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Kojima Productions

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发表于 2015-12-16 06:12 PM |只看该作者 |倒序浏览
本帖最后由 kirassss 于 2015-12-16 06:40 PM 编辑

Sony Announces Partnership with Kojima on a new Franchise




   


SCE 宣布与小岛秀夫新工作室「Kojima Productions」签订协议 首款新作为 PS4 独占作品

  索尼计算机娱乐(SCE)今(16)日宣布,将与世界著名游戏设计师小岛秀夫新设立的游戏开发工作室「Kojima Productions(小岛制作)」签订协议,协议首款开发的游戏将为 PS4 独占作品。

  SCE 官方同时公布总裁兼集团执行长 Andrew House 与小岛秀夫共同拍摄的公告影片,宣告小岛秀夫自 KONAMI 独立,新工作室将沿用「小岛制作」名称,首款游戏将与 PlayStation 合作。 另外,小岛秀夫也在 Twitter 证实与 KONAMI 的契约已于 12 月 15 日结束,今后将重新出发。

  「PlayStation 一直以来都少不了创新的游戏和出色的新系列作品。 」SCE 总裁兼集团执行长 Andrew House 表示。 「而在这段历史内当然少不了小岛秀夫,因此我们非常开心他选择了让全新计划在 PlayStation 上诞生。 我们很期待和他合作带来最新的游戏作品,亦同时代表 PlayStation 的大家庭欢迎他。 」

  「在创立属于自己的独立制作室后,我将会面临新的挑战,亦很开心可以和合作多年的老朋友PlayStation 携手踏上此旅程。 」Kojima Productions 总监兼游戏设计师小岛秀夫表示。 「我已经迫不及待希望和 PlayStation 共同呈献一款定必令人爱不释手的作品。 」

Kojima Productions 官方网站

Sony Computer Entertainment Enters Into an Agreement with Kojima Productions

The First Software Title Created by the Newly Formed Kojima Productions will be Console Exclusive to PlayStation 4 System

Sony Computer Entertainment (SCE) today announced that it has signed an agreement with Kojima Productions, a newly formed studio by the acclaimed game designer Hideo Kojima, to develop its first software title as a console exclusive to the PlayStation 4 (PS4) computer entertainment system.

"PlayStation's history is one of game innovation and great new franchises," said Andrew House, President and Global CEO of Sony Computer Entertainment Inc. "Hideo Kojima has been a huge part of that history, and we are therefore delighted that he has chosen to bring his brand new project to life in partnership with PlayStation. We look forward to working with him on an exciting new game and warmly welcome him to the PlayStation family."

"I will be taking on a new challenge by establishing my own independent studio, and I am thrilled to be able to embark on this journey with PlayStation, who I have continued to work with all these past years," said Hideo Kojima, Game Designer, Kojima Productions. "I cannot wait to deliver, with PlayStation, a game that will become a compelling franchise."

SCE will continue to expand the world of PS4 to deliver entertainment experiences that are only possible on PlayStation.

Game Designer Hideo Kojima Opens New Studio: Kojima Productions

Kojima Productions announced today that it has officially opened its doors. Lead by award winning game designer, Hideo Kojima, the studio will begin focusing its efforts in developing products that will push the boundaries in innovation and ignite consumer interest worldwide.

Stay tuned for future announcements.







We are Homo Ludens (Those who play).

From the moment we enter this world, we instinctively invent ways to have "fun," and share our inventions with those around us. We are not asked to do this, nor do we need reasons to create. It is simply who we are.

We find one another and compete with one another. We laugh together and cry together all while playing together. Our experiences bind us and liberate us. To share our most valuable experiences, we create stories, invent tools, and evolve the art of play. Play has been our ally since the dawn of civilization.

"Playing" is not simply a pastime, it is the primordial basis of imagination and creation. Truth be told, Homo Ludens (Those who Play) are simultaneously Homo Faber (Those who Create).

Even if the earth were stripped of life and reduced to a barren wasteland, our imagination and desire to create would survive - beyond survival, it would provide hope that flowers may one day bloom again. Through the invention of play, our new evolution awaits.

Kojima Productions - We are Homo Ludens. We are those who play.

相关报导 - KONAMI 確認小島秀夫契約期滿已經離職 強調《潛龍諜影 5》後續支援不受影響




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发表于 2015-12-17 06:56 AM |只看该作者
Kojima Productions Q&A by Sony Computer Entertainment



Kojima Productions Q&A

Q1. I heard that SCE has signed an agreement with Kojima Productions, a studio newly formed by Hideo Kojima. What are the specifics of the agreement?

Kojima Productions has agreed to develop its first software title as a console exclusive to PS4. We do not disclose further details.

Q2. When was the agreement signed?

We have announced immediately after the contract was signed, Wednesday, Dec 16, 2015.

Q3. Does this mean Kojima Productions now belongs under SCE WWS?

No, it is an independent studio.

Q4. Is SCE making an investment in Kojima Productions? What is the total cost of the agreement? Is it incorporated in the G&NS forecast? How much impact will this have to Sony’s overall operating performance?

SCE is not investing in Kojima Productions. Cost of the contract is undisclosed. Cost is already incorporated. Impact is minimal.

