字幕列表 影片播放 列印英文字幕 what's up everyone how you doing I'm glad I could be here to host your hangover i want to say I'm extremely humbled to be in front of so many of you you guys have created experiences that have made me so happy as a gamer so on behalf of all gamers out there myself thank you for what you guys have done i also want to give a shout-out to my team it's always a little awkward at blizzard because everything we do is a team effort so whenever we put one of us forward I like to remind everybody that everything we do at blizzard is a team effort i think a lot of you guys who work on team-based games understand how important the team is so to my team I'm honored to be speaking on your behalf hopefully I don't screw it up so world building is the theme of this year's dice summit and it's one of my favorite things about video games it's it's probably the area that I feel most comfortable in so it's very excited to be asked to talk about world-building as it relates to overwatch so what I want to do is start with a concept from one of the movies that we made called recall and in this movie it features a doctor named Harold Winston who has a baby gorrila on the moon and at one point that the baby girl had never seen anything beyond just boring moonscape his whole life and he has this moment where he shows baby Winston what planet earth looks like and he says never accept the world as it appears to be but dare to see it for what it could be and I feel like this more than anything else really sums up the world-building philosophy on overwatch and I'm going to come back to this later on so i just wanted to share this with you and remind you of it so the story actually begins with the project before overwatch which was a project called titan so Titan was to be a successor MMO to world of warcraft it's something that we began development on in 2007 and for various reasons we ran into a lot of trouble on the project and ultimately in may of 2013 we had to put an end to the to the project which is very rough because at that time the team had grown to be about a hundred and forty developers and we were really emotionally invested in what we were trying to do with the game so as may of 2013 rolled around we got the team in the room 140 people 80 of us were told that we would be permanently relocated to other teams within blizzard we'd go on to work on Diablo hearthstone world of warcraft heroes of the storm starcraft 2 etc about another 20 of the developers would be long-term loans on those projects and what long-term to us means is anywhere from six months to two years so you were going to come back to the shit to the Titan team anytime soon what was left was a group of about forty developers who were given the task of come up with a new idea for a blizzard game in six weeks and if we came up with a concept that was compelling enough we would move forward and we make that one of our next projects if we didn't come up with something that was super compelling we too would be redistributed to the other teams at blizzard needless to say it was it very daunting almost devastating sort of mindset that the team was in because we were unsure of what our future was going to be and it was during this time that overwatch was born now I've been a blizzard for almost 15 years and I always thought in the early years at work at blizzard that one the dreams that I had as a blizzard developer was having the opportunity to come up with a new blizzard game it seemed like it would be the most fun sort of inspiring activity but fast forward to may have 2013 we were going through that process in a period of sort of despair there wasn't a lot of hope on the team we were very nervous about what our future was so we started off with an ideation process and we came up we decided to sort of split our six weeks up into these two week blocks so we spent two weeks on an MMO that was in the blue another blizzard universe that we haven't made an MMO and a lot of choices for you to figure out which it was and then we also spent another two weeks on a brand new MMO that took place and completely new intellectual property and during this time almost on the side we started cooking up this idea that became overwatch and where the idea came from was we had an amazing artist by the name of Arnold saying who was drawing these fantastic character designs have done many of them back on project tighten and we were sort of looking at his work and then at the same time as we were doing these MMO pitch ideas with a class designer by the name of Jeff Goodman who had also been an encounter designer did all the big raid bosses on world of warcraft and he had all these amazing class designs and we started to think about you know well what if we took Arnold and Jeff you know strengths and put them together and that really led to the project that was to become overwatch so this was an early rendition that Arnold did of what the overwatch lineup might be and some of these characters were actually taken from the project before which was project tighten and there's a lot of inspiration that we had taken from Titan in particular title was a game that wanted to take place on planet earth and we had this sort of concept of a future worth fighting for that was coined on Titan but we were never able to figure it out and make it work fast-forward to overwatch and we were starting to figure it out more we had a really talented artist by the name of Ben zhang who this was in I think June of 2013 where he created this concept picture we start talking about how we want it over watch to play and how we want to overwatch to feel and been made this image that I think really holds up today for those of you have seen over watching knows what the game looks like this was almost like a guiding light image for us about the game that we wanted