2017–2021 · Switch / 开放世界探索 web_interview 2018年10月12日

[访谈翻译] Junichi Masuda on Pokémon Let's Go's difficulty, mechanics, and the series' future

译者:Poke Amice Studio 受访:名手工作, 增田顺一, 宝可梦官方PR
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2018.10.12
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Junichi Masuda on Pokémon Let's Go's difficulty, mechanics, and the series' future
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名手工作, 增田顺一, 宝可梦官方PR
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宝可梦
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en
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原始资料

[访谈翻译] Junichi Masuda on Pokémon Let's Go's difficulty, mechanics, and the series' future

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图像作为阅读入口保留;正文仍以可检索、可对照的文字档案为主。

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Transcript / Parallel reading

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专访配图

专访配图

增田顺一 受访
2 增田顺一

原文

Junichi Masuda on Pokémon Let’s Go’s difficulty, mechanics, and the series’ future Eurogamer.net

译文

增田顺一谈《宝可梦 Let’s Go》的难度、机制与系列未来 Eurogamer.net
增田顺一 受访
3 增田顺一

原文

Junichi Masuda on Pokémon Let’s Go’s difficulty, mechanics, and the series’ future

译文

增田顺一谈《宝可梦 Let’s Go》的难度、机制与系列未来

4

原文

“I’d be really sad to think that for fans, Pokémon is just hatching eggs.”

译文

“如果粉丝们认为宝可梦只是孵蛋,我会非常难过。”

提问 提问
5 提问

原文

Interview by Chris Tapsell Editor-in-Chief

译文

采访:主编 Chris Tapsell

6

原文

Updated on Oct. 16, 2018, 9:33 a.m.

译文

更新于2018年10月16日上午9:33

7

原文

31 comments

译文

31条评论

8

原文

Follow Pokémon Go Prioritise us on Google

译文

关注《宝可梦 Go》,在Google上优先查看我们

9

原文

Two decades on from Pokémon Red and Blue’s arrival here in the west, we’re going back to Kanto once again.

译文

距离《宝可梦 红/蓝》在西方发售已过去二十年,我们再次回到关都地区。

10

原文

Pokémon Let’s Go have made big changes - some proving more popular than others in the lead up to its release - but there’s still a lingering sense that, with just the first generation of Pokémon available, in the first region, we’ve seen it all before.

译文

《宝可梦 Let’s Go》做出了重大改变——在发售前,有些改变比其他更受欢迎——但仍有挥之不去的印象:由于只有第一世代的宝可梦,在最初的地区,我们似乎已经见过这一切了。

11

原文

A couple of weeks ago, alongside an extended hands-on preview of Let’s Go Pikachu and Eevee , we talked to Junichi Masuda, executive director and head of game development at Pokémon’s main studio Game Freak, as well as fellow designer Kensaku Nabana, about some of the nitty gritty details fans are always after, including how that whole Meltan reveal came about, HMs, and those perpetual questions of difficulty, open worlds, and the series’ future.

译文

几周前,在《Let’s Go 皮卡丘/伊布》的长时间试玩预览期间,我们与宝可梦主工作室Game Freak的执行总监兼游戏开发主管增田顺一,以及设计师仲野健作,讨论了粉丝们一直关注的许多细节,包括美录坦的整个揭示过程、秘传招式,以及那些永恒的问题:难度、开放世界和系列的未来。

12

原文

So it’s been 20 years since the release of Pokémon Red and Blue in the west - 19 here in Europe - so first of all congratulations. Was that anniversary one of the main reasons you chose to set Let’s Go in the Kanto region, as a retelling of Pokémon Yellow?

译文

那么,距离《宝可梦 红/蓝》在西方发售已经20年了——在欧洲这里19年——首先恭喜。这个周年纪念是你们选择将《Let’s Go》设定在关都地区、作为《宝可梦 黄》重述的主要原因之一吗?

