“你以为游戏好做呐,不好做啊!”
Uncharted 4 showed up and it was like, I guess there's a difference between doing something for yourself which feels passionate--and I had my own theories that I was trying to expand upon between Uncharted 1, 2, and The Last of Us--and then Uncharted 4 became more like, 'How do I do this for the team and for the company?' (制作)《神秘海域4:盗贼末路》的时候,我觉得在自己想做的事情和(被要求负责)这个游戏上还是有区别的。自己想做的事情会让人充满激情,而且我在做《神海1》、《神海2》和《最后生还者》时是有自己想要施展的一套理论的。而在做《神海4》的时候就变成了,“我该怎么为我们组和顽皮狗做(这款游戏)?”
We needed to get the game out the door, and we needed it to be something good, so that it didn't put a mark on the Naughty Dog name. I felt like, I guess in hindsight I took on that role more for the team than for me personally... Two years to create that beast, that then became the hardest project (I had worked on). 我们需要把这款游戏(《神海4》)做出名堂,我们也需要把它做出花儿来,这样这款游戏才不会给顽皮狗的名声抹黑。事后我想了想,做这款游戏时我扮演的角色更多是为了整个组而不是我个人……所以花费两年时间做出这头“怪兽”,成为了(我制作生涯中)最难的一个项目。
It had nothing to do with Naughty Dog, nothing to do with games, it’s just me, I’m a perfectionist, what we’re going after, just triple-A. Everything all culminated into, 'Oh my god, it’s time to take a break. It’s just time to step away.' (离开公司)这件事跟顽皮狗无关,跟(《神海4》)这款游戏无关,这只跟我自己有关,我是个完美主义者,之后我们要做的游戏是另一款 3A 作品。一切的一切都达到了一个极限:“我的上帝哦,该是时候休息一下了,是时候远离这些事情。”
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