其中?1986 年的經(jīng)典初代《塞爾達(dá)傳說(shuō)》作品為世界帶來(lái)了林克、塞爾達(dá)公主、海拉魯,也給童年的 Williams 留下了很深的印象。他告訴IGN:「作為來(lái)自(美國(guó))中西部的孩子,我小時(shí)候經(jīng)常在樹林中玩耍,這個(gè)游戲讓我感到既熟悉又奇異?!?/p>
David Adams?現(xiàn)在是德州奧斯汀?Gunfire Games 公司的總裁,他在 1996 年的電子娛樂(lè)博覽會(huì)上贏得了?Nintendo 64,這要比N64游戲機(jī)正式發(fā)布的時(shí)間早了六個(gè)月。 它打開了通往《超級(jí)馬里奧 64》?的大門,當(dāng)然還有黃金收藏版《時(shí)之笛》。
Dan Houser, the 39-year-old chief writer of Rockstar Games and a co-founder of the studio that's delivered the Grand Theft Auto series, admitted to some screen-looking in an interview this weekend with The New York Times:
"Anyone who makes 3D games who says they've not borrowed something from Mario or Zelda is lying,"?he said.?
Grand Theft Auto III is like a cross Between a gangster movie and an RPG (Zelda meets Goodfellas?), with the most intense action and driving gameplay.?
"Gaming has a rich history of transporting us to new worlds and on new adventures, these journeys fold into our own lived experiences and become a part of us. The Legend of Zelda is an iconic franchise that has BROUGHT JOY TO SO MANY PEOPLE over the past 35 years and is still going strong."?
菲爾·斯賓塞對(duì) Big N (Nintendo)大加贊賞,稱他們“精通于自己的工作”,并且擁有“最強(qiáng)的第一方血統(tǒng)”。稱它們?yōu)椤拔覀冇螒蛐袠I(yè)的掌上明珠”,最后說(shuō)它們應(yīng)該受到保護(hù)、幫助其成長(zhǎng)。
斯賓塞長(zhǎng)期以來(lái)一直是 Switch 的支持者,在Switch上發(fā)布了諸如《我的世界》和《奧日與黑暗森林》等 Xbox 游戲。
原文:菲爾·斯賓塞關(guān)于《動(dòng)物森友會(huì)》的完整訪談視頻:
https://youtu.be/1-DdCjlH99U
Xbox boss Phil Spencer lavishes Nintendo with praise
He then went on to heap even more praise on the Big N saying that they’re “masterful at what they do,” and have “the strongest first-party pedigree out there.” Calling them a “jewel for us in the games industry,” and finished by saying that they should be protected and helped to grow.
Phil Spencer has long been a supporter of the Switch, releasing Xbox Game Studio games like Minecraft and Ori and the Blind Forest on the system, among others. These latest comments, however, shift that support to outright admiration and we love it!
You can watch the full episode of Animal Talking below:
在接受 IGN 采訪時(shí),《戰(zhàn)神5:諸神黃昏》的新總監(jiān) Eric Williams 與 IGN 分享了 5 部影響了他的職業(yè)生涯的 NES(NES)游戲,他告訴 IGN,這些經(jīng)典游戲讓他明白了一部好的游戲要如何處理幾個(gè)關(guān)鍵的要素。
其中?1986 年的經(jīng)典初代《塞爾達(dá)傳說(shuō)》作品為世界帶來(lái)了林克、塞爾達(dá)公主、海拉魯,也給童年的 Williams 留下了很深的印象。他告訴IGN:「作為來(lái)自(美國(guó))中西部的孩子,我小時(shí)候經(jīng)常在樹林中玩耍,這個(gè)游戲讓我感到既熟悉又奇異。」
Eric Williams,Santa Monica Studios,Director of God of War: Ragnarok
Santa Monica Studios' God of War: Ragnarok recently launched to critical acclaim (including a glowing review from our good pals over at Push Square), and its director Eric Williams has recently shared some of the games that inspired him and influenced his career.
