[访谈翻译] GameSpot 专访增田顺一:《Let's Go!皮卡丘/伊布》如何重塑《宝可梦 黄》
档案记录
- Date
- 2018.10.18
- Source
- GS LGPE采访
- People
- 增田顺一, 菜花健作, 锅岛, 长野大辅
- Game / Work
- 宝可梦
- Page
- 未标注
- Language
- en
- Status
- done
原始资料
3451749-pokemon-lets-go-vs-yellow.jpg
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
3451749-pokemon-lets-go-vs-yellow.jpg
原文
How Let’s Go Pikachu / Eevee Update Pokemon Yellow For A New Generation - GameSpot
译文
《Let’s Go 皮卡丘/伊布》如何为新一代更新《宝可梦 黄》 - GameSpot
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原文
Barring a small handful of spin-offs, the Pokemon series is making its proper debut on Nintendo Switch next month with the release of Pokemon: Let’s Go Pikachu and Let’s Go Eevee . Based largely on the classic Pokemon Yellow version, the Let’s Go games return the franchise to its roots in many ways. As in the original, the story is once again set in the Kanto region, and you’ll only encounter the first 151 Pokemon (plus the newly revealed Meltan ) during your adventure.
译文
除少数衍生作品外,宝可梦系列将于下个月在任天堂 Switch 上正式首发,推出《宝可梦:Let’s Go 皮卡丘》和《Let’s Go 伊布》。这两款游戏在很大程度上基于经典的《宝可梦 黄》版本,在许多方面回归了该系列的本源。与原作一样,故事再次发生在关都地区,在冒险中你只会遇到最初的 151 只宝可梦(外加新公布的 美录坦)。
原文
The Let’s Go games also diverge from tradition in some dramatic ways, particularly in their connection with Pokemon Go . Not only are you able to transfer certain monsters you catch in the mobile game over to the Switch titles, they also employ Pokemon Go’s catching mechanics, meaning you’re no longer be able to battle wild Pokemon.
译文
《Let’s Go》系列也在某些方面与传统大相径庭,尤其是与《宝可梦 Go》的联系。你不仅可以将手机游戏中捕获的某些宝可梦转移到 Switch 版本中,它们还采用了《宝可梦 Go》的捕捉机制,这意味着你不再能与野生宝可梦战斗。
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GameSpot recently had an opportunity to sit down with Pokemon: Let’s Go director Junichi Masuda and lead game environment designer Kensaku Nabana. Through an interpreter, we discussed what it was like reimagining the traditionally 8-bit world of Kanto in 3D, what changes the development team made in bringing the games to Switch, and how the new Mythical Pokemon Meltan came to be.
译文
GameSpot 最近有机会与《宝可梦:Let’s Go》的总监 增田顺一 和首席游戏环境设计师 七坂健作 进行了座谈。通过翻译,我们讨论了将传统的 8 位关都世界以 3D 形式重新构想的感觉、开发团队在将游戏带到 Switch 时做了哪些改动,以及新的幻之宝可梦 美录坦 是如何诞生的。
原文
Despite being inspired by Pokemon Yellow, Let’s Go Pikachu and Eevee seem to introduce a lot of new elements not found in previous Pokemon games. What new things should we expect?
译文
尽管灵感来自《宝可梦 黄》,但《Let’s Go 皮卡丘》和《伊布》似乎引入了许多以往宝可梦游戏中没有的新元素。我们应该期待哪些新内容?
原文
The main flow of the story plays out very much like Pokemon Yellow Version. One of the reasons we wanted to do this is that we imagined a lot of fans of the original game were going to be playing through it. There are different parts, but I think they’ll recognize the main beats of the story and feel some nostalgia there.
