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SI 将出Football Manager™ Live
日期:2007-08-23 点击小图看大图

【WSI-FMT译文放出】SI 将出多人在线足球经理游戏 Football Manager™ Live

以下内容由WSI组建中的原创翻译小组FMT独家为FM玩家翻译,欢迎大家指正。

原文来自SI交流社区,译文由FMT小组Doni翻译。

 

Who is making the game?
The game is being led by Oliver Collyer, co-founder of Sports Interactive, who - having left the studio a few years ago to go travelling - came back with
the idea of making a mainstream, massively multiplayer football management game.

游戏制作者是谁?
该游戏由Oliver Collyer牵头进行制作。Oliver Collyer是SI的创始人之一,几年前开始外出旅行,一度离开了工作室。而现在,他带着这个制作一个主流的,大型的多人互
动的足球经理游戏的想法回来了。

When will it be released?
It is currently due for release in March 2008. We are announcing the game now so we are able to have a long beta-test phase, having been in alpha-test
phase since last Autumn.

游戏的发布时间?
目前预计08年三月发布。我们现在宣布游戏,因此我们仍有较长时间进行第二期测试,而我们从去年秋天就开始了第一期的测试。

What do I need to play FML?
Use of a PC or a Mac and an internet connection.
It’s likely that we’ll look at other platforms in the future.
What type of internet connection and speed is recommended to enable the game to run smoothly?
Any broadband connection should be fine – we haven’t tested the game on older modem connections yet, but will do so during beta testing.

玩FML,我需要准备些什么呢?
带有网络的PC电脑或者苹果电脑。
将来我们极有可能关注其他游戏平台。
何种类型的网络连接以及网速才能保证游戏流畅?
任何带宽都能保证流畅——当然我们还没有在拨号连接下测试过游戏,但这个我们会在第二期的测试中进行。

Why has SI decided to make a separate massively multiplayer game?
There are lots of reasons – initially it was because Oliver Collyer (co-founder of Sports Interactive) wanted to make the game, having got back from
travelling with a creative itch. As development has continued, we’ve looked into the area a lot and believe there to be a big hole in the market, which
we intend to fill.
On top of this, there are many people who have played our games over the years that have felt the hardcore nature of the series is too much for them, or
they simply didn’t have the time to play the game anymore as circumstances for them had changed. With Football Manager Live, people will have the
opportunity to play as often, or as little, as they want.

为何SI决定制作一个单独的大型多人互动游戏呢?
原因有很多——最开始是因为带着创作热情旅行归来的Oliver Collyer的想法。随着开发的深入,我们对此领域的了解也越发的深入并深信这里存在有我们可以弥补的巨大市
场空白。
接下来,我们要说的是,有许多玩家已经玩过我们的游戏很多年了,他们对此系列已经有所审美疲劳了,或者他们仅仅因为环境的变化而没有时间来玩。而有了FML之后,他们
就有机会随心所欲地玩游戏了。

How much will it cost to play?
We have not finalised the business model yet. However, we see the game as a money-saving device – it is likely to cost the price of a few pints per
month to play, but because people will be staying in more often to play the game they will save money in the long run!

玩游戏的开销?
我们还没有最后确定付费模式。不管怎么说,我们把FML当做省钱机器——因为游戏,可能每个月它会让你付出一些金钱,但是长远看来,你会因为花了时间玩游戏而没时间做
其他的事情——实际上也许会更省钱。

What methods of payment will be available?
The plan is to accept every major credit and debit card, alongside a number of other payment platforms for those that do not have cards.

关于付款方式?
计划是接受主流的信用卡和借贷卡,同时也为非持卡的朋友准备了相当数量的其他付款平台。

What languages will it be in?
Initially, the game will only be available in English. Over the coming years it will be released in as many languages as possible. It’s not just about
translating the game itself, which is easy; it’s also about adding local support for each language we add. We’re being sensible and will be trying to
walk before we can run.
What happens when everyone wants to be one particular team, like Watford or Everton? No-one will be able to be Watford or Everton.
You don’t play as a set real-world team; you make your own team and pick a squad, much like a fantasy sports game.

关于游戏的语种?
首先游戏只有英文版。在接下来的几年中会陆续发布其他语种版本。这并不是简单的游戏翻译;而是会附带本地化的游戏支持。在这个问题上,我们会理智对待,绝不好高骛
远。
如果大家都去选择一只特定的球队,比如Watford或者Everton,会怎么样呢?答案是没有人能成为上述两只球队。
因为你并不会选择某支现实中的球队;你需要自创球队,并选择主场等,这和虚拟的体育游戏很相似。

How do you choose your initial squad?
All players in the database have wage demands and you have a set wage budget at the start, so you pick your players according to that budget. The whole
FML database is available to you when you start the game, although once a player joins a team in a gameworld they are no longer available to everyone
else. In that way we can stop multiple teams having the same players.

如何选择你的初期阵容?
数据库里的所有球员都对应一个薪水要求,你开始的时候也需要设置薪水预算。对于你来说,当你开始游戏的时候,FML里面的所有球员都是可用的,然后当一名球员在游戏世
界中加入某支球队后,其他玩家就不能用他了。我们可以用这种方式来避免多支球队共用一名球员的情况出现。

What happens when all the best players are taken up?
Doesn’t that mean new users joining a gameworld are disadvantaged? Not really. Because there are so many players available in the database and users
start with relatively small wage budgets, it means that all the best players can’t be snapped up immediately. And while we don’t want to go into too
many details now, we have an effective system in place to ensure that there are still good players available for all.

当所有的顶尖球员被买走后会出现什么情况?
那难道不是意味着新玩家加入游戏后会处于被动吗?这并不正确。因为在数据库里,可用的球员非常多并且当玩家开始的时候薪水预算都特别低,这就代表所有的顶尖球员并
不会马上被抢购一空。同时我们不会现在就谈及太多细节,我们具备有效的系统来确保玩家都有好的球员可用。

Is there a transfer system?
As manager, you have the ability to buy and sell players as well as loan them out to other teams. With all transfer auctions, the selling team selects a
minimum price they would accept for the player, along with an instant-buy amount. They also select an end date for the auction and other teams are then
free to make bids right up ‘til the auction ends.
With free transfers and general wage auctions, teams bid for players and the one who offers them the most wages per day gets the players.
With all transfer activity, you need to ensure that you remain within the constraints of your club finances and beware of gazumping.

有转会系统吗?
作为足球经理,你有权来买卖球员,也可以把球员租借给其他球队。转会期间,卖方会有一个球员的底价,也可以设置一个一口价。他们也可以设置转会的截止日期。其他的
球队就可以在转会结束前来自由竞拍。
在自由转会期间,给球员出价高并能提供最高日工资的买方将得到球员。在一切的转会活动中,你要确保这一切开销处于俱乐部财政负担能力之内,并当心商业诈骗。

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