[访谈翻译] Eurogamer 独家专访:增田顺一谈《Let's Go!皮卡丘/伊布》降维难度、美录坦解密企划与开放世界愿景
2018年10月《宝可梦 Let's Go!皮卡丘/Let's Go!伊布》发售前夕,Eurogamer 赴东京专访总监增田顺一与环境美术主管菜花健作。深入剖析本作面向无智能手机儿童与轻度玩家的体验重构:以客厅电视夏日明快氛围重塑关都地区;回应传统老玩家对难度骤降的质疑,提出大师级训练家(Master Trainers)头衔挑战与连续捕捉连锁;彻底废除繁琐卡关的秘传学习器(HM),转由搭档宝可梦独占秘术取代;首次解密幻之宝可梦‘美录坦’在《Pokémon GO》菊草叶社群日引发全球轰动的‘解包泄露’其实是 Game Freak、Niantic 与 TPCi 极少数人密谋的绝妙营销悬疑策划;并就旷野开放世界愿景做出表态,留下金句:‘如果对玩家而言宝可梦就只剩下孵蛋,我会感到非常悲伤。’
增田顺一菜花健作克里斯·塔普塞尔
原始资料
Game Freak 专访现场:总监兼执行董事增田顺一(Junichi Masuda)与环境美术设计主管菜花健作(Kensaku Nabana)
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。
逐段译读
“如果对玩家而言宝可梦就只剩下孵蛋,我会感到非常悲伤。”
"I'd be really sad to think that for fans, Pokémon is just hatching eggs."
Game Freak 专访现场:总监兼执行董事增田顺一(Junichi Masuda)与环境美术设计主管菜花健作(Kensaku Nabana)
原文
Two decades on from Pokémon Red and Blue’s arrival here in the west, we’re going back to Kanto once again. 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. 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
在《宝可梦 红/蓝》登陆西方整整二十年之后,我们再度重返一切梦开始的地方——关都地区。《宝可梦 Let’s Go!皮卡丘/Let’s Go!伊布》带来了大刀阔斧的革新与颠覆——在发售前的预热期中,某些改动备受好评,而另一些则引发了玩家社群的激烈争论;但也不乏有人隐隐担忧:仅仅收录第一世代的宝可梦、重游最初的关都大陆,是否只是在炒冷饭?数周前,在《Let’s Go》的超长实机试玩体验之余,我们与 Game Freak 执行董事兼游戏开发负责人增田顺一,以及环境美术主设计师菜花健作坐在一起,深入探讨了玩家们最为关切的硬核细节:包括新宝可梦‘美录坦’横空出世背后的悬疑策划、秘传学习器的废除、饱受讨论的难度曲线,以及系列迈向全开放世界的宏大未来。
重返关都与黄版:让没有智能手机的孩子也能体验宝可梦的纯粹乐趣
Why Kanto and Yellow? Bringing Pokémon to Kids without Smartphones
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
距离《宝可梦 红/蓝》在西方发售已经过去了 20 年(欧洲则是 19 年),首先向你们表示由衷祝贺!这个值得纪念的周年节点,是你们决定将《Let’s Go》的舞台重新设定在关都地区、并重构《宝可梦 黄》的最主要原因吗?
原文
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
其实比起周年纪念,更核心的出发点在于:我们这部作品的首要目标群体之一是现代的孩子们。他们因为没有自己的智能手机,从而错过了亲自游玩《Pokémon GO》的机会。我们回顾了迄今为止的所有历代宝可梦作品,认为对于这些新一代的小朋友而言,最容易产生共鸣、最具亲和力的正是《宝可梦 黄》(皮卡丘版)。在这款作品中,皮卡丘是绝对的核心招牌,并且动画里人气极高的火箭队也会频繁登场。既然我们要在现代主机平台上为新一代玩家重新演绎皮卡丘的魅力,那么以《宝可梦 黄》为蓝本无疑是门槛最低、最容易被所有人理解和接受的方式。事实上,我们是在企划敲定之后才意识到今年恰逢欧美发售 20 周年,当时大家都感慨:‘太棒了!这时间点契合得天衣无缝!’
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
当年受限于 Game Boy 硬件,呈现的都是极度简朴的黑白单色像素画;而如今在 Switch 平台,在大屏幕电视上游玩成为了核心场景之一。大家近距离注视着高清细腻的画面,能够深切感受到从最初原始像素到如今客厅大屏高画质的跨越体验。
以现代明快色调重新绘制的关都地区全景地图:融合夏日清爽空气与客厅家庭合家欢视觉设计
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
那么在你们看来,这是否称得上是关都地区的‘终极决定版’?它是否已经无限接近于你们与 Game Freak 当年在最初制作初代时脑海中所构想的真实世界?
