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작성일 | 2010-05-29 11:38:19 KST | 조회 | 859 |
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프랭크 피어스 인터뷰 [대충번역]
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요점만 전달하려해서 의역이 많습니다
First off, do you have anything new for us on Battle.net?
배틀넷에 관해서 새로운 거 있나요?
Well, is there anything on the horizon that you haven't talked about up to this point?
그러니까 앞으로 다가오는것 중에 우리가 모르는 게 있냐고요
I don't think so. Not at this point. We've got a street date of 27 July set for StarCraft 2, and I think pretty much everything that you guys are going to see coming 27 July has already been talked about pretty extensively.
없는듯. 정발 때 나올 내용들은 벌써 꽤나 상세히 다룬 것으로 알고 있어요.
Are you happy with the league system that you have at the moment? I know one or two fans have some slight concerns with it.
리그 시스템에 대해 만족합니까? 불만을 가진 팬들이 있던데
I think we're pretty happy with the league system. It's a difficult balance to strike, because you want to feel like you're competitive within the context of that system, as a player, and if you're just being ranked in a huge ladder against 800,000 other players, or whatever it is, you start to feel pretty anonymous and inconsequential, and so with the league system the way we've got it and the different skillsets for the different leagues, you'll always be able to be competitive within your bucket, within the scope of Battle.net. So it's based around the concept of intramural type leagues, and things like that. Even though you might be playing soccer within the context of the league, you're not playing at a professional competitive level, but you still feel like you're competitive within your league.
네 만족해요. 엄청나게 많은 사람 속에서 (800,000) 래더 랭킹이 매겨지면 자신이 무의미하고 무기력하다는 것을 느끼게 되죠. 지금 시스템에서는 플레이어들이 자신이 속한 레벨 안에서는 어느정도 경쟁력을 가진다고 생각하겠죠. 축구 1군 2군 구분하는거랑 비슷해요. 프로리그는 아니라도 동네에서 우승하면 좋죠.
How many do you have in each of these brackets, normally?
일반적으로 리그 레벨마다 몇명씩 넣나요
It really depends on how many players are on Battle.net. We'll bucket them based on their skill level, and the number of players that the matchmaking system doles out.
배틀넷 플레이어의 숫자에 달려있죠. 플레이어들의 실력과 매치메이킹 시스템을 바탕으로 나눠집니다.
One of the things that people have asked about is if it would be possible to change your name on Battle.net, or reset your stats?
배틀넷에서 이름을 바꾸던가 스탯을 리셋시킬 수 있나요?
In terms of your profile on Battle.net? Nothing specific planned for launch, but definitely something that if there's a big demand for it, then we can certainly consider it, and we'll see what the community reaction is to the feature set when we launch.
정발때 계획된 것은 아니지만 많은 사람들이 요구하면 고려해보겠습니다.
That'll possibly be similar to how World of Warcraft does it, then?
와우랑 비슷하게 되겠군요
Sure. Maybe. Yeah. Depends.
응 아마 그럴걸요. 지켜봐야알겠죠.
What does it depend on?
무얼 지켜봐야하는데요
Depends on whether or not it's something the community really wants. [Laughs]
과연 그것이 커뮤니티가 원하는 것인지 말이죠.
I know you've said you have plans for guilds, or clans. Is that something you're planning to release before the first expansion?
길드나 클랜에 대한 계획이 있다던데 확장팩 전에 지원할건가요
Groups and clans is definitely something that we would have a goal of delivering prior to the first expansion. We'll be definitely releasing patches along the way, and so we'll try and get it into one of the patches before Heart of the Swarm comes out.
네. 정발이후 패치로 지원합니다.
So that'll be small patches and content patches?
작은 컨텐츠 패치겠군요
Content patches, I think, is probably something more reserved for the concept of a game like World of Warcraft. I don't know if we'll describe any of our patches as content patches, but definitely patches that enhance the feature set of Battle.net. We've got guys that are working on new maps that we can deliver online, and whether we do something like a "Map of the Week" or put those in a patch is still to be determined.
컨텐츠 패치라는 개념은 와우같은 게임에 걸맞는 것 같아요. 컨텐츠 패치라기보단 배틀넷의 기능을 돕는 패치라고 보면 되죠. 지금 저희쪽에서는 온라인으로 배포할 새로운 맵을 만드는 팀이 있고요, '금주의 맵'같은 걸 할지는 두고보려고합니다.
