前Bioware主管讚揚EA給予創意揮灑自由 - XBOX
By Rosalind
at 2018-04-09T23:57
at 2018-04-09T23:57
Table of Contents
https://wccftech.com/ex-bioware-boss-ea-creative-freedom/
前Bioware總經理、副執行長的Aaryn Flynn,
在接受Kotaku訪談,談到EA,讚揚它們給予自由發揮創意的空間,
也沒強制他們使用寒霜引擎。
Aaryn Flynn在Bioware有著長期的資歷,在離職前是Bioware的總經理,
他在Bioware的歷任過首席程式設計師、技術長、營運長等,
參與開發過柏德之門2、星戰:舊共和武士、翡翠帝國、質量效應、闇龍紀元等等
在今年遊戲者開發大會(GDC),他接受Kotaku的Podcast訪問,談到他在Bioware的
工作經驗。Kotaku問了幾個有趣的問題:
[On whether EA execs require studios to add microtransactions and similar
stuff]
EA的高層有沒有要求過工作室要加入微交易與類似的東西?
Not in my experience, no. They have an ambitious business plan and they
want to do certain things, everything from growing market share to entering
new markets, but those are very good goals, there’s nothing controversial
about those goals. They have a very solid business plan that everybody is
aware of and everybody works hard to deliver.
在我的經歷中是沒有的。他們有極具雄心的商業計畫,想做某些特定的事,
從提升市場份額到進入新市場,應有盡有。但這些都是非常好的目標,無可爭議。
他們有非常堅實的商業計畫,公司裡的人也都努力付諸執行。
I think they are a great company to be a part of because they care very
much about the creative process – they care about that – so they want you
to be successful, and they will do whatever they can to help you be
successful. Every company has got constraints and thinks you gotta do, things
you have to get done, but they are excellent at giving creative freedom for
sure.
我認為他們是一間值得加入的偉大公司,因為他們非常注重創意歷程,
正因為他們注重,所以希望你能獲得成功,而它們會盡一切努力來幫助你成功。
每一間公司都有其限制要你去遵守,有事情要你去達成,但EA對於給予創意自由
這件事非常出色是肯定的。
---
而另一個在玩家間普遍相信的是,EA強迫Bioware使用寒霜(Frostbite),這個不是非常
適合開發RPG的遊戲引擎,導致Bioware近期許多問題,Flynn也對此做出澄清:
No, not at all. It was our decision. We had been wrapping up Mass Effect
3 and we just shipped Dragon Age II and we knew that our Eclipse engine, that
we shipped DAII on, wasn’t going to cut it for the future iterations of
Dragon Age.
不是,完全不是這樣的,這是我們自己決定的。當時我們已收尾質量效應3的開發,
且剛推出闇龍紀元2,我們知道在闇龍紀元2上所使用,自家的Eclipse引擎,不足
支應未來的闇龍紀元續作。
It couldn’t do open world, the renderer wasn’t strong enough, those
were the two big ones. We thought about multiplayer as well, as Eclipse was
single-player only.
該引擎無法達成開放世界,成像也不夠強大,這是兩大缺點,同時我們也在
考慮多人遊戲的可能,不過Eclipse是單人遊戲的遊戲引擎。
We talked internally about three options. We could have burned down
Eclipse and started something new internally, we could have gone with Unreal
Engine, or we could have picked Frostbite which had shown some really
promising results on the rendering side of things and it was multiplayer
enabled.
我們內部討論過三個選項,放棄Eclipse引擎並創造一個新引擎,或是選UE引擎,
又或者是寒霜引擎-這個在遊戲畫面成像方面有相當程度的保證,又同時有能創造多人
連線遊戲
When it came down to it, we talked to folks and they really liked the
Frostbite option and again, back to this idea of being part of a community,
there were more and more teams [at EA] that were considering Frostbite. It
was a decision that I made after all of the technical deep dives in probably
late 2011.
到了要決定時,我們跟同仁交換意見,發覺大家都很喜歡寒霜這個選項,而且回歸到
身為EA的一分子這點來說,越來越多開發團隊在考慮使用寒霜引擎。
這是在約略2011年後期,綜合所有技術方面深層考慮後,我所下的決定。
---
而Flynn目前也相信使用寒霜引擎是正確的選擇。
Oh yeah, I think so. Being part of a community – everybody at EA is on
it now – that is powerful, it’s a good place to be. It’s a credit to the
Frostbite team how they keep so many diverse titles on one engine, everything
from FIFA to Anthem, it’s amazing to me.
是的,我是這麼認為的。身為大家族的一份子,現在所有在EA的都在用它,它很強大
是個揮灑的好地方。寒霜團隊也是值得信賴,他們能讓一個引擎上呈現如此多種類作品
從FIFA到Anthem,讓我非常讚嘆。
I hear that, and certainly we would look at things and say ‘Oh man, we
got a lot of work to do on this’, but it’s tough because it’s also true
that the titles are ambitious. So is it the ambition or a specific technical
issue [that’s causing problems]?
我知道,且我們必然會看到「天啊,我們必須在(寒霜)上做一大堆事」
但這之所以困難,是因為遊戲同時也是非常有野心的。所以,(問題發生)是因為遊戲
具有野心還是某個特定技術問題?
---
談EA部份基本上就是很客氣,很官腔,網路當然是吐槽一片,
但reddit有個評論很好笑
So many experts in here disagreeing with a guy that worked at the company :D。
不過後面寒霜引擎的部分,使用寒霜的《質量效應:仙女座》
其諸多問題,根本是基本問題,
難道沒表情、死魚眼是因為遊戲太有野心所導致!?
