2013 Nintendo Life
增田顺一与吉田宏信谈《宝可梦 X·Y》
增田顺一 × 吉田宏信
增田顺一与吉田宏信谈《宝可梦 X·Y》的3D转型、卡洛斯地区与超级进化。
Contents 本篇 13 章
- 今天很高兴见到二位。非常感谢让我们试玩X和Y,我们玩得很开心。先来个轻松的破冰问题吧,三只...
- 我们也是呱呱泡蛙的大粉丝!抱歉了哈力栗,今天这里没人爱你。那么,你们为什么决定把这一世代命...
- 在《宝可梦 黑2·白2》中有一个钥匙系统,它可以帮助你捕捉雷吉系列宝可梦,并让你访问版本限...
- 卡洛斯的外观和感觉灵感来自法国;你们还想把未来的宝可梦游戏设定在其他哪些国家?
- 我们很喜欢朝香镇和密阿雷市各处散布的小咖啡馆,它们售卖“热巧克力”和“牛奶咖啡”,法国的灵...
- 在花了这么长时间以俯视视角制作核心系列之后,转向全3D环境感觉如何?
- 转向3D以及增加的挑战,是否意味着你们不得不扩大Game Freak的开发团队规模?
- 我们有大约200人参与《X/Y》的开发,还有本地化人员。在制作人员名单中出现了大约500个名字!
- 在《X/Y》中有一群新的反派,叫做闪焰队——你能给我们稍微介绍一下他们吗?
- [笑]好吧,那我们尽量不剧透!我们非常喜欢轮滑,还有在新作里骑着宝可梦到处跑!你们个人最喜...
- 经常使用宝可梦友谊模式,在战斗或数值上会有什么好处吗?
- 有没有什么额外功能是你们想放进X和Y、但最终没能加入的?
- 能给我们举个例子吗?
On 12th October budding Pokémon masters will be able to explore first-hand the beautiful polygonal 3D environments of the French-inspired region of Kalos, where trainers rush around on roller-skates and a giant Ryhorn snoozes outside your front door. We caught up with Pokémon X and Y’s Director Junichi Masuda and Chief Designer Hironobu Yoshida to find out more about the development and features of the upcoming title.
10月12日,有志成为宝可梦大师的玩家将能亲身探索以法国为灵感设计的卡洛斯地区,那里有着精美的多边形3D环境,训练家们穿着轮滑鞋四处穿梭,一只巨大的铁甲暴龙在你家门前打盹。我们采访了《宝可梦 X·Y》的总监增田顺一和首席设计师吉田宏信,以了解更多关于这款即将推出的作品的开发情况和特色。
Nintendo Life
It’s lovely to meet you both today. Thank you very much for letting us play X & Y, we really enjoyed our time with the game. Let’s have a quick ice-breaker question, out of the three new starter Pokémon (Fennekin, Chespin and Froakie) which one would you pick?
今天很高兴见到二位。非常感谢让我们试玩X和Y,我们玩得很开心。先来个轻松的破冰问题吧,三只新初始宝可梦(火狐狸、哈力栗和呱呱泡蛙)中,你会选哪一只?
增田顺一
The one I pick the most is Fennekin. During my play-testing I found myself always picking Fennekin as my first Pokémon. It’s just so cute and you feel like you really want to take care of it!
我选得最多的是火狐狸。在试玩测试时,我发现自己总是把火狐狸选为第一只宝可梦。它实在太可爱了,让人感觉真的很想照顾它!
吉田宏信
Well… I like frogs, so Froakie is the one I always pick. [Laughs]
嗯……我喜欢青蛙,所以我总是选呱呱泡蛙。[笑]
Nintendo Life
We’re big Froakie fans too! Sorry Chespin, no love for you here today. So, why did you decide to name this generation ‘X’ and ‘Y’? Do they hold any significance beyond the design of legendary Pokémon Xerneas and Yvetal?
我们也是呱呱泡蛙的大粉丝!抱歉了哈力栗,今天这里没人爱你。那么,你们为什么决定把这一世代命名为“X”和“Y”?除了传说宝可梦哲尔尼亚斯和伊裴尔塔尔的设计之外,它们还有其他含义吗?
