特定年代复古专刊 INTERVIEW ARCHIVE 2018年10月12日

Eurogamer 专访增田顺一:详谈《Let's Go! 皮卡丘/伊布》机制革新、美录坦登场与交棒下一代

Eurogamer, Eurogamer (Matthew Reynolds), 增田顺一, 菜花健作 Matthew Reynolds (Eurogamer) EN 原文 Pokeamice Team 译 约 5 分钟

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原始资料

Let's Go 关都地区地图

《精灵宝可梦 Let’s Go! 皮卡丘/Let’s Go! 伊布》中明朗温暖的全新关都地区全景地图

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。

Transcript / Parallel reading

逐段译读

Let's Go 关都地区地图

《精灵宝可梦 Let’s Go! 皮卡丘/Let’s Go! 伊布》中明朗温暖的全新关都地区全景地图

Eurogamer (Matthew Reynolds) 受访
2 Eurogamer (Matthew Reynolds)

原文

Two decades on from Pokémon Red and Blue’s arrival here in the west, we’re going back to Kanto once again. Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! have made big changes - some proving more popular than others in the lead up to its release - but there’s a simple reason why. A couple of weeks ago, alongside an extended hands-on preview of Let’s Go Pikachu and Eevee, we talked to Junichi Masuda, director of the new games and legendary Pokémon veteran, alongside game designer Kensaku Nabana, to find out more.

译文

距离《精灵宝可梦 红/蓝》登陆西方世界已过去二十载,如今我们即将再度重返关都地区。《精灵宝可梦 Let’s Go! 皮卡丘/Let’s Go! 伊布》做出了诸多重大变革——在发售前夕,其中一些改动比另一些更受追捧——但背后的理由其实很简单。几周前,在《Let’s Go! 皮卡丘/Let’s Go! 伊布》的 extended 试玩预览活动期间,我们采访了本作总监、宝可梦系列传奇老将增田顺一,以及游戏设计师名花健策,以了解更多内幕。

为何重返关都?为何选择在此时以这种方式回归?

Why Return to Kanto, and Why Now?

Eurogamer 受访
4 Eurogamer

原文

So it’s been 20 years since the release of Pokémon Red and Blue in the west - 19 here in Europe - so first of all congratulations. But why go back to Kanto now, and why this way?

译文

距离《精灵宝可梦 红/蓝》在西方发售已经过去20年了——在欧洲是19年——所以首先恭喜你们。但为什么现在选择回到关都地区,而且是以这种方式?

增田顺一 受访
5 增田顺一

原文

Junichi Masuda: So actually it was more that one of the main targets of these games is kids, who haven’t had the opportunity to have their own dedicated handheld console yet. When you look around today, many kids are playing on their parents’ smartphones or tablets. With Nintendo Switch, it’s a home console that can be taken portable, and it’s often their very first dedicated gaming system. We wanted to give them a friendly, welcoming entry point to the Pokémon world without intimidation.

译文

增田顺一:其实更准确地说,这两款游戏的主要目标群体之一是那些还没有机会拥有自己专属掌机的孩子们。看看如今周围的情况,很多孩子都在玩父母的智能手机或平板电脑。而任天堂Switch是一台可以携带外出的家用主机,往往也是他们人生中第一台专属游戏设备。我们想为他们提供一个友好、亲切的入口,让他们不被吓到,能够轻松走进宝可梦的世界。

Eurogamer 受访
6 Eurogamer

原文

So would you say that this is the definitive version of Kanto? Is it close to what you, or Game Freak, originally envisioned 20 years ago?

译文

那么,你会说这是关都地区的终极版本吗?它是否接近你或GAME FREAK在20年前最初的构想?

增田顺一 受访
7 增田顺一

原文

Junichi Masuda: So this time around, obviously where we’re making a game that will be played a lot in the living room on a big television screen, we wanted to make Kanto feel bright, inviting, and warm. Twenty years ago with the Game Boy’s monochrome screen, you had to leave so much to the imagination. Here, you see Pokémon roaming in the wild, walking alongside you, and the world feels truly alive.

译文

增田顺一:所以这一次,显然我们制作的是一款会在客厅大电视屏幕上频繁游玩的游戏,我们希望让关都地区显得明亮、亲切、温暖。二十年前,Game Boy 还是单色屏幕,很多东西只能靠想象力去补足。而在这里,你能看到宝可梦在野外游荡、走在你身边,整个世界都变得真正鲜活起来。

Joy-Con 体感投掷捕捉野生宝可梦

单手 Joy-Con 体感投掷精灵球捕捉野生宝可梦机制

精简野生对战:回应新一代玩家的游戏习惯

Streamlining Battles: Addressing the Modern Generation

Eurogamer 受访
10 Eurogamer

原文

So you mentioned not wanting Kanto to be scary, and I know you’ve talked about Pokémon, and Let’s Go in particular, being accessible. Can you explain why wild battles were removed in favor of the Pokémon GO catching mechanic?

