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[其他] 星际争霸十周年访谈 by IGN

http://pc.ign.com/articles/863/863430p1.html
引用:

StarCraft 10th Anniversary Interview


Blizzard developers look back at a decade of real-time strategy dominance.
by Jason Ocampo

March 31, 2008 - Tuesday marks the 10th anniversary of a landmark event in PC gaming. On April 1, 1998, Blizzard unleashed its sci-fi real-time strategy game StarCraft upon the world. While the developers knew they had made a great game, no one foresaw what would happen next. As of May of last year, Blizzard had sold 9.5 million copies of the game, which makes appearances on Top 10 sales lists even today. In South Korea, where it's sold almost five million copies alone, StarCraft is practically a national obsession with professional leagues and sponsorships.

Now Blizzard is busy working on the long-awaited sequel to StarCraft, but we were able to talk with several employees who were veterans of the original game for their thoughts on this historic milestone. We chatted with Chris Sigaty, lead tester; Sam Didier, art director; and Frank Pearce, a Blizzard cofounder and now executive vice president of product development. Bob Colayco of Blizzard PR also sat in.

In case you're totally unfamiliar, StarCraft follows the story of three diverse races: the Terrans (humans), ravenous Zerg, and mystical Protoss. Throughout the game's rather sizable single-player campaign, players learn about each race's diverse cultures and motivations and become acquainted with their drastically different play styles. Such a difference between race mechanics is in large part what made StarCraft such a standout game and so enjoyable to play. To say, "I play Zerg" or "I play Terran" carries different, more distinct connotations of general play style and personality than saying something like "I play Nod" or "I play GDI."

After you're done with the interview, feel free to hit the comment section below to leave your own impressions of the game.

IGN: Can you believe it's been 10 years already?

Sam Didier: Yeah, it seems like 20.

IGN: How did the idea for StarCraft first come about?

Sam Didier: Back in the day, after we did Warcraft, we were kind of thinking, "Well cool, should we do another one?" Everyone was kind of geeked-up about doing a science fiction one. We had entertained ideas--we were still kind of small back then--but we entertained ideas like, "Oh, maybe we could do something with the Star Wars guys?" And at the end of the day we kind of just thought, "You know what? We'd probably have more fun just doing something on our own." We wouldn't have to worry about the licensing guys saying, "No, you can have those guys shoot like that because they don't shoot like that in the movies." So we just kind of decided to screw that. Let's do our own thing, then we could be or our own creative control.


IGN: What were the major influences that you drew upon for StarCraft in terms of art, gameplay, and such?

Sam Didier: [For] gameplay, we wanted to base it on our style of RTSs that we've done earlier, like Warcraft. StarCraft we just kind of souped up a little bit; made it a little bit faster, a little bit more units. But inspiration-wise, anything from the Star Wars movies from comic books to regular books. There are a lot of classic sci-fi references in this. The Protoss are kind of the big, super smart gray aliens, we just kind of pushed them our direction a little bit more. Zerg are kind of your basic alien-take-over creature, and again, we gave our own influences. Same with the Terrans; as opposed to being super, highly-evolved super soldier type guys, our guys were convicts, and they just suited them up in space marine armor and sent them out there.


IGN: What's the thing that you most remember the most when creating the game? What memory do you have?

Frank Pearce: I actually wrote a lot of code on StarCraft, I was a code monkey back then. The vision that always stands out in my mind looking back was late nights at the office, reviewing hard copy bug lists, trying to work out all the bugs that we met our standard of quality.

Chris Sigaty: I was actually the lead tester of StarCraft, and what I remember was sleeping on the floor a lot. And as Frank pointed out--hard copy bugs--we actually hand wrote up bugs back in the day and I had stacks of paper in my office, hand written, of what people saw wrong in the game and had to manually type them in.

Frank Pearce: Talk about being old, we had hard copies of bug lists back then.

Chris Sigaty: Yeah, it was a totally different era.

Sam Didier: We had kind of a fixed palette of colors. Any unit had to be on one palette, and each palette was 16 colors, and one of them had to be transparent. So basically any unit that you see in StarCraft, or any backgrounds, it doesn't have more than 15 colors at any one time. So we'd have to sit there and go back-and-forth, like, "We don't have enough variations in the grays, let's use of the greens." At certain color spectrums, green and gray look very similar. Same as some blues, you can get away with some light grays in with the light blues, and it kind of helps.

