Kojima 板


LINE

Hideo Kojima is seemingly stuck in a never-ending whirlwind of travel, events, and signings, on top of his duties as a producer at Konami. Despite his rigorous schedule, a handful of journalists were given the opportunity to discuss the 25th anniversary of Metal Gear, and per instructions, nothing more. Yet, he still manages to delve into the past, present, and potential future of the series that has influenced an entire generation of fans and developers. 身职在KONAMI的制作,小岛秀夫看似沉浸在无止尽的奔波、事件、还有签名的的漩涡之中 尽管他的行程是如此的密集,还是有少数的媒体获得参与讨论MGS 25周年纪念的机会。 不过小岛仍然试着专注於探究这个系列作在过去、现今甚至可能的未来中,对整个世代的 玩家与开发者的影响 I think that you guys are doing a really great job doing a spin-off of a well-known series. How far do you go when doing that? I mean, it's not like it's [Metal Gear Rising: Revengeance], a Metal Gear spin-off that's attached to the series; it's a completely new genre. Do you enjoy going for a completely new genre? 我觉得你们对於这个知名系列的spin-off※实在太棒了,你们花了多少力气去达到现在的 成果?我的意思是说MGRR不同於过去的作品,它是一个全新的游戏类型,你们乐於往一个 崭新的游戏类型发展吗? ※原文用的spin-off字典上的意思是指分公司,小弟我的解读认为在游戏媒体中的用法比 较介於重开机与续作之间的定义,就已MGRR为例,它是继承MGS的剧情架构及一些设定但 并不属於续作,可是又不算是重开机,一时不知道有什麽合适的中文名词,所以就以原字 呈现。 感谢板友Rhevas建议spin-off可翻为"分支作品"或"外传" Up till now, it's always been that with new Metal Gear entries. Whenever I've tried to hand it off to younger developers, perhaps they weren't able to handle the pressure, which is why I've always kept Metal Gear to myself up to this point. I thought that with Raiden as the main character, if it would be a spin-off, maybe there would be less pressure on the team and they could handle it. So, I handed it over to them, and they came up with the idea, actually, of the free cutting system and having it in an action game, and that's why I left it to them, and that's how the game got started. 对於Metal Gear的新要素一直都是如此。每当我试着将其交棒给年轻的开发者,或许是 因为他们无法承受这压力,以前我只能将Metal Gear一手包办,我想如果是spin-off的话 并且以Raiden当主角,他们的压力或许就比较小一点并且应付得来,我给他们这个主意, 而他们就想出了动作游戏搭配自由斩切的这个想法,所以我就交付给他们接手了,这游戏 就是这样开始的 How did you manage the translation of the HD remaster from the 4:3 format to the 16:9 widescreen format, in terms of internal changes? 你们是如何HD化原本4:3的格式将它拉成16:9的宽银幕比例呢? It was actually a difficult process because once you make the screen wider, you end up seeing things that you shouldn't be able to see, which was actually a big problem in Metal Gear Solid 2, so we had to go through, scene by scene, and adjust things. One other thing we thought about doing, was putting a 3D camera in Metal Gear Solid 2, and bring it up to date that way, but unfortunately, since the game was originally designed with a top-down camera, once we brought it down to the player's level where you could look around and move, then it created a lot of problems in terms of seeing things that you weren't supposed to see, which is why we ended up sticking to the top-down camera. For each scene, to bring it up to HD standards in general, on in-game computers where you see lots of details within textures for example, at the time, we didn't really care what it said because you couldn't read it anyway, but now that we have such high resolutions, we had to go back and say, "OK, what was this thing supposed to say?" in terms of text, and we had to fix that. 