Tiếng Việt
Homeworld 3

Chúng tôi thảo luận về các trận chiến không gian, tường thuật và con tàu nào sẽ có chỗ đậu xe tốt nhất với các nhà phát triển Homeworld 3

Chúng tôi đã ngồi xuống với Lance Mueller và Iain Myers-Smith từ Blackbird Interactive để thảo luận về tất cả mọi thứ Homeworld 3.

Phiên âm âm thanh

"I'm really happy. I'm really excited to see people playing the game.
I've been watching a bunch of people streaming it and going through all the different modes and having a good time.
And so it's just really great to be able to see people enjoying the product."

"Great. I mean, we are picking up over 20 years since Homeworld 2.
There's a lot of new fans coming into it. I'm one of them.
There's a lot of former fans as well, just reading some of the comments and things like that.
People have been anticipating this game for decades."

"How do you balance that with the newer folks that are going to be coming in, maybe researching Homeworld for the first time, getting to grips with this space epic, this space opera that's been going on for a very long time?
And how do you also keep the more nostalgic fans happy with what's coming?
Yeah, we thought a lot about that and we did a lot of different things."

"We've got a lot of the history of Homeworld button in the front end so that people can try and get in there and learn a little bit more about the previous games if they haven't played them yet.
So we did a lot there, making sure that we've got a tutorial that people can go through and kind of understand how to catch up to 20 years of other people playing Homeworld and then just trying to make the best campaign that we can for the people who are new and who have played the game before."

"Homeworld 1 and Homeworld 2 had really great campaigns, not only from a story perspective, but also from a gameplay perspective.
And for us, we've added a new mode with our war games.
That's something that's a little bit new."

"So that's something for both of those kind of players.
It's going to challenge both sides and hopefully bring some people in that were like, oh, well, you know, I'm not really into PvP, but I want to try another co-op mode with my friends in an RTS game and just making sure that both sides of that are engaging for new and old fans."

"Yeah, and I think the landscape of RTS has changed so dramatically since Homeworld 1 and Homeworld 2 came out.
So making sure that we were shifting with the times as well to make sure that the game was open and accessible to new fans and old fans alike was something that we really prioritized and made sure that, you know, it was something that would hopefully satisfy, you know, 20 years of expectation that's built up over time, but also that anyone could purchase the game and play the game and have fun right from the get go."

"I first got the chance to play at Gamescom and I did get involved in the War Games mode and it was me and a journalist who I'd never met before.
But by the end, we were, you know, brothers in arms making our way to the end of that.
And I immediately fell in love with sort of the space battles being really expansive and visually pleasing."

"What's something that has sort of since Homeworld 2, what have you been able to bring in with the technology to make the space battles just feel that much more immersive?
Well, just talk about with Homeworld 3, the terrain is the big, you know, the big new feature in the actual levels."

"You know, they're massive, they're beautiful, they're gameplay elements.
They block incoming fire.
You can use them to hide your units in tunnels and trenches.
So, you know, that was a huge thing for us to, it was a huge endeavor."

"It was a large technical hurdle to make sure that our pathfinding system can actually manage, you know, all of those different types of terrain.
And the technology for that is something that's actually pretty new.
And we're super excited to leverage it and make something so big and expansive."

"Yeah, I mean, it looks really cool.
And something as well that I liked immediately, I'm probably going to sound like a massive Homeworld noob because as I say, I got into it with 3.
But something that I really liked is the immersion that you get from being able to fly just like one little ship, pick it out from a fleet and just sort of bring it around."

"How do you balance that level of immersion for maybe someone who wants to feel like they're a fighter pilot going into Homeworld 3 versus someone who wants to feel this pulled back, strategic commander level of gameplay?
I think there's a lot of just sort of the innate nature of Homeworld that allows for that."

"You know, it's an extremely cinematic game.
You can issue a command at sort of a macro scale.
You can select your fleet and you can use the bandboxing to create, you know, large fleet sized orders.
And then you can focus in on a single ship, a single fighter as it flies through combat and watch it go."

"You can use the tactical pause feature to make changes on the fly.
You know, you can pause gameplay, issue commands and then, you know, unpause and just observe and watch.
Or you can get really micro with it and you can micro individual units or individual like groups or squadrons of units to tactical advantage, coming around behind ships and attacking from the rear to do additional damage, elements like that."