增田顺一 受访
13 增田顺一

原文

Junichi Masuda: So actually it was more that one of the main targets of these games is kids, who haven’t had the opportunity to play Pokémon Go , because you know, they don’t have a smartphone, and we thought that amongst all of the previous Pokémon games up until now, the one that’s the most relatable to kids like this would be Pokémon Yellow. So you have Pikachu of course as a main feature in these games, and you have Team Rocket, who appears a lot in the anime as well, and so, if we’re reimagining - this game we’re reimagining Pikachu for modern audiences, we thought that Pokémon Yellow would be kind of the easiest for everyone to relate to, everyone to understand, and then actually we only noticed afterwards that it would be the 20th anniversary of the release of the games, so we thought “Ah great! That lines up very nicely.”

译文

增田顺一:实际上,主要目标之一是那些没有机会玩《宝可梦 Go》的孩子,因为他们没有智能手机。我们认为在至今为止的所有宝可梦游戏中,最能与这类孩子产生共鸣的是《宝可梦 黄》。所以,当然有皮卡丘作为主要特色,还有在动画中频繁出现的火箭队。因此,当我们重新构想——这款游戏是为现代观众重新构想皮卡丘——我们认为《宝可梦 黄》是最容易让所有人产生共鸣和理解的。然后我们事后才注意到这将是游戏发售20周年,所以我们想“啊,太好了!这正好吻合。”

14

原文

So at the time of course, you had the pixel art, all in black and white and monocolour, but with the new games - so we have the television, which is one of the main ways to play, and you’re kind of looking at it from quite close up and seeing the kind of high-quality graphics there, so we want people to experience the difference between the first very simple pixel art and the new high graphics on the big television screen.

译文

所以当时,当然,你们有像素艺术,全是黑白和单色的,但在新游戏中——我们有电视,这是主要的游玩方式之一,而且你会近距离观看,看到高质量的画面。因此,我们希望人们体验最初的简单像素艺术与在电视大屏幕上呈现的新高画质之间的差异。

15

原文

So would you say that this is the definitive version of Kanto? Is it close to what you, or Game Freak imagined, when you were first making it back then?

译文

那么,你会说这是关都地区的最终版本吗?它是否接近你或Game Freak最初制作时的想象?

增田顺一 受访
16 增田顺一

原文

Junichi Masuda: So this time around, obviously where we’re making a game that will be played a lot in the living room on the big television as we mentioned, and the setting of the story is the Kanto region - which is a region in Japan - which is known for, or strongly associated with summer, or having a nice kind of summer atmosphere. This is something that we were always aware of when making this game and also the fact that we didn’t want to make it in any way a scary game - we wanted the image to be kind of friendly graphics, things like that. But in terms of things that we’ve been able to do this time that we weren’t at the time, so, you know, we couldn’t have everyone coming together playing the game in the living room, you had to kind of play it individually at the time of the original games. But this time around there’s various ways you can enjoy it you know you could have friends coming over to your house, playing you know one-player and two-player mode support play, throwing the Pokéball, you know there’s all sorts of aspects that we were kind of able to be successful with creating this time around, and it feels like it was so easy this time, but at the time of the original games it was impossible to do, so it’s a big difference.

译文

增田顺一:这次,显然我们制作的游戏会经常在客厅的大电视上玩,正如我们提到的,故事设定在关都地区——这是日本的一个地区——以夏天或美好的夏日氛围而闻名或与之紧密相关。我们在制作这款游戏时始终意识到这一点,并且我们不想以任何方式制作成恐怖游戏——我们希望画面友好等等。但就我们这次能够做到而当时做不到的事情而言,你知道,当时我们无法让所有人聚在客厅一起玩游戏,在原始游戏中你必须单独游玩。但这次有各种享受方式,你可以让朋友来家里,支持单人模式和双人模式,投掷精灵球,等等,我们这次成功创造了各种方面,感觉这次如此容易,但在原始游戏时代是不可能做到的,所以这是一个巨大的差异。

17

原文

So you mentioned not wanting Kanto to be scary, and I know you’ve talked about Pokémon, and Let’s Go in particular, being accessible to new players - are there still puzzles and challenges, things like Strength puzzles in caves, or have you moved away from that entirely now?

译文

你提到不希望关都地区太吓人,而且我知道你谈过宝可梦,特别是《Let’s Go》对新玩家要友好——那么游戏中还有谜题和挑战吗?比如洞穴里的怪力谜题,还是说现在已经完全取消了?

