The new FPS "VALORANT" (Valorant) by "LOL" riat is officially announced!Fusion of "counter strike" tactical FPS and hero shooter elements

The new FPS "VALORANT" (Valorant) by "LOL" riat is officially announced!Fusion of "counter strike" tactical FPS and hero shooter elements

 Riat Games officially announces the new FPS "Valorant" (Valorant).From the summer of 2020, the official service will be started as a new basic play free title on a PC.

広告

Riat Games New FPS "Valorant" play video

THE ROUND -VALORANT Game Play Presome

 The identity of this work, which was revealed in a tentative title "Project A" as a project in development, is based on the tradition of the "counter strike" (CS) tactical FPS, and "Overwatch".A completely new work that has evolved by fusing and evolving hero shooters such as "APEX LEGENDS"!

 In this magazine, he played this work under development in Los Angeles, California, USA, and interviewed the developers.

 If you write that impression first, you will be searching for each other with a jerky enemy, and if you start shooting, you will be able to compete at a stretch, and the tension of the tactical shooter is numb, and when the skills are addicted to the hero shooter, the skills are addicted.The versatile feeling of "I Tsuue!"

 So, let's deliver the whole picture.

The official title of Riat Game's new FPS "Project A" is "Valorant"!

目次閉じる開く
  • Sentinel: Defense expert that controls the area and prepares for the opponent's rush
  • Controller: Ruler who divides the enemy in a dangerous zone and changes the flow
  • Initiators: Inhibit enemies waiting in areas where collisions are predicted and create an entry route
  • Map introduction: 3 Site configuration maps and single -directional teleporters, all of them are designed
  • Interview with development key players.Approach the deep layer of this work
  • Basic rules: Bombing match fighting with 5 to 5 & round system

     At the time of launch in Valorant, it is a stoic configuration that only has a so -called bomb mode (blast mode) that is familiar in CS games.

     The rules are 5 to 5, and the attacker is divided into the defensive team and the team's team, and the attacker aims to prevent it from a multiple strategy target in the map, and the defense side aims to prevent it.

     The match is composed of a total of 24 rounds, and the win or loss of one round is that if one team is annihilated before the bombing, the surviving side, if the bomb is successful, the defensive side succeeds during the countdown after the bomb is installed.If so, it will be the victory of the defense side.

     Fight in the round in this way, and after the first half of the round, the offense and defense change.Equipment and funds (described later) obtained by then will be reset once.Finally, the team that has been ahead of the game will be the final winner of the match.

    The element ant of buying!The general skill of your character is also eligible for purchase

     The player selects a character called "Agent" with four unique skills (normal skills + Ultimate Skill) and sorties.Fight with the character you chose through the match (you can't change between rounds).

     What is unique is that not only weapons and armor, but also the three normal skills of each agent also use the specifications of "buying money in a shopping phase between CS" from CS.The funds are available as the round progresses.

     In CS -based games, there are tactics (commonly known as eco -rolls) that dare to endure with cheap weapons such as pistols to invest in strong weapons in the following rounds.In this work, you can also bring unique skills or save money (although the unit price is not so high so I think you should buy it personally).

     If you die during the round, or if the first half of the game is over and the offense and defense is replaced as mentioned above, the skills will be re -purchased as weapons and armor.

    Ultimate skills increase points through round actions (killing of opponent players, installation/release, death during the round, etc.).In addition, the attack and defense around the orb can be increased by gaining an orb in two locations in the map, so the offense and defense around the orb is one key.

    Design direction 1: One -shot kill can be severe and fair with a common hit box

     By the way, the design of this work as a tactical shooter is more severe.Time To Kill (abbreviated TTK, time it takes to defeat to defeat) is very short, and it may die with almost one shot in head shots and 3 to 4 rifles except for the head.

     In addition, various agents appear as hero shooters in this work, but since the direction described above is the same, the character proportions and hit boxes (hitting judgments) are the same.It eliminates the disadvantage of hitting judgment due to the difference in the character.

     And shooting while moving is easy to play, and if you want to hide it, you should stop and shoot.For this reason, it is important to detect the opponent's position a little earlier and launch an attack as soon as possible, and at the same time, keep the opponent's position from barre.

     Footsteps are also important clues.In order to respond to the expected situations where the enemy is expected, there is an option to move the left shift key and move without footsteps.

     By the way, the basic play free title that can be purchased in real money is limited to the customization item for appearance, and the victory is determined by the skill of the player.

    Design direction 2: Rather than defeating with skills, the balance of "skill to shoot and defeat with guns"

     One of the highlights of the hero shooter is to take advantage of the unique skills of the characters used.It doesn't change in this work, but basically the skills of this work are designed in the position of "changing the situation using the skill to defeat with a gun" rather than the one to defeat the opponent directly (skills.The list is published in the second half of this article).