IGN: What were your chief concerns when you were making it? Were you guys just wondering, "Oh god, I hope this thing doesn't suck."

Sam Didier: I think we were just trying to make a cool game that was at least as good as our Warcraft one, and just make a science fiction version.

Frank Pearce: I don't think there was a lot of concern if the game was going to be cool or not. We were playing it internally as part of the QA process and it was a really fun game. We knew it was a fun game. It was just a question of whether it would be well received by the community.

IGN: So when the game was finally ready to go, you thought it would sell, but were your expectations?

Chris Sigaty: Not anywhere near what ended up happening with the game.

Sam Didier: I think back in the day, "Oh, a game sold 50,000 or 100,000, that's huge!"

Chris Sigaty: Actually, the Korean phenomenon was totally unexpected too. So the game sold beyond our expectations by far. And Battle.net turned out to be--we had already included it in Diablo--it was the next step for us. At any rate, it was well received and the game sold amazingly well, but the whole Korea phenomenon hit us almost a year later.

IGN: That's kind of the story about StarCraft: It's like the national game of Korea. Do you have theories about how that came about?

Chris Sigaty: There is a lot of theories about it, and the one that I hear that seems to make sense is: right place, right time. Korea being in a recession, the game being available for the public to play--being a great game and well balanced--and these game rooms popping up all across Seoul. And it sort of building up along with the economy at the time, and StarCraft just being that really well-balanced competitive game, the nature of the Korean community being competitive, all those actors combining into this weird, cool crazy phenomenon.

IGN: You guys are basically treated like rock stars when visiting South Korea, aren't you?

Frank Pearce: Well, uh [laughter], you should ask Bob about that. Bob and I were just in Seoul a week-and-a-half ago.

Bob Colayco: What happened? I didn't hear this story.

Frank Pearce: I can't objectively represent the way it happened. Bob was there.

Sam Didier: I just don't think he remember what happened…

Frank Pearce: No, I remember it. [laughter]

Bob Colayco: Hey, what happens in Korea stays in Korea.

Frank Pearce: Our Korean team takes really good care of us when we travel over there, and it's hard to tell the difference between what they're doing out of respect and appreciation for our presence there, as compared to what's necessary. So the guys in the black suits, and the blue ties and the headsets are probably a little unnecessary, but you know, that's just my opinion.

Bob Colayco: He's referring to the suited guys when executives or whatever make an entrance. For example, at WWI [Blizzard's Worldwide Invitational], they get escorted by these guys who look like Secret Service. They're just security guys, but they walk right next to you or slightly behind you.

Chris Sigaty: It's not the American version, which is some out-of-shape, fat, old guy who can barely walk to keep up with you, and would never imagine escorting you to the restroom, for example. In Korea, they take it really seriously.

Frank Pearce: They do stop at the door to the restroom. [laughter]

They treat us very well when we visit Korea, and we're always very humbled what we get there.

Sam Didier: Frank gets the security guard treatment. Chris and I, when we go, they know we can take of ourselves, so they don't bother. [laughter]

IGN: StarCraft has sold over 9.5 million copies worldwide. Everyone agrees it's a great game. But there has to be a reason it caught on as it did, worldwide. Because many great games don't sell anywhere as close to what StarCraft has done. Do you attribute to Battle.net? What do you think is the catalyst?

Frank Pearce: Definitely Battle.net is a factor. The personality that we inject into the experience through the sounds; the personality that we inject through the portraits. Because the units are only so high. Looking at it from the top-down perspective, the units have a distinct look, but they don't have a lot of visual personality beyond their distinct look. But when you throw the portrait of the unit on the screen and you give it that voice, all of a sudden you've injected personality into this

Chris Sigaty: The thing that we've always done--not me personally, but the company--has ended up hitting on are these sort of common themes. Grabbing the right portions of these common themes so that it's more accessible, so it's the coolest aspects of those things. So the coolest parts of the Star Wars thing, and the coolest parts of the characters and the story, and they all end up adding to why those games, and why particularly Blizzard does well, or why StarCraft does well in a situation where another great game didn't necessarily, maybe that accessibility? Not always necessarily due to the actual user interface or that sort of thing, but really the big themes that are there.

