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※ [本文转录自 Nintendo 看板] 作者: stormyuan (stormy) 看板: Nintendo 标题: Re: [情报] 宫本茂访谈再一则 时间: Mon Jul 30 22:28:52 2007 ※ 引述《AgentWu (梵兰特边境)》之铭言: : ※ 引述《NintendoFans (任天道)》之铭言: : : An interview with Nintendo’s super game designer Shigeru Miyamoto : : http://blogs.mercurynews.com/aei/2007/07/ : : an_interview_with_nintendos_super_game_designer_shigeru_miyamoto.html : Q: Wii 现在这麽热卖, 有没有扳回一城的感觉?? : A: 也不是扳回一城的感觉,但是我真的深刻感觉到因为 Wii 让大家又开始接触 : 游戏了。 : Q: 你大部分时间都在忙些什麽?? : A: 我们有数款游戏都接近完工状态,基本上我都是在接近完工的时候作统合的 : 工作居多,最近我在忙银河马力欧还有 Wii Fit。 : Q: Wii Fit 的游戏相当容易上手而且看起来所需要的人力与时间也不需太多, : 我知道可能有点复杂,不过你可以解释一下为什麽开发一个简单的游戏需要 : 这麽认真吗?? : A: 最难的部分在於开发团队本身是有压力的,他们在预想完成品或是如何做出 : 完成品的环节上需要花很大的心力,而纾解这种压力跟帮他们完成作品也就 : 变成是我的工作了。我必须让他们对於从没人作过的事情感到兴奋,即使游 : 戏本身很简单,但是她整个系统其实是相当复杂的,其中有许多的元素你必 : 须取得一个平衡:考虑软体的完成时程、平衡板的制作...等。而对我来 : 说,在这些元素间施展身手比坐下来写程式有趣多了。 : Q: Wii平衡板里面有许多技术吗?? : A: 很显然这使用了跟 Wii 相同的无线技术,它的确有重量感应。他们极其精 : 确,与其他人不同的是:他不仅可以测量出重量,而且可以算出重心所在, : 甚至是重心移动的轨迹。 : 时间有限, 慢慢翻译, 科科, 想接手的相当欢迎 :) Q: How did the Wii Zapper. I think I recall George Harrison was that you were going to see how well people could shoot with the Wii remote and the Nunchuk. If they needed help, you would introduce something that helped them shoot. That was the Zapper. Did you wait to see if people who needed help shooting needed it? A: When we first created the Wii Remote, we had an idea for some kind of Wii Zapper. And last year at E3 we showed in a display case a prototype for a Wii Zapper. That had a control stick built into it. What we found is that the reason we wanted to have a Zapper is when you hold a Wii Remote, it can be difficult for some people to keep a steady hand. And holding your arm out like that can get your arm somewhat tired. With a Zapper device, you can have your arm more stable and in a relaxed position. We came to a conclusion that rather than have an analog stick on the Zapper itself, we could attach the Nunchuk to the Zapper and allow for more diverse play styles. Q:关於Wii Zapper? A:当我们第一次创造Wii Remote时我们就有一些关於Wii Zapper的想法。 在去年E3我们展示了一些有个操作杆在上的Wii Zapper原型。 我们想改良Zapper因我们发现了一些使用者握Wii Remote会使手臂疲劳而很难一直握住。 有了Zapper,你可使你手臂更稳并在一个放松的位置。我们得到一个结论, 与其多一个类比摇杆在Zapper,不如把Nunchuk放在Zapper上并允许更多不同的游戏风格 。 Q: Does it worry you that the Zapper can attract much bloodier games? A: I think we have seen how violence has been used in games so far without a Wii Zapper to encourage that.I think that will happen either way. The concept behind the Wii is to provide the most intuitive interface we can for the consumer. The most intuitive interface for the shooting game is to have something like the Wii Zapper. Q:会不会担心Zapper吸引很多血腥游戏 A:我想即使没有Zapper的鼓励也已有暴力游戏。我想。Wii背後的概念就是提供更多直觉 介面给我们的顾客。对於射击游戏最具直觉介面就是Wii Zapper。 Q: It is interesting that your accessories here are all very simple and inexpensive. The contrast between your wheel and Microsoft’s wheel at $149 are very stark. Is that a deliberate strategy? A: It is definitely deliberate. There are a few different philosophies behind it. Nintendo always wants to provide the most intuitive device and one that is easy for anyone to pick up and play whether they are a hardcore gamer, a young child or an adult. The devices need to be inviting. The other thing is that we focused all of the technology in the Wii Remote when we