多人对谈 2019 Metro GameCentral
增田顺一谈剑盾:玩法优先
大森滋 · Shigeru Ohmori
×
增田顺一 · Junichi Masuda
GameCentral 采访《宝可梦 剑/盾》制作人增田顺一与总监大森滋,谈画面、配音、AI 与全国图鉴争议。
Contents 本篇 24 章
- 那么,我很高兴来到《宝可梦随乐拍2》的正式公布现场。
- 好吧,那还没发生,但我很高兴看到我们上次讨论过的不少其他事情成真了。最近一支预告片里有很多...
- 但美国人拿到的会是同样的对话和文本吗?他们的游戏里也会有“telly”“cheers”这类说法?
- 哦,好的,那太好了。只是美式拼写有点可惜。[笑]
- 我在E3上的交谈非常愉快,但我想那正好是在整个Dexit争议爆发前几个小时,我相信你一定很...
- 我想知道这种事对你个人有什么影响,当粉丝指责你和工作室懒惰、不关心时,肯定不会好受。这会让...
- 我猜这个决定你早就知道不可避免,但是否有一个具体的宝可梦数量界限——比如达到900只左右的...
- 你们决定好今后要怎么处理这件事了吗?按惯例,下一款游戏大概又会新增100只左右的新宝可梦。...
- 嗯,我刚才就玩得很开心。
- 有些粉丝对画面有所不满,但确实有些地方看起来很不错。在掌机平台做了那么多年之后,适应高清画...
- 但当然,Switch在很多其他方面也更强,玩试玩版时让我在意的一点是,我不太明白为什么它没...
- 那动画里的声音呢?
- 那我就继续自己来喊吧。
- 我不是想让这些问题显得负面,但我想这类采访就是这样。不过另一件我希望看到改进的事是人工智能...
- 由于试玩是离线的,我还不清楚在线功能如何运作,以及它如何利用Switch的特性?因为我认为...
- 所以,这主要是在旷野地带吗?
- 然后他们就会出现在游戏世界里?
- 我一直觉得,也许是因为两者都是大型岛国,英国和日本之间的文化相似之处比乍看之下要多。尤其是...
- 你在看什么?肯定是《唐顿庄园》吧?
- 我刚意识到为什么很多这些问题都带点负面色彩,因为我是从粉丝那里收集来的。
- 但另一件事是,虽然宝可梦是RPG,但出于显而易见的原因,故事叙述和角色塑造一直优先级较低。...
- 最后,鉴于画面现在好多了,我相信每个宝可梦粉丝都想过这个问题,但我认真地问:如果宝可梦世界...
- 那就放心了。
- [笑] 好,我会记住的。非常感谢你们抽出时间,和二位交谈很愉快。
《宝可梦 剑/盾》增田顺一访谈——“真的是玩法优先”
GameCentral speaks to the creators of the new Pokémon Sword/Shield about graphics, voice-acting, AI, and… Downton Abbey.
GameCentral 与新作《宝可梦 剑/盾》的创作者谈论画面、配音、AI,以及……《唐顿庄园》。
You almost never get to meet or interview Nintendo developers. We felt very privileged to speak to Super Mario Odyssey producer Yoshiaki Koizumi back before the game’s release but that was a rare opportunity. The Pokémon Company has always had a different approach though and with the release date for Pokémon Sword/Shield fast approaching this is the second time we’ve been able to speak to producer Junichi Masuda and director Shigeru Ohmori in less than six months, following our initial chat at E3 in June.
你几乎从没机会见到或采访任天堂的开发者。我们曾有幸在《超级马力欧 奥德赛》发售前采访到其制作人小泉欢晃,但那是一次难得的机会。不过,株式会社宝可梦一直有着不同的做法;随着《宝可梦 剑/盾》发售日临近,这已经是我们继6月E3初次交谈之后,不到六个月里第二次有机会与制作人增田顺一和总监大森滋对话。
But then the marketing for Pokémon Sword/Shield has been very on point all year, as it whips fan anticipation into a fervour with everything from a 24-hour livestream, that gave just a glimpse of a new pokémon variant, and the opening of a Pokémon Center in London that has had fans queuing around the block. Pokémon Sword/Shield is clearly going to be huge and based on the 90 minutes we played last month it probably deserves to be too.