增田顺一
We actually came up with the titles before we even had the legendary Pokémon designs. The ‘X’ and ‘Y’ titles come from the X and Y axis and we used these as ways to represent different ways of thought, different opinions, but also where these axis overlap. The message that we wanted to send and the theme we had in mind was finding that common ground that we all share.
其实我们连传说宝可梦的设计都还没有的时候,就已经想好了标题。“X”和“Y”这两个标题来自X轴和Y轴,我们用它们来代表不同的思维方式、不同的观点,同时也代表这些轴相交的地方。我们想传达的信息和心中的主题,就是找到我们共有的共同点。
吉田宏信
When it came to the legendary Pokémon design we knew that when viewed from far away we wanted them to look kind of like an X or a Y, so that was the main direction we went for.
说到传说宝可梦的设计,我们知道从远处看时,希望它们看起来有点像X或Y,所以这就是我们主要的方向。
Nintendo Life
In Pokémon Black and White 2 there was a key system, which helped you catch the Regis and gave you access to version exclusive content, such as the Black City and the White Forest. Will there be a similar feature in X and Y?
在《宝可梦 黑2·白2》中有一个钥匙系统,它可以帮助你捕捉雷吉系列宝可梦,并让你访问版本限定内容,比如黑色城市和白色森林。X和Y中会有类似的功能吗?
增田顺一
In regards to the key system that existed in Black and White 2 that was something that we implemented after we had the balance right in Pokémon Black and White, so we put that in to add in some more options as a sequel to the game. But as X and Y is a totally new entry we have added a lot of new changes, and completely rebalanced the game, so we didn’t really think about putting in a similar system this time around.
关于《黑2/白2》中存在的钥匙系统,那是我们在《宝可梦 黑·白》的平衡调整好之后才实装的,所以作为游戏的续作,我们加入它是为了增加一些选项。但X和Y是全新的作品,我们加入了许多新变化,并完全重新平衡了游戏,所以这次我们并没有真正考虑加入类似的系统。
Nintendo Life
The look and feel of Kalos is inspired by France; are there other countries which you’d like to base future Pokémon games on?
卡洛斯的外观和感觉灵感来自法国;你们还想把未来的宝可梦游戏设定在其他哪些国家?
增田顺一
We’re always thinking about places in the real world to get ideas and inspiration from. This time with Pokémon X and Y we focused on the theme of ‘beauty’ and we really felt that France matched that. The name ‘Kalos’ is actually an ancient Greek word that means ‘beauty’, so that ties in with the theme too. So inspiration for future regions really depends on what kind of theme we’re going for and finding a place in the real world that matches that.
我们一直在思考现实世界中的地方,从中获取想法和灵感。这次在《宝可梦 X·Y》中,我们以“美丽”为主题,而我们真的觉得法国与之相符。“卡洛斯”这个名字其实是古希腊语中意为“美丽”的词,所以这也与主题相呼应。因此,未来地区的灵感实际上取决于我们要追求什么样的主题,并找到一个与之相符的现实世界中的地方。
增田顺一
The theme of X and Y is ‘beauty’ and France matches that. ‘Kalos’ is actually an ancient Greek word that means ‘beauty’.
《X/Y》的主题是“美丽”,而法国与之相符。“卡洛斯”其实是古希腊语中意为“美丽”的词。
Nintendo Life
We loved all of the little cafes dotted around Vaniville Town and Luminose City selling ‘chocolat chaud’ and ‘café au lait’, the French inspiration is very clear![/b]
我们很喜欢朝香镇和密阿雷市各处散布的小咖啡馆,它们售卖“热巧克力”和“牛奶咖啡”,法国的灵感非常明显![/b]
吉田宏信
I think that with Pokémon X and Y, even people who have never been to France will maybe play the games, and possibly later on go to France and recognise some of the locations – that would be quite fun! [laughs]
我认为,有了《宝可梦 X·Y》,即使是从未去过法国的人或许也会玩这些游戏,之后可能还会去法国,并认出其中一些地点——那会相当有趣![笑]
Nintendo Life
What has it been like moving into fully 3D environments when you’ve spent so long making the core series in a top-down viewpoint?