Sam Didier: I kind of attribute the longevity of it, it all boils down for me to the gameplay. Because I look at the art now, and it's horrible. [laughter]. It's not the art that's keeping the game going. But the gameplay is super fun, everyone loves to play it. It's simple to play, but if you want to be a bad ass, it also has that component of the game. It's sort of like chess. The art is nothing really great to look at; it works, but it's still a fun game to play. You can play it against your friend; it doesn't take four hours to play a game, you can play a couple of games at lunch, and you're done. It has a good, timeless feel to it.

IGN: So…

Sam Didier: People still are playing chess. [laughter]

IGN: They are. Two thousand years or so.

Sam Didier: Hopefully we'll be that long! [laughter]

Compared to chess, we suck! We've only been around 10 years!

IGN: Let's talk about StarCraft Ghost. What was the thought about spinning StarCraft into an action game, and what happened to that project?

Frank Pearce: One of the challenges that we face here is that we never have a shortage of great ideas. The challenge we always face is that we only have so many resources available to us to actually implement those ideas. And so we have to be able to pick and choose which great ideas we're able to execute on. And at the time, we just didn't have the bandwidth for everything we were doing. When we were working on Ghost, we were working on StarCraft II, it just wasn't publicly known that we were working on StarCraft II. And we also had World of Warcraft that we were supporting, and we had no idea when we launched World of Warcraft that we end up supporting a subscriber base of 10 million people, right? We anticipated in North America when we first launched WoW, that we were going to be supporting a subscriber base of 400,000 people, and we had 400,000 subscribers in the first month.

So, for us, it was just a matter of focus and resources and what made the most sense for us to focus on, and with World of Warcraft growing as quickly as it did, that had to be our primary focus. That's not to say that Ghost wasn't fun, and wasn't shaping up with a lot of potential, but we had to choose.

IGN: Is there ever going to be an attempt to bring StarCraft II to consoles?

Frank Pearce: That's not something that we're planning for right now. Our focus is on making a great gaming experience on the PC. Real-time strategy games have unique requirements as it relates to user interface and what not, and we're designing the user interface around the fact that the player will have a keyboard and a mouse. And certain minimum system requirements as it relates to what a PC can deliver and stuff, so it's not something that we have plans for.

IGN: How did StarCraft's success affect Blizzard as a company? Did it change how you developed games? Did it serve as a lesson how you proceed with all products in the future? What did it teach you?

Chris Sigaty: It generated a ton of egos. [laughter]

Frank Pearce: One of the things that it taught us is that you shouldn't listen to the media.

IGN: [pause] Noted. [laughter]

Frank Pearce: When we launched StarCraft and the reviews started coming in, most of the media, their biggest comment was, "Yeah, it seems fun, but it's not 3D." Right? And 10 years later, the game is still popular, it's sold almost 10 million units, and it's still only 2D, and no one cares anymore that it wasn't 3D. So I say that we learned that we shouldn't listen to the media, but what that really taught us is that our focus should be on a quality gameplay experience first.

Chris Sigaty: Another thing that definitely happened too is that we pushed really hard with StarCraft and a lot of people did some amazing crunch times as I remember directly. And there was some fallout as a result of that afterward. And there's the famous, "We're in the final stretch" for, as I remember, for months upon months of time. Huge discussions about shipping for Christmas that year and then it ended up going into late March or April. So we did learn a lot about how that can affect the entire morale of the company, and that was certainly something that we took away experiences from. And we try to better ourselves based on it with each future project, and we do a little bit better. We still haven't perfected things, but we're working on it.

IGN: So you're making StarCraft II. How are you going to make sure that it lives up to the seemingly insurmountable hurdle of the original? Here's a game that's been played for 10 years by millions and millions of people. That's a bit scary, isn't it?

Frank Pearce: That's something that we're strangers to. We had people asking us the same thing when we were making Warcraft III, and we're pretty proud of the experience that we delivered with Warcraft III. And this is the same development team, there've been some changes on the team, but at its core it's the same development team that was responsible for Warcraft III. There's a handful of developers on the StarCraft II that were on the original StarCraft team. We've got really seasoned veterans making StarCraft II, and we have complete faith in their ability to deliver a top-notch experience. It's not something that scares me; I don't think it's something that scares these guys either.

