https://www.nytimes.com/2024/10/16/arts/metaphor-refantazio-persona-atlus-menus.
html?smid=url-share
https://x.com/zackreese/status/1854659369675506097?s=46&t=EBNcOsduF1VEeK_zayL_wA
網頁版的比較舊,實體的好像是昨天登的?
但內容應該是類似的
不知道有沒有人搬過來了
我手上沒電腦,所以就只節錄重點大概講一下意思
Atlus’s key insight is that if the game is played mostly in the menus, then the
menus deserve the biggest aesthetic investment.
Atlus重要的見解是,如果一個遊戲有許多時間是花在選單上的,那menu就值得獲得最大的?
學上得投資。
—-
這邊有一段拿蘋果手機的介面舉例,說明他的極簡和實用主義。
—-
But video games are different, Pandeliev said. They are meant to offer a challen
ge, and players expect each experience to be novel.
但電子遊戲是不一樣的。Pandeliev認為電子遊戲旨在提供挑戰給玩家,而玩家期待的是每?
次玩遊戲新穎的體驗
—-
Masayoshi Suto, who has been the lead U.I. designer for many Atlus games and ser
ved as design adviser for Metaphor, said he originally thought of the user inter
face as simply laying out information. But when he was working on the 2006 game
Persona 3, it occurred to him that a more expressive U.I. could make that inform
ation fun.
前面不翻,後面是說
他於2006年製作p3的時候,他覺得更具表現力的UI,可以讓這些資訊變得更加有趣
—-
The exuberant menus in the 2016 game Persona 5, Suto said, took typographical in
spiration from the ransom-note-style covers of Sex Pistols albums. Shigenori Soe
jima, Atlus’s lead character designer, recalled that because that game included
a character who calls out play-by-play commentary during some battle scenes, At
lus also looked to the data-rich but often bombastic graphics of televised sport
s matches.
P5的靈感來自於Sex Pistols的專輯(就那個貼字的風格)
也研究過一些體育比賽的電視字卡
—-
Ise said Metaphor’s typography had many influences, including traditional Japan
ese paintings and a particular style of Japanese pop-music lyrics video. He trie
d to reach the peak of expressiveness, he said, without going over the edge.
暗喻幻想則是受到很多不同的影響,例如傳統日本繪畫和日本流行音樂
內容講的有些很細節
但我剛好回國兩週
沒辦法很完整的搬過來翻譯
可以自己點進去看
但我還是要靠北
暗喻幻想前面75%時間的UI真的太花了
好看是好看啦,但操作起來有點累
變白色的時候就真的好很多