You did that for StarCraft and Warcraft 3, I think.
스타랑 워3때 했었죠 아마
Yeah, for Warcraft 3 we did maps every week.
네 워3때 매주마다 했죠
Would those be in the same concept, or possibly using the premium map-making system for people to buy them?
비슷한 컨셉일까요 아님 새로운 맵 메이킹 시스템을 이용한 걸까요
Well, we don't have any plans to launch the marketplace any time soon. Definitely something we want, because we want not only to be able to deliver content that we create to the community, but also if the community is making great content for themselves, have a mechanism by which that can be distributed to the community as well.
마켓플레이스 (맵 장터)를 가까운 시일 내에 지원할 것 같지는 않아요. 좋은 시스템이라 꼭 하고는 싶습니다.
There are many Europeans that have loads of American friends, and have a problem finding matches with Americans. I know you've already promised to bridge this divide...
유럽인들이 미국인이랑 놀 수가 없어요 징징ㅠ. 할수 있다고 약속했잖아요.
[Bob Colayco: That's not the case.]
No, it'll be structured very similarly to World of Warcraft, where you've got the European region and players matched against the other players within their region.
[BC: We haven't promised anything like that. That's something we'll look into, but I just wanted to jump in and clarify that.]
그런말 한적 없습니다.
But you're not excluding the possibility – you're just saying there are no current plans for it?
그런데 완전히 가능성이 배제된 건 아니죠?
There are no current plans for it, and if you're a European player and you've got friends that are in another region that you want to be able to connect with, we definitely want to support that. It might mean that you have to access it through the US client, but those facilities will definitely be available in terms of, if you want the US client, go to the US website, download the US client.
미국 클라이언트를 받으면 할수는 있겠죠
So I can use my same account?
같은 계정으로요?
No.
아니요
So I need to buy two clients, that's what you're saying?
계정 두개사라는건가요ㅡㅡ
Yeah.
네
But I can have two of them in my Battle.net account?
계정 한개에 두개의 클라이언트를 가질수는 없는건가요
You'd have an EU Battle.net account, and a US Battle.net account.
계정 두개 필요해요
And that wouldn't be against the Terms of Service or End User License Agreement?
계약조건에 위반되지 않나요
No. I'm pretty sure that's not against the TOS or EULA, but you'd be subject to the terms of the EULA for the region in which you're playing.
지역따라 다르지만 그럴일 없어요
Another thing I thought you'd promised was chat rooms within Battle.net...
배틀넷 채팅방 약속하지 않았나요
Nope. No plans for specific chat rooms at this time. You'll be able to open up chats direct with your friends, and when we add clans and groups there'll be chats for your clans and groups, but no specific plans for chat rooms right now. Do you really want chat rooms?
아뇨. 친구끼리 채팅은 지원합니다. 클랜/그룹 시스템이 도입되면 클랜/그룹원끼리도 채팅 할 수 있습니다. 솔직히 채팅방이 필요함?
Loads of people within the community are wanting Looking For Group chat rooms, and that sort of thing.
많은 사람들이 '같이 할 사람 찾는 방'을 원하던데요
Well, if we've done our job right in terms of the matchmaking service, then hopefully they won't feel like they'll need it for that service.
매치메이킹 시스템으로 해결될거라 봅니다
With the whole divide thing, though, Australians have ended up with the south-east Asia region. They've been wondering why you'd choose to do that, as obviously there'll be primarily non-English people playing with them.
호주가 동남아 지역에 속해요. 다른 사람들 영어 못하잖아요 징징ㅠ
That's an interesting challenge for us, because we want to make sure that the connectivity to the servers is such that the game experience is not impacted by a high-latency connection, and the latency between Australia and New Zealand to the servers in the US was such that we felt we would be able to deliver a better gaming experience by using their servers in south-east Asia.
렉 나기 싫으면 아시아에서 하세여
You guys aren't the first people to do this, as this has happened recently with another game. Generally, this seems to be the problem with the Australasian reason. Is that across the board? Do you think that's the reason?
징징
I can't speak on behalf of any other game developers, but definitely for us. A high-latency connection to the servers for StarCraft 2 is going to impact the game experience.
