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世界頂尖游戲開發(fā)者是怎么吹任天堂的?「塞爾達(dá)」與「馬里奧」為什么是天?

2022-04-10 09:08 作者:Posyol  | 我要投稿

為什么任天堂是游戲界公認(rèn)的神?

—— 任天堂以及它「塞爾達(dá)傳說(shuō)」與「超級(jí)馬里奧」等游戲作品系列,對(duì)其他游戲開發(fā)者、其它游戲作品,有多大的影響力?

本專欄文章的后半部分,附帶? 中文&外文? 引用資料對(duì)照。

5小時(shí)超長(zhǎng)任天堂紀(jì)錄片:

[1]?VG百科譯制《任天堂的故事》專欄合集

[2]?任天堂紀(jì)錄片(生肉全集):

Playing With Power: The Nintendo Story 《游戲的力量:任天堂故事》



盤點(diǎn)一下世界著名任天堂粉絲們、業(yè)界頂尖游戲大佬們都是怎么吹老任的



丹?豪瑟 (R星創(chuàng)始人)
「塞爾達(dá)傳說(shuō)」與「超級(jí)馬里奧」系列顯著地影響了GTA系列的開發(fā)。如果哪個(gè)3D游戲制作人說(shuō)自己沒(méi)從「塞爾達(dá)傳說(shuō)」和「超級(jí)馬里奧」身上學(xué)過(guò)什么,那他一定是在扯淡。


山姆?豪瑟(R星創(chuàng)始人)
「?jìng)b盜獵車手3」可以說(shuō)像是「塞爾達(dá)傳說(shuō)」與「四海好家伙」的融合。(「四海好家伙」,「Goodfellas」,1990年的美國(guó)黑幫犯罪電影)



菲爾·斯賓塞,微軟游戲執(zhí)行副總裁,Xbox部門主管

在將我們帶到新世界和新冒險(xiǎn)方面,游戲有著悠久的歷史,這些旅程融入了我們自己的生活經(jīng)歷并成為我們的一部分?!溉麪栠_(dá)傳說(shuō)」系列是一個(gè)標(biāo)志性的IP,為許多人帶來(lái)了歡樂(lè)。 35 年過(guò)去了(2021年),到現(xiàn)在也依然很強(qiáng)勁。

https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/


Playing With Power: The Nintendo Story?《游戲的力量:任天堂故事》五集記錄片


《游戲的力量:任天堂故事》紀(jì)錄片第 1 集 34min 02s,菲爾·斯賓塞

菲爾·斯賓塞,微軟游戲執(zhí)行副總裁,Xbox部門主管

菲爾·斯賓塞對(duì) Big N (Nintendo)大加贊賞,稱他們“精通于自己的工作”,并且擁有“最強(qiáng)的第一方血統(tǒng)”。稱它們?yōu)椤拔覀冇螒蛐袠I(yè)的掌上明珠”,最后說(shuō)它們應(yīng)該受到保護(hù)、幫助其成長(zhǎng)。

斯賓塞長(zhǎng)期以來(lái)一直是 Switch 的支持者,在Switch上發(fā)布了諸如《我的世界》和《奧日與黑暗森林》等 Xbox 游戲。

原文:菲爾·斯賓塞關(guān)于《動(dòng)物森友會(huì)》的完整訪談視頻:

https://youtu.be/1-DdCjlH99U


Eric Williams,圣莫妮卡工作室,《戰(zhàn)神5:諸神黃昏》總監(jiān)

在接受 IGN 采訪時(shí),《戰(zhàn)神5:諸神黃昏》的新總監(jiān)?Eric Williams 與 IGN 分享了 5 部影響了他的職業(yè)生涯的 NES(NES)游戲,他告訴 IGN,這些經(jīng)典游戲讓他明白了一部好的游戲要如何處理幾個(gè)關(guān)鍵的要素。

其中?1986 年的經(jīng)典初代《塞爾達(dá)傳說(shuō)》作品為世界帶來(lái)了林克、塞爾達(dá)公主、海拉魯,也給童年的 Williams 留下了很深的印象。他告訴IGN:「作為來(lái)自(美國(guó))中西部的孩子,我小時(shí)候經(jīng)常在樹林中玩耍,這個(gè)游戲讓我感到既熟悉又奇異?!?/p>

《戰(zhàn)神:諸神黃昏》總監(jiān)訪談:NES 游戲帶來(lái)的啟迪。

鏈接:https://www.ign.com.cn/baseball-stars/41672/interview/zhan-shen-zhu-shen-huang-hun-zong-jian-fang-tan-nes-you-xi-dai-lai-de-qi-di


雷吉·菲爾斯-艾梅,美國(guó)前任任天堂總裁:“這個(gè)行業(yè)因?yàn)?Xbox?而變得更好。

“(Xbox)發(fā)布的那一刻,還有現(xiàn)在,以及20 年后,這個(gè)行業(yè)正因?yàn)?Xbox 的發(fā)布而變得更好,我堅(jiān)信這一點(diǎn)。”雷吉說(shuō),“事實(shí)上,每一家公司都在產(chǎn)出這些精彩的內(nèi)容,生態(tài)系統(tǒng)是如此強(qiáng)大,而?Xbox 是其中重要的組成部分?!?/p>


Gabe?Newell(G胖),Valve Software (V社)創(chuàng)辦人

G胖最喜歡的游戲是《超級(jí)馬力歐64》、《毀滅戰(zhàn)士》和和?Burroughs?版的《星際迷航》。

《毀滅戰(zhàn)士》改變了他,使他認(rèn)為電子游戲是娛樂(lè)的未來(lái);《超級(jí)馬力歐64》使他確信,電子游戲是一種藝術(shù)。

Nicolo Laurent,Riot Games(拳頭游戲,英雄聯(lián)盟開發(fā)商),首席執(zhí)行官CEO

“終于在飛機(jī)上玩到了 Switch 上的塞爾達(dá),它是任天堂偉大的游戲設(shè)計(jì)教科書?!?/p>

拳頭公司CEO Nicolo Laurent:塞爾達(dá)是游戲設(shè)計(jì)教科書。


Scott?Gelb,Riot Games(拳頭游戲,英雄聯(lián)盟開發(fā)商),首席運(yùn)營(yíng)官

《塞爾達(dá)傳說(shuō)》 NES 金卡帶版,是我(在小學(xué)時(shí))玩過(guò)的第一個(gè)角色扮演游戲,它改變了我的生活——從拆箱體驗(yàn),包括在甚至都還不知道它是什么的情況下 和母親一起從 Target 那兒買回來(lái),到游戲給我?guī)?lái)的無(wú)與倫比的感受。它開始了我從 RPG 到 MMO 的熱潮,并讓我進(jìn)入了這個(gè)行業(yè)。我玩過(guò)該系列中的大多數(shù)游戲(包括《曠野之息》中的 75-100 小時(shí)),所以可以說(shuō)它對(duì)我產(chǎn)生了持久的影響。


Lean?Jackson,英雄聯(lián)盟電競(jìng)的內(nèi)容制作人

「塞爾達(dá)傳說(shuō)」,特別是《時(shí)之笛》,對(duì)我影響很大。這是我大約六歲時(shí)和我的兄弟和爸爸一起玩的第一場(chǎng)游戲(我們輪流玩),它讓我看到了電子游戲的無(wú)限可能。

我愛(ài)上了這個(gè)世界和里面的角色,我也因此學(xué)會(huì)了畫畫和演奏音樂(lè),這樣我就可以在任何時(shí)候都能繼續(xù)“玩塞爾達(dá)”了。游戲中各種有趣的時(shí)刻,也給予了我很多啟發(fā),盡管這些年來(lái)我也在玩其他很多游戲,但我會(huì)永遠(yuǎn)懷念《時(shí)之笛》,是它促使我從童年時(shí)起,就成為了一名熱愛(ài)游戲的玩家。


