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[新闻报道] FM2010博客-第六天:采访游戏专家Paul Collyer(透露新球员习惯)

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发表于 2009-9-9 23:03:46 | 显示全部楼层 |阅读模式
昨天在博客里,我谈到了比赛观赏在 FM 2010 里的变化。比赛观赏,就是在屏幕上比赛期间你所能见到的。

今天,我会关注一下幕后我们怎样挑选你在屏幕上看到的动作。

多年来,游戏的这方面是归Paul Collyer(SI的共同创立者之一)与他的兄弟Oliver管理的。

不过,我首先来讲一些比赛引擎本身的历史背景。

17年前我们首次开始制作足球经理游戏的时候,你所能看见的比赛引擎仅仅是文字的评述。

在2003年,我们发布了一款拥有从上而下的表现形式的2D比赛引擎的游戏。五年之后,在去年的FM2009里我们首次拥有了3D显示。

Paul Collyer必须看很多很多足球才能够制造比赛引擎。他太可怜了,不是吗?

但是他不仅仅在现场或者在电视上看足球。我们也拥有与现实生活中主教练们所用的一样的工具来分析足球比赛来帮助确保比赛引擎的准确性。

另外Ray Houghton,爱尔兰的前国脚,是一名SI的顾问。他的主要工作是看比赛展示。当球员们在做他们在现实生活中不会做的事情的时候,他就会告诉Paul Collyer。

比赛引擎永远不可能是完美的。它在不断的逐渐演变。他们在比赛引擎里做出的变化不仅仅会在内部测试,这些变化也会在我们的测试“梦之队”里进行外部测试。这些变化也会被放进FM Live(多人版FM,你拥有并且管理你自己的俱乐部)的测试版本里被另外的数千人测试。

所以很多人关注着每周更新的、不同版本的比赛引擎。他们在现实性这方面给予反馈,并且指出一些明显的缺陷及问题。

Miles Jacobsen: 那么,我的第一个给Paul Collyer的问题是,自FM2009以来比赛引擎有什么变化?

Paul Collyer: 这平稳的一年中我尽可能地分析了许多方面的弱点并且尝试改进它们。两个好的例子:传球与对带球球员的盯防。我们全力动用了我们内部的测试者们与我们的外部的Beta测试队伍。我认为总的AI更好了,尽管它在我的眼里离完美还远着。

MJ: 你提到了现在在比赛引擎里有很多新的球员习惯。什么是球员习惯?游戏里有什么新的球员习惯?

PC: 球员习惯是在比赛里球员倾向的动作。它可以是“喜欢尝试远射”,或者是“喜欢带球跑”。我们尽可能地把球员习惯联系到这些球员习惯的战术对应指令。因此如果你有一个喜欢尝试远射的球员,那么你必须参照这个球员习惯来设定他的远射指令。换句话来说,要让他更少尝试习惯的话你必须确保你设定这些习惯的对应指令到最低。相反也是,比如逆向的球员习惯“很少带球跑”。当然,不是所有的球员习惯都有相对应的指令。有些球员习惯仅仅塑造你拥有的球员类型,而与战术无关,比如“尝试远距离定位球”。无论如何,今年新增加的球员习惯包括“手榴弹式界外球”(德拉普)和“只传不射”(译者注:这不是国猪吗?)。

MJ: 你可以谈一下FM2010里比赛引擎里的一些新的小改动吗?

PC: 有很多。我知道你的最爱之一是如果一个球员在一场比赛里进了两球,而且他所在的队伍得到了一个点球,那么很有可能他会被给予踢这个点球的机会,从而完成他的帽子戏法。我们也更好地设定如球场状态这类东西对球员的影响。 比如一个球感不好的球员在湿滑的场地上会更难控制球。

MJ: 你还有别的话想说吗?

PC: 有,我希望人们看见,每一次发行,我们尝试着向足球经理游戏的圣杯一点点地靠近 —— 一个允许玩家与他的球员准确地去表达他们自己,如同在球员席上看一样的真实的可信的对比赛的模拟。


感谢Paul Collyer。所以你应该知道了很多今年的比赛引擎的改进和变化。

今天没有新的视频(对不起!)。对于那些错过了以前视频或者博客的人,你们可以在这里看见一个完整的列表。第四天和第五天是那些有比赛引擎视频的博客。

明天,我将会展示新的战术生成助手两部分中的第一部分。到时候见!

