can already promise the players at this point is that we will do everything we can to make sure that the game itself will be very well-developed and will provide great gameplay, which is what we as designers have the biggest influence on, and I think this is what is most important for the players.


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你是如何看待游戏的品质的?你认为哪类玩家会对TW感兴趣?
What do you see as the game’s main qualities and the type of gamer who will be intersted by what The Witcher has to offer?

Michal Madej: TW最棒的一点就是它对RPG的全新诠释。任何RPG爱好者都会在TW中找到自己想要的东西,但它们又会被稍微修改以求变得不同和充满趣味。这些特色就是:迷人的剧情、爽快的战斗和主角个人所秉持的主义或原则。
当然如果只是些口头上的东西,即便是说得再好,那也没什么大不了--将这些理念原则展现出来是同样重要的,而这点在TW中同样处于一个很高的水平之上。
如果你是一个注重剧情的玩家那么TW正适合你。这种故事不再老套路,而是充满了波折和道德考验的游戏,嘿嘿,你是找不到几个D。
Michal Madej: The best thing about The Witcher is its completely fresh approach to the genre. Any RPG fan will find all the elements that they look for in an RPG in The Witcher C but each one will be treated in a slightly different and interesting way. The most important elements here are: the intriguing storyline, the exciting combat and the unique idea of the main character. Of course ideas alone, even the best ones, are not everything C implementation of these ideas is also important, which in The Witcher is also something that is at a very high level.
If you are a player who likes to play with an engrossing storyline then The Witcher is the game for you. You won’t find many games where the way in which the story is told is far removed from those old clichéd solutions and is full of twists and turns and moral dilemmas.


如果你喜欢逼真流畅的动作和爽快的战斗,那么你应该已经迷上了我们的游戏,因为这两个特色都用新颖的方式被引入到游戏里。
不过你得有17岁以上才行,毕竟这个游戏含有一些不是完全面向年幼玩家的成分。这里不只是涉及到性、毒品和暴力,还有一些是同背景故事相关的严肃话题,比如种族主义的蔓延,以及对非人类种族的压迫。在很多情形下做出一些艰难的抉择是有必要的,而且按照现代的话来说你可以表现出得很政见不正确(politically incorrect),这就是为什么你需要更成熟一点来玩这个游戏的原因了……
And if you like visually stunning action with dynamic and visually spectacular combat then you should already be interested in our game since both of those features are included in our game in a way which has never been seen before on PC.
However, you should be older than 17 because the game has some features that are not entirely directed at a young audience. And we’re not just talking here about erotica, drugs and violence but also about serious issues which are part of the background events such as the spread of racism and the persecution of non-humans. In many situations it will be necessary to make difficult decisions and it will be possible to behave in such a way that today we would probably call politically incorrect, so that’s why to play the game you need to be a little bit older…

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http://www.thewitcher.com/gallery/screens/10.jpg
你曾经提到一些独特得的概念,或许你可以为我们详细地说明一下?
You have in the past made reference to the many unique concepts at work within The Witcher, perhaps you could elaborate on some of these for us?
http://album.hevnet.cn/upload/phomax/bigpic/20051210173739593.jpg
Michal Madej:游戏主要的游戏性是集中在主角和他的巫术上--例如他的夜视能力,他的超乎寻常的反射力以及对毒性的完全豁免。此外他还持有一整套特技,他是个剑术大师,他能施展基础魔法,他还有炼金术方面的知识。这些特性成了一个独一无二的结合--任何单独一方面都不能确保成功;玩家需要学会如何将这些技能有机地结合使用。举例,英雄配备的药水对常人是致命毒药但对自己而言却可以帮助他将战斗与魔法的技能更好地发挥出来。这正是他的炼金术与他非凡的抵抗力以及巫术磨练如何结合联系在一起了。
那只是主角特性的一个例子。这些特性表明TW会与其他游戏有很多的不同。要强调的是在整个游戏开发进程中我们都希望能摒弃那些模式化的游戏套路。例如,为何所有的点击式RPG的战斗都是那么死板?貌似除了鼠标就再没有其他方式来操作了。其实这只不过需要对战斗系统的定则进行小小的变更,正如你在trailer中看到的那样,通过点击来操作的RPG,它的战斗也能变栩栩如生,而且它简便的操作就如同它的视觉效果一样非常吸引人。


