New features and improvements for Football Manager 2007
2L为译文3L为原文
文章来源:SIGames
翻译:FMHQ翻译小组
本文中文译文首发于:bbs.fmfans.cn
欢迎转载本文,但必须保留作者信息,不得修改文章内容,不得用于商业用途
没有想到Demo版来得如此快速,导致大家都去玩Demo了,而这篇游戏新特性的介绍也就不那么重要了0=024
都是我的错,动作太慢啊。
不过不论如何,这都是FMHQ翻译小组辛勤劳动的成果。
谢谢大家!
[ 本帖最后由 绝代单骄 于 2006-10-9 03:21 PM 编辑 ] 第一部分
相对前作而言,足球经理2007是一种延续,而不是一场革命。然而这里面的确有很多新的特征,其中一大部分不仅对于这个游戏是一种彻底的改变,对于整个这种类型的游戏都算是一种颠覆。
在去年发布的足球经理2006中,一场比赛中最多有40个新特征,而今年足球经理2007中这个数字会超过100,不过我数到106的时候就放弃了。dev的团队一直致力于将其它新的东西加入到游戏当中,并且时刻关注改进它的办法,特别是建立在user friendly mantra上的改变在今年发展的过程当中占很大一部分。我们已经有了大量关于比赛的评论,而有些特征将会从新作中消失。所以当比以往更多的特点被加入进来的同时,它们变得更容易使用,引导和控制,所有的选项将会更明显的呈现在玩家面前。如果你愿意,你还可以忽略这些或让你的助理教练来帮助你完成一些更先进更复杂的特征,但是如果你的确想得到全部的足球管理经验,它们至少很容易被发现。
现在我不准备给游戏中所有新的特征列个清单或是做个简要的描述,因为那会毁掉你们玩这个游戏的新鲜感。那么我在接下来的四个多星期将会在游戏中探索一些新的观点。实际上每周末我会将其中相当一部分内容和博客放在我的空间上并随同屏幕截图放在sigames.com。至于其他的特征就等着你们自己去探索。
那么,我应该从哪里开始比较好呢?在psp上我们可以看到,游戏变得更容易操作是件好事,但很明显我们的电脑(不要忘记Mac和新的版本,Intel Mac甚至Xbox 360的版本)上游戏将更为深入,而且我们也没兴趣去降低它的标准。于是他们努力保留所有的东西,甚至更多,但更好的呈现在玩家面前。
人性化的界面
这个主要的出发点是和玩家相联系的球队以及新皮肤的设计与作用。在Xbox 360游戏上增加的图标就是FM开发组所做的第一件事,除此还有对话框和球员状态图解,但这些很快得到了扩展,其中有一个叫vidi打印机(现在被称之为实况足球经理,它显示新闻和其他重要信息)。
这里还有很多小帖士遍及整个游戏,而且数量之巨甚至超过了300。这将满足新老玩家,并告诉他们游戏中能做什么和怎样去做,而footballmanager.com上的团队则将致力于更新这些辅助材料。为了保证所有人的游戏方式都能被包括在内,这些帖士来自于很多不同的人的意见,甚至ive关于比赛学到的东西都是我原来所不知道的。
那么球员资料,照片,俱乐部资料,队标和其它重要信息的采用对应着一些新闻时间,因此应该保存一些鼠标的按键。更容易安置,命名那些标志和选项,加上快速连接键,和flexion的皮肤一样是体育互动游戏中最好看,使用最简单的皮肤。
作为介绍,屏幕上的简要说明被大量充分的使用,因此出现的频率很高,很多选项都被展示出来并使用户对其设置,所以这是一个很好的方法,能够让你在一个屏幕下看到想要看的所有信息。至于个性化的书签和键盘快捷键,都是为了让你的使用更简单。
新特征“联系”的第二部分将会在几天后继续讨论。
第二部分:
对于机器速度快的游戏玩家来说在新特性和游戏速度中找到平衡是很重要的,fm2007的很多地方都采用多核心优化和超线程处理。对于老机器配置的用户,选项菜单中的“细节程度”可以让他们选择采用全面游戏引擎(开启比赛关键画面)或快速游戏引擎(关闭比赛关键画面)。所以,在游戏速度不会降的太大的情况下,玩家可以在一个游戏档里开启多个联赛,能够选择的教练职位也更多。尽管fm2007有100多个新特性,但玩家也可以继续和SI公司以前开发的游戏下一样,开启相同数量的联赛,通过使用其他优化器来加快游戏的速度。我们尽力兼顾最新和旧的机器配置,但显然在老机器上采用“高细节画面”设置会使游戏的速度减慢,所以,最好将玩家的游戏速度的设置符合自己的个人计算机或苹果机的配置,使游戏在机器上跑得流畅,比如玩家可以设置游戏细节里的每秒显示桢数(FPS)。
在用户友好界面里的其他新特性包括在游戏中显示的大量附加状态,特别是一些新的选项给玩家提供了更多的信息,例如玩家的助理教练能够提供的更有用的反馈信息,在转会交易中交换球员时自动推荐相应位置的球及在一个游戏档保存前自动备份已经保存的游戏。
还有千万不要忘记启动一个新游戏和添加一个教练的基本设置和高级设置模式,对于那些被大量的菜单项搞得晕头转向的玩家来说,这是很容易的事,只需要敲一下键盘上的某个功能键就可以将游戏从保存的游戏目录里读取出来(在属性窗口中选择“快捷方式”选项,在弹出的选项菜单里玩家可以查看哪些快捷键已经被设置,玩家也可以自己设置相应的快捷键)。
对于想编辑游戏数据的玩家来说,数据编辑器是简捷有用的。我们已经为游戏增加了多数据库的支持,所以玩家在游戏修改中不必覆盖旧有的数据库,这也就是说当玩家用非官方的补丁更新数据库而发生问题时,可以轻松的将数据库恢复到更新前的状态,或者也可以用第一期夏季转会窗口的数据开始新游戏,也可以用我们大概在08年2月份发布的冬季转会窗口的官方数据更新数据库。
对进行网络联机作战的玩家来说,也做了一些使联网更加容易的优化。增加的屏幕记忆功能使得玩家点击“超时继续游戏”按钮后选择想返回的页面,比如正在进行的转会交易窗口。
我们为高级玩家提供新的高级游戏模式包括了更多的新东西。这种模式使玩家能进行更高级的游戏挑战,游戏玩家犹如置身于游戏中一样,比如玩家可以拥有双重国籍以及电脑会为玩家随机挑选一支执教球队。
