Nikita Buyanov(尼基塔·布亞諾夫)告訴了我們關于他在《逃離塔科夫》之后投身開發的首款作品《Fragmentary Order》的更多幕后故事。
大概10天前,《Fragmentary Order》正式曝光并發布了一支7分鐘的預告。沒多久,BSG首席執行官尼基塔宣布了這款產品是由其創立的新公司開發,承載著他“想做一款真正的硬科幻游戲”的夢想,《Fragmentary Order》也因此引爆了海內外討論。
![]()
僅從公開信息看,《Fragmentary Order》似乎是一款科幻題材的撤離射擊游戲,且硬派的畫面風格被認為有些接近塔科夫,但,Nikita又在X上回復了“誰說它是撤離射擊游戲”。這讓大家更加好奇,尼基塔到底做了個什么產品,和塔科夫有什么不一樣。
如今這些問題我們都找到了答案。
Nikita很坦誠,在這篇報道中,你會了解到《Fragmentary Order》團隊的規模預期、游戲的玩法機制開發方向、尼基塔本人在開發中負責的內容板塊、對撤離射擊游戲市場前景的理解、新作的銷量目標以及為擁抱中國玩家而做的努力等等。
![]()
采訪合影(已獲本人授權)
游戲日報:我們想更多了解下《Fragmentary Order》。所有人都在說它是搜打撤游戲,但我注意到你似乎有不同觀點。能講講它與《Escape from Tarkov》的區別嗎?
Nikita:我們想做的不是下一款、也不是下一代撤離射擊游戲,我更愿意把它定義為未來模擬器,因為游戲所有內容都設定在未來,我們要模擬未來世界。
它和《逃離塔科夫》在很多方面都不一樣。
首先是時代背景不同,游戲發生在未來,包含大量未來元素,比如各類未來武器、裝置,以及太陽系范圍內的不同地點,世界觀設定會比《逃離塔科夫》更龐大、更細致。玩法層面,現階段我們依然保留撤離核心,但不想讓它只是一款撤離射擊游戲。玩家需要完成基礎的撤離相關操作:潛入目標區域、撤離該區域,同時游戲會有多種玩法類型,支持玩家存活撤離或完成任務,這些獨特的行動與玩法機制,共同構成《Fragmentary Order》的核心體驗。
更多內容我現在不能透露,后續你會在更多資料、視頻中看到。
![]()
游戲日報:在游戲設計構想中,《Fragmentary Order》最獨特的吸引力是什么?你是否有信心它能在未來三年保持新鮮感與競爭力?
Nikita:預測未來的設計理念。簡單說,我們要基于現有認知與技術可能性,去模擬、構建、呈現未來世界的樣子,這是我設計中最重要的部分。
我想做真正嚴謹的科幻設定。
現在很多賽博朋克游戲,風格化大于真實感,堆砌大量視覺設計;而我們要做的是極致真實、硬核、落地的未來,讓玩家相信這個未來世界是真實可信的。這是我們的核心目標:打造沒有浮夸霓虹、沒有奇幻元素、真正扎實嚴謹的科幻世界,一切都力求真實。
![]()
游戲日報:那游戲的操作手感、節奏、硬核體驗要如何展現?
Nikita:你理解得沒錯,這是硬核科幻,甚至可以說就是純粹的硬核。我們不會堆砌多余功能,但會在操作與復雜度上提升體驗感。
游戲會有大量前所未有的動作、玩法和硬核機制,這是其他游戲里沒有的,但操作會盡量簡化。我從業多年,積累了大量優化體驗的經驗,《Fragmentary Order》是我把這些經驗落地的機會:在保證整體品質的同時,提升玩法復雜度,同時兼顧操作友好度。
我們在開發中會平衡真實感與可玩性,讓硬核科幻機制既夠勁,又能讓玩家順暢上手。
游戲日報:剛剛聽到會有很多星球,不同星球設定會因重力等環境差異出現不同規則嗎?
Nikita:會不一樣。《逃離塔科夫》的場景基本基于現實地球,而這款游戲會有大量截然不同的場景與環境設定,這些環境在當下現實中是不存在的,因為我們在構建未來。
我們要打造未來生存場景,讓玩家信服。為此我們會基于科學理論做大量調整與設計,比如軌道炮這類手持武器,我們會嚴謹設計內部結構、改裝邏輯,讓它像真實存在的未來武器。我們團隊有航天工程師,不僅負責武器設計,還參與太空建筑、殖民原則等設定。
游戲不只是戰斗、武器、撤離,更是構建一整個可信的未來宇宙,我們為此投入了巨量時間。我們不靠單一功能吸引玩家,而是想打造一個完整、自洽、讓玩家沉浸相信的未來世界。
![]()
游戲日報:玩家能否在《Fragmentary Order》的劇情中改變世界?
