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[转帖] K社现场访谈

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1#
发表于 2014-7-31 09:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 亻桀其斤 于 2014-8-1 09:38 编辑

Read the two interviews below:
Multiplayer: Can you talk about the new focus on gameplay, and your motto of 'The Pitch Is Ours'?
Adam Bhatti: Our goal for PES 2015 is to get back to basis. We want to evoke that feeling, we which we lost last year, and that's what we're focusing on. We also asked our fans and we wanted to listen to them, so we are back at a crucial moment for PES.
PES 6, which I and many others still consider as one of the best football games of all-time, we wanted to capture that feeling again - a feeling which comes from the gameplay. So we closed our offices for days to think about what would make it [PES 2015) so special.
At the end, we hit three fundamental points: shooting and goalkeepers to start with, and then we wanted every goal to be different, possibly through different animations and other visual elements. Then we wanted the game to be responsive which you could play instinctively, without delays in controls. And lastly, the 1 vs 1 dribbling. We identified these key elements and decided to rebuild the game by starting with them.

Multiplayer: Can you also talk about user feedback which has influenced the development of the new PES?
Adam Bhatti: The feedback of the fans is very important to us. The response for PES 2014 was very different from what we had for PES 2013. Clearly, we were concerned that we were moving in a different direction from what the fans wanted, perhaps a little too different from what PES famous.
So for us, it's easy to listen to feedback because the players continually tell us what they think of our games, in good times and bad. But last year, it was more negative and we realised that we had to give them more attention and greater focus.
Sometimes we receive so much different feedback that we must decide based on what the majority of our players want. On the other hand, this year we have a new team in Windsor with its own ideas and plans, as well as the team in Japan who have previously worked on excellent football games.
In short, we must put all our knowledge to good use and make sure to listen to the opinions of our fans. One important thing in this sense is the launch of the game, because last year the fans thought we worked in a hurry. We don't want to give this feeling again, even if the game's ready in time for September or early as next month [August].
In the end, the game will be ready at the right moment. There is no need to worry about what will, or will not, be in the game. When it's ready, you can be assured that we will not have neglected anything.

Multiplayer: Can you explain, once and for all, the issues regarding the lack of several important licenses?
Adam Bhatti: For us, licenses are important. But at the moment, we are focusing on the gameplay. This does not mean that we do not want certain licenses.
The Premier League and Bundesliga, for example, are two important licenses which we do not have. If they were available, we would definitely consider them. We don't want our fans to think that these licenses do not interest us... they are very important.
But unfortunately, they are currently exclusive [to EA Sports]. We follow them [Premier League and Bundesliga licenses) constantly but usually we cannot take them. In short, I want the fans to understand that licenses interest us, but at the moment we are more focused on gameplay.



Klaus Ganer: My name is Klaus Ganer, I am Associate Director for Konami and I am part of the European team for PES 2015.

Multiplayer: What is your role in the European team for PES?
Klaus Ganer: I collect information on footballers and implement them into the game for all users.

Multiplayer: During the presentation, you said that the community will have a 'very active' role in the new PES? In what way?
Klaus Ganer: This year we are working with PES fans from all around the world to collect data - all of which will be integrated into the game. By working closely with the community, we will deliver an even better title.

Multiplayer: What does that mean in practice then?
Klaus Ganer: It means that we will update the players and teams every week, each time giving a game that's almost new.

Multiplayer: Can you confirm that the launch [of PES 2015] will come with all player transfers?
Klaus Ganer: All transfers will be updated every week.

Multiplayer: How do you usually synchronize with the Japanese team?
Klaus Ganer: One team is in Japan. But I personally have worked with the team who makes updates every week - we get together, we discuss and we decide the future of the game.

Multiplayer: How far is the detail, for example, if a player has a new haircut, the community communicates to you and then you implement it?
Klaus Ganer: We have several local editors who collect this type of data. We then integrate the changes into the game. We have created an online tool that allows our editors to gather information which will then be implemented each week.

Multiplayer: Will it also be possible to edit the stadiums, and then send the information using the same feature?
Klaus Ganer: We'll talk at Gamescom.

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2#
发表于 2014-7-31 11:52 | 只看该作者
多人游戏:你能谈谈游戏的新焦点,和你的座右铭是“节是我们的吗?

Adam Bhatti: Our goal for PES 2015 is to get back to basis. We want to evoke that feeling, we which we lost last year, and that's what we're focusing on. We also asked our fans and we wanted to listen to them, so we are back at a crucial moment for PES.

亚当:我们巴蒂PES 2015的目标是回到基础。我们要唤起的感觉,我们去年失去了它,这是我们重点。我们也向我们的球迷,我们想听他们的,所以我们在关键时刻为聚醚砜。

PES 6, which I and many others still consider as one of the best football games of all-time, we wanted to capture that feeling again - a feeling which comes from the gameplay. So we closed our offices for days to think about what would make it [PES 2015) so special.

PES 6,我和其他许多人还认为是有史以来最好的足球比赛,我们想捕捉的感觉再次感觉来自游戏。所以我们不天思考什么使它[ PES 2015处)如此特别。

At the end, we hit three fundamental points: shooting and goalkeepers to start with, and then we wanted every goal to be different, possibly through different animations and other visual elements. Then we wanted the game to be responsive which you could play instinctively, without delays in controls. And lastly, the 1 vs 1 dribbling. We identified these key elements and decided to rebuild the game by starting with them.

最后,我们打了三个基本点:射击和守门员开始,然后我们希望每一个目标都是不同的,可能是通过不同的动画和其他视觉元素。然后,我们希望游戏能够响应可以发挥本能的,无延迟控制。最后,1 vs 1运球。我们确定了这些关键因素,决定从他们重建游戏。

Multiplayer: Can you also talk about user feedback which has influenced the development of the new PES?

多人游戏:你能谈谈用户反馈产生新的PES的发展?

Adam Bhatti: The feedback of the fans is very important to us. The response for PES 2014 was very different from what we had for PES 2013. Clearly, we were concerned that we were moving in a different direction from what the fans wanted, perhaps a little too different from what PES famous.

亚当巴蒂:球迷们的反馈对我们很重要。PES 2014的反应是从什么我们有非常不同的PES 2013。显然,我们关注的是,我们正在从球迷想要的方向不同,也许一点也不同于PES著名。

So for us, it's easy to listen to feedback because the players continually tell us what they think of our games, in good times and bad. But last year, it was more negative and we realised that we had to give them more attention and greater focus.

所以对于我们来说,这是很容易听的反馈,因为球员们不断地告诉我们他们认为我们的游戏,在好的和坏的。但去年,这是消极的,我们意识到,我们必须给予他们更多的关注和更大的关注。

Sometimes we receive so much different feedback that we must decide based on what the majority of our players want. On the other hand, this year we have a new team in Windsor with its own ideas and plans, as well as the team in Japan who have previously worked on excellent football games.

有时我们会收到这么多不同的反馈,我们必须决定的基础上,我们的大多数球员想。另一方面,这一年我们在温莎与自己的想法和计划的一个新的团队,以及球队在日本曾致力于优秀的足球游戏。

In short, we must put all our knowledge to good use and make sure to listen to the opinions of our fans. One important thing in this sense is the launch of the game, because last year the fans thought we worked in a hurry. We don't want to give this feeling again, even if the game's ready in time for September or early as next month [August].

总之,我们必须把我们所有的知识很好的使用和确保听我们的球迷的意见。在这个意义上,重要的一点是游戏的推出,因为去年的球迷认为我们匆忙的工作。我们不想再让这种感觉,即使是在九月或八月在下个月[ ]次游戏的准备。

In the end, the game will be ready at the right moment. There is no need to worry about what will, or will not, be in the game. When it's ready, you can be assured that we will not have neglected anything.

最后,游戏将在正确的时刻做好准备。没有必要担心什么,或不,是在游戏中。准备好的时候,你可以放心,我们不会忽视任何东西。

Multiplayer: Can you explain, once and for all, the issues regarding the lack of several important licenses?

多人游戏:你能解释一下,毕竟,对于一些重要的许可证不足的问题?

Adam Bhatti: For us, licenses are important. But at the moment, we are focusing on the gameplay. This does not mean that we do not want certain licenses.

亚当:对我们来说,巴蒂许可证是重要的。但此时此刻,我们的重点是游戏。--------------------------------------------------------------------------------

The Premier League and Bundesliga, for example, are two important licenses which we do not have. If they were available, we would definitely consider them. We don't want our fans to think that these licenses do not interest us... they are very important.

