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回复:【翻译】圣歌/Beyond初始的设计概念

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“Frostbite is full of razor blades,” one former BioWare employee told me a few weeks ago, aptly summing up the feelings of perhaps hundreds of game developers who have worked at Electronic Arts over the past few years.
”寒霜引擎里都是刀片。“前生软员工在几周前告诉我,恰如其分地总结了过去几年在EA工作过的数百名游戏开发者的感受。


41楼2019-04-03 13:40
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    故事太劲爆了


    IP属地:江苏来自Android客户端42楼2019-04-03 13:44
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      2026-01-20 15:48:12
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      Frostbite is a video game engine, or a suite of technology that is used to make a game. Created by the EA-owned Swedish studio DICE in order to make Battlefield shooters, the Frostbite engine became ubiquitous across Electronic Arts this past decade thanks to an initiative led by former executive Patrick Söderlund to get all of its studios on the same technology. (By using Frostbite rather than a third-party engine like Unreal, those studios could share knowledge and save a whole lot of money in licensing fees.) BioWare first shifted to Frostbite for Dragon Age: Inquisition in 2011, which caused massive problems for that team. Many of the features those developers had taken for granted in previous engines, like a save-load system and a third-person camera, simply did not exist in Frostbite, which meant that the Inquisition team had to build them all from scratch. Mass Effect: Andromeda ran into similar issues. Surely the third time would be the charm?
      寒霜引擎是一个电子游戏引擎,或者可以说是一个用来制作游戏的科技整合包。由EA所有的瑞典工作室DICE为了制作战地所创造,寒霜引擎数十年在EA无处不在,多亏了由前执行官Patrick Söderlund引导的让所有工作室拥有一样的技术。(使用寒霜引擎而不是像虚幻这样的第三方引擎,工作室可以分析技术知识并且省下一大笔开发许可证费用)。生软首次使用寒霜引擎是在2011年的龙腾世纪审判上并且导致了巨大的问题。寒霜引擎没有任何存档系统和第三人称摄像头等功能,这意味着龙腾世纪审判的开发团队要从0开始编写他们自己的相关功能,质量效应仙女座也有类似问题,那为何不来个第三次呢?


      43楼2019-04-03 13:47
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        Throughout those early years in development, the Anthem team realized that many of the ideas they’d originally conceived would be difficult if not impossible to create on Frostbite. The engine allowed them to build big, beautiful levels, but it just wasn’t equipped with the tools to support all of those ambitious prototypes that they’d created. Slowly and gradually, they started cutting back on the environmental and survival features that they’d devised for Anthem, in large part because they just weren’t working.
        经过了早几年的开发阶段,圣歌开发组意识到很多他们原有的设计方案不是不可能通过寒霜引擎产生,但是非常困难。寒霜引擎允许他妈制作巨大的美丽的游戏关卡,但是却没有具备工具去支持他们所制作的野心勃勃的游戏雏形。慢慢的,他们开始削减那些本来该加入圣歌的环境和生存要素,总的来说,就是根本行不通。


        45楼2019-04-03 13:58
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          “Part of the trouble was you could do enough in the engine to hack it to show what was possible, but then to get the investment behind it to get it actually done took a lot longer, and in some cases you’d run into a brick wall,” said a BioWare developer. “Then you’d realize, ‘Oh my god, we can do this only if we reinvent the wheel, which is going to take too long.’ It was sometimes difficult to know when to cut and run.”
          ”一部分问题是你其实能通过黑掉引擎发现很多东西都是可行,但是当你真正投入到制作是会发现这花费太多时间,有时候甚至直接碰壁。“生软开发员工说道,”然后你会意识到,天哪,我们可以做到这个但是我们得先发明轮子,也就是说会花费太长时间。有时候甚至很难知道什么时候要砍什么时候要继续下去。“


          46楼2019-04-03 14:02
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            “It’s hard enough to make a game,” said a third BioWare developer. “It’s really hard to make a game where you have to fight your own tool set all the time.”
            “制作一款游戏已经很难了,”第三个生软开发员说道,“你还要自己开发制作工具来制作游戏更难。”