--
前Bioware總經理、副執行長的Aaryn Flynn,
在接受Kotaku訪談,談到EA,讚揚它們給予自由發揮創意的空間,
也沒強制他們使用寒霜引擎。
Aaryn Flynn在Bioware有著長期的資歷,在離職前是Bioware的總經理,
他在Bioware的歷任過首席程式設計師、技術長、營運長等,
參與開發過柏德之門2、星戰:舊共和武士、翡翠帝國、質量效應、闇龍紀元等等
在今年遊戲者開發大會(GDC),他接受Kotaku的Podcast訪問,談到他在Bioware的
工作經驗。Kotaku問了幾個有趣的問題:
[On whether EA execs require studios to add microtransactions and similar
stuff]
EA的高層有沒有要求過工作室要加入微交易與類似的東西?
Not in my experience, no. They have an ambitious business plan and they
want to do certain things, everything from growing market share to entering
new markets, but those are very good goals, there’s nothing controversial
about those goals. They have a very solid business plan that everybody is
aware of and everybody works hard to deliver.
在我的經歷中是沒有的。他們有極具雄心的商業計畫,想做某些特定的事,
從提升市場份額到進入新市場,應有盡有。但這些都是非常好的目標,無可爭議。
他們有非常堅實的商業計畫,公司裡的人也都努力付諸執行。
I think they are a great company to be a part of because they care very
much about the creative process – they care about that – so they want you
to be successful, and they will do whatever they can to help you be
successful. Every company has got constraints and thinks you gotta do, things
you have to get done, but they are excellent at giving creative freedom for
sure.
我認為他們是一間值得加入的偉大公司,因為他們非常注重創意歷程,
正因為他們注重,所以希望你能獲得成功,而它們會盡一切努力來幫助你成功。
每一間公司都有其限制要你去遵守,有事情要你去達成,但EA對於給予創意自由
這件事非常出色是肯定的。
---
而另一個在玩家間普遍相信的是,EA強迫Bioware使用寒霜(Frostbite),這個不是非常
適合開發RPG的遊戲引擎,導致Bioware近期許多問題,Flynn也對此做出澄清:
No, not at all. It was our decision. We had been wrapping up Mass Effect
3 and we just shipped Dragon Age II and we knew that our Eclipse engine, that
we shipped DAII on, wasn’t going to cut it for the future iterations of
Dragon Age.
不是,完全不是這樣的,這是我們自己決定的。當時我們已收尾質量效應3的開發,
且剛推出闇龍紀元2,我們知道在闇龍紀元2上所使用,自家的Eclipse引擎,不足
支應未來的闇龍紀元續作。
It couldn’t do open world, the renderer wasn’t strong enough, those
were the two big ones. We thought about multiplayer as well, as Eclipse was
single-player only.
該引擎無法達成開放世界,成像也不夠強大,這是兩大缺點,同時我們也在
考慮多人遊戲的可能,不過Eclipse是單人遊戲的遊戲引擎。
We talked internally about three options. We could have burned down
Eclipse and started something new internally, we could have gone with Unreal
Engine, or we could have picked Frostbite which had shown some really
promising results on the rendering side of things and it was multiplayer
enabled.
我們內部討論過三個選項,放棄Eclipse引擎並創造一個新引擎,或是選UE引擎,
又或者是寒霜引擎-這個在遊戲畫面成像方面有相當程度的保證,又同時有能創造多人
連線遊戲
When it came down to it, we talked to folks and they really liked the
Frostbite option and again, back to this idea of being part of a community,
there were more and more teams [at EA] that were considering Frostbite. It
was a decision that I made after all of the technical deep dives in probably
late 2011.
到了要決定時,我們跟同仁交換意見,發覺大家都很喜歡寒霜這個選項,而且回歸到
身為EA的一分子這點來說,越來越多開發團隊在考慮使用寒霜引擎。
這是在約略2011年後期,綜合所有技術方面深層考慮後,我所下的決定。
---
而Flynn目前也相信使用寒霜引擎是正確的選擇。
Oh yeah, I think so. Being part of a community – everybody at EA is on
it now – that is powerful, it’s a good place to be. It’s a credit to the
Frostbite team how they keep so many diverse titles on one engine, everything
from FIFA to Anthem, it’s amazing to me.
是的,我是這麼認為的。身為大家族的一份子,現在所有在EA的都在用它,它很強大
是個揮灑的好地方。寒霜團隊也是值得信賴,他們能讓一個引擎上呈現如此多種類作品
從FIFA到Anthem,讓我非常讚嘆。
I hear that, and certainly we would look at things and say ‘Oh man, we
got a lot of work to do on this’, but it’s tough because it’s also true
that the titles are ambitious. So is it the ambition or a specific technical
issue [that’s causing problems]?
我知道,且我們必然會看到「天啊,我們必須在(寒霜)上做一大堆事」
但這之所以困難,是因為遊戲同時也是非常有野心的。所以,(問題發生)是因為遊戲
具有野心還是某個特定技術問題?
---
談EA部份基本上就是很客氣,很官腔,網路當然是吐槽一片,
但reddit有個評論很好笑
So many experts in here disagreeing with a guy that worked at the company :D。
不過後面寒霜引擎的部分,使用寒霜的《質量效應:仙女座》
其諸多問題,根本是基本問題,
難道沒表情、死魚眼是因為遊戲太有野心所導致!?
--
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