据外媒PCGamer 报道,知名游戏纪录片团队Noclip 近日发布了《极乐迪斯科》 开发秘密》第三集,以“足以让玩家目瞪口呆的文字量”揭秘了这款大作背后一段啼笑皆非的开发故事。
ZA/UM Studio在开发时使用了一款名为“Articy”的分支叙事软件,该软件是专门针对复杂剧情而设计的。然而《极乐迪斯科》的文本量直接导致了该工具的“罢工”。 ——个剧情分支庞大,逻辑线条错综复杂。软件甚至弹出警告:“内容长度超出正常范围!”
Former chief screenwriter Helen Hindpere said frankly: "The problem before was not enough writing, but this time the problem is too much writing." The team could have deleted the content according to common sense, but faced with a million-word text involving politics, philosophy, and hangover nonsense, they all agreed that "it was so well written that they couldn't bear to delete a line."最终,他们硬着头皮将这款“电子杰作”塞进了游戏中,冒着软件崩溃的风险完成了开发。
如今,《极乐迪斯科》被称为“文字量足以让玩家目瞪口呆”的大作,但这种“奢侈”也引起了一些玩家的纠结。 In an era when "Tu Tu Tu Tu" games are rampant, this RPG with text depth as its core is simply a "torture" for players' brains that are used to "short, flat and fast".
有玩家调侃:“别的游戏考验显卡,这游戏却考验海马!”但也有人反驳:“这么多文字是RPG的灵魂,删掉就浪费了。”
团队在纪录片中强调,正是这种“不妥协”让这款游戏与众不同。作者坚持保留所有文本,即使需要手动调整工具逻辑。现在回想起来,这个决定被证明是极其正确的。 —— In a market dominated by fast-food games,《极乐迪斯科》 the immersive world built with words has become one of the few exceptions that can allow players to "slow down and think."
标题:《极乐迪斯科》开发秘闻曝光:文本量撑爆软件
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