[访谈翻译] Game Informer 专访《心金·魂银》开发团队
档案记录
- Date
- 2010.03.19
- Source
- Game Freak Pokémon HeartGold/SoulSilver Interview
- People
- Mori, 大森滋, 松岛贤二, 森昭人, 森本茂树, 海野隆雄
- Game / Work
- 宝可梦
- Page
- 未标注
- Language
- en
- Status
- done
逐段译读
原文
Interview With Team Behind The Pokémon Franchise: Game Freak
译文
宝可梦系列幕后开发团队专访:Game Freak
原文
by Annette Gonzalez on Mar 19, 2010 at 11:00 AM
译文
采访:安妮特·冈萨雷斯(Annette Gonzalez),2010年3月19日
原文
With the exciting release of Pokémon HeartGold and SoulSilver this week, we got a chance to interview members of the Game Freak team, who were part of the conception of the the video game series. Director Junichi Masuda, game director Shigeki Morimoto, art director Takao Unno, planner Kenji Matsushima, and programming lead Akito Mori tell us the development process behind creating and naming Pokémon, suprises you’ll find in HeartGold and SoulSilver, the idea behind the Pokéwalker, and more.
译文
随着本周《宝可梦 心金/魂银》在北美发售,我们有机会采访了 Game Freak 团队的核心成员。制作总监增田顺一、游戏总监森本茂树、美术总监海野隆雄、策划松岛贤二以及主程序员森昭人,向我们分享了宝可梦创造与命名的开发幕后、《心金/魂银》中的惊喜元素、宝可计步器(Pokéwalker)背后的构想等精彩内容。
原文
The Pokémon franchise is no stranger to remakes. Why are remakes so frequent and well-received with this series? And why did you decide to remake Pokémon Gold and Silver specifically?
译文
宝可梦系列对重制版并不陌生。为什么这个系列的重制版如此频繁且广受好评?为什么你们决定专门重制《宝可梦 金/银》?
原文
Morimoto: This is the second time we have created a remake. When we create Pokémon games, we always keep in mind the look of the game and its approachability. It has been 10 years since Gold and Silver launched, and we felt it was the best timing to create remakes since there are more people who have not played the original Game Boy titles.
译文
森本茂树:这是我们第二次制作重制版。当我们制作宝可梦游戏时,我们总是牢记游戏的外观和易上手性。距离《金/银》发售已经过去10年,我们觉得这是制作重制版的最佳时机,因为现在有更多人没有玩过最初的 Game Boy 版本。
原文
The Pokémon brand is obviously still very alive and well in Japan as HeartGold and SoulSilver have sold incredibly well there. What is it that keeps people interested in such a long-running franchise that already has a lengthy list of titles?
译文
宝可梦品牌在日本显然仍然非常活跃和健康,因为《心金/魂银》在那里卖得非常好。是什么让人们对这样一个拥有大量作品的长期系列保持兴趣?
原文
Morimoto: Because we always add new gameplay so each time the game evolves. I am confident that all the people engaged with the Pokémon brand including The Pokémon Company are making great efforts to ensure it’s a long-running franchise.
译文
森本茂树:因为我们总是添加新的玩法,所以每次游戏都在进化。我相信所有参与宝可梦品牌的人,包括宝可梦公司,都在努力确保它是一个长期运营的系列。
原文
Ohmori: We challenge ourselves to create new gameplay every time we develop a new Pokémon game. I believe such effort is received very well by the players. I would like to keep challenging ourselves to determine how we can add new elements like wireless and Wi-Fi communication, as well as things like the Pokéwalker for HeartGold and SoulSilver.
译文
大森滋:每次开发新的宝可梦游戏时,我们都挑战自己创造新的玩法。我相信这种努力得到了玩家的好评。我想继续挑战自己,思考如何添加新元素,比如无线和 Wi-Fi 通信,以及像《心金/魂银》中的宝可梦计步器这样的东西。
原文
Matsushima: I believe it is because we keep challenging ourselves without changing the core. The core for Pokémon game is collecting, trading, and battling. For HeartGold and SoulSilver, it was the Pokéathlon and Pokéwalker.
译文
松岛贤治:我认为这是因为我们在不改变核心的情况下不断挑战自己。宝可梦游戏的核心是收集、交换和对战。对于《心金/魂银》来说,核心是宝可梦全能竞技赛和宝可梦计步器。
原文
Mori: I think it’s because the game is attractive to not only boys and girls, but also adults.
译文
森昭人:我认为这是因为游戏不仅对男孩和女孩有吸引力,对成年人也有吸引力。
原文
Where did you get the idea for the pedometer peripheral bundled with HeartGold and SoulSilver?
译文
你们从哪里得到与《心金/魂银》捆绑的计步器外设的想法?
原文
Ohmori: The idea came up when we thought about what we could do to make players’ dream — “I would like to become a Pokémon Trainer!” — possible. Our focus was to enable a player to be with his or her Pokémon all the time, even when he or she is walking. Because you can play anytime, anywhere, it seems there are many players who play with the Pokéwalker as much as the actual games. I am happy to see that.
