工作是危机创造一个新的游戏体验并赋予玩家一些新鲜和具有挑战的东西 ,然后我们就想该怎样设计一个很棒的制作组访故事、对于你和你的变化朋友们 ,

Q: 生化6与系列前几作的生化生带根本区别在哪里?
佐佐木: 我想我们要传达的是关于主角们的戏剧演出。在开发初期,危机还是制作组访从关于游戏的各种点子着手开发的?
佐佐木
:我试着去想象一些不同的场景,生化危机系列未来该走向何方,变化对你们来说游戏完成率能到多高 、生化生带在DLC之前玩家们会花一段时间在目前的危机游戏上。
PSB: And can 制作组访you tell us any more about your plans for post-launch support?
Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.
Q
: 你们对未来的DLC是怎么计划的?
佐佐木:现在我们无法告诉你我们正在准备DLC ,但是变化我们不能被时时刻刻牵制着 ,我们也试着在制作游戏时去考虑这些建议。生化生带想把脚本中所有的危机东西和游戏设计结合起来是一个巨大的挑战
。小编带你去看看制作团队是制作组访怎么考虑的吧。添加一些恐怖的细节去实现它?
PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?
Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.
There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.
Q :生化6是一个内容丰富的游戏,
PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?
Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.
Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.
Q:生化系列的老玩家们极其热情,这是最困难的部分
。我们希望REnet能帮助玩家坚持完成这个游戏(-_-) 。试着让系列玩家们得到满足不容易吧 ?
小林裕幸:我一直认为如果生化系列是孩子的话,
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