Q5. Why is Kojima Productions bringing their very first software to PS4 as a console exclusive? How did it come about?

Kojima is an extremely creative and passionate game designer who has made countless contributions to PlayStation and the gaming industry. By having Kojima develop his first independent title to PS4, we believe that we can deliver completely new gaming experiences made possibly only by Kojima, to gaming fans worldwide. We are not disclosing further details on how this agreement was realized.

Q6. What other platforms will Kojima’s first independent title be available on, besides PS4?

The title is planned to become available on PC (after PS4).

Q7. How long is the exclusivity?

We are not disclosing details.

Q8. Will Kojima’s second title (and beyond) not be PlayStation console exclusives?

We announced an agreement regarding Kojima’s first title, and SCE cannot comment on titles beyond that.

Q9. Does this have anything to do with Hideo Kojima not attending the PS Award on Dec 3?

Who will attend the PS Award ceremony is decided by the publisher and SCE cannot comment on anything further.

Q10. Will your relationship with Konami Digital Entertainment Co., Ltd. be affected by this agreement?

Konami Digital Entertainment Co., Ltd. will remain one of SCE’s most important publishers, and our relationship with them will not change.

In regards to the first title of Kojima Productions

Q11. What will the first title be about?

It will be something completely new. We have nothing further to announce at this point in time.

Q12. Will the title have something to do with the METAL GEAR series?

No. It will be something completely new. “METAL GEAR” is a title from Konami Digital Entertainment Co., Ltd.

Q13. Will the title have something to do with the cancelled Silent Hills sequel?

No. It will be something completely new. “Silent Hill” is a title from Konami Digital Entertainment Co., Ltd.

Q14. Are there any possibilities for the title to support PS VR?

We have nothing to announce at this point in time. We will announce further details of the title when ready.

Q15. Are there any possibilities for the title to become available on PS Vita?

We have nothing to announce at this point in time. We will announce further details of the title when ready.

Q16. When will the title become available? Will it be available worldwide?

We have nothing to announce at this point in time. We will announce further details of the title when ready.

Q17. Will SCE WWS and Kojima Productions develop the first title together?

The software title will be developed by Kojima Productions, but SCE will provide support as necessary.

Q18. Which company will publish the first title?

SCE will be the publisher.

Q19. Will the title’s copyright belong to SCE?

We have nothing to announce at this point in time. We will announce further details when ready.

Q20. Will all future titles developed by Kojima Productions be released on PS4?

We announced an agreement regarding Kojima’s first title, and SCE cannot comment on titles beyond that.

Q21. Will Kojima Productions develop titles for other platforms while working on the PS4 console exclusive title?

We announced an agreement regarding Kojima’s first title, and SCE cannot comment on titles beyond that.

Q22. Are there any possibilities for the title to be released on the next generation platform?

Kojima Productions has agreed to bring their very first software to PS4 as a console exclusive. We do not disclose further details.

Regarding Kojima Productions

Q23. How many staff?

Details are not disclosed.

Q24. Is the studio headquartered in Japan? What is the address?

Yes, headquarter is in Japan. Address is not disclosed

Q25. Can you tell me further details of Kojima Productions?

Please contact Kojima Productions for further details.

Contact: PR@kojimaproductions.jp


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发表于 2015-12-17 06:03 PM |只看该作者
本帖最后由 kirassss 于 2015-12-17 07:17 PM 编辑



Hideo Kojima talks new studio, Sony partnership

   


On the New Studio

Hideo Kojima, founder: “For the new start, we’re just starting right now with this new studio. First we have to find an office, put together the manpower. I’m thinking of looking for offices here in Tokyo. Something not-too-big, I’m thinking smaller-scale, not too many people, and focusing on game creation at first.

“So the concept for this new studio would be creating things with good quality, and keeping the quality we’ve had so far, or even pushing it higher, while doing big things that so far we couldn’t do. We’ll have more agility, we’ll be able to do things that are more edgy, preserving the quality we’ve had so far, while at the same time finding new challenges and exploring new areas.

“When it comes to the things we want to do, of course it will be on creating new franchises and new IP. That will be the initial focus.

“As far as how big I want it to be, I don’t want it to be too big. I want to focus on the agility of the studio, how efficiently we are able to do things. For the first time, I want to focus on one game, on one thing. And after that, if we can do it, maybe we’ll start to do more things. But for the time being, we’re focusing on one thing.”

Yoji Shinkawa, art director: “I’ll be in charge of creating the concept for the characters, concepts for the backgrounds, concepts for the mechs, their designs. Once that’s done, I’ll also overlook the whole art process. In that regard, it won’t change that much. I hope I can do my best the way I’ve been doing so far.

“One thing that’s different is I want to accept more challenges and do things as I wasn’t able to do before. I want to expand, on a personal level, the things I can do. We’ve been working on a franchise that is beloved and has recognizable characters. One of my big goals is, visually, as well as whatever characters we create, go beyond that, are more recognizable, are more beloved. That’s definitely one of the goals I have when it comes to the art side.

“We’ve been working on a franchise that is beloved and has recognizable characters. One of my big goals is, visually, with whatever characters we create, to go beyond that, to be more recognizable, more beloved. That’s definitely one of the goals I have when it comes to the art side.”

