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回复:【翻译】圣歌/Beyond初始的设计概念

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There were experiments with procedural encounters, where dynamic creatures and environmental hazards would spawn randomly from the world, but those weren’t working too smoothly, either. “That took a long time,” said one developer. “The game was super reliant on this procedural system that just wasn’t fun.”
对程序性动态遭遇的实验也有问题(动态生物和环境危害会随机生成在游戏世界里),它们运行也不是那么顺畅。”这花了太多的时间去打磨“,一名开发人员这么说,”这个游戏非常依赖这个系统,但是我们却总是觉得做出来不好玩。“


22楼2019-04-03 12:07
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    lz加油。靠你了


    IP属地:美国来自iPhone客户端23楼2019-04-03 12:14
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      2026-01-20 15:48:22
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      吃完饭回来了。再看两段翻译就睡觉!


      IP属地:广东来自Android客户端25楼2019-04-03 12:19
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        When asked for comment on this, Gaider said in an email that when he’d started on the project, Anthem design director Preston Wa****niuk had pushed him in a “science-fantasy” direction. “I was fine with that, as fantasy is more my comfort zone anyhow, but it was clear from the outset that there was a lot of opposition to the change from the rest of the team,” he said. “Maybe they assumed the idea for it came from me, I’m not sure, but comments like ‘it’s very Dragon Age’ kept coming up regarding any of the work me or my team did... and not in a complimentary manner. There were a lot of people who wanted a say over Anthem’s story, and kept articulating a desire to do something ‘different’ without really being clear on what that was outside of it just not being anything BioWare had done before (which was, apparently, a bad thing?). From my perspective, it was rather frustrating.”
        当我想从Gaider本人那里得到对此的评价和态度时,Gaider在邮件中这么写道。当他刚进入圣歌项目组时,圣歌的设计总监Preston Wa****niuk对他给予施压并且要求圣歌要走”科幻加奇幻“的路线。”我觉得那行吧,毕竟我对奇幻题材比较擅长,但是开发组对这个决定是有很明显的反对态度。“他这么说,”可能他们认为这是我的决定,我也不是很清楚,但是他们口中“这很龙腾世纪”的评论非常不中听。有很多人希望在圣歌的故事上有话语权,并且一直表达着对与众不同的追求但是却从未明确表示过是什么,总是要做生软没做过的东西。在我看来,这让我非常沮丧。“


        26楼2019-04-03 12:24
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          感谢翻译


          IP属地:北京29楼2019-04-03 12:39
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            “They never seemed to settle on anything,” added that person. “They were always looking for something more, something new.” Said another: “I think most people on the team felt like we didn’t know exactly what the game was or what it was supposed to be because it kept changing so much.”
            ”他们从没明确任何事。“那人补充道,”他们总是在追求更多的更新的点子。“另一个人又说:”我觉得很多项目组成员根本不知道这个游戏是什么或者说应该变成什么样,因为这个项目总是在变,巨大的改变。“


            30楼2019-04-03 12:40
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              感谢翻译,希望生软解散


              IP属地:山东来自Android客户端31楼2019-04-03 12:41
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                睡午觉了


                IP属地:广东来自Android客户端32楼2019-04-03 12:44
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                  2026-01-20 15:42:22
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                  The most common anecdote relayed to me by current and former BioWare employees was this: A group of developers are in a meeting. They’re debating some creative decision, like the mechanics of flying or the lore behind the Scar alien race. Some people disagree on the fundamentals. And then, rather than someone stepping up and making a decision about how to proceed, the meeting would end with no real verdict, leaving everything in flux. “That would just happen over and over,” said one Anthem developer. “Stuff would take a year or two to figure out because no one really wanted to make a call on it.”
                  我听闻一件经常被现任或前生软员工提起的轶事,一群开发人员开会,他们在争论一些创意设计决定,比如飞行的机制或是外星种族的剧情故事。一些人觉得基础不行,但是不同于某人站出来做一个明确的决定,这个会议却总是不了了之。”这样的事在不停的发生,“圣歌开发组员工如是说,”有些事因为没人愿意站出来作最后决定所以导致要一年甚至两年才能确定下来。“


                  33楼2019-04-03 12:46
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                    马克


                    IP属地:广东来自Android客户端34楼2019-04-03 12:47
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                      “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。“


                      35楼2019-04-03 12:54
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                        At the same time, BioWare’s studio leadership had to focus much of its attention on Mass Effect: Andromeda, a game that was causing headaches for just about everyone and whose rapidly approaching release date was set in stone. Put another way: Anthem might have started to look like it was on fire, but Andromeda was already nearly burnt to the ground.
                        与此同时,生软的领导层必须专注于令人头痛的质量效应:仙女座,又要决定圣歌的发售日期。换句话说,圣歌像是正在起火的房子,而仙女座已经快是地上的一滩灰烬了。


                        36楼2019-04-03 12:58
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                          吃口饭,回来再说


                          38楼2019-04-03 13:04
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                            一句总结:生软垃圾,信仰生软还不如迷信WOW2


                            IP属地:广东39楼2019-04-03 13:09
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                              2026-01-20 15:36:22
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                              贴吧外聘翻译官,


                              IP属地:四川来自iPhone客户端40楼2019-04-03 13:38
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