Is there going to be any kind of work to resolve that issue, to get them onto an English-speaking server of some description?
징징
You know, it depends on the technology infrastructure provided by the telecommunications providers. It's something that we'll be constantly evaluating and looking at. In an ideal world, the Blizzard gaming community would be unified in one global region, but the technology's just not there yet. Ten years ago, we weren't making 3D games. Hopefully, in the same way that we're making 3D games today and we weren't ten years ago, down the road the connectivity in terms of the internet will be such that we can bring everyone together in a unified community, but it's just not possible right now. That's the ideal world.
[BC: The other thing is that the Asian players are playing on an English client, so they should be able to speak enough English to communicate a "gg" or "attack now," "help." Singapore is an English speaking country, the Philippines is an English-speaking country...]
Hong Kong.
[BC: It's not like it's going to be one Australian surrounded by 500,000 Thai people. There's going to be plain English spoken.]
Plus, isn't StarCraft 2 the universal language of RTSes? How much English do you need to speak to communicate with your opponent and kick his ass? [Laughs]
아시아인들도 게임할만큼 영어 아니까 그냥 하세요.
You're taking Battle.net to a very community-like perspective, and a lot of people have been asking if there's any possibility of having a small client, so you don't have to log into the entire Battle.net?
커뮤니티 기능을 위해 독립된 배틀넷 클라이언트만 따로 받게 할 수는 없을까요?
That'd be really cool, and I think it's definitely something that we will be evaluating. It sounds like an easy task on the surface, but it's not something that's really trivial. We have to figure out if we were going to do something like that, which resources we would use, and if using those resources for a stand-alone client would detract from implementing some of the features that we still want to implement and deliver to the fans in the existing scope.
그거 괜찮네요 두고보죠. 근데 생각만큼 쉽지 않을듯.
That would obviously be appreciated by World of Warcraft fans and Diablo fans, as well as StarCraft fans.
우왕 팬들이 좋아할것임
Yeah. It'd be really cool. It's something we've definitely talked about and we will be continuing to consider.
ㅇㅇ
How involved have you been, in terms of games development?
게임 개발 얼마나 했어요
In terms of...?
어떤면에서
The creative process. What would your favourite unit be that's currently in the single-player/multiplayer setup? Do you have one?
창의적, 생산적인 측면에서요. 좋아하는 유닛 있어요?
No, I don't have a favourite unit in terms of the multiplayer/single-player. I've played through a lot of the campaign. Not necessarily to evaluate the game balance or to look at the units themselves, but to look at the way we're delivering the storytelling experience.
없어요. 스토리에 중점을 두고 있어요.
How about a favourite character in the story?
스토리에서 가장 좋아하는 유닛은요?
I think the story's really awesome. To pick out a single-character, I dunno... I mean, I think Raynor's got a lot of character development through the story, and we introduce some new characters throughout the story. Tychus is a new character that's really cool. I like to experience it all from the perspective of a fan, and I just think the whole experience overall is really cool.
스토리 좀 짱임. 레이너가 좀 많이 성장하고요. 타이쿠스는 좀 멋있어요. 전반적으로 멋진 경험이에요.
You take on a lot of feedback from the beta at the moment. How do you go about evaluating different sorts of feedback, from people saying "This unit sucks," or "That unit sucks," and trying to balance it all out? Or do you look more at data?
베타테스트에서 많은 피드백을 받는 중이던데, 사람들이 징징대는 글을 어느정도 반영하나요
We have a lot of data that we can evaluate in terms of that stuff. We also have our Quality Assurance department filtering through the feedback, we have our community team filtering through the feedback, trying to summarise it and deliver those summaries to the development team, and then ultimately the balance designers and the game director on the team are responsible for determining how they want to incorporate that feedback. One of our corporate values is "Every voice matters" which means it's actually more about listening than talking, for us, and even though every voice matters, that doesn't mean that we're necessarily going to implement every opinion.
데이터는 많습니다. 사람들 의견에 관해서는 품질 관리 팀이 있어서 피드백 내용을 걸러내죠. 정리해서 개발팀에 맡깁니다. 배틀넷 모토가 '모든 목소리가 중요하다'이기는 한데 그렇다고 전부 들어주는건 아니죠
A lot of fans have been asking about a StarCraft expansion unit called the Lurker. It was originally part of StarCraft 2. Are there any plans to bring it back? Why did you cut it?