"So I think it really caters to a wide array of players and play styles pretty naturally.
And there's a lot of tools in the toolbox that is Homeworld to play how you want.
And also on top of that, there's a large array of sort of difficulty options that one can apply to play at your own pace and to, you know, sort of either relish the tactical challenge of playing on hard or, you know, immerse yourself in the cinematic combat and the narrative and cinematics playing on story mode and anywhere in between."

"So we've talked a bit about the sort of cinematics and the space debris and all the battles and the immense amount of effects that go into them.
How do you ensure when you're making something that's so expansive, like Homeworld 3, that people may be on sort of like, you know, more potato-y, I guess is the sort of casual way of putting it.
The lower end, maybe PCs would still be able to pick up and enjoy the game to its fullest."

"We did a lot for performance.
It was something that was super important to us and super important to Gearbox Publishing, that we make sure that this game can play on a lot of different machines.
And, you know, it was a challenge."

"It was very difficult.
You know, it's not easy.
But I think in the end, we were able to get to a pretty good spot.
I'm pretty confident and happy with the low end of machines that are actually able to play this game."

"I actually think that's super vital to any video game, that if you want to have an audience, you've got to make sure that everybody can play this as much as possible.
Yeah, we put a lot of effort into optimization, particularly in this last year.
We initially had released our sort of recommended specs."

"I can't remember exactly when that went out.
Probably around Gamescom last year, in fact.
And since then, we were actually able to lower both our recommended and then spec, a couple sort of CPU and GPU generations."

"And that was all thanks to the immense efforts of some of the performance optimization engineers, both internally at Blackbird and also from our good friends and publishers at Gearbox.
And, you know, it's the systems in play in Homeworld are incredibly complex.
You know, we have fully realized ballistics in the game."

"Each bullet is simulated.
You can, you know, intercept a bullet with your mothership if it's targeting a destroyer that's on its last little bits of health and you're trying to heal it up.
But each of those bullets is an object that we are, you know, we have to compute in the sim."

"So there's a lot going on.
And the challenge of making that run performantly was a massive challenge.
And there's some real superstars on the team that made that a reality.
We've touched a bit about Wargames before, and I just sort of wanted to go into that."

"As I said, it was my sort of introduction into Homeworld 3 and Homeworld just in general.
And I found it to be a really interesting jumping off point because, as we were saying before, it's like a completely new experience for both old fans and new people.
What was the point where you decided, OK, this is maybe what we want to take shape here."

"This is the roguelike sort of structure with the unique Homeworld flair is what we're going for.
And do you see sort of in the future maybe adding something like an endless mode for it, allowing players to sort of keep pushing themselves and pushing them further and further?
So I think the heart of Homeworld has always been that really cinematic narrative single player experience."

"And, you know, the skirmish modes, sort of a secondary play mode.
So adding in a third sort of more co-op focused mode was something that we wanted to do.
It's something new. We wanted to bring some new life to the franchise.
And it's something that we think is sort of the direction that a lot of RTS is pushing these days."

"You know, as we RTS fans, I say we, but I'm really speaking about myself, get older.
You know, our APM slows down, our ability to compete in those intense PvP skirmish matches lessons.
And all the time, you know, we just want to have a really fun experience with our friends.
And we think the War Games mode really nails that experience."

"You know, it is a, each run is different. Each run is fun and interesting.
Win or lose, you gain valuable experience, both in terms of gameplay, but also in terms of, you know, the meta progression.
Those roguelike elements really come into play and reinforce that.
But it's also a very, you know, it's a very bite size encapsulated experience."

"It's a 30-ish minute run, depending on the difficulty you selected and how it goes.
And, you know, I've got kids at home or a kid at home. My gaming time is fairly limited.
So having that bite size chunk of time that, you know, I can do one run.
If I still have time, I can do another run and I can get through it."

"And I can really have an encapsulated experience that I really enjoy.
I think War Games really nails that. And for that reason, it's a really compelling game experience.
I don't know if you had anything to add to that, Lance.
Yeah, no, just, you know, from the very beginning, the inception of the mode was like a high level goal of like, we want to add more variety, more unique elements to players' experience in Homeworld."

