ADELANTO ANÁLISIS FINAL SOBRE MECÁNICA DE VEHÍCULOS/NAVES
01 ENTREVISTA DICE 2016, 18 DE FEBRERO DE 2016
🚀 Todd Howard: "We actually have three longer-term projects that are all — we'll talk about them at a much future date — they're different from anything we've done before while also being a Bethesda style game: big and crazy, but in many ways different from what we've done before."
🧭 Se resalta, pese a tener el mismo estilo de juego, lo diferente del proyecto respecto a TODO su pasado
🧭 Nunca habían aludido a tanta diferenciación al hablar de Fallout 3
02 ENTREVISTA NOCLIP, 5 DE JUNIO 2018
🚀 Todd Howard: "the biggest most epic science-fiction thing you could possible imagine, and that’s something we've talked about for a long time and kind of picked away at. And now we feel we’re kind of... what's is the right way to say it without spoiling anything? We are uniquely positioned to pull this game off."
🧭 Forma hiperbólica de describir el tipo de juego que dispara la imaginación: Enterprise, X-Wing,...
🧭 Únicamente posicionados en la industria para sacar el proyecto
🧭 Nunca Todd Howard habló en esos términos para describir un proyecto y a BGS
03 ENTREVISTA GAMELAB, 4 DE JULIO 2018
🚀 Todd Howard: "We looked forward to Starfield and Elder Scrolls VI, what we had in mind for those games, and we realized it was going to take more people than the typical 100-person studio that we had for a long time."
🧭 Fallout 4 lo hicieron 130 desarrolladores, Starfield + 400
🧭 Más desarrolladores para poder asumir lo que implica Starfield: mayor carga de trabajo
04 PRESENTACIÓN STARFIELD E318, 11 DE JUNIO 2018
🚀 Todd Howard: "Starfield is a game that we have spent years thinking about and working on something we feel uniquely positioned to pull off and that we're incredibly excited about..."
🧭 Se vuelve a insistir en que están únicamente posicionados para sacar este RPG
05 ENTREVISTA GAMESPOT A PETE HINES, 13 DE JUNIO 2018
🚀 Pete Hines: "It's an incredibly ambituous project. That game is crazy. It's ambituous and insane and awesome in all of best possible BGS ways."
🧭 Forma hiperbólica de describir el proyecto nunca usada por Pete Hines
06 ENTREVISTA GAMELAB A TODD HOWARD, 4 DE JULIO 2018
🚀 Todd Howard: It’s different, but if you sat down and played it, you would recognize it as something we made, if that makes sense. It has our DNA in it. It has things that we like. But it has a lot of new systems that we’ve been thinking about for a while, things that fit that kind of game well. "
🚀Todd Howard: [Next gen Rpg] It does mean hardware, and it does mean software on our side. It also means gameplay. What does the next generation of epic single-player RPGs feel like to us? It’s all those things
🧭 Se insiste, mantiene el ADN de BGS, en lo diferente del proyecto haciendo referencia al montón de nuevos sistemas que encajan para el tipo de proyecto
🧭 Next gen rpg implica novedades next gen en el gameplay
07 ENTREVISTA IGN, UNFILTERED, 4 DE JUNIO 2019
🚀 Todd Howard: "I think our aspirations for that game (Starfield) you know it’s the end-all be-all science-fiction game that everyone's always wanted to play. Well we could be ones to pull this off. We have enough talent and experience and technology. We need right a whole bunch of new technology that we are doing but we think that we can pull it."
🧭 Aspiración hiperbólica para Starfield con temática sci-fi en mente, donde las naves son un referente en dicha temática
🧭 Tercera vez que insisten en que son capaces de sacarlo adelante
08 ENTREVISTA E3 2019 TODD HOWARD TEAM UP ELLON MUSK, 13 JUNIO 2019
🚀 Todd Howard: "I can say is like how we approach it so it feels, It's a game, but it still has an authenticity—'Okay, this is could happen'—so we talked about what kind of fuel do the ships use? We're using Helium-3, which we can debate whether that's a good power source for spaceships. Or, how do the physics work in space and gravity and those kind of things. We have to gamify it some, so it's not as punishing as actual space travel but it feels like traveling in space. Travelling in space in our game is still like flight in the '40, it’s still dangerous to go and explore, but still, people do it."