     Therefore, there are many skills to obstruct smoke grenade's visibility of enemies and to discover enemies.There are some skills that directly damage, but they are also assumed to be used to drive the enemy from shadows such as obstacles (so that they are not damaged by any more).

    Design direction 3: Server that responds agile and rug countermeasures in various forms

     In order to realize highly competitive fair gameplay, various measures have been taken in terms of network.

     First, the network "RIOT Direct" created for the company's main title "League of Legend" (hereinafter, LOL) is also adopted in this work.This is designed for each player to access the server in the shortest communication path as possible, and that 70 % of players around the world can access local players with 35 milliseconds ( *).There is.

    * Ping value: Indicator indicating the response speed from player to server.The lower the low, the more you can communicate without delay.

     The server is a machine equipped with a 36 -core CPU, and can accommodate 108 games (1080 players) per unit.In addition to operating at 128 chic rate ( *), it has a function to upload the movement of all players to 128 frames per second.As a result, players who are lag -like by low -performance machines and lines are treated smoothly.

    * Tick rate: Shows the response speed that the server side accepts processing.The higher you can respond finely and frequently.

     And the network code has been newly attempted, and measures have been introduced for a state called "Peeker's Advantage".

     This Peeker's Advantage refers to the problem that low -quality lines and server problems can see the opponent's appearance ahead of the defense side.In this work, the unique ingenuity corrects this disadvantage, and both are able to see each other at the same time.

    Design direction Part 4: Design that takes into account cheat measures from the beginning

     In this kind of title, you usually suffer from the existence of a cheetah using unauthorized tools.Therefore, it is said that the absolutely necessary cheat measures have been worked out before the development of this work has been in full swing.

     For example, in response to a method called "wall hack" that sees the opponent's team, the location information of all characters is usually sent to the client from the start of the game, just before players are likely to see other players.Designed to not send data.

     This was shown how it was actually working in the development tool, but there was no data while the opponent player was completely hidden in the wall, and the opponent player seems to come to the end and show up.It was confirmed that the data was starting to be sent.

     The Wall Hack Tools are designed to read and display the location information of other players, so if the data is not barely obtained, the benefits of using it will be reduced.

     It is said that it is impossible to manage the processing on the server side by managing the processing on the server side, such as speeding up and teleportation, which can be made by playing game data on the player side.

     The end -of -end pretends that come out of the cheat from the following are also well -known, and there is also a mechanism that supports unknown cheats.

     First, a system called "VANGUARD" (Vanguard), which was newly built for this work, will be developed, and the cheat detection system used in the League of Legend will be added together.In this system, it will also respond to the appearance of new cheating methods, and after the start of the service, we will also respond to data analysis surveys, etc., and will respond in both development and operation.

    The operating environment is clear for most "LOL" players

     The operating environment of the PC is quite light.If it is a recent model, the minimum operating environment can be cleared even if it is not a gaming PC.By the way, this specification is a clear line for 88 % "LOL" players.

     The recommended operation environment that can be played with 60fps is "Core i3-4150 or more" from the above and "GeForce GT 730 or more" for graphics.The US market price is about $ 500, and 66 % of Lol players already have more specifications.

    Play in play: Suddenly high degree of perfection!Tactical FPS evolution system with various games and DNAs in the competition scene.

     Reporters have reported many CS titles in the past, but more than 10 years ago, there have been voices saying, "Isn't the blast mode good soon?"To be honest, at the beginning of the presentation, it was said that I was told that it was released only in the blast mode first.

     "How to evolve traditional tactical FPS" is quite a challenge.In the past, various manufacturers have challenged, but in the end, the main play is the blast mode, and even if you introduce skills and gadgets without changing the basics like this work, the degree of perfection is not good.The bigger stronghold, which had been polished by this stoic, did not shake so much.

     But I was so sloppy, Suimasen.This is interesting.The staff who died in seconds in the first match of the first match and responded to the reporter's disappointment, laughing and pointing out, "It's a game like this."Well, I understand! "If you fight again and fight, you will die while you are in a hurry with a splendid skill."Oh, I would definitely do it if I used that skill."

     As you grab the cans while playing like this, the number of games that can take multiple kills will gradually increase.On the map that was the first time we saw a while ago, "I came from the Ogai on the A site. I did it alone."The cheers are raised by the fellow reversal clutch play, and the nostalgic adrenaline sensation revives.

     Well, this "I understand people who understand" striking, flashy, traditional, innovative, basic and unique styles I don't know how much ordinary gamers accept it, but it's interesting because the elements that are good are engaged.

     This is the first time that RIOT GAMES works on FPS, but why did you do this?

     When I heard the story, I found that many developers and former professionals who have worked on various FPSs as a development staff (the interviews described later will appear in the area), and in fact various games.And the DNA of the competition scene is being kneaded tightly.

