世界顶尖游戏开发者是怎么吹任天堂的?「塞尔达」与「马里奥」为什么是天?

为什么任天堂是游戏界公认的神?
—— 任天堂以及它「塞尔达传说」与「超级马里奥」等游戏作品系列,对其他游戏开发者、其它游戏作品,有多大的影响力?
本专栏文章的后半部分,附带 中文&外文 引用资料对照。
5小时超长任天堂纪录片:
[2] 任天堂纪录片(生肉全集):
Playing With Power: The Nintendo Story 《游戏的力量:任天堂故事》










盘点一下世界著名任天堂粉丝们、业界顶尖游戏大佬们都是怎么吹老任的

丹•豪瑟 (R星创始人):
「塞尔达传说」与「超级马里奥」系列显著地影响了GTA系列的开发。如果哪个3D游戏制作人说自己没从「塞尔达传说」和「超级马里奥」身上学过什么,那他一定是在扯淡。
山姆•豪瑟(R星创始人):
「侠盗猎车手3」可以说像是「塞尔达传说」与「四海好家伙」的融合。(「四海好家伙」,「Goodfellas」,1990年的美国黑帮犯罪电影)

菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
在将我们带到新世界和新冒险方面,游戏有着悠久的历史,这些旅程融入了我们自己的生活经历并成为我们的一部分。「塞尔达传说」系列是一个标志性的IP,为许多人带来了欢乐。 35 年过去了(2021年),到现在也依然很强劲。


Playing With Power: The Nintendo Story 《游戏的力量:任天堂故事》五集记录片

菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
菲尔·斯宾塞对 Big N (Nintendo)大加赞赏,称他们“精通于自己的工作”,并且拥有“最强的第一方血统”。称它们为“我们游戏行业的掌上明珠”,最后说它们应该受到保护、帮助其成长。
斯宾塞长期以来一直是 Switch 的支持者,在Switch上发布了诸如《我的世界》和《奥日与黑暗森林》等 Xbox 游戏。
原文:菲尔·斯宾塞关于《动物森友会》的完整访谈视频:
https://youtu.be/1-DdCjlH99U

Eric Williams,圣莫妮卡工作室,《战神5:诸神黄昏》总监
在接受 IGN 采访时,《战神5:诸神黄昏》的新总监 Eric Williams 与 IGN 分享了 5 部影响了他的职业生涯的 NES(NES)游戏,他告诉 IGN,这些经典游戏让他明白了一部好的游戏要如何处理几个关键的要素。
其中 1986 年的经典初代《塞尔达传说》作品为世界带来了林克、塞尔达公主、海拉鲁,也给童年的 Williams 留下了很深的印象。他告诉IGN:「作为来自(美国)中西部的孩子,我小时候经常在树林中玩耍,这个游戏让我感到既熟悉又奇异。」
《战神:诸神黄昏》总监访谈:NES 游戏带来的启迪。
链接:https://www.ign.com.cn/baseball-stars/41672/interview/zhan-shen-zhu-shen-huang-hun-zong-jian-fang-tan-nes-you-xi-dai-lai-de-qi-di
雷吉·菲尔斯-艾梅,美国前任任天堂总裁:“这个行业因为 Xbox 而变得更好。”
“(Xbox)发布的那一刻,还有现在,以及20 年后,这个行业正因为 Xbox 的发布而变得更好,我坚信这一点。”雷吉说,“事实上,每一家公司都在产出这些精彩的内容,生态系统是如此强大,而 Xbox 是其中重要的组成部分。”

Gabe Newell(G胖),Valve Software (V社)创办人
G胖最喜欢的游戏是《超级马力欧64》、《毁灭战士》和和 Burroughs 版的《星际迷航》。
《毁灭战士》改变了他,使他认为电子游戏是娱乐的未来;而《超级马力欧64》使他确信,电子游戏是一种艺术。


Nicolo Laurent,Riot Games(拳头游戏,英雄联盟开发商),首席执行官CEO
“终于在飞机上玩到了 Switch 上的塞尔达,它是任天堂伟大的游戏设计教科书。”

Scott Gelb,Riot Games(拳头游戏,英雄联盟开发商),首席运营官
《塞尔达传说》 NES 金卡带版,是我(在小学时)玩过的第一个角色扮演游戏,它改变了我的生活——从拆箱体验,包括在甚至都还不知道它是什么的情况下 和母亲一起从 Target 那儿买回来,到游戏给我带来的无与伦比的感受。它开始了我从 RPG 到 MMO 的热潮,并让我进入了这个行业。我玩过该系列中的大多数游戏(包括《旷野之息》中的 75-100 小时),所以可以说它对我产生了持久的影响。
Lean Jackson,英雄联盟电竞的内容制作人
「塞尔达传说」,特别是《时之笛》,对我影响很大。这是我大约六岁时和我的兄弟和爸爸一起玩的第一场游戏(我们轮流玩),它让我看到了电子游戏的无限可能。
我爱上了这个世界和里面的角色,我也因此学会了画画和演奏音乐,这样我就可以在任何时候都能继续“玩塞尔达”了。游戏中各种有趣的时刻,也给予了我很多启发,尽管这些年来我也在玩其他很多游戏,但我会永远怀念《时之笛》,是它促使我从童年时起,就成为了一名热爱游戏的玩家。
育碧联合创始人兼CEO Yves Guillemot,任天堂代表董事、游戏设计师 宫本茂

Yves Guillemot,育碧联合创始人兼CEO
与任天堂合作,尤其是与宫本茂合作的美妙之处在于,你正在与最优秀的人合作。与业内最聪明的人一起工作很容易,他们非常了解什么是最有效的,而且我们经常就如何解决问题达成一致。
我经常出差,但多亏了 Switch,我才能够玩塞尔达。这是一款伟大的游戏,我们可以通过了解任天堂的做法来了解我们如何制作游戏。

Todd Howard,贝塞斯达(Bethesda),《上古卷轴 V:天际》 首席制作人:
Todd 对《塞尔达传说:旷野之息》大加赞赏,他说:
“《旷野之息》是我最喜欢的【塞尔达传说】系列作品!我很明显地特别喜欢开放世界的东西。任天堂做得特别特别好的一点是:他们不会限制你。而即便是我们B社做的东西,也会对你进行一些限制。但塞尔达会说‘这就是全部’。你最多也只是受到未获得能力的一些限制,而非随意的限制。
《旷野之息》这款游戏做得太棒了!任天堂做了惊人的工作,这真的是无比奇妙的体验!”

【Todd】Todd谈塞尔达传说荒野之息!Todd Howard接受Lex Fridman采访精彩片段节选】 https://www.bilibili.com/video/BV14g411H7nV/
Andrew Scharf,贝塞斯达(Bethesda),《上古卷轴 V:天际》 首席制作人:
我们很高兴能在 Nintendo Switch 上推出我们的游戏,任天堂一直是我们的绝佳合作伙伴,这非常令人兴奋,我们一直梦想有机会能够将上古卷轴带到任天堂平台。
在我们开始开发 Switch 硬件后不久,总监 Todd 将《上古卷轴 V:天际》与《塞尔达传说:旷野之息》联动的想法带到了任天堂和塞尔达传说开发团队。他们喜欢这个想法,并提出与我们合作。

上田文人,《古堡迷踪》(ICO)、《汪达与巨像》、《最后的守护者》导演,Team Ico.
「塞尔达传说」系列对《旺达与巨像》有着很大的影响。其中的巨人,与其说像是Boss,倒不如说更像是反转的塞尔达式地牢。这是他一开始的哲学理念。

Square Enix(史克威尔 艾尼克斯):
《最终幻想XV》无缝开放世界背后的灵感,来自于《塞尔达传说:时之笛》。

堀井雄二,「勇者斗恶龙」系列游戏的创造者:
浜村弘一,曾担任《Fami通》主编:
当浜村弘一问堀井雄二“你玩游戏吗?”时,堀井说他喜欢「塞尔达系列」,并提到了任天堂的第一代磁盘系统和《时之笛》。 还有,当他(工作)卡住的时候,他说玩《任天堂战争》会让他在困倦时感到神清气爽。 他当时正在 GBA SP 上玩 GBC 的《游戏男孩大战》。(2003年的采访)
藤泽仁,曾担任「勇者斗恶龙」(DQ)导演:
“我其实最喜欢的就是《塞尔达传说:梅祖拉的假面》了。特别是在之后我拿到“夫妇的假面”的时候,那真是我在塞尔达系列里面最喜欢的场景啊。”