但和所有新老玩家一样,我最喜欢的新增功能还是选择不同的队员,对他们进行各种各样不同的训练提高他们的属性,就像我们每天都在使用的软件操作一样。你想安排你的青年队阵容吗?很简单,只要选择好第一个队员,同时按住SHIFT键,再选择最后一个队员,队员就全选上了。单击鼠标右键你可以有很多种选择。玩家在所有的可视界面里都可以采用这种方法,因此玩家在安排阵容,管理球员搜索,派出球探寻找球员时就显得方便多了。我们将在接下来几天中陆续发布有关fm2007的新特性。
第三部分:(此部分转自FMCM论坛 译者LynnLi )
球探系统
无论社区成员还是开发团队都把球探系统认为是FM2007的一个重要改变。在彻底完成前,球坛系统看起来不是那么有趣,它总是给你一些你已经知道了的信息,因此一个叫做Media Corner的团队决定彻底的重写它。
鉴于以前你只需要让球探去观察一次,你现在必须观察球员数次以取得其全部的资料,包括一个简单的星级评分和一张球探报告卡,每次你派人观察一名球员都会在球探报告中加入新的内容,直到加满为止。 你并不像前作里那样只能看到一些数字,而是在报告中加入了一些通常对玩家隐藏的数据,包括个人信息,在俱乐部的感受,买入价和他们是愿意加入你并长期呆下去,还是把你的球队当成他成功路上的一块垫脚石。
然而,并不仅仅是看看数字和提供这些信息。尽管设定好的球员潜力对于游戏的其他部分,特别是数据库的长期平衡是相当重要的,但没有人能够真实的预测出一名球员将来会多好或多差。新的球探系统考虑到这一事实,通过球探和媒体的眼睛对足球世界提供了更真实的看法。
现在球探还拥有知识背景。对于某地区拥良好知识的球探能够更快地完成任务,因为他们已经在当地人中建立了良好的网络来帮助自己完成任务。而试图去拥有知识背景覆盖全球的球探也为游戏增添了乐趣。
观察下一个对手同样有了彻底的改进,可以得到更多的反馈,可以通过战术分析去尝试发现对收会用怎样的战术对付你,以及他们平时都使用怎样的战术。
当你的球探都忙于工作的时候(你可以一次性指派多个任务给他们以确保他们忙碌的工作)你可以指定任何一名职员,不仅仅是球探去观察一个球员是否值得买入。
哦,这个游戏中不允许你用类似雇佣30名之多的球探来作弊了。在FM2007中,俱乐部主席只允许你保持一定数量的职员。而且如果你没有足够的资金,主席会阻止你派球探去那些对于俱乐部开销无法接受的国家。
今天我们谈谈关于会议室里的新改变,这将是本周介绍的五个新特点中的第一个。本周五还会在www.sigames.com上带来全新的内容和截屏图。
第四部分
会议室
在一家俱乐部里,经理和董事会之间的关系,你和经贸世界里的联系,有些比赛的打法以及给你定热狗价格的选择,这些都是非常重要的(老实的说,作为一个足球经理要做的和让那些用户在每场比赛前去割草画线一样麻烦。),这方面的事,我们留给那些主席和首席执政官去做。
尽管如此,一个真正的经理人仍然需要知道这里面发生了什么。在董事会更加关注他们俱乐部的今天,我们还是可以在某些方面帮助它改变。
和前面提到的职员范围一样(不仅是球探,还包括教练),如果有人向你提出了一个好得难以置信的报价,董事会也许会跳过你直接同意这个交易。他们同样会通过限制你所给的工资来阻止你签入他们没听过的球员。
但是他们在其它方面可能会有帮助。比如,当他们花完了资金或是失去了待在俱乐部的兴趣或发现这份工作对于他们太困难,他们可能会邀请其他人来接管俱乐部。不同的俱乐部将会从不同的团体那里得到资金,从球队的支持者到来自海外大量的投资,不一而足。所以你或许会在一夜之间发现你的资金翻了三倍或是同样的转会资金得到国外更多热心的帮助。不同的主席拥有不同的性格特征,因此有的人是不会满意球队中游的排位的,但这给玩家带来更多不一样的挑战。甚至是在你的新老板解雇你并同时任命新教练的时候。
在过去几年,讨论会中被要求增加最多的特点之一就是新球场的购买。当我们得到允许开始作球场的模型时,和现实生活中一样,因为缺少可行的计划许可,很多都无法成功,因此有可能一个足球经理人将他们的俱乐部从黑暗中带到顶级联赛但却发现他们无法将更多的球迷带到球场。而现在如果你帐上有足够的资金,或你的董事会有信心通过增加球场的球迷数来偿还债务,他们将会为球队建立一个闪亮的新球场。
你还可以请求和卫星俱乐部的联系,但是它本身是一个全新的区域,星期五我可能将会更多的讨论这个问题。
第五部分
今天的博客是关于在FM2007里面的青年队的一些改进。这周博客的完整总结,附带上图片,将会在星期五于www.sigames.com刊载。
青年队更新
在FM和SI的产品中,青年队是一直由一个叫“regens”(大概是“转生”吧--译者注)的系统很好地控制着。基本上,这个系统就是当球员退役后重新产出新球员;它在这些年来已经大量地被改进以至到了不能再进步了。不过,这依然不是完美的。
因此,抛弃“regens”吧。新加入的是一个全新的青年球员更新和数据稳定性系统。它在工作室内部的名称是“Fred”,因为如果给它一个更具描述性的名字的话就会泄露太多的商业秘密了,但是它所意味着的是在游戏中有更多的青年球员以及更接近于现实的系统-沿用现实的规则-因而在活跃的俱乐部的青年队球员应该总是能成为职业选手的。正如现实一样,这些球员中只有很小的比例会“成功”成为球星,而很多会从联赛掉到去没球可踢的卑微地步,但是每年你的青年队(如果俱乐部有的话)会补满青年球员,如果你没有在游戏开始的那一刻得到我们认为“足够”的(球员),那在游戏开始后的数天内你会得到更多的(球员)。
明显,正如在游戏里我们包罗万有一样,游戏中的所有东西都是有关联的,所以如果你的青训系统很差,你不会有太多机会得到一个明日巨星,但是也不代表没可能,只是机会少而已。某些年你也许能得到一大堆能打一线队的有潜力的球员,某些年也许你一个也得不到,不过数据系统的稳定性长期来说是一样的,所以你在2020年的第三级联赛中是找不到比现在的国家级球员要好的球员的。
我们也用了真实世界的合同规则来保证你可以给一个球员“预定合约”,从而尝试去保护你的那些被大球会相中以致你一无所获的球员,这种事情在以前的游戏中有发生过。现在只要你是全情投入,以及一直留意着你的青年球员,或者如果你信得过的话,让你的一个职员负责青年合同,你就不会白白流失一个明日巨星了。
同样重要的是你需要栽培你的天才从而让他们超水平发挥。要做到如此,你需要和球员有相互的影响。不过星期四我会更详尽的探讨这个问题!