     Of course, whether or not the operation type games will succeed will include various factors, such as the launch of new content after launch and the acquisition of new players, so at this time.However, I thought that this would be a very interesting new competition scene worldwide.

    Introducing the characteristics and skills of the agent at once!

     A unique agent (character) appears in this work.At the time of the first announcement, eight agents are named and are roughly classified into four types.It seems that it will be added in the update after that.

     Here, we will introduce the skill configuration of the agent, the cost of purchasing the skills, and the impressions of the author actually used.The early eight people were also posted by senior game designer Trevor Romelessky.

     The notation of C/Q/E/X is a key assigned to its skill by default, and C/Q/E is a normal skill that requires a purchase, and X is an ultimate skill.

    * 2020/05/03/13: 09 Added the explanation of raises and bleach.The item of "Impressions / Tips for Play" has been updated.

    Duelist: In charge of the front line that enters with attack skills and earns kills

    ゲームデザイナーコメント:攻守両面で活躍できる万能型のキャラクターなのですが、チーム主体ではなく個で戦っていくアグレッシブな設計になっています。

    [C] Blaze COST: A technique that blocks the enemy's field of view by putting out a 200 flame wall.Depending on the mouse operation, you can also create a bent wall.The walls can be passed, but they have fire damage.

    [Q] Curveball COST: 100 (up to 2) so -called flash van (eyeikurakiri) technique.Left click and right click to throw a fireball to the right.Basically, throw it assuming that there is an enemy at the end of the turn.

    [E] Hot Hands COST: FREE fires and burns the area around the landing point, causing fire damage.If you kill 2 during the round, it will be reused.

    [X] Runitback COST: 6 points Install a marker at your location, return to that place for a certain period of time or your own death.

    Impressions / play tips:

    ゲームデザイナーコメント:とても機敏なキャラクターで、アグレッシブに攻めていくアサルト(突撃)役です。スピードを活かして戦場を動き回り、慌てた相手を捉えます。

    [Passive] Glide by pressing the jump key in the air in the air.

    [C] Cloud Burst COST: 100 (up to 3).By holding down the key during the flight after activation, the orbit can be bent by mouse operation.

    [Q] Up draft COST: 200 (up to 2) High jump on the spot.

    [E] Tail Wind COST: Short dash in the direction of moving with the FreeWasd key.2 If you kill, it will be reused.

    [X] Blade Storm COST: 6 Point Knai calls and shoots.You can shoot one shot at a time with the left click, but you can also launch all bullets with Alt Fire.If you kill with Kunai, the remaining ammunition will be replenished.

    Impressions / play tips:

    [C] Boombot COST: 200 moves straight, and when you capture the enemy in sight, you will go to a self -propelled robot that explodes at once.

    [Q] Blast pack COST: 100 (up to 2) Installed explosives.Bombing is possible after a certain time or at any timing.

    [E] Paint Shell COST: Throw a cluster grenade that scatters even smaller explosives after the free explosion (left -click straight, right -click to make a mountain nearby).2 It will be reused after a kill.

    [X] Showtopper COST: 6 Point Rocket Launcher is taken out and released.

    Impressions / play tips:

    Sentinel: Defense expert that controls the area and prepares for the opponent's rush

    ゲームデザイナーコメント:もっとも“サポート”に近いキャラクターですね。仲間を回復して復活まで行える。戦場でチームを助けて回る存在になっています。

    [C] Barrier Orb COST: Create a thick wall at the 300 target point.The wall does not pass through players and bullets, but can be destroyed by attack.

    [Q] Slow -thebub COST: 100 (up to 2) Create an ice floor that generates a slow effect near the arrival point.

    [E] Healing Orb COST: FREE Friends (left -click) or herself (right -click).Reused after 35 seconds cool downtime.

    [X] Reservoir COST: 7 points revive the colleagues.

    Impressions / play tips:

    ゲームデザイナーコメント:情報線に長けていて、トラップやカメラを設置し、相手の位置をはじめとするさまざまな情報を得られます。敵に回すと裏から急襲してくることもあるでしょう。

    [C] Trap wire COST: 200 (up to 2) Wire traps are installed from the walls and ceilings of the passage.The enemy who hits the wire is numb and the location is highlighted, and if you do not shoot and destroy it, you will be dizzy.

    [Q] Cybercage COST: 100 (up to 2) Dome -shaped "cage" is installed and activated at any time.During the activation, the internal object is thrown into the internal object and the outside view is closed.

    [E] Spy Camera COST: A camera can be installed on the free wall (can be switched to a camera view).The marking darts can be fired like a Soeva drone, and the location of the enemy is reported regularly.

    [X] Neillically theft COST: Get a friend location from the 7 -point dead enemy.

