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回复:【翻译】圣歌/Beyond初始的设计概念

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One day in the spring of 2017, Söderlund flew to Edmonton and made his way to BioWare’s offices, entourage in tow. The Anthem team had completely overhauled the art and re-added flying, which they hoped would feel sufficiently impressive, but tensions were high in the wake of the last demo’s disappointment and Mass Effect: Andromeda’s high-profile failure. There was no way to know what might happen if Söderlund again disapproved of the demo. Would the project get canceled? Would BioWare be in trouble?
2017年春季的一天,Söderlund 飞到埃德蒙顿并和随行人员前往生软工作室。圣歌的开发团队已经完全重做了游戏艺术风格并重新加入飞行,他们希望这样能令人印象深刻,但是上一个demo和仙女座的重大失败让这件事变得想到不乐观。没人知道Söderlund 会不会再次不悦。这个项目会被取消吗?生软会由此陷入危机吗?


80楼2019-04-04 11:57
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    “One of our QA people had been playing it over and over again so they could get the flow and timing down perfectly,” said one person who was involved. “Within 30 seconds or so the exo jumps off and glides off this precipice and lands.”
    ”我们的一名游戏测试员已经反复游玩这个demo所以他们能让demo演示看起来非常流畅,“知情人士说道,”机甲从平台跳下并滑行降落只用了30秒。“
    Then, according to two people who were in the room, Patrick Söderlund was stunned.
    两名在场人士说Patrick Söderlund当时被震撼了。
    “He turns around and goes, ‘That was ****ing awesome, show it to me again,’” said one person who was there. “He was like, ‘That was amazing. It’s exactly what I wanted.’”
    ”他转过身然后说,‘这他妈太棒了,再给我看一次。’”,一名在场人士如是说,“他好像就是,'这太神奇了,这就是我想要的。‘”


    81楼2019-04-04 12:01
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      2026-01-20 15:48:09
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      What the public didn’t know was that even then, Anthem was still in pre-production. Progress had been so slow that the demo was mostly guesswork, team members say, which is why the Anthem that actually launched looks so drastically different than the demo the team showed at E3 2017. In the real game, you have to go through a mission selection menu and a loading screen before you can leave your base in Fort Tarsis; in the demo, it all happens seamlessly. The demo is full of dynamic environments, giant creatures, and mechanics that bear little resemblance to the final product, like getting to see new loot when you pick it up rather than having to wait until the end of a mission.
      玩家群体并不知道的是,此时的圣歌仍处于预开发阶段。进度之慢到很多demo里展示的游戏元素仅仅是猜想而已,开发组成员说道,这也说明了为什么圣歌正式发布时和2017年E3展示时的demo差异如此之大。在正式版中,玩家必须通过任务选择界面和一个加载界面才能离开基地,但是在demo中,他们是全部无缝连接的。在demo里,游戏里充满了动态环境,巨大的生物还有装备即捡即用的机制而不是你要等到这个任务结束。


      83楼2019-04-04 12:10
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        “The abilities and all that were still getting decided,” said another developer. “Nothing was set in stone at that point at all.” Said a third: “Going out of pre-production is never really a crisp thing. You have to just look at the attitude of the team and what they’re doing. The fact of the matter is, fundamental things were not figured out yet.”
        “很多东西仍为做出最后决定,”另一名开发者这么说,“当时什么东西都没敲定。”又一名开发者说道:“其实完成预开发阶段很简单,你只要看开发团队的态度和他们正在做什么就知道了。但是事实却是很多基础的东西都还没有被明确。”
        At E3 2017, BioWare announced that Anthem would launch in fall 2018. Behind the scenes, however, they had barely even implemented a single mission. And the drama was just getting worse.
        2017年E3,生软公布圣歌会在2018秋季上市。但其实他们当时连一个任务都没做好,故事也变得越来越糟糕。


        85楼2019-04-04 12:19
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          继续更啊


          IP属地:江苏来自iPhone客户端86楼2019-04-04 13:27
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            预购了战地五和圣歌,我始终都对战地这个ip和生软有信心,但这次实在是太失望了


            IP属地:湖南来自Android客户端87楼2019-04-04 13:53
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              现在再怎么哭都没用了,做好更新吸金免得被拆吧


              来自iPhone客户端88楼2019-04-04 15:23
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                圣歌遇到的这些问题,本不应该成为问题,因为同类游戏早就已经在这些错误上交过了学费,2019年发售的《圣歌》,不应该重复2014年的《命运》以及2016年《全境封锁》出现过的错误,它应该吸取这些前辈的经验教训,站在更高的肩膀,像游戏中标枪机甲一样,点火,起飞,直上云霄。而问题是:现在《圣歌》这台「标枪」不仅没能点火,甚至连发动机都没顺畅的转起来。


                IP属地:上海89楼2019-04-04 15:35
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                  2026-01-20 15:42:09
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                  继续催更!!!!


