1997 GlitterBerri
1997年《宝可梦2》访谈
1997年,宫本茂、田尻智与石原恒和谈尚未定名的《宝可梦 金/银》。
The following interview concerning the then-unnamed Pokémon Gold & Silver was taken from Game Staff List Association Japan, a Japanese site that aims to, among other things, summarize, transcribe, and categorize interviews with video game developers. It took place in 1997, with participants Shigeru Miyamoto, Satoshi Tajiri (the creator of Pokémon), and Tsunekazu Ishihara (the series’ producer). The original source is unknown.
以下这篇关于当时尚未定名的《宝可梦 金/银》的访谈,摘自Game Staff List Association Japan,这是一个以整理、转录和归类电子游戏开发者访谈等为目的的日本网站。访谈发生于1997年,参与者为宫本茂、田尻智(宝可梦的创造者)和石原恒和(该系列的制作人)。原始出处不明。
宫本茂
I’m actually not really involved with Pokémon 2 yet. Since the first games were released, I’ve been busy producing for the Nintendo 64.
我其实还没有真正参与《宝可梦2》。自从第一代游戏发售以来,我一直在忙于任天堂64的制作。
田尻智
We’re currently fine-tuning all the Pokémon we made. We designed more than 200 Pokémon for the first games, then whittled them down to 150. This game will exceed 200 Pokémon, but we already have over 350, which leaves me wondering which ones I should keep.
我们目前正在对已经做出来的所有宝可梦进行微调。第一代游戏我们设计了200多只宝可梦,然后削减到了150只。这款游戏会超过200只宝可梦,但我们已经有了350多只,这让我不知道该保留哪些。
田尻智
We frequently run company-wide popularity polls. We’ve only settled on 4 things that we’re going to be making for Pokémon 2. In the game world, there’s a magazine about Pokémon called Pokémon Genre. If you investigate the bookshelves in the game, you can find copies of Pokémon Genre and read the articles published in it. About why Slowking is the way he is, for example. That way you can learn things while you’re playing.
我们经常在全公司范围内进行人气投票。关于《宝可梦2》要做什么,我们目前只确定了4件事。在游戏世界里,有一本关于宝可梦的杂志叫《宝可梦流派》。如果你调查游戏中的书架,就能找到《宝可梦流派》的副本,阅读上面刊登的文章。比如关于呆呆王为什么会是现在这个样子。这样你就能在游玩的同时学到东西。
田尻智
As for the Pokédex, we tried making a number of different prototypes with different functions. In order for an electronic organizer to be useful, it has to be able to increase your knowledge, right? We thought up several ideas, such as being able to search Pokémon by name and categorize them by type, but I wanted to combine all these features into one. We’ve added new functions, of course, but I think the end result will be convenient and lighten the users’ burden.
至于宝可梦图鉴 App,我们尝试做了好几个功能不同的原型。电子记事本要有用,就必须能增加你的知识,对吧?我们想出了好几个点子,比如能按名字搜索宝可梦、按属性分类,但我想把所有这些功能整合到一个里面。我们当然加了新功能,但我认为最终结果会很方便,能减轻用户的负担。
田尻智
The way we’ve approached things is to develop whatever we want without paying any heed to how much memory is available, cutting down on Pokémon we can’t fit in later on.
我们的做法是,不管内存有多少,先开发我们想做的东西,之后再削减装不下的宝可梦。
宫本茂
These games will have 8 megabits of memory. It’s an improvement on the previous games, so I think it’s good enough.
这些游戏会有8兆位的内存。相比前作有所提升,所以我认为已经足够了。
田尻智
In order to economize on memory in RGB, we made it so that if you were looking at a character from behind, it would appear out of focus in relation to the camera angle. Since we’re now able to use more memory, things will be much clearer. Having twice as much memory doesn’t necessarily mean that there are going to be twice as many Pokémon or twice as many maps.
为了在《红/绿/蓝》中节省内存,我们做了这样的处理:如果你从背后看一个角色,它会根据镜头角度而显得模糊。既然我们现在能使用更多内存,画面会清晰得多。内存翻倍并不一定意味着宝可梦数量翻倍或地图数量翻倍。
田尻智
Up till now, I think RPGs have omitted the question of how, exactly, you run into enemies. Despite their specs improving, nothing has changed in that regard. What I wanted to do was have Pokémon appear in places where you wouldn’t be able to see what was coming due to your height in comparison to the height of the grass.
到目前为止,我认为RPG一直忽略了你是如何遇到敌人的这个问题。尽管主机规格提升了,这方面却没有任何改变。我想做的是让宝可梦出现在你因为身高与草丛高度的对比而看不到前方的地方。
田尻智
That’s the sort of thing I want to do to make use of the increase in memory. Create things which allow you to grasp the games in more detail, such as the Pokémon Genre magazine I mentioned before. I want players saying “So, this is what Pikachu’s back looks like,” for example. The information in the Pokédex has changed a little in Gold & Silver, so you’ll be able to understand each Pokémon a little better.
