Bước tới nội dung

Thành viên:Rich Goodman/2

Từ Wikivoyage
Đây là một trang cá nhân Wikivoyage.

Đây không phải là một bài viết thường. Nếu bạn tìm thấy trang này trong bất kỳ trang web nào ngoài Wikivoyage, nghĩa là bạn đang xem một trang khác. Xin lưu ý rằng trang này có thể đã bị lỗi thời, và chủ nhân của trang có thể không có mối liên hệ nào với bất kỳ trang web nào khác ngoại trừ Wikivoyage. Bản chính của trang này được lưu giữ tại https://vi.wikivoyage.org/wiki/Thành_viên:Rich_Goodman.

Socvazius: So apart from just the general gaming community, how do you view the online gaming community and its position in the establishment of a game?

Rick: One of our goals is to figure out how to crack the Blizzard enigma. No one, it seems, has been able to draw such a large online following as Blizzard. It is a remarkable thing that they have been able to do, and if you look at the online gaming audience � the same people who go to your site, I think � there is everyone else, and then there�s Blizzard in terms of participants. We [at SSSI] try to focus our energies on developing and designing games that are going to attract a big online audience. So we spend a lot of time on your site, communicating with those people trying to get their feeling on that.

So it is one of our goals to figure out how Blizzard�s been able to accomplish it. And I think that they�ve had 10 years to work on all of this; they�ve been shipping strategy games for a long time. So it is something that I think we understand won not happen overnight, but it is a factor that�s largely responsible for their success. Take games like Diablo � hugely successful, cooperative games that are so much more fun with other people. So that�s a model that we like and respect, and we are always trying to find out how to have games that will draw people online and get more people into the game and community. Do you have any good ideas?

Socvazius: Oh, good ideas? I think that just focusing on the community; seeing what they think would be the best. It seems like Blizzard has gotten a lot of hype by focusing on the core group of players, and that core group of players go and tell their friends, �oh, this game is great, you should check it out,� and it just keep spreading out. And I think that�s one thing I have seen you guys have done and I think that�s a really good way for you guys to go about things.

Rick: That being said, we are the underdogs. This [Empires: Dawn of the Modern World] is a completely new brand that�s never been introduced before. So if you look at [SSSI as] a fairly new company in the [overall] scheme of things, I feel that we are equivalent to Blizzard when they shipped Warcraft I. And that was a long route to go from that time to earn the respect they�ve won. That was back in 1995, I think. So we are dealing with some really talented, top-quality developers and a very tough genre. I do not equate us with them by any means; we just aspire to learn from their wisdom.

Socvazius: How has the feedback from the fans and the sales been for Empires: Dawn of the Modern World?

Rick: Well, we do not discuss the sales figures, but I am very pleased with the feedback from the fans. I think it was great to have a demo out, because a lot of their feedback was for play balance. That was good; it gave them a taste of the game and it gave us some feedback for the game. And then coming out with the product after that was good, and I see a lot more positive feedback for the game than with the demo. The [multiplayer] demo had only three-fifths of one Age in it, so it prepared the audience, but I saw the kind of feedback [I�d expect] on the final game, which is good; everyone wants everything in the demo. So for me it has been a positive experience and I think the people are by and large pleased with the game. Where they are least happy is in the multiplayer lobby area, and since I listen to them and we do as a company, we are fixing all of those areas and that will be good.

Trang: 1 2