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[转贴][新闻]小島秀夫:我創造它也是希望能夠激發日本國內"非休閒遊戲"的復甦.

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楼主
发表于 2008/05/15 | 编辑
小島秀夫:歐美開發商已經超越我們
小島秀夫在《MGS4》的完成發表會上表示日本公司現在無論在資金還是技術上都已經落後于歐美開發商.

小島說:"不幸的是,海外遊戲製作公司,目前在資金的充足還是技術的熟練都已經超越我們好幾個級,曾經作為世界電視遊戲事業榜樣的日本,已經成為過去.雖然很可悲,但這是事實.

转自A9VG 乐韵







小島秀夫:我創造它也是希望能夠激發日本國內"非休閒遊戲"的復甦
小島秀夫訪談翻譯,巴哈玩家自翻
http://uk.gamespot.com/news/6190827.html



In recent years, casual games have become extremely popular. With the
rise of new consumers, the [game industry] is expanding into new
directions, said Tanaka. While it's said that the current mainstream
is casual games, we took the challenge to make a blockbuster title,
Metal Gear Solid 4, headed by Kojima.


Konami社長田中富美明說最近這幾年,休閒遊戲變得超受歡迎.伴隨著新客層

的成長,遊戲產業正朝向一個新方向擴大發展中雖然大家都說現今的主流是

小品休閒遊戲,但是我們卻挑戰製作出一款超級大作,由小島秀夫所領導的MGS4.


He continued, Metal Gear Solid 4 surpasses the scale of its previous
titles in all aspects, including their story, visuals, and music.
Using the PlayStation 3's high capabilities to its capacity, I
believe that our developers have realized MGS4 without any
compromise.


田中繼續說MGS4於任何方面的規模皆勝過系列中任何一款作品,包括故事,影像,

和音樂.

由於運用PS3的高性能於其高容量儲存媒體中,我相信我們的開發者已經

毫無妥協地實現了MGS4.


However, Tanaka also stressed that MGS4 certainly won't be the last
of Konami's big projects on the PS3. We believe that the PlayStation
3 still has some undiscovered capabilities, and there's still many
points where we can be more clever to take its full advantage, he
teased. We will continue to create more good products in the future.


然而,田中也強調MGS4絕對不會是Konami在PS3上最後一個大企劃我們相信PS3

仍然有一些尚未開發出的潛能,而且還有許多部份我們能夠以更加巧妙的方式

去掌握PS3全部的優勢,我們在未來將會繼續創造出更多好的作品.


Following Tanaka, director Hideo Kojima appeared on stage to announce
the completion of his four-year long project. I'm very happy that we
can announce the completion of MGS4 in front of everyone here today,
he said, beaming. MGS4 has been an extremely difficult project. At
one point, it was like an eternal spiral where the game felt like it
would never get completed no matter how hard we worked on it.


接著田中之後,製作人小島秀夫現身台上宣佈他長達四年的企劃完成.

"我非常高興今天能夠在各位面前宣佈MGS4製作完成"他笑容滿面地說"

MGS4是一項非常困難的企劃.其中一個原因是,MGS4就像是一個無盡的

螺旋般,無論我們如何努力,但就感覺似乎永遠無法完成它"


We took on all sorts of challenges in the making of MGS4, reminisced
Kojima. We were challenged to make MGS4 on the Cell-processor-
operated, unknown monster of a hardware called the PlayStation 3. We
were challenged to make MGS4 in high definition graphics and 5.1ch
surround sound so that it'd play in the leagues of movies. We were
challenged to give MGS4 the most [content] in the series, and so we
had the largest number of developers working [on the franchise] ever.
We were challenged to release the game simultaneously worldwide for
the first time. And, we were challenged to make it the last title in
the series, as the game will be the conclusion to the Metal Gear
Saga.


