※ [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