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  • 9 ore fa
Intervista sul multiplayer e il mondo di gioco per Tom Clancy's The Division, lo sparatutto MMO di Ubisoft.
Trascrizione
00:00Let it go, let it go
00:06Hey everyone, it's me Ellen and welcome to Xbox On
00:08and we're here in Malmo, Sweden
00:10having a look at Massive Studios' work on Tom Clancy The Division
00:13and it seems like Sweden knew we were coming
00:15because they've decided to match the in-game weather
00:19Now it's lunchtime
00:21so we're going to try and sneak in
00:23and see what we can have a look at
00:24and see if there's anyone we can nab to have a chat to
00:26so let's go
00:40I'm here with Magnus, the creative director on Tom Clancy's The Division
00:43Thanks very much for having us
00:45Thanks for being here
00:46So what was the inspiration for the setting of the game?
00:49When we wanted to show the fall of society
00:51what better place to do that than basically the pinnacle of society
00:56the most amazing symbol
00:57what happens when that stumbles?
00:59So as you're roaming the streets of New York
01:02and it's the most amazing recreation to date
01:05in any video game of New York City
01:08it's a one-to-one almost
01:10Yeah, it was amazing, I must say walking around it myself
01:13Now you also said that you based the whole kind of concept on real-life events
01:20Being a Tom Clancy game
01:22it's incredibly important for us to be grounded in reality
01:25The US government did an exercise to simulate what would happen to the continental US
01:30if something like a smallpox virus were to erupt
01:34and the results of that exercise were not uplifting
01:39basically everything broke down
01:41all the basic services ceased to function
01:44and society as we know it basically was on the brink of collapsing
01:49and that's where we decided to step in and create the fictional agency of the Division
01:56So we've heard a lot about the dark zone
01:59what can players expect when they enter there?
02:01Just like anywhere else in the game
02:03you just move into it seamlessly
02:05there's no loading, no matchmaking
02:07and no lobby
02:08you enter into this multiplayer-enabled space
02:11and then suddenly you can run into strangers
02:13and you can choose to engage with them and kill them
02:17and steal some of their stuff
02:18but it's all up to you
02:19you make the rules
02:20so it's an incredibly tense experience
02:22because you don't know what that other player is going to do
02:25So is it a vastly different experience from the rest of the city?
02:28You have the same skills, you have your same character
02:30your same loadout, your same guns
02:32it's not a different experience
02:34it's not like other games where you go out to a menu
02:36and you choose multiplayer
02:38and it's a different character, it's different rules, different experience
02:42Because it is that multiplayer place
02:44some people might feel a bit worried if they're a brand new player to it
02:47if they just go in and they're just going to get taken out immediately
02:50so what have you done to deal with that?
02:52Doing the dark zone and doing the server technology behind it
02:54and being able to achieve this seamless transfer
02:57from your own personal space into the multiplayer space
03:01obviously we also added matchmaking
03:03and under the hood consideration
03:05it's invisible to you
03:06but when you step in there
03:08you're not going to be put in with high level characters
03:11you're going to be put in with people that are roughly the same level as you
03:15so you're not going to be sort of completely owned by high level characters
03:20that decide to go down into the area where new players are
03:25and take them out
03:26because they're going to be on a different server
03:28so in the dark zone there is a risk that some people might just want to go around
03:33and try and take out everyone
03:34so what things would you put in to deal with that?