"And that got us thinking about, you know, cooperative gameplay.
We're seeing that in a lot of places and other RTSs, having cooperative gameplay just helps extend everybody wanting to enjoy more time in the game.
And so we were like, OK, well, what can we do here?
What are the elements of Homeworld that lead towards a really great cooperative experience?
And we looked at the campaign. You know, that's persistent."

"You have a fleet, you start off small, you grow big. What does that sound like?
It sounds like a roguelike. You know what I mean?
And this is like, OK, all right, well, if that's true, what are the different ingredients we put into this game mode that we're talking about?
And as we just put more and more in there, it just made more and more sense that this mode and this game, they belong together."

"They're built for each other.
And so we really wanted to make sure that we build an experience that people can enjoy, get through, feel like they've accomplished something.
And then, you know what? Let's try this. Let's try this at, like, difficulty five.
Let's push ourselves a little bit harder and see if we can make it through this experience again, get some different artifacts and make this run even better than the previous one."

"So which, again, goes back to that whole roguelike, you know, loop and gameplay.
So we we feel like it's kind of come together really nicely and we're super excited to support the mode even further and all the content that we're going to be getting for it.
So, yeah.
Talked a bit about sort of future content coming forward."

"Checking the year one roadmap, we see like multiple new factions coming in now without without spoiling anything.
I'm not going to ask you guys to spill the beans, but how will they sort of differ from what we've got already?
And how will they be integrated into the existing Homeworld 3 experience?
Are they going to be sort of getting their own single player endeavors as well as skirmishes or just sort of maybe more multiplayer integration?
Yeah, so the DLC content is focused squarely on the Wargames mode."

"New fleets will, you know, different fleets will feel different and they will have unique units that make them play different and we try to theme them in particular fashions.
So they do stand out from the, you know, the existing fleets we have at launch.
But really, people will just have to wait and see and experience it for themselves.
Very diplomatic, very diplomatic."

"I try.
Something that is sort of being integrated already, though, is the mod support.
How do you plan to sort of work with the community to allow them to make bigger and better creations as time goes on with Homeworld 3?
Yeah, so we are currently working on a modding tool that will allow players to mod the skirmish experience, creating new maps and, you know, changing up the skirmish experience."

"We fully expect that as time goes on, modding will expand beyond skirmish maps.
You know, the modding community in Homeworld is incredibly creative, incredibly resourceful and have a huge amount of ingenuity.
So we expect that we'll see some really interesting things come in long term through the modding support.
Just going back to sort of the time it's been since Homeworld 2, there's been a lot of sort of space operas, space strategies since then."

"Did any of them sort of influence you guys when you were making Homeworld 3 or did you just sort of stick to following the path that Homeworld has set prior to 2024?
I think from the very beginning, you know, there's subtle inspirations here and there or things that we've looked at and we enjoyed.
But I think overall for us when we first started making Homeworld 3, we were really focused on like, what's the best experience we can bring for the fans and new people that might be playing the game?
And how do we, you know, modernize this franchise? It's been quite a while since the last one. And how do we make sure that, you know, terrain, which is our big new feature, how do we incorporate that as much as possible into the play experience and sell it as amazing as we all know it could be?
So, yeah, not really any direct people like competitors of like what we were going to do, but yeah."

"And the other thing that's worth mentioning is that even though this game was only made in the last five years, the vision for this game has been ruminating in the heads of folks like Rob Cunningham and Aaron Kamvitz for, you know, quite literally decades now.
So, to a degree, the path was laid two decades ago when the original ideas for Homeworld 3 were discussed and thought about around the proverbial campfire.
Actually, on that, oh sorry. Go ahead, yeah. On that, a lot of the terrain and elements that are in Homeworld 3 were the actual original vision of Homeworld 2. That wasn't able to be done because of the technology at the time, not able to handle this massive, this massive vision. Sorry, Ian, go back."

"No, no, all good. I think there's even a trailer from, I don't know exactly when was it?
I think it's 2001.
2001, yeah, so it would have been the original Homeworld 2 trailer for, I can't remember, was it E3 or something, but yeah, it had a cinematic trailer and showed the mothership flying through the megaliths and that was the original vision for Homeworld 2."