to create and I need to say this for our subreddit so it doesn't implode know the hero in this Center is not the hero who thinks think it is thank you for putting up with the head so as you guys know Blizzard has been fortunate enough to work in some very exciting IP spaces and world building is something that we really enjoyed doing is one of our favorite things we've been fortunate enough to explore high fantasy in the Warcraft universe we've been lucky enough to go to high science fiction and starcraft and then also gothic fantasy in diablo I think any blizzard developer feels very comfortable in these spaces if you got to go up to blizzard developer and say hey we need an idea for a diablo dungeon or we need an idea for a starcraft planet or warcraft zone this is our natural comfort space but with overwatch like with project titan we wanted to push ourselves into a new frontier that we haven't explored and that blizzard that challenging frontier happened to be planet earth and it was really daunting to us for awhile on titan we really struggled our developers would often ask the question what's cool about planet earth we love these fantasy universes that we explore we love these science fiction universes that we explore but what is so interesting about planet earth to us that we can make a blizzard game that takes place there so our first step was to sort of study you know how were other games approaching planet earth or what was really going on in gaming around planet earth and we found I mean there's a lot going on and when you put things like sports games to the side for a second and look at the universe building that was happening there there was some incredible stuff so you know starting off an obvious one is post-apocalyptic and some of the most beautiful games of our era were post-apocalyptic I look at a game like last of us which I think we can all agree on is is pretty much a masterpiece or fallout 4 so some incredible work being done in this space and it didn't feel like there was a lot of breathing room for us to make a new statement felt like a very daunting place for us to go equally daunting to us because some incredible games were being built in the space was realism I think I've lost more hours of my life to the battlefield and call of duty series than anyone have frequently told the story about how world of warcraft production literally shut down for a week when the battlefield 1942 wake island demo came out i'm not sure how many of you remember that but we just stopped work and pretty much bombed each other for a week and we actually it was one of those moments where you get the team talking to like okay that's enough battlefield guys it's time to get back to making world of warcraft so we decided you know like with tight and we wanted to go back we want to finish the challenge and finish with this work this future world worth fighting for we weren't seeing a lot of games exploring the space of what is near future earth but in a sort of positive hopeful way and this is the place where we wanted to be and we wanted to explore so as we embarked on this journey to two world bill was to become the overwatch version of Earth we actually started with world of warcraft and we look back on some of our basic tenants of world-building from World of Warcraft and the pictures that I've chosen to show behind me are very deliberate it's the human starting area of world of warcraft for those of you not familiar with it and it encompasses Elwynn forest red Ridge duskwood and Westfall and these areas are unique because they each have their own special story but the variation is what was important to us they very deliberately our art director on overwatch who happened to be the art director on original world of warcraft at the time always talks about color theory of location and these areas and where are very deliberately green red yellow and blue has an immediate emotional impact on players for those of you who played World of Warcraft i always use the example of that moment when you wander from Ellen forest and you cross the river into duskwood you immediately have an emotional change that happens and you know something different is happening and we really want to take this concept of variation and bring it into this new world we're building for overwatch the other lesson that we learned from World of Warcraft is what I like to refer to as the burning crusade lesson so burning crusade introduce a new planet to world of warcraft one called outland it was very familiar to players of warcraft to they had seen it before and and it was familiar to warcraft three players but Burning Crusade was very interesting to us from a developer's standpoint I think a lot of game developers and a lot of you in this room we have a hyper sensitive geek radar and what I mean by that is we are extremely attracted to things that are different and sort of challenging more so i think than your average person so we have the the concept art that i'm showing behind his friends owns like hellfire peninsula another storm shadow moon valley and blades edge mountains and immediately as game developers we responded to these areas like these are the coolest places ever i can't wait to build them i can't wait to go there as a player what we found out over time is that environments like this can actually be very oppressive and fatiguing two players and in a game where you hope that players spend hundreds if not thousands of hours you kind of need a visual and a tonal break from the oppressiveness every so often so in burning crusade we start to see players hang out more and more in a ground or going to tarik our forests or even back to starting areas like stormwind in the old world because they found places like netherstorm and shadow moon valley so utterly oppressive so this was a lesson we immediately