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Levine: Yeah, that was what it was called. And the metaphor is basically like LEGO, it's you've got a bunch of these pre-crafted bricks and they're really well designed and the bricks know how to communicate with each other. They know how to interface with each other and this is the genius, but you can build, how many things can you build out of those bricks? So you have a bunch of handcrafted elements, but they come with them a set of rules based upon how they combine. So you can make almost anything.
So taking the LEGO metaphor, we started thinking, well, could we use handcrafted elements that are not huge entire levels, but sub-elements like lines of speech, pieces of art, texture, maps, encounters, loot, even the layout of the whole experience and make those out of modular chunks and then teach the game. We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics. You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do. So when you decide to go, I'm not doing that, I'm going all the way over here, then the game knows what to do because in BioShock Infinite, the gamers just went over here, and it panicked and said, I can't do that, I can't do any of that. But that was a major R&D task because again, the gamer may not care about the sort of, there's some gamers I think are super interested in that low level of detail, but the gamer just wants the great experience. Of course for us, the goal is how do you give the gamer a game that knows them as well as they know the game?
La parola d'ordine di tutto è LEGO. Pare che si siano inventati un modo particolare di "costruire" il gioco (narrativa inclusa) in un modo che rassomigli le costruzioni LEGO. Tutto è handcrafted ma si assembla in vari modi.
Levine è matto.
Levine: Yeah, that was what it was called. And the metaphor is basically like LEGO, it's you've got a bunch of these pre-crafted bricks and they're really well designed and the bricks know how to communicate with each other. They know how to interface with each other and this is the genius, but you can build, how many things can you build out of those bricks? So you have a bunch of handcrafted elements, but they come with them a set of rules based upon how they combine. So you can make almost anything.
So taking the LEGO metaphor, we started thinking, well, could we use handcrafted elements that are not huge entire levels, but sub-elements like lines of speech, pieces of art, texture, maps, encounters, loot, even the layout of the whole experience and make those out of modular chunks and then teach the game. We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics. You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do. So when you decide to go, I'm not doing that, I'm going all the way over here, then the game knows what to do because in BioShock Infinite, the gamers just went over here, and it panicked and said, I can't do that, I can't do any of that. But that was a major R&D task because again, the gamer may not care about the sort of, there's some gamers I think are super interested in that low level of detail, but the gamer just wants the great experience. Of course for us, the goal is how do you give the gamer a game that knows them as well as they know the game?
La parola d'ordine di tutto è LEGO. Pare che si siano inventati un modo particolare di "costruire" il gioco (narrativa inclusa) in un modo che rassomigli le costruzioni LEGO. Tutto è handcrafted ma si assembla in vari modi.
Levine è matto.
Levine: Yeah, that was what it was called. And the metaphor is basically like LEGO, it's you've got a bunch of these pre-crafted bricks and they're really well designed and the bricks know how to communicate with each other. They know how to interface with each other and this is the genius, but you can build, how many things can you build out of those bricks? So you have a bunch of handcrafted elements, but they come with them a set of rules based upon how they combine. So you can make almost anything.
So taking the LEGO metaphor, we started thinking, well, could we use handcrafted elements that are not huge entire levels, but sub-elements like lines of speech, pieces of art, texture, maps, encounters, loot, even the layout of the whole experience and make those out of modular chunks and then teach the game. We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics. You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do. So when you decide to go, I'm not doing that, I'm going all the way over here, then the game knows what to do because in BioShock Infinite, the gamers just went over here, and it panicked and said, I can't do that, I can't do any of that. But that was a major R&D task because again, the gamer may not care about the sort of, there's some gamers I think are super interested in that low level of detail, but the gamer just wants the great experience. Of course for us, the goal is how do you give the gamer a game that knows them as well as they know the game?
La parola d'ordine di tutto è LEGO. Pare che si siano inventati un modo particolare di "costruire" il gioco (narrativa inclusa) in un modo che rassomigli le costruzioni LEGO. Tutto è handcrafted ma si assembla in vari modi.
Levine è matto.
Dubito si possa fare meglio di predire il futuroPorca trota LevineFa le scarpe anche a Kojimbo quando tira fuori gli attributi
Neanche Geoff tranquillo.Io fingo hype ma non ho capito un cazzo