Chris Sigaty: No, I totally agree that we're not scared about that, but I do think that StarCraft II has very unique challenges because of those expectations, and it's certainly an interesting tightrope walk that we deal with this particular product than anything else that I've been a part of in the past; because of that rabid love for the original product.

IGN: Would you be surprised if people were still playing StarCraft 10 years from now, on the 20th anniversary? Large numbers of people?

Chris Sigaty: I'll be surprised if computer systems can go to that lowest-common denominator and actually run the game properly…

Frank Pearce: You'll have to play that on an emulator probably.

IGN: Or probably on a cell phone at that point.

Frank Pearce: Yeah, you might need an emulator on the cell phone to play it. [laughter]
2008年3月31日是星际争霸10周年的前一天,IGN邀请Frank Pearce(暴雪创始人和主管游戏开发的副总裁),Chris Sigaty(starcraft首席测试员), Sam Didier(starcraft美术总监), Bob Colayco(暴雪公司公关)等四人来谈一谈这款给Blizzard带来光荣和梦想的伟大作品。

转翻译
http://game.21cn.com/zhuanti/sta ... 04/16/4607044.shtml
作者:IGN:Jason Ocampo
翻译:xingji2cn.com|敏敏&DBCA&ericcong 转载请注明出处

2008年3月31日-周二 这一天被认为是PC游戏十周年的一个标志。在1998年4月1日,暴雪公司发布了一款以科幻为背景的RTS即时战略游戏,星际争霸。虽然开发者们知道他们创造了一款不错的游戏,但是没有人能想到接下来所发生的一切。因为接下来的一年里,暴雪整整买出了950万份“星际争霸”,这个成绩直到现在还留在“Top 10 ”的榜单上。仅在韩国就售出了500万份,星际争霸在那里挂起了一股旋风,当地一直开展着星际争霸的职业比赛。现在暴雪正在做着万众期待的星际争霸续作—星际争霸II。我们很荣幸能请到一些参与星际争霸开发的员工,来谈谈他们对这个游戏界里程碑式的游戏的看法。

今天能和我们参与聊天的是: 首席测试员Chris, 美工总监 Sam和暴雪公司的创始人之一,目前执行副总裁兼产品开发的Frank。另外,暴雪的公关Bob也参与了我们的谈话。

IGN:你能相信一眨眼已经过了十年吗?

Sam:哈哈,我觉得好像已经20年了……

IGN:制作星际争霸的想法是怎么来的呢?

Sam: 那要追溯到很久以前了呵呵,那时候我们刚刚完成魔兽争霸的制作,突然,我们有了一种想法,“我们是不是应该再做另一款类似魔兽的RTS游戏?那样应该会很cool!”每个人都想做一款和科幻有关的。我们收集了大家的想法和看法,有些人说“或许可以做一个关于星球大战的游戏?”之后我们觉得,做自己想做的东西大概会更加有乐趣,而且我们也不必担心会侵犯他人的版权。一些同事们说:“我们可以让那些小兵这样开火,做一些和电影里不一样的动作。”然后我们就决定那样做。我们做自己想做的,发挥我们的创造性思维,就做出了现在的星际争霸。

IGN:星际争霸在美工,游戏性等等方面中, 你们是如何设定的.

Sam: 在游戏性方面我们把它设定为暴雪风格的RTS,就想我们之前做的魔兽争霸那样。我们想把星际争霸做的比魔兽争霸更加强大一点,游戏节奏更快,单位更多一些。我们的很多灵感都是来源于星球大战的电影,漫画和小说。我们从中参考了很多经典的科幻。Protoss是一种比较大的,超级智能的灰色异型.。而虫族只是一种被异型控制着的最底层的生物。与大多数电影中强大,威力无比的人类猛将不同,我们创造的Terran族是人类被流放的罪犯,他们用marine薄弱的护甲武装自己,在战场上战斗。


IGN:请问你在做这款游戏时,什么东西让你映像最深?

Frank:事实上我写了很多星际争霸的代码。一个又一个的深夜,我呆在办公室里看着游戏bug的清单,努力尝试去修复这些bug来使这款游戏有更高的质量,我想这是令我映像最深的.