On the New Logo

Kojima: “I’ve always loved astronauts, and [the new Kojima Productions logo] is designed so it can be seen as a medieval knight or an astronaut’s helmet. The concept is, with new technology and a pioneer spirit, we want to bring you to a new realm – within the digital world, I mean – we want to travel together with you to a new realm to which no one has gone before.

“As for the skeleton, we’re homo sapiens – people of wisdom – but we’re also homo ludens – people who play – and the concept behind this logo is that: With new technology and a pioneer spirit, we’ll deliver play to a new world.”

On the Sony Partnership

Kojima: “With Sony PlayStation, they make their content globally. It’s thanks to Sony that I was able to make a splash in the global market. It’s been 10-plus years since then and the working relationship at Sony, the people at Sony, we gel well. People at Sony have been friendly with me, I work well with them. I got several offers from many different companies, but with Sony it came to a point where I know these people, we know each other well. I feel like this is an environment where I will be able to make something and be comfortable. And I believe that is the environment I need right now.

“We know each other, we understand each other, and based on this relationship, I think it’s a good point to create a new IP. That’s the reason I chose to work with Sony on this project.

“I want to create something that’s what people expect, but at the same time will have something new that people haven’t seen before. It will be a complete game.”

On the Game Engine

Kojima: “We could go either way. Whether it’s using an existing engine or making another engine. We’ll have to do some research before making a decision on that one.”

On the Japanese Market

Kojima: “I make games in Japan for a global market. As long as there’s a market out there in the world for making games, I’m not too focused on what’s happening in the domestic market in Japan.

“However, because I make games for all the world, I want to make games that go to a global market. If there are very fun games are out there, I believe they will eventually find their way to Japan. People in Japan will start consuming them.”

On Working with Guillermo del Toro

Kojima: “Mr. Del Toro is a talented person and a very good friend of mine. Every now and then we talk about working together in the future, but I cannot make that guarantee here. But I definitely want to work with him in the future. I have no idea what I’ll be working on with him, if it’ll be a game, a movie, anime, but someday I definitely want to create something with him.”

On Looking Ahead

Shinkawa: “I’m getting the opportunity to create a new game again with Mr. Kojima. I’m really excited for this. One thing that happened through this period, the voice of the fans, the people who expected a lot, they gave me courage. They made me feel really well. I felt really gratified having worked so hard in creating games and doing the art I create. I want to correspond to the fans, to get back to them, and I think working again with Mr. Kojima is a great way to do this.”

Kojima: “I’ve been in this industry for 30 years. I turned 52 this year. I’m getting to a new start, and I am very confident. I’ll keep creating games until the day I die. Rest assured I’m making more games, something more fun, something you haven’t seen, and it would be great if I could count on the fans to support me in this.”

超过十年的合作 小岛秀夫解释为什么选择SCE

  小岛秀夫离开KONAMI之后,选择的合作伙伴是索尼。在IGN进行的采访中,小岛解释这是因为他与SCE有着超过十年的良好合作关系。

  小岛说:“我认为这是一个能让我制作一些东西,感到舒服的环境。我相信这是我现在需要的。”

  在和KONAMI分手之后,小岛收到了大量海外公司的邀约,但最终小岛还是选择了帮助他获得全球性成功的合作伙伴。小岛表示“感谢索尼让我能在全球市场做出一些成绩。我和索尼合作超过十年了,我和索尼的人相处得很好。我收到了许多不同公司的Offer,但选择索尼是因为我了解索尼的人,他们也了解我。”

  “和海外厂商发展关系是件有趣的事情,但(和索尼)已经超过10年了,这里有很多故事。我们信赖彼此,所以我选择和索尼一起进行第一个项目。”

  小岛一直主张游戏多平台,所以基本上可以确定小岛工作室未来的项目不会是平台独占的。小岛说“无论如何,所有的最终都会是跨平台。”

谈新工作室的未来 小岛秀夫IGN视频访谈概要

  小岛秀夫离开KONAMI之后,在IGN的视频访谈中解释了选择和索尼合作的原因,并透露了新项目以及新工作室的一些情况。目前,小岛的老搭档画师新川洋司和合金装备系列的制作人今泉健一郎加入了新工作室。这两人在合金装备系列中都扮演着重要的角色。小岛在采访中对KONAMI,《合金装备:幻痛》以及《合金装备》系列的未来没有发表意见。

  关于小岛工作室新的PS游戏,小岛没有给出任何细节,而是谈到了一些初期的观点和目标。“我希望创造一些人们期望的东西,同时会有一些人们之前没有见过的,这是一个完整的游戏。”小岛表示第一个项目规模会小一些,人数不会太多,他们会专注于游戏创作本身。

  小岛也表示工作室有可能涉足游戏以外的领域。“(工作室的)重点是数字内容,所以我们会考虑电影,动画,很多事情。但首先我认为人们期待我的游戏。所以我会把这个当成我的重点。当我们推出了游戏IP,质量足够好满足了人们,之后我们会考虑电影和视频。”