Speaking with?IGN?(thanks,?GoNintendo), Williams listed off five classic NES titles that informed how he approaches various aspects of game design, including combat, statistics, and day/night cycles. As expected, a few of his choices might seem pretty obvious to many of our readers here, but there are a couple that might come as a bit of a surprise.
The first game listed is, of couse,?The Legend of Zelda. While not exactly a game that ranks highly in Nintendo's?Zelda?franchise these days, the impact of its introduction on the NES cannot be overstated. Williams states that “Being from the Midwest and playing in the woods as a kid made this game feel so familiar and fantastical all at the same time.”
鏈接:How God of War: Ragnarok's Director Found Inspiration in Classic NES Games.?
“The moment in time of the launch, the moment in time now, 20 years later, the industry is Better because of the Xbox launch, I passionately believe that,” Fils-Aimé stated. “And the fact that there are all of these companies making all of this wonderful content, the ecosystem is so robust, Xbox is a big part of that.”
In 2011,?Newell?said his favorite video games included?Super Mario 64,?Doom, and a?Burroughs?mainframe version of?Star Trek.?Doom?convinced him that games were the future of entertainment, and?Super Mario 64?convinced him that?games are a form of art.?
The Legend of Zelda NES gold cartridge was the first RPG I ever played (in elementary school) and it CHANGED MY LIFE — everything from the unboxing experience, including buying it from Target with my mom without even knowing what it was, to how the game made me feel.?
It started my RPG craze and eventually led to MMOs and getting in the industry. I’ve played most titles in the series (including 75-100 hours in Breath of the Wild), so one could say it’s had a lasting impact on me.
LEAH JACKSON, CONTENT PRODUCER FOR LEAGUE OF LEGENDS?ESPORTS
Zelda, and specifically Ocarina of Time, influenced me tremendously. It was the first game I got to play with my brother and dad when I was about six (we took turns) and it opened my eyes to what video games could be.?
I fell SO IN LOVE with the world and characters that I learned to draw and play music so I could keep "playing Zelda," even when I wasn't. The fun moments and memories have inspired me a lot and even though I've gone on to play so many other games over the years, I will always fondly remember Ocarina of Time as the game that kickstarted me into being a gamer in the first place.?
“What is fantastic about working with Nintendo and with Miyamoto in particular is that you are working with the best. It's easy to work with the smartest people in the industry and they have a great understanding of what works and we are very often on the same page about how to solve a problem.?
I travel a lot for work, but thanks to the Switch I've been able to play Zelda. It's a great game and we can learn a lot about how we make games by looking at what Nintendo has done.”?
Lex Fridman (Q): I get to ask you about a game I haven't played but people put up there as one of the greatest, The Legend of?Zelda: Breath of the wild. Have you get the chance to play? Todd Howard (A): A lot of it! Yes! Yes! It's fantastic!?It's fantastic! Lex Fridman (Q): What do you think about? I mean, it's a very difference experience. I've played Zelda game, also an open world game like you created. It is also an open world.
Todd Howard (A):?It is! It's my favorite Zelda. Cause obviously I like open world staff. And, the one thing they do really really well is that THEY DON'T CONSTRAINT?YOU. You know, even things we do will constraint you a little bit more.?(While) Zelda says:"Here's the whole thing!" And you will constraint by actual player ability you haven't earned yet. Not some arbitrary barriers.?Nintendo did a phenomenal job! It's a magical game!
Paul Hunter:?Skyrim?coming to?Nintendo Switch?is obviously a huge moment in gaming, and especially for Nintendo fans. Who originally approached who about bringing this massive game world to Nintendo Switch?
Andrew Scharf:?The team here at?BGS?has been excited about the Switch and Nintendo’s plans since we first saw the demo of the technology. That got us fired up about the possibilities, and as a broader company, we’re always looking to expand our games to new platforms and new audiences. It was just a no-brainer to join a great partner like Nintendo and bring the massive world of Skyrim, where you can go anywhere and do anything, to a platform that can also go anywhere.
