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Julian LeFay身患癌症

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ai翻译:
我是泰德・彼得森,OnceLost Games 的首席执行官,同时也是我们正在开发的游戏《歧路领域》的创意总监。1992 年,我刚大学毕业没多久,去贝塞斯达软件公司面试初级编剧职位时,第一次见到了朱利安・勒费。那是我第一次走进游戏开发公司,离开时,朱利安对我说:“要是你得到这份工作,就得把西装给换了。”
朱利安本人就是个特立独行的形象。他又高又瘦,带着几分不羁的帅气,平日里总爱皱着眉头,还留着一头史上最标志性的蓬松大背头式鲻鱼头。他出生在欧洲,说话带着口音,很多人觉得听起来像阿诺德・施瓦辛格 —— 不过这个比喻总让他很不爽,毕竟朱利安的故乡丹麦和奥地利根本八竿子打不着。
我们相识时,朱利安已经在贝塞斯达待了好几年。他是个天赋异禀的 “黑客式” 程序员,没受过什么正规教育,被招进来后负责 PC 和 Amiga 平台的游戏开发,大多是体育、动作和冒险类游戏。但他痴迷于纸笔角色扮演游戏,而那款最终成为《上古卷轴 1:竞技场》的作品,正是他梦寐以求的项目。游戏发行 30 周年时,我们俩还在游戏开发者大会上聊起了它。
我们共事多年,一起推出了至少十几款游戏。那时候,你常常得同时跟进两三个风格迥异的游戏项目。即便不在办公室,我们也丝毫没觉得彼此厌烦。我们会去他家,通宵达旦地玩角色扮演游戏。当年我们测试《上古卷轴 2:匕首雨》(这款游戏让我们声名鹊起)时,我因为压力太大,接受了一份西海岸的工作,才暂时离开了。
朱利安后来经常来加州看我。我对编程一窍不通,但他不仅懂技术,还精通历史、文学和电影。我至今还保留着他送我的那本希罗多德的平装书,当时我让他在扉页签名,就像这位古代历史学家给得意门生赠书一样。后来我搬回东海岸,因为离他只有 8 小时车程,见面就更频繁了。
《歧路领域》的雏形源于几年前朱利安的一次采访。当时他回顾了早期《上古卷轴》系列的开发历程,提到凭借几十年的经验积累和如今开发者能用到的工具,他会如何攻克当年的难题,同时坚守打造庞大沉浸式世界的理念。那之后,我们聊起了结合我在其他游戏和电视等媒体领域的经验,该如何进行设计和叙事,最后决定联手一试。
我本可以再多说些我们的友谊,说说最近作为创意总监和技术总监,我们如何与团队一起推进《歧路领域》的开发,但我得言归正传了。朱利安一直在勇敢地与癌症抗争。医生告诉我们,他能陪伴我们的时间已经不多了,我们即将要和这位行业真正的传奇告别。
即便面对这样的困境,朱利安对《歧路领域》以及各位玩家社区成员的投入从未动摇。他一直不懈努力,确保自己心中 “宏大 RPG” 的愿景能够延续,但现在,为了健康,也为了在最后的时光里陪伴挚爱,他必须离开 OnceLost Games 了。
朱利安完全相信团队有能力为这个优秀的玩家社区,将他构想的游戏变为现实。他早已预料到这种可能,所以详细记录了自己的愿景和理念,为团队留下了完成游戏所需的一切资源 —— 不只是抢先体验版,而是完整的游戏。
在这个艰难的时刻,我们邀请大家分享自己的想法、祝福、回忆,或是朱利安的人生与作品对你的影响。你们的支持对朱利安意义重大,对我们这些有幸与他共事的人来说,同样如此。
团队成员其实已经有机会和他道别,留下了各自的话。我坐在他的病床边,把这些话读给他听。当时我一边念,朱利安一边口述让我回复,而我早已泪流满面,几乎说不出话来。
对我而言,这一切都关乎私人情感。我后悔没有多花些时间陪伴这位我此生遇见过的最有魅力、最聪慧、最风趣也最有意思的人。这也激励着我:我绝不会辜负他的遗产。
最后,想引用几句朱利安・勒费的话 —— 他向来妙语连珠。这是他在最后一次团队会议上说的,我觉得这句话完美诠释了他和他的信念:
“这必须关乎热爱。如果无关热爱,那你不过是在为了生计打工,永远不会有动力去实现宏伟的目标。”