译文
故事的主要流程与《宝可梦 黄》非常相似。我们这样做的原因之一是,我们设想很多原版游戏的粉丝会来玩这款游戏。虽然有些部分不同,但我认为他们会认出故事的主要节拍,并感受到一些怀旧之情。
原文
At the same time, we did add a decent amount of sub-events that weren’t in the originals. It kind of gives it a different feel because there’s a lot of trainers alongside their Pokemon in the actual world itself, so it would be a different impression than the original game, while also covering the same story.
译文
同时,我们确实添加了相当数量的原版中没有的支线事件。这给人一种不同的感觉,因为在真实世界中,有很多训练家与他们的宝可梦在一起,所以与原版游戏相比,它会给人不同的印象,同时也涵盖了相同的故事。
原文
Team Rocket seems to play a more prominent role in Let’s Go Pikachu and Eevee. Does this mean we’ll see more of Jessie, James, and Meowth during the story?
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火箭队在《Let’s Go 皮卡丘》和《伊布》中似乎扮演了更重要的角色。这是否意味着我们会在故事中看到更多武藏、小次郎和喵喵?
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Yeah, they definitely appear more in the game than in the original Pokemon Yellow Version. With these two games, we really set out at the very beginning with a main target in mind, which was younger kids who maybe didn’t own their own smartphones and weren’t able to really participate in the Pokemon Go craze that happened. They weren’t able to go out and join in on that fun, so really providing them with a really fun experience that also had some of that Pokemon Go gameplay. But at the same time, we wanted to introduce these new players, for whom this might be their first Pokemon game, through the original story, kind of ease them into the Pokemon experience that way.
译文
是的,他们肯定比原版《宝可梦 黄》中出现的次数更多。对于这两款游戏,我们一开始就设定了一个主要目标,那就是那些可能没有自己智能手机、无法真正参与《宝可梦 Go》热潮的孩子们。他们无法外出加入那种乐趣,所以真正为他们提供一种有趣的体验,同时也包含一些《宝可梦 Go》的游戏玩法。但同时,我们想通过这些新玩家(对他们来说这可能是他们的第一款宝可梦游戏)通过原作故事来介绍他们,以这种方式让他们轻松进入宝可梦体验。
原文
Also, I thought it would be fun if players who maybe enjoyed the original game–they’re now much older, probably in their 30s–they’d be able to interact with maybe their own kids or other kids that they know that are playing the game. They would actually know the general flow of the story, maybe able to give advice like where to go next and things like that. With Team Rocket, because the animated series is popular–it’s in like 85-plus countries–I imagine a lot of those younger kids will have seen the animated series, even if they haven’t played the game. So, we’re trying to add in the elements like that to make it easier for them to get into the world and recognize the setup.
译文
另外,我觉得如果那些喜欢原版游戏的玩家——现在他们年纪大了,大概三十多岁——能够和他们自己的孩子或者认识的其他正在玩这款游戏的孩子互动,那会很有趣。他们可能知道故事的大致流程,也许能给出一些建议,比如下一步该去哪里等等。对于火箭队,因为动画系列很受欢迎——在超过85个国家播出——我想很多小孩子即使没玩过游戏,也看过动画系列。所以我们尝试加入这些元素,让他们更容易融入这个世界,并熟悉这个设定。
原文
In the original games, your rival was a huge jerk, but the one in Let’s Go seems much friendlier. Why the change?
译文
在原版游戏中,你的劲敌是个大坏蛋,但《Let’s Go》里的劲敌似乎友好得多。为什么会有这样的改变?
原文
Masuda: I think the biggest reason that rivals were more of a jerk in the early days is that we were just limited with what we could express with the pixel graphics. There’s not much you can do with that kind of little sprite on the screen, so we worked harder to characterize them through dialogue and give them certain personalities. Also, because it’s just dialogue and there’s not a whole lot going on on the screen, it doesn’t give as harsh of an impression even if they’re jerks, I think. Now we have HD graphics and the visuals are much more impressive. If you also made him a jerk, the impression would be a lot stronger on players. Another thing, just my own personal take, is that it feels that people with those kinds of personalities these days are not as accepted by players, I think, as they were back then.
