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A9论坛!
http://www.gamespot.com/news/6186606.html?om_act=convert&om_clk=newstop&tag=newstop;title;1
很久前开始,就不时地有很多PS3版的多平台游戏晚于360版发售(例如上古卷轴),甚至被取消(例如胜利时刻)的事例。而另有一些游戏,比如GTA4,因为PS3版开发进度的迟缓而不得不推迟两个平台的发售日。相对于XBOX360平台的平易近人,开发商们在PS3的游戏制作过程里吃了很多苦头。
在今年的GDC上,关于开发多平台游戏时遇到的困难与险阻,以及未来应采取的对应方法被广泛讨论了。海登.布莱克曼,LucasArt旗下负责制作星球大战:原力释放的领头人,为我们讲述了一些游戏的开发历程。
“多平台的开发工作,一直以来都是我们头痛的难关之一。我们给乔治卢卡斯先生看了些原力释放的概念图和基本策划后,他便火烧屁股般的命令我们“赶快开始搞这个游戏!”,我们立刻在360的开发工具上开始了工作——当时是05年夏天,我们手头只有360的开发工具。”
“很长时间以后我们才开始有了“要做个多平台游戏啊”的自觉。为什么呢?因为LucasArt一直都没有收到SONY的PS3开发工具,或者任何替代品,我们根本无法开始PS3版的开发,这情况持续到06年初。之前我们都把全部精力放在了360的开发上。就为了些开发套件,竟然就花了数个月的时间!!”
“这时候问题就来了,当LucasArt把我们需要的PS3开发工具送来的时候,360版的开发已经遥遥领先太多了。更糟糕的是,从早期开发效果来比较,360版的表现远远好于PS3版。我承认,两个主机间架构的巨大差别,特别是PS3的开发难度和复杂度把我们累惨了。很无奈的,游戏的完成度预测以及发售日被大幅度的延后了。”
“当然现在来看这些都是过去了,这个华丽的游戏已经准备就绪。我们的工作室经过了非常刻苦的学习和自我完善,已经有了一个对应未来的多平台游戏的开发战略——就是先在PS3上做游戏。我们的下一个游戏计划就要用PS3为基础开发游戏,然后再移到360上”
史考特.斯坦伯格,SCEA市场部的副总裁,向我们指出“现下,几乎所有的第三方厂商都以PS3为基础来开发多平台游戏。”“他们现在都这么干的,因为这样做更简单。”这位副总裁还特别用自己长期任职于Sega北美分部的背景来举例,“我最近一直都在做着与这话题有关的工作,所以我说话决不是空穴来风”
目前微软还没有就SCEA的发言做出任何回应评论。
In recent months, the PlayStation 3 versions of many multiplatform games have been released after their Xbox 360 counterparts--or canceled outright. Others, like Grand Theft Auto IV, have seen both versions delayed because, having optimized the game first on the 360, the developers encountered difficulties with the PS3 edition.
This week at the 2008 Game Developers Conference, a major studio laid bare the pitfalls of cross-platform development on the current crop of consoles--and talked about how it plans to deal with it in the future. In an expansive and informative lecture, Haden Blackman, project lead for Star Wars: The Force Unleashed, discussed which platform the company's "built from scratch" development team began work on in 2005.
"Multiplatform development was one of our biggest challenges," he told the jam-packed hall in the basement of the Moscone Center. After George Lucas famously urged the studio to "go build that game" upon seeing the first test reels from TFU, they began work straight away on Xbox 360 dev kits in late summer 2005--because that was all the studio had.
"It took a very long time for us to reach a multiplatform mentality," said Blackman. The reason? "Until early 2006," LucasArts had no PS3 dev kits whatsoever and, for the sheer sake of moving the project forward, focused on Microsoft's console. "It took months to get enough dev kits to everyone," rued the developer.
The problem was, once LucasArts finally had enough PS3 dev kits to supply the staff members that required them, 360 development of The Force Unleashed was months ahead. Worse still, the 360-optimized early version of the game "didn't translate well" when ported onto the PS3, given the differences between the hardware architecture of the two consoles and the complexity of PS3 development. This led to more complications and pushed the simultaneous launch of The Force Unleashed back further.
Now, however, the impressive-looking game is on track, and Blackman says that, after some hard-learned lessons, LucasArts now has a strategy for future multiplatform titles--develop the PS3 version first. "Our next project will use the PS3 as the baseline, and then apply that to the Xbox 360," he said. He made no mention of the other versions of The Force Unleashed.
Scott Steinberg, Sony Computer Entertainment America's vice president of product marketing, stated that virtually every third-party publisher is now developing for the PS3 first. "They all are now, since it's just easier," he told GameSpot. He then referenced his long tenure at Sega of America, saying, "Having recently dealt with this myself from a third-party background, I know this is the case." As of press time, Microsoft had not responded to Steinberg's comments.
这下SONY可就高心了! |
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