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原帖由 不存在的 于 2008-10-30 07:42 发表 ![](http://game.ali213.net/images/common/back.gif)
BG1大部分是黑岛做的,那年头BIOWARE还是小弟级别
BG2就基本上都是BIOWARE操刀了
受不了了, BIOWARE当年虽小, 但小就不可以做[博德之门]?? 况且当年黑岛的神话也没建立吧?
把以前的帖子再帖一次:
黑岛工作室总监Feargus Urquhart (director of Black Isle ):
"Over the past two years, between BioWare and Black Isle, there have been four products and an expansion pack developed using the BioWare Infinity engine," Urquhart explains. "When BioWare was creating the first Baldur's Gate, they pretty much did it all themselves except with some very small things provided by us like a sound engine and a movie processor. Black Isle then took the BioWare Infinity engine and modified it a great deal to be used in Torment. We had all that BioWare could provide because a lot of the work was done while they were in their massive crunch time on Baldur's Gate. So, most of the modifications to the engine that you see in Torment were done by the programmers in Black Isle.
"在过去的2年中, BIOWARE和黑岛之间, 共有四个游戏和一个资料片共同使用BIOWARE的无限引擎开发. 当BIOWARE正在制作<博德之门 1>时, 除了采用了我们提供的声音引擎和视频处理器等非常微小的东西外, 绝大部分全部是由BIOWARE自己完成的. 然后, 黑岛对无限引擎进行了较大规模的改动, 并用在了<异域镇魂曲>的制作上. 我们将BIOWARE能提供的东西都用上了, 因为他们在开发<博德之门>时得到的经验已经使无限引擎较为成熟. 所以, 你们在<异域>中看到的修正版无限引擎是由黑岛工作室完成的."
"After Baldur's Gate was finished, BioWare then began work on Baldur's Gate 2, and another team at Black Isle began on Icewind Dale. BioWare used some of the functionality that was created for Torment by Black Isle, but not a great deal. However, with Icewind we chose to use the Baldur's Gate 2 code and bring in modifications to it that we had created for Torment. It all gets kind of convoluted, but the best way to look at it is that almost all of the code that is in the Baldur's Gate series was developed by BioWare with Black Isle contributing some code that we developed for Torment and Icewind Dale."
"当<博德之门 1>完工后, BIOWARE展开了<博德之门2>的研发, 此时黑岛内部的一个工作小组开始开发<冰风谷>. BIOWARE利用了黑岛在创作<异域>时的一些功能, 并不多. 但是在制作<冰风谷>时我们采用了<博德之门 2>的原代码, 并利用我们创作<异域>时的另一些代码对其进行了改造. 听起来有点混, 但最正确的理解是, 几乎所有<博德之门>系列的原代码都是由BIOWARE自行开发的, 而黑岛对其贡献了一些我们在开发<异哉>和<冰风谷>时写出的代码."
黑岛工作室Darren Monahan, ("冰风谷"及"寒冬之心"制作人之一)
"On Icewind Dale, we worked with BioWare early on to ramp up on the engine and to set up the game's back end, e.g. its database, asset structure, and editors," Monahan said. "As development continued, we began to work with one another less and less as we learned more about the engine and how it worked. BioWare was definitely a tremendous help though getting us started with the technical issues."
"在制作<冰风谷>时, 我们早期同BIOWARE一起加强了无限引擎, 并建立了游戏的后台支持, 比如数据库, 架构和编辑器. 当开发进程深入时, 我们就不再那么紧密合作了,因为黑岛对引擎已经比较熟悉. BIOWARE的确对我们提供了相当重要的技术支撑."
黑岛工作室高级制作人Chris Parker & Feargus Urquhart:
"Despite the fact that Interplay publishes both Black Isle and BioWaregames, the companies are still distinctly separate. "
"From a designstandpoint we have talked with each other and shared some processes,but the design of BioWare and Black Isle games are done separately,"Urquhart said. "And with art, we have shared some things -- Baldur's Gate characters and monsters in Icewind, and Icewind monsters in Baldur's Gate 2 -- but the art has been created relatively separately as well."
"虽然英特卫同时发行黑岛和BIOWARE的游戏, 但这两家公司仍有着本质的区别"
"从设计的角度上讲, 我们会彼此讨论并且共享某些进程, 但BIOWARE和黑岛游戏的设计都是各自独立完成的. 在艺术美工方面, 我们共享了某些东西, 比如<博德之门 1>里的角色\怪物出现在了<冰风谷>里, <冰风谷>中的怪物也出现在了<博德之门 2>里 -- 但事实上两家公司的美工也是分别独立完成的."
所以, 事实是, 黑岛工作室为BIOWARE开发<博德之门>提供了少量的代码的支持, 但BIOWARE独立开发了<博德之门>系列的引擎, 故事情节, 战斗系统等等游戏最主要的部分. <博德之门>正是纯正的BIOWARE血统的游戏. |
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