Michal Madej: The whole gameplay concentrates around the main character and his witcher abilities C for example his ability to see in the dark, his inhuman reflexes and the fact that he is totally immune to poison. In addition, he has a whole set of special abilities, he is a master sword fighter, he can use simple magic spells and he has knowledge of alchemy. These elements create a unique combination C none of them alone will guarantee success; the player must learn how to use them together effectively. For example, the hero will prepare elixirs which for normal people are deadly poisons but which allow him to make full use of his combat and magical abilities. This is how his knowledge of alchemy is linked with his inhuman resistance and his witcher training.
That’s just one example of the uniqueness of the main character. These features imply many differences in relation to other games. It is also important to say that during the whole design process we wanted to get away from standard gamplay solutions. For example, why do all RPG’s and point & clicks have static combat? It seems that there’s no other way to do it through mouse control. But it’s just a question of making small changes to the main principles of the combat system and, as you can see in our trailers, combat in an RPG controlled by point & click can also be dynamic and visually attractive as well as remaining very easy to use.

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New Wizim城的大街。


现在游戏进展如何?有什么重大的修改是基于回馈等其他原因的?
What state is the game currently at and have there been any significant changes based upon feedback or other aspects?

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Michal Madej:我们很留意那些评论。特别是针对我们个人的;)……开个玩笑,其实我们很清楚向人们展示的那部分都有哪些不足(比如在E3 2005上),而这些缺陷也和我们进行的问卷调查得到的答复中的80%是相符的。
然则那恰恰是我们进行调查的原因,我们也会细心地听取论坛上玩家们的意见好让我们进行改进。从发行公司和BioWare他们那边我们也收到很多重要的意见和建议。这些都有助于TW达到今天这样的水准,而在我看来这样水准是非常出色的。
其实在莱锡比的问卷调查的答案中,也可以看出TW的游戏理念已经被很好的付诸实现。负面评价不多,而且其中有一半因为涉及到个人在游戏方式上的喜好而被筛选排除出去--比如一些人希望有团队操作或者在线游戏功能。而剩下的那一半又是非常的笼统的评论,这让我们很难辨别他们评判的重心或者说他们认为需要改进的地方。
我想一旦我们搞定了一个完成度叫人满意的版本就会开始着手于游戏测试,我们将力求严谨并将改进任何的不足。

Michal Madej: We pay a lot of attention to the comments we receive. Especially to our own ;)… I’m joking of course but until now it has been the case that (e.g. at E3 2005) we knew exactly what the weak points of what we were presenting were and this matched up in 80% of the comments we received in our surveys. However, that’s precisely why we do these surveys and we listen very carefully to what the players in the forum say so that we can make changes.
We have also received several important comments from publishing companies and from BioWare themselves. This has really helped us in developing the concept of the game to its current level, which I think is now pretty well-developed.
The well-developed nature of the game concept was also demonstrated in the answers to the questionnaires in Leipzig. There were not many negative comments. And half of these we sifted through and rejected as they were connected to personal preferences about the genre of the game e.g. some people wanted team control, or online gameplay. While the other half included comments that were so abstract that it was difficult to pick out the main features that they were criticising or which they thought needed more work.
I think that as soon as we reach a level of full development and completeness which satisfies us we will start to do play testing and we will observe extremely carefully and pick out the elements which need working on.

