2002–2005 · GBA / 早期门户时代 web_interview 2004年05月13日

[访谈翻译] E3 2004 IGN 访谈:宝可梦创作者谈火红·叶绿与无线对战

译者:Poke Amice Studio 受访:增田顺一, 石原恒和
Archive record

档案记录

Date
2004.05.13
Source
E3 2004: The Pokémon Creators Speak
People
增田顺一, 石原恒和
Game / Work
宝可梦
Page
未标注
Language
en
Status
done
模式
氛围
访谈阵容
Transcript / Parallel reading

逐段译读

1

原文

E3 2004: The Pokemon Creators Speak

译文

E3 2004:宝可梦创作者访谈

2

原文

We chat with the director of the new Pokemon: Fire Red and Leaf Green GBA games.

译文

我们与新的宝可梦GBA游戏《宝可梦 火红/叶绿》的导演进行了交谈。

提问 提问
3 提问

原文

By Interview by Craig Harris

译文

采访:克雷格·哈里斯

4

原文

Nintendo anticipates the same success for the US version of Pokemon: Leaf Green and Pokemon: Fire Red when it launches stateside this September. We had the opportunity to chat with the director of the new Pokemon GBA games, Jurichi Masuda , as well as the President of the Pokemon Company and producer of the Pokemon franchise, Tsunekazu Ishihara about the upcoming remake.

译文

任天堂预计,当《宝可梦 叶绿》和《宝可梦 火红》的美版于今年九月在美国发售时,将取得同样的成功。我们有机会与新的宝可梦GBA游戏的导演增田顺一,以及宝可梦公司的总裁兼宝可梦系列的制作人石原恒和,就即将到来的重制版进行了交谈。

IGN记者 提问
5 IGN记者

原文

IGN: What sort of background do you have to be the director of one of the most popular and successful videogame franchise ever?

译文

IGN:作为有史以来最受欢迎和最成功的电子游戏系列之一的导演,您有什么样的背景?

增田顺一 受访
6 增田顺一

原文

Jurichi Masuda : In the original Pokemon Red and Blue on the Game Boy, I was in charge of the sound design. On Pokemon Gold and Silver, I was the assistant director. For Pokemon Ruby and Sapphire, and now Fire Red and Leaf Green I took over the project as the director.

译文

增田顺一:在Game Boy上的初代《宝可梦 红/蓝》中,我负责声音设计。在《宝可梦 金/银》中,我是助理导演。对于《宝可梦 红宝石/蓝宝石》,以及现在的《火红/叶绿》,我作为导演接管了项目。

IGN记者 提问
7 IGN记者

原文

IGN: How did the remakes of Pokemon Fire Red and Leaf Green come about? Why go back to the past versions for the next adventure?

译文

IGN:《宝可梦 火红/叶绿》的重制是如何产生的?为什么下一次冒险要回到过去的版本?

石原恒和 受访
8 石原恒和

原文

Tsunekazu Ishihara: We don’t feel that this a remake at all. We feel that this is a new game, with wireless technology. The reason why they are Red and Green is that they were the most popular games in the Pokemon series, and we wanted to introduce the concept again for the GBA. And it’s been eight years since Red and Blue, so our target audience changes in that time, and the new audience will see Pikachu or Charizard as new characters.

译文

石原恒和:我们完全不觉得这是重制。我们认为这是一款带有无线技术的新游戏。之所以是红和绿,是因为它们是宝可梦系列中最受欢迎的游戏,我们想为GBA再次引入这个概念。而且距离红和蓝已经过去了八年,所以我们的目标受众在这段时间发生了变化,新的受众会将皮卡丘或喷火龙视为新角色。

IGN记者 提问
9 IGN记者

原文

IGN: Why do you think the Pokemon franchise had remained so popular for so many years?

译文

IGN:您认为宝可梦系列为何能多年来一直如此受欢迎?

石原恒和 受访
10 石原恒和

原文

Tsunekazu Ishihara: Because Masuda does a good job. (laughs) Really, it’s a game that’s touched children’s hearts. It’s part of players curiosity and what they’re interested in. It delivers a new world for them to explore.

译文

石原恒和:因为增田做得很好。(笑)真的,这是一款触动孩子心灵的游戏。它满足了玩家的好奇心和兴趣。它提供了一个供他们探索的新世界。

增田顺一 受访
11 增田顺一

原文

Jurichi Masuda : We like to think about instinct. And when you see something new, you want to catch it and see what it is, and share it with your friends. It feels good to discover new things, so we try to appeal that instinct.