原文
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
这一次,正如前面提到的,我们打造的是一款能够让全家人坐在客厅大电视机前其乐融融畅玩的作品。故事的舞台关都地区,在现实日本地理中有着浓厚的夏日印记,总是让人联想到明媚灿烂、微风拂面的盛夏光景。我们在研发全程始终牢牢把握这种夏日氛围,并且明确绝不把游戏做成任何带有压抑恐怖感的作品——我们渴望传递的是温暖、柔和且充满亲和力的视觉美术。从技术与机制层面而言,当年初代 Game Boy 只能每个人低头独自面对掌机屏幕,根本无法实现全家围坐客厅共享欢乐;而这一次,朋友来你家做客时,可以随时拔出另一枚手柄加入双人协助模式,一同甩动手臂投掷精灵球捕捉宝可梦。这一切在如今看来如此自然顺畅,但放在当年是不可想象的飞跃。
难度曲线与现代游玩习惯:手游时代的碎片化与流畅的旷野探索
Difficulty and Modern Playstyles: Mobile Habits and Streamlined Traversal
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
你提到不希望关都显得压抑吓人,我也知道你们一直强调《Let’s Go》致力于降低新玩家的上手门槛——那么游戏中是否还保留着谜题与挑战?比如过去洞窟里那些需要用‘怪力’推动巨石的机关解谜,还是说你们现在已经彻底抛弃了这种设计?
原文
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
当我们深入思考当下的孩子们究竟习惯如何玩游戏时,首先映入脑海的其实是手机游戏。如今大家倾向于单次游玩时间较短、在各种不同游戏之间快速切换的游戏习惯。如果一款游戏需要耗费两个多小时枯燥的前戏才能渐入佳境,许多人很可能会失去耐心,转而跳去玩其他应用。当年即使是在 3DS 虚拟主机(VC)上重温初代皮卡丘版,想要通关或者取得实质性推进,通常也需要耗费三四十个小时的硬核摸索。而在当今这个娱乐内容极大丰富、玩家有无数选择的时代,我们更倾向于打造一款能够顺畅推进、节奏明快的作品,以契合时代演进下当代儿童的游玩节奏。
在三维关都大地上骑乘风速狗自由疾驰:明雷遇敌与多向全速奔跑彻底打破了传统网格移动的束缚
原文
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
顺应这种思路,当年初代甚至没有奔跑鞋功能,你只能以固定的缓慢步伐在十字轴向格子里挪动;而现在依托全 3D 地图,你可以任意斜向疾驰,想去哪里就去哪里,甚至能够骑乘喷火龙或风速狗飞速跨越原野。加之野外宝可梦全部改为了明雷可见生态,你可以自主选择是主动靠近捕捉还是直接绕行避开。我们充分尊重玩家的意志与时间,把最舒适、最有趣的游玩方式选择权交还给玩家自己。
老玩家的硬核挑战:连续捕捉连锁与 151 位大师级训练家
Endgame for Hardcore Fans: Catch Combos and 151 Master Trainers
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
那么对于那些渴望更高难度与严苛挑战的老玩家——比如陪伴了宝可梦整整二十年的成年粉丝,你会对他们说些什么?他们是否应该直接跳过本作,等待明年(2019年)的正统 RPG 新作?
原文
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
针对这部分追求深度的硬核玩家,我们首先推荐的是‘连续捕捉连锁(Catch Combo)’机制。通过连续捕获同一物种的宝可梦,你不仅能获得丰厚的经验与稀有道具奖励,更能大幅提升高个体值、隐藏特性以及异色(Shiny)宝可梦的出现概率。
原文
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
此外还有极其充实的一周目通关后终局内容,尤其是‘大师级训练家(Master Trainers)’系统——他们是关都各地潜心将某一种特定宝可梦修行至化境的终极修行者。你必须使用同种宝可梦与他们进行一对一的单挑对决;只要战胜他们,就能夺得该宝可梦的‘大师头衔’,成为无可争议的专属大师。
原文
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
比如就我个人而言,我最爱的宝可梦是可达鸭(Psyduck)。我就会倾注全部心血把自己的可达鸭特训到极致强悍,随后去挑战关都大陆上的‘可达鸭大师’,夺得‘可达鸭大师’的崇高荣耀头衔!如果你真想给自己找点硬碰硬的自虐式挑战,这绝对能让你耗费大量精力和战术思考。最关键的是,本作中最初的全部 151 种宝可梦,各自都对应有一位专属大师级训练家!如果你立志收集齐全部 151 个大师头衔,那绝对是一场无比硬核、极其震撼的终极考验。
彻底告别秘传学习器:终结‘被困荒岛无法脱身’的经典死局
Retiring HMs: Solving the Classic 'Stranded on an Island' Dilemma
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’这样的秘传学习器(HM)——这几乎是每一世代作品都会反复重构的机制。你是否觉得在《Let’s Go》中,凭借冲浪皮卡丘、气球飞天皮卡丘这样致敬情怀的搭档秘术,你们终于找到了一个兼顾情怀与实用性的终极解法?