PH:?Last October during the much talked about video Reveal Trailer for Nintendo Switch we saw Skyrim being played at home and on an airplane. How did it feel to (sort of) make public the new relationship?Bethesda?has with?Nintendo?
AS:?It was very exciting. We’ve always dreamt of the opportunity to be able to bring The Elder Scrolls to a Nintendo platform, and with the Switch we were able to do not only that, but provide a way to play Skyrim a whole new way by being able to bring it anywhere. ?Nintendo’s been a great partner and it’s been great to work with them.
Zelda + Skyrim
PH: The addition of items from The Legend of Zelda, like the Master Sword, Hylian Shield, and Champion’s Tunic is pretty exciting. How did this idea come about and are there any other items in-game that may surprise us?
AS: It was early on in the project, shortly after we started developing on the Switch hardware and?Todd?brought the idea up to?Nintendo?and the?Legend of Zelda?development team. They loved the idea and offered to work with us to make sure that our depiction of Link’s Champion’s Tunic, Hylian Shield, and of course the Master Sword held true to their design, while being usable weapons/armor in?Skyrim.
Bethesda & Nintendo:?The?Future
PH:?The future looks extremely bright for?Bethesda and Nintendo. We have?Skyrim,?DOOM,?and?Wolfenstein II?all coming to Nintendo Switch. As we look towards the future, what would you like to tell Nintendo fans about this rapidly growing partnership with Nintendo?
AS:?We’re really excited to be launching our games on Nintendo Switch, and Nintendo has been a fantastic partner for us. The fans of Nintendo’s hardware have been super supportive and excited for these games and we hope they enjoy exploring Skyrim, as well as blasting demons in DOOM and fighting Nazis in Wolfenstein II. We haven’t announced anything for Switch following Wolfenstein II in 2018, but if and when we do, we will let you know.
Square Enix made it clear that Final Fantasy XV’s game world is being made with exploration in mind: “The FFXV Universe was created to make the main game FFXV Better and create a world people want to get lost in,” it wrote.
“The inspiration behind the seamless open world in FFXV is The Legend of Zelda Ocarina of Time.”
In an interview with Glixel, Miyazaki stated, “If there are similarities, they probably stem from the fact that The Legend of Zelda became a sort of textbook for 3D action games.” It’s funny how certain games become shining examples of their genre and never seem to be topped in terms of innovation.?
As for the comparison, Miyazaki added, “When I was a student, The Legend of Zelda was truly monumental. So to be perfectly honest, I feel deeply unworthy of the comparison.” Miyazaki then states that the focus of each game is what truly differentiates them. “Our goal was to allow players to do what they want, define their own goals, make their own discoveries, embrace their own values, and find their own interpretations.”
英文版: 【I don’t think we were inspired by any particular game, but I’ve personally played many open-world games that are considered classics of the genre and I’ve been influenced by all of them. These include The Elder Scrolls series, The Witcher 3, and more recently The Legend of Zelda: Breath of the Wild.】
“We had several games like that as references. So, yes, [The] Wind Waker was one of them. Sid Meier's Pirates! was another.?
They were really interesting, because they were successful naval games, which is pretty hard to achieve, and we quickly came to understand why. It's hard to do. How do you keep sailing interesting and not boring? Especially in our case, because we wanted to keep the [Assassin's Creed] style of being realistic, so we had a lot of challenges.?
[The] Wind Waker is probably closer to our game than Pirates!, but the opportunity to use fantasy elements that pop up in front of the player was something we couldn't use. Those games were inspirational in terms of knowing a good pirate game was feasible and [they] helped us identify the areas where we needed to focus.”?
[laughing] Yes, the Zelda thing that was in an open ocean where you get to explore every island.
#Trottier:?
I don't have a Wii. It was the one console I never had.
#Lacoste:?
It's a good reference. The game director has.
#Me:?
It's one of the few games I guess you could even look at to see how they handled things. Have there been any interesting findings from that game, about what went well or what didn't?
#Lacoste:?