    Impressions / play tips:

    Controller: Ruler who divides the enemy in a dangerous zone and changes the flow

    ゲームデザイナーコメント:毒の煙幕や壁で広範囲の視界を遮るキャラ。相手を撹乱するだけでなく、それを活かして接近戦に持ち込むのも得意です。

    [C] Snake byte COST: 100 (up to 2) Poison range, causing a slow effect and corrosion damage to the agent passing above.

    [Q] Poison Cloud COST: Throw a 200 poison trap and install it to generate a poison dome by remotely.Smoke effect + corrosion damage inside the dome.Starting / stopping and recovery / recovery can be possible.

    『LoL』のライアットによる新作FPS『VALORANT』(ヴァロラント)が正式発表! 『カウンターストライク』系のタクティカルFPSとヒーローシューターの要素が融合

    [E] Toxic Screen Cost: A poisonous eruption hole is set up in a straight line, and a wall with corrosion damage is created when enabled.Starting and stopping is possible.

    [X] Vipers Pit COST: 7 Points Poisoning Cover to cover a wide area.The inside has corrosion damage, and the invading enemies are highlighted red on the viper.The smoke screen is extended as long as the viper is inside, and disappears after a certain period of time.

    Impressions and tips for playing

    ゲームデザイナーコメント:後方に控えてカバーするタイプですね。スモーク投下によって仲間を再集結させて、つぎの戦術に進めることができます。

    [C] Stim Beaucon COST: 100 (up to 2) Beavicons are installed to increase the shooting performance of the surrounding characters.

    [Q] Insendiary COST: A range attack grenade that burns around the landing point, just like the 200 Phoenix hot hands.

    [E] Skysmoke COST: 100 (up to 3) mini maps are displayed in the center of the screen and smoke is dropped in any location.

    [X] Orbital strike COST: 6 Point mini maps are displayed in the center of the screen and bombing any location.

    Impressions and tips for playing

    ゲームデザイナーコメント:チームのための戦術をセットできるキャラなんですが、(ブリーチとの違いは)彼はそれを秘密のベールでやってのけます。彼の意図をつかむのは難しいでしょう。フェイク戦術がうまく、テレポートで裏をかくのが得意です。

    [C] Short teleport to the specified position in the specified position of the Shrow Dead Step Cost: 100 (up to 2).

    [Q] Paranoia COST: Fly 200 shadows and exacerbate the enemy's visibility.

    [E] Dark cover COST: Frees the free shadow orb to any distance and blocks the visibility around the landing point.There is a cool downtime of 30 seconds.

    [X] Flomza Shadow COST: 7 Point mini maps are displayed in the center of the screen and teleported to the specified location.

    Impressions and tips for playing

    Initiators: Inhibit enemies waiting in areas where collisions are predicted and create an entry route

    ゲームデザイナーコメント:偵察用のドローンで情報を得たりして、突入のチャンスを作り出せるキャラクターですね。ひとたび戦闘になれば攻撃系の矢でのサポートもできます。

    [C] Old loan COST: 300 Fly a reconnaissance drone.The drone can fire a marking dart, and the location of the enemy is highlighted to your friends.

    [Q] Shock bolt COST: 100 (up to 2) An arrow that explodes and emits shock waves.It is released by a charge type, and the flight distance and reflection (up to 2 times) can be adjusted.

    [E] Leicon Bolt COST: Fly a beacon -shaped arrow that detects surrounding enemies at the arrival point.Q Skills can adjust the flight distance and reflection.There is a cool downtime of 35 seconds.

    [X] Hunter's Fury COST: 7 points There are up to three powerful arrows that penetrate obstacles.If there is an enemy on the flight route, the location will be displayed for a short time along with the damage.

    Impressions and tips for playing

    [C] After shock COST: Shoots on obstacles such as walls and explodes on the other side after instantaneous.

    [Q] Flash point COST: 200 (up to 2) Shoot on obstacles such as walls, and explodes the flash that loses visibility when viewed on the other side.

    [E] Fall Trine COST: Free shock waves are released on a straight line, causing an earthquake to make the enemy on the route dizzy.The distance can be extended by charging, and the walls are penetrated.There is a cool downtime of 35 seconds.

    [X] Rolling Thunder COST: 7 points E -skill enhanced version, more effective width.The impact of the earthquake progresses in the order, jumping up the enemy on the route and dizziness.

    Impressions and tips for playing

    Map introduction: 3 Site configuration maps and single -directional teleporters, all of them are designed

     There are two types of maps that can be played in this interview, "Haven" and "Bind".Both have their own mechanisms.It seems that one of the map design policies is to put the elements that are characteristic of these maps.

     Haven is an irregular map of three sites that traditionally have two strategy goals in the map in the blast mode.

     The other binding is that two -way teleporters are installed.One is a fake tactic that can be used from the center near the A site to the center near the B site, from the outer periphery of the B site to the outer periphery of the A site, and the way to the other way to teleport.

     For both maps, I heard the comments of Salvatore Garrozzo, a senior game designer of this work, known as "Cache", a famous map of "Counter Strike".