FromSoftware社,宫崎英高:
“当我还是一个学生的时候,《塞尔达传说》系列在游戏史上有已经有里程碑意义了,所以老实讲看到有人拿‘魂’系列和《塞尔达传说》比较的时候,我真的特别替它不值。而且这两者根本就是分属于两种游戏类型的作品,有着完全不同的设计理念,根本没有谁非得和谁一样的必要。如果非要找相似点的话,可能它们都成为了某种意义上的3D动作游戏教科书。”
FromSoftware社,宫崎英高:
《塞尔达传说:众神的三角力量》、《勇者斗恶龙》、《巫术》、《上古卷轴4:湮没》、《万智牌》是他最喜欢的游戏之一。
FromSoftware社,宫崎英高:
关于《艾尔登法环》:“我不认为我们受到任何特定游戏的启发,但我个人玩过许多被认为是该类型经典的开放世界游戏,我都受到了所有这些游戏的影响。其中包括「上古卷轴」系列、「巫师 3」 以及最近的「塞尔达传说:旷野之息」。”

拉斐尔•拉科斯特 ,《波斯王子》及《刺客信条》系列的导演:
《塞尔达传说:风之杖》和《席德梅尔的海盗》极大地影响了《刺客信条:黑旗》的开发。而《塞尔达传说:风之杖》可能更符合我们的游戏想法,只不过我们想要保持《刺客信条》的写实风格,这很有挑战性。
Benjamin Plich,《刺客信条:大革命》和《荣耀战魂》的首席游戏设计师:
他相信开发者会从《塞尔达传说:旷野之息》对实验性和新兴游戏玩法的关注中获得灵感,例如“以开放的方式更自由地试验事物的能力”并具有“强烈的自主意识和对环境和可用工具的实验”。

Damien Monnier,曾担任过《巫师 3:狂猎》和《昆特牌》设计总监:
《塞尔达传说:旷野之息》“设法将经典的开放世界机制结合在一起,而不是依靠它们来引导玩家穿越它的世界”,鼓励玩家“去探索它,因为你想知道那里有什么,而不是因为战利品图标告诉你去哪儿。”

坂垣伴信,TECMO开发小组NINJA TEAM的负责人、《忍者龙剑传》制作人:
为彻夜体验《时之笛》,他破天荒地忘记打卡上班,他事后笑着对《FAMI通》的记者说:“这是我平生第一次为了玩游戏而误工,这样的事情以后恐怕也不会再有了吧。”在其开发的《忍者龙剑传》中,借鉴《时之笛》之处比比皆是。

吉田修平,索尼全球工作室总裁
他曾在 PlayStation 直播中,兴奋地提到《塞尔达传说:荒野之息》这款冒险游戏是一场史诗般的大型游戏,让他迫不及待地想再一次玩塞尔达。
“我刚玩过塞尔达!新的塞尔达游戏。你知道,开放世界和狩猎。我有一种奇怪的感觉,这感觉就像地平线。这是一场史诗般的大型游戏。我迫不及待地想再一次玩塞尔达。”

神谷英树,《鬼泣》《大神》《猎天使魔女》系列作品的导演,白金工作室创始人之一:
神谷英树在开发游戏时受到了《塞尔达传说》系列的影响,并称《塞尔达传说:众神的三角力量》是他一直以来最喜欢的游戏。
《Fami通》杂志对白金工作室《蓓优妮塔3》开发者们的采访:
神谷英树:能开发《蓓优妮塔》3代真的很感谢任天堂,这真不是夸张,我这辈子都不会忘记任天堂对我们的恩情。......任天堂拯救了《蓓优妮塔》系列。尽管有许多粉丝觉得,自从任天堂包下这个IP,游戏的“某些表现”就被限制了。但事实并非如此,任天堂全力支持着我们想创造和表达的东西。
任天堂如何拯救了《猎天使魔女》系列:
https://www.criticalhit.net/gaming/hideki-kamiya-talks-bayonetta-3-nintendo-saved-franchise/

Amy Hennig,《噬魂者》和《神秘海域》导演,前任顽皮狗总监,水晶动力工作室:
她说「塞尔达传说」曾作为《凯恩的遗产》系列的灵感来源。例如《众神的三角力量》对《血兆》的影响,以及《时之笛》对《噬魂者》的影响。
Richard Lemarchand,《噬魂者》和《神秘海域》的开发者,顽皮狗,水晶动力工作室:《塞尔达传说:众神的三角力量》中将游戏玩法与讲故事相结合的方法,也同样成为了《凯恩的遗产》系列《噬魂者》的灵感来源。

Peter Molyneux,《神鬼寓言》导演,Lionhead Studios 和 Microsoft Studios:
《塞尔达传说:黄昏公主》是他最喜欢的游戏之一,并且对《神鬼寓言》系列产生了很大的影响:“我只觉得《黄昏公主》是真的令人瞠目结舌,它对硬件的使用非常出色。而且我已经玩了好几次那个游戏了。”

David Adams,《暗黑血统》导演,Vigil Games:
「塞尔达传说」系列在 30 多年前就做到了这一点,而它直到现在也依然像火炬一样照亮着其它游戏(的方向)。它让我们对“游戏可能是什么”有了更深的理解。我们中的许多人仍在效仿着它。
“我们为此而努力,”他说。 “《暗黑血统》本质上是我们在说,‘嘿。让我们做一款成熟的塞尔达游戏吧。’”
David Adams 现在是德州奥斯汀 Gunfire Games 公司的总裁,他在 1996 年的电子娱乐博览会上赢得了 Nintendo 64,这要比N64游戏机正式发布的时间早了六个月。 它打开了通往《超级马里奥 64》 的大门,当然还有黄金收藏版《时之笛》。

Cliff Bleszinski,《战争机器》系列制作人:
Bleszinski 将「塞尔达传说」系列列为影响「战争机器」系列的最主要作品之一。
①获得一种新工具——②在这种情况下可以是一种新武器——③并学习它、掌握它,④然后随着游戏的进行用它来征服一个新领域......(这些方法)是「塞尔达传说」系列的设计基石之一。 「塞尔达传说」有它的钩锁。 「战争机器」有它的黎明之锤。

小岛秀夫,「合金装备」系列、「死亡搁浅」等游戏的制作人
小岛称他決定成为游戏制作人的作品就是《超级马力欧兄弟》和《港口镇连续杀人事件》,并公开声称以宮本茂和堀井雄二为师。

链接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg

日本最权威的游戏专业媒体《FAMI通》给予了《时之笛》史上第一个的40分满分评价,时任杂志社总编集长浜村弘一亲自执笔的总结性评语:“满分并不意味着这个游戏是完美无缺的,给予如此的评价无非是向制作人员对游戏本质的不懈追求表示我们最高敬意!”
《时之笛》被誉为任天堂美学的代表,对整个游戏产业来说也是教科书式的里程碑,宫本茂团队向广大同业完美诠释了如何表现3D空间的空间感和纵深感,LOCK-ON(视角锁定)系统也为困扰3D游戏多年的视点转换问题提供了最合理的解决方案。
GameSpot 评价:10/10
《塞尔达传说:荒野之息》是对任天堂这个最受推崇的系列:塞尔达的革命。 它超出了人们的预期,既回归了经典,又踏入了无人涉足的领域。这款游戏汲取了其他游戏设计和机制的精华,将之融汇成了全新的东西,同时又保留了塞尔达系列的原味。 这项工作无比神奇,也再次证实了任天堂独特的基因与水平。即便没有玩过塞尔达的旧作,你也该试试这款游戏。
IGN 评价:10/10
《荒野之息》俨然已经成为了开放世界游戏中的翘楚,也会是这个超过30年系列的分水岭。《荒野之息》带来了一种充满着谜团的沙盒游戏体验,还在玩家面前直接展示出各种诱人的奖励,让玩家更有动力去探索游戏世界。
我在海拉尔大陆上还体验着许许多多的挑战,它们当中每一支都有驱使我前进的独特故事,让它们成为了种种故事中的一环。甚至在我50小时的海拉鲁大陆探索旅程之后,我依然还在试着穿越一些前所未见的景色。在这些惊人的绝景之前,神不知鬼不觉地,50小时甚至是100小时就已经投入进去了。

