《No Man's Sky》的构想,或许是每一位游戏玩家都曾萌生过的念头。倘若可以探索整片宇宙会怎样?倘若游戏世界不存在边界又会怎样?这正是我们一直期盼能够见到的事物......
对我们来说,这其中有着技术层面的兴奋点。此前还没有人实现行星之间的无缝旅行,也没有人用程序化生成技术制作3D行星......但这理应可以实现?尝试实现它难道不是一件乐事吗?
同时也存在情感层面的动因。我们希望在游戏中带来真正的探索体验,那种翻过山丘便会遇见未知事物的纯粹探索......那种首次登陆陌生星球的科幻幻想。
于是某个夜晚,我们坐在狭小的办公室里,着手开始打造这款游戏。最初并没有完整规划,我们完全不知道这段旅程将会走向何方,但那种感觉令人心潮澎湃。
对我们来说,这其中有着技术层面的兴奋点。此前还没有人实现行星之间的无缝旅行,也没有人用程序化生成技术制作3D行星......但这理应可以实现?尝试实现它难道不是一件乐事吗?
同时也存在情感层面的动因。我们希望在游戏中带来真正的探索体验,那种翻过山丘便会遇见未知事物的纯粹探索......那种首次登陆陌生星球的科幻幻想。
于是某个夜晚,我们坐在狭小的办公室里,着手开始打造这款游戏。最初并没有完整规划,我们完全不知道这段旅程将会走向何方,但那种感觉令人心潮澎湃。
对照英文原文
No Man's Sky was an idea that maybe everyone who plays games has thought about at some point. What if you could explore the universe? What if a game world didn't have boundaries? It's certainly something we had always wanted to see exist...
For us there was a technical excitement. No one had done seamless travel between planets, or used procedural generation to make 3D planets - but it should be possible? And wouldn't it be fun to try?
There was also an emotional motivation. We wanted to really have that feeling of exploration in a game, true exploration where no one knows what's over the hill. That science fiction fantasy of landing on a planet for the first time.
So sat in our little office one night, we started to build it. There was never really a plan, we had no idea how wild a journey it would become, but it felt exciting.
For us there was a technical excitement. No one had done seamless travel between planets, or used procedural generation to make 3D planets - but it should be possible? And wouldn't it be fun to try?
There was also an emotional motivation. We wanted to really have that feeling of exploration in a game, true exploration where no one knows what's over the hill. That science fiction fantasy of landing on a planet for the first time.
So sat in our little office one night, we started to build it. There was never really a plan, we had no idea how wild a journey it would become, but it felt exciting.




