走入幕后对话 GAME FREAK 的宝可梦大师:《心金/魂银》十周年重塑·六位核心主创深度圆桌访谈
原始资料
Pokémon.com 官方特别专题:走入幕后对话 GAME FREAK 的六位宝可梦大师(2010年3月31日)
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逐段译读
Pokémon.com 官方特别专题:走入幕后对话 GAME FREAK 的六位宝可梦大师(2010年3月31日)
原文
Meet the Pokémon developers and learn what goes into making such incredible games! Recently, we had the rare opportunity to discuss Pokémon HeartGold and SoulSilver Versions with some very knowledgable people: the developers at GAME FREAK, inc. The six developers took time out to provide some insight into topics surrounding the games.
译文
认识一下宝可梦的开发者们,了解打造这些精彩游戏背后的故事!最近,我们获得了一次难得的机会,与几位非常资深的专业人士讨论了《宝可梦 心金/魂银》。他们就是GAME FREAK, inc.的开发者们。六位开发者在百忙之中抽出时间,围绕这两款游戏的方方面面分享了他们的见解。
NDS《宝可梦 心金》与《宝可梦 魂银》北美发售包装盒封面与同捆的 Pokéwalker(宝可计步器)
原文
It has been ten years since the original Pokémon Gold and Silver versions. What has changed in that time with regards to your approach to game design and what has remained the same?
译文
距离最初的《宝可梦 金/银》发售已经过去十年了。在这段时间里,你们在游戏设计理念方面有哪些变化,又有哪些始终未变?
增田顺一(Junichi Masuda,制作总监 / Director)
原文
Junichi Masuda, Director : Because of the hardware, our game design has changed dramatically. Really, I didn’t think of the Internet ten years ago! ( laughs ) Also, the quality of both picture and sound have dramatically advanced in that time—the number of colors and three-dimensional graphics, for instance, has greatly expanded. Of course, that made things harder! ( laughs ) One thing which hasn’t changed is our desire to create a game that is approachable for everyone.
译文
增田顺一(制作总监):由于硬件的进步,我们的游戏设计发生了翻天覆地的变化。说实话,十年前我根本没想过互联网会如此普及!(笑)同时,画面和音效的质量在这段时间里也有了飞跃性的提升——比如色彩数量和三维图形技术都大大拓展了。当然,这也让开发变得更加困难了!(笑)但有一点始终未变,那就是我们想要打造一款人人都能轻松上手的游戏的初衷。
森本茂树(Shigeki Morimoto,游戏总监 / Game Director)
原文
Shigeki Morimoto, Game Director : It’s also worth noting that what has changed was that more people are now involved in the development. As a result, there are a lot of things we can do, but now we need somebody who can lead and hold the team together. Our passion for game creation has remained the same.
译文
森本茂树(游戏总监):另外值得一提的是,如今参与开发的人员变多了。这样一来,我们能做的事情也多了不少,但同时也需要有人来统领全局、把团队凝聚在一起。我们对游戏创作的热情始终如一。
松岛贤二(Kenji Matsushima,策划 / Planner)
原文
Kenji Matsushima, Planner : Some things that have never changed are the basic, fun elements of the Pokémon games—catching Pokémon, training them, and battling. What has changed is that now there are multiple ways to enjoy Pokémon. Some players just want to trade, or find their favorite Pokémon, or train and build a powerful team, or battle. We now provide ways for players to enjoy all of these different gameplay styles.
译文
松岛贤二(策划):有些东西从未改变,那就是宝可梦游戏最根本的乐趣所在——捕捉宝可梦、培育宝可梦、对战。发生变化的是,如今享受宝可梦的方式变得多种多样。有些玩家只想交换,或者寻找自己最喜欢的宝可梦,或者培育并组建一支强大的队伍,又或者进行对战。我们现在为玩家提供了各种途径,让他们能够享受所有这些不同的游玩风格。
大森滋(Shigeru Ohmori,策划·游戏设计 / Planner)
原文
Shigeru Ohmori, Planner : When Gold and Silver launched, I was a student, and I played the game intensely. I never thought I would be involved in Pokémon game development. For me personally, this has been a huge change. I still have vivid memories of playing those games, and it encourages me to do my best to make an even better game for future players.
译文
大森滋(策划):《金/银》发售时我还是个学生,当时玩得非常投入。我从没想过自己会参与宝可梦游戏的开发。对我个人而言,这是一个巨大的转变。我至今仍清晰地记得玩那些游戏时的情景,这也激励我竭尽全力,为未来的玩家打造一款更好的游戏。
森彰人(Akito Mori,主程序·音效主管 / Programming Lead)
原文
Akito Mori, Programming Lead : Most players will know that one thing that has changed is that the number of Pokémon has doubled— as a result, the data sizes have increased as well. This means we that need to make sure that one new idea is not going to affect any other Pokémon data. But one thing that has never changed is that we are a group of “Game Freaks,” just like our company name says.
