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gamespot小岛独家专访(5.20)[英文]

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发表于 2005-5-22 00:36:54 | 显示全部楼层 |阅读模式
内容涉及:
Kojima Productions、《我们的太阳》、
MGS3:Sub、MGS4、次世代游戏主机等。

Hideo Kojima is one of those rare game designers who need no introduction. The mastermind behind Metal Gear sat down with us for an exclusive chat about his new development studio, Kojima Productions, and the future of its projects.

(关于Kojima Productions)
GameSpot: How did Kojima Productions come about? Why did you decide it was time to go in that direction?

Hideo Kojima: Well, for about 10 years, we had a kind of smaller company called Konami Japan, and in that there was the Kojima team, and we had, we were a publicly listed company, so we had responsibility, a different responsibility, and we had the feed on our own.

Well, in that era, we had a small team, which enabled us to maneuver very quickly, and that was quite good. But at the same time, I was burdened with management work and creative work 50/50. I had to split my time on both management and creativity.

Well, and then back in April, Konami Japan and all the other independent studios merged together by Konami HQ, and we formed Konami Group. And underneath that, we decided to start on Kojima Productions.

Well, since we're now under the Konami Group umbrella, that means we have lots of backup in terms of resources like human resources, or budgeting, costs, and development costs. Therefore, you know, I could totally concentrate on creating good things, or the things, the titles, that could be a hit.

So the main purpose actually going further down is that I will not, therefore, concentrate so much on the business side or the management side. Now I can concentrate totally on the creativity side to create good games, to create high-quality games.

So what, you know, for Kojima Productions, where I would like to aim is not just personally my name, Kojima Hideo by itself, but I decided to name it Kojima Productions because I have the staff working. So think of it like Pixar or maybe DreamWorks. We would like to be recognized in the very near future so that anything that comes out of Kojima Productions will be received as high-level, high-quality titles.

GS: So do you see Kojima Productions as being more of a Pixar, which is more known for a certain style, or DreamWorks, which is broader?

HK: Well, basically, in the past era of the initial game-creating era, there was an era where good games sold and were the hits and were not driven by license or marketing or PR. Of course, it's a hit business market we're in, so I could understand. However, I'm with a team, and most of them worked together for about 10 or so years. So what our goal is, is to maybe revive those good old days to prove that if you create a good game, it will sell. So in that sense, I think it's not for a broad audience maybe; it's maybe more known to more deeper, a very high-quality...we would like to be known as a deep, high-quality production staff.

GS: Once they decided to do Kojima Productions, how did you settle on the logo?

HK: So first when we set up Kojima Productions, you know, we were known worldwide with Metal Gear and Snake, so just like the, you know, the ET logo that they have, we thought of using the Snake as our identification logo.

And we actually thought about creating Snake with a gun silhouette, that kind of logo type, but it really didn't hit the bell to any of our staff. So that's when we thought, "OK, why not take the step a little bit backwards. Where does the Snake belong? Oh yeah, he belongs to [Foxhound], the fox group, so we should try to create a logo based on the fox."

Well a fox, the animal itself, probably has the same reputation worldwide. It's kind of like sneaky or deceiving to people or some animals. So we wanted to put that message in--in good terms actually. We wanted to surprise the people. We wanted to surprise the user, not to deceive but to surprise. So we had that meaning in the fox as well.

GS: How do you see Kojima Productions evolving?

HK: Well, Kojima Productions will keep on creating as many lines as possible. You saw the MGS series, like MGS4, MGS3, Subsistence. Also the [Acid] on the PSP platform. Also another line--that's called the MGS Series. And another series that Kojima Productions creates is the Bok-Tai series, which we will continue creating. And once MGS4 gets rolling, I would really like to start an original title, a totally original new concept title, and steadily I would like to stack up this series lineup in Kojima Productions with innovative and good games and new features.

Well, I don't want to go into a mass production line like, you know, the Hollywood movies these days. I really would like to prioritize the creativity of my staff and myself, including myself, so once we have crazy ideas, we'll see the market, and we'll find out if it fits, if it has room for that, and then we would like to pursue it, meaning we're not going to go after just the sales in creating a title. We would like to really, really prioritize creativity as number one.

If it was titled "Company," we're not allowed to do this, but since it's "roductions," now we're able to do it in this way.

(关于《我们的太阳》)
GS: Speaking of Boktai, how do you see the series evolving to fit either the DS or PSP?

