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K 游戏情报员/KWolDs SEN ID
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本帖最后由 kirassss 于 2013-11-20 07:34 AM 编辑
《最后的守护者》制作人对于游戏的跳票深表歉意
《旺达与巨像》的制作者上田文人最近因为《最后的守护者》的推迟而向广大玩家致歉。
上田文人在一次采访中说:“因为众多原因让广大玩家等待了这么久的时间,我非常抱歉。”
尽管上田文人承认他个人创作的工作在很久前就已经完成,但是《最后的守护者》目前已经开发了6年之久。
他说:“游戏完成的方式和时间都已经不在我控制之中。制作了《ICO》和《旺达与巨像》的成员也同我一样的计较细节。我一直都希望能迅速的制作一款游戏,我也一直都希望可以提高制作效率。”
上田文人还简单的谈论了他在2011年12月离开索尼成为自由制作人的决定。
他说:“要解释原因是很困难的,但是大致上是因为我本身对于很多事情有很多的危机感。要想解释很困难,但是有关我个人成长和我的职业生涯等。”
在被问及索尼当时的反应时,他表示:“当时的情况非常不容易。我目前不能提供细节。也许有一天在《最后的守护者》发售后可以讨论这个问题。”
我们最后一次听到有关这款游戏的消息就是在上个月。索尼当时表示这款游戏的制作人员充足,并且还在开发中。
目前还没有任何消息显示游戏的平台转换为次世代主机,但是就目前PS4已经发售的现状来看,可能性非常大。
Fumito Ueda 'terribly sorry' for The Last Guardian delay
Ueda 'terribly sorry' for The Last Guardian delay
Fumito Ueda’s output is small but very familar to Edge readers – the towering forms of Ico and Shadow of the Colossus. He’s most recently been working on The Last Guardian, though it’s now heavily-delayed.
In Edge 261, we interview him about his career, his decision to leave Sony and how art motivates him. Here are a few excerpts:
• Given your impatience, how taxing have the past eight years been on you as a creator?
Putting aside the short-term output, more than anything I feel terribly sorry that for various reasons I have kept my audience waiting for such a long time.
• How do you keep your team motivated over a production cycle of five years or more?
Maintaining motivation is all about producing something great. A hobby or alcohol might help to refresh you temporarily, but they won’t motivate creativity. Also, the original staff members on Ico and SOTC are just as fussy over details as I am. I always want to create quickly, and I always want to increase the rate of production. In the case of The Last Guardian, my creative work was mostly finished a long time ago, but the details of when, where and how it will be completed are beyond my control.
• Why did you decide to go freelance?
It’s difficult to explain, but in a nutshell it was because I felt a sense of crisis within myself about a lot of things. It’s hard to say exactly what, but in terms of my own growth and career and so on.
• What did it feel like to leave a company where you had worked for so long?
When I worked at SCE, I was on an annual contract, so it was not as much of a change as those around me might think. Recently, I’ve been working at my home office and often at SCE’s Shinagawa office in Tokyo.
• What was Sony’s reaction?
It was not easy, but I can’t go into the details just yet. It will be good to be able to discuss it along with a post-mortem of The Last Guardian someday.
• What are you working on now?
The Last Guardian and the rest is secret. Outside of games, well, just for a hobby, I’d like to try my hand at art. |
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