查看: 2644|回复: 6
打印 上一主题 下一主题

完整翻译FIFA 2010 world cup

[复制链接]
跳转到指定楼层
1#
发表于 2010-1-29 12:38 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
With the 2010 World Cup in South Africa just a few months from now, an official World Cup game from EA Sports was a virtual certainty. After all, the publisher behind the tremendously popular FIFA series has produced the last three licensed World Cup games, beginning with World Cup 98 on the original PlayStation, the first WC game produced by the company after obtaining the license in 1997. For the upcoming FIFA World Cup 2010, EA is throwing a good deal of its development muscle behind the online features; the game will feature an online World Cup that will let you play as any of the 199 nations that participate in the FIFA, taking on other players around the world to claim sports' most prestigious prize.

We recently had a chance to speak with FIFA World Cup 2010's line producer Simon Humber to learn more about the game's features ahead of its April 27 release, as well as the process of putting together a World Cup game while at the same time continuing to work on the next entry in the long-standing FIFA series.

随着2010年世界杯在南非,从现在只需数月,世界杯足球赛的正式从EA体育游戏是一个虚拟的确定性。毕竟,背后的非常流行的FIFA系列的出版商,已经达到了过去三年授权世界杯比赛开始,世界杯98原来的游戏机,游戏的第一厕所由该公司生产的在1997年后,取得许可证。对于即将到来的2010年世界杯,EA是投掷了其背后的在线功能,发展肌肉的良好交易;该游戏将采用在线世界杯,让您作为199的任何一个国家发挥这种参加国际足联,注意到世界各地的其他玩家要求体育'最有声望的奖项。

我们最近有机会发言,2010年世界杯的制片西蒙亨伯,了解游戏的功能更超前了4月27日发布,以及组建一个世界杯比赛的进程,同时继续在工作关于长期FIFA系列的下一个条目。


GameSpot: In World Cup years, you have two soccer games released in the same year from EA Sports. How do you decide which features will be in the World Cup games and which will be reserved for FIFA?
Simon Humber: Well, some features are uniquely suitable for World Cup, and others would be common to any of our football titles. Essentially my team looks at the preceding FIFA, works out what needs to be enhanced, and then looks at the World Cup and what that means to people and creates a set of features that give a World Cup experience to people who can't get to South Africa. "Everyone can play in the 2010 FIFA World Cup" is the mantra we work to.
It's not as if [FIFA lead producer David] Rutter and myself end up wrestling on the floor of his office to decide what features go into each game! We have long-term plans we revise each year and work through the prioritized feature ideas getting as many as we can into each game we release. The World Cup is a spectacular event, and we wanted to capture the excitement and the atmosphere, so the first thing you'll notice about the game is how good it looks. It looks really good. In a way, we're lucky in that we get to tell a story and we know it's all building to the climactic ending in Soccer City on July 11. Since we know the ending and there is just one ending, we can put together a bunch of great visual features to support the run to the final. Take a look at the images, and you'll see things such as:

A gorgeous new pitch: Our pitch simply wasn't good enough, so we've made it look superb.
Lighting of the players and environment: Clever changes to the lighting makes everything look more realistic.
Camera flashes: You'll see all the fans in the crowd using their cameras.
Seat cards: Fans hold up cards to form national flags and emblems in a show of patriotism.
Fans: Close-up shots on supporters cheering on their team or despairing in anguish.
Confetti rains down from the sky in the team colors and stays on the pitch all game.
Streamers create a carnival atmosphere as they glide to the ground.
Populated benches: Characters sit on the benches rather than being empty.
Broadcast graphics: The same captions you've seen in FIFA tournament broadcasts.
Close-up celebration camera: To really feel the goal-scoring moment, the camera zooms in close to the player as he responds to your celebration commands.
New players and managers: More content for star heads and many of the team managers.[England national team manager Fabio] Capello looks brilliant, and [notoriously tall English footballer] Peter Crouch no longer looks like a naughty elf.

