G4TV 专访增田顺一与河内丸武史:解析《宝可梦 白金》粒子物理、反转世界与骑拉帝纳
原始资料
增田顺一(左)与河内丸武史(右)手持即将发售的北美版《宝可梦 白金》实体卡带合影(摄影:Raymond Padilla / G4TV)
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
原文
Although I’m honored that I get to meet some of the most phenomenal game developers in the world, I’ve been covering games long enough that I rarely get nervous meeting “famous” game designers. Don’t get me wrong, I’m still excited and thrilled that I get to chat with people like Chris Taylor, Todd Hollenshead, etc., but, to use a wrestling term, I seldom “mark out” when I get to meet people such as these big players. Yesterday was one of those rare exceptions.
译文
尽管能结识全球最杰出的几位游戏开发者让我深感荣幸,但报道游戏行业多年,我在面对“著名”游戏设计师时已很少感到紧张。别误会,能与克里斯·泰勒、托德·霍伦斯黑德这样的人物交谈,我依然兴奋不已,但用摔角术语来说,见到这些大牌时我很少会“失态”。昨天却是一个罕见的例外。
原文
You see, yesterday, I went to Nintendo’s office to chat with GameFreak director Junichi Masuda and game designer Takeshi Kawachimaru. Masuda-san has been with the company since its inception, working on the original Pokemon role-playing games. He’s one of the big reasons I’ve lost hundreds (thousands?) of hours of my life to Pokemon. Kawachimaru has also been contributing to Pokemon games for a long time, as well getting the spotlight in Pokemon Platinum (due out next week!). I chatted with the two about Platinum, particle physics, the Pokemon phenomenon, the surprising complexity of the series, future Pokemon games, and Masuda-san’s fascination with bridges. I also turned into a total fan, asking them to sign some of my Pokemon goods and pose with some of my Pokemon toys. Here’s my interview with these distinguished gentlemen from GameFreak.
译文
事情是这样的,昨天我前往任天堂的办公室,与GAME FREAK的总监增田顺一和游戏设计师河内丸武史进行了交谈。增田先生自公司创立之初便在此工作,参与了最初的宝可梦角色扮演游戏的开发。他是我人生中在宝可梦上耗费数百(数千?)小时的罪魁祸首之一。河内先生同样长期为宝可梦系列贡献力量,并在《宝可梦 白金》(下周即将发售!)中获得了更多关注。我与这两位聊了聊《白金》、粒子物理学、宝可梦现象、系列令人惊讶的复杂性、宝可梦的未来作品,以及增田先生对桥梁的痴迷。我还彻底化身粉丝,请他们在我的一些宝可梦周边上签名,并和我的宝可梦玩具一起合影。以下便是我与这两位GAME FREAK杰出绅士的访谈。
增田顺一(左)与河内丸武史(右)手持即将发售的北美版《宝可梦 白金》实体卡带合影(摄影:Raymond Padilla / G4TV)
原文
Pokemon Platinum’s concept is based on some heady things like Einstein’s theory of relativity, matter, and antimatter. Would you kindly expand on that for the G4 audience?
译文
《宝可梦 白金》的概念基于一些颇为高深的理论,比如爱因斯坦的相对论、物质与反物质。能否请二位为G4的观众详细展开谈谈这一点?
原文
I was the one that set the direction for Platinum. Mr. Masuda came to me and explained the original concept for the Pokemon Giratina. He mentioned anti-matter as something – it’s there, but it’s something you can’t see. Mr. Masuda gave me a lot of key concepts to design around – matter, antimatter, Einstein’s theory of relativity. I was the one that had to make those concepts a realization in a Pokemon game – both visually and implementing certain tricks into the gameplay to give the player a sense of bipolarity. There’s a concept in particle, in physics called CP violation. It helps explain the relationship between matter and antimatter. The relationship is bipolar. The reality is that anti-matter is something that’s very, very fragile. This concept weighs heavily in how we came up with Pokemon Platinum’s Distortion World.
译文
我是决定《白金》方向的人。增田先生来找我,向我说明了宝可梦骑拉帝纳的原始概念。他提到反物质——它确实存在,但却是你无法看见的东西。增田先生给了我许多核心概念作为设计基础——物质、反物质、爱因斯坦的相对论。我必须将这些概念在宝可梦游戏中变为现实——无论是在视觉上,还是在玩法中植入某些巧妙设计,让玩家感受到一种两极对立的感觉。粒子物理学中有个概念叫做CP对称性破坏。它有助于解释物质与反物质之间的关系。这种关系是两极对立的。事实上,反物质是非常非常脆弱的东西。这一概念在我们构思《宝可梦 白金》的反转世界时占据了很重要的分量。
原文
How are some of these concepts realized? What will gamers see and feel when they’re in Distortion World?