育碧聯(lián)合創(chuàng)始人兼CEO?Yves Guillemot,任天堂代表董事、游戲設(shè)計(jì)師 宮本茂

https://www.youtube.com/watch?v=5Q1s3lOzQ1A

Yves Guillemot,育碧聯(lián)合創(chuàng)始人兼CEO

與任天堂合作,尤其是與宮本茂合作的美妙之處在于,你正在與最優(yōu)秀的人合作。與業(yè)內(nèi)最聰明的人一起工作很容易,他們非常了解什么是最有效的,而且我們經(jīng)常就如何解決問(wèn)題達(dá)成一致。

我經(jīng)常出差,但多虧了 Switch,我才能夠玩塞爾達(dá)。這是一款偉大的游戲,我們可以通過(guò)了解任天堂的做法來(lái)了解我們?nèi)绾沃谱饔螒颉?/p>




Todd Howard,貝塞斯達(dá)(Bethesda),《上古卷軸 V:天際》 首席制作人:?

Todd 對(duì)《塞爾達(dá)傳說(shuō):曠野之息》大加贊賞,他說(shuō):
“《曠野之息》是我最喜歡的【塞爾達(dá)傳說(shuō)】系列作品!我很明顯地特別喜歡開放世界的東西。任天堂做得特別特別好的一點(diǎn)是:他們不會(huì)限制你。而即便是我們B社做的東西,也會(huì)對(duì)你進(jìn)行一些限制。但塞爾達(dá)會(huì)說(shuō)‘這就是全部’。你最多也只是受到未獲得能力的一些限制,而非隨意的限制。
《曠野之息這款游戲做得太棒了!任天堂做了驚人的工作,這真的是無(wú)比奇妙的體驗(yàn)!


陶德:《曠野之息》這款游戲做得太棒了!任天堂做了驚人的工作,這真的是無(wú)比奇妙的體驗(yàn)!
【Todd】Todd談塞爾達(dá)傳說(shuō)荒野之息!Todd Howard接受Lex Fridman采訪精彩片段節(jié)選】 https://www.bilibili.com/video/BV14g411H7nV/


Andrew Scharf,貝塞斯達(dá)(Bethesda),《上古卷軸 V:天際》 首席制作人:

我們很高興能在 Nintendo Switch 上推出我們的游戲,任天堂一直是我們的絕佳合作伙伴,這非常令人興奮,我們一直夢(mèng)想有機(jī)會(huì)能夠?qū)⑸瞎啪磔S帶到任天堂平臺(tái)。

在我們開始開發(fā) Switch 硬件后不久,總監(jiān) Todd 將《上古卷軸 V:天際》與《塞爾達(dá)傳說(shuō):曠野之息》聯(lián)動(dòng)的想法帶到了任天堂和塞爾達(dá)傳說(shuō)開發(fā)團(tuán)隊(duì)。他們喜歡這個(gè)想法,并提出與我們合作。


上田文人,《古堡迷蹤》(ICO)、《汪達(dá)與巨像》、《最后的守護(hù)者》導(dǎo)演,Team Ico.

「塞爾達(dá)傳說(shuō)」系列對(duì)《旺達(dá)與巨像》有著很大的影響。其中的巨人,與其說(shuō)像是Boss,倒不如說(shuō)更像是反轉(zhuǎn)的塞爾達(dá)式地牢。這是他一開始的哲學(xué)理念。


Square Enix(史克威爾 艾尼克斯)

《最終幻想XV》無(wú)縫開放世界背后的靈感,來(lái)自于《塞爾達(dá)傳說(shuō):時(shí)之笛》。


堀井雄二,勇者斗惡龍系列游戲的創(chuàng)造者

浜村弘一,曾擔(dān)任《Fami通》主編:

當(dāng)浜村弘一問(wèn)堀井雄二“你玩游戲嗎?”時(shí),堀井說(shuō)他喜歡「塞爾達(dá)系列」,并提到了任天堂的第一代磁盤系統(tǒng)和《時(shí)之笛》。 還有,當(dāng)他(工作)卡住的時(shí)候,他說(shuō)玩《任天堂戰(zhàn)爭(zhēng)》會(huì)讓他在困倦時(shí)感到神清氣爽。 他當(dāng)時(shí)正在?GBA SP?上玩?GBC 的《游戲男孩大戰(zhàn)》。(2003年的采訪)


藤澤仁,曾擔(dān)任勇者斗惡龍(DQ)導(dǎo)演:

“我其實(shí)最喜歡的就是《塞爾達(dá)傳說(shuō):梅祖拉的假面》了。特別是在之后我拿到“夫婦的假面”的時(shí)候,那真是我在塞爾達(dá)系列里面最喜歡的場(chǎng)景啊?!?/p>


FromSoftware社,宮崎英高:

“當(dāng)我還是一個(gè)學(xué)生的時(shí)候,《塞爾達(dá)傳說(shuō)》系列在游戲史上有已經(jīng)有里程碑意義了,所以老實(shí)講看到有人拿‘魂’系列和《塞爾達(dá)傳說(shuō)》比較的時(shí)候,我真的特別替它不值。而且這兩者根本就是分屬于兩種游戲類型的作品,有著完全不同的設(shè)計(jì)理念,根本沒(méi)有誰(shuí)非得和誰(shuí)一樣的必要。如果非要找相似點(diǎn)的話,可能它們都成為了某種意義上的3D動(dòng)作游戲教科書?!?/p>


FromSoftware社,宮崎英高:

《塞爾達(dá)傳說(shuō):眾神的三角力量》、《勇者斗惡龍》、《巫術(shù)》、《上古卷軸4:湮沒(méi)》、《萬(wàn)智牌》是他最喜歡的游戲之一。


FromSoftware社,宮崎英高:

關(guān)于《艾爾登法環(huán)》:“我不認(rèn)為我們受到任何特定游戲的啟發(fā),但我個(gè)人玩過(guò)許多被認(rèn)為是該類型經(jīng)典的開放世界游戲,我都受到了所有這些游戲的影響。其中包括「上古卷軸」系列、「巫師 3」?以及最近的「塞爾達(dá)傳說(shuō):曠野之息」?!?/p>


拉斐爾?拉科斯特 ,《波斯王子》及《刺客信條》系列的導(dǎo)演:

《塞爾達(dá)傳說(shuō):風(fēng)之杖》和《席德梅爾的海盜》極大地影響了《刺客信條:黑旗》的開發(fā)。而《塞爾達(dá)傳說(shuō):風(fēng)之杖》可能更符合我們的游戲想法,只不過(guò)我們想要保持《刺客信條》的寫實(shí)風(fēng)格,這很有挑戰(zhàn)性。

Benjamin Plich,《刺客信條:大革命》和《榮耀戰(zhàn)魂》的首席游戲設(shè)計(jì)師:

他相信開發(fā)者會(huì)從《塞爾達(dá)傳說(shuō):曠野之息》對(duì)實(shí)驗(yàn)性和新興游戲玩法的關(guān)注中獲得靈感,例如“以開放的方式更自由地試驗(yàn)事物的能力”并具有“強(qiáng)烈的自主意識(shí)和對(duì)環(huán)境和可用工具的實(shí)驗(yàn)”。


Damien Monnier,曾擔(dān)任過(guò)《巫師 3:狂獵》《昆特牌》設(shè)計(jì)總監(jiān):?