任天堂纪录片(生肉):
Playing With Power: The Nintendo Story 《游戏的力量:任天堂故事》

塞尔达开发组都曾喜欢玩什么?
《旷野之息》制作人,青沼英二:
“我确实听到开发组里很多人都在玩《荒野大镖客:救赎2》。”同时他还提到了,在当初开发《塞尔达传说:旷野之息》时,游戏导演“藤林秀麿”也在玩《上古卷轴5:天际》,而由于自己一直很忙,所有平时休息”时间会玩一玩《节奏海拉鲁》放松。
《旷野之息》制作人,青沼英二:
“过去我也说过我曾经玩过《上古卷轴5:天际》,所以说我不是不玩游戏,”
“但是我们不是从这么个角度:【哦!我们能从这游戏里照搬什么东西?】
而更像是这样,【‘我们该怎么样才能为此做准备?我们对于类似游戏的期待是什么?’】
【“同时我们也想到需要多少人手,或我们怎么才能有所改进提升?】
他继续说,【“我们从中收集资料,然后看看哪些提升是有效的,哪些提升是无效的。”】
《旷野之息》制作人,青沼英二:
其实自己和《旺达与巨像》的上田文人一直是关系很好的朋友。
“上田文人他也一直在说想要做一款类似于《塞尔达传说》的游戏。
“上田文人为人非常好,他在去年年底给我寄了一盘《最后的守护者》。在游玩过程中我注意到小男孩攀爬至大鹫头部、或跳跃至建筑平台上的所有路径设计及其过程中,遭遇的高度限制设定,均与早期《塞尔达传说》如出一辙。”
“我意识到我们有同样的想法。看到我们在不同的时间,都有着相似的灵感、相似的游戏玩法,这很有趣。
《旺达与巨像》的攀爬机制受到了早期《塞尔达传说》的影响,而后也同样影响到了《黄昏公主》的设计。
《旷野之息》游戏总监,藤林秀麿:
“《我的世界》和《泰拉瑞亚》这两个游戏对我有很大的启发。我能够从中了解并学习游戏玩法和各种可能性,学习它们的冒险、探索,以及引发玩家好奇心的方法。”
“我们还会(在现实中)进行诸如洞穴探险、潜水、漂流之类的事情。我知道这在西方可能没什么大不了,但在日本却是一场冒险!”

中文&外文引用资料对照

丹•豪瑟 (R星创始人):
「塞尔达传说」与「超级马里奥」系列显著地影响了GTA系列的开发。如果哪个3D游戏制作人说自己没从「塞尔达传说」和「超级马里奥」身上学过什么,那他一定是在扯淡。
Dan Houser, the 39-year-old chief writer of Rockstar Games and a co-founder of the studio that's delivered the Grand Theft Auto series, admitted to some screen-looking in an interview this weekend with The New York Times:
"Anyone who makes 3D games who says they've not borrowed something from Mario or Zelda is lying," he said.
链接:https://kotaku.com/grand-theft-autos-writer-talks-women-writing-and-creat-5959390
山姆•豪瑟(R星创始人):
「侠盗猎车手3」可以说像是「塞尔达传说」与「四海好家伙」的融合。 (「四海好家伙」,「Goodfellas」,1990年的美国黑帮犯罪电影)
Grand Theft Auto III is like a cross Between a gangster movie and an RPG (Zelda meets Goodfellas?), with the most intense action and driving gameplay.
链接:https://www.ign.com/articles/2001/09/10/rockstars-sam-houser-mouths-off

Playing With Power: The Nintendo Story 《游戏的力量:任天堂故事》五集记录片

菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
在将我们带到新世界和新冒险方面,游戏有着悠久的历史,这些旅程融入了我们自己的生活经历并成为我们的一部分。「塞尔达传说」系列是一个标志性的IP,为许多人带来了欢乐。 35 年过去了(2021年),到现在也依然很强劲。
PHIL SPENCER, EVP OF GAMING AT MICROSOFT
"Gaming has a rich history of transporting us to new worlds and on new adventures, these journeys fold into our own lived experiences and become a part of us. The Legend of Zelda is an iconic franchise that has BROUGHT JOY TO SO MANY PEOPLE over the past 35 years and is still going strong."
链接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy

菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
菲尔·斯宾塞对 Big N (Nintendo)大加赞赏,称他们“精通于自己的工作”,并且拥有“最强的第一方血统”。称它们为“我们游戏行业的掌上明珠”,最后说它们应该受到保护、帮助其成长。
斯宾塞长期以来一直是 Switch 的支持者,在Switch上发布了诸如《我的世界》和《奥日与黑暗森林》等 Xbox 游戏。
原文:菲尔·斯宾塞关于《动物森友会》的完整访谈视频:
https://youtu.be/1-DdCjlH99U
Xbox boss Phil Spencer lavishes Nintendo with praise
He then went on to heap even more praise on the Big N saying that they’re “masterful at what they do,” and have “the strongest first-party pedigree out there.” Calling them a “jewel for us in the games industry,” and finished by saying that they should be protected and helped to grow.
Phil Spencer has long been a supporter of the Switch, releasing Xbox Game Studio games like Minecraft and Ori and the Blind Forest on the system, among others. These latest comments, however, shift that support to outright admiration and we love it!
You can watch the full episode of Animal Talking below:
https://youtu.be/1-DdCjlH99U
链接:https://nintendowire.com/news/2020/08/13/xbox-boss-phil-spencer-lavishes-nintendo-with-praise/

Eric Williams,圣莫妮卡工作室,《战神5:诸神黄昏》总监
在接受 IGN 采访时,《战神5:诸神黄昏》的新总监 Eric Williams 与 IGN 分享了 5 部影响了他的职业生涯的 NES(NES)游戏,他告诉 IGN,这些经典游戏让他明白了一部好的游戏要如何处理几个关键的要素。
其中 1986 年的经典初代《塞尔达传说》作品为世界带来了林克、塞尔达公主、海拉鲁,也给童年的 Williams 留下了很深的印象。他告诉IGN:「作为来自(美国)中西部的孩子,我小时候经常在树林中玩耍,这个游戏让我感到既熟悉又奇异。」
《战神:诸神黄昏》总监访谈:NES 游戏带来的启迪。
链接:https://www.ign.com.cn/baseball-stars/41672/interview/zhan-shen-zhu-shen-huang-hun-zong-jian-fang-tan-nes-you-xi-dai-lai-de-qi-di
Eric Williams,Santa Monica Studios,Director of God of War: Ragnarok
Santa Monica Studios' God of War: Ragnarok recently launched to critical acclaim (including a glowing review from our good pals over at Push Square), and its director Eric Williams has recently shared some of the games that inspired him and influenced his career.
Speaking with IGN (thanks, GoNintendo), Williams listed off five classic NES titles that informed how he approaches various aspects of game design, including combat, statistics, and day/night cycles. As expected, a few of his choices might seem pretty obvious to many of our readers here, but there are a couple that might come as a bit of a surprise.
The first game listed is, of couse, The Legend of Zelda. While not exactly a game that ranks highly in Nintendo's Zelda franchise these days, the impact of its introduction on the NES cannot be overstated. Williams states that “Being from the Midwest and playing in the woods as a kid made this game feel so familiar and fantastical all at the same time.”
链接:How God of War: Ragnarok's Director Found Inspiration in Classic NES Games.
[1] https://www.ign.com/articles/how-god-of-war-ragnaroks-director-found-inspiration-in-classic-nes-games
[2] https://www.nintendolife.com/news/2022/11/random-god-of-war-ragnarok-director-shares-five-nes-games-that-inspired-him

雷吉·菲尔斯-艾梅,美国前任任天堂总裁:“这个行业因为 Xbox 而变得更好。”
“(Xbox)发布的那一刻,还有现在,以及20 年后,这个行业正因为 Xbox 的发布而变得更好,我坚信这一点。”雷吉说,“事实上,每一家公司都在产出这些精彩的内容,生态系统是如此强大,而 Xbox 是其中重要的组成部分。”
“The moment in time of the launch, the moment in time now, 20 years later, the industry is Better because of the Xbox launch, I passionately believe that,” Fils-Aimé stated. “And the fact that there are all of these companies making all of this wonderful content, the ecosystem is so robust, Xbox is a big part of that.”
链接:https://www.nme.com/news/gaming-news/ex-nintendo-president-says-the-industry-is-Better-because-of-the-xbox-3102685

Gabe Newell(G胖),Valve Software (V社)创办人,《半条命》系列制作人
G胖最喜欢的游戏是《超级马力欧64》、《毁灭战士》和 Burroughs 版的《星际迷航》。
《毁灭战士》改变了他,使他认为电子游戏是娱乐的未来;而《超级马力欧64》使他确信,电子游戏是一种艺术。
In 2011, Newell said his favorite video games included Super Mario 64, Doom, and a Burroughs mainframe version of Star Trek. Doom convinced him that games were the future of entertainment, and Super Mario 64 convinced him that games are a form of art.
链接:https://en.wikipedia.org/wiki/Gabe_Newell
Speaking with Computer & Video Games back in 2011, Newell said that Mario 64 was:
Still my favourite game of all time. I still have vivid memories of all the different levels. The control is still pretty much unrivalled. It convinced me that games were art.链接:https://www.nintendolife.com/news/2014/03/valves_gabe_newell_thinks_super_mario_64_is_just_swell

链接:https://twitter.com/nintendoamerica/status/441362130491957248

链接:https://en-us.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/cfuf24t/?context=3

Nicolo Laurent,Riot Games(拳头游戏,英雄联盟开发商),首席执行官CEO
终于在飞机上玩到了 Switch 上的塞尔达,它是任天堂的伟大的游戏设计教科书。
Nicolo Laurent,Riot Games,CEO
Finally played Zelda on the Switch in the plane. Great game design lesson from Nintendo.