    コメント:これはもう3つある目標地点がどう働くか(がポイント)でしょう。ふつう、この手のゲームでは2ヵ所ですから、けっこう新しいコンセプトです。どんな戦術で行くのか気になりますね。どんな人数配分にするか? 読みが外れたらどうするか? というだけで、いろいろ考えさせられます。

    コメント:目標地点に対してチームがどう作戦を実行するかが鍵になるマップです。テレポーターを使ってフェイクを仕掛けることができるので。テレポーターは、社内テストではなかったクリエイティブな活用法が出てくるんじゃないかと楽しみにしています。プレイヤーはあらゆることを試して思わぬ手段を見つけ出すものですからね。

     A map with a motif of Japan is under development.The weekly Famitsu Moto magazine released on March 5 has screenshots and image illustrations under development, so if you are interested, please check it out.

    Interview with development key players.Approach the deep layer of this work

    ――This work is not a hero shooter or a hero shooter.What are your best strengths?

    ジョーいちばん強い部分となると、ある種のとても純粋なタクティカルシューターの流れを踏まえつつ、それをさまざまなアプローチが可能なものへと押し広げている部分ですかね。キャラクターのアビリティによって、さまざまな戦術、そしてさまざまな戦いの局面が生まれ、非常にユニークな瞬間が試合の中で発生します。

    ――Why is the original IP (intellectual property)?I was able to make FPS for "LOL".

    ジョー『リーグ・オブ・レジェンド』のキャラクターは魔法があるファンタジー世界であることを前提に作られています。魔法があって、あとは大きな剣とかを持っているわけですよね。

     On the other hand, a gun is assumed in this game.So I thought it wouldn't fit in that world (the stage of "LOL", Rune Terra).That's why I have a gun that can die in a single bullet, and I have created this work based on the idea that it is magical ability but it is second.

    ――It is a 5-to-5 PVP (interpersonal game) game, is there no campaign mode, CO-OP mode, Pvpve?

    アンナ現在の計画ではローンチ時点では5対5の爆破モードだけの予定ですが、もちろんそれ以外のモードを追加していこうと考えています。ただ、まだ何か完成しているわけではないので、まずは爆破モードでローンチさせて、その後でほかにモードについても進めていきたいです。なお、爆破モードをプレイするにあたってのキューは、競技的にプレイしたい人のためのものとそうでないもの(ランクマッチとカジュアルマッチ)があります。

    ――Why is the classic form of blast mode?For example, it was something like a minion ( *) running on a lane like "LOL" (all laughs).

    * Minion: A unit that appears in "LOL".It has the property of automatically advancing toward the enemy team.

    ジョーこの形にいたるまでにいろいろなタイプを模索しましたし、これまでにない形も試しました。そのうえで、なぜ爆破モードの形に“戻って”きたのかというと、目標地点とプレイヤーの間に走る緊張が、エージェントのアビリティをより際立たせてくれると感じたんですね。

     Actually, I have put in minions (at the test stage), but I was too biased toward the target point and did not go much to the interpersonal part.That's why I became pear because "I don't have the tactical play I want to aim for."

    ――It's free play, but how does it work?

    アンナ基本プレイ無料にした理由は、それが我々がこの手のゲームにとってもっとも健康的なビジネスモデルだと考えているからです。

     And I want players to feel that skill is a game that says things (instead of winning with billing), and I want to make as many people as possible.Also, I am conscious of maintaining fair competitiveness, so I don't want to get an advantage just because I paid.

     What can be purchased will be a cosmetic one (such as a skin for appearance change), and I think it will be close to "LOL".It's like players can express themselves, such as weapon skins, accessories, and sprays sprayed on the map.

     While we are proceeding in such a direction, we want to be careful not to increase noise as the customization element is increasing, or that the game will not be difficult to see.After all it will inhibit competitiveness.

    ――What about mobile and home game machines?

    アンナずっとPCで開発してきましたので、まずはPCでのリリースになります。一方でモバイルでのプロトタイプも作業を進めていて、まだフルに開発しているわけではないのですが、これは本作にとっていい機会拡大になるのではないかと見ています。

     Of course, we talk about home game consoles.It is a difficult task to reproduce the accurate shooting element equivalent to the PC version with a home game console, so how to do it there.This is an exciting challenge.If you can do it well, you will have a transplant to a home game console.But if you have to change your game experience, you probably won't do it.

    ――So, when can you play?

    アンナ2020年夏を予定しています。それより前にクローズドβテストをやることになるでしょう。ゲームを安定させるのに十分なだけ長い期間は必要ですが、同時にできるだけ早くリリースまでつなげたいですね。ゲーム的にはほぼローンチ準備が完了して、最後の調整のためにプレイヤーのフィードバックを得る……というような形で迎えたいです。

     The beta test will be held in a certain limited area.That's because I want you to experience beta in a large and competitive environment, so you have to be an area with many players.The official service wants to cover all areas.