GS: What's the main aim for FIFA World Cup 2010 in terms of gameplay and AI improvements? Are there any control changes we need to know about?
SH: The game is not just about visuals, though. The gameplay has over 100 enhancements--some major, others subtle--so players will notice a difference in how World Cup plays compared to FIFA. So here are just a few of the improvements you'll get in World Cup. We'll talk about other aspects of gameplay closer to release.
Responsiveness:
New chest traps that allow you to chest the ball in the direction you want to go rather than having to take midair touches after a chest to change direction.
The ability to let a ball drop over your shoulder and move off in the direction of ball travel. Great for preserving momentum with lofted through balls.
Improved the problem of trapping the ball too far and being "stunned," then taking too long to go and dribble the ball.
Defensively players will now clear an aerial ball rather than do a chest trap first when you are asking for a clearance.
Goalkeeper:
Improved the "narrowing down the angle" logic so the keeper doesn't come out so soon and so far, making him vulnerable to the chip shot.
Ability to change his save direction if there is a deflection.
Added variety to punching, which results in punches sometimes not clearing the ball out of danger.
CPU Teams:
Added more skill moves for the CPU to use depending on a player's flair attribute or trait.
Better understanding of game context and situation, resulting in more intelligent changes of tactics/mentality.
Manager now looks at who he has as subs and will attempt to give star players on the bench some playing time (i.e. Fabregas for Spain; Pato for Brazil). Previously he would rely solely on match rating and fatigue, leading to unrealistic substitutions or the same one over and over again.
Positioning:
Teammates will now take more factors into account when looking into space inside the box when they are making a run for a cross to be delivered. I can verify how exciting this is having seen the way that Emile Heskey bulldozed his way onto the end of a cross in Andorra the other day.
Improved marking for when the CB pushes up to the ball possessor when he shouldn't, leaving the team vulnerable to an easy through ball and 1-on-1 with the GK.
Shooting:
Improved the realism of where players strike the ball to give more off-center strikes leading to more swerve and variety in ball trajectory.
Changed the chip shot to make it more challenging and also to improve the feel of it--more backspin, better trajectory.
Passing:
Added personality to crosses to allow better players to put in more driven crosses into the box.
Added chest and shoulder passes.
Lowered the amount of power you can get on backwards crosses and backwards lofted through balls, forcing you to roughly have to face the way you want to pass it to for these types of kicks to succeed.
Set Pieces:
Ability to trigger a teammate run on a quick free kick.
Lowered the likelihood of the CPU scoring from FKs--they were too good.

There are also brand-new features for gameplay. I am allowed to mention that each team will play differently at home or away if under CPU control. For example, Northern Ireland are great at Windsor Park, so they are way harder to beat there than they are on their travels. That makes qualifying for the World Cup Finals feel much more realistic, as you can beat the smaller nations at home quite easily, but away from home you may have an unexpected battle on your hands, and they are the games that define who qualifiesGameSpot:在世界杯年,你有两个足球在同一年释放,EA体育游戏。你如何决定哪些功能将在世界杯比赛,并将于国际足联保留?

西蒙亨伯:嗯,有些功能是独一无二的世界杯合适的,和其他人将共同对我们的足球的任何图书。从本质看我的车队前国际足联,什么工作需要加强,然后在世界杯看的意思是指人,并创建一套功能是能够给世界杯经验的人谁也去不了南非。 “每个人都可以在2010年世界杯足球赛”是我们的工作口号。

这不是好像[国际足联导致制片人]路达和我最终在他办公室的地板摔跤决定哪些功能将每场比赛去!我们有长远的计划,我们每年修订,并通过优先功能,越来越多的思想工作,我们可以把每场比赛我们释放。世界杯是一个引人注目的事件,我们要抓的兴奋和气氛,所以,首先你会注意到有关游戏看起来多么好。它看起来非常好。从某种意义上说,我们很幸运,因为我们可以讲一个故事,我们知道这一切的高潮,在足球城7月11日为止的建设。因为我们知道结局,这只有一个结束,我们可以在一起的一群伟大的视觉特征,以支持运行到最后。看一看图像看,你会看到这样的事情:


一个美丽的新球场:我们的摊位根本不够好,所以我们已经取得了卓越的看待。
照明的球员和环境:聪明的灯光变化使得一切看起来更真实。
照相机闪光灯:你会看到在人群中使用他们的相机所有的球迷。
座位卡:球迷举起卡的形式表现的爱国主义国旗和国徽。
球迷:特写关于他们的团队或痛苦绝望的欢呼的支持者杆。
皂片降雨后,在团队的色彩和停留在球场上所有的游戏天空。
横幅营造狂欢的气氛,因为他们滑翔到地面。
填充长椅:字符坐在长凳上,而不是空的。
广播图形:您在世界杯比赛转播看到的相同的标题。
特写:行动庆祝相机真正感受到射门的时刻,在靠近球员镜头缩放,他回应您的庆祝命令。
新的球员和经理:更多内容的明星校长及团队的管理者很多。[英格兰国家队主教练卡佩罗]卡佩罗期待辉煌,和[臭名昭著的高英足球]克劳奇不再看起来像一个顽皮的小精灵。


65:在游戏和AI的改进方面有何为FIFA世界杯2010年的主要目标是什么?是否有控制权的改变,我们需要知道的?

上海:游戏不只是视觉效果,但。该游戏有100多个改进 - 一些主要的,其他微妙 - 这样的球员会发现在的差异,如何世界杯次相比,国际足联。因此,这里只是一小部分您将得到改善,在世界杯足球赛。我们将谈论游戏的其他方面更接近释放。

响应速度:

新的胸部陷阱,让您在胸部你想去的方向去,而不是采取空中后,胸部涉及改变方向的球。
让用户能够比你的肩膀下降,移动球在球行进的方向了。为维护大球放样通过势头。
改进的问题诱捕球太远,被“震惊”,然后太长去运球。
防守球员现在已经很清楚了空中球,而不是做胸部陷阱时,你是第一次为一关要求。

守门员:

改进了“缩小角”的逻辑,因此门将不出来这么快,到目前为止,这使他容易切杆。
能力改变自己的拯救方向如果有偏差。
新增各种冲压,这拳打结果有时不清除危险的球了。

CPU的球队:

新增更多的技巧动作的CPU使用这取决于球员的天赋属性或特征。
更好地了解游戏的背景和情况,在战术更智能化的变化所/心态。
经理现在看来,他在谁的潜艇已经并将试图给明星球员在板凳上一些播放时间(即西班牙的法布雷加斯,帕托为巴西)。在此之前,他将单靠比赛评级和疲劳,导致不切实际的替代或同一人一遍又一遍。

定位:

队友们现在考虑更多的因素在里面寻找进入太空时,他们正在为一个跨运行中交付。我可以证实,这是多么激动人心在看到认为赫斯基推土机走上安道尔交叉日前结束自己的方式。
改进的文件时,推到球的拥有,他不应该庆祝,离开了队伍,容易容易通过球和1对与竞1。

射击:

改进了现实主义的玩家击球给予更多的偏离中心的罢工导致更多的转,球的轨迹,在多种。
改变了切杆,使其更具挑战性,并提高它的感觉 - 更多的下旋,更好的轨迹。

传递:

新增个性的十字架,以便更好的球员把更多的驱动它进入了框。
新增胸部和肩部通行证。
降低电力您就可以向后倒退,通过杂交和球放样金额,迫使你不得不面对大致您想要的方式传递给踢了这些类型的成功。

套装件:

触发能力快速任意球运行的队友。
降低了CPU的可能性从FKs得分 - 他们是太好了。


还有全新的游戏新功能。我可以指出,每个小组将发挥不同的,如果在家里或在CPU控制了。例如,北爱尔兰都在温莎大公园,所以他们很难击败的方法比他们有他们的旅行的。这使得预选赛世界杯决赛感到更加现实,因为你可以主场击败小国很容易,但远离家乡你可能对你的手意外的战斗,他们是谁的游戏资格界定

GS: How much of World Cup's on-the-pitch gameplay serves as a "proof of concept" for gameplay ideas in future FIFA installments? Is there anything new in World Cup 2010 that fans will see refined or improved in FIFA 11?

SH: The fundamentals of gameplay are ever improving and evolving, so every improvement in that area for World Cup will be refined and honed even more for FIFA. The game will get better and better with each iteration, and World Cup marks the finest football game EA have ever produced. There's the occasional feature where we would consider taking a real chance outside of FIFA. If you look back at UEFA Euro 2008, I really wanted to try out user-controlled celebrations. There were some skeptics, but we pushed ahead, and now it's a core feature of gameplay which you can use or ignore.