译文
增田顺一:我认为早期劲敌更混蛋的最大原因是当时像素图形的表现力有限。在屏幕上用那种小精灵能做的并不多,所以我们更努力地通过对话来塑造他们的性格,赋予他们特定的个性。而且,因为只有对话,屏幕上没有太多其他内容,所以即使他们是混蛋,也不会给人太强烈的印象。现在我们有了高清图形,视觉效果更加震撼。如果你再把他设计成混蛋,给玩家留下的印象会强烈得多。另外,就我个人而言,我觉得现在玩家对这类性格的接受度不如当年了。
原文
In the original games, there was text or some sort of setting where “Pidgey eat Caterpie,” for example. That was fine back then, I think everybody liked it. But, I think, as Pokemon has gone on, the fans kind of have their idea of what Pokemon should be. If we did that now, I think a lot of people wouldn’t really like it, it would give them a bad reaction.
译文
在原版游戏中,有文字或某种设定,比如“波波吃绿毛虫”。那时没问题,我想大家都喜欢。但随着宝可梦的发展,粉丝们对宝可梦应该是什么样有了自己的想法。如果现在我们还这样做,我想很多人会不喜欢,会给他们带来不好的反应。
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What about the old man standing outside Celadon Gym who says he loves looking at the pretty girls? Did you have to tone that down as well?
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那站在玉虹道馆外的那个老人呢?他说他喜欢看漂亮女孩。你们是不是也得淡化这个设定?
原文
Masuda: Yeah, we definitely re-evaluated all those kinds of things. But at the same time, the fact that you remember that means that it was something memorable. We had to be very careful about which things to change and which things to keep as they were. Definitely check it out for yourself and see if he’s still around.
译文
增田顺一:是的,我们确实重新评估了所有这类内容。但与此同时,你记得这件事,说明它令人难忘。我们必须非常小心地决定哪些要改,哪些要保持原样。你一定要亲自去看看他还在不在。
原文
What was it like having to reimagine the Kanto region in 3D? How hard was it to recreate the world for an HD console?
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重新以3D形式想象关都地区是怎样的体验?为高清游戏机重建这个世界有多难?
原文
Kensaku Nabana: I was in elementary school when Pokemon Yellow Version came out, and I remember playing those games as well as a fan myself. So, when we were first starting out in the development of this game, we all went back and played Pokemon Yellow Version again, and I just tried to remember the world of Pokemon that was in my imagination when I was playing those games, because you had to fill in the gaps a lot back then. Really try and take what was in my imagination then and redesign the areas to look like that image I had in my head.
译文
菜花健作:宝可梦黄版发售时我还在上小学,我记得自己作为粉丝玩过那些游戏。所以当我们刚开始开发这款游戏时,我们都回去重新玩了宝可梦黄版,我试着回忆当时玩那些游戏时想象中的宝可梦世界,因为那时候很多东西都需要靠想象来填补。我努力把当时的想象提取出来,重新设计各个区域,使其符合我脑海中的形象。
原文
Also, keeping in mind that we put the focus on having a lot of Pokemon in the environment, walking around in the overall world this time around, so [we focused on] making the visuals look like something where that wouldn’t seem strange. We initially explored a more photorealistic direction, but we settled on this more anime style approach, these cuter visuals.
译文
另外,考虑到这次我们把重点放在让大量宝可梦出现在环境中,在整个世界里走来走去,所以我们专注于让视觉效果看起来不会显得奇怪。我们最初尝试了更逼真的方向,但最终确定了这种更偏向动漫风格、更可爱的视觉效果。
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It definitely leaves a strong impression, seeing how different some very famous scenes from the old game are in Let’s Go, such as the first time you come to the S.S. Anne and see how much more majestic it looks. For some areas like Lavender Town, which was very creepy in the original games, how did you go about expressing that in Let’s Go Pikachu and Eevee?