Nikita:《Fragmentary Order》的世界觀體量非常龐大,我不能過多透露劇情與玩法細節。玩家不會對世界造成顛覆性的巨大改變,但不同選擇會導向不同結果。
這世界里藏著大量秘密,比如火星地圖上有一座損毀的巨型移動教堂,是一棟十層樓高的履帶載具,看起來是固定場景;但在任務中,玩家可以選擇修復它,這會成為一個全服大型事件,所有玩家都能參與。修復后,這座移動教堂會在地圖內移動、變換位置,這就算是對世界的小幅改變。我們還在設計更多內容:比如玩家完成太陽系不同星球的全球任務,可能解鎖 / 封鎖區域,甚至改變太陽系內的經濟系統。
這些都在我們的規劃中,具體實現方式還在打磨。
![]()
游戲日報:聽起來有點像《絕地潛兵》,但更硬核。
Nikita:我們的理念就是打造鮮活的世界,玩家不一定要參與所有內容,可以自由體驗。我們會設計大量后臺運行的內容,讓世界更生動、更真實,可以說這是全新的體驗。
我當年開創了撤離射擊這個品類,《Fragmentary Order》是我把多年經驗沉淀后,打造的全新作品,我希望它足夠出眾。我不想做又一款撤離游戲,而是想以單機敘事的思路做鮮活世界、全球事件,讓玩家真正相信這個未來世界。
游戲日報:能講講《Fragmentary Order》的創作背景嗎?
Nikita:簡單說,項目大約兩年前啟動,開發過程非常瘋狂、極具挑戰,我之前都沒預料到會這么難。這是一個全新項目,也是我的夢想之作。
我一直想做賽博朋克、太空模擬、飛船戰斗、殖民管理、陣型模擬這類游戲,這些想法在我腦海里盤旋了很多年。我先搭建了整個宇宙世界觀:設計陣營、基礎行動、科技、太陽系地圖,當時還沒有具體的游戲玩法。我最初想做飛船戰斗模擬游戲,光基礎文檔就寫了 100 多頁,但后來覺得風險太高。我最擅長、最有經驗的是撤離射擊游戲,也是這個品類的開創者,所以我決定做一款全新的 FPS:不止是撤離射擊,而是第一人稱戰斗模擬游戲。
后來我找到新合伙人,他們鼓勵我放手去做。項目啟動半年后,我發現它和我之前做過的所有游戲都不一樣,難度極高,但我們已經走到這一步,只能繼續推進。我相信它會成為 FPS 與戰斗模擬品類里最復雜的作品,你們會見證到。
游戲日報:你本人有參與實際開發嗎?主要負責哪些部分?
Nikita:有。一開始我打算不公開參與開發,但后來我公開了,目前我同時負責兩個項目:一邊繼續推進《逃離塔科夫》的大量規劃,一邊全身心投入《Fragmentary Order》這個新項目,幾乎所有環節都有參與。我們團隊現在有100多人,但還在持續擴建,因為要加快進度、擴大規模。我負責招聘、管理,所有游戲設計、方向把控、運營執行也都由我主導,我以游戲總監的身份統籌所有工作,同時還在搭建團隊。
![]()
游戲日報:聽說《Fragmentary Order》是國際化分布式團隊,且有百人規模,為什么這款產品需要這么多的人力?
Nikita:目前團隊有 100 多人,但還需要大量人手,因為游戲復雜度極高,美術工作量巨大。做《逃離塔科夫》時,很多素材都能從網上找參考;但《Fragmentary Order》是純未來世界觀,小到家具、作物、垃圾袋,大到武器、角色、服裝,全都要從零設計。角色和武器的自定義系統會比《逃離塔科夫》更完善,每一個小部件都要設計且具備功能,這需要大量人力。
我們的概念美術團隊現在占總人數一半,規模超過工程師團隊,后續還會擴招。預計未來一到兩年,團隊會擴到 400 人左右,可能還不夠,因為要制作太陽系所有星球的場景,工作量極大。同時還需要更多管理人員、制作人來協同推進。項目是國際化遠程協作,和《逃離塔科夫》當年集中辦公的模式不同,這也是新的挑戰。
我們目前已有許多經驗豐富的核心成員,他們參與過《使命召喚:無限戰爭》《逃離塔科夫》等等項目,他們是最硬核的開發者,也是團隊中堅力量。
游戲日報:你認為如今全球市場中,搜打撤游戲還有新的突圍機會嗎?
