The early ideas for Dylan (which we’ll call Anthem from now on for clarity) were ambitious and changing constantly, according to people who were on the project. As is typical during this sort of “ideation” phase, nobody knew what the game would look like yet—they just wanted to see what might be cool. It would be an action game, certainly, and you’d be able to play it with your friends. The goal was to get away from traditional sci-fi and fantasy, so the game would feel distinct from Mass Effect and Dragon Age. 圣歌早期的概念具有野心也经常改变,通过采访曾在这个项目上工作过的人,处于思考期的时候,没有人知道这个游戏最终会是怎么样的,他们只想让这个游戏看起来很酷。但是可以确定的是这会是一款可多人合作的动作游戏。项目的目标是从传统的科幻和奇幻中分化出来,所以这个游戏不会看起来太像质量效应和龙腾世纪。
One concept that quickly emerged was the idea of a dangerous, hazard-filled planet. Anthem would be set on a hostile alien world, and in order to go out into the wilderness, you’d need a robot suit. A realistic, NASA-inspired robot suit. The pitch was simple: Iron Man, but less cartoony. 一个概念很快浮出水面,一个充满危险的星球。圣歌会发生在一个外星世界上,玩家想要出去必须穿着机器人套装。一个现实的NASA风格的机器人套装。这个点子很简单,更少卡通风格的钢铁侠。
“The idea was going to be that there were all these levers that could be pulled internally so there’d be different events happening at all times,” said a developer. “You’d be out somewhere, and an electrical storm would happen at random, and you had to survive it. We had an early demonstration of this where the environment was dynamic and by pulling levers we could change it from summer to winter to fall. You’d see the snow hitting the ground, hitting the trees… There were states of the build where that was being demonstrated, and that we could see this was something you could actually accomplish.” “一开始的点子是不同的游戏关卡里的不同事件会在同时进行,(也就是现在动态开放世界的概念)”一个开发人员如是说,“如果你在外面的某处,一个闪电风暴会随机出现,而你就要生存下来,我们曾有个早期演示里演示了动态环境从而游戏关卡可以从夏天变成冬天再变成秋天,你可以看到雪花掉落在地上,树上。”
We saw a small glimpse of these prototypes at E3 2014, when BioWare showed a teaser trailer for the as-yet-untitled game that would eventually become Anthem: (油管搜索 Anthem E3 2014) 在2014年的E3上我们看到了一点游戏雏形的样子,一款还未被生软命名的游戏预告,便是现在圣歌的原型。 The final game would have nothing even close to those teases. 但是最终圣歌没有一点跟其相似的地方。
Anthem was always envisioned as an online multiplayer game, according to developers who worked on it, but it wasn’t always a loot shooter, the kind of game where you’d endlessly grind missions for new weapons. In these early versions, the idea was that you’d embark from a city and go out on expeditions with your friends, staying out in the world as long as you could survive. You’d use a robotic exosuit, and you’d fight monsters with melee and shooting attacks, but the focus was less on hoarding loot and more on seeing how long you could survive. One mission, for example, might take you and a squad to the center of a volcano, where you’d have to figure out why it was erupting, kill some creatures, and then fight your way back. “That was the main hook,” said an Anthem developer. “We’re going out as a team, going to try to accomplish something as a team, then come back and talk about it.” Along the way, you could scavenge or salvage alien ships for parts and bring them back to your base in order to upgrade your weapons or enhance your suit. 一群曾是圣歌开发人员的人提到圣歌一直都是注力于成为一款在线多人游戏,但并不是一款刷刷刷游戏,一款玩家可以无限肝本然后获得新武器的游戏。在早期的设计概念里,玩家可以从城市出发,和朋友发起远征,在外面的世界尽可能的生存下来,利用机甲上的近战或者远程武器击败怪物,但是值得一提的是,设计的注重点并不是刷刷刷的游戏模式而是玩家能生存多久。拿其中一个任务作为例子,你和你的小队可能出发去到一座火山中心,你们需要搞清楚这个火山为什么喷发,击败一些生物然后再为回家的路杀出一条血路。“这是当时为了吸引玩家的主要设计点子。”圣歌开发人员说道,“玩家以一个队伍的模式出发,以一个队伍的模式完成某事,然后回家并能让玩家讨论刚才的经历。” 在任务途中,玩家能从外星飞船中回收垃圾从而带回基地来升级武器和机甲。
“It was really interesting,” said one person who worked on it. “It really struck a chord with a lot of the people who were working on it originally.” “这点子其实非常有趣。“这个点子曾在一开始就在项目里的一群人里引起了强大的共鸣。” What remained unclear during this process was how many of these ideas and prototypes would actually work at scale. Dynamic environments and giant creatures might perform nicely in a controlled environment, but would the Anthem team really be able to make those features work in an online, open-world game played by thousands and thousands of people? And would Frostbite, the volatile video game engine that BioWare was now using for all of its projects, really support all these features? 那么有多少点子和游戏雏形最终被投入在开发中已经无从得知。动态环境和巨大的生物或许能在可控环境里有出色表现,但是圣歌的开发团队真的能把这些特色放进一个同时间被成百上千人玩的在线游戏里吗?一直被生软所用的寒霜引擎真的能hold住这些游戏元素吗?
As these questions lingered, the Anthem team faced a major shake-up. In August of 2014, as they continued to prototype and dream about their game, they lost their leader. Casey Hudson, who had directed the beloved Mass Effect trilogy and was supposed to be creative director on Anthem, was departing. “The foundation of our new IP in Edmonton is complete,” he wrote in a letter to the studio, “and the team is ready to move forward into pre-production on a title that I think will redefine interactive entertainment.” Jon Warner, a relatively new hire who had worked for Disney before joining EA in 2011, took on the role of game director. 这些问题存在的同时,圣歌的开发团队又面临了一个巨大的变革。2014年8月,圣歌开发团队在制作游戏雏形并梦想着这款游戏时,生软游戏总监Casey Hudson,一个总监了质量效应三部曲并应该成为圣歌创意总监的伟大人物离开了生软。“我们的新IP基础已经完成。”他在辞职信里这么写道,“开发团队已经准备好进入到预开发阶段并且我相信这会重新定义交互式娱乐模式。“ 自此之后,一名此前在迪士尼工作的名叫Jon Warner的人接受了游戏总监的位置。
Question was, how would they do that? As development progressed, it became clear that some of the Anthem team’s original ideas either wouldn’t work or weren’t quite solidified enough to be implemented. Take traversal, for example. The mandate was that Anthem’s world would be massive and seamless, but how would you get around? The team played around with prototypes, exploring different ways in which your exosuit could move vertically across the world. For a long time they thought it’d be climbing up the sides of mountains and ledges, but they couldn’t get that quite right. Early iterations of flying—which, developers say, was removed from and re-added to Anthem several times—were more like gliding, and members of the Anthem team say it was tough to get the system feeling all that fun. Every time they changed the traversal, it meant changing the world design accordingly, flattening and stretching terrain to accommodate the latest movement style. 问题来了,他们怎么才能实现这些野心勃勃的点子?随着开发的不断进行,一些来自圣歌原始开发团队的点子要么行不通要么还没有巩固到实现的地步。以旅行为例子,圣歌的世界一开始是想做成非常巨大并且无缝链接,但是这该如何实现呢?开发团队在游戏雏形里尝试了这一点,用了各种不同的办法像是让机甲能垂直在世界中移动从而代替地图的衔接。在很长一段时间里,他们认为攀爬山的一面或者边缘是解决办法,但是他们最终无法完美实现。在早期的飞行设计里,开发人员说飞行曾被移除又重新加入过圣歌很多次,当时的飞行更像是滑翔,他们还说让这个系统变得好玩非常苦难。每次他们改变旅行模式就意味着游戏世界设计也要做出改变像是平坦地面和拉长地形从而来适应最新的移动方式。