» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


 50 1234
发新话题
打印

[业评] SE表示日本厂商的技术实力并不比欧美差

因《最終幻想XIII》而為世人所熟知的白色引擎,在今年的遊戲開發者會議上正式更名為水晶工具(Crystal Tools)。盡管Square Enix和Capcom這樣的廠商都已經開始研發自己的遊戲引擎,但面對來自歐美的強大競爭壓力,許多人對日本遊戲廠商的技術實力表示擔心。

  然而Square Enix顯然並不這樣認為,負責公司技術研發工作同時也是水晶工具開發主管的村田琢日前在接受Gamasutra記者采訪時表示,日本廠商的技術實力決不比歐美差。

  村田琢對記者說:“直到PS3發售以前,談到次世代主機遊戲開發,是的,我承認日本的遊戲開發技術由於經驗上的空白以及PC遊戲市場基礎的不足的而落後於歐美。然而在那以後,事情的面貌發生了很大改觀。現在,我認為隨著PC架構和技術的發展,我們已經走到了前列。”

  他繼續補充道:“談到語言方面的障礙,是的,我認為現階段依然存在著挑戰。我們在交流上依然面臨著問題,但談到技術領域,我不認為我們落後於其他人。我們已經克服了以往所面臨的困難,或者說我們已經攻克了難關並取得了進展。”



http://beta.levelup.cn/news/NewsDetails/2008-4-17/28098.shtml

责任编辑:曹妇科


TOP

责任编辑:曹妇科
:D



TOP

妇科不知道用的什么引擎


TOP

http://www.gamasutra.com/php-bin/news_index.php?story=18246

Q&A: Square Enix's Murata Talks Crystal Tools, Unreal Engine Initiatives
Originally known as the White Engine, Square-Enix's Crystal Tools initiative has taken shape over the past few years as one of its key efforts to standardize cross-platform technology for its forthcoming titles, being used not only for Final Fantasy XIII, but also its forthcoming MMO.

While the company has also licensed Unreal Engine 3 for some future development, Crystal Tools general manager Taku Murata has previously said that its internal engine was designed to cater strongly to the demands of Square Enix's developers.

To learn more about the history of the effort, why Square has licensed Unreal Engine, and whether Japan is being held back by not licensing locally developed technology, Gamasutra talked with Murata, who elaborated on how the work behind Crystal Tools was an amalgamation of all the experiences gained on working on large scale productions like Final Fantasy.

To begin, can you give me some of your history in games?

TM: Since I joined Square, I've done Secret of Mana, and the second in the series of that -- Seiken Densetsu 3 -- I don't know if it's been released here. Also Final Fantasy Tactics and Vagrant Story. I was the lead programmer. I was also the director of PlayOnline, and technical supervisor for Final Fantasy XII.

Why did you decide to change the name of Square Enix’s internal engine from White Engine to Crystal Tools?

TM: Actually, the initial name that we used -- White Engine -- we just used it as like a code name. But in September of 2007, version 1.0 was released. At the time, we were trying to figure out the official name for that, and we wanted to come up with something that would reflect the company. "Crystal" is something that we wanted to use, because it many different colors, so we wanted to use that meaning too. That also sounds like our company too, Crystal.

How challenging was it to build this engine? Did you build it completely from scratch? If not, what resources did you have previously? Or was it just completely designed from the ground up?

TM: Actually, we didn't use any resources. We started from scratch. It's basically all based on our experiences. We kind of picked what we found was effective or useful, so we basically put all these good things in this one engine together.

What were the most important considerations for Square Enix, in terms of developing an engine? How did you make the engine versatile for the type of games that Square Enix wants to make going forward?

TM: Actually, we didn't consider making a base that can work for all titles. Not to cover everything, but to cover the base. Then we have the ability to use plug-ins that can accommodate other tools. Depending on the title, you can always just add something else that doesn't exist in this one.

It's always a challenge to do multiplatform -- how did you address the multiplatform issue for contemporary systems?