《塞爾達(dá)傳說(shuō):曠野之息》“設(shè)法將經(jīng)典的開放世界機(jī)制結(jié)合在一起,而不是依靠它們來(lái)引導(dǎo)玩家穿越它的世界”,鼓勵(lì)玩家“去探索它,因?yàn)槟阆胫滥抢镉惺裁?,而不是因?yàn)閼?zhàn)利品圖標(biāo)告訴你去哪兒?!?br>


坂垣伴信,TECMO開發(fā)小組NINJA TEAM的負(fù)責(zé)人、《忍者龍劍傳》制作人

為徹夜體驗(yàn)《時(shí)之笛》,他破天荒地忘記打卡上班,他事后笑著對(duì)《FAMI通》的記者說(shuō):“這是我平生第一次為了玩游戲而誤工,這樣的事情以后恐怕也不會(huì)再有了吧。”在其開發(fā)的《忍者龍劍傳》中,借鑒《時(shí)之笛》之處比比皆是。


吉田修平,索尼全球工作室總裁

他曾在 PlayStation 直播中,興奮地提到《塞爾達(dá)傳說(shuō):荒野之息》這款冒險(xiǎn)游戲是一場(chǎng)史詩(shī)般的大型游戲,讓他迫不及待地想再一次玩塞爾達(dá)。

“我剛玩過(guò)塞爾達(dá)!新的塞爾達(dá)游戲。你知道,開放世界和狩獵。我有一種奇怪的感覺(jué),這感覺(jué)就像地平線。這是一場(chǎng)史詩(shī)般的大型游戲。我迫不及待地想再一次玩塞爾達(dá)?!?/blockquote>


神谷英樹,《鬼泣》《大神》《獵天使魔女》系列作品的導(dǎo)演,白金工作室創(chuàng)始人之一:

神谷英樹在開發(fā)游戲時(shí)受到了《塞爾達(dá)傳說(shuō)》系列的影響,并稱《塞爾達(dá)傳說(shuō):眾神的三角力量》是他一直以來(lái)最喜歡的游戲。


《Fami通》雜志對(duì)白金工作室《蓓優(yōu)妮塔3》開發(fā)者們的采訪:

神谷英樹:能開發(fā)《蓓優(yōu)妮塔》3代真的很感謝任天堂,這真不是夸張,我這輩子都不會(huì)忘記任天堂對(duì)我們的恩情。......任天堂拯救了《蓓優(yōu)妮塔》系列。盡管有許多粉絲覺(jué)得,自從任天堂包下這個(gè)IP,游戲的“某些表現(xiàn)”就被限制了。但事實(shí)并非如此,任天堂全力支持著我們想創(chuàng)造和表達(dá)的東西。

任天堂如何拯救了《獵天使魔女》系列:

https://www.criticalhit.net/gaming/hideki-kamiya-talks-bayonetta-3-nintendo-saved-franchise/


Amy Hennig,《噬魂者》和《神秘海域》導(dǎo)演,前任頑皮狗總監(jiān),水晶動(dòng)力工作室:

她說(shuō)「塞爾達(dá)傳說(shuō)」曾作為《凱恩的遺產(chǎn)》系列的靈感來(lái)源。例如《眾神的三角力量》對(duì)《血兆》的影響,以及《時(shí)之笛》對(duì)《噬魂者》的影響。


Richard Lemarchand,《噬魂者》和《神秘海域》的開發(fā)者,頑皮狗,水晶動(dòng)力工作室:《塞爾達(dá)傳說(shuō):眾神的三角力量》中將游戲玩法與講故事相結(jié)合的方法,也同樣成為了《凱恩的遺產(chǎn)》系列《噬魂者》的靈感來(lái)源。


Peter Molyneux,《神鬼寓言》導(dǎo)演,Lionhead Studios 和 Microsoft Studios:

《塞爾達(dá)傳說(shuō):黃昏公主》是他最喜歡的游戲之一,并且對(duì)《神鬼寓言》系列產(chǎn)生了很大的影響:“我只覺(jué)得《黃昏公主》是真的令人瞠目結(jié)舌,它對(duì)硬件的使用非常出色。而且我已經(jīng)玩了好幾次那個(gè)游戲了?!?/p>


David Adams,《暗黑血統(tǒng)》導(dǎo)演,Vigil Games:

「塞爾達(dá)傳說(shuō)」系列在 30 多年前就做到了這一點(diǎn),而它直到現(xiàn)在也依然像火炬一樣照亮著其它游戲(的方向)。它讓我們對(duì)“游戲可能是什么”有了更深的理解。我們中的許多人仍在效仿著它。

“我們?yōu)榇硕?,”他說(shuō)。 “《暗黑血統(tǒng)》本質(zhì)上是我們?cè)谡f(shuō),‘嘿。讓我們做一款成熟的塞爾達(dá)游戲吧?!?/p>

David Adams?現(xiàn)在是德州奧斯汀?Gunfire Games 公司的總裁,他在 1996 年的電子娛樂(lè)博覽會(huì)上贏得了?Nintendo 64,這要比N64游戲機(jī)正式發(fā)布的時(shí)間早了六個(gè)月。 它打開了通往《超級(jí)馬里奧 64》?的大門,當(dāng)然還有黃金收藏版《時(shí)之笛》。


Cliff Bleszinski,《戰(zhàn)爭(zhēng)機(jī)器》系列制作人:

Bleszinski 將「塞爾達(dá)傳說(shuō)」系列列為影響「戰(zhàn)爭(zhēng)機(jī)器」系列的最主要作品之一。

①獲得一種新工具——②在這種情況下可以是一種新武器——③并學(xué)習(xí)它、掌握它,④然后隨著游戲的進(jìn)行用它來(lái)征服一個(gè)新領(lǐng)域......(這些方法)是「塞爾達(dá)傳說(shuō)」系列的設(shè)計(jì)基石之一。?「塞爾達(dá)傳說(shuō)」有它的鉤鎖。?「戰(zhàn)爭(zhēng)機(jī)器」有它的黎明之錘。


小島秀夫,「合金裝備系列、「死亡擱淺」等游戲的制作人

小島稱他決定成為游戲制作人的作品就是《超級(jí)馬力歐兄弟》和《港口鎮(zhèn)連續(xù)殺人事件》,并公開聲稱以宮本茂和堀井雄二為師。

著名游戲制作人,小島秀夫與友人Greg Miller在任天堂展會(huì)上,玩塞爾達(dá)

鏈接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg


日本最權(quán)威的游戲?qū)I(yè)媒體《FAMI通》給予了《時(shí)之笛》史上第一個(gè)的40分滿分評(píng)價(jià),時(shí)任雜志社總編集長(zhǎng)浜村弘一親自執(zhí)筆的總結(jié)性評(píng)語(yǔ):“滿分并不意味著這個(gè)游戲是完美無(wú)缺的,給予如此的評(píng)價(jià)無(wú)非是向制作人員對(duì)游戲本質(zhì)的不懈追求表示我們最高敬意!”