译文
森彰人(主程序):大多数玩家都知道,有一个变化就是宝可梦的数量翻了一倍——因此,数据量也随之增加了。这意味着我们必须确保某一个新点子不会影响到其他任何宝可梦的数据。但有一件事从未改变,那就是我们是一群“游戏狂人”,正如我们公司的名字所说的那样。
海野隆雄(Takao Unno,艺术总监 / Art Director)
原文
Takao Unno, Art Director : As we’ve noted, we are now able to express various aspects of the games differently thanks to the technological advancement of the hardware. However, our stance on precisely what new technology can be utilized hasn’t changed. We do not use all available technology—instead, we select those that are best for the players and those that make the gameplay more compelling.
译文
海野隆雄(艺术总监):正如我们之前所说,得益于硬件技术的进步,我们现在能够以不同的方式表现游戏的方方面面。然而,我们对于究竟可以运用哪些新技术的立场并未改变。我们不会把所有可用的技术都用上——而是从中挑选出对玩家最有益的、以及能让游戏玩法更具吸引力的那些技术。
原文
It’s unusual for a game to be very popular both in Japan and in the United States (and for that matter, in Europe). What makes Pokémon so universally enjoyed?
译文
一款游戏能在日本和美国(乃至欧洲)都大受欢迎,这是很不寻常的。是什么让宝可梦如此广受喜爱?
原文
Masuda : First of all, it is not just a game series that simply presents the Pokémon world, characters, and scenarios. It is the entire gameplay experience that goes way beyond the borders. For instance, let’s take a universal play mechanic like throwing and catching a ball. Children from different countries can play that game right away. But now let’s consider another example: sports. Both of these share the same thing, and that’s gameplay. In Pokémon games, it is a game in which a player encounters Pokémon that have jumped out of the bushes, a game in which a player battles with a Pokémon and catches it, and a game in which a player can battle against other Trainers. Those are the basics. But then you have characters, scenarios, Pokédex, Items, moves, Trainers, and Rivals are intertwined with this basic gameplay. So, to answer your question, what makes Pokémon so universally enjoyed? It is because at the core of all our titles is gameplay.
译文
首先,它不仅仅是一个单纯呈现宝可梦世界、角色和剧情的游戏系列。它是远远超越这些界限的完整游戏体验。举个例子,就拿“投球并捕捉”这样一个通用的游玩机制来说,不同国家的孩子都能立刻上手。但我们再来看另一个例子:体育运动。这两者有一个共同点,那就是游玩性。在宝可梦游戏中,玩家会遇到从草丛中跳出来的宝可梦,会与宝可梦对战并将其捕获,还能与其他训练家对战。这些都是基础。但在此基础上,角色、剧情、宝可梦图鉴、道具、招式、训练家和劲敌都与这一基础游玩体验交织在一起。所以,回答你的问题——是什么让宝可梦如此受到全世界喜爱?那是因为我们所有作品的核心都是游玩性。
原文
The Pokéwalker is not the first time Pokémon has made an accessory for the games. What do you like about the Pokéwalker concept that made you decide to add one to this game?
译文
宝可计步器(Pokéwalker)并不是宝可梦系列第一次为游戏推出周边配件。宝可计步器这一概念有哪些让你们喜欢的地方,从而决定在本作中加入它呢?
原文
Ohmori : The idea came up when we thought about what we could do to make players’ dream—”I would like to become a real Pokémon Trainer!”—possible. Our focus was on enabling a player to be with his or her Pokémon all the time, even when just walking around. Because you can play anytime, anywhere, it seems like as many players play with their Pokéwalkers as play the actual games. I am happy to see that.
译文
这个想法源于我们思考如何让玩家的梦想——“我想成为真正的宝可梦训练家!”——成为可能。我们的核心目标是让玩家能够时刻与自己的宝可梦在一起,哪怕只是走路的时候。因为你可以随时随地游玩,所以看起来用宝可计步器游玩的玩家数量和玩正作的玩家一样多。看到这一点我很高兴。
原文
American gamers are becoming more interested in the development of the games they love. Can you give some insight into what it takes to make games like Pokémon HeartGold and SoulSilver Versions?
译文
美国玩家对自身喜爱游戏的开发过程正变得越来越感兴趣。能否请您谈谈,制作《宝可梦 心金/魂银》这样的游戏需要具备哪些条件?
原文
Morimoto : Heart and Soul! ( laughs ) It took just under three years to develop and about twenty people were involved.
译文
森本茂树:心与魂!(笑)开发花了将近三年时间,大约有二十人参与其中。
原文
Are there any particular areas or locations in Pokémon HeartGold and SoulSilver Versions that you are proud of or had a lot of fun developing? Any insider tips on what gamers definitely watch for or locations they absolutely must travel to?
译文
在《宝可梦 心金/魂银》中,有没有哪些特定的区域或地点是你们引以为傲,或者开发时觉得特别有趣的?有没有什么内部提示,告诉玩家一定要留意什么,或者绝对必须去哪些地方?
原文
Morimoto : My favorite place is Ecruteak City. It was the first town/city that we created for HeartGold and SoulSilver .
译文
森本茂树:我最喜欢的地方是缘朱市。那是我们在制作《心金/魂银》时最先打造的一座城镇。
原文
Matsushima : The Pokémon world is unique because of the liveliness of the Pokémon. And in HeartGold and SoulSilver , you can walk with Pokémon. I encourage players to try to walk with a wide variety of Pokémon. Travel around so you can meet the main characters, such as the Gym Leaders who appear in different parts of the regions. And there are various events in which you’ll earn their friendship.
译文
松岛贤二:宝可梦世界的独特之处在于宝可梦们的鲜活生命力。而在《宝可梦 心金/魂银》中,你可以与宝可梦一起行走。我希望玩家们能尝试与各种各样的宝可梦结伴同行。四处旅行,去邂逅那些主要角色吧,比如出现在各个地区不同地方的道馆馆主们。此外还有各种活动,你能从中获得它们的友谊。
原文
Mori : I was in charge of “environmental sounds” for the new games. So, I highly recommend players listen to the sound of the swinging columns of Sprout Tower. In earthquake-prone Japan, using very flexible materials to support buildings is very common, and I think I was able to express that sound in a very realistic way.
译文
森彰人:我负责新作中的“环境音效”。因此,我强烈推荐玩家们听一听喇叭芽之塔中柱子摇晃的声音。在地震多发的日本,使用非常柔韧的材料来支撑建筑是很常见的,我觉得我成功地将那种声音表现得非常逼真。
原文
Ohmori : Definitely the new facility called the Pokéathlon Dome. This didn’t exist in Gold and Silver , and players can enjoy new and different gameplay styles with your Pokémon there. Hopefully players will try it with all of their different Pokémon.
译文
大森滋:那肯定是名为宝可全能竞技穹顶的新设施。这在《金/银》中并不存在,玩家可以在那里和自己的宝可梦一起享受全新的、不同的游玩风格。希望玩家们能用自己各种各样的宝可梦去尝试一下。
原文
Unno : I would like players to check out all parts of HeartGold and SoulSilver world, but the most sentimental place for me is the Bellchime Trail, leading to the Bell Tower. Players will see how beautiful the turning-leaf graphics are. I recommend every player takes his or her favorite Pokémon there and enjoy the walk!
译文
我希望玩家能细细品味《心金/魂银》世界的每一个角落,但对我而言,最令我感怀的地方是通往铃铛塔的铃铛小道。玩家们会看到落叶纷飞的画面有多么美丽。我推荐每位玩家带上自己最喜欢的宝可梦去那里散散步!
原文
The Pokémon Video Game Championships are becoming more popular each year. Would you like to see other aspects of the Pokémon games become a part of the competitions?
译文
宝可梦电子游戏锦标赛一年比一年更受欢迎。你们希望看到宝可梦游戏的其他要素也成为比赛的一部分吗?
原文
Morimoto : Ah, yes—the Pokéathlon. The battles there could get very heated. I would love to see players enjoying this with my own eyes.
译文
啊,对了——就是宝可全能竞技赛。那里的比赛会变得非常激烈。我真想亲眼看看玩家们享受其中的样子。
原文
Matsushima : Absolutely, the Pokéathlon, of course! I am sure it’ll be very exciting!
译文
松岛贤二:当然是宝可全能竞技赛啦!我相信它一定会非常精彩!
原文
Ohmori : I would like to see a Pokéathlon competition, too. At our company, we all enjoyed competing against each other. It would be great if we could see such a tournament! I am also very curious to see which Pokémon will ultimately be popular in the Pokéathlon.
译文
大森滋:我也很想看宝可全能竞技赛的比赛。在我们公司内部,大家都很享受互相竞争的过程。如果能举办这样的锦标赛就太好了!我也非常好奇,最终哪些宝可梦会在宝可全能竞技赛中脱颖而出、受到欢迎。
原文
Unno : Or how about a fishing competition at the Lake of Rage? Who would catch a biggest Magikarp in the time limit? That would be fun!
译文
或者在愤怒之湖办一场钓鱼比赛怎么样?看谁能在限定时间内钓到最大的鲤鱼王?那一定很有趣!
