Fw: [情報] 和田康裕:牧場物語系列差點腰斬

作者: forgenius (否雞)   2012-03-12 01:54:44
※ [本文轉錄自 NDS 看板 #1FN3h9DN ]
作者: TwoFour (小布) 看板: NDS
標題: [情報] 和田康裕:牧場物語系列差點腰斬
時間: 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.
要把農村現實生活的概念運用遊戲設計上,本來就不簡單
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.
在家鄉給人撫養長大的,和田搬到東京。雖然,他本來就沒興趣要回到那樣的環境,他
最後才了解和大城市比起來農村的優點,因為這樣,想把這樣的體驗做成一款遊戲,
問題是要如何著手呢?
"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?"
"我必須把目光集中在玩家體驗上" 但問題來了,要如何一邊工作又一邊把生活的遊戲系
統給呈現出來呢?
The Missing Ingredient
遺漏的元素
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.
在玩過日本頗受歡迎的德比賽馬養育及競賽系列後,他想到的遊戲點子是,玩家養著頭牛
,但這些卻不能湊成一個概念
"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.
在養母牛時,你很用心及很多愛來跟它溝通,要在遊戲裡表現這些動作光想就知道有多困
難 "如果每件事都以冷靜,沉穩方式來表現,那也會變得太無聊" 雖然他認為,玩家在勤
奮工作後會覺得就像犒賞一樣,跟現實生活一樣" 這樣的遊戲設計結果也不會夠有趣。
"Too much work would cause stress to the player," he said. "It just didn't
work."
"太多工作會讓玩家有壓力,這樣行不通的"。
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.
雖然他也有創造城鎮,玩家可以跟鎮上居民互動的點子,但動作又過於重覆也太簡單。
"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."
這時,我才了解到一場戰役或戰鬥系統的重要,"藉由開創戰鬥系統,就能讓一款簡單遊
戲變得更有深度與進度。因為這計畫裡也含有非戰鬥遊戲的概念,一開始並沒有深度跟進
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."
解決方法是? "我們就想到了牧場啦",牧場這個核心系統比起和人互動,撫養及養牛來得
更大有可為。
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.
當然,"現今進步很快,已有許許多多的社群遊戲把重點放在農場"。但在當時,
這概念並沒得以測試。
The farming element was inspired by SimCity and Zelda, he said.
他表示,農場這元素受模擬城市和薩爾達的啟發而來的。
Once he saw the prototype, he knew it would work. "Once you worked on the
land, you wanted to go back and see."
他一看到雛型就知道這個會成功。"一旦你在那土地付出心血,就會想回去看看"。
"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.'"
我們看到第一顆種子冒出頭了,現在可能看似簡單,但在銀幕上看到的那刻我絕忘不了。
這真的神奇,我知道我們辦得到,我對著團隊說,大伙繼續努力耕耘這款遊戲吧。
Development progressed smoothly for six months until the first playable ROM,
but when the three game elements
作者: black236 (咪青蛙)   2012-03-11 13:45:00
不可思議啊......
作者: kindamark (ㄇㄗ)   2012-03-11 13:50:00
作者: g44170 (阿栗)   2012-03-11 13:51:00
真高興能順利推出 GBA版陪伴了我不少童年阿...
作者: pank (青山沙織命!!!)   2012-03-11 13:54:00
推翻譯~~
作者: freedy0 (F)   2012-03-11 14:08:00
感謝翻譯~能玩到好遊戲真的也不簡單QwQ
作者: ice76824 (不成熟的紳士)   2012-03-11 14:21:00
牧場物語超棒的(′‧ω‧‵)
作者: yukitowu (雪兔哥)   2012-03-11 14:50:00
沒想到牧場物語的誕生這麼的坎坷
作者: scotttomlee (ほしのゆめみは俺の嫁!)   2012-03-11 15:02:00
等等...PM人氣為什麼會提升牧場買氣啊?(也太神吧?XD)
作者: lnmp (統一獅總冠軍!!)   2012-03-11 15:15:00
牧場破30萬只有NDS的島嶼那片而已,不過其他NDS作至少都10萬+比其他平台上都賣的還好,算是從GB->GBA->NDS一直養上來的
作者: forgenius (否雞)   2012-03-11 15:58:00
我是GB的牧場物語2 跳進來的......因為礦石鎮買GBA 因為符文買NDS 因為蜜糖村買PSP...中毒太深了XD
作者: bibbosb4 (我愛馬力歐)   2012-03-11 16:53:00
礦石鎮神作!!!
作者: younglu (燃えろ小宇宙!)   2012-03-11 17:23:00
我也很喜歡GBA那片,不過最後一段寫的應該是GB版:P算是SFC的簡化版
作者: bestadi (ADi)   2012-03-11 17:26:00
只玩過PS的牧場物語 0.0"
作者: younglu (燃えろ小宇宙!)   2012-03-11 17:33:00
http://ppt.cc/LuA_ http://ppt.cc/lp;u 日本媒體的報導有些部分比這篇英文的完整還有上面推文說銷量只有島嶼破30萬,因為現在看到的資料沒有統計GB三版,也許GB版真的有30萬(或是加了海外)
作者: GodV3 (丰子)   2012-03-11 18:26:00
從GB開始玩...真的是款讓人難以放手的好遊戲!
作者: yes78529 (小邱邱)   2012-03-11 18:27:00
從PS中秋滿月跳進來的…
作者: jsing77 (ヤヤ)   2012-03-11 19:17:00
最早玩的是GB版 因為看不懂日文所以看不到遊戲的結局XD近來喜歡的是WII上的歡樂動物 什麼時候才能出續作呀T.T
作者: Cruel2 (君若無心我便休)   2012-03-11 20:44:00
一直猶豫要不要買雙子村..
作者: iamserene (新的一年沒有希望 )   2012-03-11 20:45:00
我比較晚玩 從nds開始 玩了閃耀太陽 風之市集 雙子村符文三 牧場很好玩啊..
作者: dnucolulhhz (低恩葛葛(L))   2012-03-11 21:02:00
我也是從GB開始玩 PS的中秋滿月才真的迷上
作者: sorine (我是笨蛋~~)   2012-03-11 21:22:00
我是從SFC...
作者: lobo50711 (干干)   2012-03-11 22:20:00
原來如此...... 可以借轉牧場物語板嗎?
作者: TwoFour (小布)   2012-03-11 22:46:00
可 ^^
作者: rickyxie (?)   2012-03-12 23:43:00
牧場魂!!!!
作者: lienghot (一注獨買)   2012-03-13 20:04:00
我是從2開始玩的 好懷念野狗XD 後面都沒了
作者: kothoi (世界真小)   2012-03-15 12:52:00
推野狗!!!我印象中GBA的還有看過野狗
作者: LAIer   2012-09-06 03:51:00
小時後真的很喜歡這款遊戲 回味無窮

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