Nikita Buyanov(尼基塔·布亚诺夫)告诉了我们关于他在《逃离塔科夫》之后投身开发的首款作品《Fragmentary Order》的更多幕后故事。
大概10天前,《Fragmentary Order》正式曝光并发布了一支7分钟的预告。没多久,BSG首席执行官尼基塔宣布了这款产品是由其创立的新公司开发,承载着他“想做一款真正的硬科幻游戏”的梦想,《Fragmentary Order》也因此引爆了海内外讨论。

仅从公开信息看,《Fragmentary Order》似乎是一款科幻题材的撤离射击游戏,且硬派的画面风格被认为有些接近塔科夫,但,Nikita又在X上回复了“谁说它是撤离射击游戏”。这让大家更加好奇,尼基塔到底做了个什么产品,和塔科夫有什么不一样。
如今这些问题我们都找到了答案。
Nikita很坦诚,在这篇报道中,你会了解到《Fragmentary Order》团队的规模预期、游戏的玩法机制开发方向、尼基塔本人在开发中负责的内容板块、对撤离射击游戏市场前景的理解、新作的销量目标以及为拥抱中国玩家而做的努力等等。

采访合影(已获本人授权)
游戏日报:我们想更多了解下《Fragmentary Order》。所有人都在说它是搜打撤游戏,但我注意到你似乎有不同观点。能讲讲它与《Escape from Tarkov》的区别吗?
Nikita:我们想做的不是下一款、也不是下一代撤离射击游戏,我更愿意把它定义为未来模拟器,因为游戏所有内容都设定在未来,我们要模拟未来世界。
它和《逃离塔科夫》在很多方面都不一样。
首先是时代背景不同,游戏发生在未来,包含大量未来元素,比如各类未来武器、装置,以及太阳系范围内的不同地点,世界观设定会比《逃离塔科夫》更庞大、更细致。玩法层面,现阶段我们依然保留撤离核心,但不想让它只是一款撤离射击游戏。玩家需要完成基础的撤离相关操作:潜入目标区域、撤离该区域,同时游戏会有多种玩法类型,支持玩家存活撤离或完成任务,这些独特的行动与玩法机制,共同构成《Fragmentary Order》的核心体验。
更多内容我现在不能透露,后续你会在更多资料、视频中看到。

游戏日报:在游戏设计构想中,《Fragmentary Order》最独特的吸引力是什么?你是否有信心它能在未来三年保持新鲜感与竞争力?
Nikita:预测未来的设计理念。简单说,我们要基于现有认知与技术可能性,去模拟、构建、呈现未来世界的样子,这是我设计中最重要的部分。
我想做真正严谨的科幻设定。
现在很多赛博朋克游戏,风格化大于真实感,堆砌大量视觉设计;而我们要做的是极致真实、硬核、落地的未来,让玩家相信这个未来世界是真实可信的。这是我们的核心目标:打造没有浮夸霓虹、没有奇幻元素、真正扎实严谨的科幻世界,一切都力求真实。

游戏日报:那游戏的操作手感、节奏、硬核体验要如何展现?
Nikita:你理解得没错,这是硬核科幻,甚至可以说就是纯粹的硬核。我们不会堆砌多余功能,但会在操作与复杂度上提升体验感。
游戏会有大量前所未有的动作、玩法和硬核机制,这是其他游戏里没有的,但操作会尽量简化。我从业多年,积累了大量优化体验的经验,《Fragmentary Order》是我把这些经验落地的机会:在保证整体品质的同时,提升玩法复杂度,同时兼顾操作友好度。
我们在开发中会平衡真实感与可玩性,让硬核科幻机制既够劲,又能让玩家顺畅上手。
游戏日报:刚刚听到会有很多星球,不同星球设定会因重力等环境差异出现不同规则吗?
Nikita:会不一样。《逃离塔科夫》的场景基本基于现实地球,而这款游戏会有大量截然不同的场景与环境设定,这些环境在当下现实中是不存在的,因为我们在构建未来。
我们要打造未来生存场景,让玩家信服。为此我们会基于科学理论做大量调整与设计,比如轨道炮这类手持武器,我们会严谨设计内部结构、改装逻辑,让它像真实存在的未来武器。我们团队有航天工程师,不仅负责武器设计,还参与太空建筑、殖民原则等设定。
游戏不只是战斗、武器、撤离,更是构建一整个可信的未来宇宙,我们为此投入了巨量时间。我们不靠单一功能吸引玩家,而是想打造一个完整、自洽、让玩家沉浸相信的未来世界。

