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  1. Homepage besuchen Beiträge anzeigen #1 Zitieren

    nomina nuda tenemus
    Avatar von Don-Esteban
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    Der Zirkel um Xardas im Forenrollenspiel
    Don-Esteban ist offline

    Gothic in a nutshell

    Großartiger erster Teil einer geplanten Serie über die Geschichte der Gothic-Spiele.

    Für Teil 1 hat der polnische Editor Kontakt mit Dieter Hildebrandt aufgenommen, der ihm viele Infos aus dem Nähkästchen erzählt hat, die so bisher den Fans noch völlig unbekannt waren.

    Der war zusammen mit Bert Speckels und Ulf Wohlers einer der drei "Mad Scientists", die die Engine für Gothic entwickelt haben. Sie sind damit bei Greenwod Entertainment aufgetaucht und als Greenwood pleite ging und vier Leute dort die neue Firma Piranha Bytes gegründet haben, haben sie die Engine der drei Programmierer benutzt, um damit zusammen mit den dreien Gothic zu erschaffen.

    Der Rest ist Geschichte.

    Hier gehts zur News und zum Video:

    http://www.worldofgothic.de/news_2379.htm

    Bisher nur mit englischen Untertiteln, aber wenn sich jemand für die Übersetzung findet, würden auch gerne deutsche Untertitel eingebaut werden.

  2. Beiträge anzeigen #2 Zitieren
    Ritter Avatar von Wunddorn
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    Wirklich spannend! Super Arbeit von unseren Polnischen Freunden

  3. Beiträge anzeigen #3 Zitieren
    Veteran Avatar von Kalten666
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    Kalten666 ist offline
    Zitat Zitat von Don-Esteban Beitrag anzeigen
    […]
    Hier gehts zur News und zum Video:
    http://www.worldofgothic.de/news_2379.htm
    Bisher nur mit englischen Untertiteln, aber wenn sich jemand für die Übersetzung findet, würden auch gerne deutsche Untertitel eingebaut werden.
    Mittels Google2SRT (ein Java-Programm) hab’ ich mir die Untertitel einmal als *.SRT (das ist einfach nur eine Textdatei: hier in UTF-8 Kodierung vorliegend) runtergeholt.
    (Gothic_in_a_Nutshell_en.srt – leider darf die Datei beim Upload nur auf *.txt enden)

    Ich fürchte, ich werde nicht die Zeit finden alles zu übersetzen, habe aber schon einmal angefangen – siehe Gothic_in_a_Nutshell.srt (Ver.1, 2015_09_09__00:43GMT).

    Bei den meisten Playern muß die Untertiteldatei, falls das Video z.B. Hugo.mp4 heißt, Hugo.srt heißen, damit sie automatisch erkannt wird.

    Vielleicht werde ich noch weiter machen, dann werde ich neuere Versionen hier verlinken, und jeweils dazuschreiben, von wann sie sind.

