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原帖由 liuyicheng 于 2008-9-10 15:53 发表 古代啊,这人发达了,比如当了皇帝,就要给自己贴金——怎么贴呢?就是给自己祖宗贴金,编写一些个莫须有的东西,说祖宗如何能耐成绩不凡才有了朕今日荣光。 一方面是为了夸耀自己家族,另一方面也宣传自己孝顺 ...
原帖由 liuyicheng 于 2008-9-10 16:29 发表 还在这里嘴硬?就这么怕我输了会不给你那套SC2? 放心,我又不是盘神
原帖由 liuyicheng 于 2008-9-10 16:41 发表
原帖由 liuyicheng 于 2008-9-10 16:44 发表
原帖由 liuyicheng 于 2008-9-10 16:52 发表
History of RTS Games - Part One Author: Whizzer Date: 2002-06-10 12:00:00 History of RTS Games - Part One By Whizzer | June 10, 2002 ........... Dune 2 1992 | Virgin Interactive | Westwood Studios Considering how popular Dune 2 was, it begins with a very simple premise. "What became Dune 2 started out as a challenge I made for myself. The challenge was that strategy games would be out-of-control fun if the real-time aspect of Eye of the Beholder could be combined with resource management and a dynamic, flat interface. Just one mode of play and no additional screens. But how? Long before I decided to experiment with actually building this new game in a Dune setting, I kept toying with the answer." - Brett Sperry Dune 2 is, as you would expect, set on Arakkis, the sandy planet made famous in Frank Herbert's sci-fi masterpiece. You have sandworms, which aren't the kind of things you would like to meat in a dark alley, you have the 3 houses and you have melange: the "ore" of Dune. You can probably understand why Dune 2 started the genre, rather than Herzog Zwei -- it includes pretty much all RTS prerequisites -- the base building and the factions with their unique technology for example. All in all, in a miniature form, the characteristic features of an embryonic genre are all comprised in Dune 2. It came as a bit of a surprise that, after the release of Dune 2, no further RTSs were released for almost two years. They came eventually though - up next, the genesis of a famous RTS series: WarCraft. WarCraft: Orcs and Humans 1994 | Blizzard | Blizzard In late 1994, the developer released WarCraft, more of a fantasy RPG, instead of the sci-fi we had been playing to date. The units and structures on both sides were similar. True, they had their own artwork and maybe a few name changes, but the basic tech tree was the same. The major downer thrown on WarCraft was the AI. It was abysmal, I don't see the need to elaborate. However, WarCraft did offer multiplayer, the first RTS game to do so, in fact. There was also a random map generator, and these two features laid the groundwork for what would evolve into multiplayer and skirmishes. WarCraft wasn't a blockbuster hit, although it sold well enough to encourage development of a sequel. Good thing too, considering the sequel would end up being one of the biggest successes the RTS genre has ever seen. However, Command & Conquer came first. Oh yes, Command and Conquer. ................
原帖由 falloutboy29 于 2008-10-13 01:46 发表 但是星际制作过程中的确受了不少战锤风格的影响,(泛指部分造型上,当然星际也结合了不少其他元素,战锤只是其中之一),但是星际还是走出了自己风格的道路,优秀作品在不同领域上做出影响是很正常的,暴雪本身也是很会吸收学习的工作室。(近一期的家用电脑与游戏机中,暴雪的一位制作人员也表示了星际制作过程中部分受了战锤的影响。ps:同样有待英文原话证实。)