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Il team di sviluppo di DayZ, survival di enorme successo per PC, ha diffuso un video celebrativo del primo compleanno dalla pubblicazione su Steam, in cui vengono ripercorse le tappe che hanno portato al gioco com'è ora. Tra gli interventi spicca quello di Dean Hall, il papà del titolo.
Trascrizione
00:04Il nostro corso di QTSS
00:05Quando abbiamo avuto il nostro corso
00:07il nostro corso di sviluppo
00:08l'anno scorso l'anno scorso
00:10una delle sue problematiche
00:11è la fine del lato del lato
00:18Il nostro corso di QTSS
00:19è stato per la prima volta di 2es12
00:22e è stato lo che abbiamo discutito con la VALVE e altri
00:24però il 2es12 è stato fatto
00:26e il nostro corso non è stato fatto
00:30We were struggling with performance, with crashes, and it was a very difficult time for us to actually try and
00:37piece together a build that we could actually release.
00:39So many moving parts, you don't want to carry on with really aggressively different new areas of development because those
00:49could potentially break it.
00:50So you're trying to focus, so it's a very tense time during the development to actually pull that together.
00:56As part of that process as well, we were kind of worried how the community would react.
01:02We knew that people wanted to see results and that based on the community's support of the concept, they kind
01:10of deserve to see results.
01:26I remember leading up to the end of development, I didn't know how I would feel or even what I
01:32would do.
01:36It was a moment that I knew was coming for a long time, but you never quite expected to reach.
01:42And I remember when we first turned it on live, the community just went crazy.
01:46They'd wanted to see this, and I think they were just elated to have the chance.
01:50For me, DayZ really is not as much about creating a living, breathing world as it is understanding that the
01:58lure and the draw of DayZ, what makes DayZ special, is that it is different every time.
02:04Is that Verne?
02:06You said it when you can't see it!
02:12I heard that shot!
02:15No! No! No!
02:18Oh, shit!
02:20What the fuck?
02:22What the fuck?
02:24The value for us for early access for DayZ is that we're able to take things such as metrics and
02:29user data, as well as a combination of watching how the people actually interact with the systems that make it
02:35to Experimental and Stable Branch, and adjusting the design based upon that.
02:39So, in effect, you could almost say that we've got nearly three million user research designers, people that shape the
02:47way DayZ is,
02:48what DayZ is, based upon how they play it.
02:51I mean, when DayZ released, we were crazy about watching as much of the community content as we could.
02:57We've got items, discount prices, best sales at Barrazino, we've got bags, we've got books, we've got propane tanks, and
03:04we've got fire extinguishers, what would you like?
03:06It's the player interactions. Your story is different, you meet different people, you are in different situations, different choices to
03:16make.
03:16What makes DayZ really unique is it is effectively not as much a game world as it is a tool
03:23set for dynamic experiences.
03:26People shape what the game is for them based upon their actions and how they play it.
03:52The real draw of DayZ is a combination of the risk of losing everything, or potentially coming out on top
04:00and winning everything,
04:01and a combination of the fact that the game is never the same because you never really know how the
04:07person you come across is going to interact,
04:09or whether or not you've made the right decision by avoiding said person.
04:14DayZ is never the same because those who play it and how they play it are never really the same.
04:19Every time you spawn in a new character, every time you join a fresh server, your experience will be different.
04:30DayZ is never the same as you enter front of a new character.
04:40Grazie a tutti.
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