HK: We are not thinking about PSP actually, but for DS, yes we already have this in the plan, and we have surprises that you can never imagine. And I can't tell you right now what the surprise is, but we do have a big trick up our sleeve, and you are sure to be surprised.

GS: Will we be surprised at TGS then?

HK: Probably so.

(关于MGS3:Sub)
GS: How would you describe Metal Gear Solid 3: Subsistence? Is it a director's cut? Is it now everything that you ever wanted to put in the game, or is there still more?

HK: Well, actually, originally there was no plan to release Subsistence in the first place. The main purpose of Subsistence is two aspects: the camera (we are going to change the camera completely to 3D camera); and the second is the online aspect, meaning if we did not release Subsistence, that means we were going to put it in 4 anyways. We were experimenting both aspects even when we were creating MGS3, so because we had this Europe launch tour back in March for MGS3 and we heard from many European press and users that they want a game like Metal Gear 2: Substance.

Then, only after then, I decided to bring this Metal Gear 3: Subsistence out, and I thought it was the best timing to have the final touches of the experiment in terms of camera and in terms of online. So once we release this on Subsistence, we will be able to gather feedback from both issues from the users and then brush it up so that it evolves into MGSIV, and that is the main purpose actually.

GS: Well, that all sounds very easy, but was it?

HK: Well, quite frankly--yes. It sounds very simple when we say it like this, but actually it is quite difficult; however, online is a very, it's a normal thing these days, and the gaming on online is not in the near future, it is right there--meaning we were doing experiments and research on online in the first place because we thought this future would come. But on a business aspect, the online did not have a good business model. Therefore, we were reluctant to release it, so it stayed as an experiment.

On the 3D view aspect, the new camera aspect, this is a trend these days, and many users are now used to this 3D camera. Therefore, we thought both of them are perfect timing to fit in MGS3, but the main purpose is actually to get real feedback from MGS3: Subsistence.

Well, frankly speaking, when we were thinking about testing online, we of course thought about Xbox Live. They have a better infrastructure. However, we have to start from the conversion stage from the PS2 MGS3 to converting to Xbox, meaning it will take up more time and it might cause a delay for MGS4. Therefore, I did not want to do that. Although I know that the PS2 online users are not so much Xbox Live users, I am still confident that I can get good feedback on the online aspect.

GS: Can you give us some insight into the sense of humor displayed in the Metal Gear trailers and the actual games?

HK: Well first of all, MGS is a stealth combat technician-type game where you have to sneak in on a mission, so the tension is really high, and when you get spotted, really the users are really surprised.

Well, since it is a game, you cannot keep from start to end It is going to take like tens and twenties of hours to clear the game, and you cannot keep this tension to the users from start to end, it will not last. I mean people can lapse with this tension.

So there needs to be a location where a laughter or "ease" stage were to come--ease from the tension needs to be there in order to actually ease the people on continuing to play the game. At the same time, start from scratch to bring up the tension level again. This is the same way that Hitchcock does it in the Hitchcock movies. So in scary movies, there is a scene of laughter so that everyone mellows down and then start to rise, the tension bar will start to rise again, and this is how we try to keep the gamers hooked to our game for 10 and 20 hours.

And also, all of my titles that I create, I really want people to feel something. I want people that play to feel sorrow, feel laughter, feel happy, feel fear--all of these real personal emotions I want the people to feel through my game, and that is one of the reasons.

(关于MGS4)
GS: Now, obviously I don't think you can say much about 4, but maybe we can talk a little bit generally about what excites you about the new hardware and gameplay potential of the new system?

HK: I said in the Sony conference I would like to concentrate on what we cannot see.

Well up to the days of today of game creating, if you...if I give an example of movie creation, it's like everyone was trying to raise...to make a better, prettier set. If you compete to make that set bigger or maybe prettier, it still doesn't make a difference. A set is a set. Meaning, you know, the back side is hollow, or it's all fake. For instance, if you were to create a fake jungle, the trees necessarily don't have to be trees. They could be plastic.

And with the next gen coming up, I think that most of the creators are thinking, oh, why don't we expand the size of the set or make the set prettier or concentrate on the things that the players can see. This direction will probably be the trend even in the next-gen console. And I think that no one can win or no one can make a breakthrough doing this. Therefore I would like to take a different approach, and that's why I said I want to concentrate on the things we cannot see.