I think the guys.. the game designers looked at that. We get inspiration from many games. We have to be open-minded.?
Benjamin Plich,《刺客信條:大革命》和《榮耀戰(zhàn)魂》的首席游戲設(shè)計(jì)師:
Benjamin Plich 相信開發(fā)者會(huì)從《塞爾達(dá)傳說(shuō):曠野之息》對(duì)實(shí)驗(yàn)性和新興游戲玩法的關(guān)注中獲得靈感,例如“以開放的方式更自由地試驗(yàn)事物的能力”并具有“強(qiáng)烈的自主意識(shí)和對(duì)環(huán)境和可用工具的實(shí)驗(yàn)”。
Benjamin Plich, the designer of Assassin's Creed: Unity and For Honor, said that he believed developers would take inspiration from its focus on experimental and emergent gameplay, such as "the ability to experiment with things more freely, in an open way" and having "a powerful sense of autonomy and experimentation with the environment and the tools at their disposal."
Damien Monnier, designer of The Witcher 3: Wild Hunt, said Breath of the Wild" managed to bring classic open-world mechanics together while not relying on them to guide the player through its world," encouraging players to "go and explore it because you wonder what's out there, not because a loot icon tells you to." '?
A portion of a 1up interview with developer Tomonobu Itagaki…
1UP:?Do you feel that your work on the Ninja Gaiden franchise owes anything to what Devil May Cry started on PS2?
TI:?Nope. I actually owe thanks to the Legend of Zelda: Ocarina of Time.
1UP:?How do you feel about the Team Ninja-doing-Metroid-reinvention news? Is this something you would have welcomed when you were still there?
TI:?Metroid is a fantastic game that I played a lot on the Disk System when I was a child. I also know?Mr. Sakamoto, the producer at?Nintendo, very well. He fathered Samus Aran. He's been making games since I was a child, so he's a veteran I really respect. I think [Yosuke] Hayashi will learn a lot working with him. I hope?Team Ninja?works hard in making a good game.
From your perspective, what kind of games are the titles in the collection?
I've held firm on my?thoughts on the first game and from what I hear, it was actually inspired by?The Legend of Zelda: Ocarina of Time. You may think I’m lying, but I heard that they were plans for a fishing system at first (laughs). In the end, they doubled down on the action, but some remnants from those early ideas are there, like the exploration elements, puzzle solving and platforming.?
Sony Worldwide Studios president Shuhei Yoshida, during a PlayStation live stream yesterday, Yoshida mentioned the adventure game, Zelda: Breath of the Wild, as one he's very excited about.
“I just played Zelda! The new Zelda game. You know, open world, and hunting. And I had a bizarre feel, this feels like Horizon. This is a epic, huge game. I can not wait to play Zelda again when it comes out.”
ōkami director Hideki Kamiya (Capcom, PlatinumGames) said that he has been influenced by The Legend of Zelda series in developing the game, citing A Link to the Past as his favorite game of all time.?
Hideki Kamiya, the supervising director?on?Bayonetta 3, has told Japanese gaming magazine?Famitsu?that he and the rest of the team are forever indebted to Nintendo for allowing them to make both Bayonetta 2 and Bayonetta 3.?
That’s why I was really happy that we were able to make the third game. I’m not exaggerating when I say I’m forever indebted to Nintendo.
Soul Reaver and Uncharted director, Amy Hennig (Crystal Dynamics and Naughty Dog), cited Zelda as inspiration for the Legacy of Kain series, noting A Link to the Past's influence on Blood Omen and Ocarina of Time's influence on Soul Reaver.
Soul Reaver and Uncharted creator, Richard Lemarchand (Crystal Dynamics and Naughty Dog),?also cited A Link to the Past's approach to combining gameplay with storytelling as inspiration for Soul Reaver.?
[1]World of Warcraft, [2]Clash of Clans, [3]Half-Life 2, [4]The Legend of Zelda: Twilight Princess, [5]Ico.?