游戏日报:玩家能否在《Fragmentary Order》的剧情中改变世界?
Nikita:《Fragmentary Order》的世界观体量非常庞大,我不能过多透露剧情与玩法细节。玩家不会对世界造成颠覆性的巨大改变,但不同选择会导向不同结果。
这世界里藏着大量秘密,比如火星地图上有一座损毁的巨型移动教堂,是一栋十层楼高的履带载具,看起来是固定场景;但在任务中,玩家可以选择修复它,这会成为一个全服大型事件,所有玩家都能参与。修复后,这座移动教堂会在地图内移动、变换位置,这就算是对世界的小幅改变。我们还在设计更多内容:比如玩家完成太阳系不同星球的全球任务,可能解锁 / 封锁区域,甚至改变太阳系内的经济系统。
这些都在我们的规划中,具体实现方式还在打磨。

游戏日报:听起来有点像《绝地潜兵》,但更硬核。
Nikita:我们的理念就是打造鲜活的世界,玩家不一定要参与所有内容,可以自由体验。我们会设计大量后台运行的内容,让世界更生动、更真实,可以说这是全新的体验。
我当年开创了撤离射击这个品类,《Fragmentary Order》是我把多年经验沉淀后,打造的全新作品,我希望它足够出众。我不想做又一款撤离游戏,而是想以单机叙事的思路做鲜活世界、全球事件,让玩家真正相信这个未来世界。
游戏日报:能讲讲《Fragmentary Order》的创作背景吗?
Nikita:简单说,项目大约两年前启动,开发过程非常疯狂、极具挑战,我之前都没预料到会这么难。这是一个全新项目,也是我的梦想之作。
我一直想做赛博朋克、太空模拟、飞船战斗、殖民管理、阵型模拟这类游戏,这些想法在我脑海里盘旋了很多年。我先搭建了整个宇宙世界观:设计阵营、基础行动、科技、太阳系地图,当时还没有具体的游戏玩法。我最初想做飞船战斗模拟游戏,光基础文档就写了 100 多页,但后来觉得风险太高。我最擅长、最有经验的是撤离射击游戏,也是这个品类的开创者,所以我决定做一款全新的 FPS:不止是撤离射击,而是第一人称战斗模拟游戏。
后来我找到新合伙人,他们鼓励我放手去做。项目启动半年后,我发现它和我之前做过的所有游戏都不一样,难度极高,但我们已经走到这一步,只能继续推进。我相信它会成为 FPS 与战斗模拟品类里最复杂的作品,你们会见证到。
游戏日报:你本人有参与实际开发吗?主要负责哪些部分?
Nikita:有。一开始我打算不公开参与开发,但后来我公开了,目前我同时负责两个项目:一边继续推进《逃离塔科夫》的大量规划,一边全身心投入《Fragmentary Order》这个新项目,几乎所有环节都有参与。我们团队现在有100多人,但还在持续扩建,因为要加快进度、扩大规模。我负责招聘、管理,所有游戏设计、方向把控、运营执行也都由我主导,我以游戏总监的身份统筹所有工作,同时还在搭建团队。