至于游戏概念上的改变--在过去的12个月里没有什么绝对的改变。游戏开发之初的改变要大的多,主要是牵涉到一些游戏概念上的简化,那些想法是绝妙的,甚至有点过于“雄心壮志”了,比如一种将很多不同招式独立排列成序的可能性,并分析那种组合可能导致的结果。即便只是说说这些概念都感觉很复杂,就更不要说将它在游戏中去实现了。事实上,游戏总体设想一直未变更:一款拥有精彩绝伦的剧情和引人入胜的战斗的单人RPG讲述了一个传奇角色的故事。
你要问游戏目前的编码处于什么阶段,我只能告诉你“乱七八糟”;-). 其实我们不太想在这个时候上谈这个问题。眼前还有很多的工作要做。 只有在我们离完成更进一步时我们才好去夸耀游戏的成效。


As for changes in the game concept C over the last 12 months nothing has really changed. The changes that took place earlier were much bigger. These changes mainly concerned the simplification of our amazing, but slightly “over ambitious” ideas such as the possibility of independently setting up an attack sequence from several dozen different possible types of hits and analysing the possible results of connecting them like that. Even when written down that sounds complicated and trying to add such ideas to the game was even worse.
In fact, the general concept of the game has never changed: a single-player RPG with an amazing and intriguing storyline and spectacular battle scenes which tell the story of one specific character.
As for the current state of the game code I can only say that its state is “messed up” ;-). And we don’t really want to talk about it at the moment. We have a lot of work ahead of us. As we get closer to finishing everything we’ll be ready to boast about the state of the code too

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小村庄


你不是曾经提到过TW把重心放在动作和战斗上吗?再多谈谈这方面吧。
As you’ve previously mentioned The Witcher places the emphasis on action and combat; perhaps you could elaborate on this for us?

Michal Madej:我们一直在尝试让这么一个充满魔法的奇幻世界变得某种意义上来的写实。不过我们还是试着保留了一些统驭游戏世界的定则;这点在游戏的战斗方面得到了很好的体现。
TW的战斗要求玩家不断地作出决策与预备。首要问题就是剑的使用上--银制的对付怪物而钢铁的则足以应付普通敌人。其次,战斗的不同形势也很关键--我们是在对付一个武装完备的敌人或者还同时还有个迅捷灵巧的家伙,还是在遭遇为数不少的敌群?所有以上选择都可能导致严重的甚至是战斗失败的后果。此外还有特殊的巫师药水可以增加主角对某类怪物攻击的抗力,或者够让一些疾驰或者夜视之类的能力附身。不过谨慎使用这些药剂是有必要的,因为它们还带有毒性之类的负面效果。此外这些东西也不是很容易就能获取。方方面面都说明游戏中的战斗不只是傻乎乎的不停点击,它还强调很多战术决策,这也将大大增加战斗的趣味与挑战。

Michal Madej: We are really trying to be in a certain way “realistic” in the depiction of events in as much as that is possible in a fantasy world in which magic exists. However, we try to keep some kind of logic within the principles which rule the gameworld; and this can be seen in particular as part of the combat mechanisms.
Combat in The Witcher requires the player to make a series of decisions and preparations. The first key question concerns swords C silver for monsters or steel for normal opponents. Secondly, the combat style is important C are we dealing with an armoured enemy or also with a fast and agile one, or maybe with a group of opponents? All of the above choices can already result in serious problems or even failure in battle. In addition there are special witcher elixirs C which make us resistant to special monster attacks or give us special abilities such as non-human speed or being able to see in the dark.
However, the use of these elixirs also has additional effects on the character such as poisoning, so it is necessary to limit use of them. They are also not so easily available. All of this means that combat in the game is not just mindless clicking. It requires many tactical decisions which make it a lot more interesting and challenging.

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满月


能不能说说主角的一些有趣的方面?
Tell us some interesting facts about the main character of the game?
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Joanna Kobylecka:游戏的主角正是最负盛名的巫师Geralt。巫师(witcher)是什么?他由Andrzej Sapkowski本人一手创造,所以在奇幻文学界很难找到类似的形象。首先所有的巫师都是职业化的怪物猎人,有几分中世纪的雇佣刺客的味道,而这类人专门被雇用去清除那些危险的野兽、怪物和非自然生物。
就像很多奇幻小说中描叙的那样,他们这么做仅仅是为了金钱而不是把它当作一项神圣使命。然而你却不能用金钱来要求巫师去做任何事情。他们有属于自己的一套暗语,他们遵循各种准则,包括只有在被逼的情况下才去与人们战斗(所以他们不可能成为刺客)。如果他们被逼出手则他们的人类对手一般都没好下场。在单挑的情况下,没有人能够打败一个巫师。所以为了杀他们,需要利用魔法并且还得设下很多的陷进。巫师的另一个特色就是他们不会加入规模很大的冲突中的任一阵营。他们一直都试着保持中立。可是很多人都把他们看成是非常有用的帮手。