增田顺一 受访
18 增田顺一

原文

Junichi Masuda: So when we tried to think about how kids these days generally play games, what came to mind was mobile games really. Games which you play for a short time, and perhaps you’ll be moving between various games pretty quickly, so if it was a game that kind of takes about two hours to get into, we thought that perhaps people might get a bit bored and then decide to move on to a different game. So back in the day, even playing in the virtual console version of the original Pikachu version, it might take you know thirty hours, forty hours to kind of complete, or progress significantly in the game. And in this age with so many games to choose from, we thought that we’d rather make something that was easier to progress through, and kind of tailor that playstyle to how we think that the playstyle has evolved over the years and how children are playing games now.

译文

增田顺一:当我们思考如今孩子们一般怎么玩游戏时,首先想到的是手游。他们玩一会儿,可能很快就在不同游戏间切换。所以如果一款游戏需要大约两小时才能进入状态,我们认为人们可能会觉得无聊,然后转去玩别的游戏。过去,即使在虚拟主机版的原版皮卡丘版中,完成游戏或取得显著进展可能需要三十、四十小时。而在现在这个游戏选择众多的时代,我们宁愿制作一款更容易推进的游戏,并根据我们认为多年来游戏方式的变化以及现在孩子们的游玩方式来调整这种玩法。

增田顺一 受访
19 增田顺一

原文

Junichi Masuda: In the same vein, back in the day there wasn’t any kind of mechanic where you could run anywhere in the games, but now of course with the 3D map you can go diangonally, you can go whichever way you want, you can run, it’s faster to actually get around, and with the Pokémon appearing in the field as well, you can choose whether you want to catch the Pokémon or whether you want to avoid them altogether. So we’re kind of, you know, bending to the will of the players here, and giving them more options to choose the way to play that’s most fun to them.

译文

增田顺一:同样地,过去游戏中没有任何机制可以让你随处奔跑,但现在有了3D地图,你可以斜向移动,可以朝任何方向走,可以奔跑,移动起来更快。而且宝可梦会出现在场景中,你可以选择捕捉它们还是完全避开。所以我们有点顺应玩家的意愿,给他们更多选择,让他们以自己觉得最有趣的方式游玩。

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原文

What would you say to those players who are crying out for a bit more of a challenge, maybe adult players who’ve been playing for these 20 years or who got into it a bit later? Should they wait for next year’s RPG instead?

译文

对于那些渴望更多挑战的玩家,比如玩了20年的成年玩家或后来才入坑的玩家,你会对他们说什么?他们应该等待明年的RPG吗?

增田顺一 受访
21 增田顺一

原文

Junichi Masuda: So you know to those kinds of fans we’d mention the ‘catch combo’ mechanic, whereby you catch the same Pokémon multiple times in a row and get various rewards and benefits for that.

译文

增田顺一:对于这类粉丝,我们会提到“捕捉连击”机制,即连续捕捉同一种宝可梦多次,从而获得各种奖励和好处。

名手工作 受访
22 名手工作

原文

Kensaku Nabana: And also the postgame content as well, in particular the master trainiers - so these are trainers who are kind of the ultimate trainers of a specific Pokémon, so you will challenge them. So you will challenge them, and then get their title for that Pokémon, so you become the master of that Pokémon if you manage to beat them in battle.

译文

名波健作:还有通关后的内容,特别是“迈斯特训练家”——他们是特定宝可梦的终极训练家,你会挑战他们。挑战成功后,你会获得该宝可梦的称号,如果你在战斗中击败他们,你就成为该宝可梦的迈斯特。

增田顺一 受访
23 增田顺一

原文

Junichi Masude: So for me, my favourite Pokémon is Psyduck, so I’d be training my Psyduck amazingly and then would challenge the Psyduck Master, and then gain the Psyduck Master title, and that’s something you can put a lot of effort and a lot of time into, if I really wanted to create a challenge for myself - and these Master Trainers exist for all of the 151 Pokémon in the game, so you know, if you want to collect all of the titles then that’s something you can really challenge yourself with.