第六部分
做名裁判是一项很艰难的工作。如果你把事情处理得好,那是应该的,但是如果你搞砸了,就会导致俱乐部数百万英磅的损失。如果一名射手错过一个黄金机会,可能很快就忘记了,但是一个对你不利的点球可能会让你记住很长时间。
这似乎很正常,尤其是在现在的足球世界中,比赛中充斥着有争议的判罚。裁判们在我们比赛前犯过错误,但之前他们并未引起用户的注意。
但我们能做社么?在很多年前我们就想有个批评裁判的地方,但这很少实现。作为比赛和现实足球世界的一部分,赛场采访可能成为你的球员抱怨裁判判罚的地方。你会被问及你关于这个判罚的意见。不仅有你的球队的支持者,也有你的对手。
别急着抱怨。你不会知道如果你干了以后FA会对你的俱乐部干些社么,但是,如果你过多地赞扬那些影响比赛的裁判,你会失去你的球员的信任。小心别碰到那会对你造成巨大伤害的底线,至于它全部的衍生后果,留给你自己去发现。
比赛引擎占据了比赛小组另外的时间和工作,包括Paul Collyer和Ray Houghton,完成了另一个飞跃。它已经最精确地模拟了足球,如今,它更为完美,追加了更多的比赛项目,改进了解说词,更为逼真。
此外还有一些新的不错的要素,比如球员的热身,赛前对话和更直观的半场和赛场采访。比赛时间在战术屏幕上,得分会全屏展示(如果你没有在之前就感到厌倦,它还是值得一看的,你只需按住Alt+F11,除非你改变快捷方式),还有许多其它的东东。。。
战术上也有些新东西。一个赛前和赛时的对手指令屏,让你更简单地指挥球员去逼抢,紧盯,展示他的错误或更凶狠的铲抢,所以你不仅有你自己球队的个人球员指令,你也有对方球队的。
和以往一样,本星期的blog,一份完整的总结将在星期五发布在www.sigames.com同时会发出大量截图。
第七部分-球员互动
伴随着在去年的游戏中成功地引入了经理互动这个特色,今年的游戏中引入了球员互动,不光是你自己的球员之间,而且是在整个足球届的球员之间。
你可以和球员谈论所有各种事情,而且与不同组的球员可以有不同的谈话。你可以和他们面对面交谈,或者通过媒体;他们也可以如此操作;
你可以让他们推荐队员或者职员加入俱乐部,这样可能可以使他们比较容易安顿下来或者恢复到很好的状态。你可以要求他们帮助你训练一个青年队员,建议他们在未来成为教练或者加入管理层。通过媒体试图从别的俱乐部挖角,和他们谈新合同或者回答他们可能提出的各种问题。
通知他们去休息以防止他们变得不满(尽管这样,伴随着游戏中的其他因素,球员的个性和当时的情绪会决定这样到底使他更高兴或者更生气)。评论他们的表现来让他们士气大爆发或者敲打他们一下,寻求关于可能成为即将来临的比赛中的危险人物或者薄弱环节的球员的小道消息,这样使得你有机会让他们觉得不安或者扬扬自得,或者在出现问题需要试图解决士气问题时可以招集队内老资格的球员召开一个队内会议。
这样作可能有正面也可能有负面的影响,而且如果你和其他俱乐部球员如此交流太多的话,将会造成和其他俱乐部的关系紧张。以至于那些俱乐部会拒绝和你进行转会交易,或者那些俱乐部会以彼之道,还施彼身,给你的一大堆球员出价。每个行动都会有结果。但是如果你操作的好的话也会得到很好的结果。你也可能因为和其他俱乐部的良好关系而更容易地从其他俱乐部租借一个球员。
第八部分-卫星俱乐部
卫星俱乐部在fm2007中初次登场。这些特色中的任何一个都在这一整年中被要求了很多次了,现在是时候把他们加入到游戏中了,特别是在现实生活中那些大俱乐部已经具有的特色领域。
有很多种不同的卫星俱乐部,我们试图尽可能提供更多种类的俱乐部之间的关系,但最后还是你来决定你的的俱乐部需要哪种关系,如果你的俱乐部确实需要的话。
此时此地我不想把所有东西都解释清楚,因为如果把所有可能的关系组合全部算上的话,用户(包括你)可以在相当长时间内在卫星俱乐部这个领域发现新东西。而其中一些关系与其他关系比起来想当稀有,但是通常的方式是你可以通过游戏中的“affiliates”部分(或者从屏幕的交互面板部分)请求一个卫星俱乐部(或者成为卫星俱乐部),你的董事会可能会因为有另外一种关系而感到高兴。这些关系可以被安排为非常简单:简单到仅仅把球员租借到那个俱乐部(虽然那些球员仍旧有权利说不)并且每年和那个俱乐部进行一场友谊赛,通过和一个在遥远国度的俱乐部保持关系可能可以增强你的俱乐部在全球市场的表现。你可以对俱乐部有初选权,在全世界的俱乐部保持不同的关系。你可以通过经理互动与其他经理建立良好关系,同时利用这种良好的关系与其他的经理联合。你甚至可以签下那些通常拿不到工作许可的球员(如果需要),然后把他们租借到那些法律上比较容易得到双国籍的国家。
拥有一个卫星俱乐部是非常有用的,特别是在游戏中希望从青年队调教出新的年轻球员的玩家,或者你执教一个小俱乐部,给予那些球员进入一队初次出场的机会,同时提供那种可能性:由于你的俱乐部和一个顶级俱乐部的关系,越来越多的人希望通过这个渠道看到一个新的年轻天才的被塑造为可用之才。更不用说可能还有财政方面的好处以及可能带来的商机的潜在的支持者。
关于本周所有博客的截图将在今天(星期五)晚些时候在www.sigames.com上可以看到。
其他——媒体趋于全能
媒体的改进
那么,到时的媒体还有什么方面已经得到改进呢?