IP属地:甘肃1楼2025-07-17 22:35回复
    原文:My name is Ted Peterson, CEO of OnceLost Games and Creative Director for the game we’ve been working on, The Wayward Realms. I first met Julian LeFay in 1992 when I came in, barely out of college, to interview for a junior writer position at Bethesda Softworks. I had never been in a game development company before, and when I left Julian said, “If you get the job, you have to lose the suit.”Julian himself struck an eccentric figure. Very tall and slender, scruffily handsome with a default scowl, and the most magnificent pompadour mullet in history. He was born in Europe and retained an accent which many people thought made him sound like Arnold Schwarzenegger, a comparison that always irked him, as Austria and Denmark where Julian is from are nowhere near each other.Julian had been at Bethesda for several years before we met. He was a hotshot hacker style programmer with no formal education when he was recruited and brought over to work on PC and Amiga games, mostly of the genres of sports, action, and adventure. But he loved pen and paper roleplaying games and the game that eventually became the Elder Scrolls 1: Arena was his dream project. Thirty years after its release, the two of us spoke on its anniversary at the Game Developers Conference.We worked together for years and released at least a dozen games together. You were usually working on two to three games of wildly different genres at a time. Even when we weren’t in the office, we weren’t apparently sick of each other. We would go to his place, playing role-playing games all night long. We were beta testing the game we became best known for, The Elder Scrolls 2: Daggerfall, when I became burned out enough that I took a job offer that sent me to the West Coast.Julian visited me fairly frequently in California. I obviously never understood anything about programming, but he was also well-versed in history, literature, and movies. I still have his paperback of Herodotus, which I told him to sign as if he were the ancient historian gifting it to me as a prized pupil. When I moved back to the east coast, we saw each other more frequently since he was only eight hours away.The seed that began Wayward Realms was an interview Julian did several years ago, where he was reflecting on the first Elder Scrolls games and given decades of experience since he made them and the tools available to developers nowadays, how he would tackle the challenges, whilst still keeping the same philosophy of creating a huge, immersive world. Afterwards, we talked about what I would do with design and narrative given my own years of experience on other games and other media like TV, and we decided to give it a shot together.I could talk stories about our friendship and how we’ve worked together recently with our team on Wayward Realms as creative and technical directors, but I need to come to the point of this. Julian has been courageously battling cancer. His doctors have informed us that his time with us is limited, and we are preparing to say goodbye to a true legend of the industry.Even in the face of this challenge, Julian’s dedication to The Wayward Realms and to all of you, our community, has never wavered. He has worked tirelessly to ensure that his vision for “The Grand RPG” will live on, but now Julian must step away from OnceLost Games for his health and to live his final moments surrounded by his loved ones.Julian has complete faith in the ability of the team to bring the game he has envisioned to life for this incredible community. Anticipating this possibility, Julian has documented his vision and concepts well, ensuring the team is left with the resources needed to complete the game. The full game, beyond the Early Access build.During this difficult time, we invite you to share your thoughts, prayers, well wishes, memories, or the impact Julian’s life and work have had on you. Your words of support mean more than you know, not just to Julian, but to all of us who have been privileged to work alongside him.Obviously, the team has already had a chance to say goodbye and give their individual messages, and I sat by his hospital bed, reading them to him. In that case, I was reading them out loud and Julian was giving me dictation to reply back, which is rather hard to do through my tears.To me, this is deeply personal, and I regret every second I didn’t spend with one of the most charming, smart, funny, and interesting people I’ve ever met. It’s also a spur to action for me: I will not let down his legacy.That said, a final quote from the eminently quotable Julian LeFay. He said this at our last team meeting, and I believe it represents him and his beliefs well.“It is personal. And if it’s not personal, then you’re just doing work for hire and you’ll never have the motivation to accomplish a significant goal.”


    IP属地:甘肃2楼2025-07-17 22:36
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      2025-08-01 04:30:16
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      Sad news.
      感谢他创造了这个世界,愿他飞向光界的道路平静而辉煌。


      IP属地:法国来自Android客户端3楼2025-07-17 23:51
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        太难过了


        IP属地:浙江来自Android客户端4楼2025-07-18 03:44
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          这个大块头,我看过他的gdc,看过他在reddit上认真的faq,他对各种电脑程序语言和滚秘辛总是知无不尽,他在一个老滚宣传短片扮演过国王。别了,摇滚老国王!也希望所有吧友注意身体,按时检查,平安健康。


          IP属地:浙江来自Android客户端5楼2025-07-18 03:47
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            他是尤里安诺斯吗


