It’s hard to pinpoint the most interesting thing about last year’s release of Super Mario 3D Land for the Nintendo 3DS. Was it its successful proof-of-concept for stereoscopic 3D gameplay? Was it the fact that the game was the first portable Mario developed by the main Mario team?
很難指出去年Nintendo 3DS平台上釋出遊戲Super Mario 3D Land的最有趣的地方在哪裡。
這個遊戲是否證明3D立體遊玩的體驗?是否這遊戲是第一個瑪莉歐團隊製作的行動版本?
These things are important. But it might well be that the most interesting thing about the game is that it started over from scratch on the concept of what a 3D Mario game is. Director Koichi Hayashida, who works at Nintendo EAD Tokyo, developed the game as though it were the first 3D Mario game ever made, jettisoning much of the legacy of the series post-1996.
更另人覺得有趣的是這款遊戲開始讓我們從頭開始思考3D瑪莉歐遊戲的概念是什麼。任職於Nintendo EAD Tokyo的製作人Koichi Hayashida開發這個遊戲就像第一個3D瑪莉歐一樣,並捨棄這個系列1996年之後的一些包袱。
In a new feature interview, Koichi Hayashida, director of Super Mario 3D Land and Super Mario Galaxy 2 reveals one of Miyamoto’s secrets for engaging level design.
在一次訪問中,Super Mario 3D Land與Super Mario Galaxy 2的製作人Koichi Hayashida揭露了宮本茂設計關卡的秘密。
Your QA team doesn’t have a career path though. Quality assurance is one of the most important aspects of game development, and all we encourage our QA staff to do is move “up and out" of the QA slog, if we inspire them to move up at all. Many QA professionals talk about “getting out" and moving to the production or design path. Don’t you want good QA folks to keep doing QA? Shouldn’t they enjoy and want to start in their jobs? Isn’t there something wrong with this picture?
但品質確保團隊卻永遠都沒有升遷,即便品保是遊戲開發的最重要的面向之一。我們給品保團隊的唯一出路就是鼓勵他們離開,也許變成企劃或程式。總之就是沒辦法在品保上提昇。難道這就真是個屎缺?
Today I’d like to talk a little bit about the marketing strategy and sales results for Level Up Labs’ latest game, Defender’s Quest: Valley of the Forgotten. Though our game was only released this January, we have already received significant critical acclaim and brisk sales beyond our wildest expectations, and wish to offer any information from our experience which might help other independent game developers succeed.
今天我要說明有關於我們團隊Level Up Labs最新作品Defender’s Quest: Valley of the Forgotten的市場策略與銷售結果。雖然我們的遊戲今年一月才剛釋出,我們就已受到顯著的喝采,持續成長的銷售也超過我們最好的預期。因此我希望能提供我們的經驗給其他的獨立製作者參考。
In a new feature, independent developer Lars Doucet writes that his team’s Defender’s Quest was criticized on popular Flash portal Kongregate, but once users got into the demo version, they became the biggest source of revenue.
獨立製作者Lars Doucet撰寫了他團隊的作品Defender’s Quest被知名Flash入口網站Kongregate的玩家批評但那些玩家卻願意付錢買他們的demo版本.