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原文
REPORTING FOR DUTY BROTHERS IN ARMS Wii
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报到 战火兄弟连 Wii
原文
EXCLUSIVE POKémon PERSPECTIVES THE POKémon DIAMOND AND POKémon PEARL CREATORS DISCUSS GOING WIRELESS, GLOBAL TRADE, AND THE FUTURE OF THE LEGENDARY FRANCHISE.
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独家 宝可梦 视角 《宝可梦 钻石/珍珠》制作人 畅谈无线连接、全球交换,以及 这个传奇系列的未来。
原文
PEARLS OF WISDOM
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智慧 结晶
原文
The creators of Pokémon Diamond and Pokémon Pearl share their insights about the next generation of Pokémon exclusively with Nintendo Power. By Chris Shepperd
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《宝可梦 钻石/珍珠》的制作人独家向《Nintendo Power》分享了他们对下一世代宝可梦的见解。 作者:Chris Shepperd
原文
NP: Pokémon Diamond and Pokémon Pearl have the chance to introduce a big wave of new gamers to the Pokémon world. Have you made adjustments to your design approach with that in mind? Junichi Masuda: I definitely thought about how this game could bring in new people to the Pokémon world. The part that we really thought about thoroughly was to make sure that the people who are watching others play the game would want to join in and play the game themselves. For example, the touch-screen interface during battles—that was designed so that people would be lured in, or be attracted to the game, by watching players who were controlling the game with their hands and stylus. We wanted to make it something that people sitting next to the player would become curious about, so they would ask that player if they could try it out. We wanted this title to be something like when you open a toy box and turn it upside down, all these things would pour out of it where people would pick out what they like from the pile, saying “this looks fun!” So in that way, there’s a whole lot of fun inside Diamond and Pearl.
译文
NP:《宝可梦 钻石/珍珠》有机会为宝可梦世界带来一大批新玩家。你们在设计方法上是否为此做出了调整? 增田顺一:我确实考虑过这款游戏如何能吸引新玩家进入宝可梦世界。我们真正深思熟虑的部分,是确保那些观看他人玩游戏的人会想要加入并亲自游玩。例如,战斗中的触屏界面——它的设计就是为了让旁观者看到玩家用手和触控笔操作时,会被吸引或对游戏产生兴趣。我们希望让坐在玩家旁边的人产生好奇心,从而问玩家他们是否可以试试看。我们希望这款作品就像打开一个玩具盒然后把它倒过来,所有东西都会倾泻而出,人们可以从这堆东西里挑出自己喜欢的,说“这个看起来很有趣!”。所以从这个意义上说,《钻石/珍珠》里充满了乐趣。
原文
NP: Do you consider Diamond and Pearl to be more or less difficult than previous games? How come? Masuda: When we made FireRed and LeafGreen, we intentionally made the game so that it’s easier to play. But from that experience, I learned that if you make the game too easy, you need to explain a lot more about the game, making the game experience feel more complicated. So this time, we made it so that it would be easier for those people who are having a hard time figuring the game out and need a little help. As a result, I think Diamond and Pearl ended up being easier than Ruby and Sapphire, but is a little more difficult than FireRed and LeafGreen. Diamond and Pearl ended up being easier in the first half, making it easier for the players to get into gameplay, and it gets harder toward the later half of the game.
译文
NP:你们认为《钻石/珍珠》比前作更难还是更简单?为什么? 增田:在制作《火红/叶绿》时,我们有意让游戏更容易上手。但从那次经验中,我学到如果游戏做得太简单,就需要解释更多内容,反而让游戏体验感觉更复杂。所以这次,我们让那些在理解游戏方面有困难、需要一点帮助的玩家更容易上手。结果,我认为《钻石/珍珠》最终比《红宝石/蓝宝石》简单,但比《火红/叶绿》稍难一些。《钻石/珍珠》的前半部分更容易,让玩家更容易进入游戏,而后半部分难度会逐渐增加。
原文
NP: Can you hint at some of the plot surprises players can expect in Diamond and Pearl? Shigeru Ohmori: Aside from the main storyline, there are many elements in the game where the players can choose the way they want to play. You can go underground, compete in contests, and go to the Global Trade Station, where you can exchange your Pokémon using Wi-Fi Connection. From the main story to all the features that surround it, the players can play any way they want.
