SPOnG 专访增田顺一与杉森建:伦敦首发夜谈《宝可梦 黑/白》重启原点、掌机社交哲学与比克提尼之爱
原始资料
伦敦莱斯特广场首发庆典现场:一排排任天堂DS游戏机与聚集的狂热宝可梦粉丝。
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
第1章:莱斯特广场首发夜——舞池狂欢、御三家玩偶与心跳加速的对决
Chapter 1: The Leicester Square Launch Night — Dancing, Starter Costumes, and Nerve-Wracking Anticipation
伦敦莱斯特广场首发庆典现场:一排排任天堂DS游戏机与聚集的狂热宝可梦粉丝。
原文
There’s a lot of love in this club. For Pokemon, that is. I’m sat in the middle of a VIP area of a Leicester Square bar about to chat to Game Freak’s Junichi Masuda and Ken Sugimori.
译文
这间酒吧里洋溢着满满的爱意——对宝可梦的爱,就是如此。我正坐在莱斯特广场一家酒吧的VIP区域中央,即将与GAME FREAK的增田顺一和杉森建展开对谈。
原文
A row of DS consoles frame a packed dancefloor full of Nintendo representatives, journalists and lucky competition winners eager to get their hands on Pokemon Black and White early.
译文
一排DS主机环绕着挤满舞池的任天堂代表、记者与幸运的竞赛赢家,他们迫不及待地想要提前体验《宝可梦 黑/白》。
原文
The moment I stepped into the venue, I was greeted by huge costumes of the three starter Pokemon - Tepig, Snivy and Oshawott - and immediately my inner child went squealing for a picture.
译文
我一踏入会场,三只初始宝可梦——暖暖猪、藤藤蛇和水水獭——的巨大皮套玩偶便映入眼帘,我内心那个孩子顿时尖叫着要合影。
原文
That excitement soon turned into an intense, overwhelming feeling of nerves as I speak with director Masuda-san and designer Sugimori-san. But the developers must have been equally as nervous as to how fans would react to this new, rebooted version.
译文
那份兴奋感很快化作一阵强烈而压倒性的紧张,因为我即将与总监增田先生和设计师杉森先生交谈。但面对这款全新重启之作,开发者们对于粉丝将作何反应,想必同样忐忑不安。
增田顺一在欧洲首发活动现场接受媒体专访,神情专注而沉稳。
第2章:彻底推倒重来——四年研发攻坚与删繁就简的减法哲学
Chapter 2: Breaking Down and Rebuilding Everything — The 4-Year Subtractive Philosophy
原文
For a start, there were a few challenges involved in bringing the series back to its roots in Black and White. ‘It was very difficult this time around, because we actually broke down absolutely everything the games had in the past and tried to rebuild it. That process was quite hard,’ Masuda mused.
译文
首先,在《黑/白》中让系列回归本源面临着不少挑战。“这一次非常艰难,因为我们实际上将过去游戏中所有的一切全部推倒,然后尝试重新构建。那个过程相当困难。”增田顺一沉思道。
原文
With a development time of around four years, it seems that the team had got the balance right - gone are the extraneous and convoluted things like Poffin making and underground exploration, replaced with a heavier emphasis on adventure and story-based play.
译文
历经约四年的开发周期,团队似乎终于找准了平衡点——宝芬制作与地下探险之类繁琐冗余的机制被悉数剥离,取而代之的是对冒险与剧情体验的更大侧重。
原文
But for all the good work Game Freak has done in cutting the chaff here, is there a danger of things slowly inching back to the confusing and arduous world of mandatory fashion shows to complete your Pokedex? Just as I asked this, a representative for the Pokemon Company said, ‘I don’t think that’s the point, it’s not that it got too confusing. That’s not the point of Black and White’s existence,’ before asking the translator to rephrase my question to a simple ‘Why did you decide to reboot the franchise?’
译文
然而,尽管GAME FREAK在精简冗余内容方面做得相当出色,但会不会有这样一种风险:为了完成宝可梦图鉴,那些强制参加的时装秀又会慢慢卷土重来,让玩家再度陷入那个令人困惑又繁琐的世界?就在我提出这个问题的当口,宝可梦公司的一位代表说道:“我不认为这是重点,并不是游戏变得太令人困惑了。这不是《黑/白》存在的意义。”随后他便请翻译将我的问题重新表述为一个简单的“你们为什么决定重启这个系列?”
原文
The translator asked me if this was what I wanted to ask. Um, sure, I guess. Pretty sure I didn’t have much of a choice in the matter.
译文
翻译员问我这是否就是我想问的问题。呃,当然吧,我想。我很确定在这件事上我没什么选择余地。
原文
Masuda said that the studio’s reasoning for rebooting the franchise was he wanted everybody to begin from the same starting line. ‘There are kids who have played Diamond and Pearl, and adults who grew up with Red and Blue. When you get these players to battle, some may know more about each other’s weaknesses than others. We wanted everyone to start from scratch and lead a team that they had never experienced before.’