原文
Mori : And battling at the Pokémon League with your Lv.50 Pokémon without auto-healing between rounds. You could see how long it takes to get to the end. On second thought, that may not be a very good competition. ( laughs )
译文
森彰人:而且在宝可梦联盟对战,你的宝可梦是50级,每轮之间还不能自动回复。你能看出打到最终需要多长时间。不过再想想,这可能算不上什么好的比赛。(笑)
原文
You work on the Pokémon video games. Do you also take time to catch up on the TV episodes and play the TCG? How do they reflect what you do during game development?
译文
你们从事宝可梦电子游戏的开发工作。你们也会抽时间追看动画剧集、玩集换式卡牌游戏吗?这些作品如何反映在你们游戏开发过程中的工作?
原文
Morimoto : Yes, of course, I watch the TV episodes and play the Pokémon Trading Card Game. Sometimes I draw inspiration for expressions, stages, and move names that I use in game development from them.
译文
森本茂树:是的,当然,我会看动画,也会玩宝可梦集换式卡牌游戏。有时候,我会从中汲取灵感,用于游戏开发中的表情、场景和招式命名。
原文
Masuda : Of course, I also watch TV episodes and go to see the movies—many times, in fact. They are close to video games in their style, and we are personally quite close to the staff that creates the animations. For example, we might say, “let’s do it this way in the game” because it was like that in a movie. Or we might go to a TCG tournament and see the excitement there, which leads us to think about how we can we do the same for the video game. I think all of the Pokémon pillars stimulate each other and resonate across all of them. That is actually the most compelling aspect of Pokémon.
译文
当然,我也会看动画,还会去电影院看剧场版——实际上看过很多遍。它们在风格上与游戏很接近,我们和制作动画的工作人员私交也很好。比如说,我们可能会说“游戏里也这样做吧”,因为电影里就是那样的。或者我们会去集换式卡牌赛现场,感受那里的热烈气氛,然后思考怎样才能在游戏里也做出同样的效果。我认为宝可梦的各个支柱产业相互刺激、彼此共鸣。这实际上正是宝可梦最引人入胜的地方。
原文
Matsushima : In addition, there are a lot of hints I get from the TV shows, such as how a Pokémon moves or how abilities are described in the show. It is a very good reference.
译文
松岛贤二:此外,我从动画里也获得了许多灵感,比如宝可梦的动作方式,或是动画中对特性的表现手法。这些都是非常好的参考。
原文
Ohmori : The Pokémon TV shows and the Pokémon Trading Card Game appeal to audiences differently than video games do. I am particularly interested in how they influence the Pokémon world. For instance, depending on the media, different Pokémon are more popular. Those differences make the Pokémon world both broader and deeper. So, I like to consider new gameplay using communication tools that closely connect these media.
译文
宝可梦电视动画和宝可梦集换式卡牌游戏吸引受众的方式与电子游戏不同。我尤其感兴趣的是它们如何影响宝可梦世界。比如说,根据不同媒体,受欢迎的宝可梦也会有所不同。这些差异让宝可梦世界既更广阔也更深入。因此,我喜欢思考如何利用能将这些媒体紧密联结起来的沟通工具来打造新的玩法。
原文
Mori : It is difficult to watch all the episodes, but I still like to watch them one by one. I appreciate the fact that Pokémon are described so vividly in the show; eventually, we would like to express its vividness in the video games. And I’ve played the Pokémon Trading Card Game, but I can’t win at all!
译文
森彰人:虽然要看完所有集数很难,但我还是喜欢一集一集地看。我很感激动画里把宝可梦描绘得如此生动;最终,我们也希望在电子游戏中表现出这种生动感。还有,我玩过宝可梦集换式卡牌游戏,但我完全赢不了!
原文
Unno : Of course, I enjoy both! I feel like I can relate to our players by experiencing the games myself. It makes it possible for me to see things differently and to develop new gameplay. On the other hand, I work on the game design often wishing that it could be applied to the animation or the TCG.
译文
当然,两者我都很享受!我觉得亲自体验游戏能让我与玩家产生共鸣。这让我能够以不同的视角看待事物,并开发出新的玩法。另一方面,我在做游戏设计时,常常会希望这些设计也能应用到动画或集换式卡牌游戏中去。
原文
Thanks to the developers at GAME FREAK, inc. for giving their time to give us an in-depth look at Pokémon HeartGold and SoulSilver Versions! For more information on the games, visit www.pokemongoldsilver.com !
译文
感谢 GAME FREAK, inc. 的开发者们拨冗为我们深入介绍《宝可梦 心金/魂银》!欲了解更多游戏资讯,请访问 www.pokemongoldsilver.com !
Archive record 档案信息
- Date
- 2010.03.31
- Source
- Go Behind the Scenes with the Pokémon Masters at GAME FREAK, inc.!
- People
- Pokemon.com, 增田顺一, 大森滋, 松岛贤二, 森彰人, 森本茂树, 海野隆雄
- Game / Work
- 未标注
- Page
- 未标注
- Language
- en
- Status
- published