译文
NP:能透露一下玩家在《钻石/珍珠》中可以期待的一些剧情惊喜吗? 大森滋:除了主线故事外,游戏中还有很多元素让玩家可以选择自己喜欢的游玩方式。你可以去地下世界、参加华丽大赛、去全球贸易站,在那里你可以通过 Wi-Fi 连接交换宝可梦。从主线故事到围绕它的所有功能,玩家可以随心所欲地游玩。
原文
“We wanted to make it something that people sitting next to the player would become curious about, so they could ask that player if they could try it out.” -Junichi Masuda
译文
“我们希望让坐在玩家旁边的人产生好奇心,这样他们就可以问玩家是否可以试试看。” ——增田顺一
原文
Masuda: Like Ohmori just said, there are so many elements that are outside the storyline, like the TV station, for example. Ohmori: In the beginning of the game, you are even able to go right to the underground passages. I think the players will be surprised when they realize how the underground is similar to the surface, in the way that it has such a huge map, and how it connects to the rest of the world.
译文
增田:就像大森刚才说的,游戏中有很多故事线之外的元素,比如电视台。 大森:在游戏开始时,你甚至可以直接前往地下通道。我认为当玩家意识到地下世界与地面世界相似,拥有如此巨大的地图,并且与世界的其他部分相连时,他们会感到惊讶。
原文
Masuda: Right; you do get surprised when you first go underground. Something else is that in this game’s story, characters that appear in the beginning will continue to appear throughout the game. It may be fun to keep track of the people as you play, won- dering who these people are.
译文
增田:没错;第一次进入地下世界时你确实会感到惊讶。另外,在这款游戏的故事中,开头出现的角色会贯穿整个游戏。在游玩过程中留意这些人,思考他们是谁,可能会很有趣。
原文
NP: What new features of Diamond and Pearl have you been most pleased with? Ken Sugimori: For me, I think it’s the Global Trade Station [GTS]. It makes you feel you suddenly have a lot more friends. I like how you can exchange Pokémon with people who you’ve never met before. I’m excited that players in Japan and America will get to connect to GTS to exchange in more ways than ever before. Ohmori: I like things like the Pokétch, but for me I think my favorite would be the underground passages. It is the part that I was responsible for, but I put in features where you would be able to meet all kinds of people to play with, so I would definitely like people to gather around to play! I think the fun part of it is watching the number of people gradually increasing.
译文
NP:《钻石/珍珠》的哪些新功能最让你们满意? 杉森建:对我来说,我认为是全球贸易站(GTS)。它让你感觉突然多了很多朋友。我喜欢你可以与从未见过面的人交换宝可梦。我很兴奋日本和美国的玩家将能连接到 GTS,以前所未有的方式进行交换。 大森:我喜欢像宝可表这样的东西,但对我来说,我最喜欢的可能是地下通道。虽然这是我负责的部分,但我加入了可以让你遇到各种各样的人一起玩的功能,所以我非常希望大家能聚在一起玩!我认为有趣的部分是看着人数逐渐增加。
原文
Masuda: I think so, too. The underground is always connected using the DS wireless connection, so it would be great if people could just gather around to play. I would like the American players, who live in a much bigger country, to find their own way to play, in a different way from the Japanese players. Ohmori: Right. It’s great playing with friends over Wi-Fi, but I would also like everyone to just gather around and have fun! There are a lot of features to it that are different from everything else in the game, so I think the players will enjoy the experience.
译文
增田:我也这么认为。地下世界始终通过 DS 的无线连接保持连接,所以如果人们能聚在一起玩就太好了。我希望生活在更大国家的美国玩家,能找到不同于日本玩家的自己的游玩方式。 大森:没错。通过 Wi-Fi 和朋友一起玩很棒,但我也希望大家能聚在一起享受乐趣!它有很多与游戏中其他内容不同的功能,所以我认为玩家会享受这种体验。
原文
Takao Unno: What am I most pleased with? Everything! (Laughs.) About the new features, to be honest, I first felt uncomfortable pressing the touch-screen buttons with my thumb. In the early stages of development, I was worried about how far it felt from the normal buttons, and how the screen gets dirty. But as the development moved on, the design and the UI change relieved those worries, and when it was finally finished, using the thumb actually felt more comfortable than standard buttons. I was really impressed with that.