这实际上是一个非常困难的过程,一但你将银幕拉的更宽,你会看到许多本来不该看到的 东西,在MGS2中成为一个大问题,所以我们必须要一个个分镜去调整,我们曾经试过直接 放上一个3D的视点在游戏中,但不幸的是,因为原本的设计就是俯视,一但变成可以观看 四周和移动的第一人称视点,就产生许多玩家不应该看到的东西,这也是为什麽我们还是 改回俯视视角。在每个分镜HD的过程中,以游戏中出现的电脑画面为例,过去我们不用管 画面中到底要显示什麽,反正玩家根本看不到,但现在解析度提升了,我们必须回头解决 这些文字讯息的问题然後开始想:「好吧,现在电脑应该要说什麽?」 Staying on Metal Gear Solid 2, you know, a lot of work went into keeping the big reveal over playing as Raiden from fans, and not everybody took kindly to that switch once it happened. Were you surprised at the reactions, and do you have any regrets about that, and do you love Raiden? 在MGS2中,Raiden变成主角在粉丝中造成了很大的反应,而且不是每个玩家都喜欢这样的 转变,你对於这些反应很意外吗?有没有任何遗憾?喜欢Raiden这个角色吗? (小弟翻的跟字面翻译相差很多,因为直翻过来感觉超奇怪,所以就用了小弟我自己的 理解翻了) So, first of all, I want to make it clear that in the original Metal Gear Solid, Snake was this really awesome, legendary character. So to explain why I went with Raiden in part two, it made more sense that way. If you have this legendary character that comes into the sequel, and you explain that all of a sudden he dies, from a story perspective, it doesn't really make sense, and it feels out of place, so that's why we felt the need to introduce a new character to the story. Another level of that is we wanted new players to come in on Metal Gear Solid 2, so if we have new players coming in with this already established character, it just didn't feel like a good fit, so that's why we decided it would make more sense if you have new players coming in, to start them off with this new character, have them learn Raiden. As far as regrets, personally, I don't really like Raiden, per se, but Shinkawa-san really does like Raiden's character design. 首先我要先声明在MGS1中,Snake是一个很棒的传奇角色,这样解释Raiden在MGS2中更为 合理,如果你让这个传奇般的角色出现在续作中,但却又突然发它便当,以故事的角度来 讲说不过去,感觉非常不合理,这也是为什麽在剧情上我们需要一个新的角色,另外一点 则是我们希望有更多新玩家加入MGS2,但又要他们融入旧有的角色感觉不是很合适,所以 让这些新玩家从一个新的角色开始,让他们认识Raiden,会是一个比较恰当的方式。至於 说到遗憾,我个人真的不喜欢Raiden,但是新川桑倒是很喜欢Raiden的角色设计 For me, personally, the 25th anniversary has reinvigorated my interest in the Metal Gear series. Since you've taken on the role of producer, has the anniversary given you the motivation to get involved with the hands-on development of the future of Metal Gear? 对我个人来说,25周年纪念又重燃了我对Metal Gear系列的兴趣,身为制作人的角色,这 次周年纪念有给你未来亲自开发Metal Gear的动机吗? I can't announce anything, but you know, I am making my own game right now, so I'm focusing on that. And, you know, I'm really busy with that project, so that's why I can't provide any new info. 我无法公布任何讯息(每次都这句…),但你知道的,我正在制作我自己的游戏,所以我也 专注在那上面,为了这个计划我也相当忙碌,这也是为什麽我无法提供任何新的资讯。 In the past 25 years, how has what influenced you changed from 1987 to now? What influences you now compared to what influenced you then? 在过去的25年中是什麽东西影响你?现今与过去影响你的事物有何不同? It's a hard question to answer, because I'm influenced by everything, you know, current events, things that are going on in the world, things that I've experienced with my family. All these things change, so everything is totally different. One thing that I do kind of regret is that I'm always so busy now so I don't have as much time for games as I used to. That's one thing I really want to try to do again, you know--play more games. 