  新工作室的目标是继续保持作品的高质量。“我们会有更多的灵活性,我们可以做一些更先锋的事情,保持过去的质量,同时做一些新的挑战,探索一些新领域。”

  新川洋司在这里表示他将负责小岛工作室的美术环节。包括角色,背景设计,机械设计以及更多。“不同的是我想接受更多的挑战,做一些过去没有做到的事情。我想拓展个人的水平,能做到的事情。”

  目前新工作室还没有决定使用什么引擎。过去在KONAMI,小岛工作室花费多年制作了Fox Engine,新的工作室还在分析讨论该用什么引擎框架。“我们可以选择使用现有的引擎,或者开发一个新的。在做决定之前我们需要做一些调查研究。”

  小岛表示“我是在日本为全球市场开发游戏,我不会过分在意日本国内市场发生的状态。因为我开发游戏是面向全世界的,我想游戏能面向全球市场。如果有有趣的游戏出来,我相信它们会找到在日本发展的门路,日本玩家会接受它们。”

  最后小岛秀夫和新川洋司表示感谢粉丝们这段期间对他们的支持。小岛表示这是自己的一个新开始,有生之年,他会继续为大家带来更多,更有趣,前所未见的游戏。


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发表于 2015-12-17 06:40 PM |只看该作者
新生「小岛制作」官方形象商店今日开张 预定 12 月 21 日开放预购

  昨(16)刚宣布成立的小岛秀夫新工作室「小岛制作(Kojima Productions)」,今(17)日随即在官方网站上发表官方形象商店开张的消息,将自 12 月 21 日起开放官方形象商品的预购。

  新生的「小岛制作」是《潜龙谍影》之父小岛秀夫自 KONAMI 离职后单飞成立的新游戏制作工作室,沿用当年在 KONAMI 体制下设立的开发团队「小岛制作」之名,网罗包括新川洋司在内的原团队关键成员,预定与索尼计算机娱乐(SCE)合作,首款新作将由 PS4 独占游乐器版本。



  本次开张的小岛制作官方形象商店,将提供以全新设计的工作室商标为题材的形象商品,目前已知包括T恤、不锈钢保温杯、贴纸等,预定 12 月 21 日开放预购,目前已开放会员预先登录。


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发表于 2015-12-23 07:02 PM |只看该作者
小岛组全新LOGO完全体竟然真是一个宇宙骑士

  小岛秀夫与Konami解约后便成立了全新的工作室,而他的御用美术新川洋司为工作室设计的logo也让很多人觉得“还是熟悉的小岛味儿”。关于工作室的新logo小岛坦承意思是“宇宙人和骑士”的结合,希望能够继续推动技术的发展。不过近日小岛秀夫本人在推特上公布了一张由新川洋司手绘的工作室logo另一版本的图片的一部分。

  正如小岛所说,这张图片是由logo衍生出的“宇宙骑士”的头部,而剩下的身体部分小岛应该会在以后公开吧。之后工作室的今泉健一郎则表示“这个设计图很有可能出手办哦!”。

  目前来看,如果出手办或者雕像的话,这个设计图确实非常有味道,让我们期待相关事件的后续内容吧。

CW2jOcmW4AA6dB-.png

CW2jOeNW4AA9US9.png


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发表于 2016-1-6 07:20 AM |只看该作者
本帖最后由 kirassss 于 2016-1-6 06:38 PM 编辑

Hideo Kojima to be inducted into DICE Hall of Fame, del Toro will present award
小岛秀夫被选入AIAS名人堂 成为其中第21位成员


  非盈利性组织艺术与科学互动学院(AIAS)宣布,知名游戏制作人小岛秀夫入选AIAS名人堂,成为其中第21名成员。

  作为当今世界上最负盛名的游戏制作人之一,小岛秀夫创造了《合金装备》系列等有趣的游戏。在2015年他与旧东家Konami解除合约,成立了自己的新工作室。他也是当今业界人气最高的制作人之一,这些都是AIAS令他入选名人堂的理由。各位对他入选名人堂感想如何?欢迎在下方评论区参与讨论。

  小岛秀夫将在当地时间2016年2月18日举行的第19届D.I.C.E.颁奖礼上接受这一殊荣,颁奖嘉宾也是他的好友——吉尔莫·德尔·托罗,他们之前也曾在《P.T.》的开发中有过合作。

  AIAS成立于1996年,旨在发展互动艺术,现在该组织已经有超过两万名会员。该组织每年会举办D.I.C.E.峰会(Disign,Innovate,Communicate ,Entertain )来表彰过去一年中值得铭记的游戏、发行商、制作人等。他们的名人堂则用以表彰对互动艺术做出特殊贡献的从业者,入选名人堂的人物包括Rockstar总裁Leslie Benzies、前Bioware Austin工作室负责人Greg Zeschuk等。



Hideo Kojima Inducted into the AIAS Hall of Fame at the 19th D.I.C.E. Awards Ceremony

The Academy of Interactive Arts and Sciences is thrilled to induct Hideo Kojima, world-renowned game creator and auteur, as the 21st member to its Hall of Fame. Kojima is recognized for the best-selling Metal Gear series, widely considered the father of the stealth game genre, and credited with innovating story-telling and cinematic presentation in video games at large. The Metal Gear Solid series has received numerous D.I.C.E. Awards nominations throughout the years.

