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[酒館閒聊] 龍與地下城經典再現 《絕冬城》預計 2011 年第四季推出   [複製鏈接]

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發表於 2010-8-24 19:32:41 |只看該作者 |倒序瀏覽


本文轉自巴哈姆特: http://gnn.gamer.com.tw/0/46500.html



  電視遊戲開發商 Atari 和 曾經開發過《城市英雄》、《惡棍城市》和《星艦迷航記網路版 》的 Cryptic 工作室共同宣佈將推出線上版本的《絕冬城(Neverwinter)》。官方表示,《絕冬城》將是一款建構在龍與地下城(Dungeons & Dragons)第四版本規則下的多人合作角色扮演遊戲(Co-op RPG)。

  《絕冬城》曾經是一個繁華的城市,但在經歷了許多災難,以及前任領主不幸過世後,王國內部派係為了掌權爭鬥不斷,大多數的人民也因為咒疫(Spellplaque)的關係而死亡。


  Cryptis 的首席營運長 Jack Emmert 表示,製作這款歷史悠久的 D&D 經典遊戲將是他們的榮幸,同時也是一種挑戰。他並表示,製作團隊將會與巫師海岸(Wizards of the Coast,世界最大的冒險遊戲公司之一) 與R.A. Salvatore (紐約時報暢銷作家)密切合作。

  在《絕冬城》中,玩家將可以選擇 D&D 中的五個經典職業(戰士、法師、盜賊、遊俠、牧師),並與世界各地的玩家或電腦 AI 組成五人的隊伍共同探索地下城,同時玩家也可以利用遊戲中提供的系統:Forge,創造專屬的故事路線或是任務。

  PC 版本的《絕冬城》預計將會在 2011 年第四季推出,官方表示,R.A. Salvatore 今年 10 月 5 日推出的小說 Gauntlgrym 將會揭露部分《絕冬城》的故事內容、設定、怪物以及角色,另外《絕冬城》的形象官網也已上線,有興趣的玩家可前往一睹為快。

官網http://www.playneverwinter.com/



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heroiori  4版的時間設定是3板之後的100年…發生很多事的樣子!  發表於 2010-8-26 17:28:18
keppekinosha  據說是用4E的規則跑......話說那時候絕冬城已經變廢墟了吧?  發表於 2010-8-26 12:42:24
heroiori  什麼經典職業沒有聖騎士?!聖騎士咧?!XD(一名聖騎士狂熱者的怒吼!XD)  發表於 2010-8-25 22:48:22
Jeff  這是online吧  發表於 2010-8-24 23:48:14
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發表於 2010-8-24 19:48:24 |只看該作者
Neverwinter Exclusive Q&A - First Details on Cryptic's New Dungeons & Dragons Game

For some time, people have heard from a guy who heard from a guy who knows someone that Star Trek Online developer Cryptic Studios was maybe, possibly working on an online Dungeons & Dragons game that might be related to the PC Neverwinter Nights series, somehow. The rumors were only partially right. Kind of. Yes, Cryptic is working on a new fantasy-themed multiplayer game, and yes, it takes place in the Forgotten Realms campaign setting…but while it won't officially be a Neverwinter Nights 3 to follow the previous two games from BioWare and Obsidian, it also won't be a traditional massively multiplayer online game, either. The game will instead focus on cooperative play, requiring players to log into a server to start a session and encouraging players to tackle the adventure together. Neverwinter will give you the option to go solo if you prefer, but this will be a much harder way to play. The game will also feature editing tools that will let you create your own custom content and adventures, and it will offer an all-new story that ties into a new series of novels penned by author R.A. Salvatore. Considering that the game will offer a full storyline, cooperative online play, and a set of editing tools, it'd be fair to say that Neverwinter will be a far cry from Cryptic's usual projects…and that it will also be something of a spiritual successor to the previous Neverwinter Nights games. Cryptic's chief operating officer, Jack Emmert, explains.



                        

The creator of Champions Online and Star Trek Online explores its next new frontier: the Forgotten Realms.


