A vendégek voltak: Tom Farrer (EA-DICE) Dane Johnson (NVIDIA) Tony Tamasi (EA)
From EA DICE, we have Tom Farrer (Producer of Mirror’s Edge) and Tony Tamasi and Dane Johnston from NVIDIA. Welcome guys!!!
Q: @matthewome: To get us started, Tom, I’m wondering if you could talk to us a little about your role at EA DICE and more specifically around your involvment in the development of Mirror’s Edge?
A: DICE-Tom Farrer: Hey there! Im the producer of Mirror's edge, the role changes over the course of the game but basically it's about setting and maintaining the direction of the game. More to come... I worked very closely with the design team in all areas to make sure we shared a common vision and that what we were creating was...well cool basically :-) then there's the media and promotion aspect talking to the press and to the community as I'm doing with you guys but at it's core its about ensuring we make a good game it was me playing the game in most of the movies you've seen :-)
Q: @matthewome: Tom, most of the game reviews have commented on the uniqueness of Mirror’s Edge. How did the original idea for the game come about?
A: DICE-Tom Farrer: we were trying all kinds of ideas but we wanted to work in 1P and in an urban environment. We quickly realised that traditional 1P controls were limiting and annoying That was when we started to look at free running. We sketched ideas with pencil and paper to see what it would look like in 1P and got pretty excited, then we started prototyping and doing test animations you've probably seen one of the arly ones i think its on 1up from there we focused on the core mechanics of movement and the rest grew around it the second we saw it moving we knew it was something very different we were inspired by other games as well I'm a big fan of Prince of Persia and Breakdown was a very important game for first person imo. we wanted to make something that felt new and fresh.
Q: grif598: What do you think was the hardest thing for you to do as the producer?
A: DICE-Tom Farrer: tough one. Cutting things. Its a very important thing to do but its always hard, we call it killing your babies. Sometimes you have a great idea or feature but it's just not quite right or it doesn't fit the game and it has to go. We had some great first person designs for use with the weapons, but it just wasn't a focus for the game. It wa much more improtant to focus on the movement and other elements so they had to go. Thats always tough when its a cool idea, but they often come back to life in other projects.
Q: BackedOut_: Firstly Tom I have to say how much of a wonderful job you have done on ME. Tom How did you come up with the architecture, colours and other sorts in the game? And Why did you choose to make faith the way she looks e.g Phisique?
A: DICE-Tom Farrer: Ill start with the art direction bit at first we were looking at making real cities, but we realised that they all had limitations and things we didn't like so we decided to make our own taking the parts we liked. Its kind of a reaction to the gritty brown/grey dystopias we see in so mnay games now. We wanted to make something that looked different. I rememebr one of the first posts i read after we released the first screen it just said "the red is so.....red". I was laughing so hard. Fantastic, but it was also informed by the movement. Its easier to read a clean environment and see the potential for moves as for faith. Again we wanted to be different. We're sick and tired of the way women are portrayed in games. All tits and ass and a metal bikini. We wanted Faith to be athletic and believeable with realistic proportions. I think it makes her easier to identify with. She should be cool because of what she can do, not because of the way she looks
Q: tha_jay: Hi Tom, first of all, thank you and all the people at dice for making such an awesome game :P I haven't played it yet, but I eagerly await the pc version My question: is there a pc demo planned before the pc release?
A: DICE-Tom Farrer: We are investigating but focusing on getting the game ready for launch first and foremost.
Q: @matthewome: We will cover some PhysX questions. What sort of involvment have you had working with the Mirror’s Edge team to implement the PhysX technology? What was that experience like?
A: NVIDIA-Dane Johnson: Personally, I got the great opportunity to work directly with the people at DICE on ME. They're an incredibly talented studio, I saddled up and flew over to their office and worked as more of an advisory roll answering any questions I could ....plus I drank some beer...wrote some code... *role! :)
Q: @matthewome: The recent press release talked about how PhysX will bring a totally new level of immersion to the game. Can you give some examples of this?
