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  • 8 ore fa
Vediamo questa intervista a Jonathan Blow in cui il guru della scena indie racconta di cosa significhi essere uno sviluppatore indipendente che lavora su PS4.

Vi ricordiamo che Blow è al lavoro su The Witness, adventure presentato sul palco di PS4 a febbraio.
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00:14I see there being
00:15two big benefits to being a small
00:18independent developer.
00:20One of them is that you get to
00:22and they're related actually, right?
00:24So the first part of it is that you get
00:26to decide exactly what you're going
00:27to do, right? If we were
00:29part of a large publisher or publisher
00:31owned developer, you know, we don't
00:33exactly get to pick what we work on
00:35or maybe they'll say, hey guys, pick what you want
00:37to work on, but then if we pick something too crazy
00:39it's like, oh, hold on, we need
00:42to, you know, make sure we get our
00:44money back, right? So the first part of it
00:45is that we can pick anything.
00:48The field of what's possible
00:49in games is so large
00:52that we can sort of cast our
00:53fishing rod out into an area that nobody
00:56else is even looking at. Our new game
00:58The Witness is like that. The second half
01:00is that with that independence that
01:02we have and that ability to be free
01:03in what project we choose,
01:06we also
01:07have the freedom not to
01:10have to make a huge profit
01:11if we don't need
01:14to. I would definitely like to make our
01:16money back on this game and I would like to make a profit
01:18on it, but it's not actually the
01:19number one priority, right?
01:21The number one priority is to make the best
01:24possible game that we can make
01:25that brings the most
01:28beneficial experience to the players, right?
01:30That's absolutely number one.
01:32For a while we had been
01:34generally interested in being
01:36on the next Sony console
01:37so we kept up relations with
01:40people at Sony and
01:41at some point those discussions naturally
01:43turned to, hey, we're going to
01:46have a mini
01:47preliminary dev conference
01:49soon, do you want to be in there?
01:51and I was like, well, of course. And that was really
01:53good and the ball started rolling. As soon as we did that
01:56I said, hey, we want a kit right now
01:57because, like I said, it's a much more complicated game
02:00than our last game, so there's a lot to do.
02:01There's a lot to think about. But the trick
02:03is that there is magic there
02:06in the subject that we're exploring
02:07and because the game was not constrained
02:10by financial
02:12fetters, we were able to
02:14find the magic
02:15and make it as good as we
02:17as we possibly could. And
02:19the game is a multi-layered thing
02:21and every layer is
02:23absolutely the best that we know
02:25how to make. So, when you go in
02:28if you just are interested
02:30in a puzzle game
02:31and you're not really looking at
02:33story or philosophy
02:35or anything like that, there is a really
02:37good puzzle game there. But,
02:39if you want to read further than that, there's other layers.
02:42and that's sort of that provision
02:43for deeper engagement
02:46that allows
02:47for that little bit of ambiguity
02:49or that little bit of like, I didn't totally understand it
02:52but then when you go look at it closely, you open it up
02:54and you discover there's a huge ton of stuff in there.
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