    Und noch der derzeitige Text (ohne Zeitmarkierungen):
    Spoiler:(zum lesen bitte Text markieren)
    Gothic ... eine Zusammenfassung:
    Im Jahre 1992 kam ein neuer Titel der beliebten RPG-Reihe
    - Ultima Underworld - heraus.
    Für jene Zeit unüblich benutze dieses Spiel 3D-Rendering.
    Zwei deutsche Geeks vom Gymnasium Westermünde
    in Bremerhaven waren fasziniert.
    Die Beiden - Dieter Hildebrandt und Ulf Wohlers -
    verbrachten den Großteil ihrer Zeit mit Programmieren
    und dem Studium verschiedener Technologieen.
    Sie programmierten in Pascal, Basic und sogar Assembler
    auf einem Commodore 64. Sie hatten alles ausprobiert,
    was ihnen unter die Finger kam. Als sie die fesselnde Welt
    von Ultima Underworld erlebten, wollten sie etwas
    derartiges selbst erschaffen.
    (The ins and outs of increasing 3D graphics)
    ?
    (popularity were explained in)
    ?
    (the technical press, which came forward)
    ?
    (to our young programmers.)
    ? Ein Artikel im
    Magazin DOS International
    stellte eine vereinfachte Form des
    Texture-Mappings, ähnlich der von Wolfenstein 3D, vor.
    Dieser inspirierte Dieter und Ulf.
    Er war der Anstoß. Mit all dem Wissen ausgestattet,
    begannen die beiden Abituranten (school leavers) eine 3D-Engine zu entwickeln,
    die ihr eigenes Action-RPG antreiben sollte.
    Inzwischen war es an der Zeit, sich für eine Universität zu entscheiden.
    Natürlich hatten sich beide für das Informatikstudium entschieden.
    Ulf blieb in Bremerhaven, wohingegen Dieter an
    die Universität in Oldenburg ging. Während die beiden Studenten
    ihr Wissen über die Theorie sowie ihre Entwicklerfähigkeiten verbesserten,
    konnten sie in aller Ruhe in ihrer Freizeit an
    ihrem Projekt arbeiten.
    Ihre in Pascal und Assembler geschriebene Engine
    tauften sie “Space & Time”.
    Sie lief unter DOS.
    Sie teilten die Aufgabengebiete schon bald untereinander auf:
    Ulf arbeitete am Interface und der NPC-Programmierung,
    während Dieter an allem was mit der Engine zu tun hatte arbeitete, also
    Rendern, Sound-Unterstützung
    und einem Level-Editor. Die Technik der zeitgemäßen Engine
    ähnelte der Engine von Ultima bzw. Tom Raider.
    Die Levels bestanden aus einem zweidimensionalen Gitter
    mit quadratischen Feldern. Später stieß Bert Speckels,
    ein Schulfreund von Dieter, zum Team
    und kümmerte sich um Level-Design und
    das Schreiben der Story. In dieser Zeit wurde das Konzept des Spiels,
    welches auf der "Space & Time"-Engin aufbauen sollte, entwickelt.
    Ihr Action-RPG sollte zwar düster,
    rauh und für Erwachsene sein, aber dennoch packend sein und den
    Spieler leicht eintauchen lassen. Es sollte in First-Person Ansicht
    ohne unnötige Interfac-Elemente,
    in einer mittelalterlichen Fantasiewelt,
    voller glaubwürdiger NPCs geboten werden.
    Die Studenten arbeiteten zwar an ihrem eigenen Spiel,
    nahmen sich aber dennoch die Zeit Inspiration beim spielen
    anderer Titel zu holen. 1995 stolperte Dieter
    über ein RPG namens "Albion".
    In his opinion, its colorful world, fancy, anthropomorphic
    animals encountered at every step and
    fancy turn-based combat system,
    were attributes of the game that he
    did not want to create. His
    production had to be the completely opposed to Albion.
    The work went surprisingly well to such an extent
    that the first demo came to existence. The gentlemen got along
    well and had decided to finally
    name their team. They saw themselves as pioneers,
    because in neighbourhood there weren’t any other game development studios.
    “Mad Scientists”, because that’s what they called their little studio,
    referred to the pop cultural stereotype and fact that
    they were all computer scientists, who wanted to do something unconventional.
    The demo was named Finster, which in German
    means “dark”. Although they managed to come that far without any experienced
    graphic designers, Mad Scientists understood that
    without any help there's no chance to finish Finster.
    And even if they did, without
    capital and connections it would be very hard for them to find a publisher.
    They had made the only right decision
    to send out demos to the most popular
    developers in Germany. Among the developers’ offers,
    the biggest were Attic Entertainment Software,
    creators of the Realms of Arkania
    series, Sunflowers Interactive Entertainment Software,
    publisher of the Anno series and
    Greenwood Entertainment - the authors of
    several popular tycoons. After considering all the proposals,
    three students had decided to choose the
    last company located in Bochum, Germany.
    Greenwood Entertainment had no plans to create an
    RPG game at that time, but they responded very
    enthusiastically after familiarizing with Finster.
    In August 1996, Mad Scientist signed an agreement with Greenwood
    to create a computer game based on the engine,
    gameplay, and design that three young Germans had created so far.