这很难说,任何事物都会影响我,现在发生的事物、我与家人的经历,这些事情都会改变 ,所以所有事情都不同了。有一件让我觉得比较可惜的是因为现在一直很忙碌,使得我少 了很多时间给游戏,这是我一直很想可以再做到的──可以打更多电动。 When you started with Metal Gear, when you built that game, did you think it was going to spawn this franchise and a spin-off, or did you just do it as one game? 当你在制作Metal Gear的时候,你有想过往後会有这麽多後续的作品吗?还是当初只计画 一个单独的游戏? So, you know, I absolutely had no idea that it would take off the way it did, and I approached every game thinking it was the last one in the series. This is especially true with Metal Gear Solid 1, you know. When I approached the game and started making the game, I didn't give any thought to any kind of business after that, so you know, I just made the game I wanted to make. So what came after Metal Gear Solid 1? I got more involved with the production side of it, so from that point on, things began to change a little bit, and maybe you noticed a difference. 我绝对没有想过会发展成现在这个样子,我着手每个游戏都当成是该系列的最後一个作品 ,特别是MGS1,当我开始动工时我压根没有任何後续的想法,我只做我想做的游戏,所以 MGS1之後如何?我开始了更多制作人方面的工作,从那时起,事情开始有了些改变而或许 你注意到了那变化。 In your 25 years as a developer, you've developed a very passionate fan base. What does that mean to you personally in terms of pressure, but also, pride? 在你25年的游戏开发生涯中,你建立起了一个非常热情的粉丝基础,这对你来说有什麽意 义?压力?还是自豪? I wouldn't describe it as pressure, you know. Obviously I want fans of the series to appreciate each new chapter, but at the same time I kind of want to betray their expectations as well, so I'm always walking that fine line of keeping fans happy while shaking things up a bit, but I wouldn't describe it as pressure. It's something a little different. 我不会把它当成是一种压力,很明显地我想要让粉丝们体会到每个新的开始,但同时我也 某种程度希望可以背叛他们的期待,所以我一直维持着让粉丝们满意却又给他们一点惊喜 ,这与压力有些不同。 There are always rumors about Metal Gear 5, and though I'm not going to ask about that, my question is, have you ever considered making a story that just focuses on the Cobra Unit from Metal Gear Solid 3: Snake Eater? 虽然一直有关於MGS5的谣言,但我不打算多问,我想问的是你有考虑过打造一个专注於 MGS3中眼镜蛇小队的情节吗?(这样不是绕一圈还是要问MGS5吗…?) So, I think I did explain this before in a past interview, but after Metal Gear Solid 4, I did have a plan to make a game that focused on the Cobra Unit. It would focus on the young cobra unit as they stormed the beach of Normandy and that whole story, but, you know, I couldn't take that story and give it to the team because there's a little too much pressure, and the younger guys didn't feel like they could do it properly. That's why it became Rising instead. Personally, I really do like that [Cobra Unit] storyline. So, because the staff said, "No we can't handle that," it became a spin-off. 我想我在过去的访谈中解释过,在MGS4之後我的确有计画制作一个专注於眼镜蛇小队的 新游戏,重心将会放在年轻时横扫诺曼地海滩的眼镜蛇小队,但我没办法将这个故事交付给 工作团队,不仅压力太大,而且他们也自觉无法胜任,所以後来才成为MGRR。我个人很 喜欢这个情节,因为工作团队表示:「不,我们没办法搞定」,所以就成了一个spin-off We have the HD collection on consoles, and the HD collection will soon be out on the Vita. My question is, do you have any plans for distribution of older, harder-to-find games, such as Metal Gear Solid: Ghost Babel for the GameBoy Color? HD版本已经出现在家机上,很快地也要在VITA上发行,对於更旧的游戏有什麽计画吗? 