[访谈翻译] PocketMonsters 独家专访开发团队:岩尾和昌与大森滋谈《究极之日/究极之月》
档案记录
- Date
- 2017.10.19
- Source
- An Exclusive Interview with the makers of Pokémon Ultra Sun and Pokémon Ultra Moon!
- People
- Pokemon.com, 大森滋, 岩尾和昌
- Game / Work
- 宝可梦
- Page
- 未标注
- Language
- en
- Status
- done
原始资料
专访配图
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
专访配图
原文
An Exclusive Interview with the makers of Pokémon Ultra Sun and Pokémon Ultra Moon! - PocketMonsters.Net
译文
《究极之日/究极之月》开发者独家专访! - PocketMonsters.Net
原文
An Exclusive Interview with the makers of Pokémon Ultra Sun and Pokémon Ultra Moon!
译文
《究极之日/究极之月》开发者独家专访!
原文
The following Interview was originally posted on Pokemon.com on November 9th, 2017.
译文
以下访谈最初于2017年11月9日发布在Pokemon.com上。
原文
With the impending release of Pokémon Ultra Sun and Pokémon Ultra Moon for the Nintendo 3DS family of systems, we are growing more and more excited about making a return trip to the Alola region. To learn more about our upcoming expedition, we turned to GAME FREAK, the developers of the game, for a little extra insight. We were lucky enough to chat with Kazumasa Iwao, the director of Pokémon Ultra Sun and Pokémon Ultra Moon, and Shigeru Ohmori, the director of Pokémon Sun and Pokémon Moon and current producer of Pokémon Ultra Sun and Pokémon Ultra Moon, who both shared their experiences and thought processes about designing the latest journey into the wonderful world of Pokémon.
译文
随着《宝可梦 究极之日/究极之月》即将在任天堂3DS系列主机上发售,我们对于重返阿罗拉地区愈发兴奋。为了更深入地了解这次即将到来的冒险,我们向游戏开发者GAME FREAK请教了一些额外的见解。我们有幸与《宝可梦 究极之日/究极之月》的导演岩尾和昌,以及《宝可梦 太阳/月亮》的导演、《宝可梦 究极之日/究极之月》的现任制作人大森滋进行了交谈,他们分享了设计这段宝可梦奇妙世界最新旅程的经验与思考过程。
原文
Know Your History
译文
了解你的历史
原文
Pokemon.com: What were your first experiences with the Pokémon brand as players? How did you end up working at GAME FREAK?
译文
Pokemon.com:你们作为玩家第一次接触宝可梦品牌的经历是怎样的?你们最终是如何进入GAME FREAK工作的?
原文
Kazumasa Iwao: I first played the Pokémon Red and Pokémon Green games when I was a kid and enjoyed each entry in the series after that. When it became time to look for work, I thought about what I wanted to do, and I knew I wanted create games. So I decided to pursue a career at GAME FREAK, who had created some of the games I really enjoyed.
译文
岩尾和昌:我小时候第一次玩了《宝可梦 红/绿》,之后系列每一作都玩得很开心。到了找工作的年纪,我思考自己想做什么,知道自己想创造游戏,于是决定在GAME FREAK谋求职业发展,因为他们制作了我非常喜欢的一些游戏。
原文
Shigeru Ohmori: My younger brother was the perfect age for Pokémon Red and Pokémon Green when they came out, and I picked up the games to play together with him. We both got really hooked on the games, and we would battle and trade together, along with his friends.
译文
大森滋:我的弟弟在《宝可梦 红/绿》发售时正好是合适的年龄,我买了游戏和他一起玩。我们俩都深深沉迷其中,经常和他的朋友们一起对战和交换宝可梦。
原文
I knew I wanted to work in video games as a game designer, but there weren’t a lot of companies at the time recruiting for that position. However, I found a job posting at GAME FREAK to the position and applied for it.
译文
我知道自己想以游戏设计师的身份进入电子游戏行业,但当时招聘该职位的公司并不多。不过,我看到了GAME FREAK的招聘启事,便申请了。
原文
Pokemon.com: What were the first titles you worked on, and what were your roles on those games?
译文
Pokemon.com:你们参与的第一款作品是什么?在其中担任什么角色?
原文
Mr. Iwao: I first worked on Pokémon Black and Pokémon White as a game designer. I worked on the UI, battle system, and the Pokémon Musical feature. I was a complete beginner and wasn’t knowledgeable about game development, but I was lucky to be able to work on so many different aspects of the game.
