桜井專訪 - 任天堂
By Ivy
at 2013-06-18T21:09
at 2013-06-18T21:09
Table of Contents
http://www.polygon.com/2013/6/17/4438642/super-smash-bros-
director-masahiro-sakurai-character-selection
不縮網址自己接。
重點摘要,非逐行:
標題:「選角壓力大到快死」
櫻井在跟POLYGON的專訪表示,決定參戰角色的過程幾乎逼到他精神與肉體的極限。
上週E3公布了幾個新角色。比選擇新角色更難的是,要把那些舊人剃除。
「壓力大到快死。」「不是只有我個人意見,還必須考量平衡、動畫、圖像、音樂
等要完成,我還要考量如何做決策。」
「如果沒有核心角色,就不像大亂鬥了。」
「如果有人擅長的次要角色被移的話,那些人會相當痛。所以必須非常認真考量。」
決策始於櫻井個人考量,但也相當的參考問卷調查。「該角色的獨特性?為何會加入
大亂鬥世界?能做出什麼其他人辦不到的?如何與他人對比或互補?」洛克人的加入也
是回應支持者,是自從X/Brawl後的候選名單第一名。
「每次都是重頭來過。」
卡卡很簡單就同意。製作小組專注在紅白機時代的版本,比較遲鈍不流暢的版本,
重點放在奪取頭目來的能力而非拳打腳踢。「秀給卡卡的審核流程很簡單順暢地
就過了。」
角色的重新設計都是重頭開始,配合硬體而定。
開發的重點是平衡度。「例如,薩姆斯跳躍有點漂浮感,這是從初代METROID來的。
因為那遊戲需要大量跳躍時射擊。藉由漂浮減低速度,能容易精準控制。」
「重點在於必須了解為何要這樣設計薩姆斯的動作,所以我們依舊會用此設定。我
必須從頭思考一遍,才能確定我理解並能在大亂鬥中重現。」
櫻井提到他的談話會減少,但是每日更新最新消息到道場與Miiverse。
******
看來角色名單是真的如傳言所提會大洗牌了。
--
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