https://www.gq-magazine.co.uk/article/starfield-todd-howard-interview
GQ的訪談
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中最大的改變,是一種全新探索方式。
由於宇宙分布在數十個行星上,
探索方面比起以前Bethesda遊戲中的開放世界,顯得更加廣泛且短暫。
Howard承認,他不確定是否每個人都會喜歡這種節奏上的變化。
「這和把你放在一個像《上古卷軸5》那樣的世界中是不同的,」
「你的漫遊方式完全不一樣。」
但正是在那些漫遊的時刻,遊戲可能會變得最空曠,也最美麗。
當我降落在一個遙遠的新世界,步出我的太空船時,所有的技術和藝術,都得以實現。
「我認為那個瞬間,每次都能造成這樣的體驗,」
遠處的巨大氣態行星在地平線上升起。
遊戲中的每顆行星和衛星都有自己的時間,獨立的繞著它們的恒星運轉。
「當你俯瞰著地表景觀,星星正在落下。
這一切某程度上是模擬產生的。而在這個遊戲中,一切都是自然而然地發生。」
飛向宇宙,浩瀚無垠
準備被自己的渺小,宇宙之浩大感動了嗎