译文
岩尾和昌先生:我最初以游戏设计师的身份参与了《宝可梦 黑/白》的开发,负责用户界面、对战系统以及宝可梦音乐剧功能。当时我是个完全的新手,对游戏开发知之甚少,但很幸运能接触到游戏如此多的不同方面。
原文
Mr. Ohmori: I first worked as a game designer on the Pokémon Ruby and Pokémon Sapphire games. I worked primarily on the game environments and communication features. For the television connectivity features, I came up with the initial concepts and worked on them to completion.
译文
大森滋先生:我最初以游戏设计师的身份参与了《宝可梦 红宝石/蓝宝石》的开发,主要负责游戏环境和通信功能。对于电视连接功能,我提出了初始概念并负责完成。
原文
The Roots of Pokémon Ultra Sun and Pokémon Ultra Moon
译文
《究极之日/究极之月》的根源
原文
Pokemon.com: These games are a bit of a departure from previous follow-up titles like Pokémon Yellow: Special Pikachu Edition or even Pokémon Black Version 2 and Pokémon White Version 2. What would you call out as the core concept behind Pokémon Ultra Sun and Pokémon Ultra Moon?
译文
Pokemon.com:这些游戏与之前的后续作品,如《宝可梦 黄:皮卡丘特别版》或《宝可梦 黑2/白2》相比,有些不同。您认为《宝可梦 究极之日/究极之月》的核心概念是什么?
原文
Mr. Iwao: We came up with the theme of “core” for the development of the game. We decided that we wanted to always focus on the core, or what serves as the base of things, and always focus on what is truly important when developing this game, and that’s how we landed on the theme. What is the “core” of Pokémon? What is the “core” or an RPG? What is the “core” of what makes a game? We would constantly ask ourselves these kinds of questions to make sure we were on the right track when coming up with new ideas for the game or making development decisions.
译文
岩尾先生:我们为游戏开发提出了“核心”这一主题。我们决定始终专注于核心,即事物的基础,并在开发这款游戏时始终关注真正重要的东西,这就是我们确定这一主题的过程。什么是宝可梦的“核心”?什么是RPG的“核心”?什么是一款游戏之所以成为游戏的“核心”?我们会不断问自己这类问题,以确保在构思新想法或做出开发决策时走在正确的道路上。
原文
Pokemon.com: Bringing back so many characters from previous games with Team Rainbow Rocket unifies the Pokémon universe in a way we haven’t quite seen before. What was the impetus for that idea?
译文
Pokemon.com:通过彩虹火箭队让这么多前作角色回归,以一种我们前所未见的方式统一了宝可梦的世界。这个想法的推动力是什么?
原文
Mr. Iwao: Pokémon Ultra Sun and Pokémon Ultra Moon are really kind of a culmination of our efforts up until now, and we knew when setting out on development that we wanted to do something that features haracters from the other Pokémon games. At first, we were planning to just have some of the bosses from previous games appear in the Battle Agency, but these characters have so much personality, and our story writer felt like he could come up with a story featuring them that could be possible only in Pokémon Ultra Sun and Pokémon Ultra Moon. That’s how the post-game Team Rainbow Rocket scenario got its start.
译文
岩尾先生:《究极之日/究极之月》可以说是我们迄今为止努力的集大成之作。在开发之初,我们就知道要做一些以其他宝可梦游戏角色为特色的内容。起初,我们只打算让前作中的一些关主训练家出现在代理人对战中,但这些角色个性十足,我们的剧情作者觉得可以构思一个只有《究极之日/究极之月》才能实现的故事来展现他们。于是,通关后的彩虹火箭队剧情就这样开始了。
原文
In the game, each of the bosses comes from a world in which they managed to fulfill their dark ambitions. Worlds in which the player character must not have existed. Playing with parallel worlds like this is only possible because of the existence of an Ultra Wormhole in Pokémon Ultra Sun and Pokémon Ultra Moon. Because the player character exists in the Alola region, he or she will have the chance to stop them from achieving their ambitions.
译文
在游戏中,每位关主训练家都来自一个他们成功实现了黑暗野心的世界。在那个世界里,玩家角色一定不存在。之所以能这样玩转平行世界,是因为《究极之日/究极之月》中存在究极之洞。由于玩家角色存在于阿罗拉地区,他或她将有机会阻止他们实现野心。
原文
Familiar Characters Return
译文
熟悉角色回归
原文
Pokemon.com: With the return of Team Rocket and many of these older characters, to what extent did you research how these characters appeared in previous games? And how closely did you adhere to the legacy of those characters?