译文
看到《Let’s Go》中一些经典场景与旧版截然不同,确实给人留下深刻印象,比如第一次来到圣特安努号时,它看起来更加宏伟。对于像紫苑镇这样在原版游戏中非常阴森的地方,你们是如何在《Let’s Go 皮卡丘/伊布》中表现那种感觉的?
原文
Nabana: Lavender Town is definitely one that I don’t want to talk too much about and have you discover for yourself, but I definitely have the same impression as you. It’s kind of this creepy, unsettling place. So, I initially approached it with that in mind and designed it to make it look like it would give that impression. But that wasn’t enough for Mr. Masuda. He was like, “You’ve got to make it feel even creepier.” He gave me a lot of specific directions to do that. So, I think it will be fun to see what it looks like.
译文
菜花健作:紫苑镇绝对是我不想多谈的地方,希望你们自己去发现,但我确实和你有同感。那是个有点阴森、令人不安的地方。所以我一开始就带着这种想法去设计,让它看起来能给人那种印象。但增田先生觉得还不够。他说:“你得让它感觉更阴森。”他给了我很多具体的指导。所以,我想看看最终效果会很有趣。
原文
It doesn’t seem like held items and abilities are in these games. What is the reason for that?
译文
这些游戏中似乎没有携带物品和特性。原因是什么?
原文
Masuda: Yeah, that was actually a conscious decision. We don’t have held items or abilities or eggs, or a lot of features that weren’t in the original generation that got added later on. We had to be very careful in selecting which things we would update from the original games and which ones we would keep the same. I did like the appeal of the simplicity of the original Generation 1 games, as this being an entry title for new players joining the franchise to really experience something very similar to what kids did 20 years ago, but [we also wanted people to] enjoy some of these new gameplay gimmicks, like the Poke Ball Plus and the connectivity with Pokemon Go.
译文
增田顺一:是的,这其实是一个有意识的决定。我们没有携带物品、特性或蛋,也没有很多初代没有、后来添加的功能。我们必须非常谨慎地选择哪些内容要从原版游戏中更新,哪些要保持不变。我确实喜欢初代游戏的简单魅力,作为新玩家加入这个系列的一个入门作品,让他们真正体验与20年前孩子们相似的体验,但我们也希望人们享受一些新的游戏玩法,比如精灵球Plus和与《宝可梦Go》的连接。
原文
But, of course, we did have to update some other things. For example, we added more types later on and Pokemon got re-typed, so those exist in the game. And, obviously, you weren’t able to run in the original game. We were only able to create four-way movement, so we decided that we probably couldn’t do that today and it made it much easier to move around, I think.
译文
但当然,我们也确实需要更新一些其他内容。例如,后来我们增加了更多属性,宝可梦的属性也进行了调整,所以这些内容都存在于游戏中。而且,显然,在原版游戏中你无法奔跑。我们当时只能实现四方向移动,所以我们认为如今不能再这样了,我觉得这样移动起来会方便得多。
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Even though held items aren’t in it, we’ve seen that Mega Evolutions are. Can you tell us how that’s going to work? Traditionally, your Pokemon has to hold the right item to Mega Evolve.
译文
尽管本作中没有携带道具,但我们看到超级进化是存在的。您能告诉我们这将会如何运作吗?传统上,宝可梦需要携带正确的道具才能进行超级进化。
原文
Masuda: No real details, but I can guarantee it’s very simple. We didn’t really think too much about it and just kept it very simple to trigger Mega Evolutions.
译文
增田顺一:没有真正的细节,但我可以保证它非常简单。我们没有想太多,只是让超级进化的触发方式保持得非常简单。
原文
Please tell us more about the new Pokemon, Meltan. Was it always planned to debut first in Pokemon Go? And was it designed in collaboration with Niantic, or internally at Game Freak?
译文
请告诉我们更多关于新宝可梦美录坦的信息。它是否一直计划在《宝可梦Go》中首次亮相?它是与Niantic合作设计的,还是由Game Freak内部设计的?