So an example is, I do not want to create a set anymore. I want to create the environment from scratch. So if I were to continue the example of a jungle, I don't want to create fake jungles anymore. I would like to plant a tree, put a life-form in there, life program in there, so that in the game, when you water the plant, it will grow. If you don't water the plant, it will die. What I would like to present to the user is now play our hide-and-seek game in this real world, not the set jungle that everyone competes on.

It's also up to the user's decision on the next-gen games, meaning they have a decision to make, if the creators create something, a larger set, a larger jungle, but only it looks like a jungle, it looks like the real thing with the visual graphics enhanced. The users can select that "yes, I would like to play in the fake world or the set." Or, it could be smaller since we put the machine specs on concentrating on what we cannot see, the whole playground itself might get smaller, but we will create the world, and you can play in this real world. It will be a decision to use this, which you like to play.

So that is kind of the key concept to MGS for the hide and seek in the real world, which I think probably answers most of your questions.

GS: A piece of the larger puzzle?

HK: Yeah. Of course I'm not saying that I'm going to create jungles again. But I can say, if I created this real world, and it happens to be--so small garden or so--it looks so bad, even badder than a PS2 platform, then I might throw away this idea.
 楼主| 发表于 2005-5-22 00:50:23 | 显示全部楼层
如果小岛说的关于mgs4的设想能够实现的话,
目前大概可以这样说:

mgs4 的场面可能没有其他ps3 游戏来得大,
mgs4 的画面可能也不如其他ps3 游戏来得“真实”,
但mgs4 ,按小岛的话说,是一个real world,
而这里的“real”不是指视觉上的真实,
而是因为内置了某种life program 而具备的真实感
(life program 难道是指雷电手中的婴儿?
应当没这么简单,因为小岛说的是mgs4 的整个游戏世界)

至少我们可以这样预言:
mgs4 的互动性将非常高。
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发表于 2005-5-22 01:12:24 | 显示全部楼层
好长,译完估计已经天亮了....街坊邻居明天还要上班哪!
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发表于 2005-5-22 01:19:44 | 显示全部楼层
关于MGS3 Subsistence部分

小岛一开始并无意制作MGS3 Sub,是在欧洲发售活动过程中听到很多欧洲Fans对于为MGS3制作一个类似Substance那种游戏的渴望才决定制作的。

视角转换和连线特性目前仍在研发中,实际上早MGS3阶段就已经有这样的计划了。小岛也表示目前仍未有合适的针对在线对战的运营模式。

对于预告片中的搞笑元素,小岛的解释为作为一款游戏时间超过20小时的游戏,必须适时地制造一些“舒缓点”,让玩家有休息,喘口气的间隙,而后再继续投入惊险刺激的游戏。

说到底,小岛的回答其实没有涉及太多核心的内容。
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发表于 2005-5-22 01:51:00 | 显示全部楼层