译文
海野隆雄:我最满意的是什么?全部!(笑。)关于新功能,老实说,一开始我对用拇指按触屏按钮感到不习惯。在开发初期,我担心这与普通按钮的感觉相差太远,以及屏幕会变脏。但随着开发的进行,设计和用户界面的改变缓解了这些担忧,当最终完成时,用拇指操作实际上比标准按钮更舒适。对此我印象深刻。
原文
NO MORE CABLES Link to the Future Connectivity has always been a hallmark of the Pokémon games, but thanks to the DS, Pokémon Diamond and Pokémon Pearl take multiplayer activity further than ever before. Using the DS’s local wireless functionality, you can trade and battle your Pokémon with friends in the same room. You can connect head-to-head, or visit a Union Room to meet with more than one Trainer at a time. Or, visit Sinnoh’s Contest Hall to show off your Pokémon against up to three other contestants. You can also head into the Underground—a vast network of tunnels that run underneath the Sinnoh region. There you can meet up with other Trainers to trade items, visit each other’s secret bases, or play games of capture-the-flag. You can connect with other Trainers over the Internet via Nintendo Wi-Fi Connection, and talk to other Trainers during Wi-Fi battles, allowing you to taunt your opponents from miles away! You can also participate in a new type of Pokémon exchange system at the Global Trading Station. Check out page 34 for more details.
译文
无需线缆 连接未来 连接功能一直是宝可梦游戏的标志,但得益于 DS,《宝可梦 钻石/珍珠》将多人游戏功能推向了前所未有的高度。 利用 DS 的本地无线功能,你可以与同房间的朋友交换和对战宝可梦。你可以进行一对一连接,或访问联盟交谊厅同时与多名训练家会面。或者,前往神奥的华丽大赛会场,与其他最多三名参赛者一起展示你的宝可梦。你还可以进入地下世界——一个位于神奥地区下方的广阔隧道网络。在那里你可以与其他训练家会面交换道具、访问彼此的秘密基地,或玩夺旗游戏。 你可以通过 Nintendo Wi-Fi Connection 在互联网上与其他训练家连接,并在 Wi-Fi 对战中与其他训练家交谈,从而可以嘲讽远在数英里之外的对手!你还可以在全球贸易站参与一种新型的宝可梦交换系统。详情请参阅第 34 页。
原文
Trading Pokemon has never been easier or quicker. The only thing you have to worry about is whether your trading partner is giving you a fair deal.
译文
交换宝可梦从未如此简单快捷。你唯一需要担心的是你的交换伙伴是否给了你公平的交易。
原文
Masuda: Well, just because Unno said good things about it, for me it’ll be the bottom touch screen! (Laughs.) Regarding the touch-screen controls, I was telling everybody that I wanted the game to be controlled with your hands, and it was something that I was talking everybody into along the development process. Because, for me, I thought it would be best for the game to have this feature. The good thing about the touch screen is that’s it’s an interface where people looking at it from the side can jump in on the action. We wanted to make an interface where the parent can peek in on their child who’s playing, and the parent would want to try it out, saying something like, “What is that? Can I give it a try?” It’s something that is definitely different from using the A Button, so I think we made a good decision about the touch screen.
译文
增田:嗯,既然海野说了触屏的好话,那对我来说就是下方的触屏!(笑。)关于触屏控制,我一直在告诉所有人我希望游戏能用双手控制,并且在整个开发过程中我都在说服大家。因为对我来说,我认为游戏拥有这个功能是最好的。触屏的好处在于它是一个可以让旁观者也能参与进来的界面。我们想制作一个界面,让家长可以偷看正在玩的孩子,并且家长会想尝试一下,说些诸如“那是什么?我能试试吗?”之类的话。这绝对不同于使用 A 键,所以我认为我们在触屏方面做出了正确的决定。
原文
NP: The GTS feature allows players to exchange their Pokémon with players across the globe. How do you think it will spread? Masuda: Diamond and Pearl were designed to be the ultimate Pokémon titles of the series. In Diamond and Pearl, the GTS is there as the ultimate form of the Pokémon exchange feature. Ohmori: The good thing about GTS is how you can interact with people all over the world.