GameSpot: Give us an overview of Neverwinter. What is the game and how will people play it? Will it be a full-on massively multiplayer online role-playing game, like City of Heroes or Champions Online?
Jack Emmert: I wouldn't say MMORPG at all--Neverwinter is a cooperative RPG. You can play with a bunch of friends and experience Neverwinter and D&D in a brand-new way. We're trying to create new sorts of games that we call "OMGs" (online multiplayer games).
In terms of Neverwinter itself, players will find it's a brand-new Forgotten Realms. Years and years have passed, and Neverwinter has fallen into ruins. A brave few are trying to eke out their lives and to rebuild the once great metropolis, but many threats stand in the way. And this is where the players come in…
GS: Since this is an official Dungeons & Dragons product, can you explain how the tabletop game's systems will come into play in the game? Will it use a modified version of D&D rules, or will it use rules from the most recent edition of the tabletop game (4th Edition), and if so, in what aspects of the game: combat, saving throws/difficulty classes…?
JE: We're working hand in hand with Wizards of the Coast to translate 4th Edition into our game.
As far as translating the mechanics, there are, of course, the time-honored D&D attributes (strength, dexterity, etc.). One of the best things about 4th Edition is that poor little charisma is useful (that's a shout-out to any old gamers like me). You'll also find D&D's character classes, at least the fundamental ones, in the game.
In terms of class abilities, we're using the same concept of "recharge," which breaks a player's abilities into three categories: at will, once per encounter, and daily. General abilities like a basic sword attack are at will. Slightly more-powerful abilities can only be used once per encounter, and even-more-powerful abilities can be used only once per day.
Instead of that hard-and-fast division, we're using actual time increments, where at will means usable at all times, a once per encounter is a power designed to be used once every encounter, and dailies are used once every few hours.
I think there are two very unique gameplay elements in 4th Edition that we've done something interesting with: action points and healing surges. In the tabletop game, an action point lets a player perform a reroll or add an additional die to a roll. In our game, action points are earned through combat and spent to power special abilities called "boons." These boons give players special boosts, but only in certain circumstances. Healing surges represent the amount of times a player can heal himself before resting. In D&D and Neverwinter, various abilities let players use a surge immediately or perhaps replenish the number of surges available. It's a precious resource that players will need to husband as they adventure in the brave new world.
Positioning, flanking, tactics, and using powers with your teammates are also all things that come from the 4th Edition that are interesting.
Of course, we're using power names and trying to keep power behavior consistent with the pen-and-paper counterparts. Neverwinter will definitely feel familiar to anyone who has played the 4th Edition.
GS: And along those lines, we understand that the game will let players choose to play as one of five character professions. Can you share which professions these will be? How closely will they approximate the 4th Edition rules? Will we see heroic feats, paragon paths/epic destinies…?
JE: Fighter. Wizard. Rogue. Ranger. Cleric. You'll see the powers, abilities, and spells from the latest Players' Handbook spring to life on the computer screen. Neverwinter is all about the heroic levels; the paragon paths and epic destinies will be something we add.
GS: Cryptic has made a name for itself by making online games with powerful, flexible character customization tools that let players make very distinctive-looking characters. Can you talk about how this will come into play in Neverwinter? For instance, can you share which fantasy races will be playable in the game and to what extent you can customize each?
JE: We'll be using the same Cryptic technology and philosophy with our Neverwinter characters that we have in all our games. Namely, players can create just about any look they imagine. In our first release, we'll be doing the classic humans, elves, and dwarves--as well as a few special ones that I won't mention just now.
GS: While previous games from Cryptic have taken place in playfields that were, according to the game fiction, huge (such as the many comic-book-themed zones of Champions Online and the deep reaches of space in Star Trek Online), Neverwinter itself is, according to D&D fiction, a city. It's a big city, but it's just one city. Can you discuss the scope of the game and how big the game's overall play area is planned to be?
JE: Right now, players will be adventuring in and around Neverwinter. Not just in the city, but also the environs. But that's just the release; we'll be planning additional content as we move forward that takes players to new places. Just read R.A. Salvatore's upcoming Neverwinter trilogy to get a taste! It begins with Gauntlgrym.
GS: And on a similar note, Cryptic's previous games have made frequent use of instanced playfields to let solo players or small groups have their own private adventure. Can you speak to how instances will be used in Neverwinter? Do you have a rough estimate of how much of the game's content will be instanced versus being open-world/shared space?
JE: This is a tough question, if only because it presupposes an organization along traditional MMORPG lines (that is, a large persistent zone with many instances connected to it). This is a co-op RPG, so comparing it to other RPGs such as the original Neverwinter Nights or Oblivion would be more appropriate. Some locations are public; some are just for teammates. But it isn't quite the setup of a big zone with side instances.
GS: We understand that Neverwinter will use a system codenamed "Forge" that will let players build their own content. Can you explain how this will work in practice? Also, what kind of content will players be able to make?
JE: Forge (tentative name) will enable players to write adventures, to create maps, and to attach their quests to in-game entrances and NPCs. Our key philosophy is that Forge needs to be accessible (i.e. usable to many people) and that user-generated content is an optional form of content. In other words, a player knows that he's playing UGC and not the game.
GS: We also understand that the game is being launched in tandem with Gauntlgrym, the first book in an all-new Neverwinter novel trilogy by author R.A. Salvatore. Tell us about the game's story and how it will evolve alongside the new books.
JE: The game is set a little over 100 years into the future, and Forgotten Realms is recovering from an epic catastrophe: the death of the god of magic triggered a massive "spellplague" that swept across Faerun and changed everything it touched.
The Salvatore trilogy touches on all the events leading up to the game and, most importantly, how Neverwinter fell. Through these great novels, readers will get a taste of the Neverwinter world, characters, and enemies.
At some point, Neverwinter was laid waste. Why? No one really remembers at this point. The players will need to find out what happened and whether it'll reoccur…
GS: Finally, is there anything else you'd like to add about Neverwinter?
JE: The biggest part of Neverwinter is really our approach to development. It's not a standard, hundreds-of-hours-grinding MMORPG. Mind you, we've done those in the past. This represents a huge departure from our previous efforts; we're focusing a lot on the quality of each thing we do. We've got constant playtests as well as outside, independent mock reviews. We know that Atari gave us a terrific intellectual property, and we want to do it justice.
GS: Thanks, Jack.
               

