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2012年《egde》杂志采访宫崎英高原文

2023-04-21 09:50 作者:onomicho  | 我要投稿



收藏于archive的网页快照,由于链接被封锁很多人可能看不到。转载如下。


You obviously had a very clear personal vision of what the Dark Souls world looked like. How did you translate it for the designers on your team?

For the most part, I directly communicate with each designer. In terms of the design work, I really wanted refined work, so I asked all the designers not to design anything indecent with too much blood or gore. For example, I consider anything grotesque or full of blood to be indecent, so I told them to stay away from it. Therefore, we’ve made everything, even the evil village [in Blighttown], with refining finishing touches. We collectively do not believe that anything disgusting will work, and that’s how we approached our designs.


(DeepL翻译,仅供参考,下同。修改了个别专有名词。)

你显然对《黑暗之魂》的世界有一个非常清晰的个人愿景。你是如何为你的团队的设计师们翻译的?

在大多数情况下,我直接与每个设计师沟通。在设计工作方面,我真的希望有精致的作品,所以我要求所有的设计师不要设计有太多血腥的不雅之物。例如,我认为任何怪诞或充满血腥的东西都是不雅的,所以我告诉他们要远离它。因此,我们做了所有的东西,甚至是病村,都有精炼的修饰。我们集体不相信任何令人厌恶的东西会成功,这就是我们对待设计的方式。


The basilisk scampering around in The Depths is pretty grotesque.
I make fun of the Basilisk because he has large eyeballs but spits poison. I’m rather fond of his character because of it, but players don’t like him. Even during play testing, there were many players who didn’t like the Depths, so we created a method of clearing the game even if you don’t clear the Depths. I wanted the player’s gameplay to become the story itself, so his fossilisation and curse are a calamity that has fallen to the player rather than just being a simple plot point.


在最下层中窜来窜去的咒蛙是相当怪异的。

我取笑咒蛙是因为他的眼球很大,会吐毒液。因为这个原因,我相当喜欢他的人设,但玩家们不喜欢他。即使在游戏测试期间,也有很多玩家不喜欢最下层,所以我们创造了一种即使不清除最下层也能通关的方法。我希望玩家的游戏过程成为故事本身,所以他的化石和诅咒是落在玩家身上的灾难,而不仅仅是一个简单的情节点。


Given your refusal to compromise the game’s difficulty in so many other respects, was it a hard decision to nerf the curse’s stacking ability in a subsequent patch?
We may have gone a bit overboard with the curse. Once you reached a quarter of your health bar, we didn’t think that anybody would be cursed further than that, and they’d be able to cure themselves. We expected very few people to reach 1/8th or 1/16th of their health, but it turns out a lot of people found themselves in that situation. When we balanced the game, we had all our testers play it, but after a certain amount of playing, test players get immune to all the difficulty in the game. We didn’t think it would ever happen. For people who did get cursed down to 1/8th or 1/16th health prior to the patch, I’ll say this: it’s an important experience you’ve had with the game.


鉴于你们拒绝在许多其他方面降低游戏的难度,在随后的补丁中削弱诅咒的叠加能力是一个艰难的决定吗?

我们对诅咒的处理可能有点过火了。一旦你的健康条达到四分之一,我们认为任何人都不会再被诅咒,而且他们能够自我治愈。我们预计很少有人能达到1/8或1/16的生命值,但事实证明,很多人发现自己处于这种情况。当我们平衡游戏时,我们让所有的测试人员玩它,但在玩了一定的时间后,测试人员对游戏中的所有困难都有了免疫力。我们认为这不会发生。对于那些在补丁之前确实被诅咒到1/8或1/16健康状况的人,我要说:这是你在游戏中的一个重要经历。


Speaking of memorable experiences, whose idea was it to have the Black Knight archers perched on the cathedral ledge in Anor Londo?
I think I was the one who placed that obstacle. I wanted to place some obstacles that people would remember and talk about. The archers can be poisoned, so if you hit them with a poison arrow and wait a while, they will die if it isn’t treated. Including these kind of cheap strategies, I want people to have fun with strategising.


说到难忘的经历,让黑骑士弓箭手在亚诺尔隆德的大教堂壁架上栖息是谁的主意?

我想是我设置的那个障碍。我想设置一些人们会记住并谈论的障碍。弓箭手可以中毒,所以如果你用毒箭射中他们并等待一段时间,如果不处理的话,他们就会死亡。包括这种廉价的策略,我希望人们能在策略上获得乐趣。


Our strategy was equally cheap. We rolled under his arrow and got him to fall off the ledge. It can be comical watching enemies leap to their doom. Did you design those behaviours to be exploited?
Yes, that was definitely something that was intentional. There’s one approach to combat that involves a head-to-head collision, but luring enemies and using cheap strategies is one of the joys of this game as well.


我们的策略也同样便宜。我们从他的箭下滚过,让他从窗台上掉下来。看着敌人飞跃到他们的厄运,这可能很滑稽。你设计这些行为是为了被利用吗?

是的,这绝对是有意为之。有一种战斗方法涉及到头对头的碰撞,但引诱敌人和使用廉价策略也是这个游戏的乐趣之一。


Certain areas of Dark Souls – particularly in the New Londo Ruins and Blighttown – suffered from crippling frame-rate drops. Did the scope of some of these environments prove difficult to manage on the technical side?
Yes, there were technical difficulties. I don’t believe that it’s okay to have them, but realistically speaking, it was quite a large-scale game – even in terms of budget and expectations. So we’re very sorry for the trouble we’ve caused by our processing errors and bugs from Japan. It was a title that we haven’t really experienced in all aspects, so there were areas where we felt our technical side couldn’t keep up with the game’s scope, like an increasingly growing ache. I didn’t mind the growing pains. We accept the game as it is, and that it’s just a part of the learning curve.


黑暗之魂的某些区域--特别是在小隆德遗迹和病村--遭受了严重的帧率下降。其中一些环境的范围是否在技术上难以管理?

是的,有技术上的困难。我不认为有这些困难是好的,但现实地说,这是一个相当大规模的游戏--甚至在预算和期望方面。因此,对于我们在日本处理错误和漏洞所造成的麻烦,我们感到非常抱歉。这是一个我们没有真正经历过的所有方面的标题,所以有些地方我们觉得我们的技术方面无法跟上游戏的范围,就像不断增长的疼痛。我并不介意这些成长的痛苦。我们接受游戏的现状,而且这只是学习曲线的一部分。


Are there any discussions underway about making another game set in the Dark Souls universe?
We don’t even know if we’ll have another chance. We have the confidence that we can improve from our mistakes this time and create an even better Dark world, but we don’t know if the users will forgive us for the mistakes, so I cannot give an exact answer.


是否正在讨论制作另一个以《黑暗之魂》宇宙为背景的游戏?

我们甚至不知道我们是否会有另一个机会。我们有信心这次能从错误中改进,创造一个更好的黑暗世界,但我们不知道用户是否会原谅我们的错误,所以我不能给出一个确切的答案。


Before we wrap up, what are your top three RPGs of all time?
Legend of Zelda: Link To The Past, Dragon Quest III, Wizardry, The Elder Scrolls IV: Oblivion and Magic The Gathering.


在我们总结之前,你认为有史以来排名前三的RPG游戏是什么?

《塞尔达传说:众神的三角力量》、《勇者斗恶龙3》、《巫术》、《上古卷轴4:湮灭》和《万智牌》。

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