Chris: 必须提到的是,我是星际争霸的首席测试员。在那段时间,我忙得经常睡在地板上。就像Frank刚才说到的,那些bug清单,实际上我们整天都在记录那些bug,在我的办公室里有一大叠纸,上面写满了游戏的bug,都是我手写的,我们的同事看了那些手写稿件后将它输入电脑,才打印出来那些清单。

Frank:说到以前,就想起那些挥之不去的bug清单。

Chris:呵呵,时代不同啦~

Sam: 那时我们使用的是一种固定的调色板。一个调色板上有16种颜色,其中一个是透明色。所以你在星际争霸里看到的几乎所有的单位或者地形,都最多同时只有15个颜色。所以我们必须坐在那里思考着“我们没有足够的颜色来表现灰度不同的灰色,那只能用绿色代替了。”在色谱中,绿色和灰色在有些情况下看上去很相似,蓝色也一样,有时可以用亮蓝来代替一些比较浅的灰色,效果还真不错。

IGN:所以当这个游戏制作完毕时,你们料到了它能卖得很好。不过这样的热卖是你们预期到的么?

Chris Sigaty:这种程度的热卖的确是我们没料到的。

Sam Didier:那天,我曾这样想:“一个游戏卖到了50000或100000份,这也太猛了!”

Chris Sigaty:实际上,在韩国发生的现象也是完全没有料到的。所以这个游戏的热卖远远超过了我们的预期。而且Battle.net——我们已经在Diablo里加入了它——也有出色的表现,使它成为我们的下一步主打。无论如何,它真的很受欢迎而且卖的出奇的好。不过一年之后的韩国现象的确是震动了我们。

IGN:星际争霸已经在全球卖出了950万份,所有人都认为它是个伟大的游戏。但它取得这样的成就应该还有个原因,那就是它的全球化。很多游戏不能像它那样销往全世界。你们认为这是Battle.net的功劳吗?你们认为是什么因素促进了这些?

Frank Pearce: Battle.net很显然是一个因素。还有就是我们从声音和单位头像上所赋予单位的个性。因为我们的视角太高了,从那种由上而下的透视视角,虽然单位的外观可以看得很清楚,但是不能从这种外观上感知更多的单位的个性。而当我们给予单位头像和声音,我们就能立刻赋予他们个性。

Chris Sigaty:我们——不是我个人,而是整个公司——所获得的成功是由几个方面共同决定的。正确地抓住了这些方面,就会提高游戏的可玩性。所以那些星球大战元素、酷毙的人物和故事情节使星际争霸比别的游戏更受欢迎,或许那就是可玩性?可玩性并不一定非得由用户界面决定,宏大的主题也是很重要的。

IGN:我们来谈一下星际争霸之幽灵(Ghost)吧。把星际变成一个动作游戏,这是怎么考虑的,这个项目进展如何?

Frank Pearce: 这里我们面对的挑战之一是我们从不缺少过很好的想法。我们总是面对的挑战是我们只有这么多的人力物力资源来实际实现这些想法。所以我们不得不只挑选那些我们能够执行的好想法。在这个时候,我们没有同时做所有事情的带宽(译者注:指资源)。我们在做幽灵的时候,也在做星际争霸II,只是大家那时并不知道我们在做星际争霸II。而且我们还在对魔兽世界做技术支持,我们在启动魔兽世界的时候并没有想到要支持以1000万为基数的用户,不是吗?在我们第一次启动魔兽世界时,我们预计我们将支持40万订购用户,结果只在第一个月我们的订购用户就到了40万。
所以,对我们来说,这只是关注点和资源在哪里,以及我们最应该关注在什么上面的问题,而随着魔兽世界快速地发展,它成为我们的主要关注点。这并不是说幽灵就没有意思和没有潜力来完成了,只是我们必须选择。

IGN:是否准备尝试把星际争霸II带到游戏控制台上?

Frank Pearce:那并不是我们计划要马上做的事情。我们的焦点是在PC上做到非常好的游戏体验。即时战略游戏有独特的需求,因为它和用户界面相关联,我们设计用户界面是基于玩家使用键盘和鼠标来操作的事实。并确定最低系统要求,因为它关系到PC可以怎样传输和安装。所以这不是我们计划的事情。

IGN:星际的成功对暴雪作为一个公司有怎样的影响?它改变了你们开发游戏的方式吗?它是否提供了你们进行未来所有产品时的经验?它教给了你们什么?