designed it. We wanted to create it in a way where it would have expansion possibilities but even in the expansions, all of the technology would still be contained in the Wii Remote. The Zapper and the Wii Wheel – while I wouldn’t call them cheap – we’ re able to produce them in an inexpensive manner. They have a straightforward interface, they look inviting to people. Because there is no real technology in them, we can slip the Wii Remote in and they are ready to go in a way that is affordable for the mass market. Because of that, we’ll be able to provide new and unique peripherals that match new and specific play styles in different games. Q:你们的周边便宜又简单。Wii Wheel(方向盘)和MS($149)的比更明显。这是深思熟虑的 策略吗? A:的确是深思熟虑的。背後有一些不同的哲学。 任天堂总是想提供最直觉的装置并且能被各年龄层使用,装置也要吸引人。 当我们设计Wii remote时专注於各种科技,我们希望创造remote能有扩充性, 但在扩充的同时又能应用remote上的所有技术。 Zapper和Wii Wheel--我不会称这些便宜--我们只是用一些便宜的方法来创造他们。 他们有直觉的介面,他们也吸引人,但是他们没有真的技术在内,我们可以把Remote装在 里面,他们已可被大众市场所接受。 因此,我们将会提供新又独特的周边来给不同玩法的游戏。 Q: Is it at all surprising that it looks like accessories are the things making games more accessible to people? I would include the Wii controller in that. Guitar Hero. A: It makes sense because the peripherals show the consumer immediately what they are supposed to do. You can play the guitar right away. And with Mario Kart, you could use the Wii Remote alone and steer with it. But the Wii Wheel to go with that, it’s more intuitive and makes you feel as if you have a better grip on the game anyway. Up until now, the video game has required you to put your two hands on one controller. Every experience has been the same. Now with the Wii Remote, you can go from that to steering, or moving your hands and aiming. Or with your hands separated with the Wii Remote and the Nunchuk. Separating your hands makes your entire experience feel fresh. Q:是否那些周边使游戏更吸引人们?我可以把Wii操作 用在Guitar Hero(吉他英雄) A:这是合理的因为这些周边使顾客直觉的操作。你可以马上玩吉他。 在Mario Kart上你可以只使用Wii remote来操作,但是Wii Wheel可以让你玩的更直觉好 像你真的在开车。直到现在游戏仍需要你用双手操作一个控制器,每个经验都一样。 现在有了Wii remote,你可以像方向盘一样的操作或是移动你的手来描准。 分开双手来操作remote和nunchuk是一个完全不同的新体验。 Q: Did you look at and enjoy the Electronic Arts Wii games? A: I haven’t sent that yet. Q:你看过和玩过EA的Wii游戏吗? A:我没有看过 Q: What was interesting to me is that they had about four or so original Wii games. They were original and creative. I expected more of that from Nintendo. You instead have a lot of games based on existing characters or previously known games. I was looking for more next-generation Wii games. Or a second wave of original Wii games. My question along with that is why aren’t you interesting more brand new characters? A: I guess I don’t necessarily see my job as creating new characters as it is creating new experiences. Recently, Wii Fit is creating the concept and the idea and the feeling behind the game. That has been one of my new creations. For characters, we came up with the concept of the Miis and that allows people to come up with their own characters. Maybe next year sometime, we may have new characters in the same way we came up with Pikmin when we introduced the GameCube. Q:EA出了四个Wii原创游戏。我希望任天堂能出更多新一代的Wii游戏而不是旧作续 集。我的问题是,你们为什麽不喜欢创造新的角色? A:我猜我把我的工作视为创造新的体验而不是新角色。最近Wii fit创造背後有一些新 的点子和体验,这是我新的创造之一。关於角色,我们用Mii系统让玩家自己创造属 於自己的角色。