译文
NP:GTS 功能允许玩家与全球玩家交换宝可梦。你认为它会如何传播? 增田:《钻石/珍珠》被设计成该系列的终极宝可梦作品。在《钻石/珍珠》中,GTS 是宝可梦交换功能的终极形态。 大森:GTS 的好处在于你可以与世界各地的人互动。
原文
Masuda: Right. With the GTS, players can communicate with people across the globe, trading their Pokémon with other Pokémon fans anywhere in the world. The game was designed so that anyone, anywhere in the world, could feel connected to Pokémon fans across the globe, so that they could feel like they have friends in multiple countries. And as you exchange your Pokémon, the location of the person you traded with will appear as dots on a globe. I would like the players to have fun filling their globes with dots in the country they live in, and also in countries around the world. Ohmori: Like going through the 50 states [of the US]. It might be fun for the players to set their own goal. Like trading Pokémon with people around the world exchanging the same Pokémon with different people in different countries. I would like the players to exchange a lot!
译文
增田:没错。通过 GTS,玩家可以与全球各地的人交流,与世界任何地方的宝可梦粉丝交换宝可梦。游戏的设计是为了让世界上任何地方的任何人都能感受到与全球宝可梦粉丝的联系,让他们感觉自己在多个国家都有朋友。当你交换宝可梦时,与你交易的人的位置会作为点显示在地球仪上。我希望玩家能享受用自己国家以及世界各国的点来填满地球仪的乐趣。 大森:就像走遍(美国的)50 个州一样。玩家设定自己的目标可能会很有趣。比如与世界各地的人交换宝可梦,与不同国家的不同人交换相同的宝可梦。我希望玩家能大量交换!
原文
NP: With 3-D landscapes and new attack visuals, the graphics have experienced their first major upgrade in a long time. How much extra work went into developing these new aspects? Sugimori: It took a lot of time—should I say that I thought all our hair was going to turn gray? (Laughs.) Masuda: That’s a good one. (Laughs.) Sugimori: But the number of actual hours that we worked wasn’t that different, right? Unno: Right, but the time it took experimenting with the 3-D visuals, which was something that we never did here at Game Freak, as to how it would be implemented in the Pokémon world, did take about twice as long when compared with previous titles. Masuda: That’s because we were looking for a 3-D visual that’s not so much realistic, but rather for 3-D visuals that look like 2-D. It was hard trying to keep the visuals in a similar style as previous Pokémon games, in a good way. We weren’t going for something that looks too realistic, but more of a visual that we’re used to, but still looking like it’s very new. Right; experimenting with the controls and thinking of ideas took the most time. I think if we tried to make it look realistic, it would not have taken that long. It was very difficult trying to make it feel realistic only when you interact with it, compared to making something that looks completely realistic from the beginning. Let’s leave it by saying that since there were two screens, it took twice as long. (Laughs.)
译文
NP:凭借 3D 场景和新的攻击视觉效果,图形经历了很长时间以来的首次重大升级。开发这些新方面投入了多少额外工作? 杉森:花了很多时间——我可以说我们都快愁白了头发吗?(笑。) 增田:说得好。(笑。) 杉森:但我们实际工作的小时数并没有太大差别,对吧? 海野:没错,但尝试 3D 视觉效果所花费的时间,这是我们在 Game Freak 从未做过的事情,关于如何将其应用到宝可梦世界中,确实比前作花费了大约两倍的时间。 增田:那是因为我们追求的 3D 视觉效果不是那么写实,而是看起来像 2D 的 3D 视觉效果。试图以好的方式保持与前作宝可梦游戏相似的视觉风格很困难。我们不是要追求看起来太写实的东西,而是更偏向于我们习惯的视觉风格,但看起来又很新。 海野:没错;尝试控制和构思想法花费了最多时间。我认为如果我们试图让它看起来写实,就不会花那么长时间。与一开始就制作完全写实的东西相比,试图让它只在互动时感觉写实是非常困难的。 增田:我们就说因为有两个屏幕,所以花了双倍的时间吧。(笑。)
原文
MP: Graphics haven’t always been a focus of the Pokémon games, but the new effects show a renewed dedication to the game’s imagery. Have you changed your philosophy on the importance of visual design? Sugimori: Instead of rethinking the importance of the visual design, it was fitted to match the style of the gameplay. Since we’re now working on the Nintendo DS, the visuals do feel new, and there’s a lot more of what you can do with them. Unno: I agree that we’re doing a lot of new things visually. But when you’re talking about the importance of visual design … I don’t think it has changed from before, because as we develop the game, our top priority is to have the visuals match the purpose of the game title and gameplay. Sugimori: That doesn’t mean that we’re always going to stick with the same graphics, though. For every game, we think about what would be the easiest way to get the players to understand the game, and what would be the best-looking graphic for that hardware. I also think that if it doesn’t have more content than past titles, we wouldn’t be able to make the players happy. I made Diamond and Pearl thinking that there are people out there that are going to buy the DS for this, so I thought about making the experience as rich as possible so we won’t ruin their expectations.