游戏日报:听说《Fragmentary Order》是国际化分布式团队,且有百人规模,为什么这款产品需要这么多的人力?
Nikita:目前团队有 100 多人,但还需要大量人手,因为游戏复杂度极高,美术工作量巨大。做《逃离塔科夫》时,很多素材都能从网上找参考;但《Fragmentary Order》是纯未来世界观,小到家具、作物、垃圾袋,大到武器、角色、服装,全都要从零设计。角色和武器的自定义系统会比《逃离塔科夫》更完善,每一个小部件都要设计且具备功能,这需要大量人力。
我们的概念美术团队现在占总人数一半,规模超过工程师团队,后续还会扩招。预计未来一到两年,团队会扩到 400 人左右,可能还不够,因为要制作太阳系所有星球的场景,工作量极大。同时还需要更多管理人员、制作人来协同推进。项目是国际化远程协作,和《逃离塔科夫》当年集中办公的模式不同,这也是新的挑战。
我们目前已有许多经验丰富的核心成员,他们参与过《使命召唤:无限战争》《逃离塔科夫》等等项目,他们是最硬核的开发者,也是团队中坚力量。
游戏日报:你认为如今全球市场中,搜打撤游戏还有新的突围机会吗?
Nikita:这个问题很有意思。我看到很多公司都在做撤离射击玩法,但我本人想跳出这个品类,做全新的东西。
当年我设计撤离机制,只是想给玩家提供更好的世界体验,让 “生存 / 获胜” 有更合理的逻辑。很多人觉得撤离射击就是 “撤离 + 掉装备”,但我的理念是:重点不是撤离玩法,而是鲜活的世界,让玩家珍惜角色生命、害怕死亡,这和传统撤离射击完全不同。
其他公司如果继续做撤离玩法,也能成功,比如有些作品做了更休闲、大众化的撤离体验,效果很好。我还看到迪士尼要做撤离游戏,虽然不知道具体内容,但市场上游戏越多越好。
游戏日报:你会认为《ARC Raiders》这类更友好的撤离射击游戏更适合西方玩家吗?
Nikita:我觉得这类游戏适合想轻松娱乐的玩家,仅此而已。《逃离塔科夫》本质上不是为了娱乐,而是让玩家在艰难挑战中获得多巴胺,体验情绪过山车般的感受;而《ARC Raiders》这类作品是给想晚上轻松玩一局的玩家,更愉悦、更易上手。
《Fragmentary Order》体验会更 “痛苦”、更具挑战性,这款游戏并不面向休闲大众玩家,它是一款主打拟真风格的硬核重度游戏,玩家需要慎重考虑是否入坑。但观众会很爱看主播在游戏里挣扎、失败的直播内容。

游戏日报:团队有没有给《Fragmentary Order》设定销量 1000 万份的大目标?
Nikita:没有,这不是我们的目标。我们不想追求百万千万级的销量,只想维持可持续开发,打造真正特别的作品。就像当年做《逃离塔科夫》,我们只是为开发者自己做游戏,没想过会火、会开创一个品类。《Fragmentary Order》也是一样,我们投入巨量精力,只想做一款出众的作品。我们的目标不只是做一款游戏,而是打造完整 IP 宇宙:延伸到其他游戏、影视等各类内容。我不在乎赚快钱,只需要足够的资金持续开发,让项目长久走下去。
游戏日报:我知道《逃离塔科夫》有影视衍生作品,《Fragmentary Order》也有类似的计划吗?
Nikita:会,不只是电影,还有剧集等形式,我们会尽可能拓展 IP。但首先要抓住核心受众 —— 喜欢严谨硬核科幻的玩家,我们要专门培养这群用户,而不是依赖《逃离塔科夫》的玩家群体。《逃离塔科夫》是一款优秀的游戏,我希望它能长久运营;而《Fragmentary Order》要开拓全新的玩家群体,把不同类型的玩家聚集在一起。
我们没有征服全球、追求暴利的计划,踏踏实实做,玩家自然会喜欢。
游戏日报:你认为中国玩家会爱上《Fragmentary Order》吗?
Nikita:我真心希望如此。我参考了很多中国元素,我们打造的未来世界融合了现实生活与文化的灵感,展现了人类共同能实现的未来图景。游戏核心设定里,人类因文明自我毁灭而联合起来,开启新的扩张与复兴,保留了人类文明中最精华的部分。
所以你们会在游戏里看到来自中国、俄罗斯以及世界各地历史中的优秀元素,并用未来视角重新演绎。真心希望中国玩家能喜欢。
(以下为采访英文版本)
GameDaily: We want to learn more about Fragmentary Order. Everyone is calling it an extraction shooter, but I noticed you seem to have a different opinion. Can you talk about how it differs from Tarkov?
Nikita: We are not making the next or even the next‑generation extraction shooter. I prefer to define it as a future simulator, because everything in the game is set in the future—we are simulating a world of tomorrow.
It differs from Tarkov in many ways.
First, the setting is different. The game takes place in the future and is packed with futuristic elements: advanced weapons, devices, and diverse locations across the solar system. Its worldview is far larger and more detailed than Tarkov’s. In terms of gameplay, we still keep the core extraction loop for now, but we don’t want it to be just an extraction shooter. Players will perform basic extraction actions: infiltrate the target area, exfiltrate. The game will feature multiple gameplay types, supporting survival‑and‑extract or objective‑based play. These unique operations and mechanics together form the core experience of Fragmentary Order.
I can’t reveal more right now, but you’ll see it in future materials and videos.