Scott Gelb,Riot Games(拳头游戏,英雄联盟开发商),首席运营官
《塞尔达传说》 NES 金卡带版,是我(在小学时)玩过的第一个角色扮演游戏,它改变了我的生活——从拆箱体验,包括在甚至都还不知道它是什么的情况下 和母亲一起从 Target 那儿买回来,到游戏给我带来的无与伦比的感受。
它开始了我从 RPG 到 MMO 的热潮,并让我进入了游戏这个行业。我玩过该系列中的大多数游戏(包括《旷野之息》中的 75-100 小时),所以可以说它对我产生了持久的影响。
SCOTT GELB, HIEF OPERATING OFFICER AT RIOT GAMES
The Legend of Zelda NES gold cartridge was the first RPG I ever played (in elementary school) and it CHANGED MY LIFE — everything from the unboxing experience, including buying it from Target with my mom without even knowing what it was, to how the game made me feel.
It started my RPG craze and eventually led to MMOs and getting in the industry. I’ve played most titles in the series (including 75-100 hours in Breath of the Wild), so one could say it’s had a lasting impact on me.
链接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy
Lean Jackson,英雄联盟(LOL)电竞的内容制作人
「塞尔达传说」,特别是《时之笛》,对我影响很大。这是我大约六岁时和我的兄弟和爸爸一起玩的第一场游戏(我们轮流玩),它让我看到了电子游戏的无限可能。
我爱上了这个世界和里面的角色,我也因此学会了画画和演奏音乐,这样我就可以在任何时候都能继续“玩塞尔达”了。游戏中各种有趣的时刻,也给予了我很多启发,尽管这些年来我也在玩其他很多游戏,但我会永远怀念《时之笛》,是它促使我从童年时起,就成为了一名热爱游戏的玩家。
LEAH JACKSON, CONTENT PRODUCER FOR LEAGUE OF LEGENDS ESPORTS
Zelda, and specifically Ocarina of Time, influenced me tremendously. It was the first game I got to play with my brother and dad when I was about six (we took turns) and it opened my eyes to what video games could be.
I fell SO IN LOVE with the world and characters that I learned to draw and play music so I could keep "playing Zelda," even when I wasn't. The fun moments and memories have inspired me a lot and even though I've gone on to play so many other games over the years, I will always fondly remember Ocarina of Time as the game that kickstarted me into being a gamer in the first place.
链接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy

育碧联合创始人兼CEO Yves Guillemot,任天堂代表董事、游戏设计师 宫本茂

Yves Guillemot,育碧联合创始人兼CEO
与任天堂合作,尤其是与宫本茂合作的美妙之处在于,你正在与最优秀的人合作。与业内最聪明的人一起工作很容易,他们非常了解什么是最有效的,而且我们经常就如何解决问题达成一致。
我经常出差,但多亏了 Switch,我才能随时玩塞尔达。这是一款伟大的游戏,我们可以通过了解任天堂的做法来了解我们如何制作游戏。
Ubisoft CEO Yves Guillemot…
“What is fantastic about working with Nintendo and with Miyamoto in particular is that you are working with the best. It's easy to work with the smartest people in the industry and they have a great understanding of what works and we are very often on the same page about how to solve a problem.
I travel a lot for work, but thanks to the Switch I've been able to play Zelda. It's a great game and we can learn a lot about how we make games by looking at what Nintendo has done.”
链接:https://nintendoeverything.com/ubisoft-ceo-on-working-with-miyamoto-praise-for-zelda-and-nintendo/

Todd Howard,贝塞斯达(Bethesda),《上古卷轴 V:天际》 首席制作人:
Todd 对《塞尔达传说:旷野之息》大加赞赏,他说:
“《旷野之息》是我最喜欢的【塞尔达传说】系列作品!我很明显地特别喜欢开放世界的东西。任天堂做得特别特别好的一点是:他们不会限制你。而即便是我们B社做的东西,也会对你进行一些限制。但塞尔达会说‘这就是全部’。你最多也只是受到未获得能力的一些限制,而非随意的限制。
《旷野之息》这款游戏做得太棒了!任天堂做了惊人的工作,这真的是无比奇妙的体验!”
Todd Howard,Bethesda,Director of The Elder Scrolls V: Skyrim
Lex Fridman (Q): I get to ask you about a game I haven't played but people put up there as one of the greatest, The Legend of Zelda: Breath of the wild. Have you get the chance to play?
Todd Howard (A): A lot of it! Yes! Yes! It's fantastic! It's fantastic!
Lex Fridman (Q): What do you think about? I mean, it's a very difference experience. I've played Zelda game, also an open world game like you created. It is also an open world.Todd Howard (A): It is! It's my favorite Zelda. Cause obviously I like open world staff. And, the one thing they do really really well is that THEY DON'T CONSTRAINT YOU. You know, even things we do will constraint you a little bit more. (While) Zelda says:"Here's the whole thing!" And you will constraint by actual player ability you haven't earned yet. Not some arbitrary barriers. Nintendo did a phenomenal job! It's a magical game!
Lex Fridman (Q): It really feels open.
Todd Howard (A): Yes! It truelly is! Yes!

【Todd】Todd谈塞尔达传说荒野之息!Todd Howard接受Lex Fridman采访精彩片段节选】 https://www.bilibili.com/video/BV14g411H7nV/
Andrew Scharf,贝塞斯达(Bethesda),《上古卷轴 V:天际》 首席制作人:
我们很高兴能在 Nintendo Switch 上推出我们的游戏,任天堂一直是我们的绝佳合作伙伴,这非常令人兴奋,我们一直梦想有机会能够将「上古卷轴」带到任天堂平台。
在我们开始开发 Switch 硬件后不久,总监 陶德 将《上古卷轴 V:天际》与《塞尔达传说:旷野之息》联动的想法带到了任天堂和「塞尔达传说」开发团队。他们很喜欢这个想法,并提出与我们合作。
Bethesda and Nintendo
Paul Hunter: Skyrim coming to Nintendo Switch is obviously a huge moment in gaming, and especially for Nintendo fans. Who originally approached who about bringing this massive game world to Nintendo Switch?
Andrew Scharf: The team here at BGS has been excited about the Switch and Nintendo’s plans since we first saw the demo of the technology. That got us fired up about the possibilities, and as a broader company, we’re always looking to expand our games to new platforms and new audiences. It was just a no-brainer to join a great partner like Nintendo and bring the massive world of Skyrim, where you can go anywhere and do anything, to a platform that can also go anywhere.
PH: Last October during the much talked about video Reveal Trailer for Nintendo Switch we saw Skyrim being played at home and on an airplane. How did it feel to (sort of) make public the new relationship Bethesda has with Nintendo?
AS: It was very exciting. We’ve always dreamt of the opportunity to be able to bring The Elder Scrolls to a Nintendo platform, and with the Switch we were able to do not only that, but provide a way to play Skyrim a whole new way by being able to bring it anywhere. Nintendo’s been a great partner and it’s been great to work with them.
Zelda + Skyrim
PH: The addition of items from The Legend of Zelda, like the Master Sword, Hylian Shield, and Champion’s Tunic is pretty exciting. How did this idea come about and are there any other items in-game that may surprise us?
AS: It was early on in the project, shortly after we started developing on the Switch hardware and Todd brought the idea up to Nintendo and the Legend of Zelda development team. They loved the idea and offered to work with us to make sure that our depiction of Link’s Champion’s Tunic, Hylian Shield, and of course the Master Sword held true to their design, while being usable weapons/armor in Skyrim.
Bethesda & Nintendo: The Future
PH: The future looks extremely bright for Bethesda and Nintendo. We have Skyrim, DOOM, and Wolfenstein II all coming to Nintendo Switch. As we look towards the future, what would you like to tell Nintendo fans about this rapidly growing partnership with Nintendo?
AS: We’re really excited to be launching our games on Nintendo Switch, and Nintendo has been a fantastic partner for us. The fans of Nintendo’s hardware have been super supportive and excited for these games and we hope they enjoy exploring Skyrim, as well as blasting demons in DOOM and fighting Nazis in Wolfenstein II. We haven’t announced anything for Switch following Wolfenstein II in 2018, but if and when we do, we will let you know.
链接:https://nintendosoup.com/Bethesda-reveals-skyrims-zelda-collaboration-came/

