宮本茂談 其它類WiiU控制器,暴力遊戲 - Switch

By Daph Bay
at 2012-06-19T20:50
at 2012-06-19T20:50
Table of Contents
節錄:
“In the past when we’ve introduced stuff like motion control or touch screen
control with the Nintendo DS, it typically would take a few years for other
companies bringthem into their own offerings,” he says. “The fact that one
year out when we first introduced the concept of Wii U, we’re already seeing
other companiestrying to move in that same direction, suggests there’s a
tremendous amount ofpossibility in what we’ve shown so far.”
過去,當任天堂採用體感及Nintendo DS的觸控操作,其他廠商通常都要花個幾年才能應
用到所製作的遊戲,宮本表示,一年就在任天堂首次揭露WiiU的概念後,已經可以看到
其他廠商試著跟上腳步,暗示著,就任天堂目前為止所展示一切有無窮的可能性。
Miyamoto also talked about why he believes Nintendo is in a better place to
take advantage of the dual-screen approach to gaming, as compared to the
competitors.
“We have along history of creating these kinds of experiences. Even going
back as far as our early experiments long ago between the portable gaming
machines and the home console. The challenges we experienced at that time –
not everyone had that complete ecosystem and hardware environment, so we
couldn’t have those experiences be made available to our entire user base.
It has the definitive advantage (because) it’s coupled with our experience
with creating unique gameplay for this very specific type
of ecosystem.
宮本也談到跟其他對手相比之下,他認為任天堂對於雙銀幕遊戲的應用來的更有優勢
任天堂創作那些體驗已有好長一段歷史,即使回顧好久以前我們在掌上遊機及家用
機間所做的早期實驗。當時我們遇到的挑戰—並非每人都有完整的生態及硬體環境,
所以我們不能馬上提供體驗給全部使用者。
明確的優勢就是,在這個特殊型態的生態系統,打造獨特的遊玩方式再結合上任天堂
的經驗。
Miyamoto ended the interview by sharing histake on violence in games, as well
as how he aims to create fun for all ageswhile avoiding the competitive
nature of events like E3.
宮本分享以他對遊戲裡的暴力元素的感受,以及目標是創作能讓全年齡都能享受樂趣
的遊戲,同時還要避開帶有競爭意味的E3展來結束專訪。
“Sometimes I get worried about the continued reliance on making games that
are so centeredaround guns, and that there are so many of these games,"
he says. "I have a hard time imagining – particularly for young generations
of gamers – how theysit down and play and interact with that.
有時候,持續製作以槍為中心這類的遊戲讓我擔憂,而這類遊戲又特別多。
尤其是年輕一代的玩家,我很難不去想像他們坐下、遊玩與遊戲裡的暴力元素互動的
各種畫面。
“Previous forms of media, like books, made it easy for parents to know
and understandwhat they’re buying for their children. With the transition
into digitalmediums it becomes more difficult for parents to have a full
grasp of what’sgoing on. From a game developer’s standpoint it’s important
to take that intoaccount
之前的媒體型式,以書本為例,讓父母親輕易知道、了解他們要買什麼東西給小孩。
隨著轉變到數位媒介,這樣的媒介讓父母親無法完全了解這樣的媒介。
就一名遊戲開發者的觀點來看,要將這點列入考量是很重要的。
It’s something that’s tough for me to objectively look at, and I think to
me, what’s most important, is that I don’t betray the trust that people
have in me. At a show like this, it’s my job to show we’re all having fun.
People come to E3 and they want to talk aboutcompetition and who won the show,
and all these companies combating one another. But what we’re meant to be
doing is bringing fun to the world. So rather than focusing on competition,
I feel it’s my job to go up on stage andshow how I can
bring fun to the world by having fun myself.”
這是某種很難讓我客觀看待之,我認為,最重要一點是,我不會背叛人們對我的信任。
在這樣的展場上,我的職責就是展現任天堂是有樂趣的。人們來到E3展,要談競爭,
要談誰贏得全場焦點,所有參展廠商彼此競爭。但任天堂真正要做的是把樂趣帶給全球
,所以不是專注那家廠商贏那家獲得注目,我覺得我要走上台,展現我要怎樣把自身
的樂趣帶給全世界。
素人翻譯 有錯請指正 ^^
來源:
http://www.wretch.cc/blog/kb240824088
http://www.ign.com/articles/2012/06/19/shigeru-miyamoto-talks-the-competition-
at-e3
--
“In the past when we’ve introduced stuff like motion control or touch screen
control with the Nintendo DS, it typically would take a few years for other
companies bringthem into their own offerings,” he says. “The fact that one
year out when we first introduced the concept of Wii U, we’re already seeing
other companiestrying to move in that same direction, suggests there’s a
tremendous amount ofpossibility in what we’ve shown so far.”