GameDaily: In your design vision, what is the most unique appeal of Fragmentary Order? Are you confident it will stay fresh and competitive over the next three years?
Nikita: The design philosophy of predicting the future. Simply put, we build, simulate, and present what the future could look like based on current knowledge and technological possibility. That is the most important part of my design.
I want to create truly grounded sci‑fi.
Many cyberpunk games today prioritize stylization over realism, piling on visual flair. We are going for an ultra‑realistic, hard, grounded future—one players can believe is real. That is our core goal: to build a serious, solid sci‑fi world without flashy neon or fantasy elements, where everything strives for authenticity.

GameDaily: How will the game’s controls, pacing, and hardcore experience come through?
Nikita: You’re right—it’s hard sci‑fi, pure and simple. We won’t clutter it with unnecessary features, but we will ramp up depth in controls and complexity.
The game will feature unprecedented movements, gameplay, and hardcore mechanics you won’t find anywhere else, yet controls will be as streamlined as possible. I’ve spent years in the industry refining experience, and Fragmentary Order is where I put that knowledge to work: maintain overall quality, raise gameplay complexity, and keep it user‑friendly.
We will balance realism and playability, making hardcore sci‑fi mechanics satisfying yet accessible.
GameDaily: You mentioned multiple planets. Will different planets have different rules based on gravity and other environmental factors?
Nikita: Yes, they will. Tarkov’s environments are mostly grounded in real Earth. This game will feature wildly distinct settings and environments that don’t exist today—because we are building the future.
We want to create believable future survival scenes. To that end, we make heavy adjustments based on real scientific theory. For example, handheld weapons like railguns will have carefully designed internal structures and modification logic, as if they were real future weapons. Our team includes aerospace engineers who work not only on weapons but also on space architecture, colonial principles, and worldbuilding.
This isn’t just combat, weapons, and extraction—it’s building a fully believable future universe, and we’ve invested massive time into it. We don’t rely on one single feature to attract players; we want to craft a complete, coherent, immersive world players can trust.

GameDaily: Can players change the world through their choices in Fragmentary Order’s story?
Nikita: Fragmentary Order has an extremely large worldview. I can’t reveal too much about the story or detailed mechanics. Players won’t alter the world in a massive, revolutionary way, but different choices will lead to different outcomes.
The world is full of secrets. For instance, the Mars map includes a ruined giant mobile cathedral—a 10‑story‑tall tracked vehicle that looks static. During missions, players can choose to repair it, triggering a server‑wide event open to all players. Once restored, the cathedral will move and shift positions across the map—a small but meaningful change to the world. We’re planning more: completing global objectives across different planets in the solar system could unlock or seal off areas, or even alter the solar system’s in‑game economy.
All of this is in the works; we’re still refining how it will work.

GameDaily: It sounds a bit like Helldivers but more hardcore.
Nikita: Our philosophy is to build a living world. Players don’t have to engage with everything—they can experience it freely. We’ll design plenty of background systems to make the world feel alive and real. It’s going to be a brand‑new experience.
I invented the extraction shooter genre. Fragmentary Order is my new project built on years of experience, and I want it to stand out. I don’t want to make another extraction game. Instead, I want to build a living world with global events using a single‑player narrative mindset, so players truly believe in this future world.
GameDaily: Can you tell us about the background of creating Fragmentary Order?
Nikita: Briefly, the project started about two years ago. Development has been crazy and extremely challenging—more than I expected. It’s a brand‑new project and my dream game.
I’ve long wanted to make games about cyberpunk, space simulation, ship combat, colony management, and formation tactics. Those ideas circled in my head for years. I first built the entire cosmic universe: factions, basic operations, technology, a solar system map—before I had concrete gameplay. I originally wanted a ship combat simulator, with over 100 pages of core design documents, but later decided the risk was too high. My greatest expertise and experience are in extraction shooters, as the creator of the genre. So I decided to make a new kind of FPS: not just an extraction shooter, but a first‑person combat simulator.
Then I found new partners who encouraged me to go all in. Six months into development, I realized it was nothing like any game I’d ever made—extremely difficult. But we’d come this far, so we pushed on. I believe it will become the most complex title in the FPS and combat simulation genres, and you’ll witness it.
GameDaily: Are you personally involved in actual development? What parts do you lead?
Nikita: Yes. At first I planned not to be publicly involved, but later I went public. Right now I’m working on two projects: continuing major plans for Tarkov and fully committing to Fragmentary Order. I’m involved in nearly every stage. Our team has more than 100 people and is still growing to speed up development and scale up. I handle recruitment, management, and lead all game design, direction, and live operations. I oversee everything as game director and am still building the team.