🧭 Viaje espalcial gamificado que se siente como viajar en el espacio tras consultar SpaceX temas variados como combustible, cómo afectan las físicas.
🧭 Viaje espacial como en los años 40: aún peligroso
09 ENTREVISTA DEVELOP BRIGHTON, 2 DE NOVIEMBRE 2020
🚀 Todd Howard: "We want to spend our time handcrafting the things that you can tell are handcrafted whereas nature – computers can do a good job at putting trees and rocks and making landscape around that you can massage. So we want to make sure for the scale of our development and our team that we’re touching the things that are most important. If we can use procedural systems to generate content that keeps the game kind of everlasting then that’s what we want to lean on.We went away from it for a while and then we’ve been coming back to it over time. We like to experiment each game with somewhat procedural stuff and then when it’s not working out, we go in and touch it. The stuff we're doing now, we're pushing procedural generation further than we have in a very long time with the stuff that's coming up"
Todd Howard: "(What does the super advanced console and tech give you?) When you step out into the world, hardware matters in pulling off a world that feels like "I've never seen anything like that" and that moment we now can do in new ways."
🧭 Salto en el desarrollo procedural para Starfield, new ways step out moment
10 ENTREVISTA DEVELOP BRIGHTON, 2 DE NOVIEMBRE 2020
🚀 Todd Howard: "We have more people doing Engine work now by a factor of 5 probably than we've ever had, so the overhaul in our Engine is the largest we've probably ever had maybe you know larger than Morrowind to Oblivion. There are things we do that we still like the way we, the way we build our world, the way people mod it. These are things I think that are fundamentally good about our tech stack. But from rendering to animation to pathfinding to procedural generation, I don't wanna say everything. It's a significant overhaul, taken us longer than we would have liked. When people will see the results, they'll be as happy as we are with what's on the screen but also in how in we can go making our games"
🧭 Overhaul del Engine mayor que del Morrowind al Oblivion, incluyendo Generación procedural y Pathfinding que afecta más allá de cómo se vea el juego
🧭 El Pathfinding si se mejora es que hay nuevos requisitos para los NPCs, lo que incluiría vehículos
11 SINOPSIS WEB STARFIELD, 13 DE JUNIO 2021
🚀 In this next generation role-playing game set amongst the stars, create any character you want and explore with unparalleled freedom as you embark on an epic journey to answer humanity’s greatest mystery.
🧭 Nunca se había dado una sinópsis tan hiperbólica como "Explora con una libertad sin precedentes" para anteriores trabajos
🧭 Mass Effect ya contaba con vehículo terrestre
12 DIARIO DESARROLLO: PROLOGUE - THE JOURNEY BEGINS, 13 DE JUNIO 2021
🚀 Todd Howard: "Starfield is our first new universe in 25 years. It’s a game we've dreamt of playing and it's only now that we have the hardware, the tecnology and the experience to push our creative boundaries even further."
🧭 El juego de sus sueños de temática scifi centrado en una exploración sin precedentes estando Wing Commander, SunDog, Star Control 2 entre los juegos favoritos del director de Starfield
13 ENTREVISTA THE WASHINGTON POST, 13 DE JUNIO DE 2021
🚀 Ashley Cheng: "For me, ‘Starfield’ is the Han Solo simulator. Get in a ship, explore the galaxy, do fun stuff"
🧭 Han Solo Simulator, súbete a una nave y explora la galaxia. No hay mucho que explicar
14 ENTREVISTA THE TELEGRAPH, 14 DE JUNIO 2021
🚀 Todd Howard: “If you look at the world around us, people think landscapes – and there's a lot of landscape [in Starfield]. But if you walk into a place where there’s stuff everywhere, we sweat the details there. We want to know what all the buttons do – we model all the buttons [...] Every button, I think, is labelled in the ship.”