译文
NP:图形并不总是宝可梦游戏的焦点,但新的效果显示出对游戏图像的全新投入。你们对视觉设计重要性的理念是否有所改变? 杉森:与其说是重新思考视觉设计的重要性,不如说是让它与游戏玩法风格相匹配。既然我们现在在 Nintendo DS 上工作,视觉效果确实感觉很新,而且可以用它们做更多的事情。 海野:我同意我们在视觉上做了很多新东西。但当你谈论视觉设计的重要性时……我认为它和以前没有改变,因为在开发游戏时,我们的首要任务是让视觉效果与游戏标题和游戏玩法的目的相匹配。 杉森:但这并不意味着我们总是坚持使用相同的图形。对于每款游戏,我们都会思考什么是最容易让玩家理解游戏的方式,以及什么是最适合该硬件的图形。我还认为,如果内容不比前作多,我们就无法让玩家满意。我在制作《钻石/珍珠》时考虑到有人会为此购买 DS,所以我考虑让体验尽可能丰富,以免辜负他们的期望。
原文
Masuda: It’s about how to make it look new, without being different than before. Since we’re focused on the gameplay, the path and the tall grass are clearly defined, and the roads are straight like it’s always been, so it’s easy to tell where the Trainer is. Unno: Right; the gameplay has evolved gradually along the series, but as the things we could do expanded with 3-D, it actually broke some of our conventional wisdom. Maintaining a balance was very difficult. Masuda: Rather than showing off to players saying, “Look how pretty the graphics are!” it was designed so it wouldn’t look awkward to the players who have played previous games. But then the players would notice that little things have changed, like the conveyor belt. I thought that would be better for the players.
译文
增田:关键在于如何让它看起来新颖,同时又与以往不同。由于我们专注于游戏玩法,道路和高的草丛都清晰界定,道路也像以往一样笔直,所以很容易判断训练家的位置。 海野:没错;游戏玩法在系列中逐渐演变,但随着 3D 技术扩展了我们可以做的事情,它实际上打破了一些我们的传统观念。保持平衡非常困难。 增田:与其向玩家炫耀说“看这画面多漂亮!”,不如设计成让玩过前作的玩家不会感到别扭。但随后玩家会注意到一些小变化,比如传送带。我认为这对玩家来说更好。
原文
Unno: There definitely are parts of the game that were suggested from the planning team, but there are also things in the game that were put in because of suggestions by people in the graphic department like myself, about certain effects we wanted to do in the game. Some of the things that resulted from our suggestions [would have been] unimaginable in previous games. Masuda: Rather than saying the importance of visual design, it evolved to better the game experience. But we do hear that the visuals in fact do look really new. Sugimori: I think that as we upgraded the visuals, we were thinking about what can be done using the new hardware. Unno: The amount of information that could be displayed on the screen increased, so it may feel new just being able to go out into the field to look at the side of a building.
译文
海野:游戏中确实有一部分是由策划团队建议的,但游戏中也有一些内容是因为像我这样的图形部门人员的建议而加入的,关于我们想在游戏中实现的某些效果。我们的一些建议所产生的结果在前作中是难以想象的。 增田:与其说视觉设计的重要性,不如说它为了改善游戏体验而演变。但我们确实听到视觉效果看起来确实很新。 杉森:我认为在升级视觉效果时,我们一直在思考利用新硬件可以做什么。 海野:屏幕上可以显示的信息量增加了,所以仅仅能够走到野外去看建筑物的侧面可能就会感觉新颖。
原文
Masuda: There are things that really look 3-D, like the windmills in the power plant, and Oreburch City. Unno: From early on in the game, players are able to see visuals made possible only by the use of 3-D. I think that also helps to give the game a new feel.
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增田:有些东西看起来真的很 3D,比如发电厂的风车和祝庆市。 海野:从游戏早期开始,玩家就能看到只有使用 3D 才能实现的视觉效果。我认为这也有助于给游戏带来新鲜感。
原文
NP: The Day/Night feature of the Pokémon games has been gone for a while. What made you decide to bring it back? Masuda: One of the reasons is that the total number of Pokémon has increased. I wanted to show that there are different types of Pokémon depending on the time, by making them appear in certain times of the day, and giving them other characteristics. The other reason is that there was a clock and date function already in the DS hardware, and I wanted to add that as one of the features. The DS can also display a lot of colors, so looking at how the day changes is very nice. And you feel as if you’re in the game when it’s actually daytime in the game when you’re playing during the day, and it’s night in-game when you play at night. The Day/Night feature was put in to bring those fun elements in the game.