A: NVIDIA-Dane Johnson: Sure, I'm sure some of you have seen the trailer that we posted up recently. One of the great things we tried to add was some urgency and really bring you even closer into the action you get in Mirror's edge For instance if you take a look at the video...you're already sometimes scared for your life running away from a helicopter, or rounds after rounds of bullets we really looked to imerse yourself even more into that...so for instance watching the helicopter shread some of the tarps. Scared the crap out of me the first time i did it and I knew what was coming.
Q: @matthewome: Has the game been optimised for NVIDIA graphics cards?
A: NVIDIA-Dane Johnson: In a sense, since GPU acceleration for PhysX is supported on NVIDIA GPU's yes. While anyone can experience everything, performance wise, NVIDIA runs 3-5x faster than running th esame physics workload on a CPU. Some times, with a 3-5x difference, making some of those leaps gets a little tricky... (running on the CPU :)) And by tricky, I mean "slide show" tricky
Q: Worees: Looking at still images of Mirror's Edge you are given the feeling of an expansive urban playground, did you ever consider a less linear level design?
A: DICE-Tom Farrer: If you mean open world, no. The bigger you build the less time you have to work on the details and the less custom work you can. ME is about using space, exploring what is possible within a space. I've often said that one of my favourite parts of the game is the stairwell on edge. Its so simple, but there are so many ways to navigate it. To me that's a lot more interesting than ten identikit rooftops or interiors.
Q: Onsokumaruz: Firstly, I want to say, I really enjoyed this game. It was amazing. And I was thinking that it would be so much better if it had some multiplayer. Will there be any chance of it?
A: DICE-Tom Farrer: Thanks, its always so nice to hear that. This time around we decided to focus on the SP game and the time trials. When you're making something new and challenging it pays not to try and do everything all at once or you end up not doing anything well at all. But it is of course a very interesting area and something that would be a lot of fun to explore in the future.
Q: RedRaptor: First off, Tom (Like all the other said), you guys made a truly awesome game. And my question: Will Mirror's Edge PC be able to run hgih end settings on a low end machine?
A: DICE-Tom Farrer: Thanks man. Ill hand that one over to Dane.
A: NVIDIA-Dane Johnson: Thanks Tom. Well, depends on your high settings, but in regards to the physx side. You'll experience the best settings with a GTX260 or higher for all the goodies. We're recommending for a minimum a 9800GTX for a min spec.
Q: RedRaptor: Hmmm, not sure how that stacks up with a Mac Book Pro (Im a bit computer stupid) but either way im sure to buy it. Thanks for the response.
A: NVIDIA-Dane Johnson: There's plenty of things you can do, modulating your settings, lowering resolution etc.
Q: RedRaptor: Makes sense :D Thats half the fun anyway!
A: NVIDIA-Dane Johnson: A lower end 8 series card still will be playable, but you asked for High End settings ;) Now, if you have an older card, you can upgrade to a higher spec card....and use your older one for the PhysX effects (8 series or above!) As for Min Specs on the game, I defer to DICE for that!
Q: Luigi: What was your favourite part in creating the game, and also while playing the game?
A: DICE-Tom Farrer: We're actually still testing before we define them. Actually this is the best bit. I think some people forget why we make games and who we make them for. It's been a lot of fun making it. But there's never anything better than hearing people talking about how they enjoy it. That's what it's all about as for whilst playing.
A: EA-Tony Tamasi: I'd like to throw out that when we first got the Time Trials in the office, all work stopped for nearly two days. I also lost $14 in bets on who would have the fastest times.
A: DICE-Tom Farrer: Right now shard 2 time trial is a favourite. Lots of people on the team trying to beat each other there.
A: NVIDIA-Dane Johnson: I walked in as the newb, these guys were dominating me :)
A: DICE-Tom Farrer: LOL. I got a mail from a friend at EA singapore with a time on edge. I thought i would go in and destroy him. It took me two hours! He was good.