例如Game Boy Color的Metal Gear Solid: Ghost Babel At the current point in time, no. We feel that we've covered the core franchise with revisiting the games in the HD collection as well as with Snake Eater on the 3DS. 现阶段来说,没有,我们认为HD版和3DS上的MGS3已经涵盖了这个作品的核心了 So, why was the decision made to not include Twin Snakes in the HD collection? 那为什麽HD版中没有加入Twin Snakes(孪蛇)? So you know, the thing with Twin Snakes, well, in regards to the original game, the graphics are very low quality, it would have been very hard to make an HD remaster of that game [Metal Gear Solid]. It would have been a total remake at that point. As far as why we didn't include Twin Snakes, that's a complicated situation. You know, it's a game, based on a game that I made, but it's not my game. It was by Silicon Knights. It's someone else's vision of my game. I felt that if I were to remake that, it wouldn't be my vision, and ultimately wouldn't be fair to the creators of Twin Snakes. 对於原来的游戏(指MGS1)来说,画质非常的低落,要将其HD化非常困难,几乎要完全重制 ,至於为什麽没有包含Twin Snake则是一个复杂的情况,它的确是一个根据我的作品所 开发出来的游戏,但并非是我的游戏,而是Silicon Knights公司的,是别人对於我的游戏 的观点,我认为如果我加入Twin Snake的话,那就不会是以我的角度出发,而且对於 Twin Snake的制作者来说也是不公平的。 In Metal Gear Solid 2, we saw a change from Metal Gear Solid, in terms of the complicated plot. Do you prefer the more interesting and complicated twists, or the lighter, straightforward style of storytelling? 在MGS2中,我们看到了一些不同於MGS1的改变,一些更复杂的情结,你比较倾向更错纵 复杂的方式还是比较直接了当的叙述方法? It's not one or the other. I like both, and my approach, I was reacting to how fans responded. People loved the first MGS, and it had a fairly complicated story, but then I felt motivated to make something even deeper and complicated in MGS2, but then people said that maybe that's a little too complicated, so then I kind of pulled back and made it more straightforward, focusing on narrative in Snake Eater. But you know, either way, it's all different angles and perspectives on the story I want to tell. I don't want to focus on one or the other. I just want to tell the story that I want to tell. 这不是非黑即白的情形,我两者都喜欢,我根据粉丝的回应来决定,大家都爱MGS1,而它 也有一个足够复杂的故事,但接着再MGS2我想要做出某种更深更复杂的东西,不过人们 认为那有点太复杂了,所以在MGS3中我又拉回成更直接一点叙述方式,但不管如何这些都是 我想要诉说这故事的不同角度,我不想太坚持与某一种形式,我只想用我自己的方法说 故事。 小弟已尽我所能让翻译不离其意,有些字句不知如何解释在不影响原意的情形下,请原谅 小弟我擅自省略,有任何批评指教都十分欢迎,虽然说好不容易潜龙系列有在E3中亮相, 不过好像也没有太多的情报文,最後附上文章来源:http://tinyurl.com/7h3dnye --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 1.162.190.74 ※ 编辑: jerryklu 来自: 1.162.190.74 (06/16 02:30)
1F:推 HideoKojima : 推 06/16 06:57
2F:推 sugizo0 :赞~辛苦翻译! 06/16 07:17
3F:推 a83a83cjcj :推推~ 06/16 09:15
4F:推 Xenoglossia :连小岛本人都来推这篇了XD 06/16 09:46
5F:推 aaronpwyu :1F发言被翻译了! 06/16 10:09
6F:推 gaephucker :推! 不过有错字~ 25周年影响你的现"金"与过去 还是推 06/16 12:22
7F:推 NakedSnake :推啊~~希望MGS1能够重制 06/16 12:36
8F:推 Rhevas :spin-off可以翻成分支作品或外传性质的作品 06/16 12:59
感谢,已注明供板友参考
9F:推 LonelyLove :推热血翻译!! 这篇赞!! 06/16 13:02
10F:推 kenintw :现金wwww 难怪觉得哪里怪怪的 06/16 13:13
感谢,已更正
11F:推 kenu1018 :推!!! 06/17 01:01
12F:→ PsycoZero :於是小岛在MGS3动不动就在嫌雷电wwww 06/18 14:26
13F:→ jerryklu :我觉得MGS2里Snkae吐槽雷电的部分就不少了 06/18 14:45
14F:推 demon314 :不止嫌 还直接让他加入肛肛好的行列XD 06/18 21:01
15F:推 butasei :推辛苦翻译,感谢您热心提供这样的资讯 06/19 19:56
野生的大师出现了啊~~~~<(_ _)> ※ 编辑: jerryklu 来自: 1.162.184.149 (06/22 17:09)







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