Joanna Kobylecka: The main character in the game is Geralt C the greatest and most famous of all the witchers. What are witchers? Witchers were the completely original idea of Andrzej Sapkowski for which it is hard to find an equivalent in fantasy literature. Above all witchers are professional monster slayers, kind of paid medieval assassins, who can be hired to wipe out particularly dangerous beasts, monsters and supernatural beings.
They do this not because, as in many fantasy books, they have a ‚holy mission to wipe out evil’ but purely for money. However it’s not the case that you can just pay a witcher to do anything you want. Witchers have their own kind of code. They follow several rules, including that they never fight with people unless they are forced to (that’s why it’s never been possible to use them as paid assassins.) And if they are forced to fight then it generally does not end well for their human opponents. In a one-on-one fight no man has a chance of beating a witcher. That’s why in order to kill them, generally there are all sorts of traps set up, it is often necessary to make use of magic. The next characteristic feature of witchers is that they do not choose sides in a battle during bigger conflicts. They always try to remain neutral. However, many people would see them as very useful allies.


更有意思的是巫师的来路。一些男童从他们各自的家里以各种各样的手段被带走,他们将遭受残酷的魔法与药物考验,这是为了让他们的内脏和整个新陈代谢都进行计划中的转变。最终只有十分之一的人能从这场所谓的“改造”中存活下来。
但在这个过程中他们却获得了超凡的能力。巫师支配着人类无法企及的惊人反射力与速度。他们的身体对毒素与疾病有着强大的抵抗力,而且拥有完全改造过的可以夜视的双眼(转换过程中唯一显而易见的效果),此外巫师也不会像常人那样慢慢衰老,不过为了这些能力,巫师们付出了复杂情感以及生殖力的代价。
除了那些转变,巫师从小就受到剑术和基础魔法方面的训练。毫无疑问他们就是天下最强剑客。他们使用两种剑,钢铁锻造的对付普通敌人或野兽,白银锻造的对付魔法妖孽或超自然生物。他们还能施展简易而具威胁的魔法……(后面这段不翻了,有完没完,第三次重复了....)

What’s even more interesting is where witchers come from. Young boys C taken in various ways from their families - are subjected to cruel magical and medical experiments in order to produce controlled mutations of their internal organs and their whole metabolism. As a result of these so-called “modifications” only about one in ten survives.
But in the process they acquire superhuman features and capabilities. Witchers possess amazing reflex skills and a speed that mortals cannot achieve. Their bodies are able to cope with almost any kind of poisoning or illness, and they have completely transformed eyes (the only visible effect of the mutations) which allow them to see in the dark and on top of all that witchers do not age like normal people. But all of this has a cost however C witchers cannot feel higher emotions and apparently they are sterile.
But that’s not all C apart from the mutations the witchers have also been trained since childhood in sword fighting and simple magic. There is no doubt that they are unquestionably the best swordsmen in the world. They use two swords: a steel one for normal opponents and beasts and a silver one for magical monsters and supernatural beings. They can also cast simple but effective spells C Signs. They complement all this with their witcher elixirs (deadly poisonous for mortals), which temporarily allow them to cast stronger spells, see when it’s pitch dark and increase the superhuman skills of their mutated bodies.

巫师是最理想化的杀人机器,唯一的目标就是消灭怪物。玩家将扮演最著名的怪物猎人Geralt,他又号称White Wolf。因为他的身体经历了一次失控的转变,结果他成了唯一能感受复杂情感的巫师。

Witchers are unique and ideal killing machines which do not have any other objective except exterminating monsters. The player will portray the most unique, the best and the most well-known of these creatures C Geralt, who is also known as the White Wolf. The mutations in his body have developed in an uncontrollable manner and as a result he is the only witcher that has the ability to feel higher emotions.


