作者AmosYang (Zzz...)
看板Translate-CS
标题Re: [翻译] 即时通大战 Chat Wars(上篇)
时间Sun Apr 27 12:26:45 2014
: 在30年前,一个卖50美金的软体,所需要投入的人力,远比我们今天要卖50块钱
: 的其他东西都来得少
: **(这段我怀疑我有翻译错误,原文是The amount of person-hours that goes
: into a $50 piece of software today dwarfs that of a $50 item of software
: thirty years ago. )**
解析
A dwarfs B.
就大小而论,A使B看起来像个小矮人。
-> A > B
The amount of person-hours that goes into a $50 piece of software today
dwarfs that of a $50 item of software thirty years ago.
A dwarfs B.
-> A > B
-> B < A
是故,翻译无误 :)
: (作者对这段的附注,往後再翻。简单的说,他认为XBox算是一个对MS来讲很少见
: ,开拓新市场的尝试)
: Of note is the single major product success of late Microsoft: the Xbox
: gaming console. While the Xbox has yet to turn more than a tiny overall
: profit since its introduction in 2001, it has established itself as a
: stalwart of the gaming world. This could occur for two reasons: first,
: unlike anything having to do with the internet, it was completely isolated
: from the Windows and Office empires, and so did not run afoul of those
: groups; and second, there were clear, existing, profitable models to
: copy—Nintendo’s and Sony’s—and Microsoft was willing to lose billions
: of dollars in re-creating that model. For the last time, they caught up
: to their competitors in short order and equaled them, at the cost of
: turning no profit themselves.
试译
值得一提的是微软後期的一项主要成功产品: 凶盒
虽然自从2001开始出现,凶盒仍未带来大量利润,但它已经在游戏产业里奠定了它的
地位。这背後可能有两个原因
1. 不像其他与网际网路有关的产品,凶盒完全与 Windows 及 Office 帝国无关,
所以凶盒没有与 Windows 及 Office 团队起冲突、内斗
2. 已经有明确的既存获利模式可供复制 (任天堂与大学士索尼),且微软愿意花费
数十亿美元重新建立同样的获利模式
再一次,微软以「无获利」为代价,在短期内追上了它的竞争者
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1F:→ Killercat:感谢 XD 04/27 13:16
2F:→ AmosYang: :) 04/27 23:48
3F:推 tiefblau:凶...凶盒...? 04/29 00:02
4F:→ AmosYang: 你要翻成 叉箱 我也不反对 :D 04/29 03:11
5F:推 Killercat:其实正确写法是「凶」盒 XD 这是少数凶凶不能混用的例子 04/30 06:53
6F:→ AmosYang: 凶底下多出来的儿…就当作两只有线手把吧 XD 04/30 10:35
7F:推 PsMonkey:凶盒一票! 04/30 13:40