译文

增田顺一:我们喜欢考虑本能。当你看到新事物时,你想抓住它,看看它是什么,并与朋友分享。发现新事物感觉很好,所以我们试图吸引这种本能。

IGN记者 提问
12 IGN记者

原文

IGN: What particular aspect in the new versions of Pokemon are you particularly proud of?

译文

IGN:在宝可梦的新版本中,您特别引以为豪的方面是什么?

增田顺一 受访
13 增田顺一

原文

Jurichi Masuda : When we created this game, the target audience was very broad. We created a game that a 60 year old can play it with their grandchildren. We like to see the new, older users enjoy the game as well as the normal fans.

译文

增田顺一:当我们制作这款游戏时,目标受众非常广泛。我们制作了一款60岁的老人可以和孙辈一起玩的游戏。我们希望看到新的、年长的用户和普通粉丝一样享受这款游戏。

石原恒和 受访
14 石原恒和

原文

Tsunekazu Ishihara: Fire Red and Leaf Green has a different interface, so it’s easy for new users to try it and play it. If you get stuck, there are hints there so you can move forward. It’s really friendly for any ages. I like that kids can enjoy it with their parents.

译文

石原恒和:《火红/叶绿》有不同的界面,所以新用户很容易尝试和游玩。如果卡住了,有提示可以帮助你继续前进。它对任何年龄都很友好。我喜欢孩子们能和父母一起享受它。

15

原文

Tsunekazu Ishihara, left. Jurichi Masuda, right

译文

石原恒和(左),增田顺一(右)

IGN记者 提问
16 IGN记者

原文

IGN: How involved is Satoshi Tajiri with the latest versions of Pokemon?

译文

IGN:田尻智在最新版本的宝可梦中参与度如何?

石原恒和 受访
17 石原恒和

原文

Tsunekazu Ishihara: It’s really Mr. Tajiri’s creation, and this is a new version of his creation. So he supervised the whole process and the new text. He oversaw all the new features added to his creation.

译文

石原恒和:这确实是田尻先生的作品,而这是他的作品的新版本。所以他监督了整个制作过程和新文本。他监督了所有添加到他的作品中的新功能。

IGN记者 提问
18 IGN记者

原文

IGN: Have you put any thoughts into ideas for Pokemon on the Nintendo DS system?

译文

IGN:你们有没有考虑过在任天堂DS系统上推出宝可梦游戏的想法?

石原恒和 受访
19 石原恒和

原文

Tsunekazu Ishihara: Have you seen the demos? I can’t tell you any details, but we are definitely working on several concepts for the system.

译文

石原恒和:你看过演示吗?我不能告诉你任何细节,但我们肯定正在为该平台开发几个概念。

IGN记者 提问
20 IGN记者

原文

IGN: Why has there not been a true Pokemon RPG for the console?

译文

IGN:为什么家用主机上没有真正的宝可梦RPG?

石原恒和 受访
21 石原恒和

原文

Tsunekazu Ishihara: We have Pokemon Colosseum’s RPG mode, correct? When we create Pokemon games, we try to make the best game for that particular console, and the Game Boy is best for taking the Pokemon with you and trading.

译文

石原恒和:我们有《宝可梦圆形竞技场》的RPG模式,对吧?当我们制作宝可梦游戏时,我们努力为特定的游戏机打造最好的游戏,而Game Boy最适合随身携带宝可梦并进行交换。

增田顺一 受访
22 增田顺一

原文

Jurichi Masuda : The game is really about the communication and trading and battling with friends.

译文

增田顺一:游戏的核心在于与朋友交流、交换和对战。

石原恒和 受访
23 石原恒和

原文

Tsunekazu Ishihara: And now the user can use the wireless adapter, they don’t have to do it face to face anymore. (laughs)

译文

石原恒和:现在用户可以使用无线适配器,他们不再需要面对面了。(笑)

IGN记者 提问
24 IGN记者

原文

IGN: With the wireless and Wi-Fi aspect of the Nintendo DS? Has there been any thought into creating a massively multiplayer online Pokemon game? Would you personally like to see this game go online?

译文

IGN:考虑到任天堂DS的无线和Wi-Fi功能,有没有考虑过制作大型多人在线的宝可梦游戏?你个人希望看到这款游戏上线吗?

