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Black & White 2

Discussão em 'PC Gaming' iniciada por Korben_Dallas, 30 de Agosto de 2002. (Respostas: 0; Visualizações: 916)

  1. Korben_Dallas

    Korben_Dallas Zwame Advisor

    "Is it a Nun? Is it a Penguin? Neither. Peter Molyneux lets slip about Black and White 2...

    Depending on your viewpoint, Black and White was either a gaming gem or a bit of a damp squib. Lionhead's Peter Molyneux explains how Black and White 2 hopes to improve on the original by adding mass warfare, armed to the teeth villagers and building your city from a ramshackle village. This time though, you as God will be even more powerful. And the cow's got serious attitude.
    So. How is Black and White 2 going to change from the original?

    Peter Molyneux: We've already mapped out Black and White all the way until Black and White 5, and the general idea is that the game's world is moving on and it's getting closer and closer to today's world . In the first game the little people didn't play any part in the game, and the creature was just very much like a creature, then as the game moves on the little people discover more technology and the creature starts changing from obviously a cow to something more impressive, a little more intelligent. That's the evolution of the game we want to take.

    This time around, in Black and White 2, what you find is that the whole of the world is at war. All of the villages and tribes are warring against each other and you as a God (because we found that people really like the idea that they can make choice) can choose to encourage that war, and go out to cause the maximum amount of death, the maximum amount of suffering. The maximum amount of warlike destruction and conquest.

    That's just one side of the game, you encouraging that war, and your creature being the most powerful element of that war. Or what you do is become a God of Peace and discourage war and turn a little village into a big city and protect them with your creature, and not going to war, unless its fighting in the name of good - although more defensively.


    If Black and White 2 is conflict orientated, what are you doing with the armies?

    Molyneux: The first thing we wanted to do was create armies with weapons. For instance, with bows and arrows and spears. To really get that feel, you need a little bit of technology and the wars to be fought between hundreds and thousands now. An awful lot. Fighting against each other, and either laying siege to the cities or going out conquesting. We wanted to have cities being invaded with literally hundreds of thousands of arrows all being fired, all coming down and landing at the same place. This idea of you creating armies of thousands of villagers and laying siege to these cities is something that we think is at the heart of what Black and White is, and what people wanted from the first one.

    So the game features more scripted options?

    Molyneux: Not so much scripted options, as there's definitely simulation going on there, and part of that simulation is whether or not you decide to turn this little settlement into a big city. We found that people really loved doing that, starting from something small and gradually building it into something huge. A little bit like SimCity but imagine being attacked.

    A lot of what we've worked on is the idea of building walls, defining your cities and defending your city. So you can paint down walls using the Jester system. The walls are then built and when this town is invaded it will gradually get knocked down - or when a huge creature comes along, simply step over it or smash the wall down. This feeling that you're building something, protecting something, could be very good. And all the little people work out they can use the wall as defence and eventually line up archers and fire down on the little invaders.

    So Black and White 2 is going to be more like Populous?

    Molyneux: Definitely. That is definitely what we're striving to do. Make it more Populousey, you know it's a real clear concept. You're going to be the God of War or the God of Peace. Every footstep your creature takes changes the land. If you nurture peace and goodness then every step the creature takes will spring with flowers. Alternatively, every step you take if you're evil will decay the land. This is an idea we talked about in Black and White One but didn't exploit enough, the land changing radically.

    The little creatures have changed in appearance, so what is the time span from the original Black and White?

    Molyneux: If you want to be comparable to human history, then I guess it's like taking them up to the crusades or dark ages when people were going out and battling in the name of Good - even though they were cutting the scrotums off every person they defeated. We're also doing a lot of work on making sure the lands of the countries are very, very different. We found looking at the mistakes we made in Black and White and trying to rectify them - you know, the idea that Japan should look more Japanese, and we're introducing an all host of new technology. A lot of the game will be played in and on the water, water technology and water battles. [Peter points at a water animation]- that's just pure simulation - not a camera pointed at the sea - we've had a guy researching water for two years.

    So where are you in terms of development?

    Molyneux: We could have made a really quick sequel but instead what we're doing is re-writing a huge amount of the AI so it's more adaptive. We're adding an incredible amount of gameplay in term of wars and fighting, and giving you more of a purpose within the game.

    The way it works is that we experiment with things, and we've been experimenting since January, and playing around with the mechanics and we're pretty much at the end of experimentation. There's only one area more that we're going to continue experimenting with and that is the idea of how much the creature does - the sort of things we're thinking about is, say we could give you a list of five things and you could hold a poll. Should the creature have weapons, or should have horns, or give the creature weapons or armour, or should we could give the creature new abilities, like the ability to fly, or make his current abilities better in hand-to-hand combat.

    What are the online aspects of the game?

    Molyneux: What we are doing in the online side is building a separate product. One for single player and a completely different version for the online version, with a different team working on that. What we found at the end of Black and White is that it took us another three months, at least another three months, more like six months, to actually balance the online side. So yes, we're definitely thinking of the online side.

    So it's nearly finished then?

    Molyneux: Well. That's the last thing we've got to experiment with. We know about having wars, we've got all the technology to create these big, massive armies and all those armies move and feel right. We've got this really cool way where you can link armies together, to make a really small army into a huge massive army by one simple interface, allowing you to do some really amazing things. You could attach armies to your creature and send him off to battle while you carry on with your stuff. What I'm talking around to is that we don't actually know, we kinda guess, hope, it will be next year - but we don't know...

    When people talk about Black and White there seems to be a literal black and white split. Some people saying it lacks any real game, while others think it's mesmerising. How are you going to address this?

    Molyneux: What we've done is really try to listen to as many people as possible. Some of the concerns about Black and White are absolutely right, absolutely. Every email that I've got that says Black and White is an amazing experience and I didn't get any sleep for two weeks. You know, amazing incredible things that make you fill up. And I've got vehement emails from people saying 'what a load of crap' and 'I bought it and it's the most disillusioned about a game I've ever been.' Actually, you've got to listen to both these people. The trouble with doing a sequel, if you pick the middle road and appease the person who's slagging you off, then the person who really likes it gets really pissed off - so it flips over. It needs to be really carefully done and we've talked a lot with people who have played Black and White.

    We found some obvious things, really obvious things, like the camera control. It's wrong, simply wrong, and because it's wrong a lot of people didn't get into the game and see the plot happen. In fact there's a fatal design error of mine that in Land Three your creature was taken away from you, and I thought well by that time you'll really care about him, what a good idea to take him away and hear him suffering... As it turned out that land took people a long time to complete and a lots of people didn't finish that land.

    There are lots of elements like that which we've actually listened to, like the tutorial was pretty atrocious really and knocked together. That's why we're building a tutorial from the ground, from scratch again. People liked the idea that you could make choices in the world - being the God of Good or God of Evil, or anything in-between - but it wasn't obvious enough. So there's a very big long list of things that we want to make right for Black and White 2."
    fonte: computerandvideogames.com
     

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