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00:00Peggy 12
00:15Humankind is all about your journey through history, the mark you leave on it, and the civilization you build along
00:21the way.
00:22In Humankind we created a single unified victory condition called fame.
00:27And fame is basically going to reward you for every great deed that you accomplish, every discovery that you make,
00:33every wonder that you build,
00:34all these ways that you can leave your mark on history.
00:38This is about really the journey through history and not the destination.
00:44What do you want to do in the future?
00:48So, another way for the players to get the renown is to get what we call the Erastars.
00:55These Erastars are divided into large categories that reflect the different styles of games.
01:01We have an Erastar that will be related to the growth of the population,
01:05another that will be related to the war, to killing the units,
01:07another allocation of money, and so on.
01:11And these Erastars, in addition to giving the renown,
01:14will allow players to progress from one era to another.
01:18The game is, of course, composed of six big eras,
01:21from the Bronze Age to the Modern Age, around this model of Erastars.
01:26We wanted each of the cultures within humankind to feel authentic,
01:31to fit, to really fit within the era where they're present.
01:34And that's why when players transition from one era to the next,
01:37we give them a choice between ten cultures for this next era.
01:41And they choose one of these cultures to build upon,
01:44to combine with all the previous cultures they've chosen throughout the game.
01:48So, obviously, we don't want to force players to abandon a culture
01:52that they're particularly enjoying playing.
01:54So, on top of transitioning from one culture to another,
01:57you can also transcend with your current culture.
02:00Obviously, this means foregoing, adding a new bonus,
02:03adding a new culture into the mix.
02:05But what it does mean is that you'll gain additional fame
02:08from sticking with your original culture.
02:11On the concept of culture, we worked a lot with historians
02:15to be sure of our sources and our references.
02:18And the idea was to reflect the reality,
02:21the historical reality of these cultures through the game play.
02:24For this, we defined, from one hand,
02:28a speciality that reflects the mood, the atmosphere of the culture,
02:33and the content that will illustrate the unity of this culture.
02:37So, on a, d'un côté, une unité emblématique
02:39qui va, en termes de gameplay, remplacer les unités communes
02:43en apportant un twist mécanique
02:44et amener une richesse tactique
02:46puisqu'elle va permettre d'appréhender la bataille
02:48avec une habilité que les autres n'auront pas.
02:50Et, en complément de ça, on va voir ce qu'on appelle
02:52des quartiers emblématiques
02:53qui, eux, sont des quartiers que seule cette culture
02:56peut construire sur la map, sur la carte.
03:00Et ils vont apporter un effet, un pouvoir unique
03:03dont le joueur bénéficiera jusqu'à la fin de sa partie.
03:07Même s'il change de culture,
03:09son quartier emblématique va perdurer
03:11et continuer à la transmettre.
03:14Avec chaque nouvelle culture,
03:15il y a un trait de legacy,
03:17un bonus de gameplay
03:18qui est unique à cette culture
03:19et qui vous gardez dans l'ensemble
03:23de la route,
03:24regardless des nouvelles cultures
03:26que vous choisissez dans le gameplay.
03:28C'est à dire que vous voulez
03:30mettre votre marque sur la humaine.
03:47Sous-titrage Société Radio-Canada
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