TM: Actually, there's SPUs for PS3, and multicore for 360 already [optimized]. What really matters is the size of VRAM. But the VRAM size can be handled by adjusting texture sizing, so that can be taken care of. In that sense, I don't think it's that big of a deal that you have to start with the PS3, technically. The PS3 is a very powerful machine, and it's very expansive. So as long as the converting process can be handled correctly, it shouldn't be a problem.

A lot of companies in Japan have mentioned that they feel that the Japanese game market is falling behind in terms of technology, partially because PC development and advances in that sort of technology have been happening mostly in Western markets, and support is in English. This engine, though, seems quite high-end. It's very unusual within the Japanese industry right now. Do you agree with that?

TM: Until the PS3 was launched, regarding the 360 and PS3, it is true. I agree that maybe Japanese game technology is behind because there were no previous experiences, or a base in that PC market in Japan back then. Since then, things have changed. Now, I think it has come to a point when the PC architecture and technologies have advanced, particularly in terms of the Japanese way of expression, such as, "In this game, we feel very strongly that we are very capable."

I do think that in terms of the language barrier, yes, it still is a challenge. We do face those challenges in terms of communication, but in terms of technology, I don't think we're behind. We probably have conquered that problem...or probably we have gone across that point and advanced.

Why did the company also license Unreal Engine 3?

TM: We used the Unreal Engine for The Last Remnant because we had a particular Western -- European and American -- market in mind. I believe that the game engine reflected the culture and philosophy of the market, and the creator.

Actually, I wouldn't say that we would use Crystal Tools for everything. To create Final Fantasy, yes, Crystal Tools is ideal and it's good. But for other titles, we could use other engines as well. In that sense, it's always an option to use another method. Also, I don't mean that the Crystal Tools can only create Final Fantasy.

Could you elaborate more on how you say this engine is particular to the Japanese mindset? Is that in terms of the pipeline and workflow?

TM: Maybe I shouldn't say it's very Japanese-like. That's probably too vague. I'll say it's very Square-like. All the experiences that we've gained from large-scale production of Final Fantasy is being input into this engine.

Considering that Japan's developers have complained about Western engines being primarily in English, would you ever consider licensing out the Crystal Tools to other developers, like Epic does in America?

TM: We have considered that option, but at this point, considering preparing the documentation and the support costs, even if we don't think it's impossible...at this point, we are not doing that.

In terms of in the future, if you were to license the tech, you'd probably be the first company to license an engine in Japan. Do you think that this kind of thing would be accepted at this point? Because I know in the past it was very difficult to share technology in a public way over there.

TM: Things have changed compared to before. Koei actually licensed the Dynasty Warriors engine for Dynasty Warriors: Gundam. Capcom's MT Framework, I think they're licensing that too. Things have changed, so we're not the first one.

Why do you think this change has come about? It's all quite recent, within the last couple of years, I think.

TM: It's only my personal point of view, but before, they used to just own their own technology without sharing, and that's how they kept their play safe. But recently, they have probably realized the importance of sharing information on technology between developers, particularly for the next-generation consoles. It used to be that the European and American markets have strong PC backgrounds, so they're much stronger in that sense. So probably Japanese developers have realized that as well.

What do you see as the benefits of licensing an engine, versus building your own in-house? There's a lot of debate about that, even in the western market right now.

TM: It's much quicker to buy something, to purchase something that's already existing. That's easy, and it's probably less expensive than to create your own. The benefit behind having an internally designed tool is basically... the Crystal Tools we have developed because we wanted to use all the know-how that we have gained from experience in the past with the Final Fantasy series. We wanted to get all of the good experiences put into these tools. That's the benefit of this tool.

For existing licenses, do you feel it’s worth the trouble when you have to actually learn how to use it and fit it into your pipeline? It may be quicker to get, but it's harder to make it work right for you.

TM: That's why the Crystal Tools are much more familiar for Square Enix people.