由于在消息和皮肤面板中都发布了额外的比赛数据,队员和球队生理信息,所以你会期待更多的变化。
有关于退休经理的消息,那些离职的经理们,杯赛分组抽签直播,转会传闻,还包括从经纪人那泄漏出的“烟雾弹”。
也希望有更多的赛前和赛后的采访,问题都是关于球员,球队状态,本队的胜率,还有之前提到的有争议裁判的判罚。
有其他俱乐部对你要租借的球员出价时,媒体又会跑出来告诉你,那种球员才是阵容中所需要的。
为了让人感觉是在真实的现实足球世界里,其中在媒体这个模块里还添加了很多其他选项。可是,我们都是喜欢看见给人惊喜的新事物。所以我会让媒体闭嘴。
全能的媒体
游戏中的财政区也有些许变化。其中包括球员合同,身价及出售价,还有上述的“强制性转会”,即你的俱乐部主席绕过你接受一宗转会,签署赢球奖金。这充分体现了波斯曼法案得到执行的真实性,从而不用等到一月才能加盟,出价也不必再局限于本土联赛中那些合同过期的球员。最后是添加了一个类似于“财富榜”的全球财政画面。除了财政区的少许变化,国家队区中也有了世界排名图表,以及国家队对手的适宜排名。
至于训练,其实是关于教练的事。现在你的队伍中有了独立的一线队和青年队,并有称职的教练协助总教练。虽然董事会对训练进行了督管,但是这利于形成一个完美的训练日程。同时也派出专人网罗豪门中有上佳表现的教练。
另外,在初始设置中引入了“过往经历”(比如自选前球员或者非国脚的身份),它是一个赛季汇总的画面。赛季末,它是整个赛季结束的回顾。
FM2007-最受欢迎的新特点-第一部分
为了写今天的博客,我参观了SI的测试室,请其中一部分测试者们谈了他们最喜欢的的FM2007的5个新特点。以下是这个不规则系列中的第一部分,在手稿完成之时我又重新打了一遍。
Vlad心目中的TOP5
1 -(加强了)球探的能力-球员信息更加详尽-特别是像球探估价的能力。
2. 董事会干涉转会方面-将董事会操作他们认为好的转会这一部分削弱了。
3.球员伙同队友一起索要“合适的薪水”
4.卫星俱乐部和商业运做相结合这一特点愈加明显。
5.俱乐部有能力新建球场。
Ackter认为的5大特点
1.对手信息-能够指出对方阵中的危险人物并提出可迫使其陷入失误的泥潭以至于早早下场。
2.改进了比赛引擎-(使比赛)更真实了。越来越像看一场真正的比赛。
3.卫星俱乐部-在青少年球员的发展和人才聚集这些方面做了大量的改进。不同的俱乐部从属关系都提供一些对每个玩家都有用的东西。
4.球员交流-可以问你球员的意见,可以评论对手的球员。管理更加日常化。
5.媒体的改进-(媒体可以)捏造转会谣言、进球荒等等这一切都使你感觉身临其境。
Giedrius的5点最爱
1.媒体-媒体互动一直是FM系列的一个重要方面,增加媒体信息确实使得读消息更加兴奋和真实。
2.卫星俱乐部-将卫星俱乐部这一特性加入游戏是FM在深化其内涵方面的一大进步,从而使游戏更加真实。(这个新特点)给了玩家一个将青年才俊培养成优秀球员的机会。
3.球员指导-年轻球员可以向老球员学习确实使游戏增色不少。年轻球员可以向诸如舍甫琴科这样的球员学习并提高自己-多希望这样的事发生在我身上!神来之笔!
4.GUI(图式用户界面)- FM2007拥有的GUI部门已经使游戏在这一方面胜过他人。我可以说由于在游戏业中有一个画图的背景,FM2007赢得了市场。毫无疑问,一个重大进步。
5.最富有的俱乐部-这一特性(给我们)提供了一个更舒服的观察一个俱乐部成就的方法。无疑是一个精小的改进。
FM2007-最喜爱的特性第二部分
在今天的博客中,将有来自SI测试团队的关于即将发行的FM2007的更多的“最喜爱的特性”。
来自于Lee Marlow的
1.用户化的主页-选择充分的用户化自己的主页是一个很好的尝试。当你仅仅需要知道少量的信息或是数据时会节省很多时间。
2.职员/俱乐部知识-每一个俱乐部的成员都有他们特定的知识层面,当你在联赛中奋勇拼搏时,试着填满你俱乐部的世界知识是很有趣的。
3.最富有的俱乐部排行-像俱乐部知识一样,最富有俱乐部排行是本游戏另外一个不错的尝试。当你已经稳固了自己世界最富有俱乐部的位置时,与此相比,将地方南部联赛的队伍带进这个排行则更感觉甜蜜。
4.多线选择-可能是现今最节省时间的特性。那些整个浏览一遍你所有的队员并要求一份教练报告或者向俱乐部出价的日子已经一去不返了,现在你只须点几下鼠标就可做到。
5.球员交流-显然这是一个集大成的新特点。你可以要求你的明星前锋提出一份新的合同或者告诉有前途的年轻后卫可以向队长多多学习。
Neil的观点
1.我喜欢新一代FM的第一点是游戏细节水平的用户化选择。这就意味这我可以在自己那台不中用的电脑上开更多的联赛,而不用过多的担心的游戏速度,而且如果我想到国外执教,比起不得不运行西班牙联赛十年游戏时间要简单的多。
2.第二点我注意到新的球探系统产生了巨大的影响。现在你需要了解特定地区的特殊知识,这一点对你找到能改变你球队的好球员是一个重大挑战。因此,球探报告已经不仅仅是一句总结性的话-取而代之的是他们突出了你真正需要的一些细节。
3.第三个我感到最满意的改进,当然是卫星俱乐部。这一特点帮助我们解决了麻烦,我们可以接受申请将一个球员送到比利时或是西班牙锻炼几年而不是签下他。如果温格和贝尼特斯可以这样做,同样我也可以!