译文

增田顺一:对我来说,我最喜欢的宝可梦是可达鸭,所以我会把可达鸭训练得非常出色,然后挑战可达鸭迈斯特,获得可达鸭迈斯特的称号。如果我真想给自己制造挑战,这可以投入大量精力和时间——而且游戏中的151种宝可梦都有对应的迈斯特训练家,所以如果你想收集所有称号,那确实可以挑战自己。

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原文

Does that cover all of the postgame content or is there more? Is there any story-based content after the main questline?

译文

这些涵盖了所有通关后内容吗?还是说还有更多?主线剧情之后还有没有基于故事的内容?

增田顺一 受访
25 增田顺一

原文

Junichi Masuda: So you know this is obviously based on the Yellow version, so in addition to the Master Trainers in the postgame there’s always the challenge of completing the Pokédex, and not just the in-game contents, but we’d like players to also challenge themselves with meeting up with friends and just trading Pokémon from both versions to complete that Pokédex.

译文

增田顺一:显然这是基于《黄版》的,所以除了通关后的迈斯特训练家,还有完成宝可梦图鉴的挑战。不仅是游戏内的内容,我们还希望玩家挑战自己,与朋友见面,交换两个版本的宝可梦来完成图鉴。

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原文

Sure - and I know you haven’t talked much about this yet but is there any possibiltiy that there would be a National Pokédex beyond the 151 from Kanto? Or any plans to add Pokémon from other generations?

译文

好的——我知道你们还没怎么谈过这个,但有没有可能加入关都151之外的全国图鉴?或者有计划添加其他世代的宝可梦吗?

27

原文

Adventure awaits in Pokémon: Let’s Go, Pikachu! & Pokémon: Let’s Go, Eevee! (Nintendo Switch)

译文

冒险在《宝可梦 Let’s Go!皮卡丘》和《宝可梦 Let’s Go!伊布》中等候着你!(Nintendo Switch)

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原文

Watch on YouTube

译文

在YouTube上观看

增田顺一 受访
29 增田顺一

原文

Junichi Masuda: So not right now - we’ll kind of, or what we’re looking forward to most right now is how the game is received. We’ll see it’s reception amongst all the players, and really we just… so right now players should become the trainer, throw their Pokéballs, and achieve that dream that everyone should be having including myself - you know it’s everyone’s dream to become a Pokémon trainer, and you know, take up your Pokéballs and get going.

译文

增田顺一:目前还没有——我们最期待的是游戏的反响。我们会看看玩家们的接受度,然后我们只是……现在玩家应该成为训练家,投出精灵球,实现每个人包括我自己都有的梦想——成为宝可梦训练家是每个人的梦想,拿起你的精灵球出发吧。

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原文

We mentioned briefly those HMs like Strength - it’s been something that’s changed pretty much with every game. Do you feel like you’ve settled on an implementation of them with Let’s Go, with the fan-focused things like surfing Pikachu and flying Pikachu with the balloons?

译文

我们刚才提到了像“怪力”这样的秘传招式——几乎每款游戏都有所改变。你觉得在《Let’s Go》中,你们是否已经确定了它们的实现方式,比如粉丝关注的冲浪皮卡丘和带着气球的飞行皮卡丘?

增田顺一 受访
31 增田顺一

原文

Junichi Masuda: So yeah this is something that is tricky every time with every new game. We kind of ask ourselves well, what would you want your Pokémon to be able to do? And this time, because we had the partner Pokémon that was always without you throughout the game, you know we were able to have them have these secret techniques that only your partner can learn. But you know when it comes to the new, or future generations, that would be up to the developer of those games to decide exactly how to implement Hidden Machines. [Laughs] It’s… it’s a bother every time.

译文

增田顺一:是的,每次新游戏这都是棘手的问题。我们会问自己:你希望你的宝可梦能做什么?这次,因为搭档宝可梦一直陪伴你,我们让它们拥有只有搭档才能学会的秘密招式。但至于未来世代,那将由那些游戏的开发者决定如何实现秘传招式。[笑]每次都很麻烦。

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原文

It really is difficult. [Laughs]. So sometimes you know players, you become unable to progress in the game or you kind of get stuck somewhere it’s… really bothersome. But it would be a bit boring if we just had the player push the blocks themselves!

