魔王撒旦
中国异度联盟盟主
1UP: Just so I get my story straight, the person who committed suicide on Team Andromeda who was above you, was this related to the response to Panzer Dragoon Saga, or was it just related to the stress of making a game? YF: It's not because of the sales of Azel or anything. Azel was a project that took a year and a half, so it was a tough project. So during the project, his parents got sick, and he had to fly back to Kansai every weekend, and he was getting tired, so that may have contributed to what happened. 1UP: OK, thank you for sharing that with us. I'm glad to get clarification on this subject, as I want people to know how hard video game development can be. I wish it were possible for people to play Panzer Dragoon Saga, since so few people got to experience it. YF: I think it would be difficult for Azel to see a port. There are reasons for it, but the specifics should remain secret. We had to squeeze everything out of the Saturn in order to make Saga, so porting it would be very difficult. You know the Sega Ages port of Panzer Dragoon to PS2? We thought it would be easy to just emulate on PS2, but it took a lot longer than we budgeted and it was a huge effort. And in Panzer Dragoon Orta, the port that was unlockable in the game was the PC version, because it was too much work to port the original code. So, I'm I can't say for sure, but it would be very unlikely that Saga is ever ported to another console. [Futatsugi then told us the politics behind Saga's disappearance, which we can't reveal, but the gist of it has to do with the original code having been lost, making a port -- in case you're wondering -- all but unlikely.]
Development for the game had begun at around the same time as its predecessor, Panzer Dragoon II Zwei, and its development group started as an offshoot of that game's team. They eventually grew in number to around 40 members, twice as many as that of the team working on Panzer Dragoon Zwei, as they handled the tricky task of creating a game that was of an entirely different genre to others in the series, and yet retained the general qualities and elements of the previous installments.[2] Like its predecessor, the 3D software Softimage was used in development, and the title remained keenly anticipated throughout its two grueling years of development, remaining amongst the top 5 most-anticipated titles on Japan's Sega Saturn Weekly magazine for almost this entire duration.[1] Even as the Sega Saturn faltered in the console market, Team Andromeda struggled with their own difficulties in developing the game. While they appreciated the creative freedom they had in attempting to produce gameplay that was unique, there was a need to adhere somewhat to the standard conventions of the RPG genre, as well as to incorporate the aerial shooting elements of the series. Eventually, they achieved their goal as they developed a well-received battle system that utilized both turn-based and real-time combat, and allowed the player to alter the dragon and its abilities on-the-fly, as opposed to the specific evolution paths of the previous game. Team leader Yukio Futatsugi has stated that this was done so as to allow for more combinations to compensate for the lack of characters, as most RPGs usually allow the player to control a party of several members, as opposed to the single character and his dragon in Panzer Dragoon Saga.[1] The game also intentionally eschewed the highly populated worlds of most RPGs, as Futatsugi felt the lack of NPCs lent a sense of loneliness to the game. This is further evidenced by his statement that the game could only have been done on the Saturn, rather than the Sony PlayStation, due to the former's more somber color palette, which served to further highlight the game's desolate, post-apocalyptic atmosphere.[1] Team Andromeda also had to deal with the tragic losses of a couple of their members during the game's development: one to a motorcycle accident, and another to suicide. The latter occurred during development of the game, and not, as is often rumored, due to the eventual poor sales of the game.[1]
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原帖由 **甩甩 于 2014-7-6 02:37 发表 这游戏1998年3月出,开发周期2年9个月,也就是1995年中就开始开发了?
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原帖由 werety 于 2014-7-6 03:20 发表 之前我听说过“最严重”的事件也就是马里奥64开发困难,以至于游戏发售后,一个开发人员因为这期间压力实在太大辞职不干了,永远退出了游戏开发圈子。 不过这飞龙RPG去世了两个人,的确有些太极端了,交通事 ...