Chris Sigaty:它带来了骄傲。[笑]

Frank Pearce:它教给我们的其中之一是你不应该听媒体说什么。

IGN:[停下来]著名的话.[笑]

Frank Pearce:当我们启动星际争霸时,评论开始涌来,大多数媒体,他们的最大意见是:“啊,看起来有意思,但不是3D的”。不是吗?10年后,这个游戏依然流行,它卖了几乎1000万套,但它仍然是2D的,没人在乎它不是3D的。所以我说我们学到的最多的是不应该听媒体的,但真正教给我们的是我们的关注点应该首先放在一个高质量的游戏体验上。

IGN:另外一件也肯定发生的事情是我们对星际争霸投入很大,我自己就记得很多人投入了很多的时间。之后有一些额外结果。于是有了著名的一个又一个月的“我们已经到了最后阶段”,我记得是这样。大量的讨论都是关于在那年的圣诞节发货,但是推迟到3月下旬或者4月。所以我们学会了很多关于如何提高整个公司士气的东西,那些确实是我们获得的一些经验。并且我们试着基于这个项目在未来的项目中做得更好,我们一点一点地变好。我们还没有完美的作品,但是我们一直在努力。

IGN:那么你们正在制作星际II。你们怎样确保它能到达原作看来不可超越的水准?这里有一个成百上千万人10年来一直在玩的游戏。这有些吓人,不是吗?

Frank Pearce:这是我们也陌生的东西。在我们做魔兽争霸III时有人问我们同样的事情,我们非常自豪地有了成功发行魔兽III的经验。这是同一个开发团队,团队中有些变化,但它的核心是同样负责过魔兽III的团队。在星际II中有一些开发者来自原来的星际I的团队。我们有经验丰富的老手来做星际II,我们完全信任他们开发第一流游戏的能力。这不会吓到我;我认为也不会吓到这些人。

Chris Sigaty:对,我完全同意我们不用担心这些,但我确实认为由于这些期待,星际II会有非常独特的变化,我们做这个特别的产品必然是一个有趣的艰苦过程,超过我以前参与的任何一个产品;这源于对原来星际争霸的疯狂的爱。

======================分割线===========================

后记:这其实是老消息了,老话重提无非是告诉国内某些无良“游戏文化传播者”(谣言传播者?),严谨是你们必修的功课。
引用:
其实后来连《星际争霸:母巢之战》的主创罗伯·帕尔多也承认,《星际争霸》中三族的最初灵感和模板都来源于“战锤40k”。


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把英文原文quote,然后把译文放在下面一向是我排版的习惯。。。。

只不过tg比较怪异,长文一旦quote就变窄了



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我明白了。。。。是那个浪漫庄园惹的祸。。。。。

想办法规避掉


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done

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我在单位用的opera,无法屏蔽广告
浪漫庄园是页面左边的web game广告
就是这个广告把版面挤变形了

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引用:
原帖由 jump 于 2008-9-5 16:14 发表
那个浪漫庄园又是啥……

这文相当煋,而且没什么实质内容,果然是blz的东西不愁人翻么。
请看后记,交流一下读后感?

这3个人都是当年切实参加过starcraft开发的人,我相信ign也决然不会在星际争霸10周年的时候采访你

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jump去玩google了么?

送你关键词:rob pardo warhammer

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引用:
原帖由 jump 于 2008-9-5 20:49 发表
我说这群blz青在高潮啥呢,原来他们认为他们用一个似是而非战翻了另外一个似是而非哦……

在对几位的认真劲感到佩服的同时,心底里泛起了一点莫名的哀伤……
星际争霸10周年之际,著名网络游戏媒体IGN采访了starcraft lead designer jump先生。
引用:
前略...

IGN:制作星际争霸的想法是怎么来的呢?

Jump: 《星际争霸》中三族的最初灵感和模板都来源于“战锤40k”.

IGN:星际争霸在美工,游戏性等等方面中, 你们是如何设定的.

