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本帖最后由 kirassss 于 2014-2-19 06:09 PM 编辑
《生化奇兵》工作室宣布解散 重组小规模团队
本世代《生化奇兵》的横空出世造就了一个经典系列,直至去年的《生化奇兵:无限》还在各大游戏评奖中有活跃的表现,但是对于这个正在蓬勃发展的系列来说,近日迎来了一则不好的消息。《生化奇兵》与《生化奇兵:无限》开发团队Irrational Games日前在其官网上正式宣布解散。
Irrational Games的联合创始人Ken Levine在官网上正式公布了这一则消息,目前大部分员工都已经被解雇,而剩下的员工数则只有15人。Ken Levine将带领这15人回归其母公司Take-Two,并且组建一个全新的小团队与玩家们保持一个更加扁平化、更直接的关系。而《生化奇兵》系列今后作品的开发将交由2K负责。
“在许多方面来讲,这将是回归我们的原点,我们更小的制作团队可以开发面向核心玩家的下载游戏。”Ken Levine在官网上解释了他们下一步的动向。而有关其他的工作人员,Ken Levine也说道:“我们没有用一个很好的方式来裁员,而我们首先要关心的是确保可以给那些离开的员工尽可能多的支持,我们可以给他们一段过度的时期。除了财政支持之外,他们还可以到工作室整理好自己的投资资料。”
“Take Two旗下其他的工作室会讨论目前公司内部的机遇,之后我们会举办招聘。毕竟,人们会相信《生化奇兵》这个金子招牌。如果顺利的话,我们会建立半数于《生化奇兵》那样令人难忘的记忆。”
Studio Irrational Games is Shutting Down
A Message From Ken Levine
When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.
We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.
Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: What’s next?
Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience.
I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.
Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*
What’s next?
In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.
When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supported BioShock in the first place.
Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable as BioShock.
- Ken Levine from http://www.irrationalgames.com/ |
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