The Twilight Princess is one of his favorite games and an influence for the Fable series: "I just feel it's jaw-dropping and its use of the hardware was brilliant. And I've played that game through several times."?
David Adams 現(xiàn)在是德州奧斯汀 Gunfire Games 公司的總裁,他在 1996 年的電子娛樂(lè)博覽會(huì)上贏得了 Nintendo 64,這要比N64游戲機(jī)正式發(fā)布的時(shí)間早了六個(gè)月。 它打開了通往《超級(jí)馬里奧 64》 的大門,當(dāng)然還有黃金收藏版《時(shí)之笛》。
"Zelda nailed that 30 years ago, and it still carries the torch for other games. It influenced our understanding of what games could be. Many of us are still emulating that."?
His former design partner agrees. As former co-director on Darksiders, David Adams wears his influences on his sleeve.?
"We went for it," he says. "Darksiders was essentially us saying, 'Hey. Let's make a mature Zelda game.'"?
Adams, now president of Gunfire Games in Austin, won a Nintendo 64 at the Electronic Entertainment Expo in 1996, six months before the console's official release. It opened the door to Super Mario 64 and, of course, the golden collector's edition of Ocarina of Time.?
Despite the latter's frantic firefights and cover-based shooting, Bleszinski lists Zelda among its chief influences.?
The act of acquiring a new tool--in this case, a new weapon--and learning it, mastering it, then using it to conquer a new area as the game progresses, is one of the Zelda series' design keystones. Zelda has its Hookshot. Gears has its Hammer of Dawn.?
John Howard (Microsoft Corporation):?"He is the teacher of all game designers. Donkey Kong, Mario, Zelda, Metroid... even if we are still able to I drew nourishment from Shigeru Miyamoto’s work. The knowledge I learned about exploration and miracles from "Super Mario 64" is far more than other games, books and movies."
GameSpot called it the most impressive game Nintendo had made, writing that it "takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game ... It's both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts."?
The Legend of Zelda: Breath of the Wild is a masterclass in open-world design and a watershed game that reinvents a 30-year-old franchise. It presents a wonderful sandbox full of mystery, dangling dozens upon dozens of tantalizing things in front of you that just beg to be explored.?
I've had so many adventures in Breath of the Wild, and each one has a unique story behind what led me to them, making them stories on top of stories. And even after I've spent more than 50 hours searching the far reaches of Hyrule, I still manage to come across things I haven't seen before. I'll easily spend 50 to 100 more trying to track down its fascinating moments.
And IGN at the time, games were scored across a number of technical categories, such as graphics, sound, and gameplay. WithZelda, the consensus was immediate. “We started to fill in the numbers and they all came in really high,” Schneider says.
Ocarina became the first game that IGN scored a perfect 10.0 on its scale. “We just got to this point where we said this is a true milestone. This game isn’t just … our favorite game right now in the N64. This will be a milestone for years to come.”
GameSpot, another fast-growing gaming website of the era, also issued a 10 to Ocarina. Jeff Gerstmann, the site’s young reviews editor, was impressed by how the game managed to effectively translate so many elements of its 2D predecessors into a 3D world. Ocarina’s quest structure and twin-worlds mechanic are borrowed from the Super Nintendo’s A Link to the Past. But the fighting system was actually modeled on the NES’s Zelda II: The Adventure of Link, which shifted from the original Zelda’s free-for-all combat to a more focused one-on-one battle system.
GameSpot had never given a perfect score. Gerstmann had to argue for the 10 to the site’s editorial director, almost as if he were defending a thesis. “He just sat there and tried to poke holes in the review or poke holes in the game for over an hour. Like, ‘Oh wouldn’t this game sound Better if it had full voice?’” recalls Gerstmann, who’s now the editor-in-chief of Giant Bomb. “We went back and forth on it for a long time, but I held firm, and the 10 went through.”?