《時(shí)之笛》被譽(yù)為任天堂美學(xué)的代表,對(duì)整個(gè)游戲產(chǎn)業(yè)來(lái)說(shuō)也是教科書式的里程碑,宮本茂團(tuán)隊(duì)向廣大同業(yè)完美詮釋了如何表現(xiàn)3D空間的空間感和縱深感,LOCK-ON(視角鎖定)系統(tǒng)也為困擾3D游戲多年的視點(diǎn)轉(zhuǎn)換問(wèn)題提供了最合理的解決方案。


GameSpot 評(píng)價(jià):10/10

《塞爾達(dá)傳說(shuō):荒野之息》是對(duì)任天堂這個(gè)最受推崇的系列:塞爾達(dá)的革命。 它超出了人們的預(yù)期,既回歸了經(jīng)典,又踏入了無(wú)人涉足的領(lǐng)域。這款游戲汲取了其他游戲設(shè)計(jì)和機(jī)制的精華,將之融匯成了全新的東西,同時(shí)又保留了塞爾達(dá)系列的原味。 這項(xiàng)工作無(wú)比神奇,也再次證實(shí)了任天堂獨(dú)特的基因與水平。即便沒(méi)有玩過(guò)塞爾達(dá)的舊作,你也該試試這款游戲。

IGN 評(píng)價(jià):10/10

《荒野之息》儼然已經(jīng)成為了開放世界游戲中的翹楚,也會(huì)是這個(gè)超過(guò)30年系列的分水嶺?!痘囊爸ⅰ穾?lái)了一種充滿著謎團(tuán)的沙盒游戲體驗(yàn),還在玩家面前直接展示出各種誘人的獎(jiǎng)勵(lì),讓玩家更有動(dòng)力去探索游戲世界。
我在海拉爾大陸上還體驗(yàn)著許許多多的挑戰(zhàn),它們當(dāng)中每一支都有驅(qū)使我前進(jìn)的獨(dú)特故事,讓它們成為了種種故事中的一環(huán)。甚至在我50小時(shí)的海拉魯大陸探索旅程之后,我依然還在試著穿越一些前所未見的景色。在這些驚人的絕景之前,神不知鬼不覺(jué)地,50小時(shí)甚至是100小時(shí)就已經(jīng)投入進(jìn)去了。


任天堂紀(jì)錄片(生肉):
Playing With Power: The Nintendo Story 《游戲的力量:任天堂故事》


塞爾達(dá)開發(fā)組都曾喜歡玩什么?


《曠野之息》制作人,青沼英二:

“我確實(shí)聽到開發(fā)組里很多人都在玩《荒野大鏢客:救贖2》?!蓖瑫r(shí)他還提到了,在當(dāng)初開發(fā)《塞爾達(dá)傳說(shuō):曠野之息》時(shí),游戲?qū)а荨疤倭中泓O”也在玩《上古卷軸5:天際》,而由于自己一直很忙,所有平時(shí)休息”時(shí)間會(huì)玩一玩《節(jié)奏海拉魯》放松。



《曠野之息》制作人,青沼英二:

“過(guò)去我也說(shuō)過(guò)我曾經(jīng)玩過(guò)《上古卷軸5:天際》,所以說(shuō)我不是不玩游戲,”?

但是我們不是從這么個(gè)角度:【哦!我們能從這游戲里照搬什么東西?】

而更像是這樣,【‘我們?cè)撛趺礃硬拍転榇俗鰷?zhǔn)備?我們對(duì)于類似游戲的期待是什么?’】

【“同時(shí)我們也想到需要多少人手,或我們?cè)趺床拍苡兴倪M(jìn)提升?】?

他繼續(xù)說(shuō),【“我們從中收集資料,然后看看哪些提升是有效的,哪些提升是無(wú)效的。”】



《曠野之息》制作人,青沼英二:

其實(shí)自己和《旺達(dá)與巨像》的上田文人一直是關(guān)系很好的朋友。

“上田文人他也一直在說(shuō)想要做一款類似于《塞爾達(dá)傳說(shuō)》的游戲。

“上田文人為人非常好,他在去年年底給我寄了一盤《最后的守護(hù)者》。在游玩過(guò)程中我注意到小男孩攀爬至大鷲頭部、或跳躍至建筑平臺(tái)上的所有路徑設(shè)計(jì)及其過(guò)程中,遭遇的高度限制設(shè)定,均與早期《塞爾達(dá)傳說(shuō)》如出一轍?!?/p>

?“我意識(shí)到我們有同樣的想法??吹轿覀?cè)诓煌臅r(shí)間,都有著相似的靈感、相似的游戲玩法,這很有趣。?

《旺達(dá)與巨像》的攀爬機(jī)制受到了早期《塞爾達(dá)傳說(shuō)》的影響,而后也同樣影響到了《黃昏公主》的設(shè)計(jì)。



《曠野之息》游戲總監(jiān),藤林秀麿:

“《我的世界》和《泰拉瑞亞》這兩個(gè)游戲?qū)ξ矣泻艽蟮膯l(fā)。我能夠從中了解并學(xué)習(xí)游戲玩法和各種可能性,學(xué)習(xí)它們的冒險(xiǎn)、探索,以及引發(fā)玩家好奇心的方法?!?/p>

“我們還會(huì)(在現(xiàn)實(shí)中)進(jìn)行諸如洞穴探險(xiǎn)、潛水、漂流之類的事情。我知道這在西方可能沒(méi)什么大不了,但在日本卻是一場(chǎng)冒險(xiǎn)!”




中文&外文引用資料對(duì)照

丹?豪瑟 (R星創(chuàng)始人)

「塞爾達(dá)傳說(shuō)」與「超級(jí)馬里奧」系列顯著地影響了GTA系列的開發(fā)。如果哪個(gè)3D游戲制作人說(shuō)自己沒(méi)從「塞爾達(dá)傳說(shuō)」和「超級(jí)馬里奧」身上學(xué)過(guò)什么,那他一定是在扯淡。

Dan Houser, the 39-year-old chief writer of Rockstar Games and a co-founder of the studio that's delivered the Grand Theft Auto series, admitted to some screen-looking in an interview this weekend with The New York Times:

"Anyone who makes 3D games who says they've not borrowed something from Mario or Zelda is lying,"?he said.?

鏈接:https://kotaku.com/grand-theft-autos-writer-talks-women-writing-and-creat-5959390


山姆?豪瑟(R星創(chuàng)始人):

「?jìng)b盜獵車手3」可以說(shuō)像是「塞爾達(dá)傳說(shuō)」與「四海好家伙」的融合。 (「四海好家伙」,「Goodfellas」,1990年的美國(guó)黑幫犯罪電影)

Grand Theft Auto III is like a cross Between a gangster movie and an RPG (Zelda meets Goodfellas?), with the most intense action and driving gameplay.?

鏈接:https://www.ign.com/articles/2001/09/10/rockstars-sam-houser-mouths-off

Playing With Power: The Nintendo Story 《游戲的力量:任天堂故事》五集記錄片


《游戲的力量:任天堂故事》紀(jì)錄片第 1 集 34min 02s,菲爾·斯賓塞

菲爾·斯賓塞,微軟游戲執(zhí)行副總裁,Xbox部門主管

在將我們帶到新世界和新冒險(xiǎn)方面,游戲有著悠久的歷史,這些旅程融入了我們自己的生活經(jīng)歷并成為我們的一部分?!溉麪栠_(dá)傳說(shuō)」系列是一個(gè)標(biāo)志性的IP,為許多人帶來(lái)了歡樂(lè)。 35 年過(guò)去了(2021年),到現(xiàn)在也依然很強(qiáng)勁。

PHIL SPENCER, EVP OF GAMING AT MICROSOFT

"Gaming has a rich history of transporting us to new worlds and on new adventures, these journeys fold into our own lived experiences and become a part of us. The Legend of Zelda is an iconic franchise that has BROUGHT JOY TO SO MANY PEOPLE over the past 35 years and is still going strong."?