🧭 A LOT OF LANDSCAPE, necesita forma de transporte
🧭 Detalle extremo con la nave
15 ENTREVISTA THE TELEGRAPH, 14 DE JUNIO 2021
🚀 Todd Howard: "we like to put you in a world where we're not dragging you by the nose and saying you must do X, Y and Z, and that it's okay for you to want to test the [game’s boundaries]. You know, can I read this book? Can I pick this up? Can I do this? What if I do this? And the game is saying ‘yes’ a lot."
🧭 Starfield está preparado para decir sí a los "tests" del jugador. ¿Podría manejar un vehículo en un juego centrado en exploración espacial?
16 ENTREVISTA THE TELEGRAPH, 14 DE JUNIO 2021
🚀 Todd Howard: "We have lasers in a vacuum. And there is sound in a vacuum as well. So we found some ways that I won't go into right now to make it so the player and us have the ability to do those things. But that took a little time.”
🧭 Sonido y Disparos láser en el vacío para uso del jugador
17 ENTREVISTA IGN, 15 DE JUNIO 2021
🚀 Pete Hines : "all of those buttons and knobs and everything you're seeing has been thought out and is practical. It's not hand waved like somebody he's fun, goes through and makes sure all of that stuff has a purpose and a reason for being there and it feels like a real cockpit as opposed to some decoration"
🧭 Todo lo visto en la cabina, que se sienre como real, tiene una funcionalidad
18 ENTREVISTA GAMESPOT A PETE HINES, 16 DE JUNIO DE 2021
🚀 Pete Hines: "it feels like you're watching somebody about to launch a ship [...] a sense of place that felt like a real localion place that you would sit and lauch a ship and that you know pieces of tape and things get knocked up that they have a sense of not just of how it looks but also how it will work"
🧭 Se siente como un preparativo de despegue, con una sensación de cómo funciona lo visto
19 INSPIRACIÓN STARFIELD, 3 DE JULIO 2021
🚀Emil Pagliarulo: "What's are some maybe unexpected bits of sci-fi that have inspired you? For me: Battlestar Galactica and Buck Rogers, late 70s TV; Battle of the Planets, late 70s anime; Heinlein's book Space Cadet; PC games Starflight, 2400 AD and Rules of Engagement!
🧭 Starflight es un referente en exploración espacial
🧭 Multitud de refencias con combate espacial
20 FROM CONCEPT TO CHARACTER: CREATING SKYRIM’S ARTWORK, 9 DE NOVIEMBRE 2021.
🚀Ray Lederer: "The scale is so much bigger than we've ever attempted, and the variety of worlds and cultures will rival anything we've done in the past,” [...] We are visual designers. Many times, we build gameplay and especially storytelling into our images."
🧭 El "we build gameplay" asociado a todos las imágenes oficiales con naves en distintos momentos: despegue, por el espacio, atracadas, llevando carga
21 ENTREVISTA IGN, 9 DE NOVIEMBRE 2021
🚀 Todd Howard: "we're at a state we can play the whole game yeah but again there's so much to do it's a very very ambitious game and we're not going to let off the gas"
🧭 Very, very ambitous game (recueden el A LOT OF NEW SYSTEMS, MECHANICS OF THE WORLD ARE ENTIRELY DIFFERENT)
22 DIARIO DESARROLLO: THE ENDLESS PURSUIT, 29 DE NOVIEMBRE 2021
🚀 Matt Carofano: "(Comparing with Skyrim) It's got a more realistic, science-based backing to it. [...] This is a more grounded game and a grounded setting about exploration. So I think that gives us a different take on how we make everything. So that's sort of the thing you latch onto we're making new areas, making enviroments, making characters."
🧭 El mayor enfoque realista-científico sobre exploración afecta a la hora de crear todo
23 DIARIO DESARROLLO: THE ENDLESS PURSUIT, 29 DE NOVIEMBRE 2021
🚀 Todd Howard: "The mechanics of the world are entirely different, but there are similarities."