TOP

如果真能做到,只能说明SE是个特例,SE的财力毕竟比其他日商大,技术落后可以拿钱买

其他日商还有哪个?
CAPCOM是墙头草,很早就在捣鼓NGC的高端机能,又很早傍上了360
TECMO一直傍着微软
KONAMI的实况已经砸了,合金装备4的画面也不被看好(不过SONY貌似赞助了不少钱)

TOP

这个我还是用a9的回答。

这一点我相信。

技术上,日本厂商不会落后欧米同行多少。

只不过现在摆在日本厂面前最大的问题并不是技术。

而是为了这技术投入值得不值得的问题。

你下了血本玩技术,结果亏得死去活来,别的厂商不玩技术,哈哈大笑着赚钱,搁在谁眼里不把前者当傻瓜蛋?

TOP

引用:
原帖由 马甲雷 于 2008-4-17 15:45 发表
这个我还是用a9的回答。

这一点我相信。

技术上,日本厂商不会落后欧米同行多少。

只不过现在摆在日本厂面前最大的问题并不是技术。

而是为了这技术投入值得不值得的问题。

你下了血本玩技术,结果亏 ...
科学技术是第一生产力。这一点不会改变。
玩技术最后亏死,那是经营问题。
不思进取,不追求技术,最后只有被别人玩的份,这一点放在那里都适用。

[ 本帖最后由 ffcactus 于 2008-4-17 15:52 编辑 ]

TOP

PS2獨占vif1总线,不走vu1,通過高帶寬來換容量的游戲

我目前知道有2個:戰神 GT4

代價就一個----------砸錢

所以我認為日美技術差別不大,關鍵是投入多少資金的問題
附件: 您所在的用户组无法下载或查看附件

TOP

光嘴硬有毛用啊。。。
看人家geow2,显卡危机一有新东西就立马大show!

所以说你se半天拉不出一颗屎。。

TOP

引用:
原帖由 ffcactus 于 2008-4-17 03:48 PM 发表

科学技术是第一生产力。这一点不会改变。
玩技术最后亏死,那是经营问题。
不思进取,不追求技术,最后只有被别人玩的份,这一点放在那里都适用。
问题在于,在商业场上,只有能出效益的才能被视为技术。没有效益甚至负效益的东西,你再怎么强辩那是技术,也没有人会给你投钱承认你是技术。

这正如同在战场上,你拼命去研究如何让士兵不眠不休,个个钢筋铁骨的天使尘药方,倒不如人家研究出tank这个铁罐头更实用更受军队青睐。你可以叫嚷你的技术用的更先进,但对于军队来说没用。它就不是技术,至少不是人家军队需要的技术。换言之游戏界,同样如此。

没有实用性,不能真正获取效益的技术,形同牛粪。还无法肥田。

TOP

SE还敢称技术力?

TOP

,那买的Unreal引擎不准备用了?

TOP

引用:
原帖由 马甲雷 于 2008-4-17 16:07 发表


问题在于,在商业场上,只有能出效益的才能被视为技术。没有效益甚至负效益的东西,你再怎么强辩那是技术,也没有人会给你投钱承认你是技术。

这正如同在战场上,你拼命去研究如何让士兵不眠不休,个个钢筋铁 ...
原来现在的图形显示技术,以及目前高清主机所运用的各种先进技术,统统都毫无意义,very good, very big strong.
HALO3, GOW, COD4, 以及随后的 GT5P, MGS,FF,都将受到广大玩家的欢迎, 代表先进技术的游戏正在取代传统游戏。
而小儿科游戏也必将让位于主流。

[ 本帖最后由 ffcactus 于 2008-4-17 16:14 编辑 ]

TOP

准备用的,因为UE3更能反映西方的文化哲学

最后的剩饭

TOP

引用:
原帖由 马甲雷 于 2008-4-17 16:07 发表


问题在于,在商业场上,只有能出效益的才能被视为技术。没有效益甚至负效益的东西,你再怎么强辩那是技术,也没有人会给你投钱承认你是技术。

这正如同在战场上,你拼命去研究如何让士兵不眠不休,个个钢筋铁 ...
一个成功的技术背后不知道有多少失败的技术尝试,失败是成功他妈这句话无论什么时候都是管用的,简单的二分法:D :D :D :D

TOP

 50 1234
发新话题
     
官方公众号及微博