原文
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. 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
没错,这在历代每一款新作开发时都是最令人头疼的棘手难题。我们总是在自问:玩家究竟希望自己的宝可梦能为他们做些什么?这一次,因为有一只无论何时都趴在玩家肩头或头顶的专属搭档宝可梦(皮卡丘或伊布),我们得以设计出一套只有搭档才能修习的专属‘秘术’(Secret Techniques)。但至于未来的新世代作品,那就要交由各新作的开发主管去决定具体的落地形式了。【笑】说真的……这玩意儿每次都让人伤透脑筋!因为在传统设计中,玩家很容易陷入死胡同或者卡关无法推进,极其恼人;但如果直接让玩家自己肉身去推开几吨重的巨石,又未免太无趣且破坏宝可梦世界观了!
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
那么在你的远景规划中,未来是否会彻底剔除秘传学习器机制,改用一套完全不同的系统来引导玩家的探索进程?
原文
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? 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
这其实不是一个单纯的技术问题,而是一个逻辑与游戏体验的经典悖论。你想想看:如果一只宝可梦学会了‘冲浪’,载着你游到了一座与世隔绝的孤岛;接着如果允许遗忘招式,玩家不小心让它把‘冲浪’给忘了,那你整个人就彻底被困死在孤岛上了!【笑】这时候游戏该怎么处理?每次开发都会面对这种啼笑皆非的死局。如果为了避免卡关而允许主角自己跳进海里游回大陆,顺便把宝可梦背在身上——那到底我是宝可梦,还是它是宝可梦?!这逻辑就彻底乱套了!
美录坦的身世之谜:一场密谋已久的‘解包泄露’悬疑营销大师课
The Mystery of Meltan: A Deliberate Masterclass in Guerrilla Marketing
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,我想切换到一个截然不同却极具震撼力的重磅话题——新宝可梦‘美录坦’(Meltan)。它的亮相方式简直匪夷所思,在它登场的那天,全球媒体和玩家都在疯狂试图搞清楚到底发生了什么。在它于游戏中短暂刷新的前夕,先是有人在《Pokémon GO》的网络数据流中捕获到了它的 3D 资产和代号——那究竟是一次纯粹的技术失误泄密?还是你们故意伪装成泄密、以此吊足全球玩家胃口的精心策划?
原文
[Laughs] That was planned.
译文
【放声大笑】那完全是预先策划好的!
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
事实上我们在这件事上倾注了极大的保密心血——我们甚至没有向公司内部的其他普通员工透露半分,所以当它在游戏里刷出来时,连我们自己公司的许多同事都被吓了一大跳!全世界事前知晓完整计划的只有寥寥数人,保密工作做得滴水不漏。
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
通常我很少在 Twitter 上发帖讨论哪天有什么新宝可梦、或者《Pokémon GO》当天有哪只主角宝可梦刷新率提高——但在美录坦登场的那一天,恰逢菊草叶的社群日(Community Day)。就在距离美录坦突袭登场前整整 15 分钟,我特意发了一条推特:‘大家抓紧时间抓菊草叶哦,活动只剩最后 15 分钟啦!’【笑】这在平时是绝对反常的反常举动,其实就是在悄悄给大家打信号!
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
我们以后一定会拿放大镜死死盯住你的每一条推文!据我所知,在宝可梦历史上,从未有一只全新正统宝可梦是通过非正统主系列游戏(衍生手游)以这种方式全球首发的——这个史无前例的构想究竟是在何时诞生的?最初是谁提出了这个大胆的方案?
原文
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
关于拍板决策的幕后,是 The Pokémon Company International(TPCi)的公关团队、Niantic 公司高层以及我本人坐在一起深入脑暴出来的。我们反复推敲的核心是:我们究竟希望全世界玩家在第一眼看到美录坦时产生怎样的情感印象?如何才能让它从诞生第一秒起就显得灵动讨喜?如果公关宣传处理不当,有些人单看设定图可能会觉得‘这螺母脑袋是什么怪东西,有点诡异’;但如果让它突然成群结队地在《Pokémon GO》大地图上摇摇晃晃地蠕动、笨拙地东张西望,大家瞬间就会被引爆好奇心:‘天呐!这到底是什么全新神秘生物?!’我们深信,唯有这种打破现实与虚拟界限的方式,才是美录坦走向全世界的最佳舞台。
幻之宝可梦“美录坦”:通过《Pokémon GO》与《Let’s Go》联动的“神秘盒子”获取,开启跨平台联动的全新时代
原文
Can you answer how we can catch it yet?