在花了这么长时间以俯视视角制作核心系列之后,转向全3D环境感觉如何?
增田顺一
This time with the move to full 3D you can freely manipulate the camera angles, which you couldn’t do before. Being able to move cameras around freely and frame the scene just how we wanted added a lot of new possibilities, but at the same time a few challenges. It was difficult trying to get that right. For example, we can show scenes from any angle, but due to hardware limitations we can’t show things that are really far away, the rendering power isn’t quite there so there’s a drop in performance. Because of this we had to find ways around this, for example if we wanted to show a town from far away we can do that camera angle but we have to maybe use a lower polygon model for the background. So there’s a lot of new challenges that we have to deal with by having this new freedom with the camera angles.
这次转向全3D后,你可以自由操控镜头角度,这是以前做不到的。能够自由移动镜头并按照我们想要的方式构图,带来了许多新的可能性,但同时也带来了一些挑战。要把它做好很困难。例如,我们可以从任何角度展示场景,但由于硬件限制,我们无法展示非常遥远的东西,渲染能力还不够,所以性能会下降。因此我们必须想办法绕过这个问题,比如如果我们想从远处展示一个城镇,我们可以采用那个镜头角度,但也许必须为背景使用多边形数量较低的模型。所以,由于镜头角度有了这种新的自由,我们必须应对许多新的挑战。
Nintendo Life
Has the move to 3D and increased challenges meant that you’ve had to increase the size of your development team at Game Freak?
转向3D以及增加的挑战,是否意味着你们不得不扩大Game Freak的开发团队规模?
Nintendo Life
We had around 200 people working on the development of X and Y, as well as localisation staff. In the credits around 500 names that appear!
我们有大约200人参与《X/Y》的开发,还有本地化人员。在制作人员名单中出现了大约500个名字!
增田顺一
Yes, definitely, we have a much larger group of people working on the games this time around. On the actual development of the game we have around 200 people working on X and Y, and then with the global simultaneous release of the titles we have more localisation staff and other people to make that possible. I think in the credits there is around 500 names that appear. And even outside of those people, there are some involved in the development of the game in some way!
是的,确实如此,这次我们有更大的一群人参与游戏制作。在实际的游戏开发中,我们有大约200人参与《X/Y》,而由于本作的全球同步发售,我们有更多的本地化人员和其他人员来实现这一点。我想制作人员名单中大约出现了500个名字。而且除了这些人之外,还有一些人以某种方式参与了游戏的开发!
Nintendo Life
In X and Y there are a new group of villains called Team Flare – could you tell us a little bit about them?
在《X/Y》中有一群新的反派,叫做闪焰队——你能给我们稍微介绍一下他们吗?
增田顺一
So this time around I think that the villainous team are a bit more charming, and funny than maybe other groups in past games. But with the global simultaneous release of X and Y I really want people to experience Team Flare for themselves, and find out exactly what they’re up to.
所以这一次,我觉得反派团队比过去游戏中的其他组织更有魅力,也更有趣。不过随着X和Y在全球同步发售,我真的很希望玩家能亲自体验闪焰队,弄清楚他们到底在搞什么名堂。
Nintendo Life
[laughs] Okay, let’s try to keep this spoiler-free then! We absolutely love the roller-skating and how you can ride about on Pokémon in the new game! What are your personal favourite aspects of X & Y?
[笑]好吧,那我们尽量不剧透!我们非常喜欢轮滑,还有在新作里骑着宝可梦到处跑!你们个人最喜欢X和Y的哪些方面?