            48楼2019-04-03 14:10
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              From the beginning, Anthem’s senior leadership had made the decision to start from scratch for a large part of the game’s technology rather than using all of the systems the company had built for Inquisition and Andromeda. Part of this may have been a desire to stand out from those other teams, but another explanation was simple: Anthem was online. The other games were not. The inventory system that BioWare had already designed for Dragon Age on Frostbite might not stand up in an online game, so the Anthem team figured they’d need to build a new one. “Towards the end of the project we started complaining,” said one developer. “Maybe we would’ve gone further if we had Dragon Age: Inquisition stuff. But we’re also just complaining about lack of manpower in general.”
              一开始时,前圣歌领导团队决定从0开始研发圣歌的技术而不是用公司已经制作好并用于龙腾世纪审判和仙女座的系统,一定程度来说是为了让圣歌与这两款游戏与众不同,另一种解释则是因为圣歌是在线游戏,而其他游戏不是。生软为龙腾世纪在寒霜引擎上制作的物品库存系统可能不适用于在线游戏,所以圣歌的开发团队觉得他们需要自己做一个新的。“当项目接近尾声时我们开始抱怨起来了,”一名开发者说道,“如果用龙腾世纪审判的系统我们可能能做的更好,但是人手不足也是另一大因素。”


              49楼2019-04-03 14:16
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                It often felt to the Anthem team like they were understaffed, according to that developer and others who worked on the game, many of whom told me their team was a fraction of the size of developers behind similar games, like Destiny and The Division. There were a number of reasons for this. One was that in 2016, the FIFA games had to move to Frostbite. The annual soccer franchise was EA’s most important series, bringing in a large chunk of the publisher’s revenue, and BioWare had programmers with Frostbite experience, so Electronic Arts shifted them to FIFA.
                圣歌开发组一直觉得他们人手不足,通过很多组内成员得知,开发组的人数跟类似游戏(全境封锁,命运)比起来非常小。这有很多原因,2016年,FIFA开始使用寒霜引擎,这个EA最重要的镇店作品给EA带来绝大部分的出版收入,并且由于生软有寒霜引擎开发经历的相关人员,所以EA调走了他们。


                50楼2019-04-03 14:20
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                  2026-01-20 15:42:12
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                  “A lot of the really talented engineers were actually working on FIFA when they should’ve been working on Anthem,” said one person who was on the project. There was also the fact that BioWare’s main office was located in Edmonton, a place where winters can dip to minus 20 or even minus 40 degrees Fahrenheit, which staff there say has always made it difficult to recruit veterans from more habitable cities. (One also has to wonder: How many programmers heard about Frostbite’s razor blades and decided to shy away?)
                  “很多很有天赋的工程师本应在圣歌的开发团队里但却在做FIFA,“一名圣歌的开发组员如是说。同时我们也得承认,生软的总部在埃德蒙顿(加南大西南部城市),那里的冬天经常华氏零下20到40度,那些在更舒适城市的老员工怎么可能愿意回来。(当然也有很多人因为寒霜引擎的”刀片“问题所以拒绝加入)


                  51楼2019-04-03 14:24
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                    先翻这么多,文章实在太长了


                    53楼2019-04-03 14:36
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                      加油啊


                      IP属地:重庆来自Android客户端54楼2019-04-03 14:40
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                        星际公民也是先开发引擎,再开发游戏,老实说,圣歌这初期设想是这样的话,就是一堆辣鸡多少人是冲着预告骗进来的,实际上呢,仔细想想对比预告骗,画面缩水,AI缩水,动物缩水,动态气象缩水,然而再想想,这些缩水的地方画面和AI缩水却是给你更好的游戏体验,动物和气象5月还有大灾变更新呢,实际上预告骗的内容缩水的地方都可以或多或少在以后的更新里完成,但是预告骗里的所有基础框架都已经完成,这才是目前最大的成功,圣歌现在做完的内容惊艳而又独特,如果内容做的都放出来了,你完全可以不刷装备,不用受苦,刷装备只是拖延时间更新内容的权宜之计,实际上刷刷刷的根源是玩家自己的虚荣心,如果内容做完了,你真的需要刷装备吗?


                        IP属地:山东来自Android客户端55楼2019-04-03 14:47
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                          文章里还有很多非常劲爆的故事,我只想说真的牛皮


                          56楼2019-04-03 15:36
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                            毕竟圣歌是真的牛皮!


                            IP属地:广东57楼2019-04-03 15:46
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                              2026-01-20 15:36:12
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                              一年半赶个3a出来,还有谁


                              IP属地:广东58楼2019-04-03 15:47
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