    Scientists were supposed to be in charge of programming, and
    Greenwood handled the rest, including publishing
    of the title. It was year 1997, the engine based on a
    five-year technology was no longer sufficient
    for its own creators. As freshly qualified
    engineers, they gained more time to work and
    decided to replace the old engine with a new one,
    programmed in C++, 32-bit,
    without tiles limitation.
    The new engine was called zEngine because of two
    trivial reasons - firstly, according to the programmers'
    draft convention, all related
    files’ names began with the letter “z”,
    and secondly, they wanted to overstep
    Bethesda Softworks’ XnGine starting
    with the letter “x”. Over time, the size
    of the letters in the name had changed, there was no “zed”
    Engine, was Zengine. When Greenwood Entertainment
    finished up work on D.O.G. Fight for Your Life,
    a crazy three-dimensional racing game, and were slowly
    finishing Metalizer, their new strategy, they were finally
    able to send some of their people
    to help with Finster. Graphic designers Alex Brüggemann, who worked
    in Greenwood longest of all, Michael Hoge and Tom Putzki,
    as well as screenwriter - Stefan Nyul,
    joined the project. It was Stefan who,
    inspired by John Carpenter’s "Escape from New York",
    suggested that game’s action should take place in a
    cut off prison, thus solving
    the world limitation problem. The works
    were progressing rapidly, and the project evolved
    month after month. Seeing how well
    Tomb Raider was received, Mad Scientists had decided
    to abandon the first-person perspective for
    the camera from behind the hero and borrow the
    control scheme from Lara Croft. Niestety o wiele
    Unfortunately, a lot worse than Finster prospered Greenwood Entertainment.
    In the summer of 1997, due to financial
    problems, the studio had begun to break up into smaller companies.
    As a result of these breakups
    a translation agency, Effective Media had come into being.
    Greenwood’s Finster team got a carte blanche
    when it came to creating their own studio.
    Already in August, they took over the contract signed a year
    earlier by Mad Scientists and Greenwood,
    and from the 12th of October 1997,
    they officially represented the new company - Piranha Bytes.
    For Mad Scientists, nothing had changed
    - they decided to keep their
    independence, and not participate in setting
    up the new business. This is how the team working on
    Finster looked like around the creation of Piranha
    Bytes: 4 men from Greenwood, three Mad Scientists
    and 3 new employees. 10 people.
    In February 1998, Bert Speckels came up with the idea
    to change the game’s name to Gothic.
    It was inspired by “Gothic” as pop cultural and musical genre.
    It matched the dark atmosphere and sounded
    enough internationally to be accepted.
    The time has come for precising the design
    of the world, previously invented by Stefan Nyul.
    This honor fell to Mike Hoge. He sat down to the
    drawing board and started creating a map.
    In the middle he drew a circle, which soon turned into
    the outer ring of the castle. In the east,
    on swampy ground a village on stilts was
    quickly established. Mike hadn’t wondered how to
    even justify these locations in plot, he primarily cared on
    the variety of architecture in the game.
    But something was missing, something told him that he should
    design three human settlements, to get
    the perfect balance. And so it happened, in the
    west he created something that eventually developed into the New Camp.
    Without much hesitation, finally,
    ike also painted a demon tower in the southeast,
    because it looked cool and reminded him of
    Saruman’s Tower from Lord of the Rings. But what would an
    RPG be without dungeons? It could not run out of dark
    undergrounds to explore. The idea of a ​​mine came
    quickly because if prisoners were supposed to be
    in the penal colony, they must have something to do.
    Additionaly some caves inhabited by an
    underground civilization. Something like Morloks
    from the Time Machine movie. They should threaten diggers,
    and from time to time also come out to the surface.
    That's how Orcs have been created. But Mike still aspired to have
    possibly the biggest variety. He thought that usual
    caves are boring, he needed something more
    ambitious. He came up with the idea of ​​underground
    architecture, like a tomb. And that was an ideal opportunity
    to implement the undead opponents. That way,
    together with the development of the world concept, script
    of Gothic was born. Because if there is an underground
    tomb, you cannot just accept the fact that
    it was there accidentally. It must have been
    destined. Why would you have to fight the
    undead? Probably because they protect something important, a temple.
    Whose? Orc, of course, now it makes
