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 The Last Guardian (6-7 décembre)

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chris1515
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 1 Aoû 2015 - 19:15

Apparemment avant de porter le jeu sur kit de dev PS4, Sony leur avait conseille de porter le moteur sur PC en attendant l'arrivée des kits de dev PS4...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 1 Aoû 2015 - 19:23

Citation :
o What!? Ueda (and the team) were trying to speed things up!?

――Still, it's seven years since the first announcement and ten since your last game came out, I'd like to know more about the reasons for the development taking this much time, if that's okay. For example, were there instances where planned things steadily got blown up with new ideas during development, or was it more that the things you planned from the beginning took this much time to create?

The latter really. Looking back, "ICO" took us four years. It was my first work as a director, I had little experience, there were things that we had to do by trial and error and there was the changing of platform too [PS1 => PS2]. Each of these took quite some time.

――Next was SotC on the PS2, right?

At the time of developing SotC the skill of the team had gone up to a certain extent and everyone came forward with ideas, we tried to do something new and challenging with SotC.

This approach also took some time. One thing was the big worldmap, we needed a program that made this possible, the second thing were the two AI characters that had to act smartly (at the same time).

――Two?

The horse of wander, Agro, and each colossus. Both AI's had to act naturally and precisely to the player's actions.

――I see. So since there were two AI characters, there were two tasks that needed to be done, simply speaking….

Right, which took us some time (laughs). So with repentance in mind we thought the next game will be the one where we'll do better.

――Hm? The next game, you say?

Yes, the game design of "Toriko" was thought of in order to shorten the development cycle in comparison to our previous games.

――Heh, so that's how it was!?

Different from SotC we aimed for a more linear approach this time, we thought by doing this we wouldn't need that much time to build the world.

And by concentrating on Toriko regarding AI of non-playable characters we thought we would need less time too, and also be able to up the quality. So the game design of "Toriko" came from our wish to shorten the time of development.

――But then it didn't really turn out that way… (laughs).

…it took us quite some time, yes.

――It's really rude to say this but I'm quite surprised hearing that you worked on the game thinking "let's do this in a timely manner“. I thought to myself that things must have turned out the way they have because you work in a way where you're very particular about everything investing a lot of time to get something right.

I totally understand people having gotten this impression, but that wasn't the case. We're trying to get the game done fast and we always want to deliver it to the people as fast as possible.

――I guess the seven years must have been long for you too then?

It was a long time, yes. The development time of ICO and SotC felt long to me too. The team members and me are quite confident about our abilities, so we talked a lot about being able and needing to develop games more quickly.

――That said, I can't really picture a future wherein your titles get released in quick succession.

I want to develop every single game with great care of course and I want the players to feel strongly about them. Still, it was quite unexpected for us that "Toriko" would take that much time.

――Working so long on the same game, did you encounter times during the development when you wanted to start working on another game?

There were times, yes. There were also time were I thought about actually doing it. Naturally I wasn't working on creative things the whole seven years, there was a also a long time gap in which the game got ported to the PS4 and the creative side totally came to halt.

――Was it hard to keep being motivated about working on "Toriko"? I guess there were times when you got tired of it or even lost the courage to go on.

There were times like this, of course. In those cases you have to get in touch with outstanding creative works. Excellent films or games or anything of high quality.

I was able to keep my motivation by thinking things like "will the game we develop be able to match this" "will our game be able to impress people the same way". I get a good lot of encouragement out of observing the audience being touched (by such works).

――Observing the audience?

Observing the audience seeing a film for example, how they have fun and are touched by what they see. It's a way in which I can reassure myself that there are people that feel the same way I do about those things. It makes me think that I have to give my best as a creator too because there is this audience out there which is looking forward to my work.

I don't know a lot about it but "Star Wars" strikes me as especially great in this regard. I can see that a lot of people are already pretty excited (for the newest film) just by seeing the trailer, and there must be a lot of people who feel very strongly about it thinking "I have to stay alive until I can see this film". I wonder if my games have a similar effect on people.

――You must have come up with a lot of new ideas, there must have been a lot that has piled up in the meantime.

That's correct. But since the game design of "Toriko" had already been finished I didn't have the intention to include new motives/ideas that had come up in the meantime that much. But apart from that there are a lot of new ideas I came up within the last few years, I hope I will be able to make them a reality in the future.

――It looks like you founded the studio Gen Design in order to get more chances than before to make those ideas a reality, are you thinking about maybe doing stuff outside of games too?