译文

这确实很难。[笑] 所以有时候你知道玩家,你会无法在游戏中前进,或者你会在某个地方卡住……真的很烦人。但如果只是让玩家自己推方块,那就有点无聊了!

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原文

So do you see a future where you just don’t have HMs at all, and use another system to manage how players progress?

译文

那么,您是否预见到未来完全没有秘传招式,而是使用另一种系统来管理玩家的进度?

增田顺一 受访
34 增田顺一

原文

Junichi Masuda: It’s not really like a technical issue that we have with these it’s just like you know, if you teach a Pokémon Surf, and then you go out to an island, and then you have your Pokémon forget Surf, and then you’re stuck on that island. [Laughs] What are you supposed to do with that? It’s just every time it’s the same type of problem like how can you solve that issue?

译文

增田顺一:这其实不是技术问题,而是比如你教宝可梦冲浪,然后你去了一个岛屿,然后你让宝可梦忘记冲浪,然后你就被困在岛上了。[笑] 你该怎么办?每次都是同样的问题,怎么解决?

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原文

So if that were the case then the player would just have to be swimming across the ocean themselves carrying their Pokémon - and you’re like, well, am I the Pokémon? Or is my Pokémon the Pokémon? It would get confusing.

译文

如果是这样的话,玩家就得自己带着宝可梦游过海洋——然后你会想,我是宝可梦吗?还是我的宝可梦是宝可梦?这会变得混乱。

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原文

Okay, so something else I wanted to talk about, on a completely different topic, was Meltan. It had a really unusual reveal, it was really exciting for us to try and figure out what was going on, on the day. When it was discovered in the network traffic of Pokémon Go, shortly before it appeared in game, was that a leak? Or was that intentional, so a reveal disguised as a leak, to intentionally get people excited?

译文

好的,我想谈谈另一个完全不同的话题,那就是美录坦。它的公开方式非常不寻常,那天我们试图弄清楚发生了什么,真的很兴奋。当它在游戏出现前不久在《宝可梦Go》的网络流量中被发现时,那是泄露吗?还是故意的,即伪装成泄露的公开,故意让人们兴奋?

增田顺一 受访
37 增田顺一

原文

Junichi Masuda: [Laughs] That was planned.

译文

增田顺一:[笑] 那是计划好的。

38

原文

So actually yeah we tried really hard on this one - we didn’t even tell company players, so even some of us were surprised when this came out as well, so only a few people know about the plan in advance so it really was a well-kept secret.

译文

所以实际上,是的,我们在这个上面非常努力——我们甚至没有告诉公司内部的玩家,所以甚至我们中的一些人在这个发布时也感到惊讶,所以只有少数人提前知道这个计划,所以这确实是一个保守得很好的秘密。

39

原文

So normally I don’t really post on Twitter things about new Pokémon or Pokémon that are featured or more often encountered in Pokémon Go on specific days - but on the day Meltan was released it was community day and there was Chikorita was the Pokémon of the day, and then 15 minutes before Meltan was set to be released I tweeted “oh, everyone hurry up and catch your Chikorita you’ve only got 15 minutes left!” [laughs] which was… out of the ordinary.

译文

所以通常我不会在推特上发布关于新宝可梦或在《宝可梦Go》特定日子出现或更常见的宝可梦的帖子——但在美录坦发布的那天是社区日,当天的宝可梦是菊草叶,然后在美录坦预定发布前15分钟,我发推文说“哦,大家快点抓住你们的菊草叶,你们只剩15分钟了!”[笑] 这……很不寻常。

40

原文

We’ll make a point of paying more attention to your tweets! So when you decided to reveal it that way - as far as I know it’s never been done this way before, particularly with it first being available in a non-mainline game - when was that first thought up, and who’s idea was it to do it that way?

译文

我们会特别注意你的推文!那么当你们决定以那种方式公开它时——据我所知,以前从未这样做过,尤其是它首先在非主线游戏中出现——那是何时首次想到的,是谁的主意?

