zid99825 发表于 2025-2-5 09:37

当年巅峰3个工作室,现在剩下100人不到,生软算是名存实亡了

论坛助手,iPhone

L.L 发表于 2025-2-5 10:12

好歹牌子都没摘,还养百来人。ea对亲儿子也不过这么孝顺吧。

PROCAINUM 发表于 2025-2-5 10:49

好死,玩了DA4之后只恨生软怎么还在,以前有多爱BG2、DAO,现在就有多恨

qumkml423 发表于 2025-2-5 11:41

还给了一次开发质量效应的机会吧,再搞砸了肯定没这个厂牌了

pgain2004 发表于 2025-2-8 23:25

https://www.fool.com/earnings/ca ... ngs-call-transcrip/
Our blockbuster storytelling strategy is built on three strategic objectives: first, create an authentic story experience for the core audience; second, build innovative groundbreaking features; and third, emphasize high-quality launches across both PC and console. In order to break out beyond the core audience, games need to directly connect to the evolving demand of players who increasingly seek shared world features and deeper engagement alongside high-quality narratives in this beloved category. Dragon Age had a high-quality launch and was well-reviewed by critics and those who played. However, it did not resonate with a broad enough audience in this highly competitive market.
我们的爆款游戏故事策略主要围绕三个目标:第一,给核心玩家带来真实的故事体验;第二,搞点创新的、让人眼前一亮的玩法;第三,确保在PC和主机上都能高质量上线。要想突破核心玩家的圈子,游戏得跟上玩家需求的变化——现在大家不仅想要好故事,还想要能一起玩的共享世界和更深的互动体验。《龙腾世纪》这次发布质量挺高,媒体和玩家评价都不错,但在这个竞争超激烈的市场里,它还是没能吸引到足够多的玩家。
当你以为EA做了个不错的决策——啊不,DAVG开发经过了三个版本,第一个是原始RPG版,第二个是线上版,第三个是现版本,现在EA管理层明显觉得失败是因为没搞成线上服务版本,而且玩法上还不够“面向大众”(弱智)

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