https://www.gq-magazine.co.uk/article/starfield-todd-howard-interview
GQ的访谈
The biggest mutation in the studio’s DNA is a new way of exploring. Because
of the nature of spreading a universe across dozens of planets, exploration is
both broader and more transient than the open-worlds of previous BGS games.
Howard admits he’s not sure whether everyone will like the change in rhythm.
“It’s not the same as dropping you in a world like Skyrim,” he says. “You
wander totally differently.” But it’s in those moments of wandering where
the game can be the most empty, and the most beautiful. All of the tech and
art comes to fruition when I land on a distant world and step out of my ship.
“I think that moment works almost every time,” Howard says, as a distant gas
giant rises above the horizon. Every planet and moon in the game has its own
time, orbiting their stars independently. “When you’re looking over the
landscape and the star is setting. That’s all somewhat simulated. In this
game it just happens.”
工作室DNA中最大的改变,是一种全新探索方式。
由于宇宙分布在数十个行星上,
探索方面比起以前Bethesda游戏中的开放世界,显得更加广泛且短暂。
Howard承认,他不确定是否每个人都会喜欢这种节奏上的变化。
“这和把你放在一个像《上古卷轴5》那样的世界中是不同的,”
“你的漫游方式完全不一样。”
但正是在那些漫游的时刻,游戏可能会变得最空旷,也最美丽。
当我降落在一个遥远的新世界,步出我的太空船时,所有的技术和艺术,都得以实现。
“我认为那个瞬间,每次都能造成这样的体验,”
远处的巨大气态行星在地平线上升起。
游戏中的每颗行星和卫星都有自己的时间,独立的绕着它们的恒星运转。
“当你俯瞰着地表景观,星星正在落下。
这一切某程度上是模拟产生的。而在这个游戏中,一切都是自然而然地发生。”
飞向宇宙,浩瀚无垠
准备被自己的渺小,宇宙之浩大感动了吗