Jump: 《星际争霸》中三族的最初灵感和模板都来源于“战锤40k”,具体请看我在《家用电脑与游戏》2008年第八期的相关内容。

后略...
人家星际的创作者说的是似是而非,你jump道听途说的就是真理?
原来这就是所谓游戏文化人的高人一等?
不仅高潮了,而且还去《家用电脑和游戏》高潮
丢人丢到家了

我原本以为jump你会承认错误,或者去google所谓rob pardo的相关言论来证明你所说的。
可是你都没有
面对在《大众软件》,《家用电脑和游戏》,《电脑商情报》发表不少文章的jump先生
我无比的悲哀

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至此,所谓游戏评论家的混淆视听的功夫我是领教了
某些评论家们藉着公众游戏媒体毫无顾忌地发表着甚至是自己随意编造的观点

不知道从今往后jump你数着稿费是不是依然有着无比的优越感呢?
优越感,美。

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引用:
原帖由 jump 于 2008-9-5 22:16 发表
我说你逻辑不行吧你要说我欺负人
我说你脑子不行吧你要说我人身攻击
我说你情绪问题吧你要说你正常着呢不用吃药

我真是orz
你发表你的文章,我转帖星际争霸十周年的访谈

是非都在诸位看官心里

你不用orz,你似乎也无资格评论我

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引用:
原帖由 jump 于 2008-9-5 22:34 发表
纱布,红字部分老子来教你什么才tm叫翻译


IGN: How did the idea for StarCraft first come about?
SC这游戏的点子最初咋来的?

Sam Didier: Back in the day, after we did Warcraft, we were kind of thi ...
jump,你已经怒了,这很好。
翻译的也很好
你看,第一段你翻译了,sc这点子和wh40k无关哟。

来吧,继续翻译这一段:

IGN: What were the major influences that you drew upon for StarCraft in terms of art, gameplay, and such?

Sam Didier: [For] gameplay, we wanted to base it on our style of RTSs that we've done earlier, like Warcraft. StarCraft we just kind of souped up a little bit; made it a little bit faster, a little bit more units. But inspiration-wise, anything from the Star Wars movies from comic books to regular books. There are a lot of classic sci-fi references in this. The Protoss are kind of the big, super smart gray aliens, we just kind of pushed them our direction a little bit more. Zerg are kind of your basic alien-take-over creature, and again, we gave our own influences. Same with the Terrans; as opposed to being super, highly-evolved super soldier type guys, our guys were convicts, and they just suited them up in space marine armor and sent them out there.

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另外请jump同学给出rob pardo访谈原文
引用:
其实后来连《星际争霸:母巢之战》的主创罗伯·帕尔多也承认,《星际争霸》中三族的最初灵感和模板都来源于“战锤40k”。
千万不要歇斯底里,这样不好。

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引用:
原帖由 jump 于 2008-9-5 23:01 发表
我对你那含混不清的智商彻底绝望了。

你用哪个位面的浆糊逻辑在你引用的文章的哪一个单词里得出的结论“SC的点子和WH40k”无关?
脑袋被门夹坏了?
说过了你不要歇斯底里

ign问sc点子来自哪里,sam回答的那么长一段话的确和wh40无关哦,你哪知眼睛看到有关了?人家提到的是starwar,可不是什么wh40k。

观点冲突很正常,尤其在tg战区,大家心平气和的讨论不用满嘴喷大粪

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引用:
原帖由 jump 于 2008-9-5 23:10 发表
Sam Didier: Back in the day, after we did Warcraft, we were kind of thinking, "Well cool, should we do another one?" Everyone was kind of geeked-up about doing a science fiction one. We had entertaine ...
原来jump的逻辑是只要暴雪的人没明确说和wh40无关,那么starcraft的灵感就来自wh40k了,这样的逻辑真是太强大了。

第二段你还没翻译呢,继续翻译,那里讲的是gameplay和art,我对你的翻译能力一向很放心。

印象?你的印象不怎么值钱,你也多少和媒体挂点边,你千万别告诉我搞媒体的都和你一样凭印象说话。

拿着稿费多少要讲点职业道德吧,以讹传讹可不是你安心赚钱的工具。

你jump找出证据,英文原文链接,视频之类的都可以,证明rob pardo的确说了你那话,我向你道歉

否则,你就灰溜溜的逃罢。

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不好意思jump,Andy Chambers的问题我早在去年就回答了某以讹传讹的游戏评论员

Andy Chambers

曾是game workshop员工之一,06年4月加入blizzard参与设计starcraft2

starcraft是什么时候开始设计的需要我告诉你吗jump?

[ 本帖最后由 rexxar 于 2008-9-5 23:24 编辑 ]

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