4.第四点给我留下深刻印象的是游戏中分门别类的教练。体能教练和青年教练使你对游戏的训练体制选择更多,而再也不用给普通教练更多额外的工作了。
5.首先也可能是这一版本增加的最小的特点,看到它之前你绝对想不到。当你用2D引擎玩着游戏,你的队伍正在跟对方拼杀时...那是什么?你的注意力被吸引到了...替补席...热身?小而无用,是的-辉煌的成就...真他妈的棒!
Alexander Harris最喜爱的五个新特点
1.赛前球队讨论-对于上一代来说是一个明显的新特点。
2.有争议的事件-这些东西使得游戏更加真实,也是我们想要的。
3.年终总结-现在我总是在“赛季最佳签约”或者“进步超乎预料的球员”这些榜单上寻找我俱乐部的名字
4.按实力分组-我想很多人等这个已经很长时间了。冠军联赛再也不会有雷同的了。
5.多重选择-在接手一个俱乐部后我总是将我的队员送到国外,显然极大的节省了时间。
[ 本帖最后由 绝代单骄 于 2006-10-10 11:44 AM 编辑 ]
英文原文
New features and improvements for Football Manager 2007 (FULL Version!)Part 1
Football Manager 2007 is evolution, rather than revolution, however, a lot of the new features are revolutionary not just for the game, but for the whole genre. And there are a lot of them
The most amount of new features weve had in one of our games was the 40 in last years Football Manager 2006. This year, there are over 100! I gave up counting at 106, and the dev team keep putting other new things into the game whilst playing and noticing ways to improve it, particularly based around the user friendly mantra thats been a big part of the development process this year. We have had many comments about our game being overwhelming, and seeing features being lost in the mass of screens, so whilst weve added more to the game than ever before, weve also made it so that its easier to use, navigate, control and all options should be more obvious to the user. You can still ignore things if you want to, and still get your assistant manager to help out with some of the more advanced and complicated features, but at least they are easy to spot if you do want the full football management experience.
Now, Im not going to ruin everything by just giving a list of all of the myriad of new features in the game and a brief description because, well, I dont want to ruin the game for when you start playing it J. So what Im going to do over the next 4 weeks is go through a few of the new ideas inside the game, well, quite a few actually, with the blogs on myspace and a round up with screenshots on sigames.com at the end of each week. The other features will be for you to discover for yourselves
So, wheres a good place to start? One of the internal mantras for this years game has been user friendly, user friendly, user friendly. Weve seen with our PSP game that making the game easier to use is a good thing, although obviously our PC (not forgetting Mac and the new format, Intel Mac or even the Xbox 360 version) the game is a lot more in-depth, and there is no interest from us to dumb down the game. So weve worked very hard to keep everything, and more, but present it better to the user.
USER FRIENDLY
The main starting point for this was with the user interface team and the way that the new skin was designed and works. Adding in icons that were used on the Xbox 360 game was the first thing done, and the dialogue boxes and polygon graphical player stat view from that version too, but these soon got expanded upon to include a vidi printer (currently dubbed Football Manager Live!which shows news and other important info, with the ticker bar now showing interesting stats about active leagues.
There are also hints & tips throughout the game, but rather than just a handful, weve got over 300. This should suit both the new users and advanced users, and tell them about things that they can do in game, and how to do them, along with the updated tutorial which has been worked on by the team at footballmanager.net. The hints and tips have come from a variety of different people to ensure that all peoples style of play is covered, and even Ive learnt things about the game that I didnt know before.
Add to that the introduction of player bios, photos, club bios, logos and other important information to news items, that should certainly save a few mouse clicks. Easier positioning, naming of icons and options, plus the addition of quick links (icons), as well as the Flexion skin being the best looking and easiest skin to use on a Sports Interactive game to date.
The snapshot screen has been massively under-utilised since its introduction, so weve made this appear more often, added more options to be displayed and also made it user configurable, so its a great way to see the info that you want to see, all on one screen. Add to this customisable bookmarks and keyboard shortcuts, and were giving power to you to make it easier for you to navigate.
Part 2 of the "interface" new features will follow in a couple of days....
Part 2
Balancing between new features and the speed of the game is really important so for those that do have speedy computers, more sections of the game are now multi core optimised and hyper-threaded. For those that have older machines, the "detail level" option in option menu is a good place to go all levels of matches are now configurable to play out with the full match engine (with visible highlights) or the quick match engine (without visible highlights). So you can now have more leagues active in the game, so more jobs to get across the world, without it slowing down the game much at all, or just keep using the same amount of leagues as in previous SI games, working with the other optimisations to actually speed the game up considerably, despite the 100+ new features. We have tried to cater for those with both the latest machines and those with older ones, and obviously the older the technology, the slower the machine will be with higher detail settings, so its nice and easy to tune the speed of the game to what youre happy with on your PC or Mac, much like you can with detail settings in FPS games.
Other new features in the user friendly area include lots of extra stats being displayed inside the game, particularly in news items, to give more info to the user, better feedback from your assistant manager, agents recommending positions for exchanging players in transfer deals and the option to back up saved games before a new one saves.
Oh, and lets not forget the basic and advanced set up modes for starting a new game and adding a manager, with easy to use wizards for those who get confused by any kind of menu. Or the ability to take screenshots just by pressing one of the function keys they save into your saved game directory (check out the "shortcuts" option in the preferences screen, which can be found in the option menu to see which button is assigned, and lets you completely configure keyboard shortcuts)
The database editor is also easier and quicker to use for those who like to edit such things. Weve added multiple database support into the game, so theres no need to wipe over older databases, meaning that if you try an unofficial update to the game and it doesnt work, you can easily switch back to the original database. Or choose to start a new game with data from the first transfer window, or the second window when we release our official data update around February time.
For those who play network games, theres been some optimisation made to make the experience easier, also the addition of screen remembering, which means that having the "continue game timeout" option which stops you from being kicked out of making transfer bids and return to screens that you dont want to be on.
