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发表于 2009-5-24 22:13 · 广东
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新作有一点消息:http://www.gamepro.com/article/f ... -19-ed-boon-page-2/
GamePro senior editor Sid Shuman chats with Ed Boon, co-creator of the Mortal Kombat franchise and number #19 on our list of the 20 most influential people in gaming from 1989 to 2009.
Ed Boon
Ed Boon (left) with Sid Shuman (right)
"The Populist"
Key games: Mortal Kombat, Mortal Kombat II, Mortal Kombat vs. DC Universe
Midway Games may be struggling, but Ed Boon is nestled calmly within the eye of the storm. "In the midst of everything going on around us," Boon said in a recent interview with GamePro, "we're still focusing in on our next game... We want to make it the game that we want it to be." For this creator of the ground-breaking Mortal Kombat series, pleasing the masses has always been the central goal. Mortal Kombat never earned as much technical praise as its longtime rival Street Fighter II.
But in many ways, Mortal Kombat was a more essential, and more important, moment in the nascent 90's-era videogame industry. The blood-drenched brawler served as a lightning rod for violence-in-games controversies and signaled a significant shift in game design away from esoteric button-tapping exercises and towards mass-market acceptance.
Game design hallmarks of Ed Boon: Over-the-top action; simple control schemes; mass-market appeal
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Sid Shuman: What game made you want to be a part of the video game business?
"For me, there were three pivotal games. The game that made me want to be in the business the most was probably Pac-Man. At the time, as a teenager, I was playing Defender and Missile Command. But with Pac-Man, suddenly girls were playing - I was noticing that videogames were more than a fad, it was becoming a phenomenon. Pac-Man intrigued me because it was so simple and so accessible; you just put your hand on a joystick and that's it. With Missile Commander and Defender, I loved the games and wanted to become a better player. But with Pac-Man... I wanted to study it and learn why it was so big."
What's an up-and-coming game developer to watch? Indie, established, or otherwise.
"When I find out about a new developer, it's usually because they worked with Sony or Microsoft and they're splitting now to form [a new studio]. I don't look at those guys as being new because they've already made some big hit.
To me, the ones who have stood out are the stories of, say, iPhone game developers. Somebody who worked on his own, part-time, and ended up making a million dollars on some puzzle games. These are the guys who, if they take more and more aggressive approaches to game development, I could see them going to the consoles.
What was the biggest high point of your career?
"I've been lucky enough to have a few of those. One that stands out was when I was in the Acclaim booth at CES. They were preparing to release the first Mortal Kombat to the home consoles. They told me they were planning to spend 10 million on advertising, run the game commercial in theaters - something that was unheard of that time - and they were going to hold an event called "Mortal Monday" and open stores at midnight. I remember thinking, 'these guys are expecting way too much out of this [game launch].'
Then I saw the commercial that they made, the one with the kids standing in New York yelling "Mortal Kombaaat!" The production values behind it...I remember it as a goosebump moment, it had taken on a life of its own. It had gone so far beyond an arcade game made by four guys. That was a big moment for me, seeing something take off like that."
On the flip side, what was a low point in your career?
"We released Mortal Kombat 4 before it was done, in the arcades. There was this road tour going on...the stage was set so far in advance, and dates had been picked and all that. But it was new hardware - this was the first 3D Mortal Kombat we had made - and we had no wiggle room in terms of the date. But I made the decision to adhere to that date, and to adhere to those expectations. I always took our responsibility very highly, but in retrospect, I would have waited. I would have called earlier and said, 'this thing isn't done, we need to hold onto it.' It would've ruffled some feathers, but in the long run we would've won."
Midway Games may be struggling, but Ed Boon is nestled calmly within the eye of the storm.中途岛游戏可以挣扎,但埃德文坐落平静的风暴中心。 "In the midst of everything going on around us," Boon said in a recent interview with GamePro, "we're still focusing in on our next game... We want to make it the game that we want it to be." “在中间的一切发生在我们身边, ”文说,在最近的一次采访中与GamePro , “我们仍然侧重于对我们的下一场比赛...我们希望它的游戏,我们也希望它是。 ” For this creator of the ground-breaking Mortal Kombat series, pleasing the masses has always been the central goal.为此创造出具有突破性的真人快打系列,请群众始终是核心目标。 Mortal Kombat never earned as much technical praise as its longtime rival Street Fighter II.真人快打从未赢得了赞誉技术作为其老对手街霸II 。
But in many ways, Mortal Kombat was a more essential, and more important, moment in the nascent 90's-era videogame industry.但在许多方面,真人快打是一个更重要,更重要的时刻,新生90's时代的视频游戏行业。 The blood-drenched brawler served as a lightning rod for violence-in-games controversies and signaled a significant shift in game design away from esoteric button-tapping exercises and towards mass-market acceptance.在血淋淋的brawler担任避雷针的***行为在游戏的争论,并暗示了重大转变,游戏设计远离深奥按钮窃听演习和对大众市场的接受。
Game design hallmarks of Ed Boon: Over-the-top action; simple control schemes; mass-market appeal 游戏设计特点埃德文:超顶端行动;简单的控制计划;大众市场的吸引力 |
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