修正前一稿的BUG^o^

GS: Now, obviously I don't think you can say much about 4, but maybe we can talk a little bit generally about what excites you about the new hardware and gameplay potential of the new system?
那么,说实话我想关于MGS4你不会说得太多,但也许我们可以谈谈你认为新硬件和新系统带来的游戏性有什么值得兴奋的地方。
HK: I said in the Sony conference I would like to concentrate on what we cannot see.
我在索尼发布会上说过我宁愿关注那些我们看不到的。
Well up to the days of today of game creating, if you...if I give an example of movie creation, it's like everyone was trying to raise...to make a better, prettier set. If you compete to make that set bigger or maybe prettier, it still doesn't make a difference. A set is a set. Meaning, you know, the back side is hollow, or it's all fake. For instance, if you were to create a fake jungle, the trees necessarily don't have to be trees. They could be plastic.
关于今天的游戏创作,如果你。。。如果我举个电影创作的例子,好像每个人都想尝试制作一套的更好,更漂亮的场景,如果你在场景的大小和美观上竞争那没什么意义。场景就是场景。意思是说,后面是空的,虚假的。比如,如果我们要建一个假的热带雨林,那树木不一定是树木,可以是塑料。
And with the next gen coming up, I think that most of the creators are thinking, oh, why don't we expand the size of the set or make the set prettier or concentrate on the things that the players can see. This direction will probably be the trend even in the next-gen console. And I think that no one can win or no one can make a breakthrough doing this. Therefore I would like to take a different approach, and that's why I said I want to concentrate on the things we cannot see.
至于即将到来的新世代,我想对大多数制作者会想:为什么我们不尝试扩大场景,让场景更精致,或者把注意力集中在玩家可以看到的东西上。那个方向也许是可以流行于新世代的潮流。但我想这么做没人能成功,或是取得突破。因此我希望采取新的方向,所以我说我想关注那些我们看不到的东西。
So an example is, I do not want to create a set anymore. I want to create the environment from scratch. So if I were to continue the example of a jungle, I don't want to create fake jungles anymore. I would like to plant a tree, put a life-form in there, life program in there, so that in the game, when you water the plant, it will grow. If you don't water the plant, it will die. What I would like to present to the user is now play our hide-and-seek game in this real world, not the set jungle that everyone competes on.
举个例子,我不想再作场景了。我想从原初的状态创造出一个环境。如果继续雨林的例子,我不想再造一个假的雨林了。我想种树,把一个有生命的形式放在那儿,把一个有生命的程序放在那儿,那么在游戏里,你给植物浇水,它会生长。你不浇水它会死。我想展现给玩家一个在真实世界的捉迷藏游戏,不是在固定的雨林场景里面的竞争。
It's also up to the user's decision on the next-gen games, meaning they have a decision to make, if the creators create something, a larger set, a larger jungle, but only it looks like a jungle, it looks like the real thing with the visual graphics enhanced. The users can select that "yes, I would like to play in the fake world or the set." Or, it could be smaller since we put the machine specs on concentrating on what we cannot see, the whole playground itself might get smaller, but we will create the world, and you can play in this real world. It will be a decision to use this, which you like to play.
新世代游戏取决于玩家的选择,就是说他们有权作出决定。假如制作者创造一些东西,一个更大的场景,一个更大的雨林,那它只是像个雨林,就象被虚拟图像增强的真实的东西。玩家可以选择“对我想玩一个虚拟世界,一个场景。”或者是小一些的场景,我们集中关注看不到的东西。整个地图本身会变小,但我们会创造一个世界,你可以在这个真实世界里玩。你喜欢玩什么是你的选择。
So that is kind of the key concept to MGS for the hide and seek in the real world, which I think probably answers most of your questions.
这就是MGS关于真实世界的捉迷藏的关键概念,我想这回答你的问题了吧。
GS: A piece of the larger puzzle?
更大的谜题?
HK: Yeah. Of course I'm not saying that I'm going to create jungles again. But I can say, if I created this real world, and it happens to be--so small garden or so--it looks so bad, even badder than a PS2 platform, then I might throw away this idea.


哎,当然我不是说要再建个雨林。但是我可以说,如果我须要建立一个真实世界,结果是个―小花园什么的-看上去实在太差劲,比PS2平台还差,那我可能会放弃这个主意

"even badder"... 老外也这么说啊^___^ 实际上这已经是日->英翻译过一次的东西了,关于Life-program这个东西估计也是个新词,怎么翻译要看游戏里怎么表现了.看这话里重复的地方比较多,像是现场的口译.
关键词: Life-Program, set  我还是觉得小岛已经不满足于模拟"空间上的真实感"了. 可以参考一下GBA上"我们的太阳",里面有很多创新的思路.
再次谢谢各位的指教顺便反省一下不动脑子的线性翻译^^;
在中央九新闻里看到有E3的报道了,可是没给MGS镜头...没劲...

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发表于 2005-5-22 01:55:39 | 显示全部楼层
如上,MGS4部分线性翻译。东方人的思维给老美看来真是云山雾罩,尤其是最后一句,晕。
那UD能不能理解成真实的场景里,UD可能在厨房闲置的冰柜里找到Snake,还可能把Vamp约出去喝茶,或是捏捏Raiden抱的小Baby。。。
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发表于 2005-5-22 02:14:53 | 显示全部楼层
开头一长段主要说的是Kojima Production建立的初衷,功能,工作的方向等。

自从Konami Japan被整合到Konami 集团公司后,
小岛终于可以抛开管理,经营上的烦琐事物,全身心投入游戏的开发制作上面来了。
而且有集团公司做后盾,资金和人力资源等方面更加雄厚。

成立Kojima Production就相当于DreamWork, Pixar 等工作室一样。
可以灵活的投入到自己的点子上并把他们变成现实。
而不用整天为市场方面的东西操太多心。
这样减少了游戏开发的限制,使得更多的好创意,好点子不被埋没。