"我們使用了全部的方式挑戰製作MGS4"小島回想"我們於一部搭載著Cell的

未知怪物硬體,叫做PS3,挑戰製作MGS4.我們挑戰以高畫質影像與5.1聲道環繞

音效去製作MGS4,使其展現有如電影等級的效果.我們挑戰給予MGS4於系列當中

最多的內容,而且我們用了最多的開發人員作業.我們第一次挑戰全世界同步

發售.我們也挑戰使MGS4成為系列最後一作,它將成為MGS傳奇的結局.


Interestingly, Kojima also took the opportunity to make some comments
on the current situation of the game industry, with Japanese
publishers increasingly leaning toward casual games that don't
require expensive development.


有趣地,小島也藉由這個機會對於近期的遊戲產業狀況做了一些評論,針對的

是越來越多日本遊戲出版商傾向於不需要昂貴開發成本的休閒遊戲.


Casual games have become mainstream in the industry, he declared.
It's not just a Japanese phenomenon but also something that's
happening worldwide. There are new markets and possibilities opening
up thanks to the trend, which is great. But on the other hand, we
shouldn't forget about the hardcore gamers whose lives are about
videogames. The gamers who consider video games a subculture, and
enjoy taking their time to sit down and play games that gives them
energy and courage. I wanted to remind those gamers about the fun of
video games. I know that we're going against the trend, but we've
been working hard for the past four years so that the fire [of non-
casual games] won't blow out.


"休閒遊戲已經成為電玩產業的主流"他公開宣稱"這不僅僅是個日本現象,

甚至已經在全世界發生""新的市場與新的可能性被快速開啟,這該感謝這個

趨勢,這很好.但反過來說,我們不該忘記那些在生活當中總是與遊戲有關的

核心玩家們.那些核心玩家們認為遊戲是一種非主流文化,並且樂於花時間

坐下來玩那些會帶給他們能量與勇氣的遊戲.我想要讓那些玩家回想起遊戲

的樂趣.我知道我們將違反那股休閒遊戲的潮流,但我們過去四年來已經於

開發MGS4努力過了,所以與非休閒遊戲與休閒遊戲之間的戰火不會終止.


I believe that video games are a form of synthesized art that evolves
by adapting new technologies, continued Kojima. It's a business, so
there are difficult decisions, but when you think about the future of
video games, I think that you need to take some risks to move on
forward. Once you halt, it's really hard to go [back on track] and
take steps forward. Unfortunately, overseas game production
companies, which are well-funded and extremely skilled, have
surpassed us by a couple of steps. It was once said that Japan molded
the world's video game [industry], but that's becoming a thing of the
past. Sad as it may be, it's the truth.


"我相信遊戲是一種建構於改造新科技的合成藝術"小島繼續說"它是一門生意,

所以它會有許多困難的判斷,但是當你考量到遊戲的未來,我認為你需要冒些

風險向前進.

不幸地,許多國外的廠商資金充足,還擁有高超技術,已經勝過日本廠商許多了.

以往都說是日本塑造世界的遊戲產業,但那已經變成過去式了.我很難過這可能

成真,但這是事實."


We developed MGS4 for fans that love Metal Gear. But at the same
time, I was creating it with some hopes to stir a revival of [non-
casual] videogames.


我們開發MGS4是為了那些喜愛Metal Gear的粉絲,但同時地,我創造它也是

希望能夠激發日本國內"非休閒遊戲"的復甦.

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美女离线 一年了...物是人非...
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SOS团一星级★

1楼
发表于 2008/05/15 | 编辑
嗯嗯
打倒健身机和脑残机= =

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参观生

2楼
发表于 2008/05/16 | 编辑
这么说欧美>日本
那么中国的游戏制作简直就可以等于没有……
很佩服小岛这敬业的制作,虽然同是地球人,但我感到和这些超人好像不是同类
世界不一样。

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实习生

3楼
发表于 2008/05/16 | 编辑
他的幸运在于他能找到合适的舞台来展示他的才华,国内……

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