前Rockstar North技術總監奧貝·維梅伊(Obbe Vermeij)上周在X平台發文透露,在開發《GTA3》《GTA4》等作品時,團隊會在遊戲正式發售前兩周暫停開發工作,全員從頭到尾完整通關一遍遊戲,以找出此前遺漏的漏洞。
Working on gta3, Vice, SA and gta4 was more like a regular job than people imagine. Most of us worked headphones on in our own area - art, code, music - for 8 hours a day. We had very few meetings. Only a small number of people made the big decisions about gameplay and story. Especially towards the end, a lot of the job is fixing an endless stream of bugs. Fun fact: We used to have ‘pencils down’ 2 weeks before going gold. Then we'd all play through the game to find the last bugs. That would be the first time I played the missions in order and experienced the story. There would be missions I hadn't seen before. https://twitter.com/ObbeVermeij/status/2095900189231911006
維梅伊於1995年加入Rockstar,參與過《GTA3》《GTA:罪惡都市》《GTA:聖安地列斯》以及首款HD世界觀作品《GTA4》的開發。他回憶道,這些遊戲的開發過程更像一份普通工作——團隊每天佩戴耳機工作8小時,各司其職,很少開會,僅有少數人對玩法和劇情作重大決策,開發後期大量時間都在修復層出不窮的Bug。而發售前兩周的「全員通關」是他第一次按任務順序體驗整個故事,其中有些任務此前從未聽過。

維梅伊已於2009年離開Rockstar North,因此這一開發傳統是否延續至《 GTA 5》《碧血狂殺2》及《GTA6》等後續作品,目前尚不得而知。此外他還透露,大多數《GTA》遊戲代碼庫使用C++編寫,關卡設計師則通過Rockstar內部開發的獨立腳本語言來實現任務邏輯。






