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ZeptoLab创意总监谈《怪物吃糖果》及开发进展等

发布时间:2010-10-30 14:31:43 Tags:,,,,
相信多数评论家都会承认,《怪物吃糖果》(Cut the Rope)发行的头一个月就足以证明它会成为iPhone经典游戏(该游戏发行20天已创造300万下载量)。近日,gamezebo记者采访了发行商俄罗斯工作室ZeptoLab的创意总监Semyon Voinov,了解到这款游戏盛行的原因,与发行商Chillingo合作由来,以及该团队目前工作进展等情况。下文为访谈内容:

得知自己开发的游戏不到几天时间就把《愤怒鸟》(Angry Birds)挤下App Store冠军宝座时,你们感觉如何?

感觉太棒了!我们到现在还不敢相信《怪物吃糖果》居然会如此成功。完成游戏开发的最后一步时,我们确实为自己创造的作品而骄傲。但我不知道有谁会预料到它居然会这么快就成为第一名。

你认为这款游戏之所以能够大获成功,最重要的一个原因是什么?

这实在很难说只有一个原因。我只能说我们真的在这款游戏开发上投入了100%的精力。我们当时就一直自问,是否要从头做起,先开发一个物理引擎?游戏的主要控制方法是什么?需不需要游戏角色?Om Nom这只怪物的动作效果如何?我们确实已经尽自己最大努力去考虑游戏的每一个细节,我认为这一点对《怪物吃糖果》的成功影响很大。

Cut the Rope & Parachute Ninja

Cut the Rope & Parachute Ninja

之前你曾表示《怪物吃糖果》的灵感来自原本打算用于《降落伞忍者》(Parachute Ninja)的绳索控制方法。那么在开发《怪物吃糖果》时,是不是还有其他游戏机制你们最终仍然没有用上?以后会用到吗?

没错,我们在这款游戏开发时还产生了一些其他点子,但因为种种原因,最终没有全部用上。我们打算在《怪物吃糖果》的升级版本或者以后的游戏作品中加入这些元素。至于这些点子是什么,我现在得保密,相信你们不久以后就会知道是怎么一回事了。

许多游戏初次发行之后才追加了GameCenter的相关功能,但《怪物吃糖果》一开始就设置了GameCenter功能,你认为GameCenter这类服务对iPhone游戏取得成功有多大作用?

GameCenter和Chillingo公司的社交游戏网站Crystal,都可以增加iPhone或iPad的用户游戏体验。作为一个开发商,我们最关心的是推出高质量的游戏。不过,社交游戏平台可以给玩家一种特别的游戏感受,让他们觉得自己是作为一个更大团体中的一员共同分享乐趣。许多人就喜欢享受取得游戏成就的感觉,还有一些人可能更兴奋,因为他们取得了非同凡响的成绩,在玩家排行榜上获得了高分。

《怪物吃糖果》的第一个升级版本什么时候会出来?里面会有新的游戏目标或障碍吗?还是说会采用大家已知的一些元素增加新的益智体验?

我们现在正全力开发第一个升级版本,很快就会出来更新。我们在里面添加了一些新的益智、娱乐元素和惊喜挑战。但现在不宜多说,等到新版本出来时你们就会晓得了。

Chillingo发行了《怪物吃糖果》,你们之前的《降落伞忍者》的发行商却是Freeverse公司,请问Chillingo是怎么说服你们在他们的品牌之下发行游戏?与这两家发行商合作有什么不同体会?

我们认为Chillingo的玩家正是《怪物吃糖果》的目标用户,在我们游戏发行之前,Chillingo提供了大量有益的反馈和额外支持,他们在游戏推广上也非常给力。现在Chillingo被EA收购了,我们希望借助EA的支持,扩大《怪物吃糖果》的用户范围。总之,我们跟Chillingo的合作非常顺利。

希望App Store多一点什么内容,少一点什么现象?

我希望App Store多一点新颖有创意的游戏,少一点劣质游戏。另外看到僵尸游戏在App Store的强势,我的心情也很复杂。(本文为游戏邦/gamerboom.com编译)

Building a better rope (and then cutting it): An Interview with ZeptoLab’s Semyon Voinov   iPhone

Sometimes it’s astounding how quickly something can become a hit. Even in its first month, most critics would agree that Cut the Rope is already destined to be considered an iPhone classic. We recently had the chance to talk with Semyon Voinov, Chief Creative Officer at ZeptoLab, and ask him about the game’s unbridled success, working with Chillingo, and what we can expect from his team in the future.

How does it feel to have developed the first game to unseat Angry Birds from the #1 spot for more than just a day or two?

It feels great! We are still pretty amazed by Cut the Rope’s success. When we put the finishing touches on this game, we were definitely proud of what we created. But I don’t know if anyone expected it to go Number One as quickly as it did.

If you could pinpoint a reason for the success of your game, what would it be?

It is pretty difficult to choose just one reason. I would say that we really put 100% into thinking about every single aspect of the game. We would ask, do we want to create a physics engine from scratch? What will be the main controls? Should there be characters? What will Om Nom act like? We really tried our best to address every part of this game and I think that has helped it become so successful.

You’ve said previously that Cut the Rope was inspired by a rope mechanic that was originally intended for Parachute Ninja. Are there any mechanics that didn’t make the final cut in Cut the Rope that you’d like to play around with in the future?

Yes, there are some ideas that were born during the development of “Cut the Rope”, but weren’t implemented because of different reasons, so we are planning to either introduce them with the game’s updates or use them in our future games. I’ll keep those ideas secret for now, but I’m sure you’ll see them in action quite soon.

Unlike many games that have been adding Gamecenter after their initial release, Cut the Rope featured Gamecenter functionality from day one. How important do you feel services like this are to the success of iPhone games?

Gamecenter, and Chillingo’s social gaming network, Crystal, both add a layer to anyone’s iPhone or iPad gaming experience. As a developer, our priority is to put out a high quality game.

However, social gaming platforms can enhance a players experience as they feel like they’re a part of a larger group who’s enjoying the game. Many folks love the feeling of accomplishment when they beat the game and several people get even more satisfaction when they earn special achievements and bragging rights on leaderboards for their high scores!

When can we expect to see the first content update? Will it feature new objects and obstacles, or simply new puzzles using the pieces we already know?

We’re currently working on the first update for Om Nom fans, which will be released soon. We’re very excited to reveal new puzzles and other fun and challenging surprises. We won’t say too much more so you can enjoy the update when it arrives at the door!

Cut the Rope is published by Chillingo. Your previous game, Parachute Ninja, was published by Freeverse. What about Chillingo enticed you to publish through their brand? Were there significant differences in your experiences with each company?

We felt that Chillingo’s player base is a good fit for Cut the Rope’s target audience. Chillingo has provided plenty of beneficial feedback and additional support that improved our game prior to launch. They’ve also been instrumental in promoting it as well. Now with EA’s support, we anticipate that Cut the Rope will reach even broader audiences. It’s been a great experience.

What is the one thing you’d like to see more of in the App Store? What is the one thing you’d like to see less of?

I would love to see even more of original and innovative games and less of low-quality ones. I also have mixed feelings about zombie invasion in the App Store.(source:gamezebo)


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