不过,《宝可梦 剑/盾》全年的营销一直非常到位,从一场24小时直播(只让人瞥见一个新宝可梦变体)到伦敦宝可梦中心开业引发粉丝排队绕街区,把粉丝的期待炒得火热。《宝可梦 剑/盾》显然会大卖,而从上个月我们试玩的90分钟来看,它大概也配得上这样的热度。
It was at that same event that we got to meet Masuda-san again, with Ohmori-san appearing via video link in Tokyo. Despite what these photos might suggest Masuda-san is a stern-looking fellow, who at first glance does not seem like the sort of person you’d expect to be in charge of a game series like Pokémon game. But, like last time, we managed to get more than a few laughs out of him, as he and Ohmori-san discussed detail topics like voice-acting, storytelling, and localisation.
就是在同一场活动上,我们再次见到了增田先生,大森先生则通过东京的视频连线出现。尽管这些照片可能给人某种印象,增田先生其实是个面相严肃的人,乍看之下不像是你会以为在掌管《宝可梦》这类游戏系列的那种人。但和上次一样,我们还是逗得他笑了好几回,他和大森先生讨论了配音、叙事、本地化等细节话题。
And of course we had to bring up the controversy over ‘Dexit’, the fan outrage that Pokémon Sword/Shield, for the first time in the series, will not include all pre-existing pokémon. That’s a story that broke mere hours after our previous interview, so there was no chance of catching them with an unguarded comment this time, but on the other issues they were agreeably open, as they discussed the difficulties of making a new sequel to one of the most successful franchises in gaming history.
当然,我们也必须提起“Dexit”争议,即粉丝对《宝可梦 剑/盾》将首次不包含所有既有宝可梦的愤怒。这件事恰好在我们上次采访后几个小时才爆出,所以这次不可能让他们说出什么不设防的话,但在其他问题上他们相当坦率,谈到了为游戏史上最成功的系列之一制作新续作的种种困难。
GC
So, I am very pleased to be here at the official unveiling of Pokémon Snap 2.
那么,我很高兴来到《宝可梦随乐拍2》的正式公布现场。
GC
Well, okay. That hasn’t happened yet but I’m very happy to see a number of other things we discussed last time have. One of the recent trailers had a lot of trouser options, there is an obsession with tea in the game, and also, I was surprised to see, a lot of British slang. And yet that’s not something you seemed to do for the games based on places like Hawaii and France?
好吧,那还没发生,但我很高兴看到我们上次讨论过的不少其他事情成真了。最近一支预告片里有很多裤子选项,游戏里对茶有种执念,而且让我意外的是,还有大量英式俚语。可你们似乎没在以夏威夷、法国之类地方为原型的游戏里这么做?
大森滋
The localisation teams have really put a lot of effort into adding some linguistic colour and flair to the translation of the new game, and really making it feel perhaps a little closer to UK English rather than American English. But of course, I am not responsible for the English and do not necessarily understand the details of what’s gone on there. [laughs]
本地化团队确实花了很多功夫,为新作的翻译增添语言色彩和风味,让它感觉或许更接近英式英语而非美式英语。当然,我不负责英文部分,也未必了解那边具体是怎么处理的。[笑]
GC
But is that the same dialogue and text that the Americans will get? They’ll have a game with ‘telly’, ‘cheers’, and that sort of thing in it?
但美国人拿到的会是同样的对话和文本吗?他们的游戏里也会有“telly”“cheers”这类说法?
大森滋
Yes, that’s correct.
是的,没错。
GC
Oh, okay, that’s great. It’s just a shame about the American spelling. [laughs]
哦,好的,那太好了。只是美式拼写有点可惜。[笑]
大森滋
[laughs]
[笑]
GC
I very much enjoyed our chat at E3 but I think it was literally just hours before the whole Dexit controversy broke, which I’m sure you’re desperate to talk about some more.
我在E3上的交谈非常愉快,但我想那正好是在整个Dexit争议爆发前几个小时,我相信你一定很想再谈谈这个话题。
增田顺一
[laughs]
[笑]
GC
I wonder how that sort of thing affects you personally, it can’t be pleasant when fans are accusing you and the studio of being lazy and not caring. Does that get you down at all?
我想知道这种事对你个人有什么影响,当粉丝指责你和工作室懒惰、不关心时,肯定不会好受。这会让你感到沮丧吗?
增田顺一
We put a great deal of effort into developing each and every game as the project begins and we do feel that everyone having their opinion is important. But from a development perspective, when we go into deciding what way we’re going to take Pokémon in the future we have to make several decisions on what to put in the games and how we want to improve things or changes things as we go.
从项目开始,我们就为每一款游戏的开发投入了大量心血,我们也觉得每个人有自己的意见很重要。但从开发的角度来看,当我们决定宝可梦未来要走什么路时,我们必须就游戏中要加入什么、以及我们想要如何改进或改变做出若干决定。
增田顺一
So as part of that we reached the decision to take out the national pokédex and keep the pokémon the way it’s been announced. There are many challenges we face as we go – different styles of gameplay we want to implement and we’ve got a lot of communications features that we are working on – and of course the one really big thing we always think about is how we can work to make the game really fun for fans.
因此,作为其中的一部分,我们决定取消全国图鉴,并保持已公布的那些宝可梦。我们面临许多挑战——我们想要实现不同风格的游戏玩法,我们也在开发许多通信功能——当然,我们始终考虑的一件真正重要的事,就是如何努力让游戏对粉丝来说真正有趣。
增田顺一
And as we were working on all of this we took the decision to make the pokédex as it is, and from a development point of view that’s something we have to do each time and we put a lot of effort and thought into making those decisions.
在推进这一切的过程中,我们做出了让图鉴保持现状的决定,从开发的角度来说,这是我们每次都必须做的事,我们为这些决定投入了大量努力和思考。
GC
I imagine it’s a decision you’ve known was inevitable for a long time now but was there a specific cut off in terms of the number of pokémon you were waiting for – like when it reached 900 or something? Or was it just because of the more complex graphics on the Switch?
我猜这个决定你早就知道不可避免,但是否有一个具体的宝可梦数量界限——比如达到900只左右的时候?还是仅仅因为Switch上更复杂的图形?
增田顺一
There was no real set decision of where to cut things off, nothing like once we hit 900 or anything like that. Really, it was the project planning, which obviously starts way before the start of the game release. And really, when we go into that project planning we think about what we want to create and how we can create the very best game for the fans.
并没有一个明确的截止标准,不是说到了900只之类的就停。实际上,这是项目规划阶段决定的,而项目规划显然在游戏发售很久之前就开始了。在进入项目规划时,我们会考虑想要创造什么,以及如何为粉丝打造最好的游戏。
增田顺一
And in this case we really decided to focus on the Galar region and the pokémon within it, and so the result of focusing so hard on those, and really wanting to deliver the best game possible, we decided to restrict the pokédex.
而这一次,我们确实决定把重点放在伽勒尔地区以及其中的宝可梦上,正因为如此专注于此,并且真心想做出最好的游戏,我们决定限制图鉴。
增田顺一
But we’re also preparing a kind of powered-up version of Pokémon Bank in Pokémon Home, where people who have got existing pokémon from previous games can bring them all, and all their pokémon can be gathered together in one spot and they can play with them together there.
但我们也在准备宝可梦HOME,它可以说是宝可梦银行(Pokémon Bank)的强化版,拥有以往游戏中宝可梦的玩家可以把它们全都带过来,所有宝可梦都能聚集在一个地方,在那里一起互动。
GC
Have you decided how this is going to work going forward? In the next game presumably you’ll have another 100 or so new pokémon, as usual. Will you also automatically include all the ones from this game or will you always be picking and choosing from now on?
你们决定好今后要怎么处理这件事了吗?按惯例,下一款游戏大概又会新增100只左右的新宝可梦。那么这款游戏里的宝可梦会自动全部包含进去,还是从现在开始你们每次都要挑选取舍?
增田顺一
At the moment we’re really focused on the release of Sword and Shield, and we’re looking forward to seeing how fans react to that and the kind of feedback we receive, and as we go forward into the future games we’ll do all sorts of different things based on that feedback.