    sense. Underground population worshipping the underground god.
    But whom, exactly? Certainly not a dragon,
    it’s too well-worn, we need something scarier, uglier,
    bony, out of this world. But
    why would such a big creature just sit under the
    ground rather than wreak havoc? Well, because it's sleeping.
    It was something that they could work with, just needed
    to create a hero. From the very beginning,
    developers knew that protagonist would be a person chosen by them,
    did not want to give players the ability to create their own character.
    They had also decided that
    they didn’t want to follow the footsteps of the movie
    that inspired the creation of the world
    and didn't make the protagonist a
    trained killer such as Plissken. They put on a skinny guy with
    a low voice, with unknown past.
    It was enough to add a story in the
    style of "from zero to hero". Years of
    human prosperity end when
    Orcs invade their lands. Army of King Rhobar II
    needs the most resistant weapons in the kingdom,
    and the major sources of suitable material
    - the magic ore - are located in the Valley
    of Mines on a small island Khorinis.
    This is the place where prisoners from all over
    the kingdom work in mining of ore for the army.
    In the face of war, the King makes a difficult
    decision about setting up a magic barrier in
    the small area around the mine, so the prisoners had no chance to escape.
    Twelve magicians are meeting to begin a
    difficult ritual. But a Demon living underground,
    Orc god, disrupts the structure
    of spell increasing the area of ​​effect, thus trapping
    sorcerers inside of it. As a result of the
    disruption, prisoners rebel and take control
    underneath the barrier. The King is forced to begin negotiations
    with the self-proclaimed magnates
    of the colony, because he needs the magic ore.
    He exchanges goods from the outside world for a steady supply of
    the ore. In the only camp under the barrier,
    the strongest prisoners wallow in luxury, while
    the weakest need to work hard for them. With time,
    some of them, including half of magicians,
    have enough of this situation, so with their followers
    they go west, where they build a dam,
    establish a rice plantation, as well as open their own,
    smaller mine. They have no intent to give away
    the ore to the King. In hope its accumulated
    magical energy will in the future help
    get rid of the barrier surrounding them, they are collecting
    it in a mound. That is how the New Camp is created.
    Shortly thereafter, one of the prisoners in the Old Camp,
    Y'Berion, as a result of the vision received
    from an unknown deity - The Sleeper - sets out
    with those who share his religious aspirations to the swamp
    in the east. In the slope of the mountain,
    they find a temple and around it they build a camp on stilts.
    They do not realize that they are worshipping a demon,
    and doping swamp weed they don’t reach the state
    in which they can talk to their god,
    but simply weaken their minds,
    making themselves more vulnerable to the filthy creature’s magic.
    To maintain economic stability, the Brotherhood
    sells excess drugs to the rest of the settlements.
    So now, the history of our protagonist begins,
    a man convicted for unknown crime, sent for a lifelong slaving in the mines.
    But before being thrown down, he receives a letter from grand master
    of fire wizards on the island Khorinis, which has
    to be delivered to the counterpart wizard under the barrier.
    Players’ task will be to join one of the three camps,
    fulfill the mission, and then set off
    for another, more dangerous quest
    - to beat the Sleeper. The works on the script,
    world design and technology kept going.
    When developers saw an interesting gameplay
    element in another game,
    they had been trying to implement it in their creation.
    For example, they had wanted to borrow stealth elements
    from the first Thief. But enthusiasm was not
    always enough to finish such features.
    Except from the usual sneaking, Gothic at one point
    had something more to offer for stealth fan,
    the evidence of that we can find in the Old Camp.
    There’s a barrel standing at the entrance where you can clumsily hide.
    1999 was quite important year for the studio.
    Because the money ended up, the four founders of
    Piranha Bytes were wondering how to obtain necessary amount
    for the further development of Gothic. The connections of
    the Piranhas came forward. From Greenwood,
    they knew Michael Bohne from the advertising agency
    Art Department, who was one of the creators of
    the chicken Moorhuhn, and casual games pioneer.
    Michael had money, Piranhas - company and a promising
    game. So they set up a new company
    - phenomedia AG and then sold the
    Piranha Bytes studio for 50,000 German mark (about 30 000 USD).
    In November of the same year, new company
