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Çevrimdışı Ömer

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Oyunfest Röportaj (İngilizce)
« : 27 Eylül 2012, 15:20:38 »
Türkçe'ye çeviriyorlarmış, çevrildiğinde onu da paylaşırım.

Europa Universalis IV Interview With Chris King

We have asked the things you wonder about Europa Universalis IV to game designer Chris ‘King’ King from Paradox development studios.

We appreciate the help of ParadoxFan team with the selection of interview questions. Let’s continue to the interview which you can find below.

Oyun Fest: You said military system has been revamped. Would you mind telling us about the new features?

Chris King: Our plan is to retain the same basic building blocks for armies you see in Europa Universalis III. We believe it works very well and gives that blend of being able to influence your armies without too much overt micromanagement. So besides the changes I have mentioned, the core military system will indeed be much the same, because it was one of those things that that worked very well in Europa Universalis III. We applied the first rule of sequels – if it isn´t broken, don’t fix it.

We have done three major changes to the military system for Europa Universalis IV. We have reduced the number of techs so that each research progress is worth more valuable. So instead of lots of uninteresting techs, we have reduced the number of given each one more value to the player. Secondly we have looked at flanking rules with an aim to make the size of your army as important as the number of men you have. Finally we have a combat width mechanic which means the amount of men who can fight at any time increased through technology and is modified by terrain. This allows a smaller army to be able to hold up a larger army if the terrain helps them.

Oyun Fest: The loyalty of our commanders was crucial during a civil war in Europa Universalis Rome. Will there be a loyalty level for the commanders and should we expect an advanced civil war system in EU IV?

Chris King: Unfortunately those mechanic was very much geared to Roman Era were you had ambitious commanders in the mold of Caesar, Pompey, Sulla and Marius. So we didn’t feel it fitted as much in Europa Universalis time frame.

Oyun Fest: Will the government types and dynasties affect the name of country (Empire)? (in Eu III an Ottoman Empire ruled by Burji dynasty was a bit awkward)?

Chris King: I have to be honest and say that that is one of those feature requests that makes the list of nice things to do. But as we only have finite resources, it is really just a little too early to say if we will be able to make it…

Oyun Fest: Will there be Succession Law in game? Should we expect to have more than one heir? And if we can, will there be a power struggle possibility for the throne between heirs?

Chris King: The succession law system worked in Crusader Kings II, but with Europa Universalis IV you are playing as a country. Therefore why you end up who you did is less important than the fact that you ended up with a new ruler. So we seek to differentiate countries through different mechanisms. For example in the Islamic world Polygamy was still very much the norm during the Europa Universalis time period. So if you state religion is Muslim, you get a much higher chance of an heir than a Christian ruler. However, we also increase the chances of disputed succession and rising by pretenders as well. So you get the same sort of effect but done through a Europa Universalis style mechanic.

We do like the idea of you getting invested in your monarch and caring about him/her as you do in Crusader Kings II, but we naturally want to do this Europa Universalis style. So what we have done is that we have developed a system of monarch points that are used for virtually all actions in game. For example a monarch’s military ability is now used to buy land military technologies and ideas, build manpower and leaders and other actions with your troops. If you have a monarch with a high military ability you are going to have an advantage in the military sphere as compared to neighbors and now is probably the time to wage war. In my early test games, I found myself looking at my heir and despairing because although he had good abilities, he didn’t have the ability I wanted. Depending on your leader and his/hers abilities, you get an ebb & flow in gameplay that prevents gameplay from ever going static.

Oyun Fest: In EU III naval fleets were able to blockade straits and prevent armies from passing through them. In history there were many castles which built near straits to prevent ships using them without permission. Are there any plans of using this feature in EU IV?

Chris King: I´m afraid not, I personally a feel that this is the kind of feature that doesn’t fit into the scale of Europa Universalis IV. The provinces in Europa Universalis are huge and you do not decide where castles go in general. The number of provinces meant that it just didn’t feel right to us. So we kept things up at a larger scale.

Oyun Fest: You said diplomacy will have a more important role in the game. Are you planning to bring new features like; limiting the army size, destruction of fortresses in borders, surrendering the cannons of the looser side?

Chris King: The thing about adding more choices is that it is a tougher job to create good choices. There is nothing stopping us adding literary hundreds of diplomacy and peace options, but we fear that they would end up being so useless that you’d never consider actually using them. Then all they would serve is to clutter up the interface and make the game unnecessary difficult to play.

Instead one of the biggest focuses on the game is to make diplomacy more transparent. In Europa Universalis III, we had a system of relations that was constantly changing which it meant that you constantly had to look at the diplomatic screen to find out what someone thought about you.

In Crusader Kings II, we moved to a system of static relation modifiers that meant that things remained the same until they changed and it worked very well. So we aim to adapt the Crusader Kings II relation modifier system into Europa Universalis IV.

So not only do you see who dislikes you, but you also see why. The next step is to make this value influence not just what the AI does, but also influence your action, for example it is easier to declare war on someone you hate.