增田顺一 受访
25 增田顺一

原文

Jurichi Masuda : (long pause) It’s an interesting idea, but it has to be something that serves the goal, which is to get everyone together and interact. So if we can accomplish that with online, then we’d like to take that challenge.

译文

增田顺一:(长停顿)这是一个有趣的想法,但它必须服务于目标,即让所有人聚在一起互动。所以如果我们能通过在线方式实现这一点,我们愿意接受这个挑战。

IGN记者 提问
26 IGN记者

原文

IGN: What sort of gaming elements are you looking to pull off for the next Pokemon RPG?

译文

IGN:对于下一款宝可梦RPG,你们打算实现什么样的游戏元素?

增田顺一 受访
27 增田顺一

原文

Jurichi Masuda : (laughs) Something extraordinary.

译文

增田顺一:(笑)非凡的东西。

IGN记者 提问
28 IGN记者

原文

IGN: How difficult is it to come up with new monsters now that there’s so many of them?

译文

IGN:现在已经有这么多宝可梦了,创作新宝可梦有多难?

增田顺一 受访
29 增田顺一

原文

Jurichi Masuda : It’s true that it’s a difficult process, but I’m sure that there are new Pokemon to create. (laughs)

译文

增田顺一:确实这是一个困难的过程,但我相信还有新的宝可梦可以创造。(笑)

IGN记者 提问
30 IGN记者

原文

IGN: Take us through the process of creating a Pokemon.

译文

IGN:请为我们介绍一下创作一只宝可梦的过程。

增田顺一 受访
31 增田顺一

原文

Jurichi Masuda : There are several different processes, but the most common is that a graphic designer will come up with an idea, and talk to the game designers. The game designers will then decide what type of Pokemon that creation is, and what kind of abilities it has. And then they decide what places and environments you’d find this Pokemon. It’s important to have this communication between graphic and game designer. The designers will many times go back to the artist and say, “This Pokemon is this type, so can you make it look more like this or that…”

译文

增田顺一:有几种不同的流程,但最常见的是,美术设计师提出一个想法,然后与游戏设计师讨论。游戏设计师随后决定这只宝可梦是什么属性,拥有什么样的能力。接着他们决定玩家会在哪些地方和环境遇到这只宝可梦。美术设计师和游戏设计师之间的沟通非常重要。设计师们经常会回头对美术师说:“这只宝可梦是这种属性,所以你能让它看起来更像这样或那样吗……”

IGN记者 提问
32 IGN记者

原文

IGN: How do you decide which Pokemon are catchable in each version of each game?

译文

IGN:你们是如何决定每款游戏的不同版本中哪些宝可梦可以捕捉的?

石原恒和 受访
33 石原恒和

原文

Tsunekazu Ishihara: We think about the player, and we think about each version and think about which creatures the player should be able to catch. From there, we try not to be mean to kids by restricting which Pokemon they can catch in the separate versions.

译文

石原恒和:我们会考虑玩家,考虑每个版本,思考玩家应该能够捕捉哪些宝可梦。在此基础上,我们尽量不对孩子们苛刻,不会限制他们在不同版本中能捕捉的宝可梦。

增田顺一 受访
34 增田顺一

原文

Jurichi Masuda : We also think about when players travel, which creatures make sense to appear in their travels. So we look at the whole adventure and decide which ones the players can catch.

译文

增田顺一:我们还会考虑玩家在旅行途中,哪些宝可梦出现在他们的旅程中是合理的。所以我们纵观整个冒险,决定玩家可以捕捉哪些宝可梦。

IGN记者 提问
35 IGN记者

原文

IGN: Where do you see the Pokemon franchise in five years?

译文

IGN:你认为宝可梦系列五年后会是什么样子?

石原恒和 受访
36 石原恒和

原文

Tsunekazu Ishihara: We want the Pokemon franchise to be the best, and in five years we want to keep making the best game we can.

译文

石原恒和:我们希望宝可梦系列成为最好的,五年后我们仍想继续制作我们能做到的最好的游戏。

增田顺一 受访
37 增田顺一

原文

Jurichi Masuda : I’d hope the communication between players will be even easier, and the audience of players taking advantage of it to be larger.

译文

增田顺一:我希望玩家之间的交流能变得更加容易,并且利用这一点的玩家群体能更加庞大。