译文
这些概念是如何实现的?当玩家身处反转世界时,他们会看到什么、感受到什么?
原文
One of the things I, along with the other designers, wanted to focus on in Distortion World is creating a place that’s very similar to Sinnoh [the world of Pokemon Diamond/Pearl], but very different. It’s definitely a real world, but as soon as the player enters Distortion World, I want to make sure they know that it’s different. For example, the sky is a little bit darker in Distortion World than it is in Sinnoh. The player will see lots of plants that they’ve never seen before. Waterfalls will have water flowing in strange directions. There are many similar elements between the real world and Distortion World – whether it’s movement, shape, or color – but we want to make sure the player feels that they’re in a distinct and opposite world.
译文
我与其他设计师在反转世界中最想着力打造的一点,就是创造一个与神奥地区[《宝可梦 钻石/珍珠》的世界]非常相似、却又截然不同的地方。它毫无疑问是一个真实的世界,但玩家一踏入反转世界,我就想让他们立刻意识到这里不一样。比如说,反转世界的天空比神奥地区要暗一些。玩家会看到许多从未见过的植物。瀑布的水会朝奇怪的方向流淌。现实世界与反转世界之间有着许多相似的元素——无论是运动方式、形状还是颜色——但我们希望确保玩家能感受到,自己身处一个截然不同、截然相反的世界。
原文
Along with millions of competitive players, I’m personally looking forward to Battle Frontier. Would you tell G4 readers what they can expect in Battle Frontier?
译文
与数百万竞技玩家一样,我个人也非常期待对战开拓区。您能否向G4的读者介绍一下,对战开拓区中有什么值得期待的内容?
原文
The kind of battling you do in Battle Frontier is very different from the battling you do throughout the game’s storyline. There are different rules. You’ll want to use different strategies. You’ll want to raise Pokemon differently. You’ll need extensive knowledge of Pokemon and their moves to confront the trainers in Battle Frontier. When you play the storyline, you pretty much play alone and complete the game. In Battle Frontier, you work with friends, siblings, parents, or children. You can play together. We wanted to create an opportunity for communication, so that families and friends can talk about the different strategies they can employ.
译文
在对战开拓区中进行的对战,与你在游戏剧情流程中所经历的对战截然不同。那里有不同的规则,你需要运用不同的策略,也需要以不同的方式培育宝可梦。要想在对战开拓区中迎战那些训练家,你必须对宝可梦及其招式拥有广泛而深入的了解。游玩剧情时,你基本上是独自一人通关游戏。而在对战开拓区,你可以与朋友、兄弟姐妹、父母或孩子携手合作,一起游玩。我们希望能创造一个交流的契机,让家人和朋友之间能够讨论各自可以采用的不同策略。
增田顺一与河内丸武史在任天堂北美办公室指着《宝可梦 白金》官方宣传海报(摄影:Raymond Padilla / G4TV)
原文
Legendary Pokemon have been getting more powerful since gamers encountered Articuno, Moltres, and Zapdos in Kanto. Giratina, the cover Pokemon for Platinum, is ridiculously powerful. Arceus is like the god of all Pokemon. Will there be anything more powerful than Arceus in future games?
译文
自玩家在关都地区邂逅急冻鸟、火焰鸟与闪电鸟以来,传说的宝可梦便愈发强大。《白金》的封面宝可梦骑拉帝纳强得离谱。阿尔宙斯则如同所有宝可梦之神。未来的作品中,会出现比阿尔宙斯更强大的存在吗?
原文
In Diamond and Pearl you have Dialga and Palkia. In Platinum you have Giratina. There are three legendary Pokemon and there’s a relationship between the three. From there we have a story to move onto with other legendary Pokemon, but at this point that’s all I can share.
译文
在《钻石/珍珠》中,有帝牙卢卡和帕路奇亚。而在《白金》中,则有骑拉帝纳。这三只传说的宝可梦之间存在着某种关联。由此,我们展开了一段与其他传说的宝可梦相关的故事,但目前我能分享的只有这些。
原文
A lot of G4 readers love the Pokemon series, but want to see a proper Pokemon role-playing game on a home console, or even a Pokemon MMO. Do you see that ever happening?
译文
很多G4读者喜爱宝可梦系列,但也希望能在家用主机上玩到一款正统的宝可梦角色扮演游戏,甚至是宝可梦MMO。你们觉得这有可能实现吗?
原文
One of the core concepts of the Pokemon games is trading. You can trade within the game, but you can also go out and meet with your friends to trade. You can talk with your family and friends as you play Pokemon. For this concept, the most suitable hardware is portable, like the Nintendo DS. That’s why we focus on portable game systems.
译文
宝可梦游戏的核心概念之一便是交换。你可以在游戏内进行交换,但也可以走出去与朋友面对面交换。你可以在游玩宝可梦的同时与家人和朋友交流。基于这一概念,最合适的硬件便是便携式设备,比如任天堂DS。这就是我们专注于便携式游戏系统的原因。
原文
How about a Pokemon game similar to Capcom’s Monster Hunter. That’s one of the biggest gaming phenomenons in Japan. Surely the popularity of Pokemon can dwarf Monster Hunter if it’s used in a similar game.
译文
那要不要做一款类似卡普空《怪物猎人》的宝可梦游戏呢?《怪物猎人》是日本最火爆的游戏现象之一。如果宝可梦以类似的游戏形式呈现,其人气肯定能远超《怪物猎人》。
原文
I believe that even though there are some similarities between Pokemon and Monster Hunter, the games are very different. They’re two entirely different worlds and the gameplay is very different. Our focus is making Pokemon role-playing games for portable game systems.
译文
我认为,尽管《宝可梦》与《怪物猎人》之间存在某些相似之处,但两者是截然不同的游戏。它们处于完全不同的世界,玩法也大相径庭。我们的核心方向是为便携式游戏机打造宝可梦角色扮演游戏。
原文
Masuda-san, you’ve said that you like Pokemon characters that are “well thought out” and used Pichu as an example. Pichu seems to have a special place in your heart. Why is that?
译文
增田先生,您曾说过自己喜欢“经过深思熟虑”的宝可梦角色,并以皮丘为例。皮丘似乎在您心中有特殊的位置。这是为什么呢?
原文
Our art director, Ken Sugimori and I spend a lot of time talking about Pokemon. Since Pikachu is very popular, we wanted to create a Pokemon that was as cute as Pikachu, but we were having a very difficult time. Pikachu is so popular that it was hard to come up with something just as appealing. So we talked a lot and decided to come up with a Pokemon that would eventually evolve into Pikachu. We spent a lot of time designing Pichu and that’s why I have a special love for this Pokemon.
译文
我们的艺术总监杉森建和我花了大量时间讨论宝可梦。因为皮卡丘非常受欢迎,我们想创造一只和皮卡丘一样可爱的宝可梦,但当时我们遇到了很大的困难。皮卡丘太受欢迎了,很难想出同样有吸引力的东西。所以我们讨论了很多,最终决定创造一只最终能进化成皮卡丘的宝可梦。我们花了很长时间设计皮丘,正因如此,我对这只宝可梦有着特别的爱。
原文
What other Pokemon do you feel are “well thought out”?
译文
还有哪些宝可梦是你们认为“经过深思熟虑”的?
原文
Spinda comes to mind. It has very specific patterns on its ears and face. It’s very unique. If you encounter and catch this Pokemon, you’ll find that each one has a different pattern. At first we were concerned if this was technically possible, so we discussed this for a long time and made it happen. That’s one Pokemon that’s well thought out.
译文
晃晃斑浮现在脑海中。它的耳朵和脸上有着非常独特的图案,极具个性。如果你遇到并捕捉这只宝可梦,你会发现每一只的图案都不相同。起初我们担心这在技术上是否可行,为此讨论了很长时间,最终将它实现了。那是一只经过深思熟虑的宝可梦。
原文
Metal Gear Solid creator Hideo Kojima once told me that his favorite Pokemon is Ditto. How does it make you feel to hear that other famous game directors have a favorite Pokemon?
译文
《合金装备》系列创作者小岛秀夫曾告诉我,他最喜欢的宝可梦是百变怪。听到其他著名游戏总监也有自己钟爱的宝可梦,你们对此有何感想?
原文
That’s great. I’m very happy to hear that.
译文
那真是太好了。听你这么说,我非常高兴。
原文
Do you know if Miyamoto-san and Iwata-san have favorite Pokemon?
译文
您知道宫本茂先生和岩田聪先生有没有各自最喜欢的宝可梦吗?
原文
[Laughs] I don’t know. You’ll have to ask them for me.
译文
(笑)这个我就不清楚了。你得替我去问问他们。
原文
Many people erroneously think that Pokemon games are just for children, but there are many complex features in the game like IVs, EV training, Hidden Power, and more. How did these features come about?
译文
许多人错误地认为宝可梦游戏只是给小孩子玩的,但游戏中其实有许多复杂的要素,比如个体值、基础点数训练、觉醒力量等等。这些要素是如何诞生的呢?