I have commented on this before, but concerning my approach to games, it's not that I build a game while having the worldview and story already in place. First I know what game I want to make and from there I come up with a matching story. I think that I wouldn't be good at creating only a world and a story.

[The Famitsu interview has more detailed infos on the reasons for the founding of Gen Design]

――The story and worldview of your games are often featured but hearing what you say I think I can clearly see that your games are not built on the basis of an already existing story. So you build your games by doing the game design first while taking the workload into account and then you build a story on top of it. There might be a lot of people that feel towards this as if the yellow and white part of an egg have been switched.

People often reference the worldview and story of my games but I truly believe that I can only create something starting with the game design first.

Deuxième partie de l'interview Dengenki. Apparemment il y a plus de détail sur là création de gens design. Il pensait que le choix d'un gamedesign plus linéaire que SOTC allait permettre de sortir TLG plus vote smile2...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Lun 3 Aoû 2015 - 23:23

Citation :
o Everything has its roots in the (game) design

――What lead you to designing games in the first place by the way?

That's a dfificult question. It's only for a few years now actually that I think of myself as a game designer.

――Really?

At the time of SotC I wondered whether it was okay to call myself a game designer. I started my career as a 3D animator.

But when I thought about wanting a character to move in a certain way, I needed a world in which this character existed first. I think that's the only way to go about it.

But doing game design only in regards to this (question of animation), I didn't think of me as a real game designer. I also wasn't sure whether it's generally a good thing to call yourself a game designer.

At "WARP" (a game development firm founded by Eno Kenji, works include: "D no shokutaku ["D"]" "Enemy Zero"), the firm I started my career at, I jumped right into making 3D CG Movies. From there I moved to SCE and was immediately involved in the direction of ICO.

That's why I have never experienced someone teaching me the basics of game development. And that is why my awareness of myself as a game designer is rather thin I guess.

――That said I think everybody thinks of you as a game designer and there is also you're great sense for details. I'd like to know more about you being especially peculiar about things.

Hmm, that's hard too…. In any case, the development of big game titles uses a lot of money and time. That's why I'm trying really hard to develop games that won't end without having attracted any attention by anyone.

――I see you surprisingly very much taking a business stance in this regard.

Since games must be successful commercially I always work on them thinking "I want people to be attracted" "Let's do something that attracts people". If your game hasn't got that something, it will be quietly released, quietly played and it ends the same way (without any fuss around it).

I try my best to avoid such a scenario. That's why I strongly look into making a game with a catch, with something that stands out and try to achieve this by managing the limited resources I have.

――„Something that attracts people“… what about "Toriko" in this regard?

Take for example a fantasy game, if you only put the common types of monsters in it, the chances are high that it will be dismissed as a generic fantasy title.

That's why you should challenge yourself to come up with something new that takes people by surprise. You have to make them feel that something's slightly off in the sense that they have to ask themselves "what is this?". That's the idea under which "Toriko" is developed, trying to attract people's interest.

――I see. This feeling of not being sure about whether Toriko is cute or frightening, brutal or gentle, a cat or a bird, it certainly gets you interested in the game.

This allusion to real cats and birds, it’s actually a way by which I try to attract people that have no interst in games whatsoever.

That said, since I think that people who originally like games wouldn't accept a character that is only cute or one that is only an eccentric design, I have the intention to include also elements that attract those people who like games.

――The scene in which the boy is saved by Toriko's long tail was certainly a design I felt extended a mere gameplay mechanic. But to think that you were working in great detail in order to get to that point.

I try to take everything into account (in order to catch player’s attention) not just the game itself, the title is equally important, the illustration for the game cover, well, all designs in general. In other words, I try to be aware of the necessities surrounding design and shape of the product, while developing the game.

――It's really just my imagination, but I always pictured you as a person who pretty much takes things right out of his head going "That's what I like. Look at what I've come up with!“. But to think that you go that far in making sure that your games sell.

That said, the first person you want to get interested in the game is not someone unspecified but you yourself. Firstly you have to get yourself interested in your idea.

There were times when I was a student when I had lost my passion for games and other times when I was totally into them. So I try to remember both of my past selfs and think about what would have gotten their attention. That's how I go about this.

In this sense I can't really say that I don't operate as you said creating what I like myself.

――Still I think there's also the side to it that even if you only do things to please yourself, it's exactly because you don't compromise in regard to this pursuit that the quality of the product pleases that many users.

I hope that that's the case.


o On the cutting down on freedom in order to make SotC a moving experience

――Concerning your games, I think that their value lies in the fact that they offer an experience that can be appreciated only by playing them yourself. This may well be the foundation of video games in general.

