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Banned
(12-22-2012, 01:04 PM)
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New Dark Souls 4Gamer Director Interview [full translation now available]
#1
Mod abuse
Member abuse Thanks for the translation Zefah. ---------------------------------------- http://www.4gamer.net/games/196/G019660/20121222001/ Will put up a translation when available, but you can use google translate to get some idea of what's being said. For one thing, they confirm the director worked on ACE:R (aka the ACE game no one likes)
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Last edited by ponpo; 12-23-2012 at 12:17 PM.
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Member
(12-22-2012, 01:18 PM)
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#3
Google Translate actually makes sense for most of the part this time around. The graphic engine its a bit messy but mostly understandable.
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Last edited by Pupi18; 12-22-2012 at 01:27 PM.
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Member
(12-22-2012, 01:41 PM)
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#4
Another Century's Episode is better than Armored Core, and Miyazaki came from Armored Core as well, therefore, it's going to be better.
flawless logic Not sure if engine stuff implies existing, it could mean they studied what they needed in a new engine and made it, but we'll see. |
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mashadar's neko-mimi slave
(12-22-2012, 02:00 PM)
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#7
There are various other details in the interview too, like how Shibuya has been watching Walking Dead lately, and he's a big fan of the survival component in the show, etc. |
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mashadar's neko-mimi slave
(12-22-2012, 02:10 PM)
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#10
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Member
(12-22-2012, 02:19 PM)
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#12
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Member
(12-22-2012, 02:27 PM)
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#13
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Member
(12-22-2012, 02:34 PM)
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#15
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Member
(12-22-2012, 05:04 PM)
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#17
What makes you think that they, on average, are much more hardcore than fans elsewhere? I mean, it's not easily quantified, but recall that Demon's Souls got a pretty reserved critical reception in Japan for being so hard, while American and European outlets generally praised it for that.
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mashadar's neko-mimi slave
(12-22-2012, 05:16 PM)
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#19
But when gamers bought the game and word of mouth started to spread, the game continued to sell, shipment after shipment sold out. For a market like Japan where most games are extremely front loaded, especially more hardcore games, it's really impressive that Demon's Souls sold 36k in the first week, and continued to sell until it hit a LTD of 168k. When it was released again on a budget label, it sold another 68k. The positive word of mouth and excitement continued to grow after Dark Souls was announced, and Dark Souls sold 334k in Japan, with the budget re-release bundled with the DLC selling another 80k. It's a good example of a franchise which no one really took seriously at all, growing and becoming a success based on almost word of mouth alone. The reason why Demon's Souls was really well received in the West immediately was because the positive impressions from Japan had already started to have an impact on how people throughout the industry viewed the game by the time it was finally released outside of Japan. |
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Member
(12-22-2012, 05:23 PM)
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#21
I hope its UE3 or maybe push for UE4. They could get some stunning detail running with UE3, plus it would be great for PC use and all the Community Content (If supported of course)
They need an engine that deals with massive scale, as well as close-up detail on objects. UE3 or CryEngine would be suitable but I am guessing UE3 is just used more for the majority of developers. |
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Member
(12-22-2012, 05:32 PM)
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#22
All in all is a great way to prevent the mindless bashing while running in circles of Elder Scrolls, for example. I like the sense of gravity every blow has, unlike something like Dragon's Dogma, that is equally amazing, but more action and fast paced. |
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Member
(12-22-2012, 05:33 PM)
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#23
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Member
(12-22-2012, 05:34 PM)
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#24
Demon's/Dark Souls have some of the most impressive combat systems in any game, ever. I don't even... What are you... Explain yourself. |
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Banned
(12-22-2012, 05:39 PM)
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#26
I think he just means that it's not Mario Galaxy; you can't stop on a dime and do backflips on command, every move you make has a well considered animation behind it which needs to finish before the game will accept your next input, etcetera. I wouldn't use the word janky to describe it myself but if that's what he means then I totally agree.
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Member
(12-22-2012, 05:40 PM)
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#27
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Member
(12-22-2012, 05:43 PM)
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#28
I like the combat of Demon's/dark souls.
it's heavy, it's slow when equip yourself for it, it's fast when you equip yourself for it. it was a nice step up from the monster hunter series which i hadnt played in a long time. in the elder scrolls you just circle n strafe everything while bombarding nonstop with attacks most of the time. |
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Medal Princess
(12-22-2012, 05:44 PM)
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#29
Please don't post stuff that is exclusively in Japanese. It tends to lead to misinformation as people scramble to use machine translators. There are lots of people here, including a couple on the mod staff, who can help with translation of stuff like this for the creation of an informative thread.
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Member
(12-22-2012, 05:48 PM)
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#30
I've got some time today, so I'd be happy to translate the whole interview unless someone else is already working on it? |
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Medal Princess
(12-22-2012, 05:49 PM)
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#32
The quote says that he was evaluating middleware, but I think duckroll was talking about how it isn't unlikely for them to license middleware to augment an internally-developed engine.
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Super Adventure Boxing
(12-22-2012, 05:51 PM)
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#33
We already know they use some middleware since Dark Souls 1 had Havok.
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Member
(12-22-2012, 05:53 PM)
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#34
That's an assumption, though. While it's highly likely that he is talking about middleware from external parties, it's also entirely possible that he's talking about the implementation of internally developed middleware. Even if it were external middleware as is highly likely, they may already have it licensed and he's just talking about its implementation in Dark Souls II. I don't see how making assumptions about what he's saying while at the same time decrying bad translations is a good way to go.
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mashadar's neko-mimi slave
(12-22-2012, 05:54 PM)
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#35
I have never encountered the term "middleware" being used in English or Japanese where it does not mean an external set of tools being licensed. When programming tools are developed internally, they usually either refer to it as an engine, or general tools. Have you encountered such examples of middleware being used in that way?