    entered the local stock exchange.
    Thus the money for further production of
    Gothic had been found. Piranhas paid the price of independence,
    because now the whole company was controlled
    by the parent partnership. The winning streak kept going.
    In March Piranha Bytes managed an agreement with
    Egmont Interactive and dtp entertainment, which had created
    a new special label - Shoebox -
    that became publisher of Gothic in Europe.
    At around this time a longtime friend of the studio
    founders, Björn Pankranz joined the crew.
    He was only a graphic designer, but his great
    role in Piranha Bytes had yet to come.
    The first realase date of Gothic was announced for
    the first quarter of 1999. Then, it was moved
    to the midyear, when indeed the game
    appeared at E3 with the trailer,
    and finally, it was moved to
    the end of 1999. In the end, Gothic was far from
    finished at the verge of the centuries.
    However, this did not prevent the team to make plans
    for the future. Editor of the German
    Game Zone magazine visited the studio in December,
    and in the report of Gothic’s works he
    mentioned a mysterious game characterized by advanced
    graphics and a completely destructive environment,
    in which with a little self-denial
    it was possible to dig even to the very core of
    the planet. In its report for 1999 Phenomedia AG
    also announced that after finishing Gothic,
    all of the works will be focused on
    the project called Zerberus. The takeover and not meeting the deadlines
    did not influence the team’s spirits.
    The project was huge and the inexperienced
    developer couldn’t have known how long it
    would take to complete it. The seeming delay was not
    a result of problems but too great optimism.
    The work continued ceaselessly. It was obvious that more
    employees were needed in order to make progress on
    the project. A more financially stable company
    could afford to hire more staff,
    some of which was delegated to deal with the
    development of the game engine, others to improve
    the camera, artificial intelligence, and…
    start works on the multiplayer mode. At the best of times
    the team consisted of 40 people, including freelancers. Let’s stop and focus for a
    minute on the multiplayer aspect of the game.
    Gothic was meant to not only support LAN network
    play but also allow a cooperative
    playthrough of the entire game
    to five people at the same time. The multiplayer mode of
    Gothic is described by the following publisher’s
    press release from the 7th of July 1999.
    The multiplayer mode,
    even though the network code performed well during tests,
    was very difficult to anchor in the game. The creators
    wanted to make an RPG based strongly on the story
    and having to make it work for five people at the
    same time was very limiting. The multiplayer was eventually
    ditched a year later, in June 2000,
    nine months before the game’s release. On the contrary,
    the development of other features was in full swing.
    System walki z imponującymi efektami
    The combat system with impressive magic effects, physics and AI were
    being slowly improved. The animations were partially
    based on the data from mocap sessions with
    professional fencers. The outside world was also
    taking shape, gradually starting to resemble the one
    that we all know from the final game. A special, uncommon in RPG games
    of the time learning system was created for Gothic.
    After a level up, instead of manually increasing
    statistics in a menu, players had to actually find
    an NPC teacher in the game, convince him to teach them
    and then spend the learning points. The creators
    paid attention to realism as much as they could.
    Another feature worth mentioning is the original mechanism
    of taking actions. To do something, two buttons have
    to be pressed - control and one of the arrows.
    The idea is simple and intuitive, it works
    especially well in battle, where each directional key
    determines the direction of the attack. A few weeks before
    the game’s release it was decided that ranged
    combat would be based on auto-aim and
    the range of fire completely dependent on the hero’s
    skills. Therefore the game rewarded exploring,
    as a player with a bow shooting from a
    hard-to-reach ledge was virtually untouchable.
    Even though the steering seemed great to
    its authors, a reality check proved them wrong,
    labeling Gothic “that game with bad controls”.
    Its review scores were saved
    at the last minute by Dieter Hildebrandt who,
    seeing complaints about the lack of mouse support
    in the previews, implemented simple mouse controls
    not long before the release.
    A talented yet inexperienced, very passionate
    about the Medieval period musician Kai Rosenkranz
    was invited to compose the game’s soundtrack.
    He created a very solid set of tracks and stayed