thought of with overwatch our goal is to make the game very approachable we wanted it to feel as inclusive as possible we wanted as many hey gamers in the world to feel like overwatch was a place that they were welcome so when it came to world building an overwatch we started to ask the question ok we're making this game that takes place on planet earth where would you want to spend time on planet Earth what's cool and fun so what are some vacation spots so santorini greece which is the place on the Left someplace I've always wanted to go on my life literally dreamed as a fantasy for me like wow I would be so great to go there look so beautiful I've seen so many pictures and on the right is our map called illios which is RO Maj to santorini greece so we started really with this concept of you know visit places that people have always wanted to go to and might not ever have the opportunity to get to in their lifetime if they're going to spend hundreds and hundreds or thousands of hours there make it somewhere you want to be not somewhere you're a oppressed by we also wanted to be hopeful i have talked about how a bright hopeful vision of a planet earth was what we were sort of after so my slide has not advanced correctly so we're having a technical moment here so Iraq was another place we wanted to go to now if you look at how Iraq has been portrayed in video games for the past 10 years i would describe it as usually war-torn a place of conflict a place of little hope but overwatch takes place 60 years in the future and we were asking ourselves on the overwatch team could we imagine a better future for Iraq is it really necessary to show dusty streets or bombed-out buildings anymore haven't we seen enough of that not only in video games but in the world so can we please imagine a better future for iraq so the overwatch vision of Iraq is that as one of the most technical technologically advanced cities in the world exists in Iraq and it was built by a group of scientists and researchers hoping to make an even better future for people on planet earth so that's that was our vision of it and where all this is going to sort of that old cliché that fantasy is greater than reality and there's nothing new here it's it's all about tapping in to the imagination of your players and your players can imagine things far greater than then we can build them and we really wanted to to run with this this kind of idea that fantasy is greater than reality and I have a couple stories that that I think some this up better than than any others so what is the story of Hollywood which is one of the locations and overwatch now I grew up in Southern California while i was in college i interned for four years at Universal Pictures and when I was a teenager I used to hang out on melrose boulevard going into the vinyl record stores and trying to buy imports goddamn fucking each end so records where this thing was kidding but I spent a lot of time in Hollywood growing up and when it came time to make a map and over watch that took place in the u.s. myself and Chris Metzen who's creative director really wanted to do something in Hollywood we thought it was one of those strong fantasies of you know people who weren't from California or who had never been there probably would like to spend some time in Hollywood and we're very fortunate at blizzard to have an amazingly talented environmental our team but our environmental our team is comprised of a lot of foreign folks so we have people from Belgium Sweden portugal brazil for the list goes on and none of them are from Southern California so they start building this Hollywood map and it's looking amazing like they build the streets of Hollywood and we're just blown away at like what their vision was for that map but when it came to work on the backlot portion of the map they didn't really know what a Hollywood backlot was so we set him up on a day trip to one of the studios to check out the backlog get an idea what soundstages look like that sort of thing and it was fantastic they got a ton of great reference but there was this unfortunate moment where they drove through hollywood on the way home and they get back to the studio and they start redoing the streets of Hollywood in it and they're Sanchez they do this totally different concept and they're like we got it all wrong it doesn't look anything like what we were building and we were panicked because it honestly it looked kind of shitty you know the new version it looked like Hollywood uh-huh and we went back to them and we said like no I i would rather have the Hollywood as it appears in the mind of the guy from Belgium or Sweden than the Hollywood that exists in the at in the in the real we're not after realism you know for those of you who know we have a map that takes place in London and we we have a EMP garage under big ben which makes no sense whatsoever so it's not about realism it's about that fantasy similar story with the Mexican map that we built which is called dorado so we knew for a lot of reasons Dorado is an important story location in overwatch we had a hero coming up that was from Mexico we had a movie that we're making called hero that takes place in Mexico and there's a lot of storytelling one to do in this area so myself and the assistant game director Aaron Keller we're looking at locations in Mexico to build and we start with mexico city but it just didn't work for us mexico city is a very contemporary urban sort of modern what you expect it to be type of city and the map we need to build had to be coastal for gameplay reasons we needed the edge of the map to be open so we wanted a coastal town it had to be hilly and we wanted there to be a lot of color in the map we really wanted there to be color but we're kind of ignorant about you know the area besides like you know