2016年5月31日 星期二

Why Naughty Dog removed 'fun' from its Uncharted 4 focus tests By Alex Wawro__為什麼Naughty Dog要從秘境探險4的重點測試中移除"樂趣"


source from _ Why Naughty Dog removed 'fun' from its Uncharted 4 focus tests
Why Naughty Dog removed 'fun' from its  Uncharted 4  focus tests


Why Naughty Dog removed 'fun' from its Uncharted 4 focus tests

 By Alex Wawro

為什麼Naughty Dog要從秘境探險4的重點測試中移除"樂趣"

"'Fun' is such an interesting word. We took it off our focus tests. It was just a weird word that people were getting hung up on."

樂趣是一個多麼有趣的字彙,我們把它從我們的重點測試移除。它只是一個讓人們念念不忘的奇怪的字。



- Naughty Dog creative director Neil Druckmann.

-Naughty Dog 創意導演 Neli Druckmann.


Rolling Stone publisher Wenner Media is in the process of launching a new games-focused hub, Glixel, and part of its opening salvo is an intriguingly in-depth interview with Naughty Dog's Neil Druckmann about the design and development of Uncharted 4: A Thief's End.

滾石出版人Wenner Media在發佈最新焦點遊戲中心(Glixel)的過程中,它的序幕是一個有趣又深度的面談,與Naughty Dog的Neil Druckmann,談論有關秘境探險4的設計與開發





Druckmann's conversation with Glixel covers a lot of ground, but what's especially notable for game developers is his thoughts on "fun" and how the notion of making a game "fun" impacts game development -- and how it can potentially get in the way of making a holistic experience.

Druckmann與Glixel的談論涵蓋很多面向,但對遊戲開發者什麼是特別重要的,他的認知在樂趣,如何作一款遊戲樂趣的概念影響遊戲開發 -- 並且它要如何可能運行製作整體體驗。

"How do you rate the dive sequence at the beginning of Uncharted 4? Is that fun? There's no real challenge," said Druckmann. "But that level is important, to set up how mundane Nate's life is. Just rating it on its own, one through five, that was constantly the lowest-rated level [in focus tests]. But it kind of had to be. We're not going to change that."

Druckmann 說"你要如何評分在Uncharted 4一開始的潛水遊程? 這好玩嗎? 這不算真的挑戰" 但這個關卡很重要,為了要設定Nate的生活有多平凡。只靠自身的評價,從1到5,它會是一個低評價的關卡(在重點測試中),但它是必要的,我們不會去改變它。
This may not be the most tantalizing bit of behind-the-scenes talk Druckmann indulges in during the interview, but it offers a big-budget example of how developers are shifting the way they talk about games and expanding the scope of their ambition beyond making "fun" experiences. Naughty Dog removed the word from its Uncharted 4 focus tests, says Druckmann, and it seems testers immediately had an easier time of things.

在面談過程,這可能不是與Druckmann對談最誘人幕後,但它提供一個大預算範例,有關研發人員如何轉換他們討論的遊戲和擴展他們的企圖心,超越"樂趣"的體驗。Druckmann 說 : Naughty Dog從Uncharted 4的重點測試移除這個字,它似乎讓測試立刻簡單了一些。

"It used to be, 'How fun did you find this level?' Now it says, 'Overall, how would you rate this level?' Druckmann added. "It becomes less about, 'Did I have fun? Did I have an interesting challenge?' and more about, 'Did I like it?' And I hope people interpret that as, 'Was I engaged? Would I recommend it?''"

Druckmann 補充,"它曾經是",你覺得這關卡有趣嗎? 現在會說,"整體下來,你會對這關卡打幾分?"它會變得較少的"我覺得有趣嗎?" "我有一個有趣的挑戰嗎?"或類似我喜歡它嗎? 我希望人們能夠轉成,我能投入嗎? 我會推薦它嗎?
As a side benefit, Druckmann says removing the word "fun" from Uncharted 4 focus tests actually caused test scores to rise dramatically. 

一個附帶的好處,Druckmann說在Uncharted 4 重點測試中,移除了"Fun",事實上,導致測試分數戲劇性的上升。
For more of his comments on how Naughty Dog's latest big-budget hit was designed and developed, including how lessons learned from The Last Of Us were applied to Uncharted 4, check out the full interviewover on Rolling Stone.

想要更多他在如何設計與研發Naughty Dog最新大作的意見,包括他們在The Last Of Us所學到的課題,並應用在Uncharted 4,到滾石網站看full interview

2016年5月13日 星期五

My MRT sketch book vol 15


Now, Houston, we have a problem ! My sleep quality is fucking bad.

My eyes will not be part of mine soon. I don't know why i  wake up so early . It's even not at 7: 00 am.