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标题: [新闻] 三上被美国人收了 [打印本页]

作者: zenhigh    时间: 2010-10-28 20:52     标题: 三上被美国人收了

征服这一炮没打响,不抱大腿混不下去了:

http://bethblog.com/index.php/20 ... kami-joins-zenimax/
作者: lyt777    时间: 2010-10-28 20:58

说起来……征服咋样了?难道没卖好?不是开始风评很不错吗??
作者: 苦中苦    时间: 2010-10-28 21:13

是自己的TANGO到了那边儿

丫还是白金的成员

这只说明一个事情

丫的作品会越来越多
作者: zenhigh    时间: 2010-10-28 21:20

ZeniMax Media Inc., parent company of noted game publisher Bethesda Softworks, today announced acclaimed game designer and director, Shinji Mikami, has joined ZeniMax in a deal where ZeniMax acquired Tango Gameworks, the development shop founded and run by Mikami Gameworks, the development shop founded and run by Mikami.
作者: pigudada    时间: 2010-10-28 21:22

啥意思?
作者: primos    时间: 2010-10-28 21:47

引用:
原帖由 pigudada 于 2010-10-28 21:22 发表
啥意思?
三上真司:“神谷小弟,哥跟美国佬混了,走好不送啊!”
作者: west2046    时间: 2010-10-28 22:01


作者: dogsoldier    时间: 2010-10-28 23:31

三上这是一入豪门深似海?
作者: alalaka    时间: 2010-10-29 00:01

期待Fallout - Resident Evil:D :D :D :D
作者: leenorman    时间: 2010-10-29 00:01

引用:
原帖由 zenhigh 于 2010-10-28 21:20 发表
ZeniMax Media Inc., parent company of noted game publisher Bethesda Softworks, today announced acclaimed game designer and director, Shinji Mikami, has joined ZeniMax in a deal where ZeniMax acquired  ...
翻一翻,注意最后一句绕口……

著名游戏发行商Bethesda Softworks的母公司ZeniMax Media Inc.今天宣布知名游戏设计师/监督三上真司已经加入ZeniMax。这一安排是ZeniMax收购Tango Gameworks交易的一部分。Tango Gameworks是三上所创立并管理的游戏开发公司Mikami Gameworks所创立并运营的开发公司(这句真是够纠结的……)。
作者: 屠狗者    时间: 2010-10-29 01:18

三上你离了CAP这潭水就是只死鱼,CAP你没了三上这鱼就是潭死水,现在全是乌贼王八虾
作者: west2046    时间: 2010-10-29 08:44

引用:
原帖由 dogsoldier 于 2010-10-28 23:31 发表
三上这是一入豪门深似海?

作者: superDioplus    时间: 2010-10-29 09:08

赶紧跟小岛合作开发丧尸装备危机索利德
作者: 沉默狙击手    时间: 2010-10-30 17:34

三上要支持
作者: magtree    时间: 2010-10-30 17:59

做游戏这种集体项目 这种名监督~~起到的作用我总觉得微乎其微……
作者: chenchenzi    时间: 2010-10-30 18:05

可惜了,三上是个人才
作者: 不死鸟    时间: 2010-10-30 19:35

恭喜,融资成功
作者: 卖哥    时间: 2010-10-30 19:50

三上是不是被收了不清楚,但是三上应该变得很有钱。
作者: renvi    时间: 2010-10-30 20:18

美国是让人才进展才华的地方。美利坚合众国欢迎你,三上真司。
作者: RestlessDream    时间: 2010-10-31 00:13

相比三上,B厂最近这条新闻我更关心:卡马克大婶谈RAGE for iphone

RAGE for iPhone

Our mobile development efforts at id took some twists and turns in the last year. The plan was always to do something RAGE-related on the iPhone/iPad/iPod touch next, but with all the big things going on at id, the mobile efforts weren't front and center on the priority list. There had been a bit of background work going on, but it was only towards the end of July that I was able to sit down and write the core engine code that would drive the project.

I was excited about how well it turned out, and since this was right before QuakeCon, I broke with tradition and did a live technology demo during my keynote. In hindsight, I probably introduced it poorly. I said something like "Its RAGE. On the iPhone. At 60 frames a second. "Some people took that to mean that the entire PC/console game experience was going to be on the iPhone, which is definitely not the case.

What I showed was a technology demo, written from scratch, but using the RAGE content creation pipeline and media. We do not have the full RAGE game running on iOS, and we do not plan to try. While it would (amazingly!) actually be possible to compile the full-blown PC/console RAGE game for an iPhone4 with some effort, it would be a hopelessly bad idea. Even the latest and greatest mobile devices are still a fraction of the power of a 360 or PS3, let alone a high end gaming PC, so none of the carefully made performance tradeoffs would be appropriate for the platform, to say nothing of the vast differences in controls.

What we do have is something unlike anything ever seen on the iOS platforms. It is glorious, and a lot of fun. Development has been proceeding at high intensity since QuakeCon, and we hope to have the app out by the end of November.

The technical decision to use our megatexture content creation pipeline for the game levels had consequences for its scope. The data required for the game is big. Really, really big. Seeing Myst do well on the iPhone with a 700 meg download gave me some confidence that users would still download huge apps, and that became the target size for our standard definition version, but the high definition version for iPad / iPhone 4 will be around twice that size. This is more like getting a movie than an app, so be prepared for a long download. Still, for perspective, the full scale RAGE game is around 20 gigs of data with JPEG-XR compression, so 0.7 gigs of non-transcoded data is obviously a tiny slice of it.

Since we weren't going to be able to have lots of hugely expansive levels, we knew that there would be some disappointment if we went out at a high price point, no matter how good it looked. We have experimented with a range of price points on the iPhone titles so far, but we had avoided the very low end. We decided that this would be a good opportunity to try a $0.99 SD / $1.99 HD price point. We need to stay focused on not letting the project creep out of control, but I think people will be very happy with the value.

The little slice of RAGE that we decided to build the iPhone product around is "Mutant Bash TV", a post apocalyptic combat game show in the RAGE wasteland. This is the perfect setup for a quintessential first person shooter game play experience -- you pick your targets, aim your shots, time your reloads, dodge the bad guys, and try and make it through to the end of the level with a better score than last time. Beyond basic survival, there are pickups, head shots, and hit streak multipliers to add more options to the gameplay, and there is a broad range of skill levels available from keep-hitting-fire-and-you-should-make-it to almost-impossible.

A large goal of the project has been to make sure that the levels can be replayed many times. The key is making the gamplay itself the rewarding aspect, rather than story progression, character development, or any kind of surprises. Many of the elements that made Doom Resurrection good the first time you played it hurt the replayability, for instance. RAGE iOS is all action, all the time. I have played the game dozens of times, and testing it is still fun instead of a chore.




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