    ――What about MOD support and workshop mode that can create special rules?

    ジョーいまはユーザー作成のモードなどにはフォーカスしていません。ゲームがローンチしたら、コミュニティからモードのアイデアなどをぜひ聞いてみたいですけどね。

     Because we want to maintain everything that is released high, but if we have to check user content, our development capabilities will be broken.I think it is possible to make it based on ideas from the community.

    ――E Do you think about sports development?

    ジョーもちろんそうなればいいと思っていますが、でもそのためにはまずコミュニティといっしょにゲームを磨きあげていくことですね。「これは新しいeスポーツタイトルだからやって」という形にはしたくないんです。eスポーツ的な展開をやっていく前に、まずコミュニティが競技的なシーンを望むようなゲームにすることですね。

    ――What is your favorite agent?

    ジョーサイファーですね。彼はエリアをコントロールするのに長けていて、そのプレイスタイルが好きなんです。それとプレイヤーとして人を罠にひっかけるのも好きだし。

    アンナ私はアーチャータイプのソーヴァですね。まだあまり射撃が得意ではなくて修行中なんですけど、ソーヴァはそれでもチームに貢献できる方法を持っていて、スキルで相手の場所を知ったり追い出したりもできる。役に立っていることを感じられるのが大きいです。

    ――What happens if you divide the role (role) of the agent?In other games, there are "tank type" or "support type".

    トレバ―エージェントたちの設計はヒーローシューターの伝統的なロール、たとえば「大きくて体力がいっぱいあって遅いけど攻撃力が高い」といったものとは違うやりかたをしています。

     When you think about their abilities, you can buy the same weapons, so the performance is the same.Then, the remaining half is a utility (useful) skill that brings tactical things to the team during the match.

     Looking at the agents based on this, there is a type that is first called "strategist" (tactician).It has the ability to block the field of view, and it is a role to narrow down the areas that need to be dealt with.

     And then "Sentinel" (guard).It is an agent that can control the area, which is good for defense -based skills to maintain a place, delaying or prolonging the opponent's progress.

     And "bleacher" (rush).It is a type that creates a safe rush when you enter the area where you will have an enemy with flash grenade abilities.

     In addition to them, it feels like there is an aggressive character "Assault" (attacker).They have the ability to be good at fighting during the battle or to deal with the enemy.

     All of these rolls are designed so that the team can provide tactical and as safe as possible.

    ――Please tell us about the flow of character design.Is there a function first, or is the character design first?

    トレバ―おもしろいことに、キャラクターによって毎回のように異なります。クールなコンセプトアートが上がってきて、「お、これいいね」となってからそのキャラクターに見合うような能力や戦術的な役割を考えることもあるし、逆にクールなアビリティを思いついて「この能力が似合うようなキャラってどんな感じだろう?」と始まる場合もありますね。

     Once the basic ideas about abilities are solidified, the appearance is made in time with a temporary material, so that a prototype is created and played.So, if you feel that this is going to go, move on to the approval process to judge whether to actually build.What kind of background character, what kind of appearance, what kind of atmosphere you speak, and what kind of skill configuration do you have?

    ――Is the hit box (hit judgment) common to all characters?

    トレバ―同じです。各キャラは異なるプロポーションを持っているんですけども、その差はある程度の範囲に収まっていて、すべて同じヒットボックスにフィットするようになっています。

     This is because a tactical shooter like this work is just a big or small hit box.We design such a design because we want you to choose the character and role of the character, not because the enemy's attack is difficult and advantageous when choosing a character.

    ――Please tell us what you are thinking to avoid fixing meta (team configuration and tactics).

    トレバ―いくつかあるんですが、まず我々がシステムを設計する際には、しっかりしていてかつプレイヤーが新たな戦術をいくつも考えられるよう目指しています。

     Ideally, it is ideal to provide tools that can provide countermeasures for various situations that you encounter while playing the game.We believe that we should build an environment where we can find a counter that will be the counter, rather than breaking and adjusting in detail when a certain tactic becomes popular or dominant.

     Of course, if we feel that we have not been able to provide appropriate tools, we need to adjust it, but first we provide a strong system that allows players to find countermeasures as trendy tactics are born.The first is.

    ――Is there a test server?

    トレバ―『LoL』はテスト環境が整っていますが、まだ具体的な形式を探っているところですね。ただ、プレイヤーに開発側の意図や目指している方向性を把握する機会を提供して、それが正しいかどうかフィードバックを得たいと考えているのは違いありません。

    ――Is there a mechanism to support the balance of the team to play?

