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What sort of interaction is there between the gameplay guys and your team?DA: It's a lot of back and forth. We let the designers know exactly what's important to us on the art side - maybe the way the sun hits inside a room or something that we just don't want to lose - and design will work with us exactly how to keep that.
We have a lot more integrated cover, so you don't walk into a room and immediately know there's going to be a combat there. It's about making these spaces feel natural and not forced. It shouldn't ever feel forced,by gameplay or art - it really should be this perfect marriage.
NL: Yeah, you don't want to walk through a room and go, "okay nothing's going to happen here. There's no cover for me here," and then you walk around the next corner and you just see a sea of these chest-high things - you basically see the fight ahead.
That's something few cover-based shooters get right.DA: Yeah, you play a game like Gears of War and they just have sandbags everywhere, and we really don't want to do that. We really want to get away from arbitrary things placed just for the sake of gameplay.
BioWare tend to build spaces that often feel like they exist only to have a fight in, not to live and work in. How important is it to fix that?NL: Absolutely important. All the departments are involved now - we'll have writers and combat designers in and we'll really talk about the history of the places.
DL: We're really pushing the variety within the levels, so you're not walking into the same room just decorated differently. We're really trying to push each room as a functional space. A hallway has a function for people working there, and we're just trying to really make sense of it in the game.
NL: I'm doing something right now where I've built the environment as an undamaged structure, and then I start smashing bits up. We try to design the architecture first before we blow it up, rather than just having a box and cramming destroyed bits in it. We're really thinking about how someone from the future designed this building, and whether it functions well. Then we blow it up!"
Modifié par Not_Zero, 05 juillet 2011 - 10:20 .