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Đó là một thế giới mở trượt băng hòa đồng, do người dùng tạo ra: Wrekless Phỏng vấn

Tại The Mix giới thiệu Guerrilla Collective tại Bảo tàng Grammy ở DTLA, chúng tôi đã gặp giám đốc sáng tạo Mike Uy để tìm hiểu tất cả về Wrekless, một vận động viên trượt băng thế giới mở độc lập nhưng đầy tham vọng và toàn diện dựa trên một công cụ sáng tạo mạnh mẽ.

Phiên âm âm thanh

"It's so nice that The Mix is back at the Grammy Museum for another year after last year. We missed a bunch of games that we were really looking forward to this year and first game we're taking a look is Wreckless. Thank you so much for joining us Mike. You have something very fresh, very different for both skate, open world and world building lovers. What can you tell us about it? Absolutely, you know we wanted to make a sort of full online universe, complete UGC action sports world, a social game, you know multiplayer online with mini games within the parks."

"You can build whatever kind of park you like. You can build a park just for fun.
You can build a park around a race, a scavenger hunt, tricking. You could build a big downhill, whatever you like. It can be, it can even just be social, right? But the important thing to us was to make a game for everybody. So if you're a skate game player, an action sports player, we built top-notch action sports gameplay."

"You know, dual stick skate controls. Also some sort of superhuman kind of powers like NBA Jam. So you can do more than regular skate game. You know, you can climb walls and float through air and you know spin faster and jump higher and things like that. But you have to build up the turbo boost for it. But then there's also the building side. So we wanted players, so every player can make as many of their own parks as they want. Different sizes, different backgrounds, different types. And all of that's shared automatically with the other players through a world browser, sort of like a Roblox, right? So you know, you're sharing, you're jumping around, you can like each other, you can like each other's parks. You can record lines of yourself which are, you know, they're like 3D holograms of you doing tricks, skating, racing, whatever it is. And then you publish that. Everybody else can watch it, try to do their own, do better than you did, publish it as well. And when you watch each other's lines, you earn points. When you play in each other's parks, the people who built the park earn points. Even when you play a multiplayer game, you earn points. And then the people who built the park earn the points. And if you're in a party, your party members share in the points. So we're trying to make it as social as possible, trying to make one hand wash the other. So the people who just want to build, they can do that and watch people play and take feedback from their players and say, okay, I'll make those changes for you, right? And for the people who just want to skate, they can go explore around with their friends, join parties, play PVP, play multiplayer, whatever they want, and go and interact with the park builder owners and be like, hey, can you make this? Can you make this change? So we want to just kind of have that community feeling that is part of skate culture in general. If you ever go to a skate park, it's not competitive. It's like everybody's rooting for each other. Like, hey, you made that trick. It took you five tries, but awesome. And so we want that feeling, but not just with the skaters, but with the builders. So it's like, if you're a builder and you're watching people skate and you're like, ah, they're not quite making that jump, let me, like, put a speed boost here or let me, like, make the ramp a little bigger or whatever it is. And then you can watch them succeed. And then you save it and, you know."

"Sounds like a whole bunch of things to do for an indie game.
Yes.
I, if I guess correctly, I guess the tool is the center of it all.
That is."

"It's the key for it to work and for you guys to not be like a triple A game.
Absolutely correct. So nothing in the game, everything in the game that we built as designers is built with the same tool that we're giving to the players.
So everything we've built, you can copy it, you can make your own version, you can change it. It's a very powerful tool. And like I said, it's got, you know, game makers in it. It's got platforming elements like, you know, things that make you bounce, things that portals like in the game portal, you know, like things that speed you up, things that, you know, help you clean the walls, whatever it is, and customizable rails, you name it. Right. So like the tool is the key because that allows the builders to build the gameplay to the player's needs. Right."

"And you can do it iteratively. You can do it in real time. So you can be, these guys right here, right now, are in a park together where one of them is building and the other one's skating it. All right. And so that actually like, from a, like as a game designer, it's so much faster to build when you have people testing as you're going. Right. So you're like, hey, that didn't work."

"Like, let me change it, you know. And so it's ideally if we get the sticky community we want, then the people will be able to build more content than we could ever build, which to your point, as a small scrappy indie, I can't make 100 levels, right? We're going to launch with 15 and we're going to hope that you guys build 1,000. Right. How does it differ when you go from more of the open world, like, you know, like recording your lines, sharing those, getting some social feedback to the more specific and I guess perhaps smaller scale minigames?
Yeah. So, I mean, the minigames can be big, right? I mean, every park can hold one of each type of minigame and it can be as big, it can be the big park or it can be the little, but definitely sometimes it helps to have the minigames be very contained and simple and easy to digest. But then sometimes you want to have a huge one that's like a downhill race that takes 15 minutes, right?
So it could be either, but definitely there are some, sometimes a smaller one is very tight and elegant and you just, you go in there, you know immediately what to do. You play the game and you leave and it takes 30 seconds or a minute and then you go somewhere else. But then some park is going to be a 25 city block city with like all kinds of Easter eggs to explore and that's up to the player because that takes a long time, right? So... What's the status of the project? You guys are releasing this year, if I'm correct? Yeah, we're coming out in the fall, so September, October. We haven't picked an exact date, but that's the ballpark."

"Even though they're pretty different games, how do you feel about, you know, releasing before Skate and Skate getting some hype as well? We just saw it at the Summer Game Fest Live. I mean, we're stoked, honestly. Like, we're all skate game players. We're all extreme sports game players. I mean, we've got people who've done BMX, snowboarding, old hawk games, even scooter games. I mean, we're all into that stuff. So, I mean, we're all the skate players. We're gonna play their game. And at the end of the day, like, there's room for all of us, right?
Like, there's not just one shooter. There's not just one race game. There's not just one of anything, right? So it's like, I think there's a place for that kind of skate game, which is your traditional kind of sim. And then there's a place for... We're being a little bit more video gamey and fun with it, right? And I think, on the bright side, you know, neither of them are gonna be that expensive. So you can have both. Totally. I have to say that's totally, 100% the skate philosophy of sharing and creating and sharing this world. I mean, we welcome it. Like, more attention to the genre is good for all of us. And I don't think that, you know, the other games, XL or Session, have hurt things either, you know? So it's nice for everybody to have options."

"All right. Fantastic. So good luck with the release, Mike. Thank you so much for your time. Looks good. Reg, let's do it. Appreciate it. Yeah. Really good. Thank you."

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