mexico city we live in Southern California so we're familiar with you know Tijuana and ensenada but none of them were really hitting what we wanted so being the utmost top researchers in the industry we went to Google Images and we typed in this is literally like you can type this in right now on your phone if you want colorful mexican town is what we typed in and we weren't even looking at that picture we just get the thumbnail pictures and we're like this is it this is perfect it's so awesome this is exactly the the version of Mexico that we wanted to to build and like I said we haven't even blown up the picture but the one that we talked about the most that really fit the gray box block out of the map that we had was this one right here which is just gorgeous this like coastal seaside town after we had completed the map i think it was about two months after someone came up to us and said why are you coming why did you use manarola Italy as your reference for your Mexico map and I think this kind of is very exemplary of the idea that overwatch is not about the reality of what the planet is over watches much more about what we hope that the world would sort of be and I promise the citizens of Mexico when we make the italy map will only use reference of Mexico for that so Chris Metzen who is our creative director he since retired and I miss him dearly i hope he comes back to us has a quote that I just love which is that Blizzard is a hero factory and he sort of means two things by this one we if we had to align ourselves and terms of the type of heroes we create their lawful good paladin's if you look at Luther you look at thrall if you look at rainer they're all kind of they fit a type but also that we try to make our players walk away from our games feeling like the hero and overwatch more than that then the the environment that we built over watch is more about the heroes than anything else and i think it's interesting to talk about how heroes are part of the world building process is not just about these environments that you're building so approachability is one of the top things we care about we want as many people to feel included and welcomed in overwatch as possible so for that reason each of the heroes has to have extremely distinct gameplay mechanics and also extremely varying skill levels required to be good at those heroes we want some heroes to be very approachable very easy for players to pick up in play and other heroes have an extremely high skill cap because we care very much about hardcore skilled players as well so there's a great variety there the other sort of obvious thing is the visual design it starts with the character silhouette and how the character gets modeled but also includes how the character gets animated imposed we wanted no characters to be very visually different and you can recognize them from anywhere on the battlefield but even more than sort of the gameplay and art mechanics behind how these heroes work we wanted there to be heroes that felt approachable to each person we all like different things were all attracted to different things that's one of the beautiful things about humanity and making a game on planet earth is how awesome the differences are so we started getting into the back stories of all these heroes and we found it to be really really fun to sort of explore different countries and how different people from different countries might think about one another and and how they're all going to interact and it became really fun and what's weird to us is that overwatch started to spark lots of discussions about diversity it was a very hot topic during the development of overwatch you think it's still a very important topic in in today's gaming world and so there's a lot of discussion about diversity and we've been both praised and criticized for some of our decisions when it comes to diversity and I think it's really interesting that people think that diversity was the goal of the overwatch team when it was not what we cared about was creating a game and a game you reverse in a world where everybody felt welcomed and really what the goal was was inclusivity and open-mindedness we wanted there to be this feeling and I've talked to a lot of people about this and I think they've agreed with it that you know when I say like you you might be from somewhere that we haven't represented yet in overwatch but you could imagine there being an overwatch hero or an overwatch map from your area and it seems totally plausible like it seems like at any time I could be represented in the game is the sort of open-mindedness and inclusivity that were the goal of overwatch I think diversity is a beautiful end result that you get when you embrace inclusivity and open-mindedness now we did the subject of stereotypes comes up frequently if you are making we found it like super challenging to make a game on planet earth as her off and sanctuary and the starcraft universe are far safer but as soon as you say somebody's from a location like I probably pissed somebody off from Hollywood today but um as soon as you say somebody's from a location everybody gets very sensitive so we've tried to in many ways challenge a lot of stereotypes so I'm not going to tell the story of each of the heroes that i put up on the screen behind me but in some way each of them challenges a stereotype on on the far left is particularly interesting to me because she is a sniper she's an older woman who is a mother and has a very complicated story with her daughter about whether or not she did the right thing by the way of her daughter so as you can see there's not a lot of it games you know featuring older Egyptian mothers who happen to be snipers we went out of our way to sort of challenge this notion in december we wanted to kind of put a thank-you out to our community