原文
Masuda: We definitely planned to debut it in Pokemon Go from the very beginning. We had talked about in the early stages of even Go’s development that we want to debut a Pokemon, and we worked with Niantic to kind of figure out that functionality. I’ve been working on the development of Go since the beginning as well, so I’ve always had it in mind. But the design, that was done internally at Game Freak. I gave some specific setting directions to one of our designers who was also a fan of the original games and played them as a kid, so he had a really good idea of what I was looking for, based on this kind of very simple metal nut design. He definitely probably had the original Kanto Pokemon designs in his mind and tried to keep it as simple as possible. You know, they were more kind of basic back then compared to some of the more modern designs. He worked on that, and then once it was finished, we gave all the assets and everything to Niantic, we planned the event and had them execute on that, and it worked out.
译文
增田顺一:我们确实从一开始就计划让它在《宝可梦Go》中首次亮相。在《Go》开发的早期阶段,我们就讨论过要推出一个宝可梦,并与Niantic合作来弄清楚这个功能。我也从一开始就参与了《Go》的开发,所以一直有这个想法。但设计是在Game Freak内部完成的。我向一位设计师给出了具体的设定方向,他也是原版游戏的粉丝,小时候玩过,所以他非常明白我想要什么,基于这种非常简单的金属螺母设计。他肯定脑海中有着关都地区原版宝可梦的设计,并试图尽可能保持简单。你知道,与一些更现代的设计相比,那时的宝可梦更基础。他进行了设计,完成后,我们将所有素材等交给了Niantic,我们策划了活动,让他们执行,结果很成功。
原文
Following up on Meltan’s design, here in the States he’s been given a joking/affectionate nickname of “Nut Boy.” I’m curious how you feel about that nickname and if, perhaps, he has a similar nickname in Japan?
译文
接着美录坦的设计,在美国这里它被起了个玩笑/爱称“螺母小子”。我很好奇您对这个昵称的看法,以及它在日本是否也有类似的昵称?
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Nabana: I haven’t really seen a lot of nicknames in Japan yet, but for the design, we really tried to make it look like it was kind of a more realistic-looking object, like something that maybe you could see it in real life. It would look weird, but it wouldn’t stand out too much. Initially, I thought this would be a very divisive design, like some people might like it but some people won’t. It looks really strange, but if you look at it more closely, it’s kind of cute at the same time. But it seems like the reaction has been generally really positive, and that’s been a lot of fun. There’s been tons of fan art already and it was revealed just recently, so it’s been exciting for us.
译文
锅岛:我在日本还没有看到很多昵称,但关于设计,我们确实试图让它看起来像一个更逼真的物体,就像你在现实生活中可能看到的东西。它看起来会奇怪,但不会太显眼。起初,我认为这会是一个很有争议的设计,有些人可能喜欢,有些人不会。它看起来真的很奇怪,但如果你仔细看,它同时又有点可爱。不过,似乎反应普遍非常积极,这很有趣。已经有很多粉丝艺术了,而且它最近才公布,所以我们很兴奋。
原文
In the DS and 3DS games, there were a lot of events at stores that gave out free Pokemon via download codes. Is anything similar planned for Let’s Go Pikachu and Eevee?
译文
在DS和3DS游戏中,有很多商店活动通过下载代码发放免费宝可梦。对于《Let’s Go 皮卡丘/伊布》是否有类似的计划?
原文
Masuda: The functionality from the previous games is in there, it’s called Mystery Gift. It’s in the game and I’m sure there’ll probably be something, but I think with the limited selection of Pokemon, they’re all fairly easily catchable in other games. I’m not sure how often or how frequent it’s going to be with these particular games.