译文
Pokemon.com:随着火箭队和许多老角色的回归,你们在多大程度上研究了这些角色在前作中的表现?你们在多大程度上遵循了这些角色的传承?
原文
Mr. Iwao: The setting for these characters is that they were successful in achieving their ambitions in their universe, so we tried to reflect that in their dialogue. Their personalities are of course what fans of the series will expect, but I think players will also get a chance to see new sides to these characters.
译文
岩尾先生:这些角色的设定是他们在自己的宇宙中成功实现了野心,所以我们试图在对话中体现这一点。他们的性格当然是系列粉丝所期待的,但我认为玩家也有机会看到这些角色的新一面。
原文
Pokemon.com: How did you decide which characters to bring back? And were there any challenges in figuring out how to have these characters work together?
译文
Pokemon.com:你们是如何决定让哪些角色回归的?在构思如何让这些角色合作时,是否遇到任何挑战?
原文
Mr. Iwao: It wasn’t a huge challenge to come up with a story so that it all made sense. Guzma even helps you as an ally during the episode. With that said, of course it’s best for the bosses of villainous organizations to behave like you would expect a boss of a villainous organization to behave, so we approached it with a great amount of respect to the other entries in the series.
译文
岩尾先生:构思一个合情合理的故事并不是什么大挑战。古兹马甚至会在剧情中作为盟友帮助你。话虽如此,反派组织的关主训练家当然最好表现得像你期望的反派组织关主那样,所以我们以对系列其他作品极大的尊重来处理这件事。
原文
The Creative Approach
译文
创意方法
原文
Pokemon.com: Mr. Ohmori was the director on Pokémon Omega Ruby and Pokémon Alpha Sapphire, then again on Pokémon Sun and Pokémon Moon. What were some of the most important lessons he learned from his predecessors? And what were the lessons that Mr. Iwao learned from Mr. Ohmori?
译文
Pokemon.com:大森先生曾担任《宝可梦 欧米伽红宝石/阿尔法蓝宝石》的导演,后来又担任《宝可梦 太阳/月亮》的导演。他从前辈那里学到的最重要的经验是什么?岩尾先生又从大森先生那里学到了什么?
原文
Mr. Iwao: I learned a lot from Ohmori. Most importantly, that it is also vital to have a clear vision when creating something, and to always make your desires and requests clear to the team. Also, that it’s crucial to review everything that the team creates. All of this is essential to creating a high-quality game. I also learned that it’s necessary to give the team a lot of freedom and to not micromanage too much or get too involved in the day-to-day work, so that you get too busy to review everything as a director.
译文
岩尾先生:我从大森先生那里学到了很多。最重要的是,在创作时要有清晰的愿景,并且始终向团队明确表达你的期望和要求。此外,审查团队创作的一切也至关重要。所有这些对于打造高质量游戏都是必不可少的。我还学到了要给团队很大的自由度,不要过度微观管理或过多介入日常工作,否则作为导演会忙得无法审查一切。
原文
Pokemon.com: How did your previous roles in development shape your approaches as directors?
译文
Pokemon.com:你们之前在开发中的角色是如何塑造你们作为导演的方法的?
原文
Mr. Iwao: I feel like my experience working on many different aspects of the games has afforded me a broader view over the whole project as director.
译文
岩尾先生:我觉得我在游戏多个不同方面的工作经验,让我作为导演能够对整个项目有更广阔的视野。
原文
Mr. Ohmori: As a game designer, I worked directly with a lot of people in different roles, and as a result, I believe I was able to deepen my understanding of what is important to everyone on the team and what they value. That knowledge really came in handy when I became director.
译文
大森先生:作为游戏设计师,我与许多不同职位的人直接合作,因此,我相信我加深了对团队中每个人看重什么、什么对他们重要的理解。当我成为导演时,这些知识真的派上了用场。
原文
Unleash the Ultra Beasts
译文
释放究极异兽
原文
Do you take a different approach when it comes to designing Ultra Beasts than you would with a new Pokémon?
译文
在设计究极异兽时,您会采取与设计新宝可梦不同的方法吗?