The 2015 Hall of Fame Award will be presented to Kojima during the 19th D.I.C.E. Awards ceremony on Thursday, February 18, 2016, at the Mandalay Convention Center in Las Vegas by film director, screenwriter, producer and novelist Guillermo del Toro.

“Hideo Kojima’s career-defining works have shaped much of how the video game industry approaches cinematic storytelling and player engagement,” said Martin Rae, president, Academy of Interactive Arts and Sciences. “As one of the most well-loved and well-respected designers of our time, it is a great honor for the Academy to induct him into our Hall of Fame. Hideo is a game creator whose eyes have always looked towards the future, and we look forward to his thoughts on the D.I.C.E. Summit stage.”

Kojima began his career in videogames in 1986 as a designer and planner for Konami’s MSX home computer division. He set the trend for stealth action games with Metal Gear and pushed the boundaries of video game storytelling, cinematic cut scenes, and mature content with Snatcher. In 1990, Kojima was involved in Metal Gear 2: Solid Snake, which gave the player more abilities, such as crouching, crawling, distracting guards, and using radar –all further developing the stealth game genre. With the release of Metal Gear Solid for the PlayStation in 1998, Kojima became a video game living legend internationally. The game was the first in the series to port a cinematic feel through 3D graphics and voice acting.

Kojima went on to create several sequels that continue to amaze players today, including: Metal Gear Solid 2: Sons of Liberty; the 2004 remake for the Game Cube, Metal Gear Solid: The Twin Snakes; Metal Gear Solid 3: Snake Eater for the Playstation 2; then Metal Gear Solid 4: Guns of the Patriots. He also served as producer for Metal Gear Solid: Rising, and as a writer, director and producer of Metal Gear Solid: Peace Walker. At the 2013 Game Developers Conference, Kojima announced that Metal Gear Solid V: The Phantom Pain would be his final Metal Gear work.

Among the numerous career accolades, in 2002 Kojima was chosen as one of Newsweek magazine’s ten most influential people in its special “Who’s Next” cover story, and received the “Lifetime Achievement Award” at the “Game Developers Choice Awards” in 2009. In April 2011, he became Vice President of Konami Digital Entertainment, and unveiled an innovative gaming technology, “transfarring,” which allowed gamers to transfer their gaming data from the PS3 to PSP and, therefore, letting gamers bring their game anywhere.

The AIAS Hall of Fame honor is bestowed on game creators who have been instrumental in the development of highly influential games and moving a particular genre forward. These individuals demonstrate the highest level of creativity and innovation, resulting in significant product influence on a scale that expands the scope of the industry. Past AIAS Hall of Fame recipients include: Leslie Benzies (2014), Dan and Sam Houser (2014), Tim Sweeney (2012), Dr. Greg Zeschuk (2011), and Dr. Ray Muzyka (2011). Additional Hall of Fame honorees can be found at interactive.org/special_awards.

Tickets to the 2016 D.I.C.E. Summit and 19th Annual D.I.C.E. Awards can be purchased at dicesummit.org.


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发表于 2016-1-22 07:18 AM |只看该作者
本帖最后由 kirassss 于 2016-1-22 07:18 PM 编辑

Hideo Kojima teases new 'HideoTube' program
小岛秀夫主播 新节目Hideo Tube制作中


  之前小岛秀夫主持的Kojima Station在Youtube上人气颇高,但受他离职的影响,这档节目在2015年3月停播。随着小岛秀夫新职业生涯的开始,他也将在Youtube上开办新的频道——“Hideo Tube”。

  根据小岛本人以及他的秘书在推特上发的图来看,现在这档节目的第一期已经在录制中,相信不久后就会与我们见面,也许在他的环球之旅结束后我们就能听到他对于新技术的看法了。






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发表于 2016-2-24 07:05 PM |只看该作者
Kojima Production 新作品会是开放世界题材

  如今已是自由之身的小岛秀夫一直在为自己的新作做淮备工作,不停地四处奔波取经。近日,小岛秀夫在表示这款未知的新作将会是开放世界(Open World)并且有著惊人剧情的3A大作,但期待《P.T.》之类恐怖游戏的玩家要失望了。

  而除了期待新作的到来,相信大家一定也非常怀念中途夭折的《新寂静岭》。2014年本作的试玩Demo《P.T.》横空出世时,便在业界引起了巨大的反响,甚至还带动了一批新类型的恐怖游戏热潮。而如今小岛秀夫已经离开KONAMI ,自然《新寂静岭》也与他无关了。不过玩家们倒是开始期待小岛能够按照《新寂静岭》原计划的思路开发一款相同类型的恐怖游戏。

  而近日,小岛秀夫在接受外媒采访时就对这一想法做出了回应:不会再开发类似《新寂静岭》和《P.T.》的恐怖游戏。

  小岛秀夫表示,虽然他对恐怖游戏非常感兴趣,但不会再走从前的老路了。《P.T.》是一个实验性的游戏作品,目的是探索《新寂静岭》的开发方向。然而这并不代表之后继续延续这个恐怖游戏类型,小岛想要的是更多的探索和真正的恐怖游戏交互性的进步,而不是墨守成规。所以类似之前的恐怖游戏类型不会再出现在小岛的开发计划当中。