GameDaily: I heard Fragmentary Order has an international distributed team of around 100 people. Why does this project need so much manpower?
Nikita: We have over 100 people now and still need more, because the game is extremely complex and the art workload is massive. When we made Tarkov, we could find many references online. But Fragmentary Order has a fully original futuristic universe—everything from furniture, crops, and trash bags to weapons, characters, and outfits must be designed from scratch. Character and weapon customization will be more in‑depth than in Tarkov, with every small part designed and functional. That requires a huge team.
Our concept art team makes up half the studio—larger than the engineering team—and we’ll expand further. Over the next one to two years, we plan to grow to around 400 people, and that might still not be enough, because we’re building environments for every planet in the solar system. We also need more managers and producers to keep everything coordinated. The project uses international remote collaboration, unlike Tarkov’s centralized office—another new challenge.
We already have many seasoned core members who worked on Call of Duty: Infinite Warfare, Tarkov, and more. They’re the most hardcore developers and the backbone of the studio.
GameDaily: Do you think there’s still room for new breakthroughs in the extraction shooter market globally?
Nikita: That’s an interesting question. I see many companies making extraction shooter gameplay, but I want to step outside the genre and create something entirely new.
When I designed the extraction mechanic years ago, I just wanted to give players a better world experience, with logical reasons to “survive/win.” Many people think extraction shooters are just “extract + lose gear,” but my vision is different: the focus isn’t the extraction loop—it’s a living world that makes players value their character’s life and fear death. That’s entirely different from standard extraction shooters.
Other companies can still succeed by making extraction games—some have taken a more casual, accessible approach and done very well. I even heard Disney is making an extraction game; I don’t know details, but more games in the market are always good.
GameDaily: Do you think more accessible extraction shooters like ARC Raiders are better suited for Western players?
Nikita: I think those games suit players who want casual fun—that’s all. Tarkov isn’t really about entertainment; it’s about earning dopamine through tough challenges, an emotional rollercoaster. Games like ARC Raiders are for people who want a relaxing session after work—more pleasant and easy to pick up.
Fragmentary Order will be a more “painful,” challenging experience. It’s not for casual mainstream; it’s a realistic hardcore game, and players should think carefully before jumping in.But viewers will love watching streamers struggle and fail in this game.

GameDaily: Did the team set an ambitious sales target of 10 million copies for Fragmentary Order?
Nikita: No, that’s not our goal. We aren’t chasing millions in sales—we just want sustainable development and to make something truly special. When we made Tarkov, we built it for ourselves, never expecting it to blow up or define a genre. Fragmentary Order is the same: we’re pouring enormous effort into making something exceptional. Our aim isn’t just to make a game—it’s to build a full IP universe, expanding into other games, film, and more. I don’t care about quick money; I just need enough funding to keep developing and keep the project alive long‑term.
GameDaily: I know Escape from Tarkov has a video series. Are there plans for Fragmentary Order?
Nikita: Yes—not just films, but series and other formats. We’ll expand the IP as much as possible. But first, we need to focus on our core audience: players who love serious, hard sci‑fi. We want to grow this community independently, not rely on Tarkov’s player base. Tarkov is a great game, and I want it to run for a long time. Fragmentary Order will reach a new audience and bring different types of players together.
We have no plans to conquer the world or chase massive profits. We take it step by step, and players will like it.
GameDaily: Do you think Chinese players will love Fragmentary Order?
Nikita: I truly hope so. I’ve drawn on many Chinese elements. The future world we’ve built blends inspiration from real life and cultures, showing a future humanity can achieve together. A core premise of the game is that humanity unites after self‑destruction to begin a new era of expansion and rebirth, preserving the best parts of human civilization.
So you’ll see refined elements from China, Russia, and around the world, reimagined through a futuristic lens. I sincerely hope Chinese players will enjoy it.
更新时间:2026-04-23
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