Nikita:這個問題很有意思。我看到很多公司都在做撤離射擊玩法,但我本人想跳出這個品類,做全新的東西。
當年我設計撤離機制,只是想給玩家提供更好的世界體驗,讓 “生存 / 獲勝” 有更合理的邏輯。很多人覺得撤離射擊就是 “撤離 + 掉裝備”,但我的理念是:重點不是撤離玩法,而是鮮活的世界,讓玩家珍惜角色生命、害怕死亡,這和傳統撤離射擊完全不同。
其他公司如果繼續做撤離玩法,也能成功,比如有些作品做了更休閑、大眾化的撤離體驗,效果很好。我還看到迪士尼要做撤離游戲,雖然不知道具體內容,但市場上游戲越多越好。
游戲日報:你會認為《ARC Raiders》這類更友好的撤離射擊游戲更適合西方玩家嗎?
Nikita:我覺得這類游戲適合想輕松娛樂的玩家,僅此而已。《逃離塔科夫》本質上不是為了娛樂,而是讓玩家在艱難挑戰中獲得多巴胺,體驗情緒過山車般的感受;而《ARC Raiders》這類作品是給想晚上輕松玩一局的玩家,更愉悅、更易上手。
《Fragmentary Order》體驗會更 “痛苦”、更具挑戰性,這款游戲并不面向休閑大眾玩家,它是一款主打擬真風格的硬核重度游戲,玩家需要慎重考慮是否入坑。但觀眾會很愛看主播在游戲里掙扎、失敗的直播內容。
![]()
游戲日報:團隊有沒有給《Fragmentary Order》設定銷量 1000 萬份的大目標?
Nikita:沒有,這不是我們的目標。我們不想追求百萬千萬級的銷量,只想維持可持續開發,打造真正特別的作品。就像當年做《逃離塔科夫》,我們只是為開發者自己做游戲,沒想過會火、會開創一個品類。《Fragmentary Order》也是一樣,我們投入巨量精力,只想做一款出眾的作品。我們的目標不只是做一款游戲,而是打造完整 IP 宇宙:延伸到其他游戲、影視等各類內容。我不在乎賺快錢,只需要足夠的資金持續開發,讓項目長久走下去。
游戲日報:我知道《逃離塔科夫》有影視衍生作品,《Fragmentary Order》也有類似的計劃嗎?
Nikita:會,不只是電影,還有劇集等形式,我們會盡可能拓展 IP。但首先要抓住核心受眾 —— 喜歡嚴謹硬核科幻的玩家,我們要專門培養這群用戶,而不是依賴《逃離塔科夫》的玩家群體。《逃離塔科夫》是一款優秀的游戲,我希望它能長久運營;而《Fragmentary Order》要開拓全新的玩家群體,把不同類型的玩家聚集在一起。
我們沒有征服全球、追求暴利的計劃,踏踏實實做,玩家自然會喜歡。
游戲日報:你認為中國玩家會愛上《Fragmentary Order》嗎?
Nikita:我真心希望如此。我參考了很多中國元素,我們打造的未來世界融合了現實生活與文化的靈感,展現了人類共同能實現的未來圖景。游戲核心設定里,人類因文明自我毀滅而聯合起來,開啟新的擴張與復興,保留了人類文明中最精華的部分。
所以你們會在游戲里看到來自中國、俄羅斯以及世界各地歷史中的優秀元素,并用未來視角重新演繹。真心希望中國玩家能喜歡。
(以下為采訪英文版本)
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.
敬請關注↑↑↑
看見趨勢,讀懂行業,立即加入
特別聲明:以上內容(如有圖片或視頻亦包括在內)為自媒體平臺“網易號”用戶上傳并發布,本平臺僅提供信息存儲服務。
Notice: The content above (including the pictures and videos if any) is uploaded and posted by a user of NetEase Hao, which is a social media platform and only provides information storage services.