"The megaliths and the terrain, you know, the tech just wasn't there, the processing power and computers just wasn't there. So, this is really the real, truly the realization of a more than two decade old dream.
Cool, I mean, you touched on the debris a lot there. It was something that really blew me away when I first sort of sat down to play Homeworld for that very first time. And if I take debris as the thing I was most impressed by, what was the sort of features or just seeing something maybe during development that impressed you the most when you saw it or what were you most proud of to see come to life in Homeworld 3?
I would have to say war games. It was such a, not a crazy idea, but like, it was an ambitious idea within the franchise and we really, really wanted to, like, I don't know, but I love playing games with my friends. I love playing cooperative games with my friends."

"So, being able to build a mode where I get to play with my friends, playing a game that I love and having them experience it with me and going like, oh man, how do we get in here? How do we do this? That was, it was monumental for me for Homeworld 3.
I think for me, it's actually kind of a boring answer, but the controls. So, not having experienced Homeworld 1 and 2 back in the 2000s era, you missed out on the glory of trying to figure out exactly where your point in three-dimensional space was using 2D navigation elements. That was brutally hard.
There's a mission in one of the original Homeworld games where you're trying to navigate through this radioactive nebula and every time your ship enters this radioactive nebula, they start taking damage slowly over time and trying to figure out the exact position of your ship in that space visually was something I really struggled with."

"But coming to this game and this control scheme, the modernized control scheme, there's so many improvements that allow you to really help navigate that 3D space and help your brain really realize where an object is within that 3D space.
The addition of terrain is such a game changer, being able to issue contextual commands to the terrain. So, you're not just moving to this nebulous point in space, which you think is the right dimension or the right space on the Z axis or the X or Y axis.
You can say, I know I need to go to that megalith over there. I'm going to click on that megalith. My fleet is going to go there and then I can do the things I need to do. And so that was a real game changer. It's really, yeah, it's some mind boggling difference. If you play Homeworld 3 as your first Homeworld, and then you go back and try to play the original Homeworld 1, you will be astonished at how difficult it is."

"I feel like you put me off now. I feel like, you know, my...
No, you should definitely do it.
I'll take it, I'll take it.
If only because it probably makes Homeworld 3 better."

"We might be able to find you a code for Homeworld Remastered, Alex. I think that might be on the menu.
Very nice, thank you. I've just got one more question for you guys. I've just got a bit of a fun one to wrap up. If you could pick any ship in Homeworld 3 to pilot, to be your own, what would you pick?
I'd take the Raider Fighter. I feel like it can fit nicely in a little parking space, you know, and my apartment building has a small garage, so I could probably squeeze in between, you know, the Audis and the BMWs that people better off than me drive."

"But, you know, I could squeeze my little spaceship in there. I wouldn't want anything too large. Otherwise, I'd end up with a ticket.
Awesome. Lance, what do you want to add?
Oh man, that's so tough. I like thought about it and like my initial was like a mothership 100% because I want to, I want to like being a commander of a two and a half kilometer size spaceship."

"Yeah, that's insane. Like the scale of that ship is huge. It's massive.
Yeah, yeah. And like the systems inside of it that allow a city size ship to function and people, you know, cruise doing their thing. Like it's, it's, it's mind boggling. And then also being a navigator, I would actually love to be a navigator, that'd be super cool.
But you know what, I'm going to say the mothership. Yeah, 100%."

"My first thought was something small and like speedy that you could like zip around in and have fun. But then I was like, what about like space camping? What would be the perfect space camping ship so you could like hyperspace to, you know, a nebula and take in the views or, you know, hyperspace to a planet and go for a visit?
I think that's a resource controller.
Resource controller? That's what I was thinking, but that's a really boring answer."

"I want to drive a resource controller, but I think it might be the answer, you know?
Space truckers are a thing.
Yeah, that's the way to go. I didn't even think about, like, I feel like I've picked the worst option because I wasn't even thinking about actually taking it to space. I was thinking about what's the parking situation going to be, you know?
I love that you went there."

"That's important too.
Yeah, there's nowhere I can park a mothership. So you are way more realistic.
Looming overhead, just basically.
Does that wrap up our time as well, nearly?
Yeah, I think we're about two minutes off. If you got any other ones for us, Alex, we're happy to answer them. But yeah, no worries either way."

"That's all I've got really. I thought it would be a fun one to end on.
If you can think of anything that you want to ask us, feel free to follow up and we can answer any questions.
Picking Andrew's lines now."

"No, I love it.
Thank you."

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