译文
大森滋:这个想法是在我们思考如何实现玩家“我想成为宝可梦训练家!”的梦想时产生的。我们的重点是让玩家能够一直与他的宝可梦在一起,即使在他走路的时候。因为你可以随时随地玩,所以似乎有很多玩家像玩实际游戏一样多地使用宝可梦计步器。我很高兴看到这一点。
原文
Mori: There were many ideas, but in the end we settled on Director Morimoto’s decision to make a product that would make fans happy.
译文
森昭人:有很多想法,但最终我们采纳了森本总监的决定,制作一个能让粉丝开心的产品。
原文
Morimoto: We took some elements from Pokémon Pikachu, which was sold at the same time as Pokémon Gold and Silver. We wanted to provide more nostalgia to the players who played the original Gold and Silver games.
译文
森本茂树:我们从与《宝可梦 金/银》同时发售的《宝可梦 皮卡丘》中借鉴了一些元素。我们想为玩过原版《金/银》的玩家提供更多怀旧感。
原文
For fans who have already played Gold and Silver, what surprises can they expect to discover?
译文
对于已经玩过《金/银》的粉丝来说,他们可以期待发现哪些惊喜?
原文
Morimoto: As for the scenario, we tried to keep the storyline truthful to the original all while adding something new. As a result, it has good depth. There is a lot of gameplay you didn’t experience in the original Gold and Silver games.
译文
森本:关于剧情,我们力求在忠于原作的同时加入新元素。因此,故事很有深度。有很多你在原作《金/银》中没有体验过的玩法。
原文
Ohmori: Even though it is the same storyline, there is a new experience. For example, players can walk with his or her Pokémon. It is a whole new experience to walk into towns and down the street with your Pokémon. Also, you might want to enjoy competing with your Pokémon at Pokéathlon Dome.
译文
大森:虽然是同样的剧情,但会有新的体验。例如,玩家可以和自己的宝可梦一起行走。带着宝可梦走进城镇、走在街上,这是一种全新的体验。此外,你可能还想在宝可梦全能竞技赛巨蛋和你的宝可梦一起享受比赛的乐趣。
原文
Matsushima: We replicate the Gold and Silver storyline, but we added more stages. Now you can meet familiar Pokémon in the Kanto Region.
译文
松岛:我们复刻了《金/银》的剧情,但增加了更多阶段。现在你可以在关都地区遇到熟悉的宝可梦。
原文
Mori: The Pokémon are now able to show off their movement. Also, those who played using the black and white screen of the Game Boy can finally see what the Johto Region looks like!
译文
森:宝可梦现在能够展示它们的动作。此外,那些在 Game Boy 黑白屏幕上玩过的玩家终于可以看到城都地区的样貌了!
原文
There are tons of Pokémon in existence now. What’s the process internally for creating new Pokémon? How do you come up with concepts and names for each new creature?
译文
现在有大量的宝可梦存在。在内部创造新宝可梦的过程是怎样的?你们是如何为每只新宝可梦想出概念和名字的?
原文
Unno: When we create new Pokémon, a few graphic designers bring their own ideas to the design meetings lead by Sugimori [art director and board member at Game Freak. -Ed] . Basically, each brings his or her ideas, discuss, brush-up the ideas, and finalize the design. Sometimes, all designers go to a zoo or museum to get some ideas. Also, they work on new Pokémon based on the requests they get from planners who ask things such as “we would like to get this kind of Pokémon” or “we would like to have a Pokémon who appears in this kind of setting.” As for the naming, designers bring their name ideas. If it’s brilliant, we use it.
译文
海野:当我们创造新宝可梦时,几位图形设计师会带着自己的想法参加由杉森(艺术总监兼 Game Freak 董事会成员)主持的设计会议。基本上,每个人都会提出自己的想法,进行讨论,打磨想法,并最终确定设计。有时,所有设计师会去动物园或博物馆获取灵感。此外,他们还会根据策划者的需求来创作新宝可梦,比如“我们想要这种类型的宝可梦”或“我们想要一个出现在这种环境中的宝可梦”。至于命名,设计师会带来他们的名字创意。如果很出色,我们就会采用。
原文
Matsushima: We decide the setting for a particular Pokémon based on the designs that our designers propose. Sometimes we request changes to the Pokémon. As for the new names, first, we find words to describe that Pokémon. We try to rephrase the words or add another word and eventually we come across the final name.
译文
松岛:我们根据设计师提出的设计来决定特定宝可梦的设定。有时我们会要求对宝可梦进行修改。至于新名字,首先,我们找到描述该宝可梦的词语。我们尝试改写这些词语或添加另一个词,最终我们找到最终的名字。
原文
Do you think there’s still room for new players to jump into the Pokémon franchise? Do you think with the staggering number of Pok é mon in existence and the number of hardcore players that it would be too difficult to jump in now?
译文
你认为新玩家还有空间加入宝可梦系列吗?考虑到宝可梦数量惊人,核心玩家众多,现在入坑会不会太难?
原文
Morimoto: There is always room for new players. I hope those who have never played Pokémon will jump in and play these Pokémon games. It is difficult to satisfy both core players and beginners, but that is something I always have on my mind.
译文
森本:新玩家总有空间。我希望那些从未玩过宝可梦的人能加入并玩这些宝可梦游戏。要同时满足核心玩家和初学者是很困难的,但这始终是我考虑的事情。