    トレバ―あなたがどうプレイしているか、マッチメイキングシステムがパフォーマンスや評価を判断して割り振ります。フェアな試合で自分がちゃんと貢献でき、学べて十分なチャレンジがあると感じられるのが理想で、レベル差がありすぎて相手を見る間もなくやられてしまうというのが続くのは避けたいですね。それは退屈ですから。

    ――Is there a system that supports the balance of agents in the team?

    トレバ―現在はそれをやろうとは考えていません。というのは、先ほどお話したような形で各エージェントを設計しているし、銃は予算内で好きに買うものなので、伝統的なロールのように「サポートはサポート的なことしかできない」とか、「タンクがいないと負けますよ」というものにはなっていないからです。それぞれのチーム構成なりに戦術を調整してルールの中で戦えるものという考えかたです。

    ――What are your favorite agents and abilities?

    トレバ―エージェントではブリムストーンですね。戦術の下準備をして突入を助けたり、試合中にチームに指示を出すのが好きなんですが、彼はそういった役割が得意です。自分はいきなりスペースに飛び込んでいくタイプではないですしね。

     My favorite ability is a jet smoke screen (cloud burst), I'm addicted to characters, and it's fun to use, so I like it as a game designer.

    ――Please tell us how you design the map in this work.It will be different from a normal hero shooter, and it seems different from "CS: Go".

    ボルケーノいい質問だね。このゲームのためのマップを設計するのはおもしろいチャレンジです。『CS:GO』でマップを手掛けた経験があるし、上司のクリス・カーニーは『Halo』シリーズのレベルデザイナー。これらのゲームでの経験を活かしている部分があります。マップを細かく見てもらえれば、そこここに影響を見られるかもしれません。

     But there is a big difference from those games, which is an agent.When designing a map, you have to think about creating a space that suits them while always keeping an abilities in mind.

     When you start making a map, the first idea is to ask the player as a concept of the map.For example, Haven has three target points.So how do you cover three places?Age like a cypher can install traps and cameras so it can cover a wide area.I think about this when designing a map.

     If you feel that it is going to work well in this way, try to assemble (map) with temporary materials and test every day.So, I adjusted to the person who played in the cypher, "How was this map with this character? Did you feel it could be interesting?"

     At the same time, we will follow whether the map is balanced.Which one has won too much?Will all the characters feel the meaning of playing this map?There are many opportunities to play an active role in a map with a specific character, but if you think it is ants, it is tolerated a little.Because it stimulates that the map has a different team structure.

    ――Do you use a heat map ( *) when analyzing the map?

    * Heat Map: Data such as routes and death points that characters pass well are visualized like a heat -source reaction.

    ボルケーノヒートマップの準備はありますが、まだ内部でのテストで蓄積されるデータが限られているので、現時点ではあまり活用していません。いまの段階では、もっと直接的なフィードバックを聞いたり、興味深いシーンで実際には何が起こったのかプレイ映像を見返すといったやりかたが多いですね。これからより多くの人がプレイするようになってきたらヒートマップで問題を探ったりすると思います。

    ――Are you hiring a tester of a tester shooter?

    ボルケーノじつはおもしろいことに、開発チームにプロ経験者がけっこういるんですよ。テスターとしてじゃなくて開発スタッフとして参加しています。自分も『カウンターストライク』で10年以上の経験がありますし、同僚のボビーも『カウンターストライク』出身者だし、キャラクターモデラーなんか『カウンターストライク』だけじゃなくて『チームフォートレス2』や『コール オブ デューティ』の元プロです。最近加わったQAテスターは『カウンターストライク』と『オーバーウォッチ』のプロ経験がありますね。

     That's why the internal test is full of ex -professional skills.It is useful because you can get an opinion from a normal staff member.As a result, feedback can be obtained from a fairly wide range of skill levels (players).

    ――When you continue to expect a gimmick map?

    ボルケーノ独自のメカニズムを持ったマップには期待してもらって構いません。ギミックと呼ぶと軽いものを想像する人もいるかもしれませんが、何度も遊ぶのに足る、深いメカニズムを届けたいと思っています。すべてのマップが新しいメカニズムを持っているわけではないですが、必ずすべてのマップで異なる問いかけをプレイヤーにするものになります。

     Sometimes we compete with structure.There may be a long passage for the sniper, and on the contrary, there are many types of shotguns that are effective.We are working hard to make each map have some unique individuality that affects play style and tactics.

    ――How interval will the new map be launched?

    ボルケーノまだ模索している段階ですね。いまは6ヵ月から1年くらい(の感覚で実装)と見ていますが、プレイヤーがゲームを遊び始めてからの状況次第になると思います。というのも、マップがいきなり多すぎても理解が追いつかないですし、いろいろなポイントと能力の組み合わせを深めていくのが難しくなりますから。ですので、コミュニティの声に注意深く耳を傾けてプランニングしていきたいです。

    ――The jet can high jump with skills and look into obstacles, but can you sometimes have a “Totem Paul ( *)” in this kind of game?