目前我们全部精力都放在《剑/盾》的发售上,我们很期待看到粉丝的反应以及收到的反馈,今后在开发未来的游戏时,我们会根据这些反馈做各种不同的尝试。
增田顺一
And so really the biggest thing for all of us is that we can release a game that all our fans are really going to enjoy. Everyone that works on the games themselves is a really big fan of games, and pokémon games in particular, so the biggest thing when releasing a game is really to focus on our confidence that we’ve created something that our fans are really gonna like and that we can release knowing that we’ve created something really enjoyable.
对我们所有人来说,最重要的事情就是能推出一款所有粉丝都能真正享受的游戏。参与游戏开发的每个人本身都是非常热爱游戏的人,尤其是宝可梦游戏,所以发售游戏时最重要的一点,就是确信我们做出的东西是粉丝们真正会喜欢的,能够怀着‘我们做出了真正有趣的东西’的心情把它发售出去。
GC
Well, I enjoyed it just now.
嗯,我刚才就玩得很开心。
增田顺一
[laughs]
[笑]
GC
There have been some fan complaints about the graphics but there are certainly some areas that look really nice. Have you had much trouble getting used to making HD graphics, after all those years on portable-only consoles?
有些粉丝对画面有所不满,但确实有些地方看起来很不错。在掌机平台做了那么多年之后,适应高清画面制作对你们来说困难吗?
大森滋
Obviously, we did have an interim step with Let’s Go, Pikachu and Let’s Go, Eevee. But, of course, moving onto the Switch from the 3DS and earlier platforms is quite a hard challenge, in particular with development efforts and costs there’s a lot that you have to consider.
显然,我们通过《Let’s Go,皮卡丘/Let’s Go,伊布》经历了一个过渡阶段。不过,从3DS及更早的平台转向Switch确实是相当大的挑战,尤其是在开发投入和成本方面,有很多需要考虑的地方。
大森滋
And, of course, with the new hardware there’s a lot more possibilities, because there’s that much more that you can consider in the first place. But really, when we get down to planning everything it’s down to, ‘How can we make the most fun game? How can we utilise the communication features that the Switch allows us to, to create a really fun game for everyone?’ And we really think we’ve achieved that with producing Sword and Shield.
当然,有了新硬件,可能性也多了很多,因为一开始你能考虑的东西就更多了。但真正到了做规划的时候,归根结底还是:‘我们怎样才能做出最有趣的游戏?我们怎样才能利用Switch提供的通信功能,为大家创造一款真正有趣的游戏?’我们确实认为,制作《剑/盾》时我们做到了这一点。
GC
But of course the Switch is more capable in many other ways and one thing that struck me when playing the demo is that I’m not sure why it doesn’t have voice-acting. I think it would benefit from it. And I still don’t understand – although I’m sure there’s a stock answer to this – but why don’t the pokémon have their anime voices? Why don’t they shout their names?
但当然,Switch在很多其他方面也更强,玩试玩版时让我在意的一点是,我不太明白为什么它没有配音。我觉得有配音会更好。而且我仍然不理解——虽然我相信对此肯定有现成的回答——为什么宝可梦不用动画里的声音?为什么它们不喊自己的名字?
大森滋
There’s sort of two main reasons, so firstly this is a RPG with a whole lot of text that we’re then localising and releasing in nine different languages at the same time. So from a purely practical point of view actually getting that organised and carrying out all the voice recording, the corrections and so on in nine different languages for release on exactly the same day is something that would be incredibly difficult. So, that’s one reason why we haven’t chosen to do it this time around.
大致有两个主要原因。首先,这是一款RPG,文本量很大,我们还要进行本地化,并用九种不同的语言同时发售。所以从纯粹实际的角度来看,要组织好这些工作,并在九种语言中完成所有配音录制、修正等等,还要在同一天发售,会极其困难。这就是这次我们没有选择这么做的原因之一。
大森滋
But the other reason is one of character image, in the sense of when you play a game, if you’ve got a voice on that character that instantly provides to the player an image, a feel for that character that they don’t generate themselves, it’s pushed on them from the development side. Whereas if we have really flavourful text, for those characters, but no voice the players can kind of create their own image of who that character is as they’re playing. And that’s something we really like to encourage as we’re creating games.
