【以下段落较长且提到了其他游戏,为节约时间仅翻译和亿万僵尸的发展趋势有关的段落】
Real-time strategy games have followed a similar trajectory as RPGs. The classic titles were very challenging and hard to master. You had the freedom to play the missions the way you liked. You were free to lose if you made stupid decisions. But at the same time, when you won, it was very rewarding. We have always been fans of RPGs and strategy games. We tried bringing back that feel of the old-school RPGs to the present with Lords of Xulima.
We have the same goal with the RTS genre and They Are Billions. You have to manage the economy and the resources, expand the colony, build an army, attack your enemies to clear areas, reach new resource sources, and of course, defend your base from the infected hordes. And this is just the Survival Mode.
We are working on the Campaign which is a bit more similar to classic RTS, with a big story, tactical missions, and much more content.
【我们正在制作战役模式,有点像经典的即时战略游戏,有着宏伟的故事,富有策略性的任务,和很多很多的内容】
Losing in They Are Billions happens very fast. Any failure means zombies convert your built-up resources into more zombies very quickly—and you even warn players about this threat. Why does They Are Billions have such a sharp death spiral into failure and game over?
JA: In this game, the zombies are not just an excuse to have an enemy to fight—they are the central pillar of They Are Billions. This is not about killing enemies. This is about combating the infection—the same infection that destroyed the world and is the main threat to the new survivors. You could have a massive colony and suddenly find it in ruins because of a single infected breaking through. Fear and danger are constant.
The infection is the real threat to the survival of the colony. We know many players can get frustrated because of this. There is no other game like this. So, when a player loses their first colony because of a single decrepit zombie, they can hardly believe it. It is part of the fun. Nevertheless, a full game can last 2-3 hours if you survive all the way to the end. It is a game about surviving and improving your survival skills, not winning. If your score gets higher every time you play, then you are doing great.
Most developers tend to think that they must take care of the players, that they need everything easy and straightforward. But we don't. Players are much smarter than we give them credit for. When they are challenged with a game like this, where there is no hand-holding at all and even losing is fun, they actually love the experience.
Shooting zombies can fit into all sorts of settings, from traditional high fantasy to far-future science fiction. Why steampunk? What about Victorian aesthetics made them feel like a good fit for a survival game?
JA: From a development point of view, we thought that it would be super interesting to mix a steampunk society with their low technology with a zombie apocalypse. Watching the Titan, a steam machine driven by an educated gentleman with Victorian manners, destroying zombies is something worth experiencing.
【从我们开发者的角度来看,我们认为把蒸汽朋克的低端科技和丧尸末日结合在一起是超级有趣的。看看泰坦吧,由一个维多利亚装束的、有教养的绅士驾驶的蒸汽机器,用它来毁灭僵尸是值得一试的。】
Because it is set in the future, the 22nd century, one may question, "What has happened to the civilization and the modern world? Why has technology gone backward to a 19th century level? Where did the zombies come from?" You have to play the campaign to find the answers.
【因为整个游戏是被设置在第22世纪的未来,也许有人会问:“人类文明和现代世界发生了什么?为什么科技水平回到了19世纪的样子?丧尸是从哪来的?”这就需要你通过玩战役来寻找答案了】
A significant departure from Numantian Games' previous work is the shift from crowdfunding on Kickstarter to launching straight to Steam Early Access. Why didn't you head to Kickstarter a second time?
We had to release the game about six months earlier than what we would have liked. Fortunately, the launch on Early Access has been very successful.
【我们不得不比原计划提早六个月发布这款游戏。幸运的是,这个早期版本取得了很大的成功】
JA: Instead of launching a Kickstarter, which requires months of work and preparation, we decided to do something softer and just to launch a campaign directly from our official Numantian Games website. We thought that it would be a great idea to let the backers play the Survival mode to collect feedback and test the game, [so] we then added Steam beta keys to the rewards and released the [crowdfunding] campaign on Halloween.
And what happened? People started to purchase the game, play it, and upload videos to YouTube. The game went viral very fast. So fast in fact, that we ran out of Steam beta keys in one week for the lower tier, then in a few days the next tier, and so on...
In two weeks, we ran out of beta keys—we originally had 10,000. We asked Valve for more beta keys, but we were unable to acquire any more keys until we released the game on Steam. We ended up in a situation where big YouTubers were playing the game, but people were unable to purchase and play it as well.
We made the decision to release the game with just the Survival Mode on Steam Early Access. Then we could work on the main game mode, Campaign mode, during the Early Access phase. We had to release the game about six months earlier than what we would have liked. Fortunately, the launch on Early Access has been very successful. We are still on the top seller list since the launch, the comments and reviews are very positive.
【上方段落大意:我们本来只是打算在官网上直接发布游戏,让玩家参与测试,我们收获玩家的反馈。结果一下子太火了测试名额不够用了,我们干脆直接在Steam上把这个早期版本发布了。这样一来,我们就可以着手制作游戏的主体部分,也就是战役模式】
Where do you plan to go from here? What's your first priority to add (or fix) in the near future? What are your goals before leaving Early Access? And what are your plans once They Are Billions reaches 1.0?
【问:你们打算将游戏发展到什么程度呢?未来你们打算最先加入什么?你们对于这个抢先测试版的目标是什么?还有就是《亿万僵尸》如果走到1.0版本,你们对1.0版本的计划又是什么呢?】
JA: We are working in parallel on two different fronts. First, solving bugs and fixing problems and hardware compatibility issues. And second, making the game multi-language. Our goal is to have the game in eight languages in just a few weeks. The game is selling well all over the world, so we want as many players as possible to enjoy it in their own language.
【JA:我们同时在进行两项工作。第一,修复bug,解决问题和硬件存储问题。第二,让游戏拥有多种语言。我们的计划是在几周内让游戏拥有8种语言。这款游戏在世界各地都很畅销,所以我们想让尽可能多的玩家通过他们自己的语言来享受这款游戏】
After that, we are working on more features for the Survival mode, new buildings and zombies. [Another upcoming new mode is] Challenge of the Week. In that challenge, all the players can compete for getting the highest score playing the same survival map. We think it will be very funny as even the developers will participate in the challenge every week.
【在这之后,我们将为生存模式加入更多特色,新的建筑和新的丧尸。另一个将要推出的模式是“每周挑战”。在这个挑战中,玩家可以玩同一张地图,比拼得分的高低。我们认为这将非常有趣,而且我们的开发人员也将参与到每周挑战当中】
Finally, we continue working on the campaign. Thanks to the success of the game we can invest more in creating a memorable and epic campaign. Stay tuned!
【最后,我们将继续制作游戏的战役模式。多亏了游戏的大卖,我们才能投资更多来创造一个值得回忆的、史诗般的战役。欢迎继续关注!】