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[原創]教父開發者日記

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^_^怪医黑杰克^_^

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 楼主| 发表于 2005-6-29 10:45  ·  香港 | 显示全部楼层 |阅读模式
我的名字是David De Martini,我是副总统和执行制片人负责对教父.我工作在软件开发已經24 年和最近七年在EA度过了.我早先负责NCAA 3月疯狂, NASCAR, , 魔戒, 并且老虎・伍兹PGA .我并且度过了18 个月如同红木的COO 支持演播室。
為了教父,我们度过了六个月谈论创造性的概念。 我们固定了几想法直到我们最后同意会成为产品的核心创造性的元素的想法。
那个概念将创造自己在比赛, 赢得尊敬, 并且成为教父。 在您创造自己在故事的开始之后, 您的字符被邀请参加Corleone 家庭。 一旦您是在家庭, 您服务您的方式通过等级直到您得到机会成为教父...如果您打您的牌。
我们的对这个项目的方法非常简单。 我们下决心做伟大打开和生存世界游戏, 一会站立在没有教父执照。 然后, 一旦我们实现了那个使命和做了非常创新赛, 计划是增加所有教父味道和纹理使经验更加难忘。
我们的队感觉巨大责任感从事教父。 我们看了影片上百时期和读书许多次。 我们是关于这篇小说的专家和被激发关于机会工作以这材料。
为了创造地道教父经验, 它是必要的我们得到许多人尽可能从电影被介入在比赛。 它并且意味做上百几小时对1945 年纽约的研究因此我们能夺取时代的感觉-- 从方式人民行动了和穿戴了, 对卡片, 武器, 并且大厦-- 和逗留真实对故事, Mario Puzo 第一次写了许多岁月前。
我们有对这篇小说的巨大尊敬, 但我们不恐惧它。 我们在初期意识到, 我们需要是足够大胆的采取它对它需要进来在交互式空间的地方。 Puzo 有这自由与书, 并且Coppola 有相似的自由以电影。 我们该当机会演变小说为交互式空间-- 敢是大胆的和做一个开放和生存世界教父体验而不是做电影赛。








英文原文:
My name is David De Martini, and I am the vice president and executive producer responsible for the Godfather franchise. I have been working in software development for 24 years and have spent the last seven years at Electronic Arts. I have previously been responsible for NCAA March Madness, NASCAR, Jane's, Knockout Kings, and Tiger Woods PGA Tour. I also spent 18 months as the COO of the Redwood Shores studio.

The Godfather game has been in the works for 2 1/2 years. Paramount, the owner of the rights to the book and the film, approached us to discuss some creative ideas about making a game based on the Godfather fiction. We spent six months discussing creative concepts. We pitched several ideas until we finally agreed on the idea that would become the core creative element of the product.

That concept is to create yourself in the game, earn respect, and become the Godfather. After you create yourself at the start of the story, your character is invited to join the Corleone family. Once you're in the family, you work your way up through the ranks until you get the opportunity to become the Godfather...if you play your cards right.

Our approach to this project has been very simple. We set out to make a great open- and living-world game, one that would stand on its own even without the Godfather license. Then, once we had accomplished that mission and made a very innovative game, the plan was to add all the Godfather flavor and texture to make the experience even more memorable.

Our team feels a great sense of responsibility working on The Godfather. We have seen the film hundreds of times and have read the book many times as well. We are experts in this fiction and are excited about the opportunity to work with this material.

In order to create an authentic Godfather experience, it was essential that we get as many people as possible from the movie involved in the game. It also meant doing hundreds of hours of research on 1945 New York City so we could capture the feel of the era--from the way people acted and dressed, to the cards, weapons, and buildings--and stay true to the story that Mario Puzo first wrote many years ago.

We have great respect for this fiction, but we don't fear it. We realized early on that we need to be bold enough to take it to where it needs to go in the interactive space. Puzo had this freedom with the book, and Coppola had a similar freedom with the movie. We deserve the opportunity to evolve the fiction for the interactive space--to dare to be bold and make an open- and living-world Godfather experience rather than just making a movie game.