so we made a comic book written by michael to our lead writer that was called reflections and we wanted it to feature all of our heroes in there in life we show them you know in these adventures movies all the time and doing all these cool things in the game and we want to show them in their home life and reflections happened to reveal that tracer had a girlfriend at home not a boyfriend like some people expected and this is all part of what we on the overwatch team just think of as normal things are normal and it's important to show normal things as normal so they become more normal and a lot of people had expected other characters to maybe be representative of the LGBT community and maybe it wasn't tracer and to us what was important about tracer was that she was this badass time-traveling hero first and foremost I i was preparing for this talk and I i took a moment to study some of the shooters over the past 10 years and as i was looking into these games and these are some of my favorite games of all time i played more shooters I daresay than anybody and I poured more hours into these games then I'd like anybody to really be aware of and I've had so much fun but I started to notice a trend like as I put the box covers together of these games and the trend seems to be grizzled soldier dude and it made me think about just how different overwatch was in so many ways that you know when I look back on the past 10 years of great shooters and I'm not trying to say that overwatch is a great shooter but we aspire to be it's very different to have an LGBT character on the cover and also one who's a female so it's something that we're pretty proud of now don't think for a second that we don't also embrace stereotypes so I've never had an American come up to me and complain about the horrible representation of americans in video games it's actually it's more sad that i think a lot of us Americans see ourselves like this kite back here when it couldn't be further from the truth really what was happening through this whole process is that the world that we were building and the heroes that we're creating no longer belong to us so the fans of overwatch through fanfiction through cosplay through the most amazing fan art that I've ever seen started to take over the world building and the intellectual property for us you can ask the overwatch founds who's dating who and the overwatch lineup and it's actually kind of amazing they have stories for for all the heroes and and what their love lives are and we love it we think it's the it's the best thing ever that it belongs to them we now think of ourselves you know blizzard and the overwatch team we are just the custodians of the universe we're taking care of it for what our community is going to create moving forward and the end of january we saw something very special happen there was an international march for women's right that that took place all over the world and the thing that really caught our eye was that in seoul korea during the march somebody who's flying this flag that had the symbol for diva who is our our character from Korea who in some way challenges stereotypes and and in other ways embraces them but we saw this flag flying for diva and we looked into it more and there was this Nash this National Foundation for diva which was a feminist foundation for women's rights and what really started to fascinate me when I looked more into this i started to read their charter and I don't expect you guys to be able to read any of this but it's a last sentence there so we decided to act for feminism under her emblem they're talking about diva so that in 2060 someone like diva diva could actually exist which I thought was just amazing and it sort of came back to that original point that I was trying to make a never accept the world for as it appears to be but dare to see it for what it could be and that was exactly what was happening in in korea in no way do we aspire to be a political game we have no political motivations whatsoever but it's fascinating to see that the values of the overwatch team are now being embraced and owned by the community in their own sort of positive way and i wanted to end with my team because this is my team today and it's obviously bigger than the 40 people that we started with and a lot of that is because we've had a decent launch and luckily we didn't get dispersed to to the winds we still exist but I talk a lot about overwatch at and sort of the people that it's touched in the type of world that we tried to build but i want to remind people that and I hate to use the word has it sounds negative but we started building overwatch from almost a selfish place and what I mean by that is you had a team that was faced with little hope and a lot of despair and we felt like there was a failure was kind of a dark situation that we were in and to almost pull ourselves out of that dark situation we imagined a bright and hopeful world and it all became true sort of a fairytale ending I don't want for a second to discount the importance of realism and video games I think it's extremely important for us is an industry to keep pursuing realism because we need to show people what the world is like likewise i hope there continues to be an awesome pursuit of post-apocalyptic games because it's very important for us to imagine what could end up being our future if we're not careful but I hope in some ways that the overwatch experience of the overwatch team stands to show that there is room for positivity and inclusiveness in our industry as well thank you guys very much hope you enjoy the summit what they told me don't ever touch the clicker
A2 初級 D.I.C.E峰會2017|watch|Jeff Kaplan (流與哈拉) (D.I.C.E Summit 2017 | Overwatch | Jeff Kaplan (Stream with chat)) 168 8 Aster 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字