    * Totem Paul: A technique to stand on other characters and move to high places and search for enemies.

    ボルケーノわはは、10人くらい重なってるスクリーンショットとか見かけますよね。本作での仕様なんですが、これはできないようにしてあります。ああいったプレイヤーが自ら編み出したテクニックは自分たちとしては好きなんですが、本作にはジェットのようにスキルでほかのエージェントより高く飛べるキャラがいるので、それを意味あるものにしたいからです。

    ―― Can I expect a three -dimensional map?

    ボルケーノ立体的なマップは模索しているもののひとつですね。ヘイヴンなどはちょっと高い建物があったりもします。ただ、立体性をある程度制限している部分もあります。この手のゲームではマウスを低感度で使うプレイヤーがいるので、彼らが頻繁にマウスで視線を上げたり下げたりしなければいけないのは避けたい。

     Also, since the player on the top is basically an advantage, the place to add a height difference is limited to if you can have a strong intention.I'm trying a map that has a higher level difference than the map I played (at the time of interview), but I'm still playing with the balance that I can understand.

     Jet etc. can be aerial battles where you can throw Kunai from high jump using Ultimate Skills.There are a limited number of characters who can do that, and basically I want you to take a position and shoot.

    ――Please tell us your favorite agents and skills

    ボルケーノ難しいこと聞きますね! いろいろある中で真っ先に思いついたのはフェニックスです。多くの試合で突っ込んで多くのキルを得られ、自分自身で切り拓いてチームに貢献できるようなキャラだからですね。そういう意味もあるので、好きなスキルは彼のアルティメットスキルのラン・イット・バックにしておきます。復活が保証された形なので、いま言ったようなことを高いレベルで実行できますし。

    ――What are you first about the stage of Valorant?Is there a unique name?

    モビーいえ、単に地球ですね。『LoL』のファンタジー世界などとは違って、現代よりちょっと未来の地球です。2050年とか、(特定の年代を)言えればよかったんですが、2050年がどうなるかはわからないので、とりあえず技術はある程度進歩したけどそう劇的に格好などが変わったりしない未来だと思ってください。

     That's why it's a bit more real, but it's not specified for each place like "Tokyo is Tokyo".Instead of recreating cities in each country, it will be created while leaving an atmosphere in a form that respects each area.

    ――Please tell us the philosophy of designing a character.

    モビー何より大事にしているのが”DNA”と称しているシステム。これはデザイン、ナラティブ(物語)、アートの頭文字を合わせたものになります。

     The design is our foundation.First of all, the game designer sees the theme in the character through the provisional 3D model.Next is the highlight of the artist's skill.While interacting with the designer and narrative, we will drop it into a visual design so that people who see the characters and abilities can easily understand.

     It starts with the silhouette in the game, and the designs in grace kale, and color use are aligned, and gradually becomes a character in the game.Then you will have movies and back stories.

     Through collaboration by staff of various jobs, when looking at the characters in the game, we aim to be clear and theme.

    ――In the story content, do you expect comics and short animations?

    モビーもちろん。ここの開発計画はちょっと変わっていて、プリプロダクションから完成まで2年間の期間があるんですけど、長く運営していくゲームなのでローンチからもどんどんよくするべく開発が続いていく。『LoL』なんて、10年前といまでは大違いです。このゲームでもそういった考えをもって継続的にいろいろ(な見せかたを)進めていきたいと思っています。

    ――Is there any rules for the color of the map?

    モビーマップだと、まずはゲームプレイの空間としてのユニークな個性があって、つぎに場所のユニークさがあり、それに紐付いてマップごとのカラーパレットがあって、それぞれがそのマップの“ブランド”のようになっています。

     For a Morocco -themed map, there is a color palette for that, and the Japanese map has another color palette.I'm playing the game, and when I choose a map, I intentionally do it to remember the map.

    ――The character design is not too cartoon or “real”, but please tell me the intention you do.

    モビーデザインを模索する過程でリアル寄りのモデルも試したりしましたが、このスタイルではあまり広げていけないなと感じたんです。というのは、キャラ作りは3Dモデラーやキャラクターアーティストなど、さまざまなスタッフが関わるものですから、「なぜ本作のキャラデザインはこういうシルエットなのか」といった意図や哲学を理解してもらったうえで作らないといけない。

     In this way, trial and error created a clear style of the current slim and thick parts.Because the staff is easy to work under the common understanding, the development is going smoothly.

    ――Please tell us your favorite agent.

    モビージェットですね。彼女のゲームプレイは楽しいし、ダッシュのアビリティやなんかもおもしろい。まぁ、自分はさまざまなFPSに関わってきたわりに得意じゃないんですが(笑)。本当に厳しいゲームですからね。プレイするときはいつもビクビクしてるんですが、彼女の能力はパワフルに感じさせてくれます。