Kojima Production为的就是以MGS系列良好的品牌效应为基础。
制作推出一系列高水平的作品。
使得Kojima Production成为高素质游戏的代名词。
在MGS系列的号召力和Kojima Production的品牌效应下,
工作室推出的原创游戏至少能吸引大家的目光。
重新回到只要有好作品,就能大卖的电玩制作黄金时代。
而不是像现在的业界那样,
很多优秀的原创作品因为商业操作,宣传等其他因素都不了了之。
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发表于 2005-5-22 08:56:58 | 显示全部楼层
好长啊。。。。。。
小岛说只考虑在ds上出《我的太阳》,而且还会有很大的惊喜,哈哈,哈哈,哈哈,狂笑至死。。。。
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发表于 2005-5-22 11:54:17 | 显示全部楼层
关于Life Program,
翻译成"活的程序"好像也不太准确...大概MGS3中"调整时钟让The End寿终正寝"就是一个尝试. 如果说MGS2时时提醒我们"这是游戏",那么MGS4会提醒我们"这是现实"--而且是我们自己选择的现实. 从PS时代起我们已经可以在游戏里模拟空间上的三维,但空间是静止的,所以再大的场景也是有限的.那么加入动态的时间和环境又会怎么样呢?"我们的太阳"中用时钟和阳光营造的真实感很值得我们关注.UD印象最深的是让GBA晒晒太阳,场景里的积水会干.^^
小岛追求创新的精神值得赞赏.不过他还是得想办法在创新和市场之间找到结合点.这大概是Kojima Production的工作.期待期待期待.
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发表于 2005-5-22 14:30:24 | 显示全部楼层
正版万岁]开头一长段主要说的是Kojima Production建立的初衷,功能,工作的方向等。

自从Konami Japan被整合到Konami 集团公司后,
小岛终于可以抛开管理,经营上的烦琐事物,全身心投入游戏的开发制作上面来了。
而且有集团公司做后盾,资金和人力资源等方面更加雄厚。

成立Kojima Production就相当于DreamWork, Pixar 等工作室一样。
可以灵活的投入到自己的点子上并把他们变成现实。
而不用整天为市场方面的东西操太多心。
这样减少了游戏开发的限制,使得更多的好创意,好点子不被埋没。

Kojima Production为的就是以MGS系列良好的品牌效应为基础。
制作推出一系列高水平的作品。
使得Kojima Production成为高素质游戏的代名词。
在MGS系列的号召力和Kojima Production的品牌效应下,
工作室推出的原创游戏至少能吸引大家的目光。
重新回到只要有好作品,就能大卖的电玩制作黄金时代。
而不是像现在的业界那样,
很多优秀的原创作品因为商业操作,宣传等其他因素都不了了之。
希望能够如此,现在的游戏业现状不容乐观,玩家们对游戏品质的要求随着次时代主机出现也有了进一步的发展,专心致志做出好游戏才是游戏业的王道,好在小岛深知这个道理,所以他一直未令我们失望过。
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 楼主| 发表于 2005-5-22 15:01:00 | 显示全部楼层
UD这里翻译的有些出入:
“And with the next gen coming up, I think that most of the creators are thinking, oh, why don't we expand the size of the set or make the set prettier or concentrate on the things that the players can see. This direction will probably be the trend even in the next-gen console. And I think that no one can win or no one can make a breakthrough doing this. Therefore I would like to take a different approach, and that's why I said I want to concentrate on the things we cannot see.
至于即将到来的新世代,我想对创造者而言最重要的是思想。为什么我们不尝试扩大场景,让场景更精致,或者把注意力集中在玩家可以看到的东西上。那个方向也许是个潮流,也许是可以流行于新世代的潮流。但我想这么做没人能成功,或是取得突破。因此我希望采取新的方式,所以我说我想关注那些我们看不到的东西。”

前面应大概翻译成:
随着次世代主机的出现,我想大多数游戏制作者都会想:“嘿,我们为什么不把游戏的场景做得再大些,或再漂亮些,总之集中精力在玩家能看得到的方面。”这一制作方向大概在次世代主机上也将会是主要潮流。