鏈接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy

https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/


菲爾·斯賓塞,微軟游戲執(zhí)行副總裁,Xbox部門主管

菲爾·斯賓塞對(duì) Big N (Nintendo)大加贊賞,稱他們“精通于自己的工作”,并且擁有“最強(qiáng)的第一方血統(tǒng)”。稱它們?yōu)椤拔覀冇螒蛐袠I(yè)的掌上明珠”,最后說(shuō)它們應(yīng)該受到保護(hù)、幫助其成長(zhǎng)。

斯賓塞長(zhǎng)期以來(lái)一直是 Switch 的支持者,在Switch上發(fā)布了諸如《我的世界》和《奧日與黑暗森林》等 Xbox 游戲。

原文:菲爾·斯賓塞關(guān)于《動(dòng)物森友會(huì)》的完整訪談視頻:

https://youtu.be/1-DdCjlH99U


Xbox boss Phil Spencer lavishes Nintendo with praise

He then went on to heap even more praise on the Big N saying that they’re “masterful at what they do,” and have “the strongest first-party pedigree out there.” Calling them a “jewel for us in the games industry,” and finished by saying that they should be protected and helped to grow.

Phil Spencer has long been a supporter of the Switch, releasing Xbox Game Studio games like Minecraft and Ori and the Blind Forest on the system, among others. These latest comments, however, shift that support to outright admiration and we love it!

You can watch the full episode of Animal Talking below:

https://youtu.be/1-DdCjlH99U

鏈接:https://nintendowire.com/news/2020/08/13/xbox-boss-phil-spencer-lavishes-nintendo-with-praise/


Eric Williams,圣莫妮卡工作室,《戰(zhàn)神5:諸神黃昏》總監(jiān)

在接受 IGN 采訪時(shí),《戰(zhàn)神5:諸神黃昏》的新總監(jiān) Eric Williams 與 IGN 分享了 5 部影響了他的職業(yè)生涯的 NES(NES)游戲,他告訴 IGN,這些經(jīng)典游戲讓他明白了一部好的游戲要如何處理幾個(gè)關(guān)鍵的要素。

其中?1986 年的經(jīng)典初代《塞爾達(dá)傳說(shuō)》作品為世界帶來(lái)了林克、塞爾達(dá)公主、海拉魯,也給童年的 Williams 留下了很深的印象。他告訴IGN:「作為來(lái)自(美國(guó))中西部的孩子,我小時(shí)候經(jīng)常在樹林中玩耍,這個(gè)游戲讓我感到既熟悉又奇異。」

《戰(zhàn)神:諸神黃昏》總監(jiān)訪談:NES 游戲帶來(lái)的啟迪。

鏈接:https://www.ign.com.cn/baseball-stars/41672/interview/zhan-shen-zhu-shen-huang-hun-zong-jian-fang-tan-nes-you-xi-dai-lai-de-qi-di


Eric Williams,Santa Monica Studios,Director of God of War: Ragnarok

Santa Monica Studios' God of War: Ragnarok recently launched to critical acclaim (including a glowing review from our good pals over at Push Square), and its director Eric Williams has recently shared some of the games that inspired him and influenced his career.

Speaking with?IGN?(thanks,?GoNintendo), Williams listed off five classic NES titles that informed how he approaches various aspects of game design, including combat, statistics, and day/night cycles. As expected, a few of his choices might seem pretty obvious to many of our readers here, but there are a couple that might come as a bit of a surprise.

The first game listed is, of couse,?The Legend of Zelda. While not exactly a game that ranks highly in Nintendo's?Zelda?franchise these days, the impact of its introduction on the NES cannot be overstated. Williams states that “Being from the Midwest and playing in the woods as a kid made this game feel so familiar and fantastical all at the same time.”

鏈接:How God of War: Ragnarok's Director Found Inspiration in Classic NES Games.?

[1] https://www.ign.com/articles/how-god-of-war-ragnaroks-director-found-inspiration-in-classic-nes-games

[2]?https://www.nintendolife.com/news/2022/11/random-god-of-war-ragnarok-director-shares-five-nes-games-that-inspired-him


雷吉·菲爾斯-艾梅,美國(guó)前任任天堂總裁:“這個(gè)行業(yè)因?yàn)?Xbox?而變得更好。

“(Xbox)發(fā)布的那一刻,還有現(xiàn)在,以及20 年后,這個(gè)行業(yè)正因?yàn)?Xbox 的發(fā)布而變得更好,我堅(jiān)信這一點(diǎn)?!?strong>雷吉說(shuō),“事實(shí)上,每一家公司都在產(chǎn)出這些精彩的內(nèi)容,生態(tài)系統(tǒng)是如此強(qiáng)大,而?Xbox 是其中重要的組成部分?!?/p>

“The moment in time of the launch, the moment in time now, 20 years later, the industry is Better because of the Xbox launch, I passionately believe that,” Fils-Aimé stated. “And the fact that there are all of these companies making all of this wonderful content, the ecosystem is so robust, Xbox is a big part of that.”

鏈接:https://www.nme.com/news/gaming-news/ex-nintendo-president-says-the-industry-is-Better-because-of-the-xbox-3102685


Gabe?Newell(G胖),Valve Software (V社)創(chuàng)辦人,《半條命》系列制作人

G胖最喜歡的游戲是《超級(jí)馬力歐64》、《毀滅戰(zhàn)士》和?Burroughs?版的《星際迷航》。

《毀滅戰(zhàn)士》改變了他,使他認(rèn)為電子游戲是娛樂(lè)的未來(lái);《超級(jí)馬力歐64》使他確信,電子游戲是一種藝術(shù)。

In 2011,?Newell?said his favorite video games included?Super Mario 64,?Doom, and a?Burroughs?mainframe version of?Star Trek.?Doom?convinced him that games were the future of entertainment, and?Super Mario 64?convinced him that?games are a form of art.?

鏈接:https://en.wikipedia.org/wiki/Gabe_Newell

Speaking?with?Computer?&?Video?Games?back?in?2011,?Newell?said?that?Mario?64?was:
Still?my?favourite?game?of?all?time.?I?still?have?vivid?memories?of?all?the?different?levels.?The?control?is?still?pretty?much?unrivalled.?It?convinced?me?that?games?were?art.

鏈接:https://www.nintendolife.com/news/2014/03/valves_gabe_newell_thinks_super_mario_64_is_just_swell

鏈接:https://twitter.com/nintendoamerica/status/441362130491957248

鏈接:https://en-us.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/cfuf24t/?context=3


Nicolo Laurent,Riot Games(拳頭游戲,英雄聯(lián)盟開發(fā)商),首席執(zhí)行官CEO

終于在飛機(jī)上玩到了?Switch?上的塞爾達(dá),它是任天堂的偉大的游戲設(shè)計(jì)教科書。

Nicolo Laurent,Riot Games,CEO

Finally played Zelda on the Switch in the plane. Great game design lesson from Nintendo.

拳頭公司CEO Nicolo Laurent:塞爾達(dá)是游戲設(shè)計(jì)教科書。


Scott?Gelb,Riot Games(拳頭游戲,英雄聯(lián)盟開發(fā)商),首席運(yùn)營(yíng)官

《塞爾達(dá)傳說(shuō)》 NES 金卡帶版,是我(在小學(xué)時(shí))玩過(guò)的第一個(gè)角色扮演游戲,它改變了我的生活——從拆箱體驗(yàn),包括在甚至都還不知道它是什么的情況下 和母親一起從 Target 那兒買回來(lái),到游戲給我?guī)?lái)的無(wú)與倫比的感受。

它開始了我從 RPG 到 MMO 的熱潮,并讓我進(jìn)入了游戲這個(gè)行業(yè)。我玩過(guò)該系列中的大多數(shù)游戲(包括《曠野之息》中的 75-100 小時(shí)),所以可以說(shuō)它對(duì)我產(chǎn)生了持久的影響。

SCOTT?GELB, HIEF OPERATING OFFICER AT RIOT GAMES

The Legend of Zelda NES gold cartridge was the first RPG I ever played (in elementary school) and it CHANGED MY LIFE — everything from the unboxing experience, including buying it from Target with my mom without even knowing what it was, to how the game made me feel.?