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http://www.thewitcher.com/gallery/screens/60.jpg
妓女

请再多介绍点你们那个颠覆传统的RPG属性体系
Could you expand upon the new system you have replacing the traditional RPG attributes based technique?
http://album.hevnet.cn/upload/phomax/bigpic/20051210173739593.jpg
Michal Madej:起初我们套用了大多数奇幻游戏中通行的传统方法,但是不久我们就意识到它不太适合我们。如果套用传统方式那么我们这位独特的主角将失去人物发展(比如种族、职业)上的多样性,不仅如此,他那独一无二的新技能也将无法得到发挥。再说了,那套系统也太老了点。于是我们选择创建一套全新的系统,它废除了传统的数字参量,取而代之以各种特殊能力的技能树。这样来说吧,原先的15级敏捷(并不太多)现在被连接了主角的速度与敏捷度的技能树所取代,比如说高级闪避,强化致命一击等等。
我们的新系统会让人很容易去理解和掌握。我们的技能树是如此的具有多样性,如果你曾经在WOW或者DIABLO中研究过它们的技能树,那一定不会对TW的技能树感到陌生。

Michal Madej: At the beginning we started with the typical set of components which usually provide the key to the main character in most fantasy games. However, we quickly realised that this was not working for us. We have a unique main character which meant that by using traditional solutions we would lose the variety in the character development (race, profession etc.) but also the originality of his special abilities.
In addition, that kind of system seemed to be quite archaic to us. So that’s why we decided to use completely new solutions C eliminating outdated numerical parameters and replacing them with skill trees of special abilities. For example, instead of level 15 Agility (which doesn’t really say a lot) we have a skill tree connected with the speed and agility of the main character such as Advanced Dodge, Improved Critical Hit etc.
We also created our system so that it would be readable and understandable for the player. The skill development trees that we have designed provide huge possibilities for diverse development and at the same time they will work and look familiar for those who have dealt with skill trees before e.g. in WoW or Diablo.

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http://www.thewitcher.com/gallery/screens/59.jpg
Graveirs--缠的怪物。


游戏的故事是来自小说还是Andrzej专门为游戏撰写的?能不能谈谈这究竟是个什么故事。
Is the story taken from a book or has Andrzej written it for the game and can you tell us about the story.
http://album.hevnet.cn/upload/phomax/bigpic/20051210173739593.jpg
Michal Kicinski:游戏的剧情发生在Andrzej Sapkowski写的最后一本小说的剧情之后。在那本书中Witcher因为帮助非人类种族抵抗狂暴的农民而受到了重伤。也就是那时候一些谣言开始出现因为接下来发生的事情有着很多不同版本。一些人说他们看到Witcher奄奄一息而另一些人则声称在一个强大法师的帮助下他神秘地消失了,还有的则说一个好朋友带走了受伤的Witcher。不管到底哪个才是真的,反正现在他是彻底隐匿了而越来越多的人认为他不可能从那样的伤势中挺

来……这里就是游戏的开头。Geralt在Kaer Morhen要塞废墟中现身,这是个巫师的要塞。不过他看上去和以前那个英雄有点不同,他?非常的虚弱,也弄丢了装备并且记不起究竟发生了什么。在他到达Kaer Morhen不久就有一群佣兵攻击了他。巫师迅速的解决了他们,然而战斗的过程中那个能将男童转换为巫师的符咒也消失了。游戏从此展开,巫师的主线任务自然而然就是要将那些魔法找回来,而在旅途中他将收集支离破碎的线索来帮他找回丢失的记忆。

