Board logo

标题: 《战神》制作人离开索尼自立门户 [打印本页]

作者: NintendoWii    时间: 2007-6-23 15:53     标题: 《战神》制作人离开索尼自立门户

    作为SCE第一方屈指可数的几款重量级大作,《战神》对于PlayStation品牌的重要性不言而喻,而《战神》系列制作人David Jaffe对于这款游戏的成功同样功不可没。然而近日有多条来自业内的消息透露说,Jaffe很可能已经离开SCEA自立门户。
    这几条消息来源均没有透露Jaffe离开SCEA的具体时间和情况,但表示Jaffe目前正在与Incognito Entertainment公司总裁Scott Campbell进行合作,双方准备着手创建一家全新的游戏开发公司,总部计划设在美国的犹他州。
    起初SCEA官方对于这一传闻采取不置可否的态度,称没有任何关于公司旗下制作人变更或是Jaffe去留问题的声明公开。而Jaffe本人虽然也没有公开承认这一消息,但却已经在其个人博客上暗示了成立新工作室的相关计划。
    此后不久,为了防止影响继续扩大,SCEA的一位官方发言人对媒体公开确认了David Jaffe正在着手建立新工作室的消息。他表示Jaffe目前依然还在SCEA继续任职,但大部分工作重点都已经转移到了新制作室方面。尽管官方没有透露更多详情,但有消息称新工作室将完全独立于索尼之外,这无疑将意味着Jaffe在SCEA的工作已经基本宣告结束。
http://www.levelup.cn/article/html/news/sj/2007-06/23151234.html
作者: linkz    时间: 2007-6-23 15:55

恩 不错
作者: jump    时间: 2007-6-23 15:56

二代不是没这家伙参与么
作者: zj87813096    时间: 2007-6-23 16:00

干的好!
作者: 齐御风    时间: 2007-6-23 16:01

离开有一段时间了!他说很想去开发点小品级的游戏!
作者: no1cat    时间: 2007-6-23 16:01

SONY塞不起钱了?
作者: 金碧辉煌    时间: 2007-6-23 16:04

加入MGS吧
作者: 卖哥    时间: 2007-6-23 16:05

前阵子还喷过蓝光……
作者: 狂风007    时间: 2007-6-23 16:06

倒索饭又高潮了:D
作者: 耶稣复临    时间: 2007-6-23 16:12

好,有趣
作者: killmesoftly    时间: 2007-6-23 16:44

这个坑好,果然一堆人跳进来填,没有一个ID是意料之外的



Well Done, God of War Junior


作者: langke888    时间: 2007-6-23 16:49

任天堂欢迎你,来吧
作者: 拜神众    时间: 2007-6-23 16:49

难道又是老任挖的?  继CAPCOM后 连SCE也不放过啊
作者: 测试一下    时间: 2007-6-23 16:50

引用:
原帖由 killmesoftly 于 2007-6-23 16:44 发表
这个坑好,果然一堆人跳进来填,没有一个ID是意料之外的



Well Done, God of War Junior

引用:
原帖由 狂风007 于 2007-6-23 16:06 发表
倒索饭又高潮了:D
引用:
原帖由 齐御风 于 2007-6-23 16:01 发表
离开有一段时间了!他说很想去开发点小品级的游戏!
吹牛先打草稿...
作者: 反·索青    时间: 2007-6-23 16:51

引用:
原帖由 killmesoftly 于 2007-6-23 16:44 发表
这个坑好,果然一堆人跳进来填,没有一个ID是意料之外的



Well Done, God of War Junior

我也进来了
拉我一把?