但另一个原因是角色形象的问题。也就是说,当你玩游戏时,如果角色有配音,那会立刻给玩家提供一种形象、一种对那个角色的感觉,而这不是玩家自己产生的,是开发方强加给他们的。相反,如果我们为这些角色准备非常有味道的文本,但没有配音,玩家就可以在游玩过程中自己创造对那个角色的形象。这是我们在制作游戏时非常喜欢鼓励的做法。
GC
But what about the anime voices?
那动画里的声音呢?
大森滋
There’s similar linguistic problems – there are some where all of them are the same, such as Pikachu, where that would be fine, but other ones have completely different names across all languages. And another point to consider is that in the game we’re focusing on them as being living creatures, so having them making a sound like a living creature – rather than just shouting out their own name – is quite nice.
也有类似的语言问题——有些宝可梦在所有语言里名字都一样,比如皮卡丘,那倒没问题,但其他一些在所有语言里的名字完全不同。另一个要考虑的点是,在游戏里我们着重把它们当作活生生的生物,所以让它们发出像活物一样的声音,而不是只喊自己的名字,是相当不错的。
GC
Then I shall carry on doing it myself.
那我就继续自己来喊吧。
增田顺一
I think that’s the best way you could possibly enjoy the game, so please do.
我觉得那可能是你能享受这款游戏的最好方式,请务必这么做。
GC
I don’t mean for these questions to come across as negative, but I guess that’s the nature of an interview like this. But the other thing I’d like to see improve is the artificial intelligence. It’s always seemed essentially random, where quite often I’ll only win a difficult battle because my computer opponent made a nonsensical choice. How much of that is intentional versus a technical limitation?
我不是想让这些问题显得负面,但我想这类采访就是这样。不过另一件我希望看到改进的事是人工智能。它似乎一直基本上都是随机的,我常常只是因为电脑对手做出了莫名其妙的选择才赢下一场艰难的战斗。这其中有多少是有意为之,又有多少是技术限制?
大森滋
The AI is always something we pour a huge amount of research into when we’re developing the game. So, for example, we’ll experiment and have the AI fight off against itself to see what that does and really fine tune the AI that we create. So it really is quite difficult to tune accurately. [laughs]
开发游戏时,AI一直是我们投入大量研究的东西。比如,我们会做实验,让AI自己和自己对战,看看会怎样,并真正对我们创造的AI进行微调。所以要准确调校确实相当困难。[笑]
大森滋
We could, of course, make the AI way smarter, and make it really difficult to fight against but by doing that you could end up making the game not very interesting at all, and it’d become just purely difficult. So instead of really focusing on making the AI strong or weak what we do is make it fight in such a way that it’s interesting for the player and the player has a feeling of enjoyment and also a sense of achievement. So that’s something we focus on as we’re creating the AI, not just whether it’s easy or difficult. It’s something that a lot of effort goes into but it’s tricky to find that balance.
当然,我们完全可以把AI做得更聪明,让对战变得非常困难,但那样做的话,最终可能会让游戏变得毫无趣味,纯粹只是难而已。所以,与其把重点放在让AI变强或变弱上,我们做的是让它的战斗方式对玩家来说有趣,让玩家有享受的感觉,同时也有成就感。这才是我们在制作AI时关注的重点,而不仅仅是难或易。这需要投入大量精力,但找到那个平衡点很棘手。
GC
Since the demo was offline I’m still not clear how online works and how it takes advantage of the Switch? Because I think the last game was criticised for downplaying that aspect a bit.
由于试玩是离线的,我还不清楚在线功能如何运作,以及它如何利用Switch的特性?因为我认为上一款游戏因为在这方面有所淡化而受到了批评。
大森滋
This time we do have a lot of online communication features, so one in particular to mention is the Wild Area. Players that are nearby can appear in the game and you can see what they’re doing. You can also camp together with them and enjoy games there, as well as take part together in the Max Raid battles. So you work together with other players nearby and fight a large pokémon.
这次我们确实有很多在线交流功能,特别要提的是旷野地带。附近的玩家可以出现在游戏中,你可以看到他们在做什么。你还可以和他们一起露营,在那里玩游戏,以及一起参加极巨团体战。所以你可以和附近的玩家合作,一起对抗大型宝可梦。
大森滋
Another feature is that you can see what other players are doing or what they’re looking to do. So you can send what are kind of stamps to show, ‘I want to trade’ or ‘I’m camping’ – things like that. So you can see what they’re doing, they can see what you’re doing. So there’s a lot more interaction there with other players in this game.
