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  • 4 ore fa
Un video sul making of di Elite: Dangerous presentato da David Braben.
Trascrizione
00:00www.elite.com.info
00:31www.elite.com.info
01:02Obviously the original games have been big influences but I've been a science fiction fan for a very long time
01:10and I've always liked the sort of the harder end of science fiction where there's a lot more sort of
01:17justification behind the way things happen.
01:20You've got the detail that you bring in is you try and imagine what a world could be like in
01:25a thousand years time and that's not as easy as you might think. There's things that you think might go
01:30easily like nanotechnology or whatever but it may not turn out so we've actually got quite a dark world which
01:37I think is quite nice. I'm not a fan of utopia based science fiction in the future.
01:42A lot of it was in the imagination and now we're having to fulfil that in a lot of detail
01:46and there's a lot of work behind that.
01:48We've got a lot of iconic shapes to work from in those original games so being able to fill out
01:54the details in those shapes is a lot of fun but also it's going to mean a lot to anybody
01:58who has played the previous games.
01:59I think the challenge for us is to take that wireframe and then keep it, keep the iconic shape, keep
02:05the design but then fill the gaps that were left behind so what would be filled with the player's imagination
02:11before we've got to take that load away and we've got to fill the gaps with content and with things
02:17that would be functional and make sense.
02:20Obviously we take quite a lot of influence from different places but we then put our own spin on things
02:25to make it slightly a bit different, something a bit cooler.
02:29When you look at it, it looks like, hey, that looks like a Cobra Mark III or that looks like
02:33a Signwinder but also, right, we've got these flaps and these fins and these heat vents and these engines and
02:37they all work together and look like it's a real spaceship, you know, it's not just a wireframe anymore, it's
02:43actually becoming tangible.
02:45A lot of the influences offer the muzzle flashes, the impact effects, rather than trying to make them all look
02:53the same, we want to mix it up a bit, make them all look a bit different, especially the bigger
02:57weapons like the sort of plasma guns, we want them to look a bit cooler so we try and do
03:01something a bit different with those.
03:02I think the hardest part of bringing the original elite up to date was trying to create fully immersive environments,
03:09whether that be the cockpits, the exteriors of the ships, whether that be the asteroids or the planets, there's a
03:16huge amount of work that goes into every element.
03:18I think one of the big differences is bringing the cockpit into the world, it's something that you can feel
03:23like you're almost inside of.
03:25When we make the cockpits, we're trying to bear in mind any future changes that might take place and that
03:31could be the implementation of a secondary pilot or in some cases a tertiary pilot, so we need to make
03:38sure that we leave a physical space that's going to enable somebody to sit in that seat.
03:43So in Elite Dangerous we've got 400 billion systems, and for us making sure that there's something exciting, something thrilling,
03:51something dangerous, something interesting to do in each of those systems is a real, real priority.
03:57Creating something with the scope of the galaxy is an enormous task in itself, and we're relying on procedural techniques
04:05to obviously realise that, but making those techniques look good as well as be accurate I think is a big
04:12challenge.
04:13Elite is such a completely different game from the games that we've done in the past, I mean, our earlier
04:18games have quite often been nice static landscapes with one sunlight shining down on them, and then we began this
04:26project and everything moves, everything travels in different directions, and everything has about 300 lights on it.
04:32Planets look more like, you know, you'd imagine them to be the surface of stars, we're actually modelling those, and
04:38you can see up close all the plasma jets and all the richness that's going on there.
04:44The technology now that we have available to us is so much more powerful that it can be kind of
04:50difficult to know where to stop.
04:51There's missions, there's simulations going on, and things change in response to your actions, so I think it's just a
05:00much deeper and richer world.
05:01Things like the docking procedure, they now have more depth, the player goes inside the station, they see what's going
05:08on behind the scenes, where previously we could only show, you know, entrances and exits of the stations.
05:13Our systems can have more complex relations with each other than they ever could before, we can have more evocative
05:18trade goods, we can really sort of just dial up the whole experience for the player.
05:23One of the bigger things I've worked on recently has been hyperspace, that was really good fun to work with,
05:27had a lot of creative freedom with that.