增田顺一 受访
41 增田顺一

原文

Junichi Masuda: So in terms of who made the decision, so it was TCPI’s PR team and Niantic, and also myself who got together and started talking about it, and really we were thinking about how we wanted people to first lay eyes on Meltan, and how to kind of make it appear like a cute Pokémon right from the start, so some people might look at it, if it were handled the wrong way, as “oh it’s like a gross Pokémon”, but they had it appear in Pokémon Go, kind of moving around, doing it’s thing, and then you know, people would be like “Ooh, what’s this now?!” And we thought that was the best way to kind of have Meltan first appear to the world.

译文

增田顺一:关于谁做的决定,是TCPi的公关团队、Niantic和我聚在一起开始讨论的,我们真的在考虑我们希望人们如何第一眼看到美录坦,以及如何从一开始就让它看起来像一只可爱的宝可梦,所以有些人可能会以错误的方式看待它,比如“哦,它像一只恶心的宝可梦”,但他们让它在《宝可梦Go》中出现,四处移动,做它的事情,然后你知道,人们会想“哦,这是什么?!”我们认为这是让美录坦首次出现在世界上的最好方式。

42

原文

Can you answer how we can catch it yet?

译文

你能回答我们如何捕捉它吗?

增田顺一 受访
43 增田顺一

原文

Junichi Masuda: So, well this info will actually be released on the 10th of October, but you know, we’ll tell you know - you’re under embargo, so you know don’t go talking about it at the bar or whatever! [laughs].

译文

增田顺一:所以,这个信息实际上会在10月10日发布,但你知道,我们会告诉你——你受到禁令限制,所以你知道不要在任何地方谈论它,比如酒吧什么的![笑]

44

原文

So, after you transfer Pokémon from Pokémon Go to Pokémon Let’s Go, you’ll receive a Mysterious Box in Go, and then f you open that box, for a limited time, you’ll be able to encounter Meltan.

译文

所以,当你将宝可梦从《宝可梦Go》传送到《宝可梦Let’s Go》后,你会在Go中收到一个神秘盒子,然后如果你打开那个盒子,在有限的时间内,你将能够遇到美录坦。

45

原文

Is it possible to transfer Meltan back to Let’s Go?

译文

是否可以将美录坦传送回《Let’s Go》?

宝可梦官方PR 受访
46 宝可梦官方PR

原文

PR clarifies: Yes, via the usual method.

译文

公关澄清:是的,通过通常的方法。

47

原文

And is there only one that you have, so it’s either in Go or Let’s Go, or can you have multiple and have it in both?

译文

而且你只有一只吗?所以它要么在《Go》里,要么在《Let’s Go》里,还是说你可以拥有多只,并且两只游戏里都有?

增田顺一 受访
48 增田顺一

原文

Junichi Masuda: So you can have lots of Meltan at once, is the basic answer, but as you know this is the first time that we have had a Pokémon make its debut in a game that’s not the main series games, but Pokémon Go, so it’s pretty special.

译文

增田顺一:所以基本的答案是,你可以同时拥有很多只美录坦。但如你所知,这是第一次有宝可梦在非主系列游戏(即《Pokémon GO》)中首次亮相,所以这相当特别。

49

原文

Okay, thanks for answering that - even if I can’t say it until everyone already knows! So last time we spoke, back at the Let’s Go reveal in Japan, the topic of open-world Nintendo Switch games came up, like Breath of the Wild and Super Mario Odyssey, and you mentioned that there’s a possibility that one day Pokémon might follow suit. I know that’s purposefully vague, but is that still something that’s being considered? Is that something that you see one day happening on the Switch?

译文

好的,谢谢你的回答——即使我不能在大家知道之前说出来!上次我们在日本的《Let’s Go》发布会上交谈时,提到了开放世界的任天堂Switch游戏,比如《旷野之息》和《超级马里奥 奥德赛》,你提到有一天宝可梦可能会效仿。我知道那是有意含糊其辞,但这件事还在考虑中吗?你觉得有一天会在Switch上实现吗?