另一个功能是,你可以看到其他玩家在做什么,或者他们想做什么。所以你可以发送类似 stamps 的东西来表明‘我想交换’或‘我在露营’之类的。这样你就能看到他们在做什么,他们也能看到你在做什么。所以这款游戏中有更多与其他玩家的互动。
GC
So, that’s primarily in the Wild Area?
所以,这主要是在旷野地带吗?
大森滋
Yeah, where other players appear and you can directly interact with them is predominately the Wild Area. But where you can share what you’re doing and other players can do the same, that is basically anywhere. You can send out a ‘I want to trade’ stamp anywhere.
是的,其他玩家出现并且你可以直接与他们互动的地方主要是在旷野地带。但你可以分享你正在做的事情,其他玩家也可以这样做,这基本上在任何地方都可以。你可以在任何地方发出‘我想交换’的 stamps。
GC
And then they’ll appear in the game world?
然后他们就会出现在游戏世界里?
大森滋
With 3DS we previously had the feature called the PSS, where you could instantly trade or battle wherever you want. So this new feature is really intended to take that place.
在3DS上,我们之前有一个叫PSS的功能,你可以在任何地方即时交换或对战。所以这个新功能实际上就是为了取代它。
增田顺一
At the moment it’s tricky to see, because you’re playing offline but there’s a lot of features you wouldn’t have seen pop up in the game. But the communication features are always running in the background and so while you might not have been able to experience it properly in your demo, once the game releases in November you’ll be able to see there’s a lot of interactive features going on in the background whenever you’re playing. [After a delay trying to remember what the feature is called in English – GC] And the communication feature is called Y-Comm.
目前很难看到,因为你在离线游玩,但有很多功能你不会在游戏中看到弹出。不过通信功能一直在后台运行,所以虽然你在试玩中可能无法正确体验,但一旦游戏在11月发售,你就会看到无论何时游玩,后台都有很多互动功能在运行。[在试图回忆该功能的英文名称而停顿之后——GC] 这个通信功能叫做Y-Comm。
大森滋
The Japanese term for Y-Comm is YY Communication, YY means to have fun, everyone excited together. But also, you press ‘Y’ on the Switch to activate it and YY kind of sounds like Wi-Fi. [laughs]
Y-Comm的日文名称是YY通信,YY意味着一起开心,大家兴奋。而且,你在Switch上按‘Y’键来激活它,YY听起来有点像Wi-Fi。[笑]
GC
It has always seemed to me that, perhaps because they’re both two large island nations, there are more cultural similarities between the UK and Japan than you might at first think. A love of puns in particular I think, which I notice so often when looking into the explanation for Japanese names in games. Is that something that you noticed while making this game?
我一直觉得,也许是因为两者都是大型岛国,英国和日本之间的文化相似之处比乍看之下要多。尤其是对双关语的喜爱,我在研究游戏中日文名字的解释时经常注意到这一点。你在制作这款游戏时有没有注意到这一点?
大森滋
I don’t understand English too well but in general I’m looking and seeing what’s fun for Japan and what’s interesting there. But in preparation I’ve watched a lot of UK dramas and things and so I have this vague awareness that there are a lot of puns and jokes in UK culture.
我不太懂英语,但总的来说,我会观察什么在日本有趣、什么在那里有意思。不过在准备过程中,我看了很多英国电视剧之类的东西,所以我隐约意识到英国文化中有很多双关语和笑话。
GC
What have you been watching? It’s going to be Downton Abbey, isn’t it?
你在看什么?肯定是《唐顿庄园》吧?
大森滋
Monty Python! [laughs] I’m particularly fond of puns. Not just in preparation for this game but even in the past I’ve watched a lot of UK programmes and pun-heavy humour.
《蒙提·派森》![笑]我特别喜欢双关语。不只是为了这款游戏的准备,过去我也看过很多英国节目和大量使用双关语的幽默。
GC
I just realised why a lot of these questions have a tinge of negativity, it’s because I’ve been talking to fans to get them.