译文
你现在能为我们透露该如何正式捕捉它了吗?
原文
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]. So, after you transfer Pokémon from Pokémon Go to Pokémon Let’s Go, you’ll receive a Mysterious Box in Go, and then if you open that box, for a limited time, you’ll be able to encounter Meltan. 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
这个情报虽然在 10 月 10 日才会正式向全球解禁,不过鉴于你签了严格的保密协议(Embargo),我现在可以提前告诉你——千万别在酒吧喝两杯就说漏嘴啊!【笑】当你将宝可梦从《Pokémon GO》传送到 Switch 上的《Let’s Go》之后,你在手机《GO》中就会获得一个‘神秘盒子’(Mysterious Box)。一旦开启这个盒子,在限定的一段时间内,美录坦就会源源不断地在你身边刷新!你可以一次性捕获并拥有大量美录坦。这是历史上首次有全新宝可梦脱离正统掌机作、在《Pokémon GO》中完成世界首秀,它的意义非同凡响。
开放世界野望与宝可梦的真谛:“宝可梦绝不仅仅是无休止地孵蛋”
Open Worlds and the True Joy of Pokémon: 'More Than Just Hatching Eggs'
原文
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
上次我们在日本发布会上面对面交流时,曾探讨过像《塞尔达传说:旷野之息》和《超级马力欧:奥德赛》这样的开放世界 Switch 巨作,你当时曾提到未来某一天宝可梦也可能走上全开放世界的道路。我知道那句回应带着外交辞令般的隐晦,但这如今依然在你们的构想蓝图之中吗?你是否认为这一天会在 Switch 时代真正发生?
原文
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
就我个人的开发信条而言,我永远渴望直面全新的技术挑战,在宝可梦的世界里尝试从未有人做过的全新探索。虽然广大玩家最终是否真的会无条件喜爱那种游玩形态是另一回事,但构建更先进的生物 AI、让宝可梦如同真实生灵般栖息繁衍在大自然中,探索感受作品的全新维度……我始终在思考如何从完全不同的视角来颠覆宝可梦系列。因此从这个意义上说,全开放世界的可能性依然牢牢摆在我们的研发桌案之上(Still on the cards)。
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
我还想简短追问一个关于登场阵容的疑问:许多与关都初代宝可梦有着进化链渊源的跨世代宝可梦——比如宝宝丁(胖丁的幼年退化型)、或者鸭嘴炎兽(鸭嘴火兽的进化型)——为何这一次没有将它们收录进游戏中?
原文
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
最底层的设定逻辑在于:初代《红·绿》中根本不存在宝可梦蛋(Pokémon Eggs)的培育繁殖机制。如果我们把宝宝丁放进去,玩家自然会追问‘那它究竟是怎么被生出来孵化的?’,这在无蛋的关都世界观里根本说不通。更重要的是,我们希望将全部有限的精力和研发资源集中起来,将初代最初的 151 种经典宝可梦打磨到极致精细,把它们的生动姿态淋漓尽致地展现给全球观众。
原文
Sure - and does it suggest you have one eye on another Let’s Go style game set in Johto?
译文
明白了——这是否暗示着你们已经有一只眼睛在瞄准以城都地区(金·银)为舞台的下一部《Let’s Go》续作了?
原文
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
也许吧——如果所有玩家都发自内心地喜爱这一作的话【笑】。不过比起续作,我更想说的是:我知道许多硬核粉丝在过去的世代里耗费了数以百计、千计的小时在培育屋前没日没夜地骑单车‘孵蛋’、刷个体值,他们孵出的蛋堆积如山……但我们真正期盼的,是引导玩家去探索体验宝可梦游戏全新多元的乐趣。如果对广大玩家而言,宝可梦的核心乐趣就只剩下了机械枯燥地‘孵蛋’,我会感到由衷的悲伤。所以在这部《Let’s Go》中,我们竭尽全力想要向大家展示这款游戏的另一面——纯粹、鲜活、充满治愈与冒险律动的另一面。
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,我知道你现在肯定无法透露具体的细节,所以我只想确认:我们究竟什么时候才能听到关于那款即将在 2019 年登场的正统新世代 RPG 新作的消息?
原文
[Laughs] Sometime… next year.
译文
【大笑】明年的……某个时候吧!
Archive record 档案信息
- Date
- 2018.10.26
- Source
- Junichi Masuda on Pokémon Let's Go's difficulty, mechanics, and the series' future
- People
- Eurogamer, 增田顺一, 菜花健作
- Game / Work
- 未标注
- Page
- 未标注
- Language
- en
- Status
- published