译文
增田顺一:前作中的功能仍然存在,叫做“神秘礼物”。它就在游戏中,我相信可能会有一些活动,但考虑到宝可梦的选择有限,它们在其他游戏中都相当容易捕获。我不确定在这些特定游戏中会有多频繁。
原文
We’ve talked about transferring between Pokemon Go and Let’s Go. When the “core” Pokemon game planned for 2019 arrives, will there also be transfer possibilities between Let’s Go and that title?
译文
我们已经讨论了《宝可梦Go》和《Let’s Go》之间的传送。当计划于2019年推出的“核心”宝可梦游戏到来时,是否也会有《Let’s Go》与该作品之间的传送可能性?
原文
Masuda: We’re definitely always thinking of that kind of forward-moving functionality, especially since we’ve introduced the Pokemon Bank. Now, up to Ultra Sun and Ultra Moon, you’re able to store your Pokemon. We know they’re very important to everyone. I mean, obviously, people would be very sad if they couldn’t use their Pokemon in a future game. So, it does get complicated when you talk about the details and we’re still figuring it out, but we do have plans to find ways to let players use their Pokemon in the next game.
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增田顺一:我们肯定一直在考虑这种前瞻性的功能,尤其是自从我们推出了宝可梦银行。现在,直到《究极之日/究极之月》,你都可以存储你的宝可梦。我们知道它们对每个人都非常重要。我的意思是,显然,如果人们不能在未来的游戏中使用他们的宝可梦,他们会非常难过。所以,当谈到细节时,事情确实变得复杂,我们仍在摸索中,但我们确实有计划找到方法让玩家在下一款游戏中使用他们的宝可梦。
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What are your favorite Pokemon games?
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你们最喜欢的宝可梦游戏是什么?
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Masuda: Definitely Red and Green for me is the most memorable. It was a six year development with just nine of us, so we have a lot of memories from that time, both good and bad. One of the other things was that we didn’t have much expectation that the game would be played by millions of people at the time. We were just developing it. At any time the company could have gone under and it may not have been released. But yeah, a lot of memories from that time.
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增田顺一:对我来说,最难忘的绝对是《红/绿》。当时我们只有九个人,开发了六年,所以那段时光里充满了各种回忆,有好的也有坏的。另外,当时我们并没有期望这款游戏会被数百万人游玩。我们只是在开发它。公司随时可能倒闭,游戏也可能无法发售。但确实,那段时光留下了很多回忆。
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Nabana: Red and Green, that’s where I started as well. I played those games and I have great memories playing them, but over the 20 years as time went on, I think the memory got glamorized even more. It starts to just become this legend in my mind. Of course, we tried to make Let’s Go Pikachu and Let’s Go Eevee, the re-imagining of that, to kind of live up to those. It gets more and more beautiful in your mind as time goes on, so that’s what we tried to do. So those are probably my favorite games, just in my memory.
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长野大辅:《红/绿》也是我入坑的作品。我玩过那些游戏,并且留下了美好的回忆,但随着20年的流逝,我觉得这些回忆变得更加美化。它在我心中逐渐变成了一个传说。当然,我们试图通过《Let’s Go 皮卡丘》和《Let’s Go 伊布》来重现那种感觉,不负那些回忆。随着时间的推移,回忆在脑海中变得越来越美好,所以这就是我们努力的方向。因此,在我记忆中,那些可能是我最喜欢的游戏。
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But as a developer, I think being able to work on these games and try and update them for the modern time and work as a team lead on these games, that was probably my favorite experience so far.
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但作为一名开发者,我认为能够参与这些游戏,并尝试为现代玩家更新它们,同时作为团队负责人,这可能是迄今为止我最喜欢的经历。
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Going back to Red and Green and how arduous the development process was. Is there anything from back then that you wanted to specifically address or implement when updating the adventure for Let’s Go Pikachu and Eevee?
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回到《红/绿》以及当时艰辛的开发过程。在更新《Let’s Go 皮卡丘/伊布》的冒险时,有没有什么当时特别想解决或实现的事情?