The Godfather aims to drop you into the rich world seen in Mario Puzo's classic novel and Francis Ford Coppola's film.
During the initial creative discussions, we considered the first-person, role-playing, and real-time strategy genres but finally settled on a third-person action title. We wanted this game to heavily focus on what went on behind the scenes and in the living world. Not the ordering around but rather the actual activities that the order takers had to do on a daily basis to move the family interests forward. Additionally, the third-person perspective lets you be the star of the game. This gives the game more of an emotional impact and really draws you further into the gameworld.

This open, living world is so interesting that I would rather walk! There is a driving element of gameplay, but it isn't the focus. Stealing cars was not appropriate to the era. Plus, when you're in the car you miss so much of the world. We want you to walk the streets and experience the realities of the life that you have created through how you play the game. If you are more violent, the world you live in becomes more violent. If you play in a more balanced way, the streets are more balanced, and people are not as prone to draw guns and shoot.

To put it another way, we are creating a world with a memory and a world with consequences. When we push these two dimensions, the world starts to feel alive--it has feelings and becomes more dynamic. Many game makers in this genre set out to create life as we know it and then fall hopelessly short. Our model represents a significant innovation beyond what has shipped to date.

We are currently pushing hard in the main production phase of this project. We are working long hours and focusing all of our attention on the building process. We have a great team of people who are all dedicated to making our creative vision come to life. Right now they are focused on getting all the characters up and running and on the neighborhoods and venues and gameplay and UI and... It is a very busy and exciting time on our team.

Within the team we follow very simple principles, which we established long, long ago: Have fun, try hard, work smart, and play our positions. These four simple rules have guided us as teams and individuals for more than two years. They have allowed us to create an open- and living-world game with significant innovations in controls, living-world behaviors, and emotional investment. When we are done, we want to be respected for our approach, our courage to take the game beyond expectations, and for the excellence of our results. Above all, the game must be fun. If the core mechanics are great, then people will play and not even realize why they are having so much fun.



Rather than having you play as one of the known character's in the story, The Godfather will cast you as an up-and-coming member of the Corleone family.
I'm kicking off this diary series, and I hope that you all keep coming back to it. Many members of our team will be contributing to it, giving you the opportunity to learn about the development and creative process for The Godfather and for games in general. You will get to live the life of the Godfather team and then live the life of the Corleone family in the game itself.

Making anything truly great isn't easy. It takes a ton of work and tremendous creative energy. It takes an exceptional team of individuals who pull together to accomplish something special. We have that team, and we are making that game. I'm sure that all the gamers out there will enjoy the results. When you do, and that smile comes to your face, we will know and we will be proud of our efforts.



.

审判者

新3D头像⊙.⊙

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发表于 2005-6-29 10:49  ·  广东 | 显示全部楼层
期待这个游戏!!!!!!!!!!!!!!!!!!!!!
该用户已被禁言

流放者(禁止发言)

暂时又无职~

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发表于 2005-6-29 10:52  ·  重庆 | 显示全部楼层
不知这游戏如何了~~~~~

终结者

^_^怪医黑杰克^_^

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 楼主| 发表于 2005-6-29 10:58  ·  香港 | 显示全部楼层
加了圖!!!!!!!!!!!!!!!!!!!!!!!!!!

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发表于 2005-6-29 10:59  ·  广西 | 显示全部楼层
看起来不错,期待一下吧

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发表于 2005-6-29 11:14  ·  河北 | 显示全部楼层
EA的第一个M........

如果真的是开放性的体验的话效果会更好吧..

终结者

^_^怪医黑杰克^_^

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 楼主| 发表于 2005-6-29 11:17  ·  香港 | 显示全部楼层

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发表于 2005-6-29 11:23  ·  湖北 | 显示全部楼层
对楼主的翻译水准“赞”一个!

征服者

IT IS COMING TO AN END!

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发表于 2005-6-29 11:36  ·  广东 | 显示全部楼层
楼主英文超厉害的说。。。。。。。。
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