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發表於 2010-8-24 23:52:51 |只看該作者

龍與地下城經典再現 《絕冬城》預計 2011 年第四季推出

本帖最後由 虔誠 於 2010-8-25 00:14 編輯

剛在巴哈看到的,用4版的規則
不過想想應該不會有誰會代理吧

龍與地下城經典再現 《絕冬城》預計 2011 年第四季推出

以下是內容

[tr][/tr]
(GNN 記者 Jerry 報導) 2010-08-24 17:26:06  電視遊戲開發商 Atari 和 曾經開發過《城市英雄》、《惡棍城市》和《星艦迷航記網路版 》的 Cryptic 工作室共同宣布將推出線上版本的《絕冬城(Neverwinter)》。官方表示,《絕冬城》將是一款建構在龍與地下城(Dungeons & Dragons)第四版本規則下的多人合作角色扮演遊戲(Co-op RPG)。

  《絕冬城》曾經是一個繁華的城市,但在經歷了許多災難,以及前任領主不幸過世後,王國內部派系為了掌權爭鬥不斷,大多數的人民也因為咒疫(Spellplaque)的關係而死亡。




  Cryptis 的首席營運長 Jack Emmert 表示,製作這款歷史悠久的 D&D 經典遊戲將是他們的榮幸,同時也是一種挑戰。他並表示,製作團隊將會與巫師海岸(Wizards of the Coast,世界最大的冒險遊戲公司之一) 與R.A. Salvatore (紐約時報暢銷作家)密切合作。

  在《絕冬城》中,玩家將可以選擇 D&D 中的五個經典職業(戰士、法師、盜賊、遊俠、牧師),並與世界各地的玩家或電腦 AI 組成五人的隊伍共同探索地下城,同時玩家也可以利用遊戲中提供的系統:Forge,創造專屬的故事路線或是任務。

