感谢红迪网友转录的文字版,想看原话、英文全文的可以看这里👇
第一部分:
Q:How did you and the team put together a tight 45-minute presentation on a game this size?
A:It takes a lot of time. We've been fortunate enough to be able to give a lot of cool demos over the years; Fallout 4 was always a highlight for us to do that. We did a decent-sized Starfield demo last year, at- I'll say "E3,"- the Xbox Showcase, and I think at that time maybe it was twelve-thirteen minutes for Starfield at the end. That had been the longest demo that Xbox had shown, and it got a great response. Going into it this year, we knew, hey, we wanna give everybody a really deep-dive look at the game, and what's the best way to do that? So we're really fortunate to have that opportunity to do that, following the Xbox Showcase with Starfield Direct.
The response really was incredible; hearing so many people, and the feedback- everybody kinda rooting for us, and loving what we've shown- you never know, right? We're heads-down here in the studio. It had been a while since we had really come out with that much stuff; you never know how people are gonna react. It's a new IP, it's incredibly ambitious... we're taking a lot of risks. We're really happy with the response. It's a lot of fuel to us, here. I will say, what actually makes me the most proud of it is, by doing it in that format, we could highlight a lot of people on the team that fans don't know or haven't seen before. There are hundreds more that we couldn't show in it, and their passion for the project... they've all put so much into this game and we just hope people love it as much as we do.
Q:At one point in the demo, you were basically a space pirate. Could you talk about the sort of exploration and discovery outside of the main story like that?
A:Sure; I think if you look at all of our games, that kind of feeling is what we want. Where you can look at the scope of the game and the sort of palette or menu of things you could do, and then say, "What if?..." and then, "I'm gonna go do these things." And I think that idea of being a space pirate- there's a whole faction for it, by the way, with the Crimson Fleet- or being a smuggler, having contraband and shielded cargo, or taking over things: those are all things we think about as well, and we want to find the best ways to enable that, while not feeling separate, while fitting in as part of the game itself. You see that in the video, I think, when you arrive at Jemison where they actually do a contraband scan that you pass, in that case. A lot of really cool systems, and we do so many of them... What we really work on is, how do all the systems come together and collide, and create some really cool moments where the players have that agency? To go and do what they really wanna do in the game.
Q:Xbox has made a big push for accessibility and making sure everyone can play; is there something about the game's accessibility settings that stands out this time around?
A:I think Xbox has done an incredible job there, with everything they've done with accessibility, and their controller in particular. One thing we're really leaning in on with this game is having a large font mode, which really is important in an RPG, where there's a lot of stuff to read. It comes into play with accessibility, but also with various monitor sizes. I'm noticing that it's really helpful when I play- there's a lot more handheld devices coming out, where you can stream these games or sometimes play them natively, and it really helps us there as well. That's one in particular that we're really leaning in on.
Q:You mentioned handhelds, can you share with us: is it Steam Deck compatible? Or is that something you can share later down the road?
A:We'll talk about that later down the road, yeah.