译文
增田表示,工作室之所以决定重启这一系列,是因为他希望所有人都能从同一条起跑线出发。“有些孩子是从《宝可梦 钻石/珍珠》开始玩的,也有些大人是伴随着《宝可梦 红/蓝》长大的。当你让这些玩家互相对战时,有些人可能比其他人更了解彼此的弱点。我们希望每个人都能从零开始,带领一支他们从未体验过的队伍。”
第3章:掌机的社交本质与客厅主机的边界——面对面即时交互与次世代展望
Chapter 3: Handheld Roots and the Role of Home Consoles — Instant Proximity vs Remote Wi-Fi
原文
My thoughts turned to the role of the home console in general when it comes to the Pokemon franchise - Game Freak has always said that the main adventure games will be exclusive to handheld platforms like the Nintendo DS, so how does the Wii fit in on the grand scheme of things? Are games like Pokemon Snap and Battle Revolution the only products fit for the home? Perhaps not…
译文
当话题转到宝可梦系列时,我的思绪便飘向了家用主机在其中的角色定位——GAME FREAK始终表示,正统冒险游戏将专属于任天堂DS这类便携掌机,那么Wii在这盘大棋中又该占据怎样的位置?难道《宝可梦随乐拍》和《宝可梦战斗革命》这类作品就是唯一适合家用主机的产物吗?恐怕未必……
原文
‘The reason the series stays on portable consoles is because you can instantly exchange Pokemon with others, and that’s one of the core elements of the franchise,’ Masuda revealed. ‘And a lot of those fellow players tend to be near you. For home consoles, most of the time players tend to use Wi-Fi Connection to interact with those much farther away.’
译文
增田顺一揭示道:“该系列始终坚守便携掌机的原因在于,你能够与身边的同伴瞬间完成宝可梦交换,而这正是这个系列的核心要素之一。而且,这些同好玩家往往就在你附近。反观家用主机,大多数时候玩家倾向于通过Wi-Fi连接,与相隔甚远的人进行互动。”
原文
‘If we do put the franchise on home consoles it would need to be in such a way that you could maybe play with others in the same area. That’s the kind of element we could introduce for the home experience, just like the Pokemon Wii games we have developed in the past.’
译文
“倘若我们真的要把这个系列搬上家用主机,那它就必须以这样一种形式呈现——让你能够和身处同一空间的人一起游玩。这正是我们能为家用体验引入的那种要素,就像我们过去开发的宝可梦Wii游戏那样。”
原文
Naturally, if you think of one of the defining aspects of Pokemon, it’s in its connectivity with people whether they’re near or far. With the Nintendo 3DS just around the corner, the means of interacting with other players becomes more sophisticated.
译文
当然,只要提到《宝可梦》最具代表性的特色之一,自然离不开人与人之间的联机互动——无论彼此相隔远近。随着任天堂3DS即将问世,玩家之间互动的方式也将变得更加丰富多样。
原文
‘The many different ways of engaging in wireless connectivity is something we would like to take advantage of in the 3DS,’ Masuda hinted. Perhaps StreetPass will be a factor - and although nothing was said of the AR capabilities of the upcoming handheld, if a future Pokemon game failed to involve an interactive tie-in with the Trading Card Game I’ll eat my trainer’s cap.
译文
增田暗示:“我们希望在3DS上充分利用多种多样的无线连接方式。”或许瞬间交错通讯将成为其中的一环——尽管对于这台即将推出的掌机的AR功能只字未提,但如果未来的宝可梦游戏没能与集换式卡牌游戏实现互动联动,我就把我的训练家帽子吃掉。
第4章:西装下的赤子之心——比克提尼与全球狂潮的见证
Chapter 4: The Developer Behind the Suit — Victini, Global Scale, and Genuine Joy
增田顺一在首发派对上与幸运粉丝进行《宝可梦 黑/白》现场无线对战。
原文
Regardless, I can tell that Masuda’s happiness at the franchise’s colossal success is genuine, even underneath the uncompromising business poker face and the sharp executive suit. ‘I’m really surprised at just how far the brand has come,’ he tells me, indicating his pleasure at seeing a large number of fans enjoying the new game and his excitement for having a battle against one lucky competition winner.
译文
无论如何,我能看出增田对这个系列取得巨大成功的喜悦是发自内心的,即便那笔挺的商务西装和一本正经的扑克脸之下也不例外。“我真的非常惊讶,这个品牌竟然走到了今天这一步。”他对我说道,言语间流露出看到众多粉丝享受新作的欣慰,以及即将与一位幸运的竞赛赢家对战时的兴奋。
原文
His favourite Pokemon? ‘I won’t get to use him in this battle, but I really like Victini.’
译文
他最喜欢的宝可梦?增田顺一表示:“虽然这场对战里用不上它,但我真的很喜欢比克提尼!”
原文
Pokemon Black and White is out today. SPOnG’s review will be coming soon, but here’s a hint - it’s good.
译文
《宝可梦 黑/白》今日正式发售,SPOnG的评测即将出炉——提前剧透一句:真的很棒!
Archive record 档案信息
- Date
- 2011.03.04
- Source
- Interview: Pokemon in Black and White with Junichi Masuda
- People
- 增田顺一
- Game / Work
- 未标注
- Page
- 未标注
- Language
- en
- Status
- published