原文
The reason why we put things like IVs and EVs into the game is because we wanted to give players that are really into Pokemon battles much more to work with and much more to enjoy. We have a team that’s dedicated to constantly enhancing and evolving the battle system. They have so many ideas and such a willingness to enhance the game. They’re always thinking of ways to make battles more interesting. One example from this generation is that they separated moves into physical attacks and special attacks, which adds more versatility and strategy to both offense and defense. They always listen to player feedback and they battle a lot themselves. This team is the reason why Pokemon has such a rich battle system that’s always evolving.
译文
我们之所以在游戏中加入个体值和努力值这类要素,是因为我们希望为那些真正热衷于宝可梦对战的玩家提供更多可以钻研的内容,以及更多可以享受的乐趣。我们有一个专门致力于不断强化和进化对战系统的团队。他们有着非常多的想法,也有着强烈的意愿去提升游戏品质。他们总是在思考如何让对战变得更有趣。这一世代的一个例子是,他们将招式拆分为物理招式和特殊招式,这为进攻和防守双方都增添了更多的多样性与策略性。他们始终倾听玩家的反馈,自己也会进行大量对战。正是这个团队,才让宝可梦拥有如此丰富且不断进化的对战系统。
原文
Some G4 readers dismiss Pokemon as being just for kids. Do you have a message for them? Anything that might attract them to the game?
译文
有些G4的读者认为《宝可梦》只是给小孩子玩的。您有什么话想对他们说吗?有没有什么能吸引他们来玩这款游戏的地方?
原文
I recommend that your readers try Battle Frontier in Pokemon Platinum. Although you can battle trainers and wild Pokemon in the storyline, Battle Frontier is the ultimate place for battling – the place where people can enjoy the complexity of battles the most. One of the more complex parts of the game is raising Pokemon for battling, like you mentioned with IVs and EVs. Battle Frontier is the best place to enjoy that high level of battling and get the most out of the Pokemon you train.
译文
我建议各位读者尝试《宝可梦 白金》中的对战开拓区。虽然在本篇剧情中也能与训练家和野生宝可梦对战,但对战开拓区才是对战的终极殿堂——是最能让人体会到对战深奥乐趣的地方。游戏中最具深度的部分之一便是培育对战用的宝可梦,正如你提到的个体值与努力值。对战开拓区正是享受这种高水平对战、让你精心培育的宝可梦发挥最大价值的最佳场所。
增田顺一在受访桌前微笑留影,手边放着北美版任天堂DS与宝可梦周边(摄影:Raymond Padilla / G4TV)
原文
Masuda-san, I read on your blog that you’re excited to see the Golden Gate Bridge. Why are you fascinated with bridges?
译文
增田先生,我在您的博客上看到您很期待见到金门大桥。您为什么对桥梁如此着迷?
原文
[Laughs and shows me a photo that he took of the Golden Gate Bridge.] I love bridges and seeing different types of bridges. Each element of a bridge is very simple, but they all come together to become this huge and strong thing. That’s why I’m fascinated with bridges like the Golden Gate Bridge. Bridges like that have to be strong to hold all the iron, concrete, cars, but at the same time they have to be flexible so that they can withstand heavy winds or an earthquake. The Golden Gate Bridge is very beautiful with its bright-red coloring. Just thinking about all the different components that go into building this one beautiful bridge – that fascinates me. Bridges look very simple, but if you look closely and see all the different elements – it’s a very complicated matter.
译文
[笑着向我展示了一张他拍摄的金门大桥照片。]我很喜欢桥,也喜欢看各种不同类型的桥。桥的每一个构件都很简单,但它们组合在一起,就变成了一个巨大而坚固的整体。这就是为什么我对金门大桥这样的桥如此着迷。那样的桥必须足够坚固,才能承载所有的钢铁、混凝土和车辆,但与此同时,它又必须具有柔韧性,才能抵御强风或地震。金门大桥以其鲜艳的红色涂装显得非常美丽。光是想到建造这一座美丽的桥所需要投入的各种不同构件——就让我着迷不已。桥看起来很简单,但如果你仔细观察,看到所有不同的元素——那就是一件非常复杂的事情。
原文
And really, that’s the perfect metaphor for Pokemon, isn’t it?
译文
而这,恰恰正是宝可梦最完美的隐喻,不是吗?
原文
Yes, I agree.
译文
是的,我同意。
Archive record 档案信息
- Date
- 2009.03.24
- Source
- Junichi Masuda & Takeshi Kawachimaru Talk 'Pokemon Platinum', Particle Physics, Bridges, And More!
- People
- 增田顺一, 河内丸武史
- Game / Work
- 未标注
- Page
- 未标注
- Language
- en
- Status
- published