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NP:宝可梦游戏的昼夜功能已经消失了一段时间。是什么让你们决定把它带回来? 增田:原因之一是宝可梦的总数增加了。我想通过让某些宝可梦在一天中的特定时间出现,并赋予它们其他特性,来展示不同时间有不同类型的宝可梦。另一个原因是 DS 硬件中已经有了时钟和日期功能,我想把它作为一个功能加入。DS 也能显示很多颜色,所以观察一天中时间的变化非常棒。你会感觉仿佛置身于游戏中,当你在白天游玩时游戏里也是白天,在晚上游玩时游戏里也是夜晚。昼夜功能的加入就是为了给游戏带来这些有趣的元素。
原文
NP: How does the process of designing new Pokémon work? Sugimori: I do feel that I always want to show new Pokémon that people have never seen before. To do that, I think of ways that I can surprise the players. That doesn’t mean anything goes as long as the idea’s new, but I design the new Pokémon so the players can believe that these are different than previous Pokémon, but are still Pokémon. Even if people say these don’t look like Pokémon at first, they’re designed so that they grow on you. As you look at it, it begins to look more like a Pokémon. They’re designed intentionally to look a little awkward at first. Unno: I have a collection of these things that I find interesting in everyday life that I use as inspirations, and as these ideas get accumulated, there’s a trigger when all these things are let loose, where these ideas are brought to life as characters. In this case the trigger was when I wondered what kinds of Pokémon would be living in the land of Sinoah. That’s how I design my characters. I think of the balance so these new designs could be welcomed with new surprises. When I design them, rather than having our players say, “Oh, it’s another one of these Pokémon,” I want them to say, “I didn’t expect they would think of this!” I think that would be better appreciated, and it’s more fun for me as I’m designing them.
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NP:设计新宝可梦的过程是怎样的? 杉森:我确实觉得我一直想展示人们从未见过的新宝可梦。为此,我会思考如何给玩家带来惊喜。这并不意味着只要想法新颖就可以,但我设计新宝可梦是为了让玩家相信它们与前作不同,但仍然是宝可梦。即使人们一开始说这些看起来不像宝可梦,它们的设计也会让你逐渐喜欢上它们。当你看着它时,它开始看起来更像宝可梦了。它们被有意设计成一开始看起来有点奇怪。 海野:我收集了一些日常生活中我觉得有趣的东西作为灵感,随着这些想法的积累,当所有东西都释放出来时,就会有一个触发点,这些想法就会变成活生生的角色。在这种情况下,触发点是我在想什么样的宝可梦会生活在神奥这片土地上。我就是这样设计我的角色的。我会考虑平衡性,以便这些新设计能以新的惊喜被接受。当我设计它们时,与其让玩家说“哦,又是这种宝可梦”,我更希望他们说“我没想到他们会想到这个!”。我认为这样会更受赞赏,而且对我来说设计起来也更有趣。
原文
“The foundation of a Pokémon game is the way it can reach out, connect, and communicate with others….” —Junichi Masuda
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“宝可梦游戏的基础在于它能够伸出援手、连接并与他人沟通……” ——增田顺一
原文
LAN PARTY Extracurricular Activities In addition to the many new activities included in Pokémon Diamond and Pokémon Pearl, some of the favorite events from previous games are getting major updates. The Pokémon Contests have gone through a massive overhaul, and are much more fun than before. They have been expanded to include touch-screen competitions that are easier to understand than in previous games. The contests feature wireless connectivity, as well; you can now challenge up to three friends at a time in the Contest Hall. To improve your chances of winning contests, you can feed your Pokémon Poffins—treats made from berries that help boost their Contest attributes. Pokémon Diamond and Pokémon Pearl also feature a Battle Tower, a place for advanced Trainers to strut their stuff. For veterans of Pokémon Ruby, Pokémon Sapphire, or Pokémon Emerald, the Battle Tower will be somewhat familiar, but the challenges will be greater than ever. Like in the new Pokémon Contests, you can connect locally with other Trainers—battle head-to-head, or team up to take on tough CPU challengers.
