- 精华
- 0
- 帖子
- 55
- 威望
- 0 点
- 积分
- 55 点
- 种子
- 5 点
- 注册时间
- 2007-4-17
- 最后登录
- 2019-12-10
|
发表于 2016-12-2 15:15 · 江苏
|
显示全部楼层
本帖最后由 狸狸狐 于 2016-12-2 15:27 编辑
zctang305 发表于 2016-12-2 12:27 
monolith只负责地图部分的协力吧。
http://time.com/4369527/zelda-br ... ;utm_medium=***
Time: Why Nintendo Had to Destroy Tradition to Create the New ‘Zelda’
Was your goal at the outset to upend the series’ conventions? Or was it a discovery process?
Before starting development of Breath of the Wild, I began from the assumption that I had to break the conventions of Zelda. When I was developing The Legend of Zelda: Wind Waker HD, that’s around the time I started thinking they needed to change. Wind Waker‘s graphics style led to creating Breath of the Wild‘s art style, and when I look back at Wind Waker now, I think ‘Oh yeah, that’s kind of outdated.’
As the first fully open-world Nintendo’s worked on, what’s the hardest thing about designing for an open world?
This is definitely the first time we’ve created a game this large. We didn’t know where to start. So it happened to be there was a team that was working on creating a larger world. And this team was a group of younger developers. So we had our old programmers from the Zelda team take a step aside, so we could introduce this new group of programmers.
But then these new, younger developers had no clue about how past Zeldas had been created. The group of new staff actually would ask us, like ‘Well I know that it’s been done, traditionally, in other Zelda titles, but why does it have to be that way?’ And among those questions there were some I just couldn’t answer, that I didn’t know the answer to myself. That was because I just took those things on as a tradition, and I didn’t really know why the tradition existed.
When you think about it, maybe those things really didn’t need to be there in the modern world, those traditions. So I started destroying these traditions I’d inherited in the series one by one. But it’s a process that takes a lot of time. And because we were destroying everything we’d done in the past, and rebuild new ideas from the ground up, that was the hardest thing, and it’s really taken a long time to create the thing I most wanted to create.
做这个完全开放的世界,其实任地狱一开始完全没底,无从下手。后来正好有一个年轻团队做了一个更大规模世界的游戏,所以让他们一起来帮忙了,自己塞尔达团队的老人们则让道。但是新人们也不太了解旧塞尔达怎么做,整天问:为啥做成这样?为什么不能这样做?所以结果就是:破除旧规则,随你们搞。
这个是E3前的访谈,那时候还没有点名说monolith参与,不过明眼人都能看出来了 |
|