主機FPS變身RTS手遊:《泰坦隕落:突襲》

原文作者:Jon Jordan 譯者:Megan Shieh

《Titanfall(泰坦隕落)》是個科幻類第一人稱射擊(FPS)系列遊戲,該系列包含大量的戰鬥、流暢的動作以及複雜的多人對戰。然而正是這些出色的性能,使得該遊戲的移植變得更加困難。

2015年10月,該系列的發行商Nexon和開發商Respawn宣佈投資創立了一個名爲Particle City的手遊工作室,主要目的是將《泰坦隕落》移植到移動設備上。

該工作室此前計劃在移動平臺上推出一款卡牌對戰類型的衍生作《泰坦隕落:前線(Titanfall Frontline)》,該作於2016年下旬開始公測,不過尚未正式上架就已夭折。

幸運的是,Particle City手裏還握着一張王牌——《Titanfall:Assault(泰坦隕落:突襲)》。

Particle City首席執行Larry Pacey解釋道:“《泰坦隕落》系列主打快速、流暢的動作,而《泰坦隕落:突襲》就是最好的選擇。”

實際上,《前線》的失敗激勵了Particle City,使他們在《泰坦隕落:突襲》的製作上付出了加倍的努力。

《前線》的一些社區工具和視頻共享系統都改換了用途。Particle City此前有兩個工作室(洛杉磯和奧蘭多),每個工作室負責一個遊戲;而現在,全部的人都朝着共同的目標而努力。

titan fall assault (from pocketgamer.biz)

titan fall assault (from pocketgamer.biz)

遊戲主設置

從靈感方面來看,F2P手遊的設計趨勢對《泰坦隕落:突襲》產生了很大的影響,幾乎和它的主機原作不相上下。

本作主打玩家之間的PVP對決,是一款即時戰略(RTS)遊戲。每局遊戲爲四分鐘,玩家可以控制自己的小隊通過不斷地佔點來得分,累積到100分就可以獲勝;或者也可以直接推掉對手的主炮塔,從而獲得勝利。

與MOBA手遊頗爲相似,可以看得出《皇室戰爭》對本作產生了一些影響,比如用來生成單位的緩增資源,這些資源都需要通過使用寶箱抽卡系統來實現解鎖和升級。

然而,本作的玩法比其他MOBA手遊更加複雜。

雖然遊戲中的4種地圖各有不同車道,但敏捷的駕駛員可以在競技場的上空飛行,加快佔點形勢的變化速度。

四張地圖中的其中兩張又小又緊湊;另一張則雜亂無章;還有一張包含了一些動態元素,比如可以用來發動突然襲擊的陷阱(tripwires)。

然而遊戲中最重要的部分也許是會話節奏。在第一分鐘裏,玩家只能使用三名駕駛員和四張戰術卡(burn cards),這些都是戰術支援裝備,可以用來召喚哨戒塔、敢死隊,等等。

兩分鐘後,玩家會得到可用的加速資源,泰坦在這時才得以使用,這也意味着比賽的節奏將大大加快。

戰術優勢

高級遊戲設計師Hugh Shelton解釋道:“我們試圖製作出一款獨一無二的RTS遊戲。佔點控制是《泰坦隕落》的關鍵模式,而且所有的地圖都含有《泰坦隕落》系列遊戲該有的‘垂直性(verticality)’。”

當然,進軍移動領域的舉動也提供了超越現有IP的機會。Shelton透露道:“Respawn允許我們在一定程度上自由地擴展遊戲裏的世界。”

比如Nuke Atlas,它是進階版的Alta,裝備了一種以近身戰鬥爲重點的大錘(Hammer maul),被摧毀時會觸發核爆炸。

此外,每個單位都有對抗人類軍隊的能力和對抗機甲單位的力量。

泰坦雖然是遊戲中的鐵血戰士,但超快的會話節奏和駕駛員的能力意味着只依賴步兵是不可能獲得成功的。

事實上在大量的內測中,從沒有哪個玩家可以光靠甲板的資源優勢或者策略碾壓其他玩家。這一結論將在比賽現場進行測試,屆時將會有成千上萬的玩家試圖磨鍊他們的競爭優勢。

保持高端遊戲動態不容易,這將會是個永恆的挑戰。但Shelton認爲,遊戲中複雜的玩法(包含地圖、戰術、18個泰坦、16個駕駛員和18張戰術卡)給了設計師足夠的空間來作調和。

首戰

當被問及《泰坦隕落:突襲》能否成爲移動電子競技遊戲時,他很激動,但也很謹慎。

他說:“我認爲潛力是有的,但這真的取決於社區,何況移動電子競技市場都還沒有站穩腳跟。”

本文由遊戲邦編譯,轉載請註明來源,或諮詢微信zhengjintiao

Everything that defines Titanfall makes it difficult to bring to mobile.