Q: Luigi: Thanks for the replies :) I can't wait to get to play it. PC gamers ftw :P
A: NVIDIA-Dane Johnson: +1 to that
A: DICE-Tom Farrer: :)
Q: @NBtX: I have a quick question also: Do you guys play any other games around the office? if so which ones?
A: EA-Tony Tamasi: We play Mirror's Edge, Dead Space... And Dead Space is brilliant. It is easy to sneak up behind coworkers and grab them and shout. They usually jump two to three feet out of their chairs. We also just finished an office wide madden pool, sadly. The 49ers did just as well in the office as they do in real life.
A: NVIDIA-Dane Johnson: I'm pretty deep into Fallout 3, COD: 5 as well right now, otherwise, Tony Tamasi has summed it up
Q: @NBtX: Well, certainly sounds like you all have a lot of fun :)
A: DICE-Tom Farrer: There's a lot of BF heroes going on at DICE as well.
Q: Dragonfly_James: How did you create movements for Faith, did you use any Parkour runners to see how they actually run? I'm being parkour runner myself and the pararoll seemed unusual for parkour?
A: DICE-Tom Farrer: Well one of the things is that you can't always be 100% realistic. We were trying to capture the feeling rather than the absolute reality. We had a lot of fun with Seb Foucan.
A: EA- Tony Tamasi: He was also the guy being chased by Bond at the intro to casino royale
A: DICE-Tom Farrer: He's one of the founders of free running and a really nice guy. It's amazing to see it in action, we also did things with basic thing too. The hardest thing to animate and get right was actually just walking and running. I had a camera strapped to my head at one point, walking and running on a treadmill. Add the lead animator shouting "faster faster" and the picture is complete:)
Q: Faithy: Hey guys! I've already finished the game twice and it's awesome! Here's my question: Even tho every minute of it is pure awesomeness ...ME' story mode it's kinda short ...in a (hopefully) very possible sequel ...will the story mode be any longer?
A: DICE-Tom Farrer: If we do another one it definately will be. In a regular game the player tends to move pretty slow. Faith moves very fast so its a lot of content to build. Thats why we created so many way to move through it.
Q: Faithy: Yes ..i know the chapters are huge ..it's just that u are runnin and runnin. And personally one of the best thing about mirror's edge is the fact that faith it's always the same ..what improves with time it's they way you play the game ..my question is...in a gaming world full of shooters and ..shooters ...and shooters ...when did you realized the brilliant idea that the best way to improve first person games in general was to "put the gun away"?
A: DICE-Tom Farrer: You know that took us a while to let go of. It was never very gun focused, but we had a base weapon for a long time. Removing it altogehter was a really key moment for us, it really changed the way you played the game. You were unarmed and when people played it they appraoched things very differently.
Q: @matthewome: Thanks everyone for your questions! Apologies if your question wasn't asked. We had over 200 in total!!! To all our guests - is there is anything else you would like to add before we end the chat?
A: DICE-Tom Farrer: Just a big thanks to everyone. Im sorry we couldn't answer all the questions. I hope you all enjoy the game and Ill see you in Time Trial.
A: NVIDIA-Dane Johnson: Thanks a ton everyone, really great getting answer some of these, and pleasure workin with you Tom, I'm coming after that score.
De jegyzetelek folyamatosan. Ha vége bevágom ide is a teljes beszélgetést.
Q: @matthewome: Has the game been optimised for NVIDIA graphics cards?
A: NVIDIA-Dane Johnson: In a sense, since GPU acceleration for PhysX is supported on NVIDIA GPU's yes. While anyone can experience everything, performance wise, NVIDIA runs 3-5x faster than running th esame physics workload on a CPU. Some times, with a 3-5x difference, making some of those leaps gets a little tricky... (running on the CPU :)) And by tricky, I mean "slide show" tricky
Nem mondanak semmi konkrétat aza baj... Mármint errõl a phsyx dologról... csak ilyen NVidia reklám ment szinte, amikor kérdezték õket, de nem mondták, hogy más kártyákon most futni fog-e a phsyx vagy nem...