上田文人,《古堡迷踪》(ICO)、《汪达与巨像》、《最后的守护者》导演,Team Ico.
「塞尔达传说」系列对《旺达与巨像》有着很大的影响。其中的巨人,与其说像是Boss,倒不如说更像是反转的塞尔达式地牢。这是他一开始的哲学理念。
Ico director Fumito Ueda (Team Ico) cited Zelda as an influence on Shadow of the Colossus.
"They're not bosses," says Ueda. "They're more like -- inverted Zelda dungeons." This was his philosophy from the start.
链接:https://web.archive.org/web/20170221110345/archives.insertcredit.com/reviews/wanda/

Square Enix(史克威尔 艾尼克斯):
《最终幻想XV》无缝开放世界背后的灵感,来自于《塞尔达传说:时之笛》。
Square Enix made it clear that Final Fantasy XV’s game world is being made with exploration in mind: “The FFXV Universe was created to make the main game FFXV Better and create a world people want to get lost in,” it wrote.
“The inspiration behind the seamless open world in FFXV is The Legend of Zelda Ocarina of Time.”
链接:https://www.psu.com/news/final-fantasy-xv-inspired-by-zelda-ocarina-of-time/

堀井雄二,「勇者斗恶龙」系列游戏的创造者:
浜村弘一,曾担任《Fami通》主编:
当浜村弘一问堀井雄二“你玩游戏吗?”时,堀井说他喜欢「塞尔达系列」,并提到了任天堂的第一代磁盘系统和《时之笛》。
还有,当他(工作)卡住的时候,他说玩《任天堂战争》会让他在困倦时感到神清气爽。 他目前正在 GBA SP 上玩 GBC 的《游戏男孩大战》。
浜村氏の「ゲームは遊ぶんですか」という問いにはゼルダシリーズが好きと言ってディスクシステムの初代や『時のオカリナ』の名前を挙げていました。またつまった時などには『ファミコンウォーズ』をすると「すっきりして眠れる」という話も飛び出していました。今はGBASPでGBCの『ゲームボーイウォーズ』を遊んでいるのだとか。
链接:https://www.inside-games.jp/article/2003/08/31/11508.html
藤泽仁,曾担任「勇者斗恶龙」(DQ)的导演:
“我其实最喜欢的就是《塞尔达传说:梅祖拉的假面》了。特别是在之后我拿到“夫妇的假面”的时候,那真是我在塞尔达系列里面最喜欢的场景啊。”
藤澤氏:実は、僕は『ムジュラの仮面』が一番好きなんです。特に、後半にあった「めおとの面」が手に入るところ【※】が、全ての「ゼルダ」含めても一番好きなシーンなんですよ。
链接:https://news.denfaminicogamer.jp/projectbook/zelda/4

FromSoftware社,宫崎英高:
当我还是一个学生的时候,《塞尔达传说》系列在游戏史上有已经有里程碑意义了,所以老实讲看到有人拿‘魂’系列和《塞尔达传说》比较的时候,我真的特别替它不值。
而且这两者根本就是分属于两种游戏类型的作品,有着完全不同的设计理念,根本没有谁非得和谁一样的必要。
如果非要找相似点的话,可能它们都成为了某种意义上的3D动作游戏教科书。
In an interview with Glixel, Miyazaki stated, “If there are similarities, they probably stem from the fact that The Legend of Zelda became a sort of textbook for 3D action games.” It’s funny how certain games become shining examples of their genre and never seem to be topped in terms of innovation.
As for the comparison, Miyazaki added, “When I was a student, The Legend of Zelda was truly monumental. So to be perfectly honest, I feel deeply unworthy of the comparison.” Miyazaki then states that the focus of each game is what truly differentiates them. “Our goal was to allow players to do what they want, define their own goals, make their own discoveries, embrace their own values, and find their own interpretations.”
链接:https://www.destructoid.com/hidetaka-miyazaki-feels-unworthy-of-dark-souls-zelda-comparisons/
FromSoftware社,宫崎英高:
《塞尔达传说:众神的三角力量》、《勇者斗恶龙》、《巫术》、《上古卷轴4:湮没》、《万智牌》是宫崎英高最喜欢的RPG游戏之一。
To Hidetaka Miyazaki:
Before we wrap up, what are your top three RPGs of all time?
Hidetaka Miyazaki:
Legend of Zelda: Link To The Past, Dragon Quest III, Wizardry, The Elder Scrolls IV: Oblivion and Magic: The Gathering.
链接:https://web.archive.org/web/20120204210941/http://www.edge-online.com/features/dark-matters-0?page=2
FromSoftware社,宫崎英高:
关于《艾尔登法环》:“我不认为我们受到任何特定游戏的启发,但我个人玩过许多被认为是该类型经典的开放世界游戏,我都受到了所有这些游戏的影响。其中包括「上古卷轴」系列、「巫师 3」 以及最近的「塞尔达传说:旷野之息」。”
『ELDEN RING』で個人的に好きなボスは誰ですか?
宮崎氏:
とても迷うところですが、ラダーンですね。
一人のキャラクターとしても魅力的ですし、ラダーン祭りというシチュエーションも気に入っています。
文字通りのお祭り感、高揚感と共に、我々らしい寂しい切なさもあるのかなと。
最初「ラダーン祭り」というアイデアを話したとき、
チームの誰も本気にしてくれなかった頃が懐かしいです(笑)
次点で挙げるとすれば、ゴドリックとライカードですね。
链接:https://news.xbox.com/ja-jp/2022/05/26/elden-ring-interview/
英文版:
【I don’t think we were inspired by any particular game, but I’ve personally played many open-world games that are considered classics of the genre and I’ve been influenced by all of them. These include The Elder Scrolls series, The Witcher 3, and more recently The Legend of Zelda: Breath of the Wild.】链接:https://oicanadian.com/hidetaka-miyazaki-would-have-been-influenced-by-breath-of-the-wild-elder-scrolls-and-witcher-3-for-the-creation-of-elden-ring/

拉斐尔•拉科斯特 ,《波斯王子》及《刺客信条》系列的导演:
《塞尔达传说:风之杖》和《席德梅尔的海盗》极大地影响了《刺客信条:黑旗》的开发。而《风之杖》可能更符合我们的游戏想法,只不过我们想要保持《刺客信条》的写实风格,这很有挑战性。
“We had several games like that as references. So, yes, [The] Wind Waker was one of them. Sid Meier's Pirates! was another.
They were really interesting, because they were successful naval games, which is pretty hard to achieve, and we quickly came to understand why. It's hard to do. How do you keep sailing interesting and not boring? Especially in our case, because we wanted to keep the [Assassin's Creed] style of being realistic, so we had a lot of challenges.
[The] Wind Waker is probably closer to our game than Pirates!, but the opportunity to use fantasy elements that pop up in front of the player was something we couldn't use. Those games were inspirational in terms of knowing a good pirate game was feasible and [they] helped us identify the areas where we needed to focus.”
– Jean Guesdon
链接:https://www.zeldadungeon.net/development-of-assassins-creed-black-flag-inspired-by-the-wind-waker/
To wit:
#Me:
I assume you guys have played The Wind Waker.
#Raphael Lacoste, ACIV art director:
Yeah. On the team some guys have.
#Sylvain Trottier, ACIV associate producer:
Not me. Is it the Zelda thing?
#Me:
[laughing] Yes, the Zelda thing that was in an open ocean where you get to explore every island.
#Trottier:
I don't have a Wii. It was the one console I never had.
#Lacoste:
It's a good reference. The game director has.
#Me:
It's one of the few games I guess you could even look at to see how they handled things. Have there been any interesting findings from that game, about what went well or what didn't?
#Lacoste:
I think the guys.. the game designers looked at that. We get inspiration from many games. We have to be open-minded.
链接:https://kotaku.com/yes-the-new-assassins-creed-is-like-that-lovely-zelda-5988343
Benjamin Plich,《刺客信条:大革命》和《荣耀战魂》的首席游戏设计师:
Benjamin Plich 相信开发者会从《塞尔达传说:旷野之息》对实验性和新兴游戏玩法的关注中获得灵感,例如“以开放的方式更自由地试验事物的能力”并具有“强烈的自主意识和对环境和可用工具的实验”。
Benjamin Plich, the designer of Assassin's Creed: Unity and For Honor, said that he believed developers would take inspiration from its focus on experimental and emergent gameplay, such as "the ability to experiment with things more freely, in an open way" and having "a powerful sense of autonomy and experimentation with the environment and the tools at their disposal."
链接:https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild

Damien Monnier,曾担任过《巫师 3:狂猎》和《昆特牌》设计总监:
《塞尔达传说:旷野之息》“设法将经典的开放世界机制结合在一起,而不是依靠它们来引导玩家穿越它的世界”,鼓励玩家“去探索它,因为你想知道那里有什么,而不是因为战利品图标告诉你去哪儿。”
Damien Monnier, designer of The Witcher 3: Wild Hunt, said Breath of the Wild" managed to bring classic open-world mechanics together while not relying on them to guide the player through its world," encouraging players to "go and explore it because you wonder what's out there, not because a loot icon tells you to." '
链接:https://www.gamesindustry.biz/articles/2017-06-05-how-will-the-legend-of-zelda-breath-of-the-wild-change-the-open-world-paradigm

坂垣伴信,TECMO开发小组NINJA TEAM的负责人、《忍者龙剑传》制作人,
为彻夜体验《时之笛》,他破天荒地忘记打卡上班,他事后笑着对《FAMI通》的记者说:“这是我平生第一次为了玩游戏而误工,这样的事情以后恐怕也不会再有了吧。”
在其开发的《忍者龙剑传》中,借鉴《时之笛》之处比比皆是。
A portion of a 1up interview with developer Tomonobu Itagaki…
1UP: Do you feel that your work on the Ninja Gaiden franchise owes anything to what Devil May Cry started on PS2?
TI: Nope. I actually owe thanks to the Legend of Zelda: Ocarina of Time.
1UP: How do you feel about the Team Ninja-doing-Metroid-reinvention news? Is this something you would have welcomed when you were still there?
TI: Metroid is a fantastic game that I played a lot on the Disk System when I was a child. I also know Mr. Sakamoto, the producer at Nintendo, very well. He fathered Samus Aran. He's been making games since I was a child, so he's a veteran I really respect. I think [Yosuke] Hayashi will learn a lot working with him. I hope Team Ninja works hard in making a good game.
链接: https://www.gonintendo.com/archives/80239-itagaki-names-nintendo-game-as-inspiration-for-ninja-gaiden-work-offers-kind-words
其它相关文段:
From your perspective, what kind of games are the titles in the collection?
I've held firm on my thoughts on the first game and from what I hear, it was actually inspired by The Legend of Zelda: Ocarina of Time. You may think I’m lying, but I heard that they were plans for a fishing system at first (laughs). In the end, they doubled down on the action, but some remnants from those early ideas are there, like the exploration elements, puzzle solving and platforming.
链接:https://nintendoeverything.com/team-ninja-on-ninja-gaiden-master-collection-zelda-ocarina-of-time-inspiration-ryu-in-smash-bros/

吉田修平,索尼全球工作室总裁
他曾在 PlayStation 直播中,兴奋地提到《塞尔达传说:荒野之息》这款冒险游戏是一场史诗般的大型游戏,让他迫不及待地想再一次玩塞尔达。
“我刚玩过塞尔达!新的塞尔达游戏。你知道,开放世界和狩猎。我有一种奇妙的感觉,这感觉和《地平线》如出一辙。这是一场史诗般的大型游戏。我迫不及待地想再一次玩塞尔达。”
Sony Worldwide Studios president Shuhei Yoshida, during a PlayStation live stream yesterday, Yoshida mentioned the adventure game, Zelda: Breath of the Wild, as one he's very excited about.
“I just played Zelda! The new Zelda game. You know, open world, and hunting. And I had a bizarre feel, this feels like Horizon. This is a epic, huge game. I can not wait to play Zelda again when it comes out.”
链接:https://nintendoeverything.com/sonys-shuhei-yoshida-very-excited-about-zelda-breath-of-the-wild/

神谷英树,《鬼泣》《大神》《猎天使魔女》系列作品的导演,卡普空:
他在开发游戏时受到了《塞尔达传说》系列的影响,并称《塞尔达传说:众神的三角力量》是他一直以来最喜欢的游戏。
Ōkami director Hideki Kamiya (Capcom, PlatinumGames) said that he has been influenced by The Legend of Zelda series in developing the game, citing A Link to the Past as his favorite game of all time.
链接①:https://www.ignboards.com/threads/do-the-zelda-series-need-fixing.137995079/
链接②:http://www.joystiq.com/2007/03/06/okami-creator-disappointed-by-twilight-princess/
《Fami通》杂志对白金工作室《猎天使魔女3》开发者们的采访:
神谷英树:能开发《猎天使魔女》3代真的很感谢任天堂,这真不是夸张,我这辈子都不会忘记任天堂对我们的恩情。......任天堂拯救了《猎天使魔女》系列。尽管有许多粉丝觉得,自从任天堂包下这个IP,游戏的“某些表现”就被限制了。但事实并非如此,任天堂全力支持着我们想创造和表达的东西。
任天堂如何拯救了《猎天使魔女》系列:
https://www.criticalhit.net/gaming/hideki-kamiya-talks-bayonetta-3-nintendo-saved-franchise/
《Fami通》杂志对白金工作室《猎天使魔女3》开发者们的采访:
Hideki Kamiya, the supervising director on Bayonetta 3, has told Japanese gaming magazine Famitsu that he and the rest of the team are forever indebted to Nintendo for allowing them to make both Bayonetta 2 and Bayonetta 3.
That’s why I was really happy that we were able to make the third game. I’m not exaggerating when I say I’m forever indebted to Nintendo.
链接:https://mynintendonews.com/2022/10/30/platinum-games-hideki-kamiya-says-hes-forever-indebted-to-nintendo-for-bayonetta-3/

Amy Hennig,《凯恩的遗产:噬魂者》和《神秘海域》导演,前任顽皮狗总监,水晶动力工作室:
她说「塞尔达传说」曾作为《凯恩的遗产》系列的灵感来源,并指出《塞尔达传说:众神的三角力量》对《凯恩的遗产:血兆》的影响以及《时之笛》对《凯恩的遗产:噬魂者》的影响。
Soul Reaver and Uncharted director, Amy Hennig (Crystal Dynamics and Naughty Dog), cited Zelda as inspiration for the Legacy of Kain series, noting A Link to the Past's influence on Blood Omen and Ocarina of Time's influence on Soul Reaver.
链接:http://www.iasig.org/pubs/interviews/eidosjh.shtml

Richard Lemarchand,《噬魂者》和《神秘海域》的开发者,顽皮狗,水晶动力工作室:
《塞尔达传说:众神的三角力量》将游戏玩法与讲故事相结合的方法,也同样成为了《凯恩的遗产》系列《噬魂者》的灵感来源。
Soul Reaver and Uncharted creator, Richard Lemarchand (Crystal Dynamics and Naughty Dog), also cited A Link to the Past's approach to combining gameplay with storytelling as inspiration for Soul Reaver.
链接:https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA203

Peter Molyneux,《神鬼寓言》导演,Lionhead Studios 和 Microsoft Studios:
《塞尔达传说:黄昏公主》是他最喜欢的游戏之一,并且对《神鬼寓言》系列产生了很大的影响:“我只觉得《黄昏公主》是真的令人瞠目结舌,它对硬件的使用非常出色。而且我已经玩了好几次那个游戏了。”
Peter Molyneux's top five games of all time:
[1]World of Warcraft, [2]Clash of Clans, [3]Half-Life 2, [4]The Legend of Zelda: Twilight Princess, [5]Ico.
The Twilight Princess is one of his favorite games and an influence for the Fable series: "I just feel it's jaw-dropping and its use of the hardware was brilliant. And I've played that game through several times."
链接:https://www.techradar.com/news/gaming/peter-molyneux-s-top-five-games-of-all-time-1176618