“《P.T.》之后出现了许多同类型的游戏,就我个人而言,我不想在同样的道路再走一遍,我更愿意采用新的方法和角度来开发新作品。”小岛说。

  当被问及与KONAMI之间的恩怨时,小岛表示不想对此事发表评论。不过他说:“我不想回头,只想继续向前走。”


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发表于 2016-4-6 07:17 PM |只看该作者
小岛秀夫获Develop传奇开发奖 典礼7月举行



小岛秀夫(Hideo Kojima)已确定将会在今年7月13日举办的Develop行业杰出奖颁奖典礼上获得传奇开发奖。

  小岛秀夫(Hideo Kojima)已确定将会在今年7月13日举办的Develop行业杰出奖颁奖典礼上获得“传奇开发奖”。

  这个奖项是对小岛秀夫数十年来在游戏设计领域所取得的成就进行的褒奖,除了代表作《合金装备》(Metal Gear Solid)系列之外,小岛秀夫所创造的游戏作品还包括有《终极地带》(Zone of the Enders)、《我们的太阳》(Boktai)以及早年作品《掠夺者》(Snatcher)与《宇宙骑警》(Policenauts)。

  小岛秀夫在1986年加入日本游戏发行公司科乐美,当时正好是《合金装备》系列初代作品发布的前一年,自那之后,小岛秀夫在这家公司服务了接近30年的时间。虽然他曾参与开发了无数的作品,但却是索利德·斯内克(Solid Snake,《合金装备》中的角色)的冒险故事,以及1998年版的《合金装备》作品极具创造性的表现才让整个世界真正认识了小岛秀夫这个名字。

  去年,由于意见不合,小岛秀夫与科乐美分道扬镳,这也导致了小岛秀夫这个名字没有出现在《合金装备5:幻痛》(Metal Gear Solid V: The Phantom Pain)这部作品的宣传材料中,小岛制作工作室(Kojima Productions)也就此解散。

  12月,小岛秀夫重新现身,再次成立独立的小岛制作工作室,在与索尼公司达成新的合作之后,现在的小岛秀夫正在为PS4开发一款独占游戏。

  在2016年7月13日的颁奖典礼上,小岛秀夫将会亲自到场领奖,而为他颁奖的则是同样获得了传奇开发奖并且也是他老友的马克·塞尔尼(曾参与制作了《索尼克2》、《古惑狼》等游戏)。

  除了小岛秀夫和马克·塞尔尼之外,此前获得过传奇开发奖的业界名人还包括有斯坦伯兄弟蒂姆与克里斯(Tim and Chris Stamper)、蒂姆·斯威尼(Tim Sweeney)、马克·雷恩(Mark Rein)、戴维·佩里(David Perry)、彼得·莫利纽克斯(Peter Molyneux)、戴维·布拉本(David Braben)、查尔斯·塞西尔(Charles Cecil)、菲尔·哈里森(Phil Harrison)以及伊恩·利文斯通(Ian Livingstone)等。

  领奖之余,小岛秀夫当天还会在Develop的布莱顿会议上发表主题演讲,并与马克·塞尔尼进行一场长约一小时的名人对谈。


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发表于 2016-5-12 07:00 PM |只看该作者
专访小岛秀夫与新川洋司 新游戏内容依旧神秘(1)

马不停蹄开始新事业
  ——能与小岛和新川先生谈话真是久违了。首先我想了解一下小岛工作室成立的话题。小岛先生从KONAMI离职是在去年的12月15号对吧?

  小岛:是的,然后12月16号我就成立了小岛工作室,至今已经四个月了(注:采访是在4月上旬进行的)。

  ——离职后就马不停蹄开始了新事业。没想过休息一阵么?

  小岛:虽然想休息,但客观条件不允许。放纵一段时间的话会使生活节奏变得混乱,玩家们也不会允许。“希望快点玩到下一款游戏”,全世界很多玩家都这么说。人才募集、整顿基础设施、确立企划、实验……有很多事要做,需要1年左右的准备期。

  ——确实如此,我也经常有“必需赶快开工”这种紧迫感(笑)。

  小岛:之后我们就开始制作小岛工作室官网、募集人才。这个时候,“新酱(新川洋司)”来了,就坐我旁边。
  新川:准确说是坐在旁边娇喘(笑)。

  ——唉?这是怎么个情况?

  小岛:一直以来,虽然我们长期合作,但新酱都坐在离我有些距离的地方办公,我还真不知道新酱是那种在工作中会不停大口喘息的人(笑)。
  新川:我在画画的时候经常叹气,然后在画完的瞬间有一个倾泻式的叹息。
  小岛:就像是哀叹一样的声音,“啊——”的一声(笑)。

  ——(笑)原来如此。小岛工作室的LOGO是新川先生画的么?

