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战斗力 鹅
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注册时间 2009-8-26
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https://www.vg247.com/2019/04/11/sekiro-creator-miyazaki-rockstar-style-narrative-game/
Reboot Develop, a boutique games industry event in Dubrovnik, Croatia, opened with a keynote featuring FromSoftware’s Hidetaka Miyazaki and Shadow of the Colossus creator Fumito Ueda.
During the talk, the pair spoke at length, via a translator, about their design ethos, during which Miyazaki said he’d like to work on a story-focused game one day.
Both the Japanese developers have historically favoured gameplay over story, or allowed the gameplay to inform the story.
Ueda said he has a high level plot in mind when creating a game, but story and dialogue (if there is any) comes at the end. He believes that it’s the art, the visuals that define the game.“Games are organic, there may be changes in tech that can be applied,” Ueda explained, “informing the story.” Tackling story last also helps him avoid needless rewrites.
Miyazaki agreed. The Dark Souls director said the creation of a world and the levels can affect the story, so it often doesn’t make sense to start from there. He believes that gameplay is the soul of a game. Once that’s in place, he can form a story that fits and augments the experience. That process then influences the story, which also influences the gameplay. “You’re playing with clay and it slowly comes into focus,” Miyazaki explained.
The FromSoftware boss was quick to point out, however, that this isn’t the only way to see game design. He’d love to create a game one day where story is the focal point, much like Rockstar’s Red Dead Redemption 2, which he specifically namechecked. Miyazaki also said he needs to get better at communicating the story of his games to the team, who often don’t understand the overall plot of the games they’re working on.
某择译:
日前在游戏产业大会中,宫崎英高向媒体表示:“包括我在内的很多日本游戏开发商喜欢设计游戏玩法而胜过剧情,我认为玩法是游戏的灵魂,一旦确定一个玩法,整个游戏剧情都要以此设计。可能是交流问题,我们开发团队经常不知道正在做的游戏剧情……不过这并不是设计游戏的唯一方式,我希望有一天自己也能制作一款R星式的剧情驱动类游戏,类似《荒野大镖客:救赎2》一样。”
为防止混淆概念,得强调剧情故事的地位并不低。
上田和宫崎都是先玩法机制,再定剧情,宫崎这边相对将故事的融入提前,但会根据玩法需求修改,而上田似乎倾向最后才加上去。
所以,是①“篝火为网络节点的复活刷新机制”奠定了“复生和不死”这个核心主题;②从该核心主题发散,融入世界树与诸神黄昏式经典神话(黑魂)、克苏鲁与梦(血源)以及这次的战国仙(?)侠题材(只狼)?
有没有人想象一下剧情导向的话,这些作品会变成咋样的?虽然宫崎直接以大镖客2当例子……但总不能直接套吧。
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