David Adams,《暗黑血统》导演(Vigil Games):
「塞尔达传说」系列在 30 多年前就做到了这一点,而它直到现在也依然像火炬一样照亮着其它游戏(的方向)。它让我们对“游戏可能是什么”有了更深的理解。我们中的许多人仍在效仿着它。
“我们为此而努力,” 他说。 “《暗黑血统》本质上是我们在说:嘿。让我们做一款成熟的塞尔达游戏吧。”
David Adams 现在是德州奥斯汀 Gunfire Games 公司的总裁,他在 1996 年的电子娱乐博览会上赢得了 Nintendo 64,这要比N64游戏机正式发布的时间早了六个月。 它打开了通往《超级马里奥 64》 的大门,当然还有黄金收藏版《时之笛》。
"Zelda nailed that 30 years ago, and it still carries the torch for other games. It influenced our understanding of what games could be. Many of us are still emulating that."
His former design partner agrees. As former co-director on Darksiders, David Adams wears his influences on his sleeve.
"We went for it," he says. "Darksiders was essentially us saying, 'Hey. Let's make a mature Zelda game.'"
Adams, now president of Gunfire Games in Austin, won a Nintendo 64 at the Electronic Entertainment Expo in 1996, six months before the console's official release. It opened the door to Super Mario 64 and, of course, the golden collector's edition of Ocarina of Time.
链接:https://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/

Cliff Bleszinski,「战争机器」系列制作人:
Bleszinski 将「塞尔达传说」系列列为影响「战争机器」系列的最主要作品之一。
①获得一种新工具——②在这种情况下可以是一种新武器——③并学习它、掌握它,④然后随着游戏的进行用它来征服一个新领域......(这些方法)是「塞尔达传说」系列的设计基石之一。 「塞尔达传说」有它的钩锁。 「战争机器」有它的黎明之锤。
Despite the latter's frantic firefights and cover-based shooting, Bleszinski lists Zelda among its chief influences.
The act of acquiring a new tool--in this case, a new weapon--and learning it, mastering it, then using it to conquer a new area as the game progresses, is one of the Zelda series' design keystones. Zelda has its Hookshot. Gears has its Hammer of Dawn.
链接:https://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/

小岛秀夫,「合金装备」系列、「死亡搁浅」等游戏的制作人
小岛称他決定成为游戏制作人的作品就是《超级马力欧兄弟》和《港口镇连续杀人事件》,并公开声称以宮本茂和堀井雄二为师。
链接:https://zh.wikipedia.org/zh-tw/小岛秀夫

链接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg

约翰·霍华德(微软公司):"他是所有游戏设计师的老师,《大金刚》、《马力欧》、《塞尔达》、《银河战士》……即便再过25年我们仍然能够从宫本茂先生的作品里汲取到养料。我从《超级马力欧64》里学到的关于探索和奇迹的知识远比其它游戏、书籍和电影要多得多。"
John Howard (Microsoft Corporation): "He is the teacher of all game designers. Donkey Kong, Mario, Zelda, Metroid... even if we are still able to I drew nourishment from Shigeru Miyamoto’s work. The knowledge I learned about exploration and miracles from "Super Mario 64" is far more than other games, books and movies."
链接:https://blog.fearcat.in/a?ID=00050-e5a9e75d-ee02-4f16-8a96-336d5bad0aad

GameSpot 评测:A breathtaking masterpiece.(旷世杰作)(10/10)
《塞尔达传说:旷野之息》为任天堂制作的最令人印象深刻的游戏,并写道: “它采用在其他游戏中完善的设计和机制,并为自己的目的对其进行重新设计,以创造全新的东西,但仍然感觉像塞尔达游戏的典型......这既是形式的回归,也是进入未知领域的飞跃,并且在两个方面都超出了预期。”
GameSpot called it the most impressive game Nintendo had made, writing that it "takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game ... It's both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts."
链接:https://www.gamespot.com/reviews/the-legend-of-zelda-breath-of-the-wild-review/1900-6416626/
IGN 评测:An evocative and exhilarating open-world adventure game.(余音绕梁而又荡气回肠的开放世界冒险游戏)(10/10)
《荒野之息》俨然已经成为了开放世界游戏中的翘楚,也会是这个超过30年系列的分水岭。《荒野之息》带来了一种充满着谜团的沙盒游戏体验,还在玩家面前直接展示出各种诱人的奖励,让玩家更有动力去探索游戏世界。
我在海拉尔大陆上还体验着许许多多的挑战,它们当中每一支都有驱使我前进的独特故事,让它们成为了种种故事中的一环。甚至在我50小时的海拉鲁大陆探索旅程之后,我依然还在试着穿越一些前所未见的景色。在这些惊人的绝景之前,神不知鬼不觉地,50小时甚至是100小时就已经投入进去了。
The Legend of Zelda: Breath of the Wild is a masterclass in open-world design and a watershed game that reinvents a 30-year-old franchise. It presents a wonderful sandbox full of mystery, dangling dozens upon dozens of tantalizing things in front of you that just beg to be explored.
I've had so many adventures in Breath of the Wild, and each one has a unique story behind what led me to them, making them stories on top of stories. And even after I've spent more than 50 hours searching the far reaches of Hyrule, I still manage to come across things I haven't seen before. I'll easily spend 50 to 100 more trying to track down its fascinating moments.
链接:https://www.ign.com.cn/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-game/15866/review/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-ce-ping?p=2

专业游戏媒体,对1998年《时之笛》的评价:
在那个年代,评分还没有通货膨胀,IGN的评分还是权威,FAMI通还没有看到过4个10分,Gamespot也从来没有给到过任何游戏满分。
然而,就在这种情况下,当时这三大权威网站,齐刷刷地给到了《时之笛》满分的成绩:


《塞尔达传说》系列为何评价如此之高?

在当时的IGN,游戏的评分涵盖多个技术类别,例如图形、声音和游戏玩法。对于塞尔达,共识是立竿见影的。“我们开始填写数字,他们都非常高,”施耐德说。
《时之笛》成为第一款IGN在其规模上获得完美 10.0 的游戏。“我们刚刚到了这个地步,我们说这是一个真正的里程碑。这款游戏不仅仅是……我们现在在 N64 中最喜欢的游戏。这将是未来几年的里程碑。”
And IGN at the time, games were scored across a number of technical categories, such as graphics, sound, and gameplay. WithZelda, the consensus was immediate. “We started to fill in the numbers and they all came in really high,” Schneider says.
Ocarina became the first game that IGN scored a perfect 10.0 on its scale. “We just got to this point where we said this is a true milestone. This game isn’t just … our favorite game right now in the N64. This will be a milestone for years to come.”
链接:https://www.ignboards.com/threads/the-legend-of-zelda-ocarina-of-time-came-out-20-years-ago-today.455218262/

GameSpot 也给《时之笛》打了满分10分。该网站的年轻评论编辑 Jeff Gerstmann,对这款游戏如何有效地将其 2D 前辈的众多元素转化为 3D 世界,感到印象深刻。《时之笛》的 任务结构 和 双世界机制 是从超级任天堂的《众神的三角力量》中借用来的。但战斗系统实际上是仿照NES的《塞尔达2:林克的冒险》,从最初的塞尔达自由战斗,转变为更专注的一对一战斗系统。
GameSpot 从来没有给出过完美的分数。Gerstmann 不得不向该网站的编辑主任争论 到底该不该给10分 ,就好像他在为一篇论文辩护一样。“他只是坐在那里,一个小时的时间里,试图在评论中找漏洞,或在游戏中找漏洞。比如,‘哦,如果这个游戏有完整的声音,听起来会不会更好?’”现在是 Giant Bomb 的主编 Gerstmann 回忆道。“我们在这件事上来来回回了很长时间,但我坚持不懈通过了“10分”的满分评价。”
GameSpot, another fast-growing gaming website of the era, also issued a 10 to Ocarina. Jeff Gerstmann, the site’s young reviews editor, was impressed by how the game managed to effectively translate so many elements of its 2D predecessors into a 3D world. Ocarina’s quest structure and twin-worlds mechanic are borrowed from the Super Nintendo’s A Link to the Past. But the fighting system was actually modeled on the NES’s Zelda II: The Adventure of Link, which shifted from the original Zelda’s free-for-all combat to a more focused one-on-one battle system.
GameSpot had never given a perfect score. Gerstmann had to argue for the 10 to the site’s editorial director, almost as if he were defending a thesis. “He just sat there and tried to poke holes in the review or poke holes in the game for over an hour. Like, ‘Oh wouldn’t this game sound Better if it had full voice?’” recalls Gerstmann, who’s now the editor-in-chief of Giant Bomb. “We went back and forth on it for a long time, but I held firm, and the 10 went through.”
链接:https://www.theringer.com/2018/10/23/18012564/legend-of-zelda-ocarina-time-best-game-ever-1998