增田顺一 受访
50 增田顺一

原文

Junichi Masuda: Well you know in general, I always want to be kind of facing new challenges and trying to you know, do new things with Pokémon. You know it’s a different matter whether players will actually enjoy that kind of playstyle, but really you know, things like setting up an AI so that you know real world Pokémon appear, or different ways to appreciate the game, I’m always kind of thinking how to approach the Pokémon series from a different aspect so, in that sense, it’s still on the cards.

译文

增田顺一:嗯,总的来说,我总是想面对新的挑战,尝试用宝可梦做新的事情。玩家是否会真正喜欢那种玩法是另一回事,但你知道,比如设置AI让现实世界中的宝可梦出现,或者用不同的方式来欣赏游戏,我一直在思考如何从不同的角度来对待宝可梦系列,所以从这个意义上说,这仍然是有可能的。

51

原文

I also wanted to quickly ask about the Pokémon that are available in the game - like those which are related to Kanto but not in the original 151. Pokémon like Igglybuff, or Magmortar, that tie into first-generation Pokémon. What was the reasoning behind leaving those out?

译文

我还想快速问一下游戏中可用的宝可梦——比如那些与关都地区相关但不在最初的151只中的宝可梦。像宝宝丁或鸭嘴炎兽,它们与第一代宝可梦有关。把它们排除在外的原因是什么?

增田顺一 受访
52 增田顺一

原文

Junichi Masuda: So, kind of at the basis of it you know is that in the first generation there aren’t any Pokémon Eggs, so you know, when we thought about how would these Pokémon be hatched in the first place, it kind of didn’t make any sense. But also you know we wanted to spend more time and put more effort into making the Kanto Pokémon, the original 151, as well made as possible, and expressing them as well as we could.

译文

增田顺一:所以,基本上,在第一代中没有宝可梦蛋,所以当我们考虑这些宝可梦最初是如何孵化的时,这有点说不通。但我们也想把更多时间和精力花在制作关都地区的宝可梦,即最初的151只,尽可能做得更好,尽可能更好地表现它们。

53

原文

Sure - and does it suggest you have one eye on another Let’s Go style game set in Johto?

译文

当然——这是否暗示你也在考虑制作一款以城都地区为背景的《Let’s Go》风格游戏?

增田顺一 受访
54 增田顺一

原文

Junichi Masuda: So you know maybe - if everyone enjoys playing these games [laughs] - but you know more than that, I know that a lot of people and fans have spent a lot of time hatching eggs, they’ve hatched… a lot of eggs, but we want them to kind of discover new ways to enjoy Pokémon games, you know I’d be really sad to think that for them, Pokémon is hatching eggs, so with this one we’re trying to show them a different side of the game.

译文

增田顺一:所以你知道,也许——如果大家都喜欢玩这些游戏的话(笑)——但你知道,更重要的是,我知道很多玩家和粉丝花了很多时间孵蛋,他们孵了很多蛋,但我们希望他们能发现享受宝可梦游戏的新方式。你知道,如果对他们来说宝可梦就是孵蛋,我会很难过,所以通过这款游戏,我们试图向他们展示游戏的不同一面。

55

原文

Finally, I know you can’t talk about any specifics just yet, so what I want to know is when you can start talking about that 2019 RPG…

译文

最后,我知道你现在还不能谈论任何细节,所以我想知道的是,你什么时候可以开始谈论那款2019年的RPG……

增田顺一 受访
56 增田顺一

原文

Junichi Masuda: [Laughs] Sometime… next year.

译文

增田顺一:(笑)明年……某个时候。

57

原文

Read this next

译文

接下来阅读

58

原文

CEO of Saudi Arabia’s Savvy Games Group Brian Ward steps down after overseeing billions in mobile gaming acquisitions

译文

沙特阿拉伯Savvy Games Group首席执行官布莱恩·沃德在监督数十亿美元的手机游戏收购后卸任

59

原文

Here’s every announcement from Pokémon World Championships

译文

以下是宝可梦世界锦标赛的所有公告

60

原文

“It was like being back in 2016” Pokémon Go celebrates 10th anniversary by recreating the original trailer’s Times Square Mewtwo raid

译文

“就像回到了2016年”《Pokémon GO》通过重现原版预告片中的时代广场超梦团战来庆祝10周年

Chris Tapsell avatar

Chris Tapsell avatar