作者: wsxz9    时间: 2007-6-23 16:56

加贺昭三跑了,雷蒂都不怕,SCE跑了个制作人有什么好稀奇的?
作者: lesliex    时间: 2007-6-23 16:56

GOW3么了啊
作者: killmesoftly    时间: 2007-6-23 16:56

引用:
原帖由 测试一下 于 2007-6-23 16:50 发表





吹牛先打草稿...
但凡有坑

有的人在填坑,有的人在坑边看


请先理解这个
作者: 反·索青    时间: 2007-6-23 16:59

引用:
原帖由 killmesoftly 于 2007-6-23 16:56 发表



但凡有坑

有的人在填坑,有的人在坑边看,有人开上帝模式跟着往里跳


请先理解这个
不是纯引用



[ 本帖最后由 反·索青 于 2007-6-23 17:04 编辑 ]
作者: zj87813096    时间: 2007-6-23 16:59

恩,LSS也跳进来了
作者: 到处看着    时间: 2007-6-23 17:00

任饭的肾上激素挺容易受刺激的,这样就高潮了?
作者: killmesoftly    时间: 2007-6-23 17:01

引用:
原帖由 到处看着 于 2007-6-23 17:00 发表
任饭的肾上激素挺容易受刺激的,这样就高潮了?
很多人会高潮的


绝对不止是任饭
作者: wsxz9    时间: 2007-6-23 17:03

完全已经跑题了,战区真神
作者: zj87813096    时间: 2007-6-23 17:04

引用:
原帖由 到处看着 于 2007-6-23 17:00 发表
任饭的肾上激素挺容易受刺激的,这样就高潮了?
我很欣慰你曾今说自己是索饭
作者: 到处看着    时间: 2007-6-23 17:05

引用:
原帖由 zj87813096 于 2007-6-23 17:04 发表

我很欣慰你曾今说自己是索饭
我说过我是任饭啊.:D :D :D
作者: wsxz9    时间: 2007-6-23 17:08

引用:
原帖由 zj87813096 于 2007-6-23 17:04 发表

我很欣慰你曾今说自己是索饭
那作为任饭的您,高潮了吗?
作者: zj87813096    时间: 2007-6-23 17:08

引用:
原帖由 到处看着 于 2007-6-23 17:05 发表



我说过我是任饭啊.:D :D :D
尽管那是一刹那,但我还是射了,你不承认我也无所谓了
作者: zj87813096    时间: 2007-6-23 17:10

引用:
原帖由 wsxz9 于 2007-6-23 17:08 发表

那作为任饭的您,高潮了吗?
此帖还没,不过很期待
作者: killmesoftly    时间: 2007-6-23 17:20

别的不说了

希望Jaff的新工作室多出好游戏,虽然可能最近都会是PSN上的小游戏

早日达到这样的规模



当年这个工作室成立的时候,和Jaff现在的工作室差不多,都是三五个人
作者: cinder    时间: 2007-6-23 17:24

引用:
原帖由 killmesoftly 于 2007-6-23 17:20 发表
别的不说了

希望Jaff的新工作室多出好游戏,虽然可能最近都会是PSN上的小游戏

早日达到这样的规模



当年这个工作室成立的时候,和Jaff现在的工作 ...
看着像一群劳改犯。。。
作者: murasame    时间: 2007-6-23 17:24

引用:
原帖由 killmesoftly 于 2007-6-23 17:20 发表
别的不说了

希望Jaff的新工作室多出好游戏,虽然可能最近都会是PSN上的小游戏

早日达到这样的规模



当年这个工作室成立的时候,和Jaff现在的工作 ...
所以说这个才是美国,实现梦想的地方
作者: planar    时间: 2007-6-23 17:26

支持创业```Y的想通了,为自己打工:D
作者: 金碧辉煌    时间: 2007-6-23 17:31

和Dave Jones一样为XO做游戏吧
作者: killmesoftly    时间: 2007-6-23 17:32

引用:
原帖由 cinder 于 2007-6-23 17:24 发表

看着像一群劳改犯。。。
应该说是一群失眠者
作者: 测试一下    时间: 2007-6-23 17:34

引用:
原帖由 killmesoftly 于 2007-6-23 16:56 发表



但凡有坑

有的人在填坑,有的人在坑边看


请先理解这个
引用:
原帖由 齐御风 于 2007-6-23 16:01 发表
离开有一段时间了!他说很想去开发点小品级的游戏!
我不是特地引了这个80帖不到的ID嘛?~

别说你很熟或者是你马甲哦...
作者: killmesoftly    时间: 2007-6-23 17:37

引用:
原帖由 测试一下 于 2007-6-23 17:34 发表




我不是特地引了这个80帖不到的ID嘛?~

别说你很熟或者是你马甲哦...
很显然,你引的那个人不在坑里
作者: 测试一下    时间: 2007-6-23 17:47

在不在坑里的标准是什么?~

说David Jaffe想做小品游戏也不算在坑里?~
作者: 张国志老师    时间: 2007-6-23 19:15

i can promise you guys I am still part of SCEA…I just got a paycheck from them! I am still 100% a Sony employee and unless I got fired today and they didn’t tell me, I’m still working for them. Also, I love working with the guys at Incog and hope to work with them for a long, long time but I sure as **** ain’t moving to Utah…nice as it is, I don’t think I could live there long term and I don’t think the good people of Utah would want me to