    in the company, sporadically taking the role of
    a graphic designer or taking care of the PR.
    The works kept going, January of 2000 had passed,
    a new release date was set to the summer of 2000,
    though this deadline was not met either.
    It was postponed to six months later - the holiday
    season of 2000 seemed perfect for a release of a game
    like Gothic. But the Piranha Bytes still
    weren’t satisfied with their work,
    they still saw many flaws and bugs.
    In addition to that, the sidequests in the second half
    of the game were not ready yet.
    Taking everything into consideration,
    they decided there was no point dragging it out,
    as it would only worsen the situation,
    and they set the final German release date
    of Gothic to the 15th of March 2001. On the 19th of February 2001, at 4:00 AM,
    the team completed Gothic and delivered the gold master.
    Only an estimated ⅓ of the originally planned scope
    had actually been implemented.
    Among the cut content are features like
    the multiplayer mode, in-game cutscenes,
    destroying objects, throwing objects,
    realistic physics, special monster AI features
    such as the Troll-Gobbo-toss or
    zombie decapitation and more dungeon levels.
    As it turned out, when the pieces that actually made it
    into the final build came together to form the game,
    they were very playable. That is how a hobby project
    of two high school students turned into a game that
    made a mark in European gamers’ minds.
    Even though the technology, personnel and the project’s character
    changed drastically since those carefree days,
    the essence of the game that Dieter, Ulf and Bert
    wanted to create from the beginning stayed in Gothic.
    Gothic was released on the 15th of March 2001
    in German-speaking countries and 6 months later,
    thanks to Xicat Interactive, in the North America.
    The Piranhas strongly believed in crossmarketing.
    They had tried to get attention wherever they could.
    Egmont, the game’s co-publisher, is a famous for publishing comic books
    so the creation of a Gothic tie-in comic was
    just a formality.
    It tells the story of the hero’s four friends
    - Diego, Lester, Gorn and Milten
    in the times before Gothic’s main plot.
    It came out in the summer of 2000
    and was an introduction to the series.
    A popular German band In Extremo was invited to collaboration
    and on their single, titled “This Corrosion”, a bunch of game
    info, screenshots and a video could
    be found. In exchange, during the second chapter
    of the game (however, due to licensing, only in its German version)
    players can attend the band’s concert and listen
    to an acoustic version of the song “Herr Mannelig”
    - the NPCs on the scene
    actually look like the band members.
    Film was also there.
    On the German Gothic CD the official trailer for the
    movie “The 13th Warrior” starring Antonio Banderas
    could be found. In the game’s box there was a
    flyer advertising the film and the film’s DVD
    featured a trailer for Gothic. The game gathered decent scores from
    the reviewers. It was critically acclaimed for the interesting
    world and fact that every playthrough looked a bit different
    because the players had a choice of three different fractions.
    Poland had to wait for Gothic’s release until
    the 28th of March 2002,
    but it was worth it.
    The Polish translation to this day is considered
    a perfect example of a video game localisation,
    even though the number of voice actors wasn’t that great
    and some of the main characters were played
    by the same people.
    The selling point of the dubbing is mister
    Jacek Mikołajczak, the voice of the protagonist.
    His low vocal tone is to this day mainly associated
    with this role. In addition, Gothic was translated
    to Korean, Cantonese, Italian, French,
    Greek, Portugal and Russian.
    After Gothic, each of the Mad Scientists,
    its fathers, decidedly and deliberately did not stay
    in the games business.
    They were satisfied with their child, they felt
    that developing more games would just mean repetition.
    They experienced something amazing, created a game
    that sold hundreds of thousands copies that
    is to this day loved by its many fans.
    The Mad Scientists wanted to complete their studies
    in order to secure future career options.
    Today, each of them does something completely
    different.
    Dieter Hildebrandt researches 3D geovisualization,
    while Bert Speckels and Ulf Wohlers
    work as IT engineers. From the three,
    only Ulf made a further mark in the video game history
    as the co-author of the famous DosBox and later,
    working on Emergency 3.
    Even though the Mad Scientists came to an end,
    it was just the beginning of the more and more popular franchise.
    You will learn what events lead
    to the creation of Gothic 2
    in the next episode of Gothic …in a nutshell!


