PS5 Judas | Ghost Story Games | TBA

  • Autore discussione Autore discussione Jack 95
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Speriamo in qualche b-roll per vedere almeno un po’ di gameplay.
 
2 orette. :iwanzw:
 
 
 
You'll get to play it soon enough
 
Geoff: “The game is not done by any means”
 
Geoff: “The game is not done by any means”
Sì sì non esce quest'anno mai nella vita. Anche le anteprime sono chiaramente un esperimento, ma il prossimo anno sembra plausibile.

Demo in arrivo ?
No no siamo ancora lontani in senso stretto anche solo dal giocarci. Penso sia un modo per dire che "non serviranno anni ed anni" (penso punti al 2026).
 
You play as Judas, a young woman aboard the Mayflower, a city-sized spaceship on a multi-generational mission to save humanity by transporting what's left of it from Earth to a new planet, called Proxima Centauri.

You start the game having been reprinted (yes, meaning you were dead), where you'll wake up and begin interacting with the holographic projections of the three leaders who run the ship: Tom, the ship's head of security who wants to protect all of humanity by ensuring that the Mayflower's original mission stays on course; Nefertiti, the ship's Nobel Prize-winning doctor who wants to create a civilization of full robots with no human flaws; and Hope, who wants your help deleting herself because the existential crisis of her existence leads her to the conclusion that deletion is the only way to end her suffering.

Further complicating matters is that the three of them are a family: Tom and Nefertiti were married, and Hope was their adopted daughter. It's up to you to side with whomever you feel like, but whatever choice you make has consequences. Doing a favor for Tom might piss off Hope and/or Nefertiti, and vice versa.

This constant push and pull is at the heart of Judas's player-driven narrative, and it means that no two playthroughs are ever likely to be the same.
That's the "narrative LEGOs" in action, and what we talk a lot about in the course of the interview.
 
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.
Un talento vero, lo avrei voluto a capo dei FPS story driven Sony. Che appunto non esistono
 
Comunque sì... Evento Preview per modo di dire :asd: Era praticamente un IGN First dedicato ai primissimi scampoli del gioco. Azzardo sentendo Levine che mi sembra quasi un test fatto per avere dei feedback sul gioco più che una reale manovra di marketing.
 
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