Vai al lettorePassa al contenuto principale
  • 15 ore fa
La nostra intervista a John Garvin, creative director di Days Gone.
Trascrizione
00:00Let's start with the choice of the title of the game. Where does Days Gone come from?
00:06So, Days Gone has multiple meanings and there's different ways you can interpret it.
00:12It can be referred to the day itself is gone, it can refer to the number of days gone since
00:18something happened.
00:20It can, you know, can refer to, hey, night is coming and that's dangerous.
00:24So, I like the title because it has multiple connotations and we actually use it in the game.
00:31You see that when you go look at the map or the title screen it says, you know, 732 days
00:36gone or whatever.
00:37So, it sort of implies maybe the number of days gone since Deacon lost Sarah.
00:42So, that's again one of the things that we sort of like to play with is have something that's sort
00:46of ambiguous
00:47and that you can kind of bring your own meaning to it.
00:50Okay. Deacon appears as a solitary wolf. Can we say that the motorcycle is a sort of real friend,
00:58a sort of co-protagonist of the story?
00:59Oh, absolutely. So, we have, we have, Deacon has three important relationships.
01:05He has his wife Sarah and his best friend and fellow member of the Mongols MC Boozer and his motorcycle.
01:13So, we like to think of that and that's one of the reasons why as the writer I sort of
01:18explored having a character
01:19who has that background with the Outlaw MC is because if you know anything about bike culture at all,
01:25these guys have an appreciation and an attachment to their ride that, you know, maybe other people don't.
01:35So, it's important to him and it's an important part of the game because you only get the one bike
01:39throughout the entire game.
01:41And you have to take care of it, you have to upgrade it and, you know, it becomes your lifeline
01:45to survival.
01:46What kind of man is Deacon?
01:49That's a good question. So, you know, what I like to think of is, you know, again, as a storyteller,
01:55that the best stories are about people who have, you know, who have real serious challenges that they face
02:01and you sort of follow them as they overcome it.
02:05And Deacon's background as a regular guy, so he's not a superhero.
02:10He's not a, you know, he doesn't, he's not able to, he's not an athlete.
02:14He's constantly running out of breath.
02:17He, you know, he, you know, at the start of the game, he doesn't know how to repair his melee
02:22weapons, you know,
02:22so he's not like an expert at survival and I think that that's a way into his character for the
02:28average player.
02:29He's like, oh, okay, that's kind of how I would be.
02:31If I had to run, I would be out of breath and I would be scared.
02:34So, yeah, so it's like he's got these elements of being a, you know, a prototype sort of bad-ass,
02:40you know, biker.
02:42But you quickly learn that that's really not who he is.
02:45He's just a guy out there who is trying to survive and, you know, and I think that kind of
02:51makes him relatable.
02:52Okay.
02:54In Days Gone, we will also investigate the origins of the epidemic.
02:59Yeah, we do.
03:00So, again, we haven't talked about that a lot before the game comes out,
03:04but I just want to make sure everybody knows that, yeah, if you as a player want to learn more
03:09about the pandemic
03:11and how the world ended and Nero, which is these guys in the black helicopters flying around that suddenly appear
03:17after being gone for two years,
03:19you can learn a lot more about that storyline.
03:23There's actually a storyline in the game called World's End,
03:26and you discover all the signs in the world like the abandoned refugee camps, the checkpoints, the quarantine zones,
03:34the trains that they used to haul out all the corpses as the world was dying.
03:39Every one of those locations has like a micro recorder with information about what happened.
03:44And so you can collect all these things that's actually collectible in the game
03:46and you can kind of follow that storyline as it fills in.
03:50Okay.
03:52What do you think we are so fascinating about post-apocalyptic stories?
03:58I'm a huge fan of post-apocalyptic stories and always have been in, you know, not just games and TV,
04:05but, you know, movies and books.
04:08So, for me, it's really about this sort of universal fear of what it would be like to live in
04:13a time when there's no law and order,
04:16when you have to really sort of, you know, do whatever it takes to survive.
04:20And I think on top of that, there's a fear of death and a fear of losing your family and
04:27a fear of, you know, losing your friends.
04:29And that fear is universal.
04:31And so I think that these stories about where, you know, where you're thrust into a situation where everything is
04:38gone and you've lost everything,
04:39I think is terrifying for most people, but it's also, you know, fascinating and exciting because you can see yourself
04:47in that position.
04:48Okay.
04:49How do climate changes affect the game experience?
04:53So, yeah, we had, from the beginning, we really wanted to create an open world that was dynamic.
04:58So, we have, so part of that is our weather system.
05:01And most people don't know this, but the Pacific Northwest, they think of, you know, rainforest and drizzling rain all
05:07the time and everything's green.
05:08That's really not the way most of it is.
05:10Most of it is high desert.
05:11So, because in, like, Oregon, for example, you have the Cascade Range, which is maybe here.
05:17So, maybe one-fifth of the state is rainy and wet.
05:21The other, you know, two-thirds of the state is high desert, which means it's high in elevation and extremes
05:26of temperature and climate.
05:28So that you have, in one day, I've seen it snow and be sunny and raining all on the same
05:34day.
05:34And, you know, in Days Gone, we really wanted to have that because it looks amazing.
05:39So, one of the things our tech guys and artists have done is work really hard to create a world
05:43that feels realistic.
05:44And that means when you see the mist rising or the snow coming down and the sun's coming through it,
05:49it just looks really good.
05:50But it's also, we wanted it to be dangerous.
05:53So, we do that to make the, when it snows out, the bike is, the roads get slippery and icy.
05:59And, more importantly, the freakers get stronger.
06:02So, one of the things you'll learn about the freaker physiology is that their metabolism is running really, really hot.
06:08And so, you know, that's why they need to eat all the time.
06:10That's why they're stronger and can run faster.
06:13But that means when it gets night out and the temperature drops and when it snows or rains, it gets
06:18stronger.
Commenti

Consigliato