I certainly try to express things that can only be expressed in video games. "Since we're making a game, let's make something that can't be done in novels or films" is what I'm thinking.

I want to create something that isn't thought of as "that might as well have been done in a film or novel", games where people get to experience that "something" that's only possible in games.

――What I personally enjoyed a lot in SotC was the "grip mechanic". What was in the beginning only an action-gage, important in the fights against the colossi, came to have another meaning when I arrived at the game's ending. In that moment I had tears in my eyes, I felt my spine trembling, I clearly realized that that was a feeling you can get only through playing games. I suppose you deliberately created this mechanic (in order to achieve this)?

To be honest, that wasn't the case. It's not like I had the ending of SotC in my head right from the beginning.

It was more like when I had finally made up my mind on how to handle the ending during development, I had the self-realization "so that was what the fighting of the colossi by clinging onto them and climbing them was all about, it was to set the table for being able to express this ending".

I was aware of the "clinging and climbing actions" having an effect of empathy and leading to a sense of reality, but even on me it had that effect that made me feel "okay, I went through all this trouble for the sake of this". To this day I'm still very pleased about this dynamic.

――I guess you could say that SotC is a proper example in regards to creating a feel of empathy that is gained by directly playing the game.

Personally I think that to a part I haven't reached the final answer yet with SotC. I understand video games primarily as "nonfiction" created through a "program“.

In other words, the question is how far you can go inside the realm of what a program can make possible. In this regard SotC's ending hasn't reached that point yet.

――Could you elaborate on that?

If the video game in its truest/ most genuine form is the goal, there should have been the possibility of the ending being overturned and lead in another direction depending on the player's efforts.

Game stories are not (supposed to be) something prerecorded (predetermined), they are created by a program, they are in a way "nonfiction" formed through the player's actions.

――I think I understand what you mean on a theoretical level. Still, when I think about SotC having more than one ending or being able to overturn the original one… I don't know. I don't think it would still have the impact that it had on me.

Well, concerning people being touched when they see a film or a tv series, listen to music, or reading a story, I think those things being impossible to be changed is the very reason for them being moved by a certain work.

That might be especially easy to understand in regards to historical fiction or works of tragical nature. If you see something that can't be fought or changed in any way, that's where the feeling of being moved comes from.

This is a fundamental mechanism of story-telling. Video games differ from this. Since they are precisely not prerecorded, anything is allowed to happen. I think that games should fundamentally be like this.

――I see. But with SotC there is only one possible ending and this ending was predetermined by you.

Exactly. It would have been possible to change the ending to an interactive sequence but I didn't do it. One can say that I simply brought the moving qualities of prerecorded media into the world of games.

I think that what you could call "predetermined art" is just something that games can do too. And with games you have also the element of interaction by which you can raise the amount of empathy.

But for games there has to be a completely different possibility too. Maybe in the future someone will find a way to not use any techniques of the "prerecorded arts" but be able to bring games in their „gameness“ to their full potential and achieve telling a story with even greater impact.

――What you mean is also different from getting several different endings ready depending on player's choice, am I right?

Yes. Since that would only be increasing the amount of different endings, though still prerecorded, and putting them together.

Films and novels start from the surprise felt towards the main or other characters: "why did they act the way they did" "why did they choose to do this or that". The people are primarily moved by the flow of the story, the things happening that can't be avoided.

People wouldn't be moved to the same degree, if what happens in the story could at every point be rewinded and avoided depending on their will.

――I see. So the more "gamey" a game is the further it drifts away from the systems that make people feel moved.

Seen from the viewpoint of traditional stroy-telling, yes. That's why I personally think that games aren't suited as medium for stories (in the traditional sense).

――This is indeed very interesting coming from someone whose games have a place in the hearts of players all around the world.
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Ven 11 Sep 2015 - 13:21

https://twitter.com/genDESIGN_Inc/status/642260770277818368

Confirmé à la conférence TGS
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mer 16 Sep 2015 - 17:19



En fait le seul truc pésent pour TLG au TGS. C'est cela un TRICO projeté en hologramme sur le mur et cela utiliserait la même AI que le jeu peut être qu'il y a une caméra qui permet via la reconnaissance de mouvement de détecter le joueur.

http://www.neogaf.com/forum/showpost.php?p=178994861&postcount=5317
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mer 16 Sep 2015 - 18:56

hologramme ?
tu bosses pas dans l'equipe marketing MS toi ? smile2
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mer 16 Sep 2015 - 18:59