Theres more things for advanced users, with new advanced game modes, including the possibility of the ultimate challenge, with random team selection where the computer chooses which team you should manage as well as the ability to have dual nationalities, just like the players inside the game.
But my personal favourite for both old and new users alike is the addition of the capability to select multiple players and perform multiple actions on said players, much like you would do with any software you use day to day. Want to get rid of your youth squad? Easy, just select the first player, then the bottom one whilst holding down shift, and they will all select. Right clicking on the mouse then gives you the multiple action options. You can use this on virtually all screens, so it makes it a lot easier to do scout searches, as well as managing your squad, managing player searches and the like.
More will follow in the next couple of days.
Part 3
Today's blog is going to deal with the new scouting module
Scouting was an area identified for a major overhaul for Football Manager 2007 by both the users of our forums and the FM dev team. Whilst completely functional before, it wasnt that much fun, and tended to give you information that you already new about, so the team known as media corner decided to completely revamp it.
Whereas previously youd scout a player once, and could set up scout searches for different areas in the world to find out info on players, you now have to scout players multiple times to reveal all of their information, which is presented to you both as a simple star rating system, but also a scout report card which adds more info each time you scout until full. And this isnt just the info that youd see as numbers like scouting in our previous games, but adds information that is normally hidden to the user too, such as personality info, their current happiness at the club, the kind of fee youd need to pay to get them, and whether they are likely to join you and stay with you in the long term, or see you as a stop gap club.
On top of this, its not just about looking at the numbers and providing the information. Whilst having a set figure for player potential is imperative for other areas of the game and, in particular, long term balancing of the database, no one can ever truly predict just how good or bad a footballer will become in the future, so the new scouting system takes this into account, offering a much more realistic outlook on the footballing world through the eyes of scouts and the media.
Scouts also have knowledge bases now. A scout with a good knowledge of an area will complete scouting missions in that area quicker, as they have already built up a good network of people to help them out. It also makes for a fun mini-game of trying to have complete world wide knowledge!
Scouting the next opposition is also radically improved, with much more feedback, and information about likely tactics that will be used against you using a tactics analyser to try and work out what tactic they will use against you, as well as their normal in game tactic.
Whilst only your scouts can go on missions (and you can set up multiple missions at any one time to keep them really busy), you can also ask any member of your staff to check out individual players, rather than just your scouts, to get an ever clearer view of whether you should be signing a player or not.
Oh, and theres no cheating allowed on the knowledge mini-game. No longer can you just take on 30 scouts and cheat your way to the top. In Football Manager 2007, your Chairman will only let you have a certain amount of staff to help you. And if you dont have much money in the bank, they might also block you from scouting certain countries that they simply cant afford to send your scouts out to.
At some point this afternoon, a round up of this weeks blogs, and lots of screenshots for the features spoken about will appear on our website at www.sigames.com
CAN I PLEASE REQUEST THAT YOU ONLY MAKE COMMENTS ON THIS BLOG ABOUT THIS BLOG. IF YOU HAVE OTHER QUESTIONS ABOUT THE GAME, PLEASE POST THEM ON OUR WEBSITE FORUMS AT WWW.SIGAMES.COM
Part 4
Today's new features blog deals with the boardroom, and is the first of 5 new features blogs this week – a full round up, with screenshots, will also appear on our website at www.sigames.com on Friday.
THE BOARDROOM
The relationship between a manager and the board at a club is very important, and your link between the football and commercial world, and whereas some games in the genre decide to give you the option to set hot dog prices (which, let's be honest, has about as much to do with the job of being a football manager as forcing the user to cut the grass and painting the lines on the pitch before each match), this is an area that we leave to the chairman and chief executive.
However, a true manager still wants to know what's going on, and help influence it in some ways, whilst the board take a lot more care over their clubs now.
As well as the previously mentioned limiting of staff (not just scouts, but coaches too), if someone offers a transfer offer too good to be true, the board may well accept over your head. They also might limit the amount of wages you can offer a player who they haven't heard of.
They are nicer in other areas though. If they are running out of cash,losing interest in the club or realise it's too big a job for them, they might now invite people to make offers for the club, which could lead to a takeover. Different clubs will get offers from different groups, ranging from supporters clubs through to massive investment from abroad, so you could find your transfer budget tripled overnight, or the same shoestring budgets with more enthusiastic help from the board. Different chairmen have different personalities, of course, so some might not be happy with mid table obscurity, but it brings different challenges to the game. Or even end up with the new board giving you the sack as they appoint their own manager!
One of the most requested features on the forums over the last couple of years has been that of stadium moves. As we try to model stadiums as accurately as we are allowed, many are set to not being able to be expanded due to a lack of available planning permission, just like in real life, so there were occasions when mighty FM managers took their clubs from obscurity to the top division to find that they couldn't get any more fans into the ground. Now, if you've got enough money in the bank, or if the board are confident of paying off any debts that are taken on via the increased amount of fans in the stadium, they will build a new shiny ground for the team to move into.
You can also request relationships with feeder clubs, but that's a whole new section in itself, and we'll save that one for Friday I think…
Part 5
Today blogs is about the youth revamp that is coming in Football Manager 2007. A full round up of this weeks blog, with screenshots, will appear on Friday at our website at www.sigames.com
Youth Revamp
Youth teams in Football Manager and Sports Interactive titles have been very well served over the years by a system called "regens". This was, basically, the regeneration of players as they retired, and had evolved massively over the years to the point where it couldn't be taken any further. But it still wasn't perfect.
So, out go "regens". And in comes a whole new system of youth player generation, and database stability. It's internal codename is "Fred" because if it had a more descriptive name it would give far too many trade secrets away, but what it means is a lot more youth players in the game and a system much more akin to that of real life, using real life rules, so youth teams at active clubs should always be well populated with players. Just like real life, only a small proportion of these players will "make it" into top players, with many dropping down the leagues into non-league obscurity, but each year your youth team (if your club has one) will be topped up with new players and if you don't have what we deem "enough" at the starting point of the game, you'll be given more in the first couple of days of the game starting.
