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  • 22 ore fa
Primo videodiario per Tom Clancy's Ghost Recon Online.
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00:00Peggy 16
00:08So for me, Ghost Recon Online is really about trying to capture
00:12what it feels like to be a Special Forces guy.
00:24For Ghost Recon Online, we set out from the get-go to create a game
00:28that focuses on team play, and when I say focuses on team play,
00:32we as designers focus on making team play easy.
00:35So the goal we have in Ghost Recon Online
00:37is that it's easier and more beneficial to play as a team
00:41than it is to play as a lone wolf.
00:44And I think what we've achieved in Ghost Recon Online
00:47that is a bit different from everyone else
00:49is this whole idea of accessible team play.
00:52It's the feeling of playing in a team,
00:54the feeling you have when you're coordinating with your teammates
00:57and you achieve something,
00:59but without actually having to go through the paces
01:01of quitting your job or skipping school,
01:04to be practicing with clanmates 24 hours a day,
01:07be coordinating and drawing maps on the board
01:10of how are you going to approach a map.
01:11How do you...
01:13The question we ask ourselves is,
01:14how do we bring that feeling from people
01:16who played in really hardcore clans
01:18and make that accessible to anyone,
01:20whether they're jumping in for an hour
01:21or whether they're jumping in for the whole day?
01:26Each character class has two different abilities
01:28that they can switch between during the game.
01:32Each of these abilities has key strategic and tactical differences
01:35in how they can be applied.
01:37Some are more offensive, some are more defensive.
01:40By using these abilities,
01:41players can affect the outcome of the match
01:43at critical moments and help their teammates.
01:45Oftentimes, for example, the assault character,
01:49one of his abilities is the blitz shield.
01:50He pulls the shield out, he runs, his exoskeleton powers up,
01:54and he runs very quickly with a great deal of force
01:56through enemy combatants,
01:58knocking them to the ground and temporarily disabling them.
02:01We've already seen in our closed beta
02:03that other players will fall in line behind that blitzing player
02:06and clean up the bowling pins he's knocked down.
02:10Now, this is just one example,
02:12but it's how we try to craft our abilities
02:14and our key gameplay elements
02:15to encourage and make it easy for people to work together.
02:20Now, we've always had this idea in our head
02:22that we wanted to bring Ghost Recon back to its roots,
02:25which were originally on the PC platform,
02:27where even today,
02:28there's fan sites and forums
02:30of people who are still playing the original game.
02:33And with a free-to-play game,
02:34we really like the idea of being able to break down that barrier,
02:38where if I'm enjoying myself,
02:40an hour later,
02:41one of my friends can come join me
02:42with the same kind of easy entry flow that I had.
02:46that makes free-to-play games very social by nature
02:50and really removes a lot of the stress
02:52of where do I spend my hard-earned money,
02:55where do I break open the piggy bank.
03:00You know, I've been making games for years
03:02for different platforms,
03:04and I, myself, at my heart,
03:07I am a PC gamer,
03:08you know, playing Descent and Quake in the old days.
03:12For me, there's not a whole lot of things
03:14that need to be different between a console and a PC,
03:16but by approaching the development from a PC side,
03:20I really focus on responsiveness in the controls.
03:23So, while a lot of people think of third-person shooters
03:26as clunky, but they look good,
03:29they sell this thing,
03:30we actually have a really good-looking third-person shooter
03:32that is really fluid and responsive to your emotions.
03:37So, it actually plays a lot like a first-person shooter.
03:44Any PC gamer out there would tell you,
03:47the map is what makes that experience, right?
03:49And for me, as a game designer,
03:51and also as a level designer,
03:52it is half of my gameplay.
03:55So, we're not trying to create, you know,
03:5710 different game modes for one map.
03:59Right now, we're focused on one map, one game mode,
04:02one flow that really, really is good and supports that.
04:05And I think that's a pretty big differentiator for us
04:08from lots of other games out there.
04:09They'll tout 22 different game modes,
04:12and they'll have six maps,
04:13and none of them necessarily play well.
04:15So, by us focusing on our map design with one game mode,
04:18it actually allows us to achieve the best possible flow
04:21and kind of team play that we can with that map design.
04:26From the quality of the controls,
04:29the quality of the assets,
04:31your characters in Ghost Recon Online,
04:34we want to build that high-quality experience,
04:37an experience that doesn't feel like a free-to-play game,
04:41that just feels like a game.
04:42because right now, in this day and age,
04:44that's what matters.
04:45The access to a game that's fun, that you enjoy.
04:50Labels aside, that's what we're here to do,
04:52is create a game.
04:54Quality, engaging, fun experience
04:56you want to come back to.
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