There are new things for World Cup which should end up in FIFA. But right now they are unannounced, so you'll have to be patient on that info.

GS: How is the development team organized for the World Cup games? Is it a completely separate team, or do certain folks work on both games?

SH: The gameplay team make all of our gameplay, regardless of whether it's FIFA 10, 2010 FIFA World Cup, or future football games. So as soon as FIFA 10 was over we sat down and worked out how we could improve what we had. It was very amusing to read so many reviews wondering how we could improve on FIFA 10, as the hardcore players know there is always room to improve and we are totally dedicated to making our games better and better and better. While there is one gameplay team who continually refine and improve the experience on the pitch be that for FIFA 10 or World Cup, everything else is a separate and devoted team on World Cup. We're all located in the same space as the FIFA team, and so there's much sharing of ideas and knowledge.

The World Cup is such a massive and important event, and this is the biggest World Cup game we have ever produced. It features every team in the world who took part. It is by far the best-looking and sounding game we have ever made and features many new innovate modes particularly in the online space. To be able to bring all that takes a massive effort and a completely separate team of about the same size as FIFA's but with a different creative outlook since you all want a new game, not a FIFA 10 clone.

GS: In previous years, the FIFA team has made no bones about wanting to bring the World Cup online. How does this game's online tournament mode fulfill that ambition?

SH: I am happy to say we have achieved that completely. For the first time ever, we have managed to get the entire finals tournament online so that when you play online you will always be matched up against another human player regardless of the time of day or night. You'll choose your team and then play the three group matches, attempting to finish in the top two before heading into the knockout phase where you're four wins away from lifting the FIFA World Cup Trophy amidst a cacophony of confetti cannons and fireworks on a cool Johannesburg night. Without a doubt it's the most exciting online mode we've put together and the perfect way to build up to a match on TV or carry on the experience after a broadcast.

I expect this experience to really speak to our core gamers, and I get sweaty palms every time I test the mode and feel the pressure of tournament football for myself.

GS: From a player's point of view, how will players compete in the World Cup online? How will tournaments be organized? Will player skill be taken into consideration when deciding seeding?

SH: We have made it as simple as possible. Essentially the online tournament will feel exactly like the offline tournament with the obvious difference that you are pitting your skills against real-world players rather than the CPU. The player will simply pick their team, according to the size of the challenge they want, and enter into the competition. They are then matched up against players in the same round of the competition and progress as they would normally through the group stage and knockout rounds. Wherever possible, we adhere to the rules of the competition, so in the group stage you wouldn't be matched up against players who have the same team as you, and in the knockout stages you wouldn't meet any opponent from the group stage until the appropriate round. These are the rules of the real competition, and they have been factored into the mode. The only caveat to that is if the only other player available online has one of those teams. We are all avid online gamers, and the most frustrating thing about playing online can be waiting to find an opponent, so as a last resort you could get matched with the same team, but in reality this is very unlikely.

Player skill is not factored into matchmaking; instead, we use the Battle of the Nations to encourage better gamers to choose weaker teams so they earn more points for their nation on the leaderboard. So what you will see is a much more varied use of teams than normal ranked gameplay. Playing as a smaller team will earn you more points, so don't be surprised to see the likes of Tahiti or Andorra featured. This creates a much more interesting online experience than the usual battle of five-star teams and worked out well on EURO.

GS: Beyond competing for the World Cup, what other online features will be in the game? Will you be able to play on the same team with other players online, for example?

SH: I'll have to take the fifth on this question at the moment. There will be other online announcements at a later date though, and they are exciting.

GS: An odd question, but with regard to the Battle of the Nations feature, how do you balance the feature to make up for large population variances (and thus the installed base of players) between different countries? Do relatively small countries like Honduras or Switzerland have even a hope of victory here?

SH: Not an odd question at all. It's one at the front of our minds since in the past there have been some poorly implemented attempts to have rankings for groups.

We have online usage data that gives us a pretty good idea of how many players will be from each country. We'll use that as the starting point to create a level playing field. Then after the game has been out a week we intend to look at the actual usage figures and make any adjustments needed. The intention is that it comes down to gamer skill rather than big or small populations being favored.

65:多少世界杯赛上的间距游戏作为一个“概念证明国际足联在今后分期游戏的想法”?在有什么新的2010年世界杯的球迷们将会看到改进或在国际足联11改善呢?