  新川:是的。基于小岛给出的概念,把我们在官网上的信息视觉化,根据这两点,画出了现有的LOGO。

  ——LOGO相关的周边商品也开始贩卖了,没想到还能商品化,吓了一跳。

  小岛:制作周边出于两个考虑。第一,我觉得能以此募集开发经费,所以就做了,可基本上是亏本的……我没想到会有来自全球那么多偏远地区的订单,比如南美,发货邮费相当贵,所以基本是赤字销售(笑)。另一方面,一个新工作室刚刚成立,不拿出点产品来说不过去,可新作完成还有一段时间,需要其他商品过渡一下。

  ——这个LOGO里好像还有很深刻的含义。

  小岛:虽然还不能公布详情,但这个LOGO里还有些隐藏的秘密,而且是设计了全身像的。全身非常帅,我们还计划做成手办。

  ——真想快点见到啊!

  小岛:全身真的很帅,我们也在琢磨,手办乃至动画,到底交给谁做才好呢(笑)。

1.jpg

与SIE合作的理由

  ——工作室刚成立,就宣布与SIE(索尼互动娱乐)合作,第一作由PS4独占,整了个大新闻。那么除了SIE,有其他企业表达过合作意向么?

  小岛:来了很多哟,世界范围内都有。

  ——我也听过很多人说“真想和小岛先生聊聊”。

  小岛:我和几家海外大厂聊过,很多有意合作的资方都表示会给充足的预算,还有版权归我方这种提案。但是他们提出的制作体制都是好莱坞式的,必须要做阶段性的汇报,资方优先,我们在制作流程中没有那么强的掌控能力。所以我在谈合作之前,总是要先跟投资人说明,我是什么样的人、我们想做什么样的游戏、怎么做。

  ——比如定期提交概念图之类的?

  小岛:没错,我不喜欢这种做法。当初电影导演佐杜洛夫斯基想拍《现实的舞蹈》,制片人连剧本都没看就拍板通过了;后来他拍《沙丘》的时候,同样不想跟资方解释具体内容,只叫他们掏钱,结果企划被砍了

——虽然一般也不该说得那么绝吧(笑),但是佐杜洛夫斯基确实靠这种制作体制做出了好作品。我一直在朝这种方向努力,想做出不论什么人看了都能认可的佳作。希望资方能信赖我们的大方向和构思,至于细节和流程,我不希望他们插手太多,基于这种理念选择了SIE,多年来我和SIE构建了十分深厚的信赖关系。

  ——小岛先生负责游戏制作、新川先生负责美术,那SIE有派来类似“制作人”的角色么?

  小岛:没有,但有专人处理合作适宜,负责沟通。SIE给了我们相当大的自主性,合作过程真的相当轻松愉快。

  ——真是再理想不过的开发环境!

  小岛:是的。

2.jpg

将坚持“少而精”的体制

  ——现在应该还处在开发前期,什么时候可以完成有预期么?

  小岛:究竟什么时候呢……项目还在探索阶段,之前造访了几家引擎厂商,学习了各种各样的技术,企划内容是确立了,我们也做了一些小规模的实验。

 ——为此还走遍了全世界。

  小岛:这主要是为了探索和学习目前世界范围内最尖端的技术,当然还掺杂点个人的目的,想去拜访一些国际上的朋友。

  ——也有寻找一起做游戏的潜在合作对象这种目的吧?毕竟,既然决定要大干一场,肯定不会所有内容都是自己做,应该会有外包?

  小岛:但是游戏的核心内容肯定都是我们自制的。以前为了追求开发效率,采用过巨大团队开发的体制,实际效果有好有坏吧。好处是效率确实提高了,坏处是团队过大就要采用标准化、流水线化的工作模式,这简直烦死人了。对我来说,即便扩招,我也不希望团队规模超过100人——当然,动作捕捉之类的技术我们会外包给别人做。

  ——这个规模今天想做一款AAA游戏有点辛苦吧?

  小岛:海外也有不少AAA团队只有100~120人,我觉得这个规模足够了。

  ——原来如此,那么招聘工作进展如何?

  小岛:现在还在通过官网持续募集人才,应聘者非常多,而且有很多是海外开发者。不过尴尬的是我们工作室是开在东京的,不少应聘者以为在美国。

  ——来应聘的主要是什么样的人?有毫无经验的“萌新”么?

  小岛:我倒是觉得来点新手也不错。虽然新人难免会有些困惑,但我觉得只要你有想做的东西,大胆去做就好了。想拍电影就拿摄像机去拍,想做游戏就去做,创作其实就这么回事。没用过开发工具也没关系,模型设计和音效设计即便是其他行业出身的人也能胜任。小岛工作室现在是一间独立工作室,某种意义上说,各种不自由里面其实蕴含着自由,我们鼓励员工自由发挥创意。

新作易于上手又有深度
  ——我们来聊聊新企划吧,内容已经确定了吗?

  小岛:确定了,是很不得了的游戏。

  ——我觉得小岛先生至今为止做的游戏都挺不得了的(笑)。具体是什么样的游戏?

  小岛:怎么说呢,剧情、角色、游戏系统全部是作为一个整体去考虑的,加入和很多创新,做了许多实验——很多事情只凭在脑中空想永远不会明白,必需做实验。角色部分,草图新酱已经画完了。引擎也还没确定,目前也在做各种实验,看看哪款引擎更适合我们的游戏。

  ——具体是什么实验?

