Photon
True Gamer
مقابلة 1UP الحصرية مع المدير العام لـ Remedy السيد Matias Myllyrinne و المدير المسؤول عن فريق تطوير اللعبة Oskari Häkkinen ، بحط لكم مقتطفات المقابلة :
أصلاً باين أنه اللعبة طاغي عليها طابع السينمائية ... عجبتني سالفة previously on :laugh::
Matias Myllyrinne متأثر بـ LOST :razz:: يلا انبسط يا ثامر لول
الإجابة هذه خلتني أقول أنه هذا تلميح لسيكويل جديد للعبة ، طبعاً هذا توقعي شخصياً ، أسئلة محرر 1UP في الصميم ، لارم تقرأوا المقابلة كاملة :happy:
باقي المقابلة
http://www.1up.com/do/previewPage?pager.offset=0&cId=3175367&p=
1UP: You mentioned before the interview that you want the game to have a lot of cliffhangers. How does that tie into the structure -- will we see the "previously on" and "tonight on" recap scenes [from the E3 demo] in the game itself?
Matias Myllrinne: We have a lot of pop culture references in there -- some call them clichés; we like to think of them as classics. And really, a TV series format fits for the storytelling, the stylization, and the pacing of the story, so those cliffhangers are an integral part of the narrative. We use storytelling methods from TV such as, as you already mentioned, "previously on" or "in tonight's episode," and then we foreshadow something that's about to happen.
أصلاً باين أنه اللعبة طاغي عليها طابع السينمائية ... عجبتني سالفة previously on :laugh::
And it also helps us to remind the player of relevant story material because the story arcs are fairly long and there's a complex story. That way we can pull out certain things and accentuate those, like "remember, by the way this happened," or "this was what really happened"...and it opens things up a bit more.
Oskari Hakkinen: I was just going to say that it really gives the opportunity for those gamers that don't play every day, to put the controller down and not play for three or four days. And when they pick up the controller again, they can hit the "previously on" to remember where they were and continue their mission.
MM: But that being said, I hope that they sit on their couch and they just, kind of, do what I do with Lost: "just one more episode, just one more episode."
Matias Myllyrinne متأثر بـ LOST :razz:: يلا انبسط يا ثامر لول
1UP: When the game shifted from an open world to a more linear game,
was there anything else that changed along with that?
MM: No. I think we're very close to the core of what we set out to do, which was to tell a compelling psychological thriller and also to have an awesome use of light in gameplay. So, I think those are very close to what we set out to do. Of course, we iterated and iterated and polished and then tried different things -- it's just the way we work. We craft things from the ground up very carefully. When gamers put their hard-earned money down, hopefully they're having an awesome action experience.
1UP: Is there a day/night cycle?
MM: Yes. So the day/night cycle was a part of our simulation. We control the time of day to get as much drama out of each situation as possible, and the amount of light has gameplay significance... So as the world slides further and further into night, darkness becomes the thing to avoid.
1UP: Do you call them "episodes?"
MM: Yes. We're really thinking of this game as "Season 1."
الإجابة هذه خلتني أقول أنه هذا تلميح لسيكويل جديد للعبة ، طبعاً هذا توقعي شخصياً ، أسئلة محرر 1UP في الصميم ، لارم تقرأوا المقابلة كاملة :happy:
باقي المقابلة
http://www.1up.com/do/previewPage?pager.offset=0&cId=3175367&p=