这就是我想利用内存增加来做的事情。创造一些能让你更细致地理解游戏的东西,比如我之前提到的《宝可梦流派》杂志。我希望玩家会说“原来皮卡丘的背是这样的”。金/银中宝可梦图鉴 App的信息有了一些变化,所以你能更好地了解每一只宝可梦。
田尻智
During development, we experimented with a variety of things concerning the games’ connectivity. I was thinking about allowing players to trade Pokémon with money attached, but I gave the idea up in RGB as it doesn’t do anything to increase your understanding of the games. It seems, however, that people caught wind of the notion that it might be fun to trade things, so these games might reflect an increase in the number of things aside from Pokémon that you’re able to exchange. laughing
在开发过程中,我们尝试了各种与游戏连接性相关的东西。我曾考虑允许玩家在交易宝可梦时附带金钱,但在红绿版中我放弃了这个想法,因为它无助于加深你对游戏的理解。不过,人们似乎已经察觉到交易东西可能会很有趣,所以这些游戏可能会反映出,除了宝可梦之外,你能交换的东西数量有所增加。笑
田尻智
NPC trainers were originally put into the games because at first you weren’t able to complete your Pokédex without using the link cable to trade with your friends. But, then what would people without any friends have done? We decided to build at least a few friends into the game for them. That’s why, as long as there are other Pokémon, there will be other trainers, and why they’ll turn into your playmates.
最初将NPC训练家加入游戏,是因为一开始你无法在不使用连接线与其他朋友交易的情况下完成宝可梦图鉴。但这样一来,那些没有朋友的人该怎么办呢?我们决定至少为他们内置几个朋友。这就是为什么,只要还有其他宝可梦,就会有其他训练家,他们也会成为你的玩伴。
田尻智
We plan to add some new parameters into the game as well as new types of Pokémon. There might be monsters who rival your incredibly strong Mewtwo, for example.
我们计划在游戏中加入一些新的参数以及新的宝可梦种类。例如,可能会出现能与你的超强超梦匹敌的怪物。
石原恒和
You may find that your attacks have no effect.
你可能会发现你的攻击没有效果。
田尻智
The games aren’t about raising the strongest Pokémon, but rather about raising the strongest Pokémon team. If you bought both of the previous titles and worked really hard, you’d be able to complete your Pokédex all by yourself, something that’s possible in these games as well. I know there’s a difference between people who buy both versions and trade back and forth between them to get all the Pokémon and people who collect Pokémon by trading with others. That’s why I want to allow players to see the number of people they’ve traded with. I want to give the matter more serious consideration and create a game that doesn’t pick on kids who don’t have friends, but rather helps to increase the number of friends they do have. That’s the play environment I’m aiming for.
游戏的重点不是培养最强的宝可梦,而是培养最强的宝可梦队伍。如果你购买了之前的两款作品并非常努力,你就能独自完成宝可梦图鉴,这在现在的游戏中也是可能的。我知道,购买两个版本并来回交易以获得所有宝可梦的人,与通过与他人交易来收集宝可梦的人之间存在差异。因此,我想让玩家看到他们交易过的人数。我想更认真地考虑这个问题,创造一款不会让没有朋友的孩子感到被冷落,而是帮助他们增加朋友数量的游戏。这就是我追求的游戏环境。
田尻智
Mew was a Pokémon that didn’t appear in the game itself but was instead attained illegitimately. There were quite a few instances of people doing the trick for fun and succeeding in catching it, then trying again and messing up their game. We’re afraid of that happening again, so we need to be more systematic this time. The whole Mew fiasco became much more widespread than we’d first imagined. That sort of thing also divides the people who come to the actual events to trade Pokémon, so we’re fine-tuning things with the intention of making a special piece of hardware called the Pokémon Machine. Also, though it has nothing to do with actual gameplay, we’re also thinking up ways to support other types of play.
我们通过收集玩家的改进建议和推荐来开发游戏。然后我们可以把所有内容都放进去。我希望玩家在前作中发现的谜团都能有答案。我希望在Game Boy硬件的限制内,打造一款更具想象力的游戏,并关注细节。
宫本茂
I’d like to do an N64 game that supplement the character portraits and memory capacity of the titles. I’m thinking it might be good enough to have a game that’s merely a glorified Pokédex.
我想做一款N64游戏,来补充这些作品的角色肖像和记忆容量。我认为,仅仅做一款美化版的宝可梦图鉴App可能就足够了。
田尻智
In the beginning, the original Pokémon didn’t have different variations such as Red and Blue. I took the advice of Miyamoto and split it into two, something that was a first for us. This time, I knew we’d have two versions from the start, so I wanted to make a game with clearer differences between the two releases than were present in Red and Green.
起初,最初的宝可梦并没有红蓝这样的不同版本。我采纳了宫本茂的建议,将其分成两个版本,这对我们来说是第一次。这一次,我从一开始就知道会有两个版本,所以我想制作一款两个版本之间差异比红绿版更明显的游戏。
宫本茂
I didn’t suggest splitting the games because it would allow us to sell more copies of the same thing. I just thought it would be more fun for the players if, say, there were 3 siblings and they all owned something unique. That way, they’d be able to communicate. I didn’t want to release separate versions of the games just to increase the marketability.
我提议把游戏分成两个版本,并不是因为这样能让我们把同样的东西卖出更多份。我只是觉得,如果比如有三个兄弟姐妹,他们各自拥有一些独有的东西,这样对玩家来说会更有趣。这样一来,他们就能互相交流了。我并不想仅仅为了提高市场销量而发售不同的游戏版本。