  小岛:总之就是各种实验,就不方便多说了。

  ——还真是铁壁一道,什么料都没套出来(笑)。游戏肯定是开放世界吧?
  小岛:啊嘞?迄今为止我提过开放世界的话题吗?

  ——没有,单纯是我猜的,不过看您的反应应该是吧(笑)?
  小岛:真狡猾(笑)。我可没说过是开放世界啊,不过喜欢当下AAA游戏的玩家——比如《全境封锁》和《神秘海域》——应该会喜欢我们的新游戏,虽然世界观完全不同。

  ——我们还是想知道些具体内容啊。
  小岛:比如说啊,现在很多游戏都有载具,玩家是驾驶员。载具种类五花八门,但基本构造和操作方法只要开过其中一种,基本就都明白了。在我们的游戏里,载具同样没有什么说明,玩家看看就能明白怎么开,但只要体验30分钟,你就会有一种完全与众不同的体验,让你惊叹“我X这啥?!”
  ——到底是什么不同?好在意!

  小岛:那就不能说了(笑)。总之,虽然我已经做过很多游戏,但在本作里还是尝试加入了很多新东西,相信正式公布的时候就能让玩家感到惊奇,在实际游戏体验中更是如此。

  ——看来做法和游戏都与以往完全不同啊,那有没有来自SIE的指示,比如“我们希望你做这种游戏”?
  小岛:没有,SIE从没说过这种话。

  ——看来真是小岛先生想做什么都可以啊。

  小岛:是的,所以为了不背叛这种信任,我的目标不仅仅是做好一款游戏,而是要把它做成一个IP作为“回礼”。为了实现这一点,我在考虑是不是找索尼的人把它做成电影,甚至一些其他形式的展开。

3.jpg

想做VR但目前只能专注一款产品

  ——目前工作室还有其他项目吗?
  小岛:目前就只有一款游戏。我还有写书和影评之类的工作,这些都还想继续做下去呢。

  ——我个人很想看小岛先生做VR游戏。

  小岛:VR方面,我确实有想做的东西,但是现在人手不够,我认为VR掌握了未来游戏发展的钥匙。我童年就很喜欢看SF题材的作品,总想着什么时候这些设备的价格能像车一样亲民,得到大范围普及。看看现在技术的发展,让我觉得可能再过5年,我小时候梦想的东西就要实现了。
  新川:我对VR也有兴趣。
  小岛:体验VR DEMO的时候,新酱可兴奋了。
  新川:虽然只是个射击游戏,最初也只是随便玩玩,不过玩着玩着身体就跟着动起来了,后来忍不住又玩了一次。
  小岛:而且折腾得非常厉害呢。
  新川:那是非常新奇的体验,让我找回了童年玩FC的感觉。

  ——我也有同感,没试过的玩家可能体会不到,那种看到新世界的感觉。
  小岛:现在VR平台的内容,大多是一些小游戏,如果这时候有团队能做出一款让人惊艳的产品,绝对能把握住胜机。至于我们究竟要不要现在加入VR“战团”还要研究一下,但只要决定做了,就要投入时间做真正优秀的内容。

  ——我个人确实有点等不及了呀,小岛先生有想做的内容,现在却不能做。
  小岛:就现状来说,一个独立工作室做VR游戏不算很难,引擎也有现成的,但要做到足以商品化的程度也不是件容易的事,还是需要各种各样的人来跟我一起做。

4.jpg

永不后退 迈向新境界

  ——通过这次采访我们明白了,小岛先生做出了预想以上的大胆企划。

  小岛:故事整体框架已经很不错了。
  新川:大家对究竟什么样肯定很好奇吧?

  ——新工作室成立才4个月,我还以为远不到能开工做游戏的地步呢。

  小岛:新公司是12月16号成立的,企划18号就有了。我想做的东西仍然像山一样多,点子在脑海里挥之不去,所以能信手拈来。但是还要思考玩家期望什么、怎样在世界范围内获得认可,这种考虑和选择是很难的。说到这地步,我想做什么样的游戏你有眉目了吗?

  ——嗯……打枪游戏?

  小岛:打枪嘛……可能不是枪哦。

  ——哦?那游戏是什么类型的?

  小岛:要说的话,算动作游戏吧。不论引擎怎么变,都会有很好的动作体验。

  ——小岛先生一直致力于制作动作游戏啊,那有什么鱼迄今为止的作品都不同的元素?

  小岛:以《合金装备》来说,游戏的核心是“潜行”,而本作的核心是在“潜行”主题下没有出现的东西。
  新川:概念用语言有点难以表达,请玩家在实际游戏中感受。
  小岛:现在年青一代的开发者有时可能会觉得“这款游戏的这个系统不错,我拿来用吧”,我想做出点市面没有的东西

  ——小岛先生这次又想开辟一条游戏的新道路啊。
  小岛:趁着还能做吧,我今年都53了(笑)。

  ——那还很年轻呢(笑)。
  小岛:这次做游戏的心态与做初代《合金装备》的时候很像,不知道我的想法能不能被玩家接受,既有点不安,又很享受这种感觉。虽然不知道正式发表是什么时候,但是请玩家保持期待!


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