原文
With the Ultra Beasts, Ken Sugimori, who oversees the Pokémon designs, came up with the concept of doing things we typically avoid when creating new Pokémon. For example, taking the soft texture of a jellyfish and pairing it with glass, or taking something that normally looks small and weak—like a mosquito—and making it super muscular. With these kind of concepts, we were able to create Ultra Beasts that give a very different impression to the Pokémon that have been created thus far.
译文
关于究极异兽,负责宝可梦设计的杉森建先生提出了一个概念,即尝试我们在创造新宝可梦时通常会避免的做法。例如,将水母柔软的质感与玻璃相结合,或者将通常看起来弱小的事物——比如蚊子——变得超级强壮。通过这些概念,我们创造出了与以往宝可梦印象截然不同的究极异兽。
原文
Surfing, Rainbows, and More
译文
冲浪、彩虹与更多
原文
Is Mantine Surf an homage to the Surfing Pikachu in Pokémon Yellow: Special Pikachu Edition? Pokémon games don’t often have action-oriented minigames, so what prompted the return of this concept?
译文
巨翅飞鱼冲浪是否是对《宝可梦 皮卡丘》中冲浪皮卡丘的致敬?宝可梦游戏通常不常包含动作导向的小游戏,是什么促使了这个概念的回归?
原文
There were two reasons. One is that we wanted to differentiate the games from Pokémon Sun and Pokémon Moon, so we wanted to change how the gameplay felt to some extent, and one way we accomplished that was by adding some action-based elements (that won’t prevent you from progressing if the gameplay is too difficult, though). We also wanted to feature the allure of the Alola region even more than before, and we knew we could accomplish that using surfing as an action. I think Pikachu’s Beach was another good feature to go into a game that served as the culmination of its series.
译文
有两个原因。一是我们希望让游戏与《宝可梦 太阳/月亮》有所区别,因此想在一定程度上改变游戏玩法,其中一种方式就是加入一些动作元素(不过如果难度过高,也不会妨碍你推进游戏)。我们还希望比以往更突出阿罗拉地区的魅力,而我们知道可以通过冲浪这一动作来实现。我认为皮卡丘的海滩也是一个很好的特色,适合放入作为系列集大成之作的游戏中。
原文
Considering Necrozma, Team Rainbow Rocket, the new Ultra Beasts, Team Skull, and others, there are a lot of challengers for the player in these games. How do you balance the roles of these different adversaries?
译文
考虑到奈克洛兹玛、彩虹火箭队、新的究极异兽、骷髅队等,这些游戏中有许多对手。您如何平衡这些不同敌人的角色?
原文
Since Team Rainbow Rocket only appears after you complete the main story, I wasn’t too concerned with that, but I think we found a good balance with all of the other elements by placing Necrozma at the center of the story. The Legendary Pokémon that are featured on the game packages are also at the center of the story, which is really a “core” tradition of Pokémon games.
译文
由于彩虹火箭队只在主线剧情完成后出现,我对此并不太担心,但我认为通过将奈克洛兹玛置于故事中心,我们找到了与其他元素之间的良好平衡。游戏包装上出现的传说宝可梦也处于故事中心,这确实是宝可梦游戏的核心传统。
原文
Some players voiced a desire for more post-game content in Pokémon Sun and Pokémon Moon. Is that something you’ve expanded upon for Pokémon Ultra Sun and Pokémon Ultra Moon?
译文
一些玩家表达了希望在《宝可梦 太阳/月亮》中有更多通关后内容的愿望。在《宝可梦 究极之日/究极之月》中,你们是否对此进行了扩展?
原文
The scenario featuring Team Rainbow Rocket is only accessible after the player completes the main game. We also have plenty of sub-events for players to enjoy, and there are plenty of rewards to be had for playing Mantine Surf and the Ultra Warp Ride, even after you finish the main story. It’s my hope players will continue to spend lots of time enjoying the game after completing the main scenario.
译文
包含彩虹火箭队的剧情只有在玩家完成主线后才能进入。我们还有很多支线事件供玩家享受,而且在完成主线后,玩巨翅飞鱼冲浪和究极空间跳跃骑行也能获得大量奖励。我希望玩家在完成主线剧情后能继续花大量时间享受游戏。
原文
Closing Thoughts
译文
结语
原文
Where does the original creative spark for a new Pokémon game usually come from? What are the first things you work on when you get that spark?