上海:对游戏的基本面不断改善和发展,因此,对于每一个地区改善世界杯将改进和磨练国际足联甚至更多。这场比赛将变得更好,并在每次迭代更好,标志着世界杯足球比赛最优秀的鄂过生产。有偶尔的功能,我们会考虑足球以外的一个真正的机会。如果你看一下2008年欧洲足球锦标赛回来,我真的很想尝试用户控制的庆祝活动。有一些怀疑,但我们推进了,现在它是一个游戏,您可以使用核心功能或忽略。

还有世界杯新事物,在国际足联应该结束了。但它们现在还没有公布,所以你必须对病人的信息。

65:如何开发团队是为举办世界杯比赛?它是一个完全独立的团队,或做一些乡亲的两场比赛吗?

上海:在游戏队伍,使我们的所有游戏,无论是国际足联10日2010年世界杯足球赛,或未来的足球比赛。因此,只要超过10国际足联我们坐下,并制定了我们如何改进我们所。这是非常有趣读这么多的评论,我们想知道如何能够改进的国际足联10铁杆球员知道总是有改进的余地,我们完全致力于使我们的游戏好和更好。虽然有一个游戏团队谁不断完善和提高在球场上的经验是,国际足联10世界杯,一切是对世界杯的独立和专门的团队。我们都坐落在球队的国际足联同样的空间,所以有很多的思想和知识共享。

世界杯是这样一个庞大而重要的事件,这是最大的世界杯比赛,我们曾经生产。它具有世界上任何一个谁参加团队。这是迄今最漂亮和探空比赛我们曾经作出了许多新的功能创新,特别是在网络空间模式。为了能够让所有占用大量的努力和大约同样大小的完全独立的球队国际足联的,但有不同创意的前景,因为你都希望有一个新的游戏,而不是国际足联10克隆。

65:在过去几年,国际足联作出了对球队想要在世界杯带来网上没有骨头。请问这个游戏的在线锦标赛模式实现的野心吗?

上海:我很高兴地说,我们做到了这一点完全。对于第一次,我们必须设法让整个决赛赛事网上,这样当你玩在线你将永远是另一个人相匹配的球员了无论白天或晚上的时间。你会选择你的团队,然后打3场小组赛,企图在之前结束前两名进入淘汰赛阶段标题您在哪里4胜远离解除FIFA世界杯奖杯一片五彩炮和爆竹声的约翰内斯堡夜晚凉爽。毫无疑问,这是最令人激动的联机模式中,我们已经把一起的最佳方式,建立一个符合或在电视上播出后进行的经验。

我希望这次的经验,认真讨论我们的核心玩家,我也得到我每次测试的方式和我自己感到了足球比赛的压力手心出汗。

从球员的角度来看65:如何将球员参加世界杯的网上?比赛将如何组织?将播放器技术加以考虑在决定播种?

上海:我们已尽可能简单了。基本上网上比赛将完全一样的感觉与明显的差异,你是对立的CPU,而不是对真实世界的玩家离线的技能比赛。该播放器将只挑选他们的队伍,根据他们想要挑战的规模,并进入了竞争。然后它们匹配在对球员的竞争和进步,因为他们通常通过小组赛和淘汰赛同一轮。只要有可能,我们坚持比赛的规则,因此在小组赛阶段你就不会进行匹配的球员谁和你有同一个团队,和在淘汰赛阶段您将无法达到的任何阶段的小组对手直到找到适当轮。这些都是真正的竞争规则,并已进入模式因素。唯一需要注意的是,如果只有一个球员在网上拥有这些球队之一。我们都热衷于网上游戏,及关于玩网上最令人沮丧的事可以等待找到一个对手,所以作为最后手段,你可以得到相同的团队配合,但实际上这是非常不可能的。

玩家技能不计入配对,而是我们使用的战役,以鼓励联合国更好地玩家选择较弱的小组,以便他们赚取他们在领先的国家更多的积分。所以你将会看到的是比正常球队排名游戏更多样化的使用。作为一个较小的球队将赢得您播放更多的积分,所以不要惊讶地看到安道尔喜欢塔希提或功能。这将创建一个比通常的战斗五支球队,并制定了关于欧洲以及更有趣的在线体验。

65:超越争夺世界杯,还有什么其他的在线功能将在游戏?你能够发挥与网络上的其他球员同一支球队,例如?