译文

你提到不想让关都地区变得可怕,我也知道您谈过宝可梦,尤其是《Let’s Go》要易于上手。能否解释一下为什么移除野生宝可梦对战,转而采用《Pokémon GO》的捕捉机制?

增田顺一 受访
11 增田顺一

原文

Junichi Masuda: So when we tried to think about how kids these days generally play games, what came to mind was mobile games where you get immediate feedback and rewards. In traditional RPGs, you run into wild battles every few steps, and it can become tedious or stressful if you just want to progress. By removing random wild battles and letting players see Pokémon on the overworld and catch them with intuitive motion throws, it creates a much more active, playful rhythm. In the same vein, back in the day there wasn’t any kind of mechanic where you could run anywhere in the game from the start; we wanted to remove artificial barriers and streamline the experience.

译文

增田顺一:当我们试着去思考现在的孩子们一般是怎么玩游戏的,浮现在脑海中的是那些能立刻获得反馈和奖励的手机游戏。在传统RPG里,你每走几步就会撞上野生的战斗,如果你只是想推进进度,这会变得很繁琐或有压力。通过移除随机遭遇的野生战斗,让玩家可以在场景中看到宝可梦,并用直观的体感投掷来捕捉它们,就创造出了一种更加主动、更有游玩感的节奏。同样地,以前在游戏里并没有任何机制能让你从一开始就跑到任何地方;我们想移除那些人为的障碍,让体验更加顺畅。

Eurogamer 受访
12 Eurogamer

原文

What would you say to those players who are crying out for a bit more of a challenge, maybe adult players or competitive veterans?

译文

对于那些渴望更高挑战性的玩家,比如成年玩家或竞技老手,您有什么想说的吗?

增田顺一 受访
13 增田顺一

原文

Junichi Masuda: “I’d be really sad to think that for fans, Pokémon is just hatching eggs.” So you know to those kinds of fans we’d mention the ‘catch combo’ mechanic, whereby you catch the same Pokémon continuously. As your combo builds, you get higher chances of finding Pokémon with perfect IVs, rare spawns, and Shiny Pokémon. It creates a very rewarding loop for dedicated trainers.

译文

增田顺一:“如果粉丝们认为宝可梦就只是孵蛋,我会真的很难过。”所以,对于这类玩家,我们会提到“连锁捕捉”机制,也就是连续捕捉同一种宝可梦。随着连锁数增加,遇到个体值完美的宝可梦、稀有出现以及闪光宝可梦的几率都会提高。这为专注的训练家创造了一个非常有成就感的循环。

菜花健作 受访
14 菜花健作

原文

Kensaku Nabana: And also the postgame content as well, in particular the Master Trainers - these are trainers who specialize in each individual Pokémon from the Kanto Pokédex, and you have to battle them 1-on-1 with that exact same Pokémon without items.

译文

名花健策:此外还有通关后内容,特别是大师训练家——这些训练家专精于关都图鉴中的每一种宝可梦,你必须用完全相同的宝可梦在不使用道具的情况下与他们进行1对1对战。

增田顺一 受访
15 增田顺一

原文

Junichi Masuda: So for me, my favourite Pokémon is Psyduck, so I’d be training my Psyduck amazingly and challenging the Psyduck Master Trainer! It provides a genuine test of skill and mastery for veteran fans.

译文

增田顺一:对我个人而言,我最喜欢的宝可梦是可达鸭,所以我会精心培育我的可达鸭,去挑战可达鸭大师训练家!这为资深粉丝提供了一场真正考验技巧与精通程度的试炼。

大师训练家同种宝可梦决战

二周目挑战:大师训练家一对一同种宝可梦专属对决

秘术系统:终结困扰系列二十年的秘传学习器难题

Secret Techniques: Solving the Age-Old HM Problem

Eurogamer 受访
18 Eurogamer

原文

We mentioned briefly those HMs like Strength - it’s been something that’s changed pretty much with every game. Do you feel you’ve finally solved the HM problem with Secret Techniques?

译文

我们刚才简要提到了像“怪力”这样的秘传学习器——这一机制几乎每一代作品都在发生变化。你是否觉得,通过“秘术”这一设计,你们终于解决了秘传学习器的问题?

增田顺一 受访
19 增田顺一

原文

Junichi Masuda: So yeah this is something that is tricky every time with every new game. We kind of ask ourselves well, if a Pokémon forgets a move or you need an HM to cross water, what happens if the player gets stuck? With Secret Techniques, your partner Pikachu or Eevee learns them outside battle, so you never have to sacrifice a valuable move slot on your team. It’s not a technical issue, but rather an emotional one: we didn’t want players to feel burdened by having an ‘HM slave’ in their party.