    Adanos sei mit euch!
    Kalten666
    Geändert von Kalten666 (09.09.2015 um 11:11 Uhr)

  4. Beiträge anzeigen #4 Zitieren
    Rookie
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    ARHNJohnny ist offline
    Hi, I'm the author of the video. Excuse the English, I feel more comfortable using it

    Vielen Dank for both the news and the kind response I'm glad you liked it.

    Kalten666 did a great job exporting the subtitles. If it helps, here is a link to the plain text version. It is possible that we will create a dubbed version of the video in the future but for now, the subtitles will have to suffice.

    I will monitor this thread and see if someone manages to translate the whole thing. I would do it myself, but as I said, my German is not that great.

    If you have any questions about the series - feel free to ask in any language you wish, I will do my best to understand the questions and answer them.

    Stay tuned for the second part of the Gothic in a nutshell video series

    Mit freundlichen Grüßen,

    Johnny

  5. Homepage besuchen Beiträge anzeigen #5 Zitieren

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    Halbgott Avatar von axon
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    axon ist gerade online
    Na, gut, dass sie Gothic nicht nach dem Vorbild von Albion gestaltet haben.
    Mitgewirkt an:
    Das Korsarennest (Tester, Sprecher), Dunkle Geheminisse (Übersetzer), Odyssee (Sprecher), X in 1 Mod (Tester), Xeres‘ Rückkehr (Storywriter, Tester, Sprecher)

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    Provinzheld Avatar von Cethiu
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    Saugute Auswahl an Mitschnitten aus alten Spieleklassikern!
    Und man kann mal wieder sehr gut nachvollziehen, wie sich bei Gothic das genial einfache Storykonzept schrittweise aus dem grundlegenden Gamedesign ergeben hat, und wie sich dieser Ansatz beispielsweise von der Risen-Story(bei allem Respekt für das erste Risen) unterscheidet.
    Echt gutes Stück Arbeit!

    Zitat Zitat von ARHNJohnny Beitrag anzeigen
    If you have any questions about the series - feel free to ask in any language you wish, I will do my best to understand the questions and answer them.

    Stay tuned for the second part of the Gothic in a nutshell video series

    Mit freundlichen Grüßen,

    Johnny
    You know shit is about to get real when a video about Gothic starts off with an Ultima Underworld montage.
    What a great, interesting, comprehensive piece. Much respect!

    I'm curious, did you talk to Mike Hoge as well, on how the concept for the setting and the basic game design was created?
    At some point, he mentioned that he personally was inspired by Ultima 7, and while you can easily see how the interactive game world etc in U7 might have influenced Gothic, I somehow always felt Gothic is so much closer to the Underworlds, gameplay-wise and in spirit...

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    Rookie
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    ARHNJohnny ist offline
    No, Cethiu, I didn't reach out to Mike Hoge for the first part. I felt the interviews with Piranhas from back in the day were sufficient.

    But now that I have a video with 200 000 views, I hope someone from PB might get interested so I will try to contact them soon. I've already gotten some info from a few guys from JoWood, just to see their view on the cooperation. Gothic 2 is much more difficult to describe because the team was so small and it was created in just 11 months. But I will do my best

    If you have any suggestions, shoot. Even though I did a lot of research, I can't possibly know everything

    Cheers

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    Provinzheld Avatar von Siegmar
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    Sieht so aus, als war Gothic zufällig gut, mehr Glück als Verstand. Das würde jedenfalls erklären, warum die neueren Spiele nicht so gut sind wie Gothic damals war.