Obviously, as with everything in our games, all areas of the game are linked, so if you have poor youth facilities, you will be less likely to find the next world superstar, but that doesn't mean that you can't, just that it's less likely. Some years you might get a whole heap of potential first team players, some you might get none, but the stability of the database over the long term stays the same, so you shouldn't find that in 2020 players in the third division are better than the international players of today.
We've also used real world contract rules to ensure that you can offer players "pre-contracts" to try and save your players being snapped up for next to nothing by bigger clubs as has happened on previous games. As long as you're on the ball and keeping a close eye on your youngster or, if you trust them enough, letting one of your staff looking after the youth contracts, you should never lose a potential superstar for nothing again.
It's also important that you nurture your young talent to get the best out of them. And to do this, you need to interact with the players, but there's more info on that coming on Thursday!
Part 6
Referees and Match Engine
Being a referee is a very hard job. If you get things right, it's expected, but if you get things wrong, it can cost a club millions of pounds. If a striker misses an easy chance, it's forgotten pretty quickly, but a penalty against you after a dive gets remembered for a very long time.
It just seemed appropriate, particularly with everything going on in the world of football at the moment, to have controversial decisions highlighted more in the game. Refs have made mistakes in our games before, but they haven't really been brought to the attention of the user in this way before.
But what can you do? We had a feature many many years ago where you could criticise the ref, but very little happened because of it. With post match interviews a part of the game and the real football world, it could be that one of your players complains about the decision in a post match interview. It could be that you're asked your opinion on the decision. Not just ones for your team, but against your team too.
Don't be too quick to complain though. You never know what the FA will throw your clubs way if you do. But then again, you could lose the faith of your players if you praise the refs too much when it's costing the team. Just be careful not to get a touchline ban as those will hurt you greatly, but I'll leave it to you to discover the full ramifications of that.
The match engine has had another year or work from the match team, which includes Paul Collyer and Ray Houghton, and has taken another leap forward. It was already the most accurate replication of football in any simulation, and now it's gone one louder, with lots more match events, improved commentary and is just generally even more lifelike.
There are also some nice new touches, like players warming up on the touchlines, pre-match team talks and more intuitive half time and post match team talks. Match time in the tactics screen, score display in full screen mode (and if you haven't tried this before, it's well worth it – just press Alt+F11 to toggle unless you've changed the shortcut), and lots of other bits and bobs.
Tactically, there's something new too. A pre and during match "opposition team instructions" screen, which allows you to easily highlight players to close down, mark tighter, show onto his wrong foot or tackle harder, so as well as the individual player instructions for your own team, you have them for the opposition too.
As always, a full round up of this weeks blogs will be made available on Friday at www.sigames.com along with a plethora of screenshots.
Part 7
Following on from the successful introduction of manager interaction with last years game, this year comes player interaction, and not just your own players, but players throughout the whole football world.
There's all sorts of things you can talk to players about, and it's different for different groups of players. You can talk to them both face-to-face, or through the media, and they do the same.
You can ask them to recommend players or staff to join the club, which might make it easier for them to settle in or get back into good form. You can ask them to help train a youngster, suggest that they go into coaching or management in the future, try and tap up players at other clubs through the media, talk to them about new contracts or answer all kinds of questions they might come up with. Warn them about resting so as to stop them from becoming unhappy (although, as with anything else in the game, the players personality and mood at the time will determine whether this make him more or less happy), comment on their form to give them a much needed morale boost or a kick up the fuss. Ask for tips on who might be a danger man or weak link for the forthcoming match, to give you the chance to unsettle them or make them complacent, or ask a senior member of the squad to have a team meeting when things are going wrong to try and sort out morale problems.
There can be negative or positive effects, and you might find strained relationships with other clubs and managers if you use it on their players too much, such as the refusal by that club dealing with you on transfers, or a backlash with them putting in bids for lots of your players. Every action has a consequence. But then the opposite can happen if you work it well, and you might be more likely for a player to join you on loan over other clubs due to the good relationships that you have.
Part 8
Feeder clubs make their debut in Football Manager 2007. Another one of those features that's been requested many times over the years, the time was right to add them now, particularly with them no longer being just the domain of the larger clubs in real life.
There are lots of different types of affiliate clubs, and we've tried to get as many of these relationships in the game as possible, but it's up to your board to decide what type of relationship the club needs, if you one is needed at all.
I'm not going to give everything away here and now, because the feeder club module is an area where the customer (and you!) will keep finding new things over time due to the sheer amount of combinations possible, and some of the relationships are a lot rarer than others, but the general way they work is that you request a feeder club (or to be a fed club) from the "affiliates" section of the game (or from the board interaction screen) should your board be happy with having another relationship. These relationships can range from something as simple as being able to send players to clubs on loan (although these players still have the right to say no) and play the club in a friendly once a year, through to having a relationship with a club in a far flung country that might increase your global marketing presence. You can get first options at clubs, have different types of relationships around the world, and utilise your relationships with other managers by linking up with those that you have a good relationship with via manager interaction. You can even sign players who wouldn't normally get work permits (if needed) and farm them off to countries where the laws make it easier to get dual nationality.
Having feeder clubs is very useful, particularly to try out your new youth players from the new youth revamp in the game, or if you are a smaller club, giving these players their first chance to get first team football, and the possibility of getting more people through the door wanting to see the new young talent made available through your relationship with a top manager. Let alone the financial possibilities and potential new supporters that having a commercial link might bring.
Screenshots for all of this weeks blogs will be available at www.sigames.com at some point today (Friday).
FM2007 Blog part - media and miscellaneous
MEDIA IMPROVEMENTS
So, what else has improved in the media then?
Well, you can expect a lot more variation, due to the extra post match stats, player and team bio information being used in news items, and in their own panels as part of the Flexion skin.
There's news items for retiring managers and those quitting their jobs, live group draws for cup competitions, and transfer rumours, including false ones put out by agents alongside leaked news items from clubs and agents on bids that have been put in.
You can also expect more pre & post match interview questions based around player form, team form and your chances in the match ahead as well as the previously mentioned controversial refereeing decisions.
Oh, and when clubs are bidding to take your player on loan, they'll tell you what kind of role the player is likely to have in the squad.
Lots of other nice touches have been added to the media module on top to inrease the feel of being in a real football world.but this is an area where we really want people to see surprising new things whilst playing, so I'm going to shut up about it now!
