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【业界】CAPCOM子公司CloverStudio正式解散
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发表于 17-10-2006 02:06 AM
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原帖由 sinkafai 于 16-10-2006 08:32 PM 发表
不用担心,有需求就一定会有供应的.
连一些冷门的烂游戏都可以一出再出,更何况是众人赞颂的好游戏?
有创意的人绝对不会饿饭吃的.
对,希望还没幻灭时间可以证明一切 |
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发表于 20-10-2006 01:59 AM
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Clover Studios' Final Interview?
1UP spoke with Clover Studios before the axe fell.
by Sam [email protected], 10/13/2006
As you've likely heard by now, Capcom yesterday announced that it is shutting down Clover Studios, its brilliant development studio responsible for such unique games as Viewtiful Joe, Okami, and this week's release God Hand. A few weeks ago, 1UP had the opportunity to speak with Clover's president and star producer Atsushi Inaba, even though it was subsequently learned that he had already technically left the company by this time. Although it wasn't known that Clover was about to be dissolved, the absense of a future direction and the hint of sadness in his tone indicated something was likely afoot. Below are highlights from our recent interview. While this is surely not the last time we'll speak to Inaba, it's quite possibly the last we'll hear from Clover Studios.
1UP: We've always been intrigued with how you come up with game concepts -- where did God Hand come from?
Inaba: So the start of the God Hand project came about when I had a conversation with Shinji Mikami, the director, as to whether he had any good ideas for games. We started discussing action games, and how lately, action games had become very weapon-based -- around swords and knives. Action had gotten away from hand-to-hand combat, so he worked up a concept image of a hand-to-hand combat action game and I thought it would be really fun to do.
1UP: We've always been intrigued with how you come up with game concepts -- where did God Hand come from?
Inaba: So the start of the God Hand project came about when I had a conversation with Shinji Mikami, the director, as to whether he had any good ideas for games. We started discussing action games, and how lately, action games had become very weapon-based -- around swords and knives. Action had gotten away from hand-to-hand combat, so he worked up a concept image of a hand-to-hand combat action game and I thought it would be really fun to do.
1UP: So the initial concept then was just hand-to-hand to combat -- it didn't have the humor aspect to it? In the marketing of the game, it seems as though the humor aspect is important.
Inaba: So the original concept was a very hardcore action game -- a game that you had likely seen before but a game you wanted to play because it was a fresh take. When it came time to show the game at E3 we decided to make a trailer that had some comedy aspects in it because we thought it would be fun. Then we saw everyone's reaction to the trailer and thought, "you know, what if we put some more comedy into this game?" So, the comedy grew out of that and became a much bigger portion of the game.
1UP: Have you guys heard how well Okami is doing in the U.S.?
Inaba: Obviously, the magazine reviews have been very good and very favorable. Users are enjoying it too, and we hear from the sales end that it is doing okay. I was afraid that certain parts of the game would not be accepted as well as we'd hoped, but I feel much more relieved about things now. When we first showed Okami at E3, we won lots of awards and many people were looking forward to the game. When that happens it creates lots of pressure to deliver on what is expected. Now that we are hearing from gamers that we have met or exceeded their expectations, it's something that is very relieving and refreshing and makes us feel very happy at Clover.
1UP: About two months ago we did an Okami Cover Story on 1UP and we really tried to push that, in terms of looking at games as art, Okami perhaps epitomizes that. Is artistry something that Clover intends to keep pushing in the future with its games?
Inaba: When you say "art," and people respect Okami as art, they then recognize the art style and theme. That is something that really makes us happy, sure, but first and foremost we are game creators. We want to make games that people enjoy playing. Art is one of those things that if you understand it, great, and if you don't, then that's okay too. But that's not one of the things we really aim for. We are trying to make games that are considered fun. While we understand that people are calling Okami art, and that's really nice to hear, as game creators we'd rather hear that you are really enjoying playing our game. That's what we strive for with Clover Studios.
1UP: What are you thinking now that we're at the next generation of consoles? What is of interest to you?
Inaba: So the team at Clover -- we all have the opinion that we first need to think of an interesting game and as we make that interesting game we look at what hardware is doing what and how it is developing and which hardware it should go to. If you put a game out on hardware that is not selling well, then you cannot expect it to sell well either. You have put the game on the hardware that best suits the game that you are making and that is the approach that we are going to take in the future.
1UP: That's true for the most part, but the Wii has changed things a little bit because it affords so many new gameplay possibilities. Are you thinking about sticking with more traditional game concepts or are you thinking about something that might take advantage of the Wii controller?
Inaba: I understand what you are saying, but I think that if you consider the Wii controller and you start making a game that takes advantage of the controller, then you might make a game that overuses that controller. I think making a game for a controller is a mistake. I think you make a game that is an interesting game and then if that controller makes the game more interesting then you implement those features. You don't make a "controller game" -- you make a game and then the controller makes it more interesting. I think a good example of this is The Eye of Judgement on the PS3. If you look at that game, it's about using a camera and cards and making monsters appear in your hand. That's not a game where they set out to say "oh we're going to make a camera game." It's a game that they probably had the idea for, thought about the abilities of the PS3 and then decided how to go about making that game a reality. That's the approach we want to take with our games in the future.