David


http://www.neogaf.com/forum/show ... 56&postcount=30

[ 本帖最后由 张国志老师 于 2007-6-23 20:25 编辑 ]
作者: 张国志老师    时间: 2007-6-23 19:16

引用:
原帖由 测试一下 于 2007-6-23 17:47 发表
在不在坑里的标准是什么?~

说David Jaffe想做小品游戏也不算在坑里?~
David Jaffe确实说过想做小品游戏
作者: 我是群狗    时间: 2007-6-23 19:32

我好象记得某制作人宣布《战神》绝不会出2,结果才过不久,就宣布了《2》,忘了是谁了。。。
作者: 测试一下    时间: 2007-6-23 19:42

引用:
原帖由 张国志老师 于 2007-6-23 19:16 发表

David Jaffe确实说过想做小品游戏
还真有人来接这腔啊...

那么不在他意料外的一堆填坑的是哪几个?~
作者: killmesoftly    时间: 2007-6-23 20:34

引用:
原帖由 测试一下 于 2007-6-23 19:42 发表


还真有人来接这腔啊...

那么不在他意料外的一堆填坑的是哪几个?~
好笑,难道某些人不知道就意味着所有人都不能知道


有空读完

At the recent Sony European press event at the 3Rooms, we were surprised and gratified to get a short but sweet audience with a man who is fast becoming a legend: David Jaffe, the man behind God of War. In this instance, Jaffe had his Calling All Cars hat on – explaining that the experience of creating what, for our money, is the best of the PS3 download games was so happy that he has more such games in the pipeline. This is what he said – over Eye Toy video-link from San Diego.


Q: Was it a relief to embark on a smaller, cartoon-style download-only project after your usual epics?

David Jaffe: Relief may not be the right word – but it was a joy. It was so much fun to do a game that was really just about what I think makes games great: the interactivity. It wasn’t about storytelling, cut-scenes or ambience; it was about what you do with the controller, and what you do with your buddies when they have the controller. I loved getting into the purity of that. Because I got into games in 1992/93, and I never got to work on those kinds of games that I grew up playing and loving, like Pac-Man, Ms Pac-Man, Asteroids and Battlezone. Because of the technology, that’s all they could do. And now I love the fact that with the PlayStation Network, Xbox Live Arcade and PC downloads, as designers, we now have the opportunity to go back to what I think was a great era of gameplay, and maybe even try to build on top of it.

Q: Did you face any challenges in developing a first-generation PlayStation Network title?

DJ: Well, there were some technical challenges that I can’t speak about because I’m not a technical guy. As a game designer, I think the biggest challenge was the realisation that we couldn’t fall back on any of the tricks that we had used in the past, in terms of: “Maybe here, the gameplay’s not that great, but let’s show you a really cool camera-move,” as in God of War, or: “This room isn’t that exciting, but in the next room we can make up for that fact.” But in a game like Calling All Cars, or any arcade game, if your core gaming isn’t working, there’s nowhere for you to hide, because that thing that’s broken travels with you over every aspect of the game. There’s only so much real-estate, and you’re always in the game. So that was the biggest challenge, and the biggest thing to learn and take forward with our future PlayStation Network games – you’re pretty much naked with these things, and you’d better bring your A-game, otherwise after a few minutes, you’re pretty bored.

Q: Is Calling All Cars totally finished and ready to go?

DJ: The American version is in format-checking; we’ve come in and out of format a couple of times, but bugs kept coming up, and I think we’ll clear the format for the American release today or tomorrow. I know we’re doing the Japanese submission in the next day or two; I don’t know about Europe. On the development end, we’re finished with it.

Q: Playing it single-player, the AI is quite harsh – you have to work hard to get through it. Was that a conscious thing?

DJ: Well, no. We focus-tested the crap out of it, because we didn’t want to make the game too hard. We saw a lot of early testers complaining about the overwhelming power the AI has with the magnet. Because we had to go back into the game and fix critical bugs anyway, we went back in. We didn’t change the multiplayer, which everyone seems to be a fan of anyway, but in dingle-player, we toned down the AI ability to suck the criminal out of your car with the magnet. And we may also have toned down the difficulty a little bit in the default mode. That’s the hard part, too: when you focus-test it, you don’t know who your audience are. We brought people in as focus-testers who were obviously interested in videogames, and we watched them play in default mode, even before we fixed the magnet. These guys would be able to get through the game in, like, 25 minutes. PlayStation 3 is still a relatively expensive purchase; the assumption is that people who have one can hang on to the title of a gamer. So it was a real challenge: who were we tuning the single-player for?