上海:我不得不就这一问题在目前的五分之一。将在晚些时候公布,但其他线上,他们是令人兴奋的。

65:一个奇怪的问题,而是关于联合国战役的功能,你如何平衡功能,以弥补了人口众多的差异(因此安装基础的球员在不同的国家)?你喜欢洪都拉斯或瑞士相对较小的国家更是胜利的希望在这里?

上海:不奇怪的质询。它在我们心中面前,因为在过去也出现了一些执行不力试图在团体排名。

我们在网上使用的数据为我们提供了相当不错的主意,有多少球员将每个国家。我们将用其作为出发点,以创造一个公平竞争的环境。然后在比赛结束后已经一个星期了,我们打算看看实际使用数字并作出必要的调整。我们的目的是,它涉及到玩家的技能,而不是大或小的人口被青睐。


GS: We understand that this year's game will include altitude effects in certain stadiums. How will this affect gameplay?

SH: Altitude will affect gameplay realistically but subtly. We saw the effect altitude can have during the qualifiers when Argentina got thrashed away against Bolivia 6 to 1. Undoubtedly Argentina are the stronger side, but on the night they just couldn't handle the altitude. If you have ever been at high altitude you know that it can really sap your stamina, and you'll see that effect in game.

Likewise, the ball physics will be subtly different; the ball will fly a bit faster and straighter since there is less air resistance. You're not going to be able to hit 50-yard screamers into the top corner, but shots will be harder but also a bit more difficult to keep low.

It's not going to create unrealistic gameplay and might not be picked up on by some people. But the gameplay engine is quite mature now, and we can start to play with this type of thing to go a bit deeper on the experience.

GS: OK, wrapping up, let's have a World Cup prediction or two. Who is your dark horse to make a deep World Cup run, and who do you think wins it all?

SH: I'm going to steer away from England so I don't jinx them, and regardless, we don't have a good enough keeper. Assuming we don't win, I'd like Spain to win since they have been playing amazing football for the last two years. My dark horse would be one of the African teams. I suspect that on their continent one of them will make a run to the semifinal.

GS: Thanks for your time, Simon.
65:我们知道,今年的比赛将在某些体育场馆,包括高度的影响。这将如何影响游戏?

上海:海拔高度,切实将影响游戏,但巧妙地。我们看到了高度的影响可以在预选赛中,阿根廷获得玻利维亚大胜客场6比1。毫无疑问,阿根廷队是强大的球队,但在当晚,他们无法处理的高度。如果你曾经在高空你知道,它可以真正侵蚀你的体力,你会看到游戏的效果。

同样,球物理学会微妙的不同,球将飞更快一点,更直,因为有较少的空气阻力。你不能够将球击入了死角50码的尖叫,但球会更艰难,而且有点难以保持低。

它不会产生不切实际的游戏,未必拾起了一些人。但是,游戏引擎是相当成熟了,我们就可以开始玩这种类型的事情去一点更深的经验。

65:行,结束了,让我们来世界杯预测或2。谁是你的一匹黑马,使深世界杯运行,你认为谁赢得这一切?

上海:我要脱离过往英国,所以我不厄运他们,不管,我们没有足够好的门将。假设我们不能赢,我想赢得西班牙,因为他们已经踢了过去两年惊人的足球。我的黑马将是非洲球队之一。我怀疑他们在大陆的人会作出运行的半决赛。

65:感谢您的时间,西蒙。
2#
发表于 2010-1-29 12:59 | 只看该作者
:bz56:智能翻译
3#
发表于 2010-1-29 13:01 | 只看该作者
:bz49:
4#
发表于 2010-1-29 14:11 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
5#
发表于 2010-1-29 15:02 | 只看该作者
:bz6:远离暴力翻译!
6#
发表于 2010-1-30 16:42 | 只看该作者
:bz58: 这翻译软件害人啊
7#
发表于 2010-1-30 16:45 | 只看该作者
看完英文本来差不多懂了
看完中文我又混乱了。。。。
您需要登录后才可以回帖 登录 | 注册

本版积分规则

快速回复 返回顶部 返回列表