魔王撒旦
I'm going to go off on a tangent, but for Uncharted 4, because the game got rebooted part way through production, we had very little time to do... we basically made a 3 year project in 2 years, and one of the things the designers were really playing with is wanting to add more depth to climbing. So we had all these climbing mechanics, with a stamina meter so you can only hold onto ledges for so long, which meant the climbing sequences became a lot more engaging. It gave much more agency to the player and strategy and they had tension to them. So designers were building these levels and creating these pretty long and elaborate climbing sequences, and as we were testing combat, all of a sudden all these systems were fighting the fluidity we had in all the previous Uncharted's, because now you have all these complexities of how you climb. All of a sudden you don't want to climb anymore and combat became very flat. So we were like okay, what is the game we are ultimately making and we said the gameplay genre is really a third-person shooter, more than anything. Yeah it's an adventure and there's all the other aspects to it, but the core systems are that, therefore that has to win. So the climbing has to be simple because it's there to support the shooting. So we had to remove a lot of those systems, but because we were out of time, those long climbing sequences just had to stay, we actually didn't have time to shorten the level. One of the criticisms we had for Uncharted 4 for pacing is like, ah man you have these really long climbing sequences and they're so simple, why didn't you think about cutting them shorter and why did you make these really long and it's like, that's just the reality of production. Sometimes you don't have the time to make the, well, you never have time to make the perfect game. There's always these compromises between the realities of production and this creative vision that you had.
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