到这里为止,小岛说的是其他游戏制作者,而小岛是不同意这个潮流的。
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发表于 2005-5-22 16:14:44 | 显示全部楼层
对那里看错了,所以说是凌晨两点的线性翻译^^;;
有限的空间或许是吸取了莎木的教训...?
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发表于 2005-5-22 16:25:41 | 显示全部楼层
04翻译似乎是正确的。。。。。哈哈

其实小岛的思路和任天堂有异曲同工之处。都是把经历放在游戏创意上面,而不是只是靠精美的画面。
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发表于 2005-5-22 16:47:41 | 显示全部楼层
其实,咳咳,这里你的翻译也和我的有所出入........
原文:So an example is, I do not want to create a set anymore. I want to create the environment from scratch. So if I were to continue the example of a jungle, I don't want to create fake jungles anymore. I would like to plant a tree, put a life-form in there, life program in there, so that in the game, when you water the plant, it will grow. If you don't water the plant, it will die. What I would like to present to the user is now play our hide-and-seek game in this real world, not the set jungle that everyone competes on.

你的翻译:举个例子,我不想再作场景了。(这里我觉的应该是我不想在做那种已

经设定好,固定了的场景)想从草图(from scratch的意思是从最初开始的意

思,也就是说这句话的意思不是指从什么草图,而是指要从场景的生态环境的最

初状态开始创建)创造出一个环境。如果还举雨林的例子,我不想再造一个假的雨林

了。我想种树,把一个活生生的形式放在那儿,把一个活的程序(我认为把这life-

programme说成生命仿真程序比较妥当)放在那儿,那么在游戏里,你给树浇水,

它会生长。你不浇水它会死。我想展现给玩家一个在真实世界的捉迷藏游戏,不是在雨

林场景里面的竞争。(同上,后半句话的意思是我不想让玩家在一个什么都设定

好,固定了的丛林里战斗)



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 楼主| 发表于 2005-5-22 16:49:42 | 显示全部楼层
不好意思,再给UD纠正最后一个错误,这个并不严重~

“What I would like to present to the user is now play our hide-and-seek game in this real world, not the set jungle that everyone competes on.
我想展现给玩家一个在真实世界的捉迷藏游戏,不是在雨林场景里面的竞争。”
==》
我想把这样一个真实的世界交给玩家,让他们可以在那里玩我们的捉迷藏游戏,而不是在人人都争着做得更大、更漂亮的丛林布景里。

ps:感谢UD、cyber、正版在凌晨还为大家辛苦翻译~
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发表于 2005-5-22 17:11:59 | 显示全部楼层
其实小岛的观点我大概明白了,就是不再单纯以游戏画面和真实世界有多相似为衡量游戏质量的标准,而是追求游戏中的物体和真实世界中的物体的性质的相似性.
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发表于 2005-5-23 06:51:35 | 显示全部楼层
被人拖来!要求帮顶!所以顶之
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发表于 2005-5-23 19:31:21 | 显示全部楼层
汗都是英语达人啊
我就不客气观看各位的翻译了
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发表于 2005-5-23 22:43:05 | 显示全部楼层
你们你们~~欺负英盲啊 ~~
早知道我就不进来看了
等小岛把东西捣鼓出来吧
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发表于 2005-5-24 08:04:45 | 显示全部楼层
不会做GTA一样的东西吧....
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发表于 2005-5-24 17:17:19 | 显示全部楼层
 

GS: Speaking of Boktai, how do you see the series evolving to fit either the DS or PSP?

HK: We are not thinking about PSP actually, but for DS, yes we already have this in the plan, and we have surprises that you can never imagine. And I can't tell you right now what the surprise is, but we do have a big trick up our sleeve, and you are sure to be surprised.

GS: Will we be surprised at TGS then?

HK: Probably so.



萬惡的小島,難道要我PSP和NDS全入手嗎?
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发表于 2005-5-25 00:01:24 | 显示全部楼层
没时间翻译...
眼睛都是晕的...
这几天体力消耗过度!~
都快成火星人了...要补一补!~
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发表于 2005-5-25 00:03:16 | 显示全部楼层
emingxp]没时间翻译...
眼睛都是晕的...
这几天体力消耗过度!~
都快成火星人了...要补一补!~

跟GF挑灯夜战,好戏连场吗?

男人,有时候要补一补的。
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发表于 2005-5-25 18:43:36 | 显示全部楼层
cyberalogo]跟GF挑灯夜战,好戏连场吗?

男人,有时候要补一补的。
这是什么跟什么嘛?图王别岔开话题了……
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