增田顺一
Ever since the development of Black and White finished and even before it went on sale, I wanted to focus on the concept of beauty this time around, and I really like the world we managed to create. But when it comes to a favourite specific element I think it has to be Pokémon Amie mode. I’ve always wanted to be able to reach out and pet Pokémon, and with Pokémon Amie I’ve finally been able to make that possible, as you can can also play with them. For example you can do little copying mini-games, where you tilt your head and your Pokémon copy you, or maybe you close your eyes and they close their eyes too – of course you can’t see them, you’ve got your eyes shut, but they’re doing it! [laughs]
从《黑/白》开发结束、甚至还没发售的时候起,我这次就想把重点放在“美”这个概念上,我很喜欢我们最终创造出的这个世界。但要说最喜欢的某个具体要素,我觉得还是宝可梦友谊模式(Pokémon Amie)。我一直希望能伸出手去抚摸宝可梦,有了宝可梦友谊模式,我终于让这件事成为可能,你还可以和它们一起玩。比如可以玩一些模仿小游戏,你歪歪头,宝可梦就模仿你;或者你闭上眼睛,它们也闭上眼睛——当然你看不见它们,因为你眼睛闭着,但它们确实在这么做![笑]
Nintendo Life
Are there any battle or stat benefits to regularly using Pokémon Amie mode?
经常使用宝可梦友谊模式,在战斗或数值上会有什么好处吗?
增田顺一
Yes, by doing this you build a more personal relationship with your Pokémon, and it has some gameplay benefits. The better friends you become, the more your Pokémon might start dodging moves in battle, or landing more critical hits.
有的,这样做能让你和宝可梦建立更亲密的关系,也会带来一些玩法上的好处。你们成为越好的朋友,你的宝可梦在战斗中就越可能开始闪避招式,或者打出更多击中要害。
吉田宏信
From a graphics designer perspective I was in charge of creating the Pokédex for X and Y, so this is my favourite element of X and Y. This time we’ve been able to move into 3D so the actual Pokémon model will appear on the Pokédex screen and you can freely move it around, and look at the Pokémon from any angle.
从图形设计师的角度来说,我负责制作X和Y的宝可梦图鉴 App,所以这是我在X和Y里最喜欢的部分。这次我们得以进入3D,实际的宝可梦模型会出现在宝可梦图鉴 App的画面上,你可以自由转动它,从任意角度观察宝可梦。
Nintendo Life
Were there any extra features that you wanted to put in X & Y that didn’t quite make the final cut?
有没有什么额外功能是你们想放进X和Y、但最终没能加入的?
增田顺一
Of course I have a lot of ideas every time around, so quite a few of them didn’t make it into the final game. It really comes down to balancing the ease of implementation and whether or not people will really enjoy that feature.
当然,我每次都会有很多想法,所以有不少没能进入最终游戏。归根结底要看实现起来的难易程度,以及人们是否真的会喜欢那个功能。
Nintendo Life
Is there an example you could give us?
能给我们举个例子吗?
增田顺一
Well… Now I have to think of something that, you know, won’t be used by competitors! [laughs] But one thing that I wanted to put in that didn’t quite make it was a translating machine for Pokémon cries, to find out what they’re saying. So you have this machine, and when a Pokémon cries out something, text would appear telling you exactly what that Pokémon is saying.
嗯……现在我得想一个,你知道,不会被竞争对手拿去用的点子![笑]不过有一个我想加入、但最终没能实现的东西,是翻译宝可梦叫声的机器,用来弄清它们在说什么。你有了这台机器,当宝可梦叫出声时,屏幕上就会出现文字,告诉你那只宝可梦到底在说什么。
吉田宏信
Really? I never knew!
真的吗?我从来不知道!
增田顺一
Yes, I really wanted to put that in, but then thinking about the amount of text that we would have to include, with now over 600 Pokémon, it would be a really big task. This could be something that might appear in future games, but it sadly didn’t make X and Y.
是的,我真的很想把它加进去,但考虑到我们得加入的文本量,现在宝可梦已经超过600种,这会是一项非常庞大的工程。这可能会出现在未来的游戏里,但遗憾的是它没能进入X和Y。
增田顺一
On page two we discuss the 2DS, Fairy type, Mega Evolutions and that rather intriguing Wii U teaser video.
在第二页,我们会讨论2DS、妖精属性、超级进化,以及那个相当引人好奇的Wii U预告视频。