🧭 ¿Cuáles son las mecánicas de mundo de Skyrim? Coger cosas, robar, forma desplazarse...
24 DIARIO DESARROLLO: THE ENDLESS PURSUIT, 29 DE NOVIEMBRE 2021
🚀 Todd Howard: "We always have that "step out" moment into the world, so to say. The tecnology has changed, we've all changed, so our expectations when loading up a game like "Ok, I'm going to step out and there is going to be this moment." Us being able to do that and have it feel new every generation, every game is something that is really special about can we do. I like to said that Starfield has 2 "step out" moments. It's cryptic.
🧭 A más hardware, se permite el 2 step out moment en el mundo, siendo uno de ellos literalmente salir del mundo
25 XBOX WIRE, 17 DE FEBRERO 2022
🚀 Istvan Pely (Lead Artist): “Early on in this project when we were trying to establish the overall aesthetic of this game, we sort of coined the term ‘NASA-Punk’ to describe a sci-fi universe that’s a little more grounded and relatable. [...] "We wanted a very realistic take,”[...] “You can draw a line from current-day space technology and extrapolate from there into the future so it’s believable and relatable.”
🧭 Enfoque Nasa-Punk, aproximación realista aplicada a tecnología espacial
26 XBOX WIRE, 17 DE FEBRERO 2022
🚀 Rick Vicens (Lead animator) “What’s really interesting is how much we all latched onto that concept [NASA-PUNK]”
🧭 El enfoque Nasa-Punk afectó al Lead Animator que tenía en su Pinterest vehículos y naves
27 DIARIO DE DESARROLLO: MADE FOR WANDERERS, 16 DE MARZO 2022
🚀 Istvan Pely (Lead artist): It's a level of immersion that we really focus on, you're not just playing a game but you're living in this world, in this universe.
🧭 Vivir en un mundo donde puedes ser un pirata espacial de Crimson Fleet, y se han visto multitud de naves
28 DIARIO DE DESARROLLO: MADE FOR WANDERERS, 16 DE MARZO 2022
🚀Emil Pagliarulo (Design Director): It's a giant open world for the player to do what they want.
🧭 Gigante mundo abierto implica necesidad de transporte
29 DIARIO DE DESARROLLO: MADE FOR WANDERERS, 16 DE MARZO 2022
🚀 Emil Pagliarulo: We don't just make RPGs, we make simulations. And that leads to a lot of crazy stuff that can happen and things you don't expect
🧭 Los juegos de BGS son simuladores al tener variables para definir un mundo que no es estático.
🧭 En "tierra" hay necesidades como comer, dormir, sistemas de justicia, caravanas,...
🧭 En un juego enfocado a la exploración espacial, en el "Espacio" hay...
30 MEET EMIL PAGLIARULO – LEAD DESIGNER ON STARFIELD, 29 DE MARZO 2022
🚀Emil Pagliarulo: It’s been so awe-inspiring watching Starfield morph into this amazing game, little by little, and with us covering SO much new ground. There comes a point when you’re working on a game, and it’s just kind of a mess, [...] But then you get to that point where systems really start to come online, and things start to work well, [...] When that first happened with Starfield, it really was an, “Oh. Oh wow. Yeah. This is… something really special. Players are going to lose their minds.”
🧭 Proyecto con muchas nuevas dificultades (recuerden el A LOT OF NEW SYSTEMS, SYSTEMS OF THE WORLD ARE ENTIRELY DIFFERENT) donde al encajar los sistemas dejará a los jugadores en shock
31 MEET EMIL PAGLIARULO – LEAD DESIGNER ON STARFIELD, 29 DE MARZO 2022
🚀Emil Pagliarulo: The whole team draws a lot of inspiration from other games, [...] So there’s always something that inspires or excites me. I really love playing games that just make me shake my head, like, “Wow. I know how they did that, and it is a crazy accomplishment.” [... ]Cyberpunk. Man, to make a giant, open-ended environment like Night City? That is no easy feat. Seriously impressive.
🧭 Night City como inspiración, sabiendo cómo lo hicieron
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