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※ [本文转录自 NDS 看板 #1FN3h9DN ] 作者: TwoFour (小布) 看板: NDS 标题: [情报] 和田康裕:牧场物语系列差点腰斩 时间: Sun Mar 11 13:40:22 2012 It wasn't all that easy to apply the concept of living life in the countryside to a game design document," said Yasuhiro Wada, creator of the Harvest Moon franchise. 要把农村现实生活的概念运用游戏设计上,本来就不简单 Wada had moved to Tokyo after being brought up in the countryside. Though he had no interest in returning to that environment, he finally understood its advantages compared to the big city, and thus wanted to turn that experience into a game. The problem was that he didn't know how. 在家乡给人抚养长大的,和田搬到东京。虽然,他本来就没兴趣要回到那样的环境,他 最後才了解和大城市比起来农村的优点,因为这样,想把这样的体验做成一款游戏, 问题是要如何着手呢? "I needed to nail the player experience," said Wada, but he had a problem: "How do you express the game system of living while working?" "我必须把目光集中在玩家体验上" 但问题来了,要如何一边工作又一边把生活的游戏系 统给呈现出来呢? The Missing Ingredient 遗漏的元素 He had come up with the idea of a game where the player raises cattle after playing the popular-in-Japan Derby Stallion horse breeding and racing series, but it wasn't coming together as a concept. 在玩过日本颇受欢迎的德比赛马养育及竞赛系列後,他想到的游戏点子是,玩家养着头牛 ,但这些却不能凑成一个概念 "When raising a cow, you communicate with your heart and give it a lot of love," he said. "Just imagine how hard it was to represent these actions within the game." ?"It can get pretty boring if everything is presented in a calm and composed manner," he said. Though he thought that diligent work on the part of the player "would feel like a reward, just like in real life," the game design wasn't turning out to be interesting enough. 在养母牛时,你很用心及很多爱来跟它沟通,要在游戏里表现这些动作光想就知道有多困 难 "如果每件事都以冷静,沉稳方式来表现,那也会变得太无聊" 虽然他认为,玩家在勤 奋工作後会觉得就像犒赏一样,跟现实生活一样" 这样的游戏设计结果也不会够有趣。 "Too much work would cause stress to the player," he said. "It just didn't work." "太多工作会让玩家有压力,这样行不通的"。 Though he'd arrived at the idea of also creating a village where the player could interact with the townspeople, "the actions seemed repetitive and way too simple," Wada said. 虽然他也有创造城镇,玩家可以跟镇上居民互动的点子,但动作又过於重覆也太简单。 "This is when I realized the greatness of a battle or combat system," he said. "By developing a combat system you can give a simple game a lot of depth or pacing. Because the project had the concept of a non-combative game, we did not have the depth and pacing from the beginning." 这时,我才了解到一场战役或战斗系统的重要,"藉由开创战斗系统,就能让一款简单游 戏变得更有深度与进度。因为这计画里也含有非战斗游戏的概念,一开始并没有深度跟进 度"。 The solution? "We came up with the idea of farming," he said. "This core mechanic of farming sounded more promising than the human interaction and the raising and breeding of cows." 解决方法是? "我们就想到了牧场啦",牧场这个核心系统比起和人互动,抚养及养牛来得 更大有可为。 Of course, he says, "fast forward to today; there are a lot of social games" that concentrate on farming, but at the time, the concept was untested. 当然,"现今进步很快,已有许许多多的社群游戏把重点放在农场"。但在当时, 这概念并没得以测试。 The farming element was inspired by SimCity and Zelda, he said. 他表示,农场这元素受模拟城市和萨尔达的启发而来的。 Once he saw the prototype, he knew it would work. "Once you worked on the land, you wanted to go back and see." 他一看到雏型就知道这个会成功。"一旦你在那土地付出心血,就会想回去看看"。 "We saw the first sprout appeared... It may sound simple right now, but I will never forget the moment I saw that on screen. It was pretty amazing, and I knew we could do this. I said to our team, 'Let's continue to make this game.'" 我们看到第一颗种子冒出头了,现在可能看似简单,但在银幕上看到的那刻我绝忘不了。 这真的神奇,我知道我们办得到,我对着团队说,大伙继续努力耕耘这款游戏吧。 Development progressed smoothly for six months until the first playable ROM, but when the three game elements -- character interaction, farming the fields, and raising cattle -- came together, the game did not work well. 6个月的开发进展顺利直到第一版试玩版出现,但游戏并没有表现良好,游戏里, 角色互动、耕田、养牛三元素没有凑在一块。 "The pieces worked individually on their own, but not as a whole," said Wada. "The frame rate completely dropped." "每一个元素都各自独立运作,但也不算是一个整体,而且侦率完全掉了"。 This presented a problem, he said, because "there are a lot of objects in this game and it's up to the player to place these objects," so the developers couldn't control them. "We could reduce the number of objects.. But we also lose the fun factor in the game." 问题来了,因为游戏里有很多物体,玩家可随意放置这些物体" 所以开发者不能控制这些 物体。"只能减少物体的量,但这样也会让游戏失了乐趣。 "From that point on, it was a process of trial and error to see what it was possible to display on screen," he said. "就某种程度上,这只是试玩,出错的过程,来检视展示在银幕的可能"。 The Nightmare of Harvest Moon 牧场物语之梦魇 The team grew to 10 people from this point, and another six months of development progressed. But then, he said, "A nightmare that none of you, including myself, would ever want to face" occurred: "The developer went under." 这个时候开发团队来到10人,开发又过了6个月的进度。当时,一个梦魇,不仅是你, 就连我,都不想碰到的事情发生了 "开发公司倒了" "Despite being small, the developer working on Harvest Moon had several projects going on simultaneously for the PlayStation and Saturn platforms," he said. "They took on more than what they could handle and eventually shut down." 尽管公司很小,开发者把牧场物语同时放到PlayStation和Saturn平台进行多项企 画 "他们所做的尝试以超过能力所及,最终还是关闭了"。 "The president went missing -- literally. Teams were scattered. The only thing remaining was unfinished game data and assets," said Wada. 总裁搞失踪--字面上来说。整个团队解体,唯一还留着只剩未完成的游戏资料和资产"。 "I was in no position to comment on their operations, but in hindsight I wish I did, even if it means I had to cross a line." "我没有立场去对整个运作发表评论",但事後我希望我当时有开口,仅管意谓着我必须越 权" "I was very heartbroken," said Wada. The game had already used up most of its budget, but it was far from complete. "我整个心碎了" 这款作品把大部份的预算用光了,但要说完成还差得远呢 "The only thing I wanted was for people to experience this new type of game," he said. "There was no way to complete the game within the remaining budget, and I was ready to call it quits." "我想要的就是让玩家体验这款新形态的游戏阿" "靠着那仅存的预算根本完成不了这款游 戏,我已准备好对这款作品喊"停"了。 He was stopped, however, by the main programmer, Tomomi Yamatate, and the scenario writer Setsuko Miyakoshi. "The two said, 'Let's do it, let's finish the game'," he said. "I actually couldn't believe it, and was kind of ashamed to think I was the one who was ready to give up." 结果,主程式设计师和游戏编剧叫和田住手。这两个人说 "我们来做吧,一起完成 这款游戏 "我真不敢相信,还感到有点羞愧,想到我是那个准备要放弃的那个人" "Back in the day, a single individual could finish the game, and here I had two associates," he said. Miyakoshi took over the graphics and Yamatate handled the programming. Wada worked on the dialogue and design. "过去,一个人就能完成一款游戏。现在我有两位同事" Miyakoshi接下了图像这部份, Yamatate则处理程式这部份。和田则进行游戏对话和设计。 He got six more months from his publisher. "We went to the developer, and dragged the equipment from the studio, and made room in a meeting room -- and, of course, made room for our sleeping bags." 要提交给发行商距离还有6个多月。 "我们跑去求助开发商,从工作室拿了设备,在会议 室腾出个空间。当然,也给我们的睡袋腾个空间"。 Yamatate ended up throwing out most of the code that had already been completed; Miyakoshi created missing assets and wrote the game script. "I assisted with dialogue, scripting, and repeatedly played the work in progress game to provide feedback," said Wada. 原先已经完成的,但最终许多编码都放弃掉了。Miyakoshi把遗失的资产给找了回来 又编写游戏脚本 "我则在进行对话、剧本,还有为了提供回应不断地测试游戏进度"。 "We threw away a lot of stuff. We simply had no time and couldn't dwell on the little things." "我们丢掉很多东西,只因为我们没时间,也不能专注在小事情上" This had an unexpected upside, however. "As a result, we were able to conform the core pillars of the game." This resulted, Wada said, in a "more enjoyable experience." 然而,却有出人意料的一面" 结果,反而促成了游戏的核心" 这样的结果会是更有乐趣的 体验" "Six months later, what I thought was never going to happen, happened. We had completed the game," he said. "6个月後,我想都没想过会发生的事,发生了。这款游戏完成了" "I never felt happier or more thankful in my life." "这一生我更快乐更心存感激"。 The game went on to be a minor hit in Japan, selling over 100,000 copies -- and was followed up by a Game Boy version which, thanks to Pokemon's popularity, sold over 300,000, launching the new franchise. 这款游戏在日本影响力还算不小,销售突破10万本--接着发售的GBA版本,多亏神奇宝贝 的人气,销售破30万,打响成为全新系列作。 素人翻译,有错请指正 谢谢^^ 来源: http://www.wretch.cc/blog/kb240824088 http://gamasutra.com/view/news/165143/GDC_2012_How_Harvest_Moon_almost_ didnt_happen.php --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 182.233.167.234
1F:推 black236:不可思议啊...... 03/11 13:45
2F:推 kindamark:推 03/11 13:50
3F:推 g44170:真高兴能顺利推出 GBA版陪伴了我不少童年阿... 03/11 13:51
4F:推 pank:推翻译~~ 03/11 13:54
5F:推 freedy0:感谢翻译~能玩到好游戏真的也不简单QwQ 03/11 14:08
6F:推 ice76824:牧场物语超棒的(′‧ω‧‵) 03/11 14:21
7F:→ yukitowu:没想到牧场物语的诞生这麽的坎坷 03/11 14:50
8F:推 scotttomlee:等等...PM人气为什麽会提升牧场买气啊?(也太神吧?XD) 03/11 15:02
※ 编辑: TwoFour 来自: 182.233.167.234 (03/11 15:06)
9F:推 lnmp:牧场破30万只有NDS的岛屿那片而已,不过其他NDS作至少都10万+ 03/11 15:15
10F:→ lnmp:比其他平台上都卖的还好,算是从GB->GBA->NDS一直养上来的 03/11 15:15
※ 编辑: TwoFour 来自: 182.233.167.234 (03/11 15:42)
11F:推 forgenius:我是GB的牧场物语2 跳进来的...... 03/11 15:58
12F:→ forgenius:因为矿石镇买GBA 因为符文买NDS 因为蜜糖村买PSP... 03/11 15:59
13F:→ forgenius:中毒太深了XD 03/11 16:00
14F:推 bibbosb4:矿石镇神作!!! 03/11 16:53
15F:推 younglu:我也很喜欢GBA那片,不过最後一段写的应该是GB版:P 03/11 17:23
16F:→ younglu:算是SFC的简化版 03/11 17:26
17F:推 bestadi:只玩过PS的牧场物语 0.0" 03/11 17:26
18F:→ younglu:http://ppt.cc/LuA_ http://ppt.cc/lp;u 日本媒体的报导 03/11 17:33
19F:→ younglu:有些部分比这篇英文的完整 03/11 17:34
20F:→ younglu:还有上面推文说销量只有岛屿破30万,因为现在看到的资料 03/11 17:36
21F:→ younglu:没有统计GB三版,也许GB版真的有30万(或是加了海外) 03/11 17:38
22F:推 GodV3:从GB开始玩...真的是款让人难以放手的好游戏! 03/11 18:26
23F:推 yes78529:从PS中秋满月跳进来的… 03/11 18:27
24F:推 jsing77:最早玩的是GB版 因为看不懂日文所以看不到游戏的结局XD 03/11 19:17
25F:→ jsing77:近来喜欢的是WII上的欢乐动物 什麽时候才能出续作呀T.T 03/11 19:19
26F:推 Cruel2:一直犹豫要不要买双子村.. 03/11 20:44
27F:→ iamserene:我比较晚玩 从nds开始 玩了闪耀太阳 风之市集 双子村 03/11 20:45
28F:→ iamserene:符文三 牧场很好玩啊.. 03/11 20:46
※ 编辑: TwoFour 来自: 182.233.167.234 (03/11 20:52)
29F:推 dnucolulhhz:我也是从GB开始玩 PS的中秋满月才真的迷上 03/11 21:02
30F:推 sorine:我是从SFC... 03/11 21:22
31F:推 lobo50711:原来如此...... 可以借转牧场物语板吗? 03/11 22:20
32F:→ TwoFour:可 ^^ 03/11 22:46



※ 发信站: 批踢踢实业坊(ptt.cc)
※ 转录者: forgenius (114.46.58.35), 时间: 03/12/2012 01:54:44
33F:推 rickyxie:牧场魂!!!! 03/12 23:43
34F:推 lienghot:我是从2开始玩的 好怀念野狗XD 後面都没了 03/13 20:04
35F:推 kothoi:推野狗!!! 03/15 12:52
36F:→ kothoi: 我印象中GBA的还有看过野狗 03/15 12:53
37F:推 LAIer:小时後真的很喜欢这款游戏 回味无穷 09/06 03:51







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