03:37there's consequences to going rogue
03:39which is what we call it when an agent opens fire on another agent
03:43which you can only do inside the dark zone
03:46first of all when you go rogue you get a timer
03:48you're now rogue for a certain amount of time
03:50so if you can sweat that out
03:52if you can survive counter attacks and retaliation
03:56then you're home free
03:58I mean you get whatever you manage to steal while rogue
04:01and there's no penalties
04:02if you're a really really bad person
04:04and you've killed a lot of people
04:06then we add a bounty on your head
04:08so suddenly all players in the sort of area in the dark zone
04:11will be notified where you are
04:13and if they kill you they're going to get a big reward
04:16so that's a really really hard thing to survive
04:19there's often a worry with games that encourage multiplayer and co-op
04:23that single player experiences often get kind of put on the sideline and not focused on
04:27it's been a big focus of the team and me personally
04:30to create a great immersive single player experience
04:34that has a rewarding narrative and story
04:37and where you get to an actual conclusion
04:38that you feel that you had an impact on the world
04:41you feel that you were the hero
04:43that got to go through a journey
04:45and then to take back New York and succeed
04:47it's also important not just for solo players
04:50but for people that are co-op players
04:52because sometimes your co-op buddies aren't online
04:56so you want to be playing a great single player
04:58while waiting for them to come online
05:00and then when they do come online
05:01you get a notification and one click
05:03you join up and then you continue on your way
05:07What RPG elements are there in the game?
05:09We're strong and deep RPG
05:11but we're a classless RPG
05:13so one of the things that many RPGs in the beginning
05:16you create your character
05:17your physical appearance
05:18and we do that
05:19but we don't ask you to pick a class
05:21we have strong roles
05:23just not classes
05:24because it's important that you can
05:26you can reconfigure your role
05:28depending on
05:29oh I'm playing with this group
05:30who have these people and their preferences
05:32or I'm playing solo
05:33so I need to be more well-rounded
05:41I understand you did a lot of work on the world building of the game
05:45could you tell us a little bit more about that?
05:47Obviously the world of the Division isn't just New York
05:50it's New York that's been ravaged by a virus
05:53so what does that mean in terms of let's say Madison Square Garden
05:57you've got the arena, you've got the backstage, you've got seats, you've got the VIP boxes
06:02and then you start thinking
06:03okay, how does a virus affect this sort of space?
06:08maybe the arena would become a field hospital
06:11okay, so you start propping it with hospital beds, movable beds
06:17which double up as covers because it's a cover-based shooter
06:20and you start building this fantasy of
06:23okay, a normal recognizable location
06:26but transformed by this catastrophe
06:29and then on top of that there's a third layer
06:31which is how are the factions who have taken over
06:35or stormed this location trying to find medical supplies
06:39how have they transformed it too?
06:41so you build layer by layer
06:44and the environment itself becomes a narrative tool
06:48so what led to the decision to set it around that Christmas time?
06:52because it's a beautiful setting but it's quite dark as well
06:57I think what's great about Christmas is that it's just after Black Friday
07:03it's a huge shopping day where a lot of money changes hands
07:08so the virus was actually impregnated on money
07:11and Black Friday was used as the vector to spread it as fast as possible
07:15the epicenter of it is in New York
07:18so the game is also very open world and non-linear
07:22so how do you approach the narrative in the game?
07:25our solution here was to split the main story into three story threads
07:29so every mission that you do is going to be linked to one of those story threads
07:34and it's going to give you a little piece of a puzzle for that story thread
07:37and once you've completed all of the missions in that story thread
07:42you'll have all of the pieces of the puzzle
07:44they'll be put together
07:45you'll get an extra piece that will give you a different perspective on the story
07:50and the three story threads are the virus, who created it, why they created it
07:56and if there's an antidote
07:58one about the factions and their genesis and how you push them back
08:03and the third is about putting infrastructure back online
08:07but also about something else that I can't talk about too much
08:13so that was a quick look at Tom Clancy's The Division
08:15it's looking really good
08:16it's looking really snowy
08:17just like here
08:18so I'm going to go
08:20give us a thumbs up
08:21if you enjoyed this video
08:22subscribe for way more cool videos
08:23let us know in the comments
08:24how excited are you about this new game?
08:26I am so excited
08:27I can't wait to play more
08:28but in the meantime
08:29while I'm waiting for that
08:29I'm going to go make some snow angels
08:31so see you later
08:32if you'll be finished
08:35you
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