러커!!!!!!!!!!!!!
It's really an issue of making sure that the ideas we have our cool and focused, and there's not enough space to implement every cool unit that we concieve. While you may not see some of the cool units that have been conceived in the multiplayer experience, you'll see a lot of units that are very signature StarCraft units in the single-player campaign. The Goliath is in the single-player campaign, but not multiplayer. The Firebat is in the single-player campaign, but not multiplayer. The Science Vessel. Any of that stuff that we have used and developed along the way that we don't end up incorporating in the multiplayer component, you still might see in the single-player, and then the map editor is really very full-featured and all those units that we've created along the way – even if they're not in multiplayer – are available to the map makers. You might see some really cool multiplayer maps from the community that incorporate those units.
멀티플레이어에는 공간이 한정되어있기 때문에 지금까지 만든 모든 유닛을 넣을수는 없어요. 그래도 싱글에서는 골리앗 파이어뱃 배슬등을 볼 수 있을것입니다. 또한 맵에디터에도 넣을 것이기 때문에 유즈맵에서도 자주 보겠네요.
Do you have any plans to incorporate, for instance, some of the 3D models from Warcraft 3 in the map editor?
워3 모델을 써먹을 생각이 없나요
No plans for that right now. I'm not even sure if the formats would be compatible – I'd have to go back and ask some of the guys if that was even compatible. But even if that's not compatible, it wouldn't surprise me at all if the community finds a way to import that.
따로 없어요. 일단 포맷이 호환가능한지조차 모르겠음. 그래도 커뮤니티가 알아서 하겠죠.
There are two expansions to this – or three parts to the actual game. Are you going to add two more units per expansion?
확장팩마다 유닛 추가 할건가요?
We'll definitely evaluate different ways to incorporate new game mechanics to the different races, whether it's in the form of units or something else. It really depends. We've got some interesting ideas, but I don't think it makes sense to talk about them right now because we might change direction.
유닛이 되었던 다른게 되었던 확장마다 새로운 게임 메카닉을 소개할 계획입니다. 흥미로운 아이디어는 많은데 이 시점에서 얘기해봤자 어차피 바뀔 것이므로 의미가 없죠.
When we were talking to you at... I think Blizzcon 2008, you had the ideas, at least, to release the first expansion somewhere around a year after release. Is that round about the same idea you have now?
블리즈콘에서 확장팩은 오리지날 발매 1년후에 발매한다던데 정말 그래요?
We don't have any specific schedule for the expansion right now. Our focus is to get everything ready to go for the launch on 27 July. After that, we'll probably take a step back, put together a big long list of the feature set we want to deliver in Heart of the Swarm, and strike a balance between how long it's going to take and the features we want to incorporate. The development team is not going to be held to any specific schedule just as of yet. It's way more important that we deliver a great experience than to deliver a product on a specific timeline.
정확한 날짜는 안잡혔어요. 완성될 때까지 만들거에요.
The other thing said at the same event was that Diablo 3 will probably be released before the first expansion. Any comments?
그때 아마 디아3이 스타2 첫번째 확장보다 일찍 나온다고 했던데 트루?
Anything's possible.
애니띵스 파시블.
On that note, last year, we saw a lot of publishers put back a lot of their titles because of the recession. How did that, if at all, effect your release dates? Did anything have to be changed internally?
불경기 때문에 발매가 늦어진건 없나요
No. Other publishers' schedules and the state of the economy really don't impact our release dates. We feel like if we have a great game, we should get it into the hands of our fans as soon as we realistically can. Our products have such long life cycles that if someone's not thinking about buying our games when we launch, maybe they'll buy them six months from launch, or a year from launch, or two years from launch.
없어요. 저흰 상관없음.
So the recession had no impact on Blizzard's release schedules?
불경기가 블리자드에 아무 영향도 안끼쳤다는건가요
None at all.
ㅇㅇ 우리 무적임
Your Collector's Edition has seemed to have been sold out relatively quickly...
한정판이 엄청 빨리 품절됐던데
I'm not sure; that's really more of an issue with the retailers than us.
그런가요 판매자들 문제죠 그건
No, I mean, are you making more of them, are you done printing them?
