宮本茂在E3接受IGN的專訪 - 任天堂
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By Rae
at 2017-06-28T16:46
at 2017-06-28T16:46
Table of Contents
IGN在今年E3首日對宮本茂進行專訪,原文有點長,以下摘錄一些比較有興趣的部份,全文連結在文末:
1
For me, Mario is that, and I want to create as many different games as possible using Mario. And I still think there’s a lot of potential and possibility left.
2
I don’t really feel like I want to remake any of them.(指過去的Mario遊戲) It’s more natural to always create new mechanics and new games.
3
In Mario, it really is what you can see and what you can touch and trying to build creativity there, whereas Zelda is about exploration and really going out [into the distance]. So there is that difference in density.
4
I usually spend a lot of time thinking about games when I’m actually playing games, looking at something and thinking to myself, 'Would it be more fun if this thing came at me, or if this thing was running away from me?' Things like that.
5
It’s great that there are people who are making those creative ideas.(指為Super Mario Maker設計關卡的玩家) That’s what really makes me happy," he says. "When I think about games, for the player to be able to play creatively within a free space is important, and that’s something that I try to have in every game that we put out.
6
Going on to future generations and iterations of Mario, I think obviously, the developer who makes these games has to be creative, but I also think the players must be creative as well. They need to think and act themselves.
7
When you look at games like Super Mario Odyssey or even Super Mario 64, that’s what they’ve been doing. That’s the key to what has made Mario so accepted and popular.
http://www.ign.com/articles/2017/06/27/e3-2017-shigeru-miyamoto-and-the-legacy-of-mario
--
1
For me, Mario is that, and I want to create as many different games as possible using Mario. And I still think there’s a lot of potential and possibility left.
2
I don’t really feel like I want to remake any of them.(指過去的Mario遊戲) It’s more natural to always create new mechanics and new games.
3
In Mario, it really is what you can see and what you can touch and trying to build creativity there, whereas Zelda is about exploration and really going out [into the distance]. So there is that difference in density.
4
I usually spend a lot of time thinking about games when I’m actually playing games, looking at something and thinking to myself, 'Would it be more fun if this thing came at me, or if this thing was running away from me?' Things like that.
5
It’s great that there are people who are making those creative ideas.(指為Super Mario Maker設計關卡的玩家) That’s what really makes me happy," he says. "When I think about games, for the player to be able to play creatively within a free space is important, and that’s something that I try to have in every game that we put out.
6
Going on to future generations and iterations of Mario, I think obviously, the developer who makes these games has to be creative, but I also think the players must be creative as well. They need to think and act themselves.
7
When you look at games like Super Mario Odyssey or even Super Mario 64, that’s what they’ve been doing. That’s the key to what has made Mario so accepted and popular.
http://www.ign.com/articles/2017/06/27/e3-2017-shigeru-miyamoto-and-the-legacy-of-mario
--
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