Michal Kicinski: The action in the game takes place after the last book written by Andrzej Sapkowski. In that book the Witcher is fatally wounded while trying to defend non-humans against a furious crowd of peasants. He himself is fatally wounded. And that’s when some doubts start to appear as there are many versions of the story about what happened next. Some people say that they saw him dying whilst others say that he magically disappeared with the help of a powerful wizard and others say that a friend took the wounded Witcher away. Whatever happened, there’s no trace of him now and more and more people think that maybe he couldn’t have survived such serious injuries…
And that’s where our game starts. Geralt appears at the ruined fortress of Kaer Morhen, the witchers’ stronghold. But he doesn’t look like a former hero. He’s totally weak and faint, he doesn’t have his equipment and he can’t remember what happened to him. Not long after he arrives at Kaer Morhen it is attacked by mercenaries. They are quickly defeated by the witchers but during the attack the witcher spells which allow children to be mutated into witchers have gone missing. And that’s where the game starts. The main task of the witcher is to get back these spells and while travelling around the world he will be able to collect scraps of information about the past and find out what really happened to him.

-------------------------------------



英国的发行计划是怎样的?你认为我们何时才能见到这款游戏?
What are the plans for a UK release and when do you think we might expect to see the game?
http://album.hevnet.cn/upload/phomax/bigpic/20051210173800685.jpg
Joanna Kobylecka:当然,我们正寻求一个全球范围内的代理商,它将负责包括英国在内的多国市场代理,所以这个时候我们没法确定一个很详细的发售日,因为我们不想因为跳票而让大家失望。像TW这么一个复杂的游戏它的开发过程既是艰辛的又是耗时的。而游戏的测试和调节平衡度也将花费数月的事件。请相信一旦差不多完成游戏的开发我们就会宣布发售的细节。
Joanna Kobylecka: Of course. We are currently in the process of looking for an international publisher who would allow us to work on many markets, including of course the British market. At this point it’s difficult to give a specific date as to when The Witcher will appear in the shops. We don’t want to disappoint anybody so that’s why we prefer not to give a specific date right now. The design process of such a complicated game like The Witcher is not only a painstaking task but it’s also very time-consuming. The testing and balancing alone take months. So for the moment let’s stick to the fact that we’ll give a date as soon as we’re closer to finishing the game.

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http://www.thewitcher.com/gallery/screens/61.jpg
盗墓贼

你们希望把TW变成一个系列吗?
Are you hoping for The Witcher to be the start of a series of games?
http://album.hevnet.cn/upload/phomax/bigpic/20051210173812343.jpg
策划Michal Kicinski :我们肯定会把 The Witcher的故事延续下去,因为仅仅一个游戏只能展示它的很小一部分。不过我们也不会永无止境地做下去,实际上我们已经确定了结局。每个游戏都会有各自的开头和结尾。
当然我们会确保所有一切都在 The Witcher 这个品牌的框架内,也就是说TW的游戏、小说、漫画将百分之百与它的历史、世界、人物或者地理进行协调一致。

Michal Kicinski (Creative Director): We’ll definitely be sticking with The Witcher for a while to come; because in one game we can only really show a fragment of it and it definitely deserves more than that. However, we don’t intend to make games which don’t have real endings just because there is a sequel already planned. Each game will be individual with its own beginning and strong ending.
Of course, we are also trying to make sure that everything within The Witcher brand, i.e. the game, the books, the comics, is completely consistent as far as the history, world, characters or geography are concerned.

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http://www.thewitcher.com/gallery/screens/62.jpg

跟morrowind、gothic的局促狭隘的世界说白白吧。

最后你能否再为我们的读者讲述些有趣的方面?
Finally tell us two more interesting facts about the game to excite our readers.
Michal Kicinski:也许我可以再谈点游戏中很多有趣的乐事。比如,酒精有很多实际用途,首先它可以用来作炼金药的基础成分,它也可以在客栈里用来结交好友并把他们灌得酩酊大醉,而巫师因为他超强的酒精抵抗力会安然无事。另一个比较暴力的技能就是徒手搏击,这是一个完全独立的特特性,可能更像是一个小游戏了。巫师是一个剑客而不是什么拳击手,所以游戏中会有肌肉猛男挑衅主角的情节,你要同他们周旋才行,在客栈里使用武器是恨不明智的,那只会让情况恶化,不管你的形象如何……
最后我们想说感谢各位对本游戏的关注!你们还能够在我们的官网上找到更多信息www.thewitcher.com