译文
新宝可梦游戏的创意火花通常来自哪里?当您获得这个火花时,您首先着手做什么?
原文
There isn’t a predetermined process for it, but I can explain how I approach things. I start with the setting and thinking about what kind of place the region should be. Are there mountains? Rivers? How much of the region is connected to the ocean? I start by answering these questions and then thinking about how the Pokémon live in that region and what kind of Pokémon we need for the game. Of course, I think about the story at the same time, but in the end, I make adjustments to make sure everything works with the settings.
译文
这并没有固定的流程,但我可以解释我的做法。我从设定开始,思考这个地区应该是什么样的地方。有山吗?有河流吗?这个地区与海洋相连的部分有多少?我从回答这些问题开始,然后思考宝可梦如何在该地区生活,以及我们需要什么样的宝可梦。当然,我也会同时考虑故事,但最终我会进行调整,以确保一切与设定相符。
原文
How much do you take into account the current competitive environment when designing a new game?
译文
在设计新游戏时,你们在多大程度上考虑当前的竞技环境?
原文
Of course, we pay attention to the competitive environment and monitor it when making adjustments to the game, but we don’t really directly respond to specific requests from players. We don’t want to just put in things that players expect, but instead we want to be always one step ahead and implement things that players aren’t anticipating.
译文
当然,我们会关注竞技环境,并在调整游戏时进行监控,但我们不会直接回应玩家的具体要求。我们不想只是加入玩家期待的东西,而是希望始终领先一步,实现玩家未曾预料的内容。
原文
With these games, what new features are you most excited for Pokémon Sun and Pokémon Moon players to experience?
译文
在这些游戏中,您最期待《宝可梦 太阳/月亮》的玩家体验到哪些新功能?
原文
I can’t speak in too much detail, but I’m most excited for players to see the conclusion of Necrozma’s story.
译文
我不能透露太多细节,但我最期待玩家看到奈克洛兹玛故事的结局。
原文
I’m most excited for players to get a chance to experience an all-new adventure in the Alola region with a different story from Pokémon Sun and Pokémon Moon, and, hopefully, fall in love with the Alola region even more.
译文
我最期待玩家有机会在阿罗拉地区体验一段全新的冒险,其故事与《宝可梦 太阳/月亮》不同,并希望他们能更加喜爱阿罗拉地区。
原文
Many thanks to Mr. Iwao and Mr. Ohmori for taking the time to chat with us about their latest game.
译文
非常感谢岩尾先生和大森先生抽出时间与我们谈论他们的最新游戏。
原文
This page has been viewed 8965 times.
译文
此页面已被浏览 8965 次。
原文
Last updated 09 Nov 2017 20:23 by Sunain.
译文
最后更新于 2017 年 11 月 9 日 20:23,由 Sunain 更新。
原文
Revision #7
译文
修订版本 #7
原文
Page Tags: Interview Ultra Sun Ultra Moon Shigeru Ohmori
译文
页面标签:访谈、究极之日、究极之月、大森滋
原文
Pokémon, all assorted characters, images and audio are ©GAME FREAK, Nintendo, Creatures, TV Tokyo, ShoPro and The Pokémon Company. All images, text and audio are used in an editorial context. No site content, information, translations, news, images or otherwise may be reposted to any website without express permission from the staff.
译文
宝可梦、所有相关角色、图像和音频均©GAME FREAK、任天堂、Creatures、东京电视台、ShoPro 和 The Pokémon Company。所有图像、文本和音频均用于编辑用途。未经工作人员明确许可,任何网站内容、信息、翻译、新闻、图像或其他内容均不得转载至任何网站。
原文
| Website Programming: JDS, Hiroki, Sunain | Rev: ea5db73d |
译文
| 网站编程:JDS、Hiroki、Sunain | 修订版本:ea5db73d |
原文
| Site: About Us | Contact Us | Terms of Use & Rules | News RSS | Site Updates RSS | Submit News |
译文
| 网站:关于我们 | 联系我们 | 使用条款与规则 | 新闻 RSS | 网站更新 RSS | 提交新闻 |
原文
| Interactive: #Pocketmonsters Discord | Forum | Imageboard | Link To Us |
译文
| 互动:#Pocketmonsters Discord | 论坛 | 贴图版 | 链接我们 |
原文
Official Sites/Stores:
译文
官方网站/商店:
原文
Affiliates:
译文
合作伙伴:
Battle Screen