译文

增田顺一:是啊,这个问题每次做新游戏时都很棘手。我们总会自问,如果宝可梦忘记了一个招式,或者你需要秘传学习器才能过水,玩家卡住了怎么办?有了秘术,你的搭档皮卡丘或伊布会在战斗之外学会它们,所以你永远不必牺牲队伍中宝贵的招式栏位。这不是技术层面的问题,而是情感层面的考量:我们不希望玩家因为队伍里有一只“秘传学习器奴隶”而感到负担。

美录坦的秘密:跨越两部作品的全球突袭揭秘

The Mystery of Meltan: A Worldwide Surprise Across Two Games

Eurogamer 受访
21 Eurogamer

原文

Okay, so something else I wanted to talk about, on a completely different topic, was Meltan. It had a really unusual reveal through Pokémon GO! How did that come about?

译文

好的,接下来我想聊点别的,换个完全不同的话题——美录坦。它通过《Pokémon GO》的登场方式非常特别。这是怎么促成的?

增田顺一 受访
22 增田顺一

原文

Junichi Masuda: [Laughs] That was planned! We worked in secret between Game Freak, The Pokémon Company, and Niantic. We didn’t even tell internal staff at our companies so the surprise wouldn’t leak. Normally I don’t post hints on Twitter, but I tweeted a photo of Ditto transforming into a nut-head creature. The PR teams coordinated everything to make it a true global viral event.

译文

增田顺一:【笑】那是计划好的!我们与GAME FREAK、宝可梦公司以及Niantic在暗中合作。我们甚至没有告知公司内部员工,以免惊喜泄露。通常我不会在Twitter上发布提示,但我发了一张百变怪变身成坚果头生物的照片。公关团队协调了一切,使其成为一场真正的全球病毒式事件。

Eurogamer 受访
23 Eurogamer

原文

Can you tell us how players can catch Meltan, and can you have more than one?

译文

能否告诉我们玩家要如何捕捉美录坦,以及能否拥有不止一只?

增田顺一 受访
24 增田顺一

原文

Junichi Masuda: When you transfer a Pokémon from Pokémon GO to Pokémon: Let’s Go, you receive a Mysterious Box in Pokémon GO. Opening it causes Meltan to spawn around you in GO for a limited time. And yes, you can catch lots of Meltan, collect candies, and eventually evolve it into Melmetal!

译文

增田顺一:当你把宝可梦从《Pokémon GO》传送到《Let’s Go! 皮卡丘/Let’s Go! 伊布》后,你会在《Pokémon GO》中获得一个“神秘盒子”。打开它,美录坦就会在限定时间内在《GO》中出现在你周围。没错,你可以捕捉大量美录坦,收集糖果,最终将其进化为美录梅塔!

交接指挥棒与下一代正统作品的未来

Passing the Torch and Future mainline RPGs

Eurogamer 受访
26 Eurogamer

原文

You’ve directed so many Pokémon games over the years. Do you see yourself continuing to direct future mainline Pokémon RPGs, or passing the torch?

译文

多年来,您执导了如此多的宝可梦游戏。您认为自己会继续执导未来的宝可梦正统RPG,还是将火炬传递下去?

增田顺一 受访
27 增田顺一

原文

Junichi Masuda: Well you know in general, I always want to be facing new challenges. Directing a game takes an immense amount of energy and time. It’s very important for the future of Pokémon that younger creators at Game Freak take the lead and bring fresh perspectives, while I continue to support them as producer.

译文

增田顺一:嗯,你知道,总的来说,我一直都希望面对新的挑战。执导一款游戏需要耗费巨大的精力和时间。对于宝可梦的未来而言,让GAME FREAK的年轻创作者们挑大梁、带来全新的视角,同时我继续以制作人的身份支持他们,这是非常重要的。

Eurogamer 受访
28 Eurogamer

原文

Does this suggest you have one eye on another Let’s Go style game set in Johto?

译文

这是否意味着你们也在考虑制作另一款以城都地区为背景的《Let’s Go》风格游戏?

增田顺一 受访
29 增田顺一

原文

Junichi Masuda: So you know maybe - if everyone enjoys playing these games [laughs]! We’ll see how players react.

译文

增田顺一:所以,谁知道呢——如果大家都玩得开心的话(笑)!我们拭目以待玩家的反响吧。

Eurogamer 受访
30 Eurogamer

原文

Finally, I know you can’t talk specifics yet, but when can we hear more about the 2019 core Pokémon RPG?

译文

最后,我知道目前还不能透露具体细节,但关于2019年核心宝可梦RPG,我们什么时候能听到更多消息呢?

增田顺一 受访
31 增田顺一

原文

Junichi Masuda: [Laughs] Sometime… next year!

译文

增田顺一:【笑】大概……明年吧!

Archive record 档案信息
Date
2018.10.12
Source
Junichi Masuda on Pokémon Let's Go's difficulty, mechanics, and the series' future
People
Eurogamer, Eurogamer (Matthew Reynolds), 增田顺一, 菜花健作
Game / Work
未标注
Page
未标注
Language
en
Status
published

Updated: