Advertisement
Guest User

Untitled

a guest
May 3rd, 2018
239
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.50 KB | None | 0 0
  1. Article for proof: https://translate.google.com/translate?act=url&depth=1&hl=en&ie=UTF8&nv=1&prev=_t&rurl=translate.google.com&sl=fr&sp=nmt4&tl=en&u=http://m.jeuxactu.com/red-dead-redemption-2-notre-interview-de-rob-nelson-de-rockstar-113721.htm&xid=17259,15700019,15700124,15700126,15700149,15700168,15700173,15700186,15700189,15700201
  2.  
  3.  
  4. >The memo also states, much like GTA Online, players will be free to explore the open-world although it will supposedly provide far more depth than Rockstar’s previous online efforts. For example, NPCs will decorate storefronts with amenities and pack things away once night comes.
  5.  
  6. >Frequent rewards will be handed out to players for completing certain tasks. These might range from traveling a certain distance to murdering an enemy using a bow from 100 metres away.
  7.  
  8. >Apartments from GTA Online will return in the form of tents which can be owned and upgraded by players. These are purchased in the open-world and also come in a variety of different themes.
  9.  
  10. >Online play will include access to a number of shops and NPCs which can provide the players with equipment and missions. Free Events can also be organised outside of standard playlists like spontaneous treasure hunts and deathmatches
  11.  
  12.  
  13. >French interview with Rob Nelson, the art director and co-president of Rockstar North. Lots of tidbits, including that RDR2 has been in development for 8 years; they started immediately after wrapping the first one.
  14.  
  15. >With GTA V, we realized a gigantic and immersive world, but with Red Dead Redemption 2, we wanted to go even further, to be able to touch things, to be able to pick up anything, to interact with them, to whether characters or animals.To be able to go beyond the facade of the world, to be able to feel it, that it is just the ground that is deformed by the mud, that the characters can slide along the slopes, to adapt and to adjust the changes of postures and of animations according to the ground, the situations, that they cross a bush climb a hill. We wanted the player to be as connected as possible to the world around him, with the utmost respect. This is something that we would have liked to have done with GTA V already and that we could not integrate for various reasons: lack of time, technology that was not ready or what do I know yet. Being able to do it for Red Dead Redemption 2 was something that guided us through the entire development process. "
  16.  
  17. >For Red Dead Redemption 2, we tried to go further in the interiors. You can go into a house, open the drawers, take the jewelry in the drawers. Small things in even smaller things, so that the world is the deepest and most credible possible. From big coffers to small pockets in people's jackets, you can steal everything, without ever knowing what you're going to fall on. We tried to create a consistent world in which it is possible to jump and hold onto a train running at full speed, enter the cars, find a bag, open it and take what's inside, come out the train without being spotted, all this will be possible.
  18.  
  19. >And that's exactly what we're trying to do with Red Dead Redemption 2, clear the boundaries between missions, open world and make you feel like a living character in an authentic and consistent world.
  20.  
  21. >So we had to evolve our "Ambiant Population System" so that these NPCs do something else than drop their cup of coffee and run away. So we had to create several types of NPCs, with different characters, more intimate, less neutral and not just aggressive. It was important for us to have different ways of thinking, whether it was a guard on a ranch or in a factory, they do not react in the same way. For example, if you start entering his home, he will know that you are breaking his property and will react accordingly according to your approach. Remember during the demo, the camper Arthur met at one point, he did not want any company. And this character has a different logic of the NPCs who react according to your attitude. The idea is that you can understand that there will be really different characters for each character that will be crossed in the game, so that this world remains unique, alive, organic.
  22.  
  23. >Still on the details, I noticed several types and degrees of dirt on Arthur's clothes. Dirt, sweat, mud, etc. Will it evolve in real time or are just textures that will not move?
  24.  
  25. >We put a system in place, but we basically did that by hand, knowing that the game will take into account how long you have kept your clothes on you. Of course, if you ride in the mud, you will get dirty. So there is a system, but it is still generated by hand and we have incorporated it according to the situations. It's pretty much the same thing with hair growing and you can cut too ..
  26.  
  27. >Huh, hair grow in the game ?!
  28.  
