[业界] [转载] 小�u秀夫:我��造它也是希望能�蚣ぐl日本����"非休�f�[��"的�彤d. 游戏业界新闻区 A9VG电玩部落社区论坛

小?u秀夫?L??翻?g,巴哈玩家自翻:

http://uk.gamespot.com/news/6190827.html



In recent years, casual games have become extremely popular. With the
rise of new consumers, the [game industry] is expanding into new
directions, said Tanaka. While it's said that the current mainstream
is casual games, we took the challenge to make a blockbuster title,
Metal Gear Solid 4, headed by Kojima.


Konami社?L田中富美明?f最近?@?啄?,休?f?[?蜃?得超受?g迎.伴?S著新客??

的成?L,?[?虍a?I正朝向一??新方向?U大?l展中?m然大家都?f?F今的主流是

小品休?f?[??,但是我???s挑?鹧u作出一款超??大作,由小?u秀夫所?I?У?MGS4.


He continued, Metal Gear Solid 4 surpasses the scale of its previous
titles in all aspects, including their story, visuals, and music.
Using the PlayStation 3's high capabilities to its capacity, I
believe that our developers have realized MGS4 without any
compromise.


田中?^?m?fMGS4於任何方面的??模皆?龠^系列中任何一款作品,包括故事,影像,

和音??.

由於?用PS3的高性能於其高容量?Υ婷襟w中,我相信我??的?_?l者已??

毫?o妥?f地???F了MGS4.


However, Tanaka also stressed that MGS4 certainly won't be the last
of Konami's big projects on the PS3. We believe that the PlayStation
3 still has some undiscovered capabilities, and there's still many
points where we can be more clever to take its full advantage, he
teased. We will continue to create more good products in the future.


然而,田中也???{MGS4?^?Σ???是Konami在PS3上最後一??大企??我??相信PS3

仍然有一些尚未?_?l出的??能,而且??有?S多部份我??能?蛞愿?加巧妙的方式

去掌握PS3全部的????,我??在未???????^?m??造出更多好的作品.


Following Tanaka, director Hideo Kojima appeared on stage to announce
the completion of his four-year long project. I'm very happy that we
can announce the completion of MGS4 in front of everyone here today,
he said, beaming. MGS4 has been an extremely difficult project. At
one point, it was like an eternal spiral where the game felt like it
would never get completed no matter how hard we worked on it.


接著田中之後,?u作人小?u秀夫?F身台上宣?阉??L?_四年的企??完成.

"我非常高?d今天能?蛟诟魑幻媲靶???MGS4?u作完成"他笑容?M面地?f"

MGS4是一??非常困?y的企??.其中一??原因是,MGS4就像是一???o?M的

螺旋般,?o??我??如何努力,但就感?X似乎永?h?o法完成它"


We took on all sorts of challenges in the making of MGS4, reminisced
Kojima. We were challenged to make MGS4 on the Cell-processor-
operated, unknown monster of a hardware called the PlayStation 3. We
were challenged to make MGS4 in high definition graphics and 5.1ch
surround sound so that it'd play in the leagues of movies. We were
challenged to give MGS4 the most [content] in the series, and so we
had the largest number of developers working [on the franchise] ever.
We were challenged to release the game simultaneously worldwide for
the first time. And, we were challenged to make it the last title in
the series, as the game will be the conclusion to the Metal Gear
Saga.


"我??使用了全部的方式挑?鹧u作MGS4"小?u回想"我??於一部搭?d著Cell的

未知怪物硬?w,叫做PS3,挑?鹧u作MGS4.我??挑?鹨愿弋??|影像?c5.1??道?h?@

音效去?u作MGS4,使其展?F有如??影等??的效果.我??挑?鸾o予MGS4於系列??中

最多的?热?,而且我??用了最多的?_?l人?T作?I.我??第一次挑?鹑?世界同步

?l售.我??也挑?鹗?MGS4成?橄盗凶钺嵋蛔?,它?⒊???MGS?髌娴慕Y局.


Interestingly, Kojima also took the opportunity to make some comments
on the current situation of the game industry, with Japanese
publishers increasingly leaning toward casual games that don't
require expensive development.


有趣地,小?u也藉由?@???C????於近期的?[?虍a?I???r做了一些?u??,???Φ?

是越?碓蕉嗳毡具[?虺霭嫔??A向於不需要昂?F?_?l成本的休?f?[??.


Casual games have become mainstream in the industry, he declared.
It's not just a Japanese phenomenon but also something that's
happening worldwide. There are new markets and possibilities opening
up thanks to the trend, which is great. But on the other hand, we
shouldn't forget about the hardcore gamers whose lives are about
videogames. The gamers who consider video games a subculture, and
enjoy taking their time to sit down and play games that gives them
energy and courage. I wanted to remind those gamers about the fun of
video games. I know that we're going against the trend, but we've
been working hard for the past four years so that the fire [of non-
casual games] won't blow out.


"休?f?[?蛞呀?成?殡?玩?a?I的主流"他公?_宣?Q"?@不?H?H是??日本?F象,

甚至已??在全世界?l生""新的市?雠c新的可能性被快速?_??,?@??感?x?@??

????,?@很好.但反?^?碚f,我??不??忘??那些在生活??中??是?c?[?蛴嘘P的

核心玩家??.那些核心玩家???J?檫[?蚴且环N非主流文化,?K且?缝痘??r?g

坐下?硗婺切????Ыo他??能量?c勇?獾倪[??.我想要??那些玩家回想起?[??

的?啡?.我知道我???⑦`反那股休?f?[?虻某绷?,但我???^去四年?硪呀?於

?_?lMGS4努力?^了,所以?c非休?f?[?蚺c休?f?[?蛑??g的?鸹鸩????K止.


I believe that video games are a form of synthesized art that evolves
by adapting new technologies, continued Kojima. It's a business, so
there are difficult decisions, but when you think about the future of
video games, I think that you need to take some risks to move on
forward. Once you halt, it's really hard to go [back on track] and
take steps forward. Unfortunately, overseas game production
companies, which are well-funded and extremely skilled, have
surpassed us by a couple of steps. It was once said that Japan molded
the world's video game [industry], but that's becoming a thing of the
past. Sad as it may be, it's the truth.


"我相信?[?蚴且环N建??於改造新科技的合成???g"小?u?^?m?f"它是一?T生意,

所以它??有?S多困?y的判??,但是??你考量到?[?虻奈???,我?J?槟阈枰?冒些

?L?U向前?M.

不幸地,?S多??外的?S商?Y金充足,???碛懈叱?技?g,已???龠^日本?S商?S多了.

以往都?f是日本塑造世界的?[?虍a?I,但那已????成?^去式了.我很?y?^?@可能

成真,但?@是事??."


We developed MGS4 for fans that love Metal Gear. But at the same
time, I was creating it with some hopes to stir a revival of [non-
casual] videogames.


我???_?lMGS4是?榱四切┫???Metal Gear的粉?z,但同?r地,我??造它也是

希望能?蚣ぐl日本????"非休?f?[??"的?彤d.

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发布时间:2008-05-15 19:30:46.0