  PC 版本的《絕冬城》預計將會在 2011 年第四季推出,官方表示,R.A. Salvatore 今年 10 月 5 日推出的小說 Gauntlgrym 將會揭露部分《絕冬城》的故事內容、設定、怪物以及角色,另外《絕冬城》的形象官網也已上線,有興趣的玩家可前往一睹為快。




《絕冬城》官網


他官網沒啥資料可以看
從他blog連了兩個連結
有興趣的可以去看看
Neverwinter Exclusive Q&A - First Details on Cryptic's New Dungeons & Dragons Game
Massively Exclusive: Jack Emmert speaks

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mymag  這篇文章我已經發布過了...你可能沒看到,所以合併在一起-.-  發表於 2010-8-25 10:14:08

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發表於 2010-8-26 08:14:54 |只看該作者
- -咒疫?感覺之前也有類似的東西
遊戲內容會有延續之前單機的嗎...
還是完全獨立出來呀
一鏡朦朧,映世之蒼。

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發表於 2010-8-26 16:20:52 |只看該作者
被稱為經典遊戲, 三代卻都由不同的公司製作
也真夠有趣...

不過變成Online後, 不說收不收費的問題, 就是少了那點Module製作的樂趣喔? XD

Anima forever...

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發表於 2010-8-26 17:54:41 |只看該作者
Cryptic目前的作品有City of Heroes, City of Villains, Champions Online, Star Trek Online…
論OLG的開發上Cryptic的人力與經驗應該是沒有問題!
我其實有點擔心內容…
City of Heroes, City of Villains, Champions Online除了大量的美漫英雄元素外…
但這三個遊戲最重要的元素是角色製作多樣性與多元化…
Star Trek Online的資訊我沒有follow…所以無法列入分析了!
(有人了解的話就交流一下吧!^^)
但其實蠻擔心Neverwinter的內容…
因為總不可能讓Neverwinter只用單純的角色製作吸引玩家吧!
雖然故事劇情會由 R.A. 薩爾瓦多負責…在詮釋劇情跟故事深度的表現上我覺得有點擔心!
不過也可能是我杞人憂天…畢竟都還不知道內容…XD

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紹雲  2代有些謎團還沒交代清楚呀>  發表於 2010-8-27 02:35:40
你今天大笑了嗎?

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發表於 2010-8-27 09:50:55 |只看該作者
既然是Online, 在故事上不會著墨太多吧, 頂多把心思花在背景設定囉
我比較好奇的是玩法, 規定RP ?? :p

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mymag  嗯..真的很好奇如何做線上D&D  發表於 2010-8-28 00:43:18
Anima forever...

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發表於 2010-8-27 14:39:26 |只看該作者
「不能點評自己的文章?!」囧

回復 紹雲 的問題

請忘記2代的謎團吧!
在Neverwinter裡是不會找到的…
Neverwinter將使用4版規則…
而時間應該是3版的100年後…我想你應該沒機會在100年後找到解答!

再來是Obsidian應該是沒有意願補完漏掉與刪掉的劇情…
所以就當他是個美麗的錯誤吧!
(雖然我也挺不爽劇情做一半…然後又不補完的狀況!)

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mymag  沒錯...我也不能點評自己的文章..囧  發表於 2010-8-28 00:43:33
你今天大笑了嗎?

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發表於 2010-8-27 17:51:08 |只看該作者
100年後的人在廢墟裡找到事件解答?
還是又來個大法術回到重前跑一圈?

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紹雲  可以來組織"絕冬城CSI"(誤)來尋找當年真相- -  發表於 2010-9-30 21:59:46

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發表於 2010-9-10 09:06:37 |只看該作者
剛到巴哈看,有人說做的像夢幻之星網路版
而且也會開放編輯工具給玩家
Cryptic新作宣布!《絕冬城》,但不是MMO!
夢幻之星沒玩過,想來應該跟激戰差不多吧
城鎮就是公共區域,其他以外都是組隊跑得副本

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發表於 2010-12-6 20:50:31 |只看該作者
不知道有沒有跟我一樣,我不愛RPG改成online,總覺得變不好玩

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Jeff  不是所有的online都會變成韓國風,雖然那是趨勢  發表於 2010-12-6 21:31:00

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