Cheers

Miles

[ 本帖最后由 fatfat325 于 2009-9-12 12:55 AM 编辑 ]

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 楼主| 发表于 2009-9-9 23:04:22 | 显示全部楼层
Football Manager 2010 new features blog Day 6: Interview with game guru Paul Collyer

http://www.mirrorfootball.co.uk/ ... -article150271.html

Yesterday in the blogs, I dealt with changes to the match view, which is what you see on the screen during matches in Football Manager 2010.

Today, I'm looking at what goes on "under the hood" to decide the action that you see on the screen.

For many years this area of the game has been controlled by Paul Collyer, co-founder of Sports Interactive with his brother, Oliver.

But first a bit of background behind the match engine itself.

When we first started making football management games 17 years ago, all you could see of the match engine was text based commentary.

In 2003 we released a game with a 2D top down representation of the match engine. Five years later, with last year's Football Manager 2009, we had a 3D display for the first time.

To make the match engine, Paul has to watch a LOT of football. Poor guy, huh?

But he doesn't just watch football live, or on the telly, we also have the same tools that real life managers use for analysing football matches, to help ensure that it's as accurate as possible.

On top of that Ray Houghton, the ex-Republic of Ireland international, is a consultant at SI, with his main role being to watch the match display and tell Paul where the players are doing things that they wouldn't in real life.

The match engine will never be "finished". It constantly evolves. The changes that are made in the match engine are tested not just internally, but also externally with our test "Dream Team", and it also gets put into the beta versions of Football Manager Live (the massively multiplayer version of the game where you own your own club, as well as manage it) for a couple of thousand more people to test.

So lots of people look at versions of the match as it updates each week, and give feedback on the realism aspect and point out any bugs and issues that might be apparent.



Miles Jacobsen: So, my first question to Paul was "what's changed since FM2009 in the match engine?

Paul Collyer: Well, it's been a steady year of analysing as many areas of weakness as possible and trying to improve them. Two good examples are passing and the marking of the player with the ball. We have used both our in-house testers and our external team of beta testers to the full. I think the general AI is better, albeit never 'finished' in my eyes.

MJ: You mention that there are new "player preferred moves" in the match engine now - what are player preferred moves, and what new ones are in the game?

PC: A player preferred move is an action that the player tends towards in the match. That could be 'likes to try long shots', or 'likes to run with the ball'. Where possible we have linked these to their tactical instruction counterparts, so if you have a player who 'likes to try long shots' then you need to set his 'try long shots' instruction with reference to that. In other words, to make him try them less make sure you set them to the lowest setting possible. It works the other way for negative PPMs like 'runs with the ball rarely'. Not all of the PPM's have instructions that match, of course, there are stuff like 'tries long range freekicks' which simply shape the kind of player you have regardless of tactics . Anyway, new ones added for this year include 'has flat hard throw' (Rory Delap ) and 'looks for pass not shot'.

MJ: Are there any nice little touches you can talk about that are new to the match engine for FM2010?

PC: There are lots. I know one of your favourites is that if a player has scored twice in a match and his team get a penalty, there's a good likelihood that he'll be given the ball to take the penalty so he can get a hat-trick, and we have also better modelled the effects on players of stuff like pitch condition, as in a player with weaker first touch may find it harder to control a ball on a wet pitch

MJ: Is there anything else you'd like to say?

PC: Yes, I hope people see that with each release we try to get a bit closer to the holy grail of football management games: a lifelike and believable match simulation that allows the user and his players to express themselves as accurately as if he was watching it from the dugout!



Thanks Paul. So there you have it. Lots of improvements and changes for this years match engine.

There are no new videos today (sorry!), but for those who have missed the previous videos or previous blogs, you can see a complete list of all the blogs here - Days 4 and 5 are the ones with match engine videos in.

Tomorrow, I'm going to reveal the new tactics creator with the first in a two part look at it. See you then!

Cheers

Miles
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发表于 2009-9-10 12:36:07 | 显示全部楼层
鸡动啊 内牛满面!
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发表于 2009-9-10 12:46:05 | 显示全部楼层
只传不射 不是国猪吧。 国猪是只射不进。
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