  29. >Yes quite ! The beard too. But this time, it's only by subtraction. Not like in GTA V where you could go to the hairdresser and go out with a beard and even longer hair. You will have to wait for your beard to grow and ask you if you want to shave it, or just the chin, or the mustache.On the other hand, once it's cut, you have to wait for her to push back to return to the barber's.So yes, at Rockstar, we live constantly in this world where "Yes, we do too much and we are a bit crazy in our head and sometimes we have to know Stop now". This is what is difficult, knowing how to draw the contours of what we want to do, and allow all the elements that we managed to integrate inside are connected between them. We did not want to cheat with "smoking mirrors" to hide the connections, everything had to be "seamless", without transition, natural, in order to keep the player immersed in this world, without cheating and without revealing the limits of development (an invisible wall for example, note). Once the decision is made to make a coherent and organic world, we have to go all the way to avoid imbalance and lag.
  30.  
  31. >Arthur Morgan is a very prominent member of the gang and he shares everything with the other members
  32. The gang's base is a traveling bivouac that moves between various territories of the West, and in which Arthur will meet his fellow adventurers. Here we can plan train robberies, city banks raids, or hunting trips to replenish camp food supplies.
  33.  
  34. >According to the developer: "Come back to this area after a while and find this building completed and in operation", also adding "Red Dead Redemption 2's world is, in some ways, evolving, in which railways will be built and the towns will expand"
  35.  
  36. >Animals' bodies must be picked up and brought back to the encampment in time, else they'll rot and attract flies.
  37.  
  38. >Rockstar is focusing alot on realism
  39.  
  40. >The horse has now a much more important role, as it can carry heavy weapons and animals' bodies, but at the same time we'll need to be close to it in order to call him by whistling
  41. "We wanted to do more, to fuel other ideas, to propose something really new, so we rewrote entire sections of our engine from scratch, working more consistently on an aspect that for too long had been 'stuck' on standards a bit outdated: artificial intelligence".
  42.  
  43. >Arthur can talk and interact with every single NPC that he can meet in the game world. Although we can't choose what to say, we can select our attiture towards them
  44.  
  45. >Arthur doesn't want to end his outlaw life at all, and this is why he decided to partecipate in the bank robbery with which the game begins
  46.  
  47. >Missions can take a different turn depending on how the player acts during them
  48.  
  49. >The aiming system seemed similar to GTA's, although the developer has confirmed new control mechanics.
  50.  
  51. >"The musical notes seem to change by taking into account an impressive number of factors, alternating melancholic notes at sunset with almost painful chords as we pass through a village destroyed by flames"
  52.  
  53. >"Yes, we thought about it and we decided that there would be no switch in the game. This is the story of Arthur Morgan and the player will stay with Arthur during his adventure, which is a strong character . We liked the switch system in GTA V and we had a lot of fun with it, maybe we will do it again with another game, but in Red Dead Redemption 2, you are this man and you will share his adventure"
  54.  
  55. >Horse and NPC behaviour and a little detail:
  56.  
  57. >"I have observed an incredible amount of small details that maybe some players will not see, or pay attention to, like the fact that Arthur Morgan shakes his glass to dry it before putting it in his bag, that an NPC puts his hand on his gun in suspicion when Arthur Morgan gets closer to him, the horse that takes small steps on the side to avoid an obstacle, that it is necessary to calm him if this one is panicked after hearing a shot… "
  58.  
  59. >Mission design tidbits:
  60.  
  61. >"We have done a great deal of work on this aspect, our goal being to limit the differences between the missions of the main campaign and the other quests. It is important that these be seen as both fun and varied activities, while remaining consistent from Arthur's point of view.
  62.  
  63. >Everything must appear natural, without any transition or lag, to reinforce the sense of immersion and connection between each mission. For example, in the camp, a simple conversation with an NPC can result in a bank robbery, or reveal important details about the story, background, and thus trigger a new mission that the player may want to do"
  64.  
  65. >Dead Eye
  66.  
  67. >"The Dead-Eye has been improved and now includes features that we will unveil later. During the robbery mission that we showed you, you could see that the Dead-Eye could be triggered automatically when leaving the bank, but also by the player during horse pursuits to mark the targets."
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement