xenosaga
07-05-2003, 01:23 PM
الموضوع ضخم جدا جدا جدا..........
بعد مااقرأه راح ألخصه بالعربية انشالله;)
الموضوع:
Telling Tales...
Fable, formerly Projext: Ego, has become something of a legend. Xbox Nation separates its fact from its fiction.
Perhaps it is the tale, and not who tells it. Maybe, just maybe, there would be no stories without someone to tell them.
This is the story of a man. He might be a hero. He might be a piece of unreclaimed scum. During the course of his life, he might find love, prform great deeds, win fans, carve out a safe place in an otherwise cruel world, don a chicken suit. The way he lives his life and the deeds he does will decide whether he's loved or hated, remembered or consigned to a mere footnote in the pages of a dusty history text.
Tis is also a story of the men and women who gave birth to the man, creative souls who've toiled on a project that's equal parts id and unrestrained ego. They took an idea from one man's mind and built a world around it. With time and technology, they gave life and purpose to the man.
This is the story of a game. Man is the storytelling, game-playing animal. Over time, the stories get bigger and bigger, and the games get more and more complicated, but it all amounts to the same thing. Man wants to be entertained. He wants to be amused. He wants to laugh, and cry, and clap his hands, and be challenged. He does not want his life to be filled with dull things.
So the story and the man and the men and women and the game are all in place for something momentous. Amid the backdrop of a very real world, a place of fantasy has been conjured. It's a world where a man clad in Union Jack underwear and packing a frying pan can do battle with a huge dragon-and maybe even survive the experience.
Despite it's fantastical bent, this world is not so entirely different from our own. It's a world full of champions and willains, and ordinary people who need someone to look up to. It's a world where stories are told of men who do great deeds, and other stories are told of the evil men who try to stop the good ones. It's a world where stories matter. A world still very much in need of heroes.
Geriatric rocker Tina Turner once crooned, "We don't need another hero."
Maybe she was wrong.
Fable will cure your acne. It will make you seem like a giant, bestriding the Earth in massive, mile-eating steps. You will emit a pleasant, lemony-fresh scent in its presence. Fable will also. in no particular order, defeat all those who oppose you, organize your sock drawer and, should the unthinkable occur, perform life-saving CPR while simultaneously acting as a flotation device in the event of a water landing.
Much-hyped but seldom seen in motion, the Xbox RPG Fable has created its own legend. More accurately, Fable's legend has been created by its overseer Peter Molyneux. Molyneux, famous for PC titles such as Black & White and Populous, has served as evangelist for the project since its early days as Project:Ego, spreading the gospel to anyone with ears to hear it. Last year, he stood in front of a packed crowd at the 2002 Game Developers Conference and said, "I'm now going to say a bold, bold claim, which you are going to throw back in my face, time and time again. And this is a stupid thing I'm going to say, and I don't know why I'm going to say it, but I'm going to say it anyway. I reckon that Project: Ego is going to be the greatest role-playing game of all time, which is insane. I could say the second greatest, I could say quite good, I could say, 'Hmmmm, it's quite nice,' but I'm going to say greatest game of all time."
:واو: :واو: :واو:
In Godalming, England, they're looking to fill some Paul Bunyan-sized shoes and tensions are a bit high at Big Blue Box Studios. In the company's cramped and low-ceilinged offices, someone's posted the Official Big Blue Box Cracker Board, running odds on which staff member involved in the making of Fable will snap first. Ominously, on this spectacularly sunny March day, two of the three company founders, Simon and Dene Carter are running third and fourth, respectively.
Yet despite great pressure, the company has managed to get the first playable build of Fable up and running before May's big Electronic Expo (E3). It's an all-important step in the creation of the best RPG ever.
It all begins in Godalming, where Big Blue Box's artists and animators can peer out the windows to take inspiration from ivy-covered trees, Weeping Willows, and the River Wey. "We wanted Fable to be a Grimm's fairytale kind of thing," Simon says. "A European folktale."
A brief peek into the game's creatures shows off the creators' fantastical bent. An animated nymph flips around madly on one computer monitor, it's wings flapping all the while. Fable holds four different types of nymphs, including one of the pants-stealing variety. "They nip your clothes when you're swimming," Simon says, adding they'll also use trickery to make mischeif while Fable's hero is fighting by desecrating the sanctity of his pantaloons: "I know I'd be quite disturbed if my pants fell off during combat."
At other stations, an undead character rises up from a nonexistent bit of earth; with the right magic, it will be possible to raise the dead. As the zombie struggles from its resting place, Simon promises enemies in Fable won't just appear out of thin air as they do in some other RPGs. Instead, they'll leap out from behind trees, jump down from heights, crawl out from the ground, and so on. Others, like the Rock Troll, will be hidden in plain sight, and will unfold from huge stone outcroppings, much like Yarnek the Excalbian from the Star Trek episode " The Savage Curtain." The Rocks Troll's counterpart, the Earth Troll appears as a gigantic pile of dirt, leaves, and grass, with vines for veins.
"We can tell two things from these designs," Simon says. "First, the environments are very much influenced by our surroundings. Fable is very much set [here] in Goldalming. Second, the creatures oftentimes reflect the artists who made them." Pointing to Senior Artist John McCormack, he says, "That's John."
"That's slander!" McCormack says. At Big Blue Box, the person who created a creature or character sees it through to completion, with the idea being that the person who knows it best is best qualified to determine how it looks, how it should be textured, how it moves. In the case of McCormack, there's no real resemblance between his physical appearance and that of the trolls he's creating, but that deters neither Simon nor Dene.
"And note the beady little eyes," Dene says. "Which look vaguely suspicious."
There are Balverines on another screen, werewolf-type creatures that can infect the hero with their infirmity, turning him into a lycanthrope. Their yellow eyes will haunt darkened forests, and Simon promises they'll use group tactics and employ a pack mentality. A novice attacking multiple Balverines will quickly find himself overwhelmed; in Fable, a hero will have to know when to run away, and he will likely have to do so multiple times before he's strong enough to take on certain enemies.
To create the game's fantasyland feel, artists work on a game editor that's described by Simon as "too powerful, really." With it, artists can lay down grass, rocks, and leaves as if they were creating a watercolor; the detail, down to the individual blade of grass is astounding, if highly memory intensive. "We give a level to an artist at 60 frames per second, it comes back at 10 frames per second." Simon says. Even though the artists tend to be overly hard on the game's otherwise smooth framerate, Simon says the game's areas don't look real until the artists get their hands on it.
"We will always go out of boundaries," Big Blue Box's Senior Artist Ian Faichnie says.
The greatest RPG ever requires the greatest protagonist ever:you. Players take the role of a male hero, 15, as he comes to the city seeking information as to his parents' murder. Given time and many hours of gameplay, the boy will develop into a man, either the greatest hero to ever put sword to flesh, or a greasy no-goodnik who would shiv his own mother for loose change and then attend her funeral to shake down his relatives and mock the corpse. Or anywhere in-between saintly and devilish.
Text hyping Fable on Big Blue Box's Web site proclaims, "Earn scars in battle. And lines of experience with age. Each person you aid. Each flower you crush. Each creature you slay. Will change this world forever. Who will you be?"
This may not be hyperbole. "One of the key things in the game," Simon says, "is the fact that the hero and the world will actually adapt to the way you play. Depending on how you play, your hero will change. In addition, you can make a number of decisions about the way your hero appears, so you can change his hairstyle, his clothing, lots of things like that." There are threee major attributes for Fable's main character, and each can be developed or neglected to suit a player's needs. "If you go around and you just hit things over the head all the time with the sword, your strength will go up," Dene says.
يتبع................
بعد مااقرأه راح ألخصه بالعربية انشالله;)
الموضوع:
Telling Tales...
Fable, formerly Projext: Ego, has become something of a legend. Xbox Nation separates its fact from its fiction.
Perhaps it is the tale, and not who tells it. Maybe, just maybe, there would be no stories without someone to tell them.
This is the story of a man. He might be a hero. He might be a piece of unreclaimed scum. During the course of his life, he might find love, prform great deeds, win fans, carve out a safe place in an otherwise cruel world, don a chicken suit. The way he lives his life and the deeds he does will decide whether he's loved or hated, remembered or consigned to a mere footnote in the pages of a dusty history text.
Tis is also a story of the men and women who gave birth to the man, creative souls who've toiled on a project that's equal parts id and unrestrained ego. They took an idea from one man's mind and built a world around it. With time and technology, they gave life and purpose to the man.
This is the story of a game. Man is the storytelling, game-playing animal. Over time, the stories get bigger and bigger, and the games get more and more complicated, but it all amounts to the same thing. Man wants to be entertained. He wants to be amused. He wants to laugh, and cry, and clap his hands, and be challenged. He does not want his life to be filled with dull things.
So the story and the man and the men and women and the game are all in place for something momentous. Amid the backdrop of a very real world, a place of fantasy has been conjured. It's a world where a man clad in Union Jack underwear and packing a frying pan can do battle with a huge dragon-and maybe even survive the experience.
Despite it's fantastical bent, this world is not so entirely different from our own. It's a world full of champions and willains, and ordinary people who need someone to look up to. It's a world where stories are told of men who do great deeds, and other stories are told of the evil men who try to stop the good ones. It's a world where stories matter. A world still very much in need of heroes.
Geriatric rocker Tina Turner once crooned, "We don't need another hero."
Maybe she was wrong.
Fable will cure your acne. It will make you seem like a giant, bestriding the Earth in massive, mile-eating steps. You will emit a pleasant, lemony-fresh scent in its presence. Fable will also. in no particular order, defeat all those who oppose you, organize your sock drawer and, should the unthinkable occur, perform life-saving CPR while simultaneously acting as a flotation device in the event of a water landing.
Much-hyped but seldom seen in motion, the Xbox RPG Fable has created its own legend. More accurately, Fable's legend has been created by its overseer Peter Molyneux. Molyneux, famous for PC titles such as Black & White and Populous, has served as evangelist for the project since its early days as Project:Ego, spreading the gospel to anyone with ears to hear it. Last year, he stood in front of a packed crowd at the 2002 Game Developers Conference and said, "I'm now going to say a bold, bold claim, which you are going to throw back in my face, time and time again. And this is a stupid thing I'm going to say, and I don't know why I'm going to say it, but I'm going to say it anyway. I reckon that Project: Ego is going to be the greatest role-playing game of all time, which is insane. I could say the second greatest, I could say quite good, I could say, 'Hmmmm, it's quite nice,' but I'm going to say greatest game of all time."
:واو: :واو: :واو:
In Godalming, England, they're looking to fill some Paul Bunyan-sized shoes and tensions are a bit high at Big Blue Box Studios. In the company's cramped and low-ceilinged offices, someone's posted the Official Big Blue Box Cracker Board, running odds on which staff member involved in the making of Fable will snap first. Ominously, on this spectacularly sunny March day, two of the three company founders, Simon and Dene Carter are running third and fourth, respectively.
Yet despite great pressure, the company has managed to get the first playable build of Fable up and running before May's big Electronic Expo (E3). It's an all-important step in the creation of the best RPG ever.
It all begins in Godalming, where Big Blue Box's artists and animators can peer out the windows to take inspiration from ivy-covered trees, Weeping Willows, and the River Wey. "We wanted Fable to be a Grimm's fairytale kind of thing," Simon says. "A European folktale."
A brief peek into the game's creatures shows off the creators' fantastical bent. An animated nymph flips around madly on one computer monitor, it's wings flapping all the while. Fable holds four different types of nymphs, including one of the pants-stealing variety. "They nip your clothes when you're swimming," Simon says, adding they'll also use trickery to make mischeif while Fable's hero is fighting by desecrating the sanctity of his pantaloons: "I know I'd be quite disturbed if my pants fell off during combat."
At other stations, an undead character rises up from a nonexistent bit of earth; with the right magic, it will be possible to raise the dead. As the zombie struggles from its resting place, Simon promises enemies in Fable won't just appear out of thin air as they do in some other RPGs. Instead, they'll leap out from behind trees, jump down from heights, crawl out from the ground, and so on. Others, like the Rock Troll, will be hidden in plain sight, and will unfold from huge stone outcroppings, much like Yarnek the Excalbian from the Star Trek episode " The Savage Curtain." The Rocks Troll's counterpart, the Earth Troll appears as a gigantic pile of dirt, leaves, and grass, with vines for veins.
"We can tell two things from these designs," Simon says. "First, the environments are very much influenced by our surroundings. Fable is very much set [here] in Goldalming. Second, the creatures oftentimes reflect the artists who made them." Pointing to Senior Artist John McCormack, he says, "That's John."
"That's slander!" McCormack says. At Big Blue Box, the person who created a creature or character sees it through to completion, with the idea being that the person who knows it best is best qualified to determine how it looks, how it should be textured, how it moves. In the case of McCormack, there's no real resemblance between his physical appearance and that of the trolls he's creating, but that deters neither Simon nor Dene.
"And note the beady little eyes," Dene says. "Which look vaguely suspicious."
There are Balverines on another screen, werewolf-type creatures that can infect the hero with their infirmity, turning him into a lycanthrope. Their yellow eyes will haunt darkened forests, and Simon promises they'll use group tactics and employ a pack mentality. A novice attacking multiple Balverines will quickly find himself overwhelmed; in Fable, a hero will have to know when to run away, and he will likely have to do so multiple times before he's strong enough to take on certain enemies.
To create the game's fantasyland feel, artists work on a game editor that's described by Simon as "too powerful, really." With it, artists can lay down grass, rocks, and leaves as if they were creating a watercolor; the detail, down to the individual blade of grass is astounding, if highly memory intensive. "We give a level to an artist at 60 frames per second, it comes back at 10 frames per second." Simon says. Even though the artists tend to be overly hard on the game's otherwise smooth framerate, Simon says the game's areas don't look real until the artists get their hands on it.
"We will always go out of boundaries," Big Blue Box's Senior Artist Ian Faichnie says.
The greatest RPG ever requires the greatest protagonist ever:you. Players take the role of a male hero, 15, as he comes to the city seeking information as to his parents' murder. Given time and many hours of gameplay, the boy will develop into a man, either the greatest hero to ever put sword to flesh, or a greasy no-goodnik who would shiv his own mother for loose change and then attend her funeral to shake down his relatives and mock the corpse. Or anywhere in-between saintly and devilish.
Text hyping Fable on Big Blue Box's Web site proclaims, "Earn scars in battle. And lines of experience with age. Each person you aid. Each flower you crush. Each creature you slay. Will change this world forever. Who will you be?"
This may not be hyperbole. "One of the key things in the game," Simon says, "is the fact that the hero and the world will actually adapt to the way you play. Depending on how you play, your hero will change. In addition, you can make a number of decisions about the way your hero appears, so you can change his hairstyle, his clothing, lots of things like that." There are threee major attributes for Fable's main character, and each can be developed or neglected to suit a player's needs. "If you go around and you just hit things over the head all the time with the sword, your strength will go up," Dene says.
يتبع................