아니 그러니까 더 만들건가요? 아님 이제 없나요
No, the allocations to the different retailers are all set in terms of the quantities and so if they're sold out in a specific retailer, it's sold out.
품절되면 끝임
TOS and EULA, you actually have to opt out to not have your personal details shared with the company and other partners of yours. What was the thought behind this? If you have your names on your Battle.net accounts, you need to email Blizzard to opt out of sharing that information with your partners and third-parties.
-사용자 계약에 관한 내용인데 별로 재미없음
That might just be a legal clause that we were required to put in the EULA. I can't tell you for sure without talking to the lawyers, but we're not interested in taking the Battle.net data that we've got and sharing it with anyone. We want to maintain our connections and relationships with our customers ourselves and not give it to anyone else.
Do you have any plans for doing big launch events, like with Wrath of the Lich King?
리치킹의 분노때와 같은 발매 이벤트 하나요
Definitely something that we're talking about. We're not sure what cities, or where, but the midnight launches are a really great opportunity for us to get out and interact with our fans around an event that's really exciting.
할 것 같아요. 그거 좋던데
Are you coming back to London?
I'm not sure where I'm going to be for the launch, yet. [Grins]
On a slightly skewed angle, as far as Blizzard's concerned, how important is Asia and the Asian market?
아시아에 대해 어떻게 생각하나요
For Blizzard, every market is important, where we're shipping and publishing. All of our fans are important to us worldwide. If you just look at Asia in terms of market share, Asia is huge for us. We have millions of players in China playing World of Warcraft, and we feel like China is still a big, huge growth opportunity in terms of the gaming market. So yeah, definitely really important in terms of we've got millions of fans there and we want to make sure that they're served well, and there's still growth to be seen.
모든팬들이 우리에게 중요합니다. 와우하는 중국인들이 많아서 중국이 참 좋은 시장 같아요. 아시아 무척 중요하죠. 잘해줄 겁니다. (근데 한국에 대해 언급을 안함. 필요를 못 느낀건가)
With the new IPs you're talking about, are we looking at them being within the same worlds, within the same storylines, the same StarCraft, or Warcraft, or even Diablo, or are we looking at new ventures?
새로운 지적 재산들을 개발중이라던데 스타,디아,워크 내에서 이루어지는겁니까 아님 완전히 새로운 세계?
If it's a new intellectual property, then that, for us, means "new," in terms of "outside the scope of the existing franchises."
새로운 지적 재산은 완전 새로운 걸 만든다는 의미임
Have you got any more information on that? You're not going to tell me a little bit more?
그것에 대해 가르쳐주실거 없나요
No.
ㄴㄴ
Not even a little bit?
조금이라도?
Not even a little bit.
조금도 없어요
I have one more question. I know you said you're not going to support LAN play with StarCraft, but there has been rumours that there might be some semi-offline mode – log on once to make sure that you have the client, and can connect. Are there any such plans?
인증만 되면 오프라인 랜게임 가능성이 있다는 루머가 있던데
The offline mode would be for the single-player component, so if you want to play the campaign offline, if you validate the version on Battle.net and then you play offline for campaign.
오프라인 인증제는 싱글플레이어 용
If you have a really bad internet connection, but you have a couple of friends there...
인터넷이 구린데 친구 몇명 있으면..
That functionality's not there. Our goal is to make sure that connectivity to the Battle.net servers is such that that's the experience that people want.
못해요. 배틀넷 꼭 연결하셈
For Brazil and Russia, you have a semi-subscription planned for StarCraft. Will the single-player also be unavailable after the initial couple of months of Battle.net?
브라질과 러시아 월정액제 이야기
That's actually something we're still talking about, and we don't have a final decision on how we're going to handle that. Discussions are still going on, so it's hard to say.
I presume that also deals with the DRM issue, the whole Battle.net thing
결국 DRM에 관한 얘기이기도 하군요
That's not really our primary focus with it. We just want an online destination for our community to be united. If we do our job well in terms of the feature set, and the immersive nature and compelling nature of the Battle.net experience, we hope that's where people will want to play.
그쪽으로 특별히 집중한다기 보다는, 사람들이 즐거운 경험을 해서 하나가 되는 그러한 공간을 만들고 싶어요 ↖(^_^)↗
막상 돌아보니 분량에 비해 별 내용이 없는 것 같아요ㅠㅠ
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