05:29The fact that you can go anywhere in space, any point in a system, and you can look at a
05:33planet from any angle.
05:35The speeds required for that create a lot of interesting challenges for us, in trying to maintain the dogfighting gameplay,
05:42the combat gameplay of the original,
05:44and balancing that against the, now, the ability to travel anywhere.
05:50It's really allowed us to keep the core of the game while opening up the galaxy.
05:56Getting the feel of the combat right so that it feels great, and it doesn't, it isn't the sort of
06:03thing where you immediately, by having a bigger ship, you're immediately going to win a combat.
06:08All of that sort of thing, the detail, the turn rates, how heavy a ship should feel, how light.
06:13One of the big challenges that we've had is doing great combat in an empty space.
06:17Other games can use the environment and gravity to create the sort of gameplay limitations that they need, whereas we've
06:27had to use the flight model and the ships to essentially create those interesting gameplay limitations.
06:36Making sure that we don't get carried away when we're coming up with something for gameplay purposes.
06:43You know, it's a game about science fiction, but there has to be science, there has to be reality there.
06:48So we can't just sort of create a good idea because it's good gameplay.
06:52Sometimes it has to make sense within the fiction of the world as well.
06:55People think, oh yes, well science, that sort of fixed thing, but actually there are lots of theories and they
07:00conflict in lots of places.
07:01So it's trying to find a way forward, which I think is the most accurate sort of interpretation of some
07:06of the results we've seen.
07:08And it's a process that I've thoroughly enjoyed.
07:11One of the bones of contention in any space game is the idea of no sound in space.
07:16One creative dilemma we've faced with sound design regularly is this whole scientific accuracy and realism versus just making the
07:25game sound cool.
07:26As a creative designer, I don't really want to think about that particular part of science.
07:32And quite often those two just are exactly the same thing and it's beautiful, but quite often they are totally
07:39pulling in different directions and we have to make a choice.
07:42So we've tried to be as realistic as we can, where we can, but we've had to enhance certain aspects
07:49of gameplay with audio.
07:51We felt that to be totally necessary just to inform the player of what's going on more than anything else.
07:58And we've found it to increase immersion considerably.
08:04There's a lot of sci-fi sound design cliches out there.
08:07For example, we all think we know what a laser gun should sound like or what a spaceship engine should
08:11sound like, and yet none of us have actually heard those sounds.
08:14If there's any influence that we always try and stick to, it's try finding a different way to do the
08:20same thing and create our own specific universe.
08:23So what we've tried to do is carve out our own style and try and navigate around some of these
08:28preconceptions and try and do our own thing as much as we can.
08:31Our lead audio Joe says, try and think of something original. Don't do a beep or a bleep for a
08:37gooey element, create something new.
08:39We weren't composing for cut scenes and specific scenes. It's about moods and changing emotions and describing the beauty of
08:49space and the mystery of space.
08:50The biggest difference with Elite Dangerous, I think, is the fact that we're multiplayer, the fact that we're online.
08:57And it enriches the gameplay so much to be able to go on adventures with a friend, to meet people
09:05that are real people, to actually talk to them.
09:07I think there's loads of potential for co-op in the game. I think that should be something that everybody
09:13should explore.
09:15When we were testing the voice comms, Joe and I had a great session with each other, just attacking NPCs.
09:23And with voice comms, it was just so much fun.
09:27And you could just see the scope for having wingmen and going off and enjoying adventures together. It's huge.
09:36For me, the most exciting thing with Elite Dangerous is the whole, the fact that the galaxy is real.
09:44The fact that you look at the night sky, the real night sky outside, and it matches the game as
09:50close as we can.
09:50That every single dot you can see is a star that you can visit.
09:54The coolest part of Elite Dangerous has got to be just how fast the game is and how small you,
10:03as a player, are.
10:04You're like a speck of dust floating in the universe. It's incredible.
10:07It's really brought home to me how small we all are and how massive space is.
10:12And the distance between planets in the game and the scale of the universe is accurately modelled.
10:18And it's just mind-blowing, the distances and the time it takes to travel.
