“Keep in mind,” said another Anthem developer, “everyone had hard decisions to make that we’ve never done before. New IP, new genre, new technology, new style, everything was new.”
”但是请记住,“圣歌开发组成员说道,”每个人都有艰难的决定要做特别是在我们从未尝试的东西上,新IP,新游戏类型,新科技,新风格,所有东西都是新的。“
Throughout 2015 and 2016, it appeared to the Anthem team that they were accomplishing very little. They struggled with the online infrastructure, they hadn’t figured out how missions would work, and while they had built a few environments and creatures, it still wasn’t clear exactly what the basic gameplay might look like. The story was changing constantly, and progress on the game grew sluggish. One early idea was that there would be multiple cities, which eventually turned into one city and player-created outposts, which eventually turned into one city and a mobile Strider base, which eventually turned into a single fort. Those earlier survival ideas melted away. “They were still figuring out core parts of the IP, like [crafting material] Ember, how technology worked, that sort of thing,” said one former BioWare developer. “The whole back-end architecture and everything wasn’t figured out yet.”
整个2015年和2016年,圣歌开发团队的进程非常慢。他们挣扎于完成在线游戏的基础设施,他们还没搞清楚任务该怎么运作,与此同时,他们甚至没做完多少游戏环境和生物。游戏的基础样貌都没有明确下来。游戏故事一直在变,游戏开发进程缓慢。在原始的设计方案里,圣歌会有多个城市,结果变成一个城市和玩家创建的岗哨,结果又变成一个城市和一个移动基地,最后就变成了一个主城。那些早期的生存游戏设计方案早就消失殆尽。”他们仍在钻研新IP的核心部分,像是制作材料,科技是如何运作的等等。“前生软员工如是说,”整个游戏后端结构和其他东西都没有被明确出来。“