译文
局域网派对 课外活动 除了《宝可梦 钻石/珍珠》中包含的许多新活动外,前作中一些受欢迎的活动也获得了重大更新。宝可梦华丽大赛经历了大规模改革,比以往有趣得多。它们被扩展为包含触屏比赛,比前作更容易理解。华丽大赛也支持无线连接;你现在可以在华丽大赛会场同时挑战最多三位朋友。为了提高赢得华丽大赛的机会,你可以喂食宝可梦宝芬——一种用树果制成的点心,有助于提升它们的华丽大赛属性。 《宝可梦 钻石/珍珠》还设有对战塔,这是一个供高级训练家展示实力的地方。对于《宝可梦 红宝石/蓝宝石/绿宝石》的老玩家来说,对战塔会有些熟悉,但挑战将比以往更大。与新的宝可梦华丽大赛一样,你可以与其他训练家进行本地连接——进行一对一战斗,或组队挑战强大的 CPU 对手。
原文
Masuda: In Diamond and Pearl, the strongest Pokémon in each of the classes were designed first, and then the overall balance of the Pokémon was set, so the planning team were the ones that presented the new Pokémon designs. Izuma: Right, Diamond and Pearl heavily emphasizes the strategic balance in gameplay. Masuda: Weren’t about half of the new Pokémon presented by the planning team? Izuma: I think so… it was about that much. Masuda: The planning team presented ideas, and suggested certain kinds of Pokémon that were on their minds, saying things like, “What about this Pokémon?” There’s also a sea-slug Pokémon that we weren’t able to put in Ruby and Sapphire that we were able to put in this one… those elements keep it fun and interesting. There were times that the designs and the characteris-tics were defined after talking things over, like, “How about a fun new Pokémon like this, based off of that idea?” Dialga and Palkia were created in this manner. Izuma: The suggestions given to us by the planning team became a great stockpile of ideas, and we were able to come up with all kinds of designs. When some-thing suggested that a certain Pokémon should be added to maintain the strategic balance, I was able to come up with a completely new Pokémon design although I was in the middle of working on another Pokémon. Masuda: Coming up with new Pokémon takes a lot of time, and it’s very hard work.
译文
增田:在《钻石/珍珠》中,每个类别中最强的宝可梦是首先被设计出来的,然后设定了宝可梦的整体平衡,所以是策划团队提出了新的宝可梦设计。 伊豆:没错,《钻石/珍珠》非常强调游戏玩法中的战略平衡。 增田:大约有一半的新宝可梦是由策划团队提出的吧? 伊豆:我想是的……差不多那么多。 增田:策划团队提出了想法,并建议了他们心中某些类型的宝可梦,比如“这只宝可梦怎么样?”还有一只我们没能在《红宝石/蓝宝石》中加入的海蛞蝓宝可梦,这次我们能够加入……这些元素让它保持有趣和吸引力。有时设计和特性是在讨论后确定的,比如“基于那个想法,来一只这样有趣的新宝可梦怎么样?”帝牙卢卡和帕路奇亚就是这样创造出来的。 伊豆:策划团队给我们的建议成为了一个巨大的想法储备库,我们能够想出各种各样的设计。当有人建议为了保持战略平衡应该加入某只宝可梦时,我就能想出一个全新的宝可梦设计,尽管我当时正在处理另一只宝可梦。 增田:想出新的宝可梦需要很多时间,而且非常辛苦。
原文
How do you decide how many new Pokémon to make? We didn’t have a set number in the beginning. We did, however, have a rough idea that we wanted to make it about this much. We first set the number of Pokémon that can evolve to about half compared to past Pokémon games, and as we continued making the game, keeping the balance in mind, we ended up with the number of Pokémon that we have in the finished product. The number is a result of looking for the perfect balance of great gameplay.