            IP属地:浙江来自Android客户端6楼2025-07-18 13:50
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              IP属地:山东来自iPhone客户端7楼2025-07-18 21:42
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                IP属地:浙江来自Android客户端8楼2025-07-19 00:10
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                  2025-08-01 04:24:16
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                  IP属地:甘肃9楼2025-07-23 13:21
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                    ai翻译:
                    缅怀朱利安·勒菲 (Julian Lefay) 的遗产
                    我们怀着深切的悲痛和沉重的心情通知我们的社区,我们敬爱的技术总监兼失落游戏工作室 (OnceLost Games) 联合创始人朱利安·勒菲 (Julian Lefay) 已不幸离世。
                    朱利安·勒菲不仅仅是一位同事——他是一位远见卓识者,从根本上塑造了我们今天所熟知的游戏行业。被誉为“上古卷轴之父”的朱利安,执导了包括《上古卷轴I & II:竞技场》、《匕首雨》和《战斗神塔》在内的传奇作品的创作。他的开创性工作为开放世界角色扮演游戏(RPG)奠定了基础,并影响了后续无数的开发者和游戏。
                    在失落游戏工作室,朱利安是《迷途领域》(The Wayward Realms) 背后的主创之一,他带来了数十年的专业经验,并坚定不移地致力于突破角色扮演游戏所能实现的边界。他的技术才华、创造愿景以及对玩家能动性 (player agency) 的执着追求,一直是我们这个雄心勃勃项目的驱动力。
                    在他与癌症勇敢抗争的整个过程中,朱利安从未动摇过对《迷途领域》的热情。即使在患病期间,他仍持续与团队分享他的愿景,指导我们的开发者,并确保游戏的方方面面都体现了他致力于创造真正非凡事物的承诺。他的力量、决心和坚定不移的专注激励着我们所有人。
                    我们理解社区很可能对朱利安的离世将如何影响《迷途领域》的开发有许多疑问。我们希望与大家保持透明。这对我们的团队、我们的社区以及我们的行业来说都是一个无法估量的损失。
                    然而,朱利安为《迷途领域》所构想的愿景已深深植根于我们开发流程的方方面面。他的技术框架、设计理念和方向都已被仔细记录并与我们的团队共享。我们不仅仅是在延续他的工作——我们是在通过确保他的愿景成为他梦想中的现实来纪念它。
                    我们比以往任何时候都更加坚定地致力于将《迷途领域》按照朱利安设想的样子变为现实。我们的开发工作将继续以朱利安所要求的同样的热情、卓越技术和细节关注进行下去。每一个功能、每一个系统、每一次玩家体验都将力求体现他对创造“宏大RPG”(The Grand RPG) 的执着追求,这款游戏将重新定义该类型所能达到的高度。
                    泰德·彼得森 (Ted Peterson)、埃里克·赫伯林 (Eric Heberling) 以及我们整个开发团队将继续全力致力于这一使命。我们将继续分享开发进展,保持与社区的透明度,并确保《迷途领域》成为朱利安深知它能够实现的突破性体验。
                    朱利安的影响远不止于我们工作室。他触动了全球数百万玩家的生活,并激励了无数开发者去突破创造力的边界。朱利安的遗产将在《迷途领域》中玩家所体验的每一个位面、每一个任务、每一个惊叹时刻中永存。
                    怀着感激与决心,
                    失落游戏工作室团队
                    (OnceLost Games Team)


                    IP属地:甘肃10楼2025-07-23 13:23
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                      关于朱利安,我只想说几句。作为创意方面的人员,我和他的直接交流并不多。通常只是我参加编程会议,偶尔从我的角度加入一些相关的讨论。
                      在泰德接到电话说朱利安住院了,并且他认为自己可能无法回家之后,我们都给朱利安发了告别消息。泰德去探望了他,并转达了这些消息。然而,朱利安挺过来了,又坚持了一段时间,并且得以回到了家中。
                      他坚持要与团队进行最后一次会议,和我们每个人一起阅读那些消息。他说这非常重要。他强撑着读完了所有的消息,结束时看上去精疲力竭,仿佛随时要昏厥过去。
                      我想,仅此一点,就足以让你了解朱利安的为人品格,以及他的离去是多么巨大的损失。
                      至于我给他的消息,我感叹我们没能有机会更紧密地合作,或是狂热地讨论他非常喜爱的剑与巫术电影、以及医用护甲和武器之类的东西。他说他也有同感。我会永远铭记这些话。
                      安息吧,朱利安。你活成了传奇,并留下了更富传奇色彩的遗产。


                      IP属地:甘肃11楼2025-07-23 13:57
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                        维克托(Victor)的话,毋庸置疑,足以涵盖我内心的大部分感受,所以我的补充会简短些。
                        我很幸运,能够经常与朱利安交流,无论是在同样的编程会议上,还是其他场合。我可以肯定地说,我从未遇到过比他目标感更坚定、热情更炽烈的人。
                        维克托提到的那次他与团队的最后一次会议,给我留下了如此深刻的印象,我可以向你保证,那一刻我永生难忘。看着他倾尽最后一丝力气,投入他所信仰的事业,我心中涌动着无比复杂的情绪——有骄傲,有悲伤,有激情,有鼓舞,更有决心。
                        我此生只愿能企及他一半的境界。能有幸与他共度那段时光,我将永远心存感激。


                        IP属地:甘肃12楼2025-07-23 13:58
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