Oyun Fest: Will the provinces have base tax and base manpower values?

Chris King: Yes, we are keeping definitely this system in Europa Universalis IV. We take the view that the main things you are looking for is money to buy things and willing ‘volunteers’ to put in uniform. So these two values are an excellent base on which to start differentiating provinces into less and more valuable.

Oyun Fest: Letting armies to be controlled by AI was added to Europa Universalis with Divine Wind and it helped a lot with dealing rebellion armies. Are you planning to enhance this feature?

Chris King: We are keeping the automated hunt rebel feature as it was something our fans really liked! But we are wary of adding in too much automation into a game like Europa Universalis IV, because we don’t want to end up with a game that simply plays itself ;)

Oyun Fest: Will there be nomad tribes in the game?

Chris King: Not if you are referring to true nomads who move about. Although we are keen to see what we can do to make the countries that are furthest away from the European concept of a state more different.

Oyun Fest: Number of provinces in Europa Universalis series increased continuously. Is this going to happen again in EU IV? And if you think to do it so, will there be some new features for helping the micro management?

Chris King: Your raising of micro management is a key point when it comes to adding provinces. So yes, we are looking to add more provinces. But precisely because of micromanagement concerns, we are aiming to add these provinces in areas with comparatively few provinces in Europa Universalis IV.

Oyun Fest: How effective will the historical events be in the game and will there be an option for disabling these historical events?

Chris King: There will be no option to disable to the historical events, but we are keen to make the triggers as context sensitive as possible. To give you an example in Europa Universalis II, Spain has a bankruptcy event. In Europa Universalis IV there is one too, but it is designed to replace the generic one with the an Spain specific event and can only happen if you go bankrupt.

Historical accuracy has always been one of the things that make all our games from Paradox Development Studio stand out from other popular strategy games. History lets you recreate your favorite ‘what ifs’, but it also allows for really varied gameplay. If every country is unique, every new gaming session will be unique. For Europa Universalis IV, we wanted really enhance this aspect so that all the major countries really gets a unique feel to how they play. The major countries of the period will have a list of custom ideas that they can choose for your country. These allow you to tailor countries in a unique manner to make each feel different from the other and also extend replayability even further.

So we are putting a lot of effort into adding historical events, decision and missions on as many countries as we have time for. Back in Europa Universalis II, we had lots of hard scripted historical events with really good texts. We want to bring back some of the historical flavor, but using what we’ve done with missions and decisions in the game since then. When you are playing a major country – we really want you to feel like you are playing within that countries historical context, but it is still free to play the game the way you want.

So, what we’ve ended up with is a dynamic system where each country get lots of flavor and guidance in its historical path, without any risk of disconnect that the game will tell you about things that doesn´t fit how you are actually playing.

Oyun Fest: Should we expect a similar version of the successful family tree and personal traits features of Crusader Kings II in EU IV?

Chris King: That is not the focus of Europa Universalis IV, since it is not as much the ruler in focus as is the country. So instead we are looking at cool ways to make countries feel different from each other through things like national traditions. Despite being next to each other Castile gains an additional missionary and Portugal gets better colonial range to help make these countries feel different from each other.

We have decided to create Europa Universalis IV, because we want to bring forth what made the previous games in the Europa Universalis series fun to play, revise features that could be improved and apply what we’ve learned about graphics and usability from our other games as much as we can. With Europa Universalis IV, our hope is to create an empire building game with a stronger emphasis on monarchs than in the previous games in the series through the monarch points system. And we are adding a more unique feeling to the countries with a dynamic system for historical events. Since every country is unique in its setup, no two games will be the same – because what we want with Europa Universalis IV is to make you experience the world at your feet when you play the game.

Kaynak: http://www.oyunfest.com/europa-universalis-iv-interview-with-chris-king.html
« Son Düzenleme: 27 Eylül 2012, 15:22:00 Gönderen: Ömer »
Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri

Çevrimdışı Wolfi

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« Yanıtla #1 : 27 Eylül 2012, 16:22:05 »
Yani. ? :)

İngilizcemi yetersiz olduğu için pek bişi anlamadım, Ufak bi özet geçebilirmisiniz.

Çevrimdışı Ragnarr Loðbrók

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« Yanıtla #2 : 27 Eylül 2012, 16:30:42 »
Çevirilecek.

Çevrimdışı ultrasomega

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« Yanıtla #3 : 27 Eylül 2012, 16:46:39 »
Çevirilecek.
Aynen türkçeye çevirin

Çevrimdışı Kazak

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« Yanıtla #4 : 27 Eylül 2012, 16:58:10 »
Bunu da ben alayım. :)

Çevrimdışı Ömer

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« Yanıtla #5 : 27 Eylül 2012, 17:02:17 »
Çevirme, zira bir iki güne çevrilecek zaten.
Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri

Çevrimdışı Kazak

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« Yanıtla #6 : 27 Eylül 2012, 17:02:48 »
Peki madem.