Q: Was Wacky Races an influence?

DJ: No. R Crumb was an influence – the cartoon artist who did a lot of comics back in the 60s and 70s. Originally, it was not going to be so much of a G-rated family game – it was going to be more of an X-rated, kind of cartoony Ralph Bakshei kind of thing, and for a number of reasons we ended up moving away from that. One was a gameplay reason, one was an issue with guys on the team, where guys didn’t know whether we wanted to take it that far. Wacky Races is more benign than where this actually started out, which was much more X-rated.

Q: What was behind the name-change from Criminal Crackdown?

DJ: Legal came back and said that we couldn’t use Crackdown. They never said this, but the assumption was because Microsoft has this game Crackdown. Legal’s great because they watch out for us, and nobody wants to end up in court or to get sued. For me, that was a little bit of a stretch – Criminal Crackdown/Crackdown, people ought to be able to tell the difference.

Q: Are we going to see more PSN download games from you in the future, then?

DJ: That’s all you’re going to see of me in the future. You never know what’s going to happen, but this is the space I want to be in, to work with this great team I have out of Utah, and I want us to really mark our mark in this space. To me, it’s all a journey – that’s what I learned from God of War, that I only want to do games that I feel can 100 per cent reach the intention of the designers behind them. I think this game comes a lot closer to realising the intent – it may not be as critically successful – but the intent is to provide people with fun, to make people laugh and trash-talk with their buddies. I think that intent has been achieved much better than the intent behind God of War, which was to get people to feel emotional about the story and the character. I feel that we can achieve our intents much better on the PlayStation Network with these sorts of games, and this is all I’ve got lined up for at least the next couple of years. Assuming Sony will continue to support me and put up with me.

Q: So you’ve got several ideas download games?

DJ: We’re in the design phase with numbers two and three right now.
作者: 整个马甲    时间: 2007-6-23 20:48

要去MS了?
作者: adamth    时间: 2007-6-23 20:57

A:XX游戏画面不行
B:看看这图,游戏画面怎么不行了?
A:CG不能算数
B:谁说这是CG了?
A:这个不是RT,难道不是CG吗?
B:当然不是,这个是原画,不是CG
A:………………


某人的趣味逻辑摘抄

[ 本帖最后由 adamth 于 2007-6-23 20:59 编辑 ]
作者: 杀气腾腾    时间: 2007-6-23 20:58

在楼上公司上班呢。。。
作者: freesound7910    时间: 2007-6-23 20:59

某些人总以为自己就是业界权威 掌控业界一切 结果 掉坑里了吧  自以为是  活该啊~~:D
作者: 测试一下    时间: 2007-6-23 21:18

引用:
原帖由 killmesoftly 于 2007-6-23 20:34 发表



好笑,难道某些人不知道就意味着所有人都不能知道


有空读完

At the recent Sony European press event at the 3Rooms, we were surprised and gratified to get a short but sweet audience with ...
莫名其妙...

我只想问那一堆是从哪来的...

你能帮他判断出来?~
作者: erduoyan    时间: 2007-6-23 21:27

只在坑边看的飘过

话说,现在一个制作人也影响不了多少游戏嘛
作者: 阿毛    时间: 2007-6-23 21:36

David Jaffe


在战神大卖的时候大家不认识


现在通过反索饭认识了。。。



作者: MEPHISTO    时间: 2007-6-23 22:11

这样的人会越来越多的:D
作者: 代号snake    时间: 2007-6-24 00:56

大家一起来推墙~~~
作者: 藕是张力    时间: 2007-6-24 02:03

引用:
原帖由 代号snake 于 2007-6-24 00:56 发表
大家一起来推墙~~~
墙快倒了,结果被你们给推起来了:D
作者: akusel    时间: 2007-6-24 15:27

战神全平台,哦
作者: nullsign    时间: 2007-6-25 09:00

掉到坑里???  不得不说有些人自娱自乐的本事还真是大啊。
作者: ylgtx    时间: 2007-6-25 09:04

一代还是二代的
作者: Damas    时间: 2007-6-25 09:09

翅膀硬了就要远走高飞,正常。




欢迎光临 TGFC Lifestyle (http://tgfcer.com/) Powered by Discuz! 6.0.0