”在那個(gè)時(shí)期最杰出的印刷游戲雜志《電子游戲月刊》(EGM)上,《時(shí)之笛》被一個(gè)由4名工作人員組成的小組進(jìn)行評(píng)估,他們每個(gè)人都獨(dú)立地玩了游戲,而且在出版前都不會(huì)公開他們的分?jǐn)?shù)。最后《時(shí)之笛》拿了4個(gè)滿分 10 分(那年《合金裝備》也是如此)?!啊稌r(shí)之笛》它做了很多新穎和創(chuàng)新的事情,”當(dāng)時(shí)的?EGM 編輯約翰戴維森說(shuō)?!坝行〇|西在這些早期的 3D 游戲中開始出現(xiàn),討論它們的詞匯甚至還不存在?!?/p>
“Z-targeting”(Z-注目系統(tǒng))就是一個(gè)典型的例子。任天堂已經(jīng)為《超級(jí)馬里奧 64》創(chuàng)造了 3D 冒險(xiǎn)的藍(lán)圖,它開創(chuàng)了模擬控制和自由移動(dòng)相機(jī)等功能。但該游戲中的戰(zhàn)斗很少見,因?yàn)樵?3D 環(huán)境中進(jìn)行攻擊非常挑剔。任天堂的第一款 3D塞爾達(dá),從日本武士劍戟片中,得到了大量靈感。戰(zhàn)斗邏輯十分完備。
At Electronic Gaming Monthly, the preeminent print gaming magazine of the period, games were reviewed by a panel of four staffers, who each played the game independently and didn’t share their scores with each other before publication. Zelda nabbed four 10s (Metal Gear Solid also ran the table that year). “It did so much that was new and innovative,” says John Davison, the editor of EGM at the time. “Some of the things that were starting to emerge in these early 3D games, the vocabulary to discuss them didn’t even exist yet.”?
“Z-targeting” was a prime example. Nintendo had already created the blueprint for 3D adventuring with Super Mario 64, which pioneered features such as analog control and a free-moving camera. But combat in that game was rare because attacking in a 3D environment was so finicky. Nintendo wanted the first three-dimensional Zelda to feel like Chanbara, a Japanese samurai sword fighting film. The combat had to be airtight.?
Speaking in an interview with the outlet, Aonuma was asked what games the younger staff on his team had been inspired by during development. “[Something] I did hear that a lot of people were playing was Red Dead Redemption 2," was the reply.
When pressed on open world inspirations as a whole, he added: "When I was working on Breath of the Wild, the director [Hidemaro Fujibayashi] was playing Skyrim."
In the same interview, Aonuma revealed that he has been playing an awful lot of Zelda lately thanks to the fact that the Switch is getting two new titles in the series this year (Link's Awakening and spin-off Cadence of Hyrule) as well as the aforementioned Breath of the Wild sequel. "Recently I've been very busy, especially with Link's Awakening," he explained. "So on my breaks, I've been playing Cadence of Hyrule. So I've been kind of overloaded with a lot of Zelda recently."
Speaking of the climbing mechanic, there is another game that makes heavy use of this feature: Shadow of the Colossus. It was influenced by Zelda, and influenced it in turn since Twilight Princess. Do you enjoy the games and style of Fumito Ueda?
It's funny that you’re mentioning this game, because we are friends with Mr. Ueda and he's always said that he wanted to make a game like Zelda – hence the similarities in Shadow of the Colossus. Mr Ueda was kind enough to send me a copy of The Last Guardian late last year and as I was playing it, I could notice the moments when you climb on Trico's head to find a path, and jump to reach places that were inaccessible from the height you were at. Without seeing each other or talking about it, I realize we had the same idea. It's amusing to see we had the same inspirations, the same gameplay velleities at different times.?
Fujibayashi cited two games while speaking with EDGE this month about games that inspired him: Minecraft and Terraria.?
He told the magazine:?
“I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.”
As for real life inspiration, Fujibayashi is involved with an adventure club with other Nintendo staff in which they participate in outdoor activities:?
“[We do] things like cave diving where you actually go down into the water to get into the cave, as well as rafting tours and so on. I know this may not be such a big deal in the west, but in Japan it’s quite an adventure!”