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Dota 2


Buddha

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Gamekult: All in all, we don't know much about Dota 2 even if the game is present at the Gamescom, but only playable to pro-gamers fightning for a 1,6 dollars prize during The International tournament. Could you tell us more about the genesis of this title ?

Gabe Newell: Like many developers, we play a lot of games and there is a whole bunch of people at Valve who were playing DotA, like Robin Walker or Erik Johnson who started working together on Half-Life. They were huge fans, were following leagues, and so they started sending emails to Icefrog to ask him whether he had a sequel planned, what kind of features he would like to add or what he would like to correct.. And then they told him "Why don't you come at Valve so we can do this together ?". That's how it happened: it's just a fans' story who wanted to do something from their passion for that game.
Adrian spent more than a week developing a prototype so we could be sure a RTS using the Source Engine was a possible thing, since we didn't conceive that engine for this kind of games. But it started working well very fast, and more and more people were convinced that we could very well make a sequel to DotA.

When you think of the evolution of DotA since its beginning, the concept went through many steps and this will go on with new heroes, new mechanics.. What we also wanted to integrate into the game are all these features outside the game, such as player clans or coaching. As we were working on the game, a group of testers composed by big-time DotA players brought us numerous feedbacks and influenced us very much. And every time we asked them what they liked, they sent us a much longer list of stuff to fix - laughs -.
When we finally produced something that pleased us, and which also pleased the DotA pros, the next step was to set up a big tournament which we are discovering here in Gamescom. This allows us to polish the tests since we can make sure there are no issues when the game is broadcasted in different languages, or when a lot of players connect to the servers to watch the games live; last time I checked, there were 230.000 people on our server. This event allows us to make sure that in these conditions, there will be no lag or likewise incoveniences.

When did the project really start at Valve ?
About two years ago. Now, the developing team features about sixty people - size-wise, a similar team to Portal 2 or Left 4 Dead.

And gameplay-wise, what are the new features for this sequel ?
Most people are already familiar and content with the DotA mechanics. While we polished and enriched the whole thing, veteran DotA players will immediately be at ease.
Nevertheless, some aspects have been modified: an easier access to the shops for instance, and the whole matchmaking system.

Will there be a single-player mode in Dota 2 ?
People will be able to add bots to a game in order to play alone or as a team against the computer, but there will be no true single player mode, no. There will be tutorials, and we will allow people to directly provide their advices on their profile pages in order for people to improve. And all this will be possible within the game.

When looking at the pro-gamers here in Gamescom, one can notice that the games seem rather slow-paced. Is it something you want for this sequel ?
I rather think that the players present in this tournament play differently, since they are competing for one million dollars. They must be playing a little more cautiously and preservatively, but there is nothing in the game's mechanics that would modify the rythm of the games in this sequel compared to the original DotA. The games last equally long for both titles: between 35 to 40 minutes.

In the last few years, how do you explain the craze for the DotA genre who recently welcomed Demigod, Heroes of Newerth or League of Legends ?
There are always new game genres which keep appearing, and as a game designer, what surprises me the most about DotA is the notion of how much a player influences a game, and that during a game, one constantly changes his projection for the future. What is going to happen within the next few minutes, in your team or in the opposing one, is a constantly evolving matter. I think that this is what distinguishes the Dota genre from the others. For me, it is much more important than a 1st-person view or a 3rd-person view.

What will the business model around Dota 2 be ?
We don't know that yet. We want DotA players to be convinced that this is a worthy sequel, but also that the game will be easier to approach for those who were driven away by the complexity of the original. We really want to adress both of these populations' needs. When we will be satisfied with that, we will be able to think of a way to monetize the whole thing.

Will the game be out by the end of the year, like it was scheduled ?
For this kind of title, this is complicated to say. We have a playable game here, without crashes or major issues, but the biggest work has to do with servers and the netcode. In consequence, we will go through a closed-beta phase with a few thousand players, and then a open-beta. Things are evolving so fast one week to another, but I'm sure we will have it before the end of the year.

On that topic, do you have any details concerning this future beta ?
I'd say it will start within three weeks. We still have few elements we wish to modify following up the feedback from the tournament, and then we will launch it while we're at it.
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Yine o siteden;

BuharTR tarafından yapılan açıklamaya göre, büyük bir kesimin merakla beklediği ve şu anda uluslararası bir turnuvasının yapıldığı DotA 2, çıkışı itibariyle Türkçe dilini de destekleyecek. Valve oyunlarının resmî çevirilerini yapan BuharTR grubuna DotA 2 çevirilerinde başarılar dileriz.
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Türkçe zaten buradaki insanlar için yapılmıyor ki. Daha küçük çocuklar ve hayatı internet kafelerde geçmiş insanlar için belki.

Tabi ben küçük çocukların yine de tüm oyunları ingilizce oynayıp çözmeye çalışması taraftarıyım. Bizim ingilizcemize oyunların katkısı yadsınamaz.
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