我刚意识到为什么很多这些问题都带点负面色彩,因为我是从粉丝那里收集来的。
GC
But one of the other things is that while Pokémon is a RPG the storytelling and characterisation has always been, for obvious reasons, a low priority. I wonder if that’s something that’s changed this time? And while it’s understandable that the story is not at the forefront, I’ve often thought Pokémon is in a slightly awkward position where the story and dialogue can’t be too serious but it’s also rarely purposefully funny – not like something like Paper Mario.
但另一件事是,虽然宝可梦是RPG,但出于显而易见的原因,故事叙述和角色塑造一直优先级较低。我想知道这次是否有所改变?虽然故事不是重点可以理解,但我常觉得宝可梦处于一个有点尴尬的位置:故事和对话不能太严肃,但也很少刻意搞笑——不像《纸片马力欧》那样。
大森滋
When we’re creating the story for Pokémon games the biggest thing for us, over the story, is the gameplay. So we really want to create really solid gameplay that people can enjoy. The story we make is really to bring out the best aspects of the gameplay, that’s how we go about it, rather than starting with saying we want to make this grand story and then building the game based from that. Instead, we really start with the gameplay aspects.
我们在创作宝可梦游戏的故事时,对我们来说最重要的,超过故事的,是玩法。所以我们真的想创造出非常扎实的玩法,让人们能够享受。我们制作的故事实际上是为了展现玩法的最佳方面,这就是我们的做法,而不是一开始就说我们要做一个宏大的故事,然后以此为基础来构建游戏。相反,我们真的是从玩法方面开始。
大森滋
So in terms of the story for this time around, it’s a very simple tale of wanting to become a superstar. You’ve got this kind of sports event related gym challenge, so you want to become a star, you want to become a champion. So that kind of simple story is something that can really immerse people into the gameplay – fighting to become champion.
所以这次的故事,是一个非常简单的想要成为超级明星的故事。你有这种与体育赛事相关的道馆挑战,所以你想成为明星,你想成为冠军。这种简单的故事能够真正让人沉浸在玩法中——为成为冠军而战。
大森滋
You mentioned Paper Mario and the kind of jokey story that has and if that’s something that were to fit into a gameplay style that we create then that sort of thing is something we might consider. But it really is gameplay first and then we build a story that can bring out the best of that, rather than the other way round.
你提到了《纸片马力欧》和它那种搞笑的故事,如果那适合我们创造的玩法风格,那么那种东西是我们可能会考虑的。但真的是玩法优先,然后我们构建一个能展现其最佳方面的故事,而不是反过来。
GC
And just finally, given the graphics are now so much better, I’m sure every pokéfan has thought about this but I ask this seriously: would you really want to live in the Pokémon world if it was real? On the one hand it’d be great because you can have Pikachu as a pal but on the other you’ve got spiders the size of coffee tables and ghosts that are real.
最后,鉴于画面现在好多了,我相信每个宝可梦粉丝都想过这个问题,但我认真地问:如果宝可梦世界是真的,你真的想住在那里吗?一方面会很棒,因为你可以有皮卡丘做伙伴,但另一方面你有咖啡桌大小的蜘蛛和真实的幽灵。
增田顺一
[laughs] It’s sure to be a good thing because pokémon, really, are all friendly. So if they actually existed they definitely wouldn’t try and destroy the world or anything.
[笑] 这肯定是件好事,因为宝可梦其实都很友善。所以如果它们真的存在,绝对不会试图毁灭世界之类的。
GC
Well, that’s a relief.
那就放心了。
增田顺一
[laughs] Although if you did something really bad they might kind of gang up on you…
[笑] 不过如果你做了什么很坏的事,它们可能会联合起来对付你……
GC
[laughs] Okay, well I’ll bear that in mind. Thank you very much for your time, it’s been great to talk to you both.
[笑] 好,我会记住的。非常感谢你们抽出时间,和二位交谈很愉快。
增田顺一
[in English] Thank you!
[用英语] 谢谢!
大森滋
[in English] Thank you!
[用英语] 谢谢!
Index 本篇提到
- 人
- David Jenkins小泉欢晃
- 地点
- 伦敦伽勒尔地区东京
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