Miscellaneous
There are a few changes in the finance area of the game, with an overhaul of player contracts, values, sale values, the aforementioned "unrefusable transfer offers" where your chairman will accept a bid over your head, win bonuses, a real implementation of the Bosman rule (so no more waiting until January and bidding for all the players in your own league whose contracts are running out) and a new global finance screen, a bit like a "rich list". A few changes in the international area as well with world rankings graphs and squad numbers for international competitions where appropriate.
With training, well, coaches actually. You now have separate youth team, first team and fitness coaches to go with your general coaches. Your board does limit these, but it makes it easier to tweak those training schedules to perfection, and have dedicated staff looking after fitness to model the ever increasing coaching facilities of the big clubs.
And then there's "past experience" on setup (choose whether you used to be a pro footballer or an ex international, for example), a great new "end of season round-up" screen which comes, err, at the end of the season, and acts as a useful guide to how it all ended up. And the ability to move a player to the reserve or u19 squad until they are fit when they get injured. And so much more besides that you can find out once the demo is released, and some that you won't see til the game is released.
So, there's some things to get your appetitie whet. I hope you enjoy the game as much as we've enjoyed making it!
So what are we going to do blogwise after this point? Over the coming weeks, we'll be providing info on Football Manager Handheld 2007 on PSP, info on FM2007 on Xbox 360, some of the dev team and test team at SI's "5 favourite features" which I expect will reveal info about some of the new stuff that I've avoided talking about in the blogs, some indepth guides to certain parts of the game by the people who designed them, news of a brand new SI football based game which will be released this year, and lots more besides!
Online previews of the game should be available from this afternoon too – we'll post links on our website at www.sigames.com when we are told about them.
FM2007 - Favourite new features - part 1 of many....
For today's blog, I went through to the test room at SI, and asked a few of our testers what their 5 favourite new features are in Football Manager 2007. This is the first part of an irregular series, as is re-typed exactly as it was written.
Vlad
1 - Scouting overhaul - Much clearer info on players - especially like the ability of scouts to predict the asking price
2.Board intervention on transfer offers - the board accepting offers they deem too good to turn down.
3. Players wanting "matching pay" with a team mate
4. Feeder clubs, particularly merchandising links
5. Clubs being able to build a new stadium
Ackter
1. Opposition instructions - being able to single out opponent's dangerman and force him into mistakes and take him out of the game..
2. Improved match engine - more realistic. More and more like watching a real match.
3. Feeder clubs - massive upgrade in youth development and encatchment. The different affiliate types all offer something every player can use.
4. Player Interaction - able to ask your players opinions, comment on opposing players. More day-to-day management
5. Improved media - fake transfer rumours, goal droughts etc all make you feel the in-game world around you.
Giedrius
1. Media - Media interaction has always been an important aspect in FM, increase of media communication has definitely made reading news more exciting and realistic.
2. Feeder clubs - Adding in the feeder club feature has also been a huge step to extending FM's knowledge as a true football game. Definitely gives the user an opportunity to develop young talents into decent players.
3. Player tutoring - young players being able to learn from senior players has definitely added more excitement to the game. Young players can improve from players such as Shevchenko - just wish it was me! Great addition!
4. GUI (Graphic User Interface) - FM2007 has managed to excel within the GUI department. Having a graphic background in the games industry, I can comfortably state that FM2007 delivers the goods. A huge improvement without a doubt.
5. Richest clubs - this feature adds a more comfortable way of viewing a clubs success. Definitely a nice little feature to look out for.
FM2007 - favourite features part 2
In today's blog, here are some more of the SI test teams "favourite new features" in the forthcoming Football Manager 2007.
Lee Marlow
1. Customisable homepage - the option to fully customise the home page is a nice touch. It saves a lot of time when you just want to know that little bit of information or stat.
2. Staff/Club knowledge - with every member of staff having their specific level of knowledge, it's interesting trying to fill your clubs world knowledge as you work your way up the leagues
3. Richest club list - like the club knowledge, the richest club list is another nice touch to the game. Turning your local Conference South side to world beaters can be even sweeter when you cement your place at the top of the worlds rich list.
4. Multi-line select - possibly the biggest time saving feature ever. Gone are the days of going through your entire squad and requesting a coach report or offering to clubs, this can be done in just a couple of clicks now.
5. Player Interaction - absolutely loads of new features crammed into one here. Ranging from asking your star striker to recommend a new signing or telling that promising young defender that he could learn a lot from the clubs captain.
Neil
1. The first thing I really love about the new Football Manager is the option to customise the detail level within the game. This means now I can run more leagues on my useless PC, and not have to worry as much about the speed, plus if I want to manage abroad, it makes it so much easier than having to carry the Spanish league along for ten in-game years first
2. The second thing I've noticed which has made a huge impact is the new scouting system. The fact you now need to have particular knowledge of certain areas really improves the challenge of finding that perfect player to really make a difference in your squad. Added to this, the reports compiled by the scouts are no longer just a one sentence summary - instead they highlight the details you really want to know.
3. The third improvement that I've really appreciated are, of course, the feeder clubs. What better way of getting round that pesky work permit application than signing the player anyway and packing him off to Belgium or Spain for a few years. If it works for Wenger and Benitez, it works for me!
4. The fourth element to imprpess me within the game are specific coaches. A fitness coach and youth coach really give you an option to expand the training regimes of the team, without putting extra burden on the general coaches.
5. The first, and perhaps one of the smallest elements to be added to this version of the game is one you'll only notice when you least expect it. Playing with the 2d engine, team struggling to break down the opposition...and what's that? Your attention is drawn away to..the subs..warming up?!! Small and insignificant, yes - brilliant... damn right!
Alexander Harris
1. Pre-match team talks - an obvious extension of a great feature from the last version
2. Controversial incidents - these make the game even more realistic, which is what we all want.
3. End of season summaries - I'm now always looking for my clubs name in the "best signing of the season" or "overachievers" section of this list
4. Live draws for competition group phases - I imagine a lot of people will have been waiting for this for a long time. The Champions League will never be the same again.
5. Multiple select - I always ship out my squad when I take over clubs, so this will be a marvellous timesaver. 好贴,先顶一下 哈哈.不错哦. FM在不断进步,可喜可贺 期待正式版啊~ 这个要支持~ 顶 来晚了
顶上去支持!