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看到一个好帖子 关于Ready at Dawn

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 楼主| 发表于 2015-2-12 17:45  ·  江苏 | 显示全部楼层 |阅读模式
本帖最后由 张卅gear 于 2015-2-12 18:07 编辑


转载自http://zhuanlan.zhihu.com/imike/19641664 张亮

好多年前,玩 PSP 上的 God of War,被其精良的制作所震惊。于是跑到制作这款游戏的公司 Ready At Dawn Studios 的官网上去看,不经意间看到其公司自我介绍,深获我心。那篇文章再次证明,能开发好产品的公司,是能正确的表达自己的。
刚刚想去重读旧文,发现该公司官网居然改版,而且把这篇绝妙好文删掉了!只好费了不少力气从历史存档中把这篇文章翻出来,再读又如当年般备受鼓舞。在此分享一下,聊备一档。

Get Ready…

Ready At Dawn® is a brand new game development studio with an old mission: making fun games a lot of people want to play. We know it sounds trite and basic, but reality sometimes is much simpler than we pretend it to be.

We could tell you that we have a “magical recipe” for making great games or we could tell you that, because we have been doing this for so long, we have somehow figured out a whole bunch of game-making “secrets” no one else has, but we'd be kidding ourselves, and you would not believe us anyhow!

Yet, while hardly secret, there are a few things we have learned about making games. We haven't composed that “magical recipe” just yet, still we have been able to distill our vision into a few fundamental principles… the essence of Ready At Dawn®, if you will.

We learned that making games requires a lot of hard work, a good deal of talent, and an appreciation for the complex social dynamics which emerge when a team of artists sweats on a project for months, sometimes years at a time.

We learned that great game makers are ruled and driven by their child-like nature. To accept, even to embrace this fact is essential for any game developer hoping to let fun spill into their creations. At Ready At Dawn®, we are so much in touch with our “inner child” that at times we have trouble locating our “outer adult.”

We learned that technology is only a mean to an end. While we love the challenge and the rush of technological innovation as much as any other developer, we will not let our games become digital ego-trips. Our technology will serve the needs of our designs.

We learned that the very best developers are those who have a variety of interests and passions, and that never let their lives be defined by a single activity or association. We will always try to encourage exploration and nurture personality. Drones and one-dimensional minds have no place at Ready At Dawn®.

We learned that the biggest obstacle between an inspired vision of a game and a shipping product is the daily grind. Like sculptors, game makers must carve, chisel, and sometimes cleave their visions out of solid nothing, and their patience is routinely put to the test by mundane or tedious tasks. Turning the grind into a tool to harness creativity is what a great team does, and what makes the difference between a game that ships by default, and one that becomes the best it could be.

We learned that it is possible for people who work hard together to like and respect each other. That is the case with the team at Ready At Dawn®, and it will be our highest priority to make sure it remains that way.

And finally, the most important of all the things we have learned: the best way to turn a good idea into a great game is to evolve it, draw it, hate it, shape it, demolish it, eat it, tune it, forget it, resent it, sing it, insult it, love it, live it with friends.

We learned that network television is evil and will rot your brain.. this has nothing to do with games, but it was worth mentioning anyhow.

刘二翻译:
Ready At Dawn是一家全新游戏工作室,却心怀古老的愿景:制作好玩的游戏。
我们知道它听起来平凡朴实,但现实往往比我们预想的简单得多。
我们本可以说已手握着制作游戏的“神秘配方”,或者换句话说,因为已经从业太久,我们发现了好多不为人知的游戏制作“秘诀”。不过这么说就是对自己不客观,你也断不会相信! 然而在我们在制作游戏的过程中,的确感悟到一些称不上秘密的心得。虽然还没有编纂出“神秘配方”,但能将我们的简介提炼为几条基本原则...如果你乐意,可以视之为Ready At Dawn的本质。
   我们意识到,制作游戏需要艰苦的工作,过人的天赋,以及当艺术团队齐心协力为项目奋战数月乃至数年时,对他们坚持不懈的赞许。 我们意识到,伟大的游戏制作人有着一颗童心。想要让自己的作品中洋溢着乐趣,必须接受甚至拥抱这一事实。在Ready At Dawn,有时我们与心中“童真”走的太近,以至于难以表现出外在的“成熟”。 我们意识到,技术只是实现目的的手段。如其他开发者一样,我们非常热衷于技术创新和挑战,但不会那游戏来炫耀技术。技术只为设计服务。 我们意识到,最顶尖的开发者有着广泛的爱好和激情,从不让他们的人生被简单的定义。我们将永远鼓励探索和培养个性。肤浅和混日子的人无法在Ready At Dawn立足。 我们意识到,在灵感和游戏成品之间最大的障碍是日常工作。就像雕刻家,游戏制作人必须从无到有,将自己的想象雕琢成真,不断地被平凡和乏味的工作考验耐心。一只杰出的团队会将苦工便为驾驭创意的工具,也是让游戏杰出的关键。 我们意识到,一同辛苦打拼的同事,也可以相处融洽相互尊重。
在Ready At Dawn我们就是如此,也会不遗余力的继续保持下去。 最后,也是我们意识到的最重要一点:将好创意变成好游戏的捷径需要不断改进它,描绘它,讨厌它,塑造他,毁灭它,吃掉它,调整它,忘掉它,厌恶它,歌颂它,羞辱它,爱它,与人一起分享它。 我们还意识到,电视节目是邪恶且无脑的...这点跟游戏无关,不过还是值得一提。









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发表于 2015-2-12 17:57  ·  广东 | 显示全部楼层
说Ready at Dawn提到的都是战神,但对我来说他们最棒的是达斯特,两作战神一是流程短,二是机能限制完全表现不出战神系列的特点,当然单单以PSP平台来说那都是非常用心制作的游戏。

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 楼主| 发表于 2015-2-12 17:59  ·  江苏 | 显示全部楼层
zack0010 发表于 2015-2-12 17:57
说Ready at Dawn提到的都是战神,但对我来说他们最棒的是达斯特,两作战神一是流程短,二是机能限制完全表 ...

对! 我心中最喜欢的PSP游戏必须是达斯特! 战神也是因为是他们制作的缘故 格外看好~
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