10:22There are a lot of things about it that amaze me, but the more I learn, the more science we
10:28put into it,
10:29which I know doesn't matter to a lot of people. It matters a lot to me.
10:31But it's that richness, that feeling that I'm exploring something real.
10:35And then when I look back at a constellation in which the Sun is one of the little dots, that
10:41that's real.
10:41And that's what you really would see from that distant system.
10:44For me, it's the stuff that's just coming in at the moment, and that's the exploration.
10:48I love the idea of just heading out from human space into the galaxy and seeing what we'll find.
10:55My favourite part of Elite Dangerous at the moment is the flight simulation,
10:59my connection with my ship and the detail in which you can go into your ship
11:04and everything that comes with it, so the docking, requesting and that whole part of it.
11:09Because I come from flight sims, and so that really ticks all my boxes. I really like that.
11:13The feeling of actually being present in your ship, that it's a real object that you're operating
11:18and not just moving a reticle over a target.
11:23I think for me, it has to be the boost.
11:26It's been a year and I still haven't got over just how good a job the audio guys did with
11:30that.
11:30The coolest part has been the audio so far, particularly in stations, things like that,
11:35having the voices echoing off the walls and just the sounds as you go through the docking port, things like
11:40that.
11:41I think as well, the art team's done an incredible job just making the galaxy a beautiful place.
11:46The galaxy map is a really, really cool part of Elite.
11:49Being able to see the trade routes and everything, if you have a mission that you're currently involved in,
11:55being able to select all the elements that are related to that mission and find out where trade routes are
11:59going on.
11:59It's such a fantastic bit of design and code and art that's all come together.
12:05It really is quite mind-blowing when you see it for the first time.
12:08The coolest part of Elite Dangerous is when you fire out a heat sink and all your glass frosts up.
12:14It gives you that ability to have a stealth type of experience, which is really visceral.
12:23It encloses you in that cockpit.
12:24You're there, literally hiding in the vastness of space.
12:27And that's the thing, it brings this whole vast galaxy centered down on you and the pit of your stomach
12:35and the feeling as you're sneaking around.
12:36I think that's amazing.
12:38The coolest part of Elite Dangerous for me is playing it on Oculus Rift.
12:41Just the experience of sitting in the cockpit and seeing space all around you.
12:47It's just, yeah, a new world of gaming, really.
12:50When I put the Rift headset on for the first time, I was absolutely amazed.
12:55It didn't matter that it wasn't high definition, it wasn't one of the later versions of the kit.
12:59It was just an amazing, immersive experience.
13:02I was in the Sidewinder and looking all around me, I could see everything that was around the chair, all
13:06the plates on the floor.
13:08Also the handrail, the grab rail was right in front of me and it really makes you want to just
13:12reach out and touch it.
13:14When we were first testing Super Cruise and we had a planetary system with rings and going in Super Cruise
13:21and you're flying in.
13:22And then as you got closer, it wasn't just a texture.
13:24It wasn't anything you could see, actual asteroids and you could fly in and then I'm in an asteroid field.
13:31That, for me, that was like a pivotal, like, this is amazing.
13:34No, we get to play with spaceships, what else do you want to say about this?
13:38With some people that really love spaceships as well, so everybody's like...
13:46Making Elite Dangerous has been fantastic for us, it's been a very enjoyable experience.
13:51But I think probably the most important thing is all the support we've had from people sort of outside the
13:58company as well as the people here.
13:59I love the relationship we have between the developers and the backers.
14:05It's great getting feedback from them and ideas from them.
14:08It pushes us to do a better job, it gives us ideas.
14:12People have come as backers, have been very supportive, elite ambassadors.
14:16All of the people who have been evangelising the game on forums, playing it, people in the DDF, the book
14:22authors.
14:23All of the people who have helped us have been really amazing.
14:27The support the game has been getting around the world is absolutely fantastic.
14:31So a big thank you from me and from all of the team here for making this happen.
14:36It's a fantastic opportunity.
14:38As you can see, we're doing our absolute best to make it as good as we can.
14:42We're not going to stop when we release the game.
14:45There are a lot of exciting things we'll do in the future as well.
14:47So a big thank you from me and from everyone here.
14:53Thank you.ở
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