1UP: On this topic, when you were making Okami, did you see elements that would benefit from a Wii style controller -- for example in making the calligraphy brush strokes?
Inaba: When we started development on Okami the Wii didn't exist. We had no idea what the Wii was. If the Wii had existed when we began designing Okami, then we probably would have considered doing something with the controller. It's really hard to say how that would have worked out, as Okami is very finely tuned for the PS2 system. While I agree with you the Wii controller would have been interesting for using the Celestial Brush, for instance, at its heart Okami is an action adventure RPG. Whether you would want to hold the Wii controller and spend hours playing an action RPG adventure like that, aside from just the brush element -- that's something that you'd really need to think about. Right now, you hold the controller in your hands and you are able to play it, and the PS2 is finely tuned for that. I agree the Wii controller would make the brush portions interesting but I think that if we would have made the game for the Wii then it would have been a much different game than what we have on the PS2.
1UP: So now that you are finished with Okami and God Hand, when will we be hearing about Clover's next project?
Inaba: To be honest I was looking forward to taking a little time off! [laughs] Until we get a grip on how the next generation of consoles are going to take hold, we're going to take some time off. I don't really have a lot of strong feelings that I need to make a game right now.
1UP: So... is it time for the team to experiment with different concepts?
Inaba: Since God Hand and Okami are finished, the teams are free. It is something we want them to think about and decide what will work best and what we want to do moving forward.
1UP: Is that how the Clover structure works? You have the Okami team and the God Hand team?
Inaba: The teams are separate but we also tried to trade people around and play to the strengths of different people when making those two games. From now on there's no reason why we have to keep the two seperate teams. There's a possibility that we could put the teams together and make one enormous game or break them down into smaller teams and make lots of little games. There's a lot of thinking that has to be done.
1UP: So it's really going to be quite a while until we hear about Clover's next project, huh?
Inaba: Yeah, I don't think you're going to be hearing anything from us any time soon. We want the team to take time and decide what it wants to make and let it be known to the world.
As we later learned, the closure of the studio is why Clover Studios had no future projects to speak of. Atsushi Inaba and Hideki Kamiya have left Capcom, and the remaining Clover team members are either following these two onto their next venture or are being absolved into Capcom proper.
1UP那边转载的,我上去load了很久才看到内容,你们的会吗? |
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发表于 9-11-2006 04:02 PM
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一切都是盗版惹的麻烦,如果亚洲区域之中国、大马与韩国等地一如北美般支持知识产权,就不会落得如此下场,而本地Sony迟迟都还没有正式推介PS2,任天堂也不会在这里设代理(人家中国都有iQue咧)... |
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发表于 9-11-2006 05:33 PM
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原帖由 Hamazakixam 于 9-11-2006 04:02 PM 发表
本地Sony迟迟都还没有正式推介PS2
恩,其实本地有正式推介过sony的主机如ps2。就在klcc的sonywings |
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发表于 10-11-2006 11:54 AM
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原帖由 Osis03 于 9-11-2006 05:33 PM 发表
恩,其实本地有正式推介过sony的主机如ps2。就在klcc的sonywings
啊,原来如此,但行货PS2却没有卖出几部,失败...
推介了却没看见任何新闻稿与相关报道,更失败... |
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楼主 |
发表于 10-11-2006 02:38 PM
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Nintendo有代理了,貌似负责新马一带的新加坡代理,在Midvalley开了第一个柜台,这次有新闻,还被各国转载了... |
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发表于 10-11-2006 05:44 PM
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原帖由 Hamazakixam 于 10-11-2006 11:54 AM 发表
啊,原来如此,但行货PS2却没有卖出几部,失败...
推介了却没看见任何新闻稿与相关报道,更失败...
哎..是这样的了,这样水货机便宜,盗版游戏碟..所以咯 |
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发表于 11-11-2006 09:41 AM
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原帖由 ying123 于 10-11-2006 02:38 PM 发表
Nintendo有代理了,貌似负责新马一带的新加坡代理,在Midvalley开了第一个柜台,这次有新闻,还被各国转载了...
是这个吗?
First official Nintendo store counter in Malaysia opens!
http://www.hardwarezone.com/ourv ... d=151&blogId=11
"Located on the 3rd floor of Jaya Jusco Department Store at Mid Valley Megamall"
怪不得没看到,原来是在Jaya Jusco里面啊...等下放工就去看NDS.
不过以NDS的销量来说,NDSM(Nintendo Department Store Malaysia)应该不怕会没有钱赚吧...
等等...好像只卖NDS?
原帖由 Osis03 于 10-11-2006 05:44 PM 发表
哎..是这样的了,这样水货机便宜,盗版游戏碟..所以咯
政府该做的不做
[ 本帖最后由 Hamazakixam 于 11-11-2006 09:45 AM 编辑 ] |
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