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    00:00:00:00  Avatar von Namenloser König
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    Sehr gutes Video mit einigen interessanten Infos.

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    gast13
    Gast
     
    Zitat Zitat von Don-Esteban Beitrag anzeigen
    Gothic in a nutshell

    [...]

    viele Infos aus dem Nähkästchen

    [...]

    Der Rest ist Geschichte.
    Ohne das Video gesehen zu haben (hole ich nach der Arbeit nach), möchte ich doch nicht auf eine Spitzfindigkeit verzichten:
    Sollte es angesichts der geschilderten Prämisse statt "in a nutshell" nicht viel eher "from the egg" heißen?

  12. #12 Zitieren
    gast13
    Gast
     
    Tolles Video!
    Es kribbelt mich zwar extrem in den Fingern, bei der Übersetzung der Untertitel zu helfen (ich musste bestimmt 100 Mal zurückspulen, weil ich teilweise mehr auf die Formulierungen als auf den Inhalt geachtet habe), aber, natürlich: Keine Zeit.

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    Halbgott Avatar von axon
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    axon ist gerade online
    Ich kann so viel zur Übersetzung beitragen, dass sie das genaue Gegenteil von Albion machen wollten.
    Mitgewirkt an:
    Das Korsarennest (Tester, Sprecher), Dunkle Geheminisse (Übersetzer), Odyssee (Sprecher), X in 1 Mod (Tester), Xeres‘ Rückkehr (Storywriter, Tester, Sprecher)

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    Deus Avatar von lucigoth
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    lucigoth ist gerade online
    Es war einmal...
    Das Video ist super klasse gemacht!
    Man versteht es auch ohne Untertitel, wenn man etwas genauer zuschaut.
    Der Anfang erinnert irgendwie an C64- also vor vielen, vielen Jahren und dann wurde daraus G1- einfach genial.

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    Forenkater Avatar von Matteo
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    Ich hab jetzt auch endlich mal die Zeit gefunden, mir das Video anzusehen und finde es großartig.
    Super dass sich jemand die Zeit nimmt, soviele Hintergrundinformationen zusammenzutragen bzw. preiszugeben.
    Ich bin schon auf den zweiten Teil gespannt.

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    General Avatar von RobinSword
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    Wann kommt endlich Teil 2 ??
    Das Warten hält ja kein Mensch aus!!!

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    Veteran Avatar von Revan335
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    Sehr Interessantes und Informatives Video!
    [Bild: testteam7qxsf.png]
    The Reaper are there! and Anti SURVEILLANCE!
    Die Reaper sind da! und Gegen ÜBERWACHUNG!

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    Krieger Avatar von Noxum
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    Spitze Video! Grüße an die polnischen Kollegen. Czesc Kolegas
    Warte schon sehnsüchtig auf den zweiten Teil.

    Die ganz frühen Aufnahmen der Zengine kannte ich noch nicht. Witzig, dass die "Hochziehen"-Animation gleich geblieben ist haha. Auch interessant, dass sie trotz vieler offenen Tasks und finanziellen Problemen ein Motion Captering durchgeführt haben lassen. Da merkt man einfach, wie verliebt sie in das Projekt waren. Quality war wichtiger als ein überfrühter Release. Das ist heute so gut wie nicht mehr der Fall in der Branche.

    Wenn man das ganze so betrachtet hatten wir echt Glück mit dem entgültigen Ergebnis von Gothic 1. Muss drunter und drüber gegangen sein im Bochumer Entwicklungsstudio. Schlussendlich haben sie Geschichte geschrieben mit einem Spiel, dass bei weitem nicht die Beachtung bekam, die es verdient hätte (Stichwort Morrorwind).

  19. Beiträge anzeigen #19 Zitieren
    Rookie
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    ARHNJohnny ist offline
    Thanks to the help of Michael Rüve and Björn Pankratz of Piranha Bytes, the second episode is coming along nicely

    You will still have to wait for a little while, but I believe it will be worth it.

    Thanks for the great feedback!

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