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你们如何决定要制作多少只新宝可梦? 我们一开始并没有设定具体的数字。不过,我们有一个大致的想法,就是想要制作这么多。我们首先将可以进化的宝可梦数量设定为大约过去宝可梦游戏的一半,随着我们继续制作游戏,并保持平衡,最终得到了成品中拥有的宝可梦数量。这个数字是寻求出色游戏玩法完美平衡的结果。
原文
NP: How do you decide which Pokémon will receive new Evolutions? Will we ever see a fourth Pokémon evolution? Sugimori: The Pokémon that evolve are decided by the ones that look like they would evolve, or having them evolve will make the gameplay more enjoyable. The Evolution is there to power up the not-so-strong Pokémon and the ones that have the potential to become stronger, to make them more powerful. Masuda: Their looks and their strength, Pokémon that seem to have room for an Evolution, and maybe size. With the Evolutions, the planning team keeps the balance on them. Unno: I’ve never thought of their Evolutions from the design, but there are suggestions during the planning stages, such as, “It’d be fun if this Pokémon evolved like this.” Ohmori: I think the main thing is looking at it from the overall balance; you look at the design, and add new Pokémon by looking at what kind of Pokémon need to be added, and how it would make things better if certain Pokémon were in a certain class. There’s also looking at the Pokémon to see which ones would be the most interesting if they evolved. I thought about putting in the fun factor by surprising people by making some Pokémon evolve that the players wouldn’t expect to. Sugimori: A fourth Evolution … hmm, I wonder? Masuda: I’m not really thinking about it. Sugimori: If a fourth Evolution is going to make things more interesting, that would be a possibility. Masuda: Right now I think it’s great how some of the Pokémon evolve to different forms, so I’m not really thinking about it.
译文
NP:你们如何决定哪些宝可梦会获得新的进化形态?我们还会看到第四阶段的宝可梦进化吗? 杉森:决定哪些宝可梦会进化,是基于它们看起来会进化,或者让它们进化会使游戏玩法更有趣。进化是为了增强那些不太强的宝可梦以及有潜力变得更强的宝可梦,让它们更强大。 增田:它们的外表和强度,看起来有进化空间的宝可梦,也许还有体型。关于进化,策划团队会保持它们的平衡。 海野:我从未从设计的角度考虑过它们的进化,但在策划阶段会有建议,比如“如果这只宝可梦这样进化会很有趣”。 大森:我认为主要还是要从整体平衡来看;你要看设计,通过观察需要添加什么样的宝可梦,以及如果某些宝可梦属于某个类别会如何让事情变得更好,来添加新宝可梦。还要看哪些宝可梦进化后会最有趣。我考虑过通过让一些玩家意想不到的宝可梦进化来加入趣味因素。 杉森:第四阶段进化……嗯,我想知道? 增田:我并没有真正考虑过。 杉森:如果第四阶段进化能让事情变得更有趣,那是有可能的。 增田:目前我认为有些宝可梦进化成不同形态已经很棒了,所以我并没有真正考虑过。
原文
NP: Of the Pokémon games that are to be developed in the future, could you please tell us of certain game elements you want to try out, or game ideas that you would like to challenge? Masuda: Maybe a game that’s ever-expanding, where you’re learning about Pokémon, but you’re not really playing a Pokémon game. Like the way the DS is linked to Wii, I want to do something that’s fun and exciting, that goes beyond the boundaries of hardware and video games. The foundation of a Pokémon game is the way that it can reach out, connect, and communicate with others, and I don’t want to just leave that enclosed within the borders of a video game; I would like to go outward, rather than inward.
译文
NP:关于未来将要开发的宝可梦游戏,能否告诉我们你们想尝试的某些游戏元素,或者你们想挑战的游戏创意? 增田:也许是一款不断扩展的游戏,你在其中了解宝可梦,但并不是在真正玩一款宝可梦游戏。就像 DS 连接到 Wii 一样,我想做一些有趣且令人兴奋的事情,超越硬件和电子游戏的界限。宝可梦游戏的基础在于它能够伸出援手、连接并与他人沟通,我不想仅仅把它局限在电子游戏的边界内;我想向外发展,而不是向内。
原文
NP: After the critical acclaim of Drill Dozer, can we expect more non-Pokémon games from Game Freak? Sugimori: If there’s an opportunity, I’d love to take on the challenge! Masuda: My thoughts on how I want to always be creating something are unchanged, and as I see the Pokémon games as something that’s within a single framework, I would like to maintain my ideals of wanting to pursue the fun and excitement of games, even in a new framework.
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NP:在《旋转瓦里奥制造》获得好评之后,我们能否期待 Game Freak 推出更多非宝可梦游戏? 杉森:如果有机会,我很乐意接受挑战! 增田:我希望始终能创造一些东西的想法没有改变,并且我将宝可梦游戏视为一个单一框架内的事物,我希望即使在新的框架中也能保持追求游戏乐趣和刺激的理想。