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[老游杂谈] Azel Panzer Dragoon RPG 开发艰辛史

1、开发组Team Andromeda,组长Yukio Futatsugi(二木 幸生)
2、开发历时2年零9个月,定位全3D RPG,受制于土星的硬件限制,开发充满困难和挫折,开发组成员疲惫不堪
3、开发途中有2名成员死亡,一人是疲劳驾驶摩托车出事,一人是顶不住开发压力自杀
4、坊间传说开发组成员自认被诅咒,集体去寺庙“净化驱邪”
5、Azel Panzer Dragoon RPG挤干了土星所有的机能
6、98年Azel发售时,土星在欧美已死,前后一共只限量出货了3万份(不含日本),目前一份ebay上能卖300美元以上
7、Team Andromeda于Azel发售后不久解散,一部分成员去AM2开发莎木,一部分成员去SmileBit开发JSRF以及后来的ORTA
8、组长Yukio Futatsugi离开SEGA后先后去了Konami、Sony、Microsoft,他领导开发了幻影沙尘(Phantom Dust)
9、Azel Panzer Dragoon RPG的源代码已神秘“丢失”,造成移植其他平台几乎不可能(Yukio Futatsugi语)





http://www.1up.com/features/panz ... tive?pager.offset=4
引用:
1UP: Just so I get my story straight, the person who committed suicide on Team Andromeda who was above you, was this related to the response to Panzer Dragoon Saga, or was it just related to the stress of making a game?

YF: It's not because of the sales of Azel or anything. Azel was a project that took a year and a half, so it was a tough project. So during the project, his parents got sick, and he had to fly back to Kansai every weekend, and he was getting tired, so that may have contributed to what happened.

1UP: OK, thank you for sharing that with us. I'm glad to get clarification on this subject, as I want people to know how hard video game development can be. I wish it were possible for people to play Panzer Dragoon Saga, since so few people got to experience it.

YF: I think it would be difficult for Azel to see a port. There are reasons for it, but the specifics should remain secret. We had to squeeze everything out of the Saturn in order to make Saga, so porting it would be very difficult. You know the Sega Ages port of Panzer Dragoon to PS2? We thought it would be easy to just emulate on PS2, but it took a lot longer than we budgeted and it was a huge effort. And in Panzer Dragoon Orta, the port that was unlockable in the game was the PC version, because it was too much work to port the original code. So, I'm I can't say for sure, but it would be very unlikely that Saga is ever ported to another console.

[Futatsugi then told us the politics behind Saga's disappearance, which we can't reveal, but the gist of it has to do with the original code having been lost, making a port -- in case you're wondering -- all but unlikely.]
http://en.wikipedia.org/wiki/Panzer_Dragoon_Saga
引用:
Development for the game had begun at around the same time as its predecessor, Panzer Dragoon II Zwei, and its development group started as an offshoot of that game's team. They eventually grew in number to around 40 members, twice as many as that of the team working on Panzer Dragoon Zwei, as they handled the tricky task of creating a game that was of an entirely different genre to others in the series, and yet retained the general qualities and elements of the previous installments.[2]

Like its predecessor, the 3D software Softimage was used in development, and the title remained keenly anticipated throughout its two grueling years of development, remaining amongst the top 5 most-anticipated titles on Japan's Sega Saturn Weekly magazine for almost this entire duration.[1]

Even as the Sega Saturn faltered in the console market, Team Andromeda struggled with their own difficulties in developing the game. While they appreciated the creative freedom they had in attempting to produce gameplay that was unique, there was a need to adhere somewhat to the standard conventions of the RPG genre, as well as to incorporate the aerial shooting elements of the series. Eventually, they achieved their goal as they developed a well-received battle system that utilized both turn-based and real-time combat, and allowed the player to alter the dragon and its abilities on-the-fly, as opposed to the specific evolution paths of the previous game.

Team leader Yukio Futatsugi has stated that this was done so as to allow for more combinations to compensate for the lack of characters, as most RPGs usually allow the player to control a party of several members, as opposed to the single character and his dragon in Panzer Dragoon Saga.[1]

The game also intentionally eschewed the highly populated worlds of most RPGs, as Futatsugi felt the lack of NPCs lent a sense of loneliness to the game. This is further evidenced by his statement that the game could only have been done on the Saturn, rather than the Sony PlayStation, due to the former's more somber color palette, which served to further highlight the game's desolate, post-apocalyptic atmosphere.[1]

Team Andromeda also had to deal with the tragic losses of a couple of their members during the game's development: one to a motorcycle accident, and another to suicide. The latter occurred during development of the game, and not, as is often rumored, due to the eventual poor sales of the game.[1]
[ 本帖最后由 chenke 于 2014-7-30 19:04 编辑 ]
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引用:
原帖由 **甩甩 于 2014-7-6 02:37 发表
这游戏1998年3月出,开发周期2年9个月,也就是1995年中就开始开发了?
“After we’d created the first Panzer Dragoon game, we began to prepare Zwei and Saga side by side,” Yukio recalls. “Ishii, who’s now at AQ Interactive, was our boss at the time, and he instructed us to create a second game in the series that would extend the shooting action of Panzer Dragoon, as well as a third game that would expand the series’ game world. Once that plan had been established, we started work on Zwei and Saga simultaneously. By the end of the first year of development, we’d decided on most of the make-up of Saga’s feature set. During those first 12 months, we settled on all of the important things that would make Saga what it was: the story; the dragon transformation, which we called ‘Dragon Morphing’, and which replaced the [traditional] party play of Japanese RPGs; the battle system, in which you could claim territory through victories, and so on.”

As it approved the development of Panzer Dragoon Saga in April 1995, Sega could be forgiven for not being able to foresee then that the Saturn would struggle to survive the PlayStation or N64. Ultimately, the Dreamcast was a retail reality in Japan by the end of 1998 and Panzer Dragoon Saga became one of the Saturn’s final hurrahs earlier in the same year. Still, Sega’s ebullience (or folly, depending on how you look at it) in 1995 led to the bankrolling of the biggest console game project in the company’s history up to that point. “In the end, we had a team of more than 50 people working on Saga,” Yukio reveals. “I think that was an incredibly large-scale production for the time. It took so many staff and so much time to produce Saga – in total, development lasted about two years and nine months – that it used up what was for the time an extremely large budget. In that sense, you could say that Saga paved the way for the big-budget games of today.”

http://www.nowgamer.com/features ... on_saga_part_2.html



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