Taxchim a écrit:
hologramme  ?
tu bosses pas dans l'equipe marketing MS toi ? smile2

mdrpancarte Je voulais dire retrprojeter sur le mur...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mer 16 Sep 2015 - 20:11



https://mobile.twitter.com/YasuhiroKitao/status/644108194537582592/photo/1
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Jeu 17 Sep 2015 - 5:21

http://m.neogaf.com/showthread.php?t=1112983

Confirmé c'est bien un système d'IA lié à une caméra qui permet à Trico d'interagir avec le joueur...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Jeu 17 Sep 2015 - 5:22

https://twitter.com/yasuhirokitao/status/644108194537582592

Sur le salon on peut voir une version plus longue du Trailer E3
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Ven 18 Sep 2015 - 22:59

[Jetez un coup d'œil au Tweet de @genDESIGN_Inc : https://twitter.com/genDESIGN_Inc/status/644414765738033153?s=09
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 19 Sep 2015 - 19:27



Il doit y avoir un peu de boulot sur l'IA de Trico
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 19 Sep 2015 - 19:29

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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 19 Sep 2015 - 19:31

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MessageSujet: Re: The Last Guardian (6-7 décembre)   Sam 19 Sep 2015 - 19:35

https://twitter.com/SCE_JapanStudio/status/645130897130258432

Impressionant
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mar 3 Nov 2015 - 6:10

http://www.gamespot.com/articles/last-guardian-footage-purposefully-being-held-back/1100-6431911/

Sony va au maximum garder l'effet de surprise dans le jeu donc ne va pas trop en montrer...


Citation :
Following its official re-reveal at E3 2015 in June, Sony's long-in-development adventure game The Last Guardian was nowhere to be seen at the company's Tokyo Game Show briefing in September or at Paris Games Week in October. Now, PlayStation boss Shuhei Yoshida has explained that Sony is purposefully limiting what it shows of the game before launch, in part because The Last Guardian is a story-heavy game.

"Development is going well, but because it's about the story, we don't want to show too much," Yoshida told GameSpot in a new interview. "We wanted to show that it exists, it works, it runs. It's not like we won't show anything before launch, but I think we will try to limit what we show about the game."
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Ven 27 Mai 2016 - 6:06




https://youtube.com/watch?v=Kgjvrv47qes

Apparemment ça spoile pas mal
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Ven 27 Mai 2016 - 6:07

oui, j'ai regardé, ca spoil (un peu)

d'ailleurs l'image de la video avant même de la lancer spoil aussi

mais ce qui spoil le plus c'est l'article associé d'ign.


Dernière édition par manulelutin le Ven 27 Mai 2016 - 6:09, édité 1 fois
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Ven 27 Mai 2016 - 6:08

Vu sur GAF ça spoile tout le début du jeu. A éviter...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Dim 29 Mai 2016 - 12:31

Vu la vidéo d'IGN
Ueda explique que la direction artistique + animation c'est gendesign (=lui) et l'intégration dans le moteur du jeu c'est japan studio. Ceci explique pourquoi le jeu sort enfin....
Ueda a l'air assez content et dit que ça lui convient. Peut être va t'il continuer avec Sony ?

Edit : Ah non c'est pas la même vidéo que ci-dessus
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Dim 29 Mai 2016 - 12:59

Je ne regarde rien. Ce jeu faut pas se le spoiler, ça doit se vivre.
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Dim 29 Mai 2016 - 13:04

Y'a vraiment 0 spoilers sur la seconde vidéo qui fait 7:42.
C'est surtout Ueda qui parle et des séquences de ce que l'on avait vu à l'E3 2015.
Comme Manu l'a dit, la petite vidéo de 3:52 spoile un peu plus mais rien de bien méchant
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Dim 29 Mai 2016 - 13:43

Tout cela ça vient de la restructuration par Andrew Beckermet ancien de Santa Monica de Japan Studio. A noter que cette restructuration touche à sa fin et pas mal de jeu studio Japan devrait arriver sur 2016/2017 The Last Guardian, GT Sport, The Tomorrow Children, Gravity Rush 2, Ni No Kuni 2 et d'autres...
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mar 14 Juin 2016 - 7:11

http://www.gamersyde.com/news_e3_the_last_guardian_trailer_date-17998_en.html

Trailer E3 version Gamersyde
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MessageSujet: Re: The Last Guardian (6-7 décembre)   Mar 14 Juin 2016 - 7:55





bof ça marche pas aussi bien qu'en jap

Sinon :



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MessageSujet: Re: The Last Guardian (6-7 décembre)   

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The Last Guardian (6-7 décembre)
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