It started my RPG craze and eventually led to MMOs and getting in the industry. I’ve played most titles in the series (including 75-100 hours in Breath of the Wild), so one could say it’s had a lasting impact on me.

鏈接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy


Lean?Jackson,英雄聯(lián)盟(LOL)電競(jìng)的內(nèi)容制作人

「塞爾達(dá)傳說(shuō)」,特別是《時(shí)之笛》,對(duì)我影響很大。這是我大約六歲時(shí)和我的兄弟和爸爸一起玩的第一場(chǎng)游戲(我們輪流玩),它讓我看到了電子游戲的無(wú)限可能。

我愛(ài)上了這個(gè)世界和里面的角色,我也因此學(xué)會(huì)了畫畫和演奏音樂(lè),這樣我就可以在任何時(shí)候都能繼續(xù)“玩塞爾達(dá)”了。游戲中各種有趣的時(shí)刻,也給予了我很多啟發(fā),盡管這些年來(lái)我也在玩其他很多游戲,但我會(huì)永遠(yuǎn)懷念《時(shí)之笛》,是它促使我從童年時(shí)起,就成為了一名熱愛(ài)游戲的玩家。

LEAH JACKSON, CONTENT PRODUCER FOR LEAGUE OF LEGENDS?ESPORTS

Zelda, and specifically Ocarina of Time, influenced me tremendously. It was the first game I got to play with my brother and dad when I was about six (we took turns) and it opened my eyes to what video games could be.?

I fell SO IN LOVE with the world and characters that I learned to draw and play music so I could keep "playing Zelda," even when I wasn't. The fun moments and memories have inspired me a lot and even though I've gone on to play so many other games over the years, I will always fondly remember Ocarina of Time as the game that kickstarted me into being a gamer in the first place.?

鏈接:https://www.inverse.com/gaming/zelda-35-anniversary-phil-spencer-impact-legacy


育碧聯(lián)合創(chuàng)始人兼CEO?Yves Guillemot,任天堂代表董事、游戲設(shè)計(jì)師 宮本茂

https://www.youtube.com/watch?v=5Q1s3lOzQ1A

Yves Guillemot,育碧聯(lián)合創(chuàng)始人兼CEO

與任天堂合作,尤其是與宮本茂合作的美妙之處在于,你正在與最優(yōu)秀的人合作。與業(yè)內(nèi)最聰明的人一起工作很容易,他們非常了解什么是最有效的,而且我們經(jīng)常就如何解決問(wèn)題達(dá)成一致。

我經(jīng)常出差,但多虧了 Switch,我才能隨時(shí)玩塞爾達(dá)。這是一款偉大的游戲,我們可以通過(guò)了解任天堂的做法來(lái)了解我們?nèi)绾沃谱饔螒颉?/p>

Ubisoft CEO Yves Guillemot…

“What is fantastic about working with Nintendo and with Miyamoto in particular is that you are working with the best. It's easy to work with the smartest people in the industry and they have a great understanding of what works and we are very often on the same page about how to solve a problem.?

I travel a lot for work, but thanks to the Switch I've been able to play Zelda. It's a great game and we can learn a lot about how we make games by looking at what Nintendo has done.”?

鏈接:https://nintendoeverything.com/ubisoft-ceo-on-working-with-miyamoto-praise-for-zelda-and-nintendo/



Todd Howard,貝塞斯達(dá)(Bethesda),《上古卷軸 V:天際》 首席制作人:?

Todd?對(duì)《塞爾達(dá)傳說(shuō):曠野之息》大加贊賞,他說(shuō):
“《曠野之息》是我最喜歡的【塞爾達(dá)傳說(shuō)】系列作品!我很明顯地特別喜歡開放世界的東西。任天堂做得特別特別好的一點(diǎn)是:他們不會(huì)限制你。而即便是我們B社做的東西,也會(huì)對(duì)你進(jìn)行一些限制。但塞爾達(dá)會(huì)說(shuō)‘這就是全部’。你最多也只是受到未獲得能力的一些限制,而非隨意的限制。
《曠野之息這款游戲做得太棒了!任天堂做了驚人的工作這真的是無(wú)比奇妙的體驗(yàn)!


Todd Howard,Bethesda,Director of?The Elder Scrolls V: Skyrim

Lex Fridman (Q): I get to ask you about a game I haven't played but people put up there as one of the greatest, The Legend of?Zelda: Breath of the wild. Have you get the chance to play?
Todd Howard (A): A lot of it! Yes! Yes! It's fantastic!?It's fantastic!
Lex Fridman (Q): What do you think about? I mean, it's a very difference experience. I've played Zelda game, also an open world game like you created. It is also an open world.

Todd Howard (A):?It is! It's my favorite Zelda. Cause obviously I like open world staff. And, the one thing they do really really well is that THEY DON'T CONSTRAINT?YOU. You know, even things we do will constraint you a little bit more.?(While) Zelda says:"Here's the whole thing!" And you will constraint by actual player ability you haven't earned yet. Not some arbitrary barriers.?Nintendo did a phenomenal job! It's a magical game!

Lex Fridman (Q): It really feels open.

Todd Howard (A): Yes! It truelly is! Yes!

陶德:《曠野之息》這款游戲做得太棒了!任天堂做了驚人的工作,這真的是無(wú)比奇妙的體驗(yàn)!

【Todd】Todd談塞爾達(dá)傳說(shuō)荒野之息!Todd Howard接受Lex Fridman采訪精彩片段節(jié)選】 https://www.bilibili.com/video/BV14g411H7nV/


Andrew Scharf,貝塞斯達(dá)(Bethesda),《上古卷軸 V:天際》 首席制作人:

我們很高興能在 Nintendo Switch 上推出我們的游戲,任天堂一直是我們的絕佳合作伙伴,這非常令人興奮,我們一直夢(mèng)想有機(jī)會(huì)能夠?qū)ⅰ干瞎啪磔S」帶到任天堂平臺(tái)。

在我們開始開發(fā) Switch 硬件后不久,總監(jiān) 陶德 將《上古卷軸 V:天際》與《塞爾達(dá)傳說(shuō):曠野之息》聯(lián)動(dòng)的想法帶到了任天堂和「塞爾達(dá)傳說(shuō)」開發(fā)團(tuán)隊(duì)。他們很喜歡這個(gè)想法,并提出與我們合作。?

Bethesda and Nintendo

Paul Hunter:?Skyrim?coming to?Nintendo Switch?is obviously a huge moment in gaming, and especially for Nintendo fans. Who originally approached who about bringing this massive game world to Nintendo Switch?

Andrew Scharf:?The team here at?BGS?has been excited about the Switch and Nintendo’s plans since we first saw the demo of the technology. That got us fired up about the possibilities, and as a broader company, we’re always looking to expand our games to new platforms and new audiences. It was just a no-brainer to join a great partner like Nintendo and bring the massive world of Skyrim, where you can go anywhere and do anything, to a platform that can also go anywhere.

PH:?Last October during the much talked about video Reveal Trailer for Nintendo Switch we saw Skyrim being played at home and on an airplane. How did it feel to (sort of) make public the new relationship?Bethesda?has with?Nintendo?