Michal Kicinski: Maybe I can add that there will be lots of special little treats in the game. For example, alcohol has many practical uses. First of all it can be used as a base for elixirs. But it can also help in making friends at the inn or getting them completely drunk. This is possible because witchers are more resistant to the effects of alcohol than normal people. Another more violent skill is fist fighting which is a completely separate feature, almost like a mini-game. The Witcher is a master swordsman but not really much of a boxer, so in the game there will be situations in which he s provoked by local muscle-men. And it will be necessary to really play around in order to get out of that kind of situation. Using a sword in the inn can, despite appearances, only make the situation worse…
To finish off we’d like to say thank you very much for reading and for taking an interest in our game! And you can find our more about The Witcher by visiting our official site: www.thewitcher.com.


TVG非常感谢CD Projeckt提供这么一个深入了解The Witcher的机会;我们还会有进一步的报道……
TVG would like to thank the team at CD Projeckt for providing this insight into The Witcher; we’ll have further coverage soon…

http://www.thewitcher.com/gallery/screens/52.jpg
全景图(很大,很大很大,点击放大)

http://www.4gamer.net/news/image/2005.08/20050820130405_24big.jpg

======================================================

×原作者介绍×

? Andrzej Sapkowski Biography ?

http://www.polishwriting.net/images/14.jpg

Andrzej Sapkowski has by now become one of the best-selling authors not just of Fantasy but of Polish fiction in general. His popularity, based on several volumes of stories and novels, and in particular the trilogy featuring the Vedymin Gerald of Rivia, has broken out beyond the confines of Fantasy fandom and entered Poland’s literary mainstream. This rare achievement has been recognised in the form of the prestigious Passport Prize for the unique contribution to Polish culture, awarded to him in December 1998 by Poland’s leading weekly POLITYKA. Already translated into several European languages, his work is still unknown on the English Fantasy and SF literary market.



================================================

×The Withcer的电影\"THE WARLOCK\" ×


http://www.culture.pl/en/culture/artykuly/fo_wiedzmin1

http://www.culture.pl/en/culture/artykuly/dz_wiedzmin_brodzki

trailer下载,不看白不看

http://www.thewitcher.com/files/trailers/The_Witcher_trailer(large_wmv).rar


另外gamespot中文网可以方便地找到the witcher的一些实际操作视频,可以看到一些有趣的东西,比如类似菲舍老头的\"热视仪\" *啊哈哈哈……*

http://www.4gamer.net/news/image/2005.08/20050823181035_0big.jpg
豪言壮语切莫成浮夸

地狱洋葱 发表于 2005-12-11 00:08

发售时间定了没?

imagineer 发表于 2005-12-11 00:19

不管怎么样,画面很不错
是不是又要换显卡了

I kazuya 发表于 2005-12-11 00:37

音乐很赞很期待

sbl 发表于 2005-12-11 00:48

五飛 发表于 2005-12-11 01:02

画面把我的显卡轰杀……不能对应低端显卡的话,把设计师拖出去打。

Pluto_Shi 发表于 2005-12-11 01:15

Tales of The Witcher

敢用这游戏名?去死!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

提督的决断 发表于 2005-12-11 01:29

http://www.thewitcher.com/gallery/screens/60.jpg
这女子很象~赖斯~ 当然皮肤白了点.

krit 发表于 2005-12-11 15:37

...
音乐确实不错...

裴羽 发表于 2005-12-11 17:29

看到这样的画面,开始怀疑我新买的显卡是否够劲。

solduchamp 发表于 2005-12-11 23:18

好强
不过第一次听说这游戏。。。

newyouth 发表于 2005-12-13 23:33

Izual.izm 发表于 2005-12-14 13:28

谢楼主

这段也比较有意思
http://www.thewitcher.com/files/trailers/Making_of_Vol3.rar
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