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Masuda: With Red and Green and even games after that, at Game Freak we always wanted to have Pokemon appear in the overworld, in the field itself. But, specifically with the original games, there was no way of doing that with the Game Boy hardware. It just couldn’t handle it. We really wanted to make them feel like living creatures that are in the world with you, so you’ll see on Let’s Go Pikachu and Let’s Go Eevee they’ll all have their own little unique movement characteristics. Some of them will run up and stop. They’re kind of curious. It’ll be fun to just discover how they all react to you.
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增田顺一:在《红/绿》以及之后的游戏中,我们在Game Freak一直希望让宝可梦出现在地图上,也就是场景中。但具体到最初的游戏,Game Boy的硬件无法实现这一点。它根本处理不了。我们非常想让它们感觉像是与你共处一个世界的活生生的生物,所以你会看到在《Let’s Go 皮卡丘/伊布》中,它们都有各自独特的动作特征。有些会跑过来停下。它们有点好奇。发现它们如何回应你将会很有趣。
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One final question: any chance we see Pikachu’s scrapped evolution, Gorochu, someday?
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最后一个问题:我们有机会看到皮卡丘被废弃的进化型“戈罗丘”吗?
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Masuda: You’re probably not going to see it. None of the Pokemon that we worked on, got to a point, and then discarded them have actually ever re-appeared yet, so I would say the chances are low. One of the reasons for that is that we always have this base criteria at Game Freak of being able to explain why a certain Pokemon is in the world or why it exists in that world, trying to make it feel believable within the fantasy. And usually the ones that get rejected are Pokemon that we weren’t able to justify, I think. Usually there’s a reason for why they weren’t implemented, and as long as that reason still exists, they probably won’t be put in the game.
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增田顺一:你很可能不会看到它。我们开发过但最终废弃的宝可梦,至今还没有一个重新出现过,所以我认为可能性很低。其中一个原因是,我们在Game Freak有一个基本标准,就是能够解释某只宝可梦为什么存在于这个世界,或者为什么它存在于那个世界,试图让它在幻想中显得可信。通常被否决的宝可梦都是我们无法合理化的,我想。通常它们没有被实装是有原因的,只要那个原因仍然存在,它们可能就不会被加入游戏。
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We always say Pokemon isn’t a “character game.” It’s not a game where it’s just the characters, but it’s a game that shows this world where these living creatures are existing in a space. That’s kind of a slight nuance, but that’s what we always try to go for at Game Freak. It’s not good enough that they’re just cute. (Laughs) They have to have something more to it.
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我们总是说宝可梦不是“角色游戏”。它不是仅仅关于角色的游戏,而是展示一个世界,这些生物存在于一个空间中的游戏。这有点细微差别,但这就是我们在Game Freak一直努力的方向。仅仅可爱是不够的。(笑)它们必须有更多内涵。
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Nabana: I’ve worked on Pokemon designs myself and it really is a very arduous, time consuming process. You’ve got to talk to a lot of people, a lot of back-and-forth and really be able to justify it before we get to a final design.
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长野大辅:我自己也参与过宝可梦的设计,这确实是一个非常艰巨、耗时的过程。你必须和很多人交流,反复讨论,并且能够真正证明其合理性,才能最终确定设计。
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About the Authors
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关于作者
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Kevin Knezevic
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凯文·克内泽维奇
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Kevin Knezevic has been writing for GameSpot since 2017. Star Fox Adventures is good and he will die on that hill.
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凯文·克内泽维奇自2017年起为GameSpot撰稿。他认为《星际火狐大冒险》很棒,并且会坚持这个观点。
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Featured In This Story
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本文提及的游戏
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Pokemon: Let’s Go, Pikachu! / Pokemon: Let’s Go, Eevee!
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《宝可梦:出发吧!皮卡丘》/《宝可梦:出发吧!伊布》
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First Released
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首次发售
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Nov 16, 2018
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2018年11月16日
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