@ Sensman
Von mir auch nochmal Part1^^ (Mocib chooses which translation is better :P )
Golem:
Do you play in your free time?
Huebler:
I do, but not much. It would be nice, if i had more tim for it. I played Mass Effect on the Xbox360, i found it cool and i like Role playing games.
Golem
Do you like more playing on the console or on the pc?
Huebler:
Privat I am a consoleplayer. It is more relaxing when you are sitting at a chair and playing on the TV. But there are also Games, that ment to be on the PC, for example COD 4 i played on the Pc. First Person Shooter make more fun on the PC
Golem.
Do you have, despite your Presenation about the topic “The long wy to open worlds”, indeed not looked yet to the mother of sandbox games, GTA 4?
Huebler:
I looked at it and i want to play it more. We at Crytek have played GTA4 and we liked it. The Rockstar Guys know what they are doing.
Golem
Did you recognize thinks, which you liked most?
Huebler
Nothing specific. At the moment my interests for GTA 4 are less the unique ideas, but rather the process how these guys make such a game. If you look at it in more detail, you see how everything meshes into eachother and this is impressive. Particular when you are working in this branch and know how much work they put into it. Despite this, i like the multiplayer mode, our guys at the office also had a lot of fun with it.
Google Translation just translated the single words, thats the problem!
Google übersetzer übersetzt nur einzelne worte, das ist das Problem!
"I stopped fighting my inner Demons... we're on the same side now."
Thanks again, Mocib!
That's a very interesting interview, especially the parts that have not been translated yet...![]()
Here's another small translated part. Unfortunately I'm at work and I don't have enough time to translate all/faster.
Golem.de: Is a Sandbox- and Open-World-Level the same for you?
Huebler: There're both greatly open levels. Whereas GTA 4 is clearly bigger than this what we've done with Crysis. We've done greatly open levels, so rather Open-World. The other side are Sandbox-Games where you can drive into the whole city.
Golem.de: How much complexer is it to create an Open-World-Level, in comparsion to classic linear levels?
Huebler: In Crysis we've for example the harbour level. The player gets to the spot via a high-flyer and his target is to reach the harbour and plunge a ship. After this the reinforcements arriving which asure the harbour. This can be coded linear and via a Open-World. Only the way how I build a level, the dimension, how I use the scripts and how I push it forward are different.
Greetings... WarpSpeedFORENREGELN/FORUMRULES
AMD Ryzen 9 7950X @ 5.5 GHz - Corsair DIMM 64 GB DDR5 @ 5600 MHz - ASRock X670E Taichi Carrara - ZOTAC NVIDIA GeForce RTX 4090 AMP Extreme AIRO - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair iCUE H170i Elite Capellix - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: HTC Vive VR - Sharkoon Skiller SGK60 - Logitech G502 Proteus Core - Thrustmaster T500 - RaceRoom Sitz -Thrustmaster Hotas X - MS XBox Gamepad
achtet mal darauf, wie crytek immer wieder konkurrierende entwickler in der öffentlichkeit lobt.
hatte cevat yerli auch schon bei den fear-machern getan. (monolith)
sieht man in anderen Gewerben mehr als selten.
~ Gigabyte GA-P35-DS3 ~
~ Intel E6750 Boxed ~
~ 2x1024MB OCZ ~
~ Zotac 8800GTS 640 ~
So, der Rest von Part 2, hoffentlich habe ich das halbwegs akzeptabel übersetzt :P
One problem for us as level designers: the more content you make, the more time you need. If someone wants a very open world, you have to generate a lot of conent. Because erverywhere, where the player can go, has to have a certain qualitystandard. Therfore we make sometimes compromises. For instance when I know which main road the player most likely takes. Then there are also the side paths, which only the gamers see who are exploring every corner of the game. Here you are efficent and don’t put as much detail into it.
Golem
When you now begin to create an “open world level”, what do you make different than during the time of the developtment of Cryis?
Huebler:
You collect a lot of experience and recognize problems much faster. Our approach on Crysis was basically correct. We only overlooked some things at the beginning and handle these things now different. For example the size of the levels .In Crysis we made them much to big and had do scale them down. We concentrate now much more to the core of the level, the main mission.
Also I am a big fan of what the Englishman call “Location Scouting”. This is importand to make the scenes and locations authentic. For Crysis parts of our team flew to Hahiti, and i think this was good, to get the look and feel for the game.
Golem
In your presentation at the GDC here in Paris you told us about a colleague who pays a lot of attention to make a beliveable construction of the gameworld.
Huebler
The basic approach was, that a level doesn’t get automatically better when you have references like pictures. I have to analyse these pictures, because i can’t use the refernces directly, but also have to take into account the gameplay. It is only an inspriation, i have to understand, why it looks better how it looks. This step we had to learn first.
Geändert von Born_Brainless (26.06.2008 um 18:05 Uhr)
This part is hard to translate... translating it into english, gives no sense for some reason.
Greetings... WarpSpeedFORENREGELN/FORUMRULES
AMD Ryzen 9 7950X @ 5.5 GHz - Corsair DIMM 64 GB DDR5 @ 5600 MHz - ASRock X670E Taichi Carrara - ZOTAC NVIDIA GeForce RTX 4090 AMP Extreme AIRO - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair iCUE H170i Elite Capellix - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: HTC Vive VR - Sharkoon Skiller SGK60 - Logitech G502 Proteus Core - Thrustmaster T500 - RaceRoom Sitz -Thrustmaster Hotas X - MS XBox Gamepad