                  IP属地:广东来自Android客户端90楼2019-04-04 16:19
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                    辛苦


                    IP属地:河北来自Android客户端91楼2019-04-04 16:28
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                      Until very recently, hardcore BioWare fans used to refer to the studio’s various teams using derogatory tiers. There was the A-team, the B-team, and the C-team. Opinions may have varied on which was which, but in general, “A-team” referred to the original BioWare, the office in Edmonton, Canada responsible for Dragon Age and the Mass Effect trilogy. A couple thousand miles southeast was the “B-team,” a studio in Austin, Texas that was founded to make Star Wars: The Old Republic, a massively multiplayer online role-playing game. (The “C-team” usually referred to Montreal, the ill-fated studio behind Mass Effect: Andromeda.)
                      直到最近,生软铁粉喜欢用级别来分化生软的开发团队像是A级团队,B级团队还有C级团队。对各个团队的评价也不同,'A级团队‘通产是指生软的初始团队,位于加拿大的埃德蒙顿开发组,负责了龙腾世纪系列和质量效应三部曲。几千里外的B级团队,位于德州的奥斯丁开发组,开发了星球大战:老共和国,一款MMORPG。(C级团便是蒙特利尔开发组,也就是开发了质量效应仙女座的死亡小组)


                      92楼2019-04-04 16:36
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                        After shipping The Old Republic in 2011 and continuing to cultivate and support it, BioWare Austin started a few of its own projects. There was Shadow Realms, a 4v1 multiplayer game that was announced in the summer of 2014, and then there were some other prototypes, like Saga, a multiplayer open-world Star Wars game that was in early development for a few months. (And then there was the dream of a new Knights of the Old Republic game, which some BioWare Austin staffers say was always dangled as a possibility but never really came close to getting off the ground.
                        自旧共和国在2011年上市并支持多年后,生软奥斯丁工作室开始了几个自己的项目。像是Shadow Realms(不幸的是,这个项目最终被砍),一款于2014年公布的4V1的多人游戏,还有许多其他游戏雏形像是Saga,一个星球大战题材的多人开放世界游戏,这款游戏处于早期开发阶段数月之久。(还有一款活在梦里的旧共和国的新骑士的游戏,生软奥斯丁员工称一直处于可行思考阶段最终也没能有所眉目。)


                        94楼2019-04-04 16:45
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                          Anthem’s lack of vision in Edmonton was even more pronounced in Austin, whose developers suddenly found themselves working on a game they didn’t quite understand. Was it an online loot shooter, like Destiny, or was it more of a role-playing game? How did you get around the world? What would the missions look like? “One of the things we struggled with was, we didn’t understand the game concept,” said one former BioWare Austin developer. “When Anthem was presented to us, it was never really clear what the game was.”
                          圣歌缺乏目标性和方向性的问题在奥斯丁开发组里显得比埃德蒙顿开发组更严重,奥斯丁开发组突然意识到他们在开发一款他们自己都不怎么了解的游戏。这是一款像命运这样的刷刷刷游戏?还是一款RPG游戏?这种规模的游戏世界应该怎么实现?游戏任务应该是怎么样的?“有一件事一直让我们很煎熬,我们根本不了理解这款游戏的概念。”前生软奥斯丁工作室员工如是说,“当圣歌这个项目向我们展示时,这款游戏根本没有明确它到底是一款怎么样的游戏。”


                          96楼2019-04-04 16:54
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                            “They were still finding the vision for the game,” said a second. “I saw multiple presentations given to the entire studio trying to define what Anthem was about. The Hollywood elevator pitch version of Anthem: ‘When we talk about Anthem, what we mean is X.’ I saw many, many variations of that over time, and that was indicative of how much conflict there was over trying to find a vision for this game, and over how many people were struggling to have their vision become the one that won out.”
                            “他们仍在为这款游戏寻找方向,”另一个人这么说,“我看到很多要求整个开发团队来明确圣歌到底是什么的演示报告。好莱坞电影里那种电梯游说版的圣歌是这样的:’如果我们提起圣歌,我们意思是指这样这样这样。'我看过很多种不同的版本,而且我能明确看出来其中有多少因为想找到最终方向的矛盾在里面,很多人在艰难的提出能最终挺身而出的点子。”


                            97楼2019-04-04 17:00
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                              2026-01-20 15:36:09
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                              “We’d tell them, ‘This is not going to work. Look, these [story] things you’re doing, it’s gonna split up the player experience,’” said an Austin developer. “We’d already been through all of it with The Old Republic. We knew what it was like when players felt like they were getting rushed through story missions, because other players were on their headsets going, ‘C’mon cmon, let’s go.’ So we knew all these things, and we’d bring it up repeatedly, and we were ignored.”
                              ”我们已经告诉他们,’这样是行不通的,你看,你在做的这个故事会把玩家体验分化开,;‘”一名奥斯丁开发组成员说道,“我们已经在旧共和国里经历过这一切了,我们深知玩家在忙着完成剧情任务时是什么感觉,因为玩家们会带着耳机说,”行了行了,我们开始吧。’所以我们知道这些事,我们不停的反馈这一信息,但始终被无视。“


                              99楼2019-04-04 17:12
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