克劳斯:我的名字是克劳斯杆儿杆儿,我对科乐美的副主任和我对PES 2015的欧洲团队的一部分。多人游戏:你在欧洲团队PES的作用是什么?多人游戏:你在欧洲团队PES的作用是什么?克劳斯:我干二收集信息的球员和实现他们的游戏中的所有用户。

But unfortunately, they are currently exclusive [to EA Sports]. We follow them [Premier League and Bundesliga licenses) constantly but usually we cannot take them. In short, I want the fans to understand that licenses interest us, but at the moment we are more focused on gameplay.

多人游戏:在演讲中,你说,社区将在新的PES的一个非常活跃的角色?多人游戏:在演讲中,你说,社区将在新的PES的一个非常活跃的角色?在哪一方面?

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

克劳斯干二:今年我们正在与PES粉丝从世界各地收集的数据都将被整合到游戏。

Klaus Ganer: My name is Klaus Ganer, I am Associate Director for Konami and I am part of the European team for PES 2015.

克劳斯干二:今年我们正在与PES粉丝从世界各地收集的数据都将被整合到游戏。

Multiplayer: What is your role in the European team for PES?

通过与社区密切合作,我们将提供一个更好的标题。

Klaus Ganer: I collect information on footballers and implement them into the game for all users.

多人游戏:在实践中,这意味着什么?

Multiplayer: During the presentation, you said that the community will have a 'very active' role in the new PES? In what way?

多人游戏:在实践中,这意味着什么?克劳斯干二:这意味着我们将更新的球员和球队的每一周,每一次给一个游戏几乎是新的。

Klaus Ganer: This year we are working with PES fans from all around the world to collect data - all of which will be integrated into the game. By working closely with the community, we will deliver an even better title.

多人游戏:你能确定的PES 2015 ]发射[会跟所有的球员转会?多人游戏:你能确定的PES 2015 ]发射[会跟所有的球员转会?

Multiplayer: What does that mean in practice then?

克劳斯:所有的转会将葛纳每周更新。

Klaus Ganer: It means that we will update the players and teams every week, each time giving a game that's almost new.

多人游戏:你通常怎样与日本队的同步?

Multiplayer: Can you confirm that the launch [of PES 2015] will come with all player transfers?

多人游戏:你通常怎样与日本队的同步?

Klaus Ganer: All transfers will be updated every week.

克劳斯:一个团队在日本杆儿。

Multiplayer: How do you usually synchronize with the Japanese team?

但我个人曾与球队进行更新每一周我们在一起,我们讨论,我们决定游戏的未来。

Klaus Ganer: One team is in Japan. But I personally have worked with the team who makes updates every week - we get together, we discuss and we decide the future of the game.

但我个人曾与球队进行更新每一周我们在一起,我们讨论,我们决定游戏的未来。多人游戏:例如细节,有多远,如果一个球员换了个新发型,社区传达给你,然后你实现它?

Multiplayer: How far is the detail, for example, if a player has a new haircut, the community communicates to you and then you implement it?

克劳斯:我们有几个地方干二编辑谁收集这类数据。

Klaus Ganer: We have several local editors who collect this type of data. We then integrate the changes into the game. We have created an online tool that allows our editors to gather information which will then be implemented each week.

克劳斯:我们有几个地方干二编辑谁收集这类数据。然后我们将变成游戏。我们已经创建了一个在线工具,可以让我们的编辑来收集信息,然后将实现每星期。

Multiplayer:

多人游戏:
3#
发表于 2014-7-31 13:02 | 只看该作者
没看出比2014进步多少
4#
 楼主| 发表于 2014-7-31 13:10 | 只看该作者
本帖最后由 亻桀其斤 于 2014-8-1 09:43 编辑

实时更新见
http://bbs.winning11cn.com/thread-1148513-1-1.html
5#
发表于 2014-8-3 16:01 | 只看该作者
2014还是有进步的 最多是操作上的不习惯很别扭就是了
6#
发表于 2014-8-3 17:26 | 只看该作者
还是很期待2015
7#
发表于 2014-8-3 17:50 | 只看该作者
楼上签名档屌爆。
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