AS:?It was very exciting. We’ve always dreamt of the opportunity to be able to bring The Elder Scrolls to a Nintendo platform, and with the Switch we were able to do not only that, but provide a way to play Skyrim a whole new way by being able to bring it anywhere. ?Nintendo’s been a great partner and it’s been great to work with them.

Zelda + Skyrim

PH: The addition of items from The Legend of Zelda, like the Master Sword, Hylian Shield, and Champion’s Tunic is pretty exciting. How did this idea come about and are there any other items in-game that may surprise us?

AS: It was early on in the project, shortly after we started developing on the Switch hardware and?Todd?brought the idea up to?Nintendo?and the?Legend of Zelda?development team. They loved the idea and offered to work with us to make sure that our depiction of Link’s Champion’s Tunic, Hylian Shield, and of course the Master Sword held true to their design, while being usable weapons/armor in?Skyrim.

Bethesda & Nintendo:?The?Future

PH:?The future looks extremely bright for?Bethesda and Nintendo. We have?Skyrim,?DOOM,?and?Wolfenstein II?all coming to Nintendo Switch. As we look towards the future, what would you like to tell Nintendo fans about this rapidly growing partnership with Nintendo?

AS:?We’re really excited to be launching our games on Nintendo Switch, and Nintendo has been a fantastic partner for us. The fans of Nintendo’s hardware have been super supportive and excited for these games and we hope they enjoy exploring Skyrim, as well as blasting demons in DOOM and fighting Nazis in Wolfenstein II. We haven’t announced anything for Switch following Wolfenstein II in 2018, but if and when we do, we will let you know.

鏈接:https://nintendosoup.com/Bethesda-reveals-skyrims-zelda-collaboration-came/


上田文人,《古堡迷蹤》(ICO)、《汪達(dá)與巨像》、《最后的守護(hù)者》導(dǎo)演,Team Ico.

「塞爾達(dá)傳說(shuō)」系列對(duì)《旺達(dá)與巨像》有著很大的影響。其中的巨人,與其說(shuō)像是Boss,倒不如說(shuō)更像是反轉(zhuǎn)的塞爾達(dá)式地牢。這是他一開始的哲學(xué)理念。

Ico director Fumito Ueda (Team Ico) cited Zelda as an influence on Shadow of the Colossus.?

"They're not bosses," says Ueda. "They're more like --?inverted Zelda dungeons." This was his philosophy from the start.

鏈接:https://web.archive.org/web/20170221110345/archives.insertcredit.com/reviews/wanda/


Square Enix(史克威爾 艾尼克斯):

《最終幻想XV》無(wú)縫開放世界背后的靈感,來(lái)自于《塞爾達(dá)傳說(shuō):時(shí)之笛》。

Square Enix made it clear that Final Fantasy XV’s game world is being made with exploration in mind: “The FFXV Universe was created to make the main game FFXV Better and create a world people want to get lost in,” it wrote.

“The inspiration behind the seamless open world in FFXV is The Legend of Zelda Ocarina of Time.”

鏈接:https://www.psu.com/news/final-fantasy-xv-inspired-by-zelda-ocarina-of-time/


堀井雄二,勇者斗惡龍系列游戲的創(chuàng)造者

浜村弘一,曾擔(dān)任《Fami通》主編:

當(dāng)浜村弘一問(wèn)堀井雄二“你玩游戲嗎?”時(shí),堀井說(shuō)他喜歡「塞爾達(dá)系列」,并提到了任天堂的第一代磁盤系統(tǒng)和《時(shí)之笛》。

還有,當(dāng)他(工作)卡住的時(shí)候,他說(shuō)玩《任天堂戰(zhàn)爭(zhēng)》會(huì)讓他在困倦時(shí)感到神清氣爽。 他目前正在 GBA SP?上玩 GBC 的《游戲男孩大戰(zhàn)》。

浜村氏の「ゲームは遊ぶんですか」という問(wèn)いにはゼルダシリーズが好きと言ってディスクシステムの初代や『時(shí)のオカリナ』の名前を挙げていました。またつまった時(shí)などには『ファミコンウォーズ』をすると「すっきりして眠れる」という話も飛び出していました。今はGBASPでGBCの『ゲームボーイウォーズ』を遊んでいるのだとか。

鏈接:https://www.inside-games.jp/article/2003/08/31/11508.html


藤澤仁,曾擔(dān)任「勇者斗惡龍」(DQ)的導(dǎo)演

“我其實(shí)最喜歡的就是《塞爾達(dá)傳說(shuō):梅祖拉的假面》了。特別是在之后我拿到“夫婦的假面”的時(shí)候,那真是我在塞爾達(dá)系列里面最喜歡的場(chǎng)景啊?!?/p>

藤澤氏:実は、僕は『ムジュラの仮面』が一番好きなんです。特に、後半にあった「めおとの面」が手に入るところ【※】が、全ての「ゼルダ」含めても一番好きなシーンなんですよ。?

鏈接:https://news.denfaminicogamer.jp/projectbook/zelda/4



FromSoftware社,宮崎英高:

當(dāng)我還是一個(gè)學(xué)生的時(shí)候,《塞爾達(dá)傳說(shuō)》系列在游戲史上有已經(jīng)有里程碑意義了,所以老實(shí)講看到有人拿‘魂’系列和《塞爾達(dá)傳說(shuō)》比較的時(shí)候,我真的特別替它不值。

而且這兩者根本就是分屬于兩種游戲類型的作品,有著完全不同的設(shè)計(jì)理念,根本沒(méi)有誰(shuí)非得和誰(shuí)一樣的必要。

如果非要找相似點(diǎn)的話,可能它們都成為了某種意義上的3D動(dòng)作游戲教科書。

In an interview with Glixel, Miyazaki stated, “If there are similarities, they probably stem from the fact that The Legend of Zelda became a sort of textbook for 3D action games.” It’s funny how certain games become shining examples of their genre and never seem to be topped in terms of innovation.?

As for the comparison, Miyazaki added, “When I was a student, The Legend of Zelda was truly monumental. So to be perfectly honest, I feel deeply unworthy of the comparison.” Miyazaki then states that the focus of each game is what truly differentiates them. “Our goal was to allow players to do what they want, define their own goals, make their own discoveries, embrace their own values, and find their own interpretations.”

鏈接:https://www.destructoid.com/hidetaka-miyazaki-feels-unworthy-of-dark-souls-zelda-comparisons/


FromSoftware社,宮崎英高:

《塞爾達(dá)傳說(shuō):眾神的三角力量》、《勇者斗惡龍》、《巫術(shù)》、《上古卷軸4:湮沒(méi)》、《萬(wàn)智牌》是宮崎英高最喜歡的RPG游戲之一。

To Hidetaka Miyazaki: ?

Before we wrap up, what are your top three RPGs of all time?

Hidetaka Miyazaki:

Legend of Zelda: Link To The Past, Dragon Quest III, Wizardry, The Elder Scrolls IV: Oblivion and Magic: The Gathering.?

鏈接:https://web.archive.org/web/20120204210941/http://www.edge-online.com/features/dark-matters-0?page=2


FromSoftware社,宮崎英高:

關(guān)于《艾爾登法環(huán)》:“我不認(rèn)為我們受到任何特定游戲的啟發(fā),但我個(gè)人玩過(guò)許多被認(rèn)為是該類型經(jīng)典的開放世界游戲,我都受到了所有這些游戲的影響。其中包括「上古卷軸」系列、「巫師 3」?以及最近的「塞爾達(dá)傳說(shuō):曠野之息」?!?/p>

『ELDEN RING』で個(gè)人的に好きなボスは誰(shuí)ですか?