過去,當任天堂採用體感及Nintendo DS的觸控操作,其他廠商通常都要花個幾年才能應
用到所製作的遊戲,宮本表示,一年就在任天堂首次揭露WiiU的概念後,已經可以看到
其他廠商試著跟上腳步,暗示著,就任天堂目前為止所展示一切有無窮的可能性。
Miyamoto also talked about why he believes Nintendo is in a better place to
take advantage of the dual-screen approach to gaming, as compared to the
competitors.
“We have along history of creating these kinds of experiences. Even going
back as far as our early experiments long ago between the portable gaming
machines and the home console. The challenges we experienced at that time –
not everyone had that complete ecosystem and hardware environment, so we
couldn’t have those experiences be made available to our entire user base.
It has the definitive advantage (because) it’s coupled with our experience
with creating unique gameplay for this very specific type
of ecosystem.
宮本也談到跟其他對手相比之下,他認為任天堂對於雙銀幕遊戲的應用來的更有優勢
任天堂創作那些體驗已有好長一段歷史,即使回顧好久以前我們在掌上遊機及家用
機間所做的早期實驗。當時我們遇到的挑戰—並非每人都有完整的生態及硬體環境,
所以我們不能馬上提供體驗給全部使用者。
明確的優勢就是,在這個特殊型態的生態系統,打造獨特的遊玩方式再結合上任天堂
的經驗。
Miyamoto ended the interview by sharing histake on violence in games, as well
as how he aims to create fun for all ageswhile avoiding the competitive
nature of events like E3.
宮本分享以他對遊戲裡的暴力元素的感受,以及目標是創作能讓全年齡都能享受樂趣
的遊戲,同時還要避開帶有競爭意味的E3展來結束專訪。
“Sometimes I get worried about the continued reliance on making games that
are so centeredaround guns, and that there are so many of these games,"
he says. "I have a hard time imagining – particularly for young generations
of gamers – how theysit down and play and interact with that.
有時候,持續製作以槍為中心這類的遊戲讓我擔憂,而這類遊戲又特別多。
尤其是年輕一代的玩家,我很難不去想像他們坐下、遊玩與遊戲裡的暴力元素互動的
各種畫面。
“Previous forms of media, like books, made it easy for parents to know
and understandwhat they’re buying for their children. With the transition
into digitalmediums it becomes more difficult for parents to have a full
grasp of what’sgoing on. From a game developer’s standpoint it’s important
to take that intoaccount
之前的媒體型式,以書本為例,讓父母親輕易知道、了解他們要買什麼東西給小孩。
隨著轉變到數位媒介,這樣的媒介讓父母親無法完全了解這樣的媒介。
就一名遊戲開發者的觀點來看,要將這點列入考量是很重要的。
It’s something that’s tough for me to objectively look at, and I think to
me, what’s most important, is that I don’t betray the trust that people
have in me. At a show like this, it’s my job to show we’re all having fun.
People come to E3 and they want to talk aboutcompetition and who won the show,
and all these companies combating one another. But what we’re meant to be
doing is bringing fun to the world. So rather than focusing on competition,
I feel it’s my job to go up on stage andshow how I can
bring fun to the world by having fun myself.”
這是某種很難讓我客觀看待之,我認為,最重要一點是,我不會背叛人們對我的信任。
在這樣的展場上,我的職責就是展現任天堂是有樂趣的。人們來到E3展,要談競爭,
要談誰贏得全場焦點,所有參展廠商彼此競爭。但任天堂真正要做的是把樂趣帶給全球
,所以不是專注那家廠商贏那家獲得注目,我覺得我要走上台,展現我要怎樣把自身
的樂趣帶給全世界。
素人翻譯 有錯請指正 ^^
來源:
http://www.wretch.cc/blog/kb240824088
http://www.ign.com/articles/2012/06/19/shigeru-miyamoto-talks-the-competition-
at-e3
--
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Switch
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