”在那个时期最杰出的印刷游戏杂志《电子游戏月刊》(EGM)上,《时之笛》被一个由4名工作人员组成的小组进行评估,他们每个人都独立地玩了游戏,而且在出版前都不会公开他们的分数。最后《时之笛》拿了4个满分 10 分(那年《合金装备》也是如此)。“《时之笛》它做了很多新颖和创新的事情,”当时的 EGM 编辑约翰戴维森说。“有些东西在这些早期的 3D 游戏中开始出现,讨论它们的词汇甚至还不存在。”
“Z-targeting”(Z-注目系统)就是一个典型的例子。任天堂已经为《超级马里奥 64》创造了 3D 冒险的蓝图,它开创了模拟控制和自由移动相机等功能。但该游戏中的战斗很少见,因为在 3D 环境中进行攻击非常挑剔。任天堂的第一款 3D塞尔达,从日本武士剑戟片中,得到了大量灵感。战斗逻辑十分完备。
At Electronic Gaming Monthly, the preeminent print gaming magazine of the period, games were reviewed by a panel of four staffers, who each played the game independently and didn’t share their scores with each other before publication. Zelda nabbed four 10s (Metal Gear Solid also ran the table that year). “It did so much that was new and innovative,” says John Davison, the editor of EGM at the time. “Some of the things that were starting to emerge in these early 3D games, the vocabulary to discuss them didn’t even exist yet.”
“Z-targeting” was a prime example. Nintendo had already created the blueprint for 3D adventuring with Super Mario 64, which pioneered features such as analog control and a free-moving camera. But combat in that game was rare because attacking in a 3D environment was so finicky. Nintendo wanted the first three-dimensional Zelda to feel like Chanbara, a Japanese samurai sword fighting film. The combat had to be airtight.
链接:https://www.theringer.com/2018/10/23/18012564/legend-of-zelda-ocarina-time-best-game-ever-1998

日本最权威的游戏专业媒体《FAMI通》给予了《时之笛》史上第一个的40分满分评价,时任杂志社总编集长浜村弘一亲自执笔的总结性评语:“满分并不意味着这个游戏是完美无缺的,给予如此的评价无非是向制作人员对游戏本质的不懈追求表示我们最高敬意!”
更多Fami通对《时之笛》的评价:https://www.famitsu.com/news/202111/21241396.html

《时之笛》被誉为任天堂美学的代表,对整个游戏产业来说也是教科书式的里程碑,宫本茂团队向广大同业完美诠释了如何表现3D空间的空间感和纵深感,LOCK-ON(视角锁定)系统也为困扰3D游戏多年的视点转换问题提供了最合理的解决方案。
如何评价《塞尔达:时之笛》在游戏史上的地位?:https://www.zhihu.com/question/48775151/answer/126919927


塞尔达开发组都曾喜欢玩什么?

《旷野之息》制作人,青沼英二:
“我确实听到开发组里很多人都在玩《荒野大镖客:救赎2》。”同时他还提到了,在当初开发《塞尔达传说:旷野之息》时,游戏导演“藤林秀麿”也在玩《上古卷轴5:天际》,而由于自己一直很忙,所有平时休息”时间会玩一玩《节奏海拉鲁》放松。
Speaking in an interview with the outlet, Aonuma was asked what games the younger staff on his team had been inspired by during development. “[Something] I did hear that a lot of people were playing was Red Dead Redemption 2," was the reply.
When pressed on open world inspirations as a whole, he added: "When I was working on Breath of the Wild, the director [Hidemaro Fujibayashi] was playing Skyrim."
In the same interview, Aonuma revealed that he has been playing an awful lot of Zelda lately thanks to the fact that the Switch is getting two new titles in the series this year (Link's Awakening and spin-off Cadence of Hyrule) as well as the aforementioned Breath of the Wild sequel. "Recently I've been very busy, especially with Link's Awakening," he explained. "So on my breaks, I've been playing Cadence of Hyrule. So I've been kind of overloaded with a lot of Zelda recently."
链接:https://nintendoeverything.com/aonuma-on-writing-lines-for-king-of-red-lions-in-wind-waker-zeldas-form-and-tingle/

《旷野之息》制作人,青沼英二:
“过去我也说过我曾经玩过《上古卷轴5:天际》,所以说我不是不玩游戏,”
“但是我们不是从这么个角度:【哦!我们能从这游戏里照搬什么东西?】
而更像是这样,【‘我们该怎么样才能为此做准备?我们对于类似游戏的期待是什么?’】
【“同时我们也想到需要多少人手,或我们怎么才能有所改进提升?】
他继续说,【“我们从中收集资料,然后看看哪些提升是有效的,哪些提升是无效的。”】
"In the past I've also actually said that I have played Skyrim, so it's not necessarily that I don't play games," Aonuma stated.
"But we don't look at it from, 'Oh, what kind of things can we take from this game?'
It's more of like, 'How can we prepare for this? What should we expect from games like this?'"
"And so we also think about how many people we might need, or how we can make it improved, or with the number of people,"
he continued. "We would collect data and then work and see what worked, what didn't."
链接:https://www.gamespot.com/articles/how-skyrim-influenced-breath-of-the-wild/1100-6455780/

《旷野之息》制作人,青沼英二:
其实自己和《旺达与巨像》的上田文人一直是关系很好的朋友。
“上田文人他也一直在说想要做一款类似于《塞尔达传说》的游戏。
“上田文人为人非常好,他在去年年底给我寄了一盘《最后的守护者》。在游玩过程中我注意到小男孩攀爬至大鹫头部、或跳跃至建筑平台上的所有路径设计及其过程中,遭遇的高度限制设定,均与早期《塞尔达传说》如出一辙。”
“我意识到我们有同样的想法。看到我们在不同的时间,都有着相似的灵感、相似的游戏玩法,这很有趣。
《旺达与巨像》的攀爬机制受到了早期《塞尔达传说》的影响,而后也同样影响到了《黄昏公主》的设计。
Speaking of the climbing mechanic, there is another game that makes heavy use of this feature: Shadow of the Colossus. It was influenced by Zelda, and influenced it in turn since Twilight Princess. Do you enjoy the games and style of Fumito Ueda?
It's funny that you’re mentioning this game, because we are friends with Mr. Ueda and he's always said that he wanted to make a game like Zelda – hence the similarities in Shadow of the Colossus. Mr Ueda was kind enough to send me a copy of The Last Guardian late last year and as I was playing it, I could notice the moments when you climb on Trico's head to find a path, and jump to reach places that were inaccessible from the height you were at. Without seeing each other or talking about it, I realize we had the same idea. It's amusing to see we had the same inspirations, the same gameplay velleities at different times.
链接:https://nintendoeverything.com/aonuma-on-zelda-breath-of-the-wild-full-gamekult-interview-translation/

《旷野之息》游戏总监,藤林秀麿:
“《我的世界》和《泰拉瑞亚》这两个游戏对我有很大的启发。我能够从中了解并学习游戏玩法和各种可能性,学习它们的冒险、探索,以及引发玩家好奇心的方法。”
Fujibayashi cited two games while speaking with EDGE this month about games that inspired him: Minecraft and Terraria.
He told the magazine:
“I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.”
“我们还会(在现实中)进行诸如洞穴探险、潜水、漂流之类的事情。我知道这在西方可能没什么大不了,但在日本却是一场冒险!”
As for real life inspiration, Fujibayashi is involved with an adventure club with other Nintendo staff in which they participate in outdoor activities:
“[We do] things like cave diving where you actually go down into the water to get into the cave, as well as rafting tours and so on. I know this may not be such a big deal in the west, but in Japan it’s quite an adventure!”
链接:https://nintendoeverything.com/zelda-breath-of-the-wild-director-inspired-by-minecraft-and-terraria-talks-developing-for-switch/

延伸链接:
PlayStation Congratulates Nintendo on Zelda Success
链接:https://www.pushSquare.com/news/2017/03/playstation_congratulates_nintendo_on_zelda_success
Xbox Praises Zelda: Breath of the Wild
链接:https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/