也许明年会有新角色就像在GC时我们提出Pikmin(皮克敏) Q: It’s seems a different approach from what other game publishers say. They usually look at the start of a new generation of consoles to introduce some new intellectual property. A: In Japan, we haven’t seen a lot of that type of strategy. To a certain extent in America, you are seeing a lot of the same franchises made more gorgeous or more complex. They continue to sell those. In Japan, we don’t see that strategy although it is a healthy strategy to take. Q:这个想法和其他的发行商大不同。他们通常会在新一代的游戏机上开发新的产品线。 A:美国喜欢搞一堆复杂的品牌,但是日本不这麽做,虽然这种作法蛮赚(healthy?)的。 Q: Do you have a strategy to target particular part of the market, like people over 50, with particular kinds of games? A: I don’t think Nintendo really thinks in terms of specific targets or markets. When we create a game, we try to create entertainment that is appealing to everybody. Here there is a lot of talk about the casual and the hardcore market. We don’t look at casual versus the hardcore. There are a lot of hardcore gamers who play a lot of casual games. And within the casual games, we can win some of them over and get them to play the games that are more hardcore. We are trying to break down the psychological barriers even between those two groups. Looking at younger audience games, there are child-like games that older adults will want to play. And it is possible that children will play games with more adult themes. We don’t try to target one market over another. We try to create games that have universal appeal. Q:你是否对特定年龄层的玩家有不同的策略,就像那些年过50的人有特殊的游戏。 A:我不认为任天堂真的考虑到特定目标或市场。我们努力创造使每个人都快乐的游 戏。有很多轻度玩家和重度玩家的说法,我们并不只考轻/重度玩家, 有很多重度玩家也玩轻度游戏(casual games),而我们也让轻度玩家玩重度游戏 (hardcore)。我们努力打破轻度与重度玩家的族群。有些小孩喜欢的游戏成人也想玩, 而也有可能小孩想玩更深度的游戏。我们不区分市场,我们努力创造所有人都接受 的游戏。 Q: I have a question that I asked Iwata-san as well. Why doesn’t Nintendo go after the gamers on the cell phones or connected PCs. The casual gamers are already there playing on those devices and those are large markets. The non-gamers are already there on those devices. Why do it the hard way and try to get them to come to the console when you could go to where they are. A: Our real strategy is we are an entertainment company. When you create entertainment on a device that is dedicated to entertainment, you can create much more entertaining experiences. It’s hard to create entertainment on a device that is created for some other functionality like a cell phone. Rather than create a cell phone, we can create games on a device that are dedicated to entertainment. I think that will continue to be our strategy. For example,the Wii Fit Balance Board is the type of experience you could never have on a PC. Q:为什麽任天堂不出一些手机游戏或是和电脑连线(在说MS吗?)?那是很大的市场 且有已很多轻度玩家在这些装置上玩游戏。 A:我们的策略是我们是一间电玩公司。你在一个游戏装置上创造游戏比那些不是设 计用来游戏的装置如手机来得简单。我们的策略是在游戏机上写游戏而不是写手机 游戏。举例来说,Wii Fit Balance Board是在PC上没有的体验。 Q: So people are going to get naked weighing themselves in front of their game consoles now? A: Laughs. Q:所以现在人们会开始脱光衣服在游乐器前量体重了吗?? A:笑 :) Part2 中文太差无法逐字翻,所以按自己意思翻译 --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 219.71.174.145
1F:推 NintendoFans:乾瞎 XDDD 07/30 22:39
※ 编辑: stormyuan 来自: 219.71.174.145 (07/30 23:51) --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 219.71.174.145 ※ 编辑: stormyuan 来自: 219.71.174.145 (07/31 00:26)
2F:推 explus:我了解了..钓到手残也要钓到它..感谢各位说明... 07/31 23:13







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