宮崎氏:

とても迷うところですが、ラダーンですね。

一人のキャラクターとしても魅力的ですし、ラダーン祭りというシチュエーションも気に入っています。

文字通りのお祭り感、高揚(yáng)感と共に、我々らしい寂しい切なさもあるのかなと。

最初「ラダーン祭り」というアイデアを話したとき、

チームの誰(shuí)も本気にしてくれなかった頃が懐かしいです(笑)

次點(diǎn)で挙げるとすれば、ゴドリックとライカードですね。

鏈接:https://news.xbox.com/ja-jp/2022/05/26/elden-ring-interview/

英文版:
【I don’t think we were inspired by any particular game, but I’ve personally played many open-world games that are considered classics of the genre and I’ve been influenced by all of them. These include The Elder Scrolls series, The Witcher 3, and more recently The Legend of Zelda: Breath of the Wild.】

鏈接:https://oicanadian.com/hidetaka-miyazaki-would-have-been-influenced-by-breath-of-the-wild-elder-scrolls-and-witcher-3-for-the-creation-of-elden-ring/



拉斐爾?拉科斯特 ,《波斯王子》及《刺客信條》系列的導(dǎo)演:

《塞爾達(dá)傳說(shuō):風(fēng)之杖》和《席德梅爾的海盜》極大地影響了《刺客信條:黑旗》的開發(fā)。而《風(fēng)之杖》可能更符合我們的游戲想法,只不過(guò)我們想要保持《刺客信條》的寫實(shí)風(fēng)格,這很有挑戰(zhàn)性。

“We had several games like that as references. So, yes, [The] Wind Waker was one of them. Sid Meier's Pirates! was another.?

They were really interesting, because they were successful naval games, which is pretty hard to achieve, and we quickly came to understand why. It's hard to do. How do you keep sailing interesting and not boring? Especially in our case, because we wanted to keep the [Assassin's Creed] style of being realistic, so we had a lot of challenges.?

[The] Wind Waker is probably closer to our game than Pirates!, but the opportunity to use fantasy elements that pop up in front of the player was something we couldn't use. Those games were inspirational in terms of knowing a good pirate game was feasible and [they] helped us identify the areas where we needed to focus.”?

– Jean Guesdon?

鏈接:https://www.zeldadungeon.net/development-of-assassins-creed-black-flag-inspired-by-the-wind-waker/

To wit:

#Me:?

I assume you guys have played The Wind Waker.

#Raphael Lacoste, ACIV art director:?

Yeah. On the team some guys have.

#Sylvain Trottier, ACIV associate producer:?

Not me. Is it the Zelda thing?

#Me:?

[laughing] Yes, the Zelda thing that was in an open ocean where you get to explore every island.

#Trottier:?

I don't have a Wii. It was the one console I never had.

#Lacoste:?

It's a good reference. The game director has.

#Me:?

It's one of the few games I guess you could even look at to see how they handled things. Have there been any interesting findings from that game, about what went well or what didn't?

#Lacoste:?

I think the guys.. the game designers looked at that. We get inspiration from many games. We have to be open-minded.?

鏈接:https://kotaku.com/yes-the-new-assassins-creed-is-like-that-lovely-zelda-5988343


Benjamin Plich,刺客信條:大革命》《榮耀戰(zhàn)魂》首席游戲設(shè)計(jì)師

Benjamin Plich 相信開發(fā)者會(huì)從《塞爾達(dá)傳說(shuō):曠野之息》對(duì)實(shí)驗(yàn)性和新興游戲玩法的關(guān)注中獲得靈感,例如“以開放的方式更自由地試驗(yàn)事物的能力”并具有“強(qiáng)烈的自主意識(shí)和對(duì)環(huán)境和可用工具的實(shí)驗(yàn)”。

Benjamin Plich, the designer of Assassin's Creed: Unity and For Honor, said that he believed developers would take inspiration from its focus on experimental and emergent gameplay, such as "the ability to experiment with things more freely, in an open way" and having "a powerful sense of autonomy and experimentation with the environment and the tools at their disposal."

鏈接:https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild


Damien Monnier,曾擔(dān)任過(guò)《巫師 3:狂獵》和《昆特牌》設(shè)計(jì)總監(jiān): ?

《塞爾達(dá)傳說(shuō):曠野之息》“設(shè)法將經(jīng)典的開放世界機(jī)制結(jié)合在一起,而不是依靠它們來(lái)引導(dǎo)玩家穿越它的世界”,鼓勵(lì)玩家“去探索它,因?yàn)槟阆胫滥抢镉惺裁?,而不是因?yàn)閼?zhàn)利品圖標(biāo)告訴你去哪兒?!?/p>

Damien Monnier, designer of The Witcher 3: Wild Hunt, said Breath of the Wild" managed to bring classic open-world mechanics together while not relying on them to guide the player through its world," encouraging players to "go and explore it because you wonder what's out there, not because a loot icon tells you to." '?

鏈接:https://www.gamesindustry.biz/articles/2017-06-05-how-will-the-legend-of-zelda-breath-of-the-wild-change-the-open-world-paradigm


坂垣伴信,TECMO開發(fā)小組NINJA TEAM的負(fù)責(zé)人、《忍者龍劍傳》制作人

為徹夜體驗(yàn)《時(shí)之笛》,他破天荒地忘記打卡上班,他事后笑著對(duì)《FAMI通》的記者說(shuō):“這是我平生第一次為了玩游戲而誤工,這樣的事情以后恐怕也不會(huì)再有了吧?!?/p>

在其開發(fā)的《忍者龍劍傳》中,借鑒《時(shí)之笛》之處比比皆是。

A portion of a 1up interview with developer Tomonobu Itagaki…

1UP:?Do you feel that your work on the Ninja Gaiden franchise owes anything to what Devil May Cry started on PS2?

TI:?Nope. I actually owe thanks to the Legend of Zelda: Ocarina of Time.

1UP:?How do you feel about the Team Ninja-doing-Metroid-reinvention news? Is this something you would have welcomed when you were still there?

TI:?Metroid is a fantastic game that I played a lot on the Disk System when I was a child. I also know?Mr. Sakamoto, the producer at?Nintendo, very well. He fathered Samus Aran. He's been making games since I was a child, so he's a veteran I really respect. I think [Yosuke] Hayashi will learn a lot working with him. I hope?Team Ninja?works hard in making a good game.

鏈接: https://www.gonintendo.com/archives/80239-itagaki-names-nintendo-game-as-inspiration-for-ninja-gaiden-work-offers-kind-words

其它相關(guān)文段:

From your perspective, what kind of games are the titles in the collection?

I've held firm on my?thoughts on the first game and from what I hear, it was actually inspired by?The Legend of Zelda: Ocarina of Time. You may think I’m lying, but I heard that they were plans for a fishing system at first (laughs). In the end, they doubled down on the action, but some remnants from those early ideas are there, like the exploration elements, puzzle solving and platforming.?

鏈接:https://nintendoeverything.com/team-ninja-on-ninja-gaiden-master-collection-zelda-ocarina-of-time-inspiration-ryu-in-smash-bros/


吉田修平,索尼全球工作室總裁

他曾在 PlayStation 直播中,興奮地提到《塞爾達(dá)傳說(shuō):荒野之息》這款冒險(xiǎn)游戲是一場(chǎng)史詩(shī)般的大型游戲,讓他迫不及待地想再一次玩塞爾達(dá)。

“我剛玩過(guò)塞爾達(dá)!新的塞爾達(dá)游戲。你知道,開放世界和狩獵。我有一種奇妙的感覺(jué),這感覺(jué)和《地平線》如出一轍。這是一場(chǎng)史詩(shī)般的大型游戲。我迫不及待地想再一次玩塞