"A Mirror's Edge is kap egy kis extra tartalmat, hála az NVIDIA-nak. Ez mondjuk nem jelent felhõtlen boldogságot - fõleg az ATI tulajoknak nem - de azért a szándék dicséretes."
PhsyX egy valós fizikát emuláló matematikai algoritmus(ok). Két fajtája van, egyik egy szoftveres nyílt forráskódú megoldás, (Novodex) másik egy zárt forráskódú (CUDA). Ez utóbbit használja az Nvidia a videókártyáiban (mint különálló fizikai processzor) hardveres számolási megoldással.
Tehát, ha a Mirror's Edge készítõi a CUDA verziót építik bele a játékba, akkor csak az Nvidia tulajdonosok fogják élvvezni ezt a fícsört, Azonban ha a Novodex-et, akkor az Ati-sok is, hiszen ezt nem csak a VGA, hanem a CPU is tudja számolni.
Akkor marad a mostani zene és este beteszek egy másik képet balra.
Vajon a Lisa Miskovsky - Still Alive c. szám 5:09-es változatát jó minõségben honnan lehetne beszerezni, nem tudja valaki? Amúgy a terv-banner király azzal a zenével, szerintem a remix nem illik a játékhoz, de ez csak én vagyok.
Most próbálgattam a flash-t és lenne igény ilyen „zenés banner-re”? A Benny Benassi Mix is mehet alatta.
mielõtt belegubancolódnál. errõl tudtam rég. csakhogy az elején még demo-ról beszéltünk ezügyben ez meg a full véglegesre vonatkozik. de nembaj. én benéztem a 2 hónapot te meg demo helyett a full-t. egál.
Igen, ifjú titán vagyok, eltaláltad, amúgy szerintem az NFS MW után lett magyar fordítás :D. Király lesz, értek angolul, járok versenyekre meg minden, de akkor is kár lenne kihagyni, meg ugyebár hadarják a szöveget a szereplõk, szvsz megfogja érni azt :)
és ezt nem atért linkeltem be,hogy szitsam a pc vs box vitát hanem csak a gémrõl csevegek.
amennyi szöveg van benne sztem tök felesleges a magyarosítás....amúgy jó gém,csak van benne egy két marha idegesítõ rész...,de majd meglátjátok....sztem 85%reális rá...
Igen, Magyar felirattal jelenik meg. Ahogy minden minden PC-s EA játék a jövõben. (a konzolos kiadások nem mind lesznek magyarok)
"nem nagyon találkoztam EA-s játékkal aminek nincs magyar nyelve" Ifjú titán lehetsz, mert csupán másfél éve fordít az EA Magyarra.
Tudja valaki, hogy PC-re lesz magyarítás az EA-tõl? Konzolokra nincs . 75% teszek arra, hogy lesz, mert végülis ez EA. és nem nagyon találkoztam EA-s játékkal aminek nincs magyar nyelve :D
Ez az, csak józan paraszt ész kell -.-. Le lehet nyugodni -.-
megkérdezhettem hány chapter van? illetve az 5ik után amikor a piros lépcsõházba kell felmenni akkor mit kell csinálni...fent az állványon emberkék vannak 4en a lépcsõknél meg hordok és azt mondja a feladat az ablakon bejutni vhogy a bal olladon,de mindig lelõnek....
Pl. a dead space-nak nagyon korrektül eltalálták a játékidejét. 9 óra, ha mindent körbejárkálsz, és szépen meghalgatod a talált fileokat is... simán ki jön még 10-re...
nem ismerem. én karácsonyra ezt szereztem meg, meg silent 5 is tartogat néhány kellemes órát. De legszívesebben The Last Remnant-ot tenném el a fagyos téli napokra.