The first-person shooter series boasts massive action, fluid movement and complex multiplayer battles.

Hence, the announcement in October 2015 that publisher Nexon and developer Respawn hadinvested in the creation of Particle City, a new mobile-focused studio to make the franchise portable, was something of a surprise.

Titanfall: Frontline, the company’s first attempt, wasn’t a success either.

Certainly it was an interesting approach, but during its soft launch testing in late 2016, the card-collection-battler was deemed not to be delivering “the intense action-packed gameplay synonymous withTitanfall,” and was promptly canned.

Thankfully, Particle City had an ace up its sleeve: it was already working on another Titanfall game – Titanfall: Assault.

“When we started thinking about bringing Titanfall to mobile, we looked at every genre,” explains CEO Larry Pacey.

“The brand is all about fast, fluid action. Titanfall: Assault was the place we wanted to land.”

In fact, the cancellation of Frontline appears to have been the spur Particle City needed to double down – literally and figuratively – on its remaining game.

Some of the community tools and the video sharing system from Frontline were repurposed, and instead of having two studios – one in LA within the main Respawn office, and one in Orlando – working on two games, everyone was now working towards a common goal.

Two masters

When it comes to inspiration, it’s clear Titanfall: Assault has been shaped as much by trends in F2P mobile game design as its titular console licence.

The real-time strategy game is set up as a head-to-head PVP experience, in which players spawn units from their base and gain victory within a four minute session either by controlling the level hardpoints for long enough to reach a score of 100, or by directly taking out their opponent’s main turret.

This means it feels a bit like a mobile MOBA. Clash Royale’s influence looms large in terms of the slowly increasing resources you use to create your units. Similarly, these are unlocked and levelled up using a crate-based card gacha system.

That the gameplay is more complex than other mobile MOBAs is testament to how Particle City’s designers have implemented Titanfall’sfluidity of movement, however.

While there are distinct lanes through each of the four maps with which the game ships, the agile pilot units can jetpack over the level, making the fight for each hardpoint a fast-changing and often attritional affair. And while a couple of the maps are small and tight, another is sprawling, while another still includes dynamic elements including tripwires that can be used to launch surprise attacks.

But perhaps the most significant part of the gameplay is session pacing. For the first minute, players only have access to three pilots and four burn cards; these are tactical support units such as sentry guns, missile attacks and grunt troops.

Titans become available later, which combined with an acceleration in available resources after two minutes means the pace ratchets up considerably towards a conclusion.

Tactical advantage

“We’ve tried to make a RTS game that’s uniquelyTitanfall,” explains senior game designer Hugh Shelton.

“Hardpoint domination is a key mode in Titanfall, and all our maps have the ‘verticality’ you’d expect from a Titanfall game,” he says of the pilots’ wide movement.

Of course, going mobile has also created opportunities to go beyond the existing Titanfall IP.

“Respawn allowed us to take some liberties to expand the universe,” Shelton reveals.

Your squad contains three pilots and three titans

Perhaps the best examples are the new titan variants such as the Nuke Atlas, which is a version of the standard Atlas that’s armed with a melee-focused hammer maul and which triggers a nuclear explosion when it’s destroyed.

More generally, another layer of tactics is provided by each units’ abilities against human troops versus their strength against robotic units.

Titans might be the game’s apex predators, but the session pacing and the agility and ability of pilots means players won’t be successful if they just rely on the grunt provided by metal suits.

Indeed, during extensive internal playtesting, it’s never been the case one deck loadout or strategy has trumped all others. This conclusion will, no doubt, be tested when the game goes live and thousands of players attempt to hone their competitive edge.

Each unit’s stats provide gameplay depth

The ability to keep high-end gameplay dynamic will be a constant challenge. Shelton thinks the amount of complexity in the game – generated from the interplay of maps, tactics, 18 titans, 16 pilots and 18 burn cards – gives the designers plenty of scope to mix things up, though.

First battles

As for the inevitable question of whether Titanfall: Assault eventually ends up a mobile eSport, he’s excited but cautious.

“I think the potential is there but it really depends on the community,” he says, adding the mobile eSports market is yet to find its feet.

And, with its launch getting closer, Titanfall: Assault has to overcome more mundane challenges first; generating downloads, maintaining day seven+ retention, getting players into guilds, and keep everyone progressing through the content.

Only then will it become clear whether its mobile-specific version of ‘massive action, fluid movement, and complex multiplayer battles’ can successfully fit within both the Titanfall universe and the mobile gaming community.

Titanfall: Assault is released for iOS and Android devices on 10 August.(Source:pocketgamer.biz  )