Last edited by duckroll; 12-22-2012 at 05:56 PM.
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Member
(12-22-2012, 06:01 PM)
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#39
Anyway, I'll get to work on the interview! |
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mashadar's neko-mimi slave
(12-22-2012, 06:05 PM)
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#41
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Member
(12-22-2012, 06:05 PM)
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#42
Yea while having the firebug's bodies in Blighttown wrap around your legs was creepy as shit, seeing the lumbering stone guardian zero-mass ragdoll the second the dying animation ends was real shame.
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Member
(12-22-2012, 06:11 PM)
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#44
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Member
(12-22-2012, 06:23 PM)
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#46
As much as I love the goofy ragdoll, I think the game would be way more awesome with a more realistic system in place. Maybe something like the euphoria engine. The kick move would be utterly awesome if you could sneak up behind them and "This is sparta!" style boot them off.
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Member
(12-22-2012, 07:41 PM)
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#48
Here's the first part with Miyazaki. I'll work on the rest of the interview a bit later:
4Gamer: Miyazaki-san, I was very surprised to hear that you won’t be directly involved in the development of Dark Souls II. Miyazaki: That’s correct. Shibuya is working as the director for Dark Souls II. He’s worked on the Another Century’s Episode series--most recently R. 4Gamer: With that being so, what’s going to happen to you? Miyazaki: Saying “what’s going to happen” makes it sound like a big deal (laughs). My official title is still “supervisor.” 4Gamer: With Dark Souls really being your series—having developed Demon’s Souls and Dark Souls—I think a lot of fans are going to feel uneasy about your separating from it. Miyazaki: Hmm, I wonder… Well, either way, I don’t think anyone needs to feel uneasy in that sense. The director—Shibuya—is far more experienced than me as a developer, and he understands the idea and delicate nuance of Dark Souls, so I think it’s OK to trust him. 4Gamer: Why did you step away from the development of Dark Souls II in the first place? Miyazaki: That decision came from the company. When it comes to Dark Souls, I have a lot of affection towards it and things to gain from it. Being so attached to the title, it would be a lie if I were to say I’m not a bit sad. 4Gamer: Of course. Miyazaki: However, I don’t look negatively at the decision to change directors. While I hesitate to say this myself, I think that Dark Souls, as a game base, has immense potential, and a change in directors will give it a chance to be released from narrow frame or limitations that I imposed upon it. As someone who created the game base of Dark Souls, I would really like to see what that potential is. At the same time, I’m also working as director on another project, so there’s that. 4Gamer: Really? That’s some pretty huge news. Is it OK to put that in article? Miyazaki: Well, I don’t mind. It would be weird if I said I wasn't working on anything. With that said, we’re not at the point where I can speak to specifics about the project, and this interview is about Dark Souls II, so let’s leave it at that. 4Gamer: OK. So, going back to Dark Souls II, you said that your title on the project is “supervisor.” What exactly does this role involve? Miyazaki: There are two main parts to the role. The first is deciding the more broad direction for Dark Souls II. 4Gamer: So, kind of like a producer? Miyazaki: It’s a little different. In terms of a producer’s job, it’s more like I did only the first part. Frankly, what I did was make decisions about things that would be easier if I just decided them on my own. Things like making sure our budget is enough, and what our development schedule will be like, including testing. When it comes to things that are a bit closer to players, I decided that we should have our own game servers this time, and that we shouldn't sell individual items or weapons as DLC—stuff like that. 4Gamer: What’s the other main part to your role? Miyazaki: It’s overall supervision, although I don’t like how important that makes me sound. That involves making sure that I convey things like the core game mechanics that I feel should not be taken out of a sequel to Dark Souls, as well as what we (the development team of the previous title) learned from working on the game, and the many points that we felt could be improved. Also, if I feel things are getting a bit off course, I explain the concept again, and ask the team to consider making adjustments. In reality, there have already been a quite a few cases where I've done such things, and depending on the situation, I may need to re-think the boundaries of the “supervisor” role. 4Gamer: So rather than giving direct instructions, you’re in a more indirect role? Miyazaki: I don’t intend to interfere more than necessary. I think, in the end, a game should be created under a director’s coherent vision, and you end up getting better results when that happens. I mentioned core game mechanics earlier, and I think there are many elements that can be fixed, improved, or adjusted in that area. When it comes to the feel of the world, the story, and the artwork, all of that is rather subjective, and comes down to individual sense, so I try to keep my mouth shut as much as possible. As I said before, Shibuya is a very experienced developer with many projects under his belt, and honestly, not a whole lot of supervision is required, nor do I think it’s desired. 4Gamer: However, is there no worry that, when the creator changes, the direction of the game and core elements might deviate? Miyazaki: In general, I understand the concern. However, when it comes to Dark Souls, so many people in the media and so many of our players have given us very passionate and amazing reviews and impressions, as well as criticism and complaints, and the majority of these are all kind of pointing in the same direction. From a creator’s perspective, this makes Dark souls a very fortunate and rare title, indeed. All of these things will prove to be valuable assets in ensuring that the direction and core elements of Dark Souls II don’t get off track, and with that in mind, I hope everyone will put their trust in the new director and the development team. So, with that said, I think it would be good for Shibuya to get a chance to talk directly. I don’t want to inconvenience him and his team any more by just saying whatever comes to my mind (laughs).
Last edited by Zefah; 12-23-2012 at 06:54 AM.
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Member
(12-22-2012, 07:50 PM)
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#50
Thanks for the translation!
Someone mentioned Havok: I fucking loved the way the enemies ragdolled, sure it was totally ridiculous but it was endearing. Kinda janky in a loveable way. I once got a giant rat stuck on top of my character, I couldn't see shit and died. |