http://www.bistudio.com/index.php/english/company/developers-blog/233-from-flashpoint-to-arma
Five years ago, Bohemia Interactive was almost completely exhausted, both morally and financially. Sales of the original OFP were slowing down (still, it's highly notable that the game has managed to live for so long), and new developments were not going too well. Our relationship with Codemasters, the former publisher, was utterly broken. Various legal and contractual problems that made it difficult to establish a relationship with a new publisher. At the same time, Bohemia Interactive had been trying to put together the extremely overambitious Game 2; a total military life simulator with three extremely large and fully destructible environments (Chernarus, Takistan and Basta), very detailed vegetation and complex physical simulation powered by ODE. This was simply too much to handle. The decision was made to take as much of the new engine improvements as possible from OFP: Elite for Xbox (most notably the streaming of data into memory and pixel shaders) and create a game partly based on revamped Cold War Crisis assets. The result is now known as Arma (initially titled OFP Rearmed). Unlike “Game 2”, this would have to be created relatively quickly, within a budget and most importantly on time. A follow up to VBS1 (so far only a moderate success), powered by a heavily modified Arma 1 engine was also in the making by the growing Bohemia Interactive Australia team, composed of some of the very finest and talented members of the OFP community.
The Arma 1 release was not in any way smooth and the game was somewhat uninspired in various ways. Still, it provided a great platform for the future and kept our games alive. It has also allowed us to start building our very own Arma series and approach something we felt could be close to the original ambitions of “Game 2”, but sill would be something feasible to manage. We titled this project Arma 2. In parallel with this, we started a close cooperation with a second studio Black Element Software, working on Queen's Gambit, a datadisk for Arma 1. Also, a third studio Altar Games, started to contribute heavily to Arma 2's development, which was carried out by two development teams working from two locations in parallel.
ARMA1是BIS当时缺钱推出来救急用的,主要根据XBOX版的OFP进行改进,实际上是OFP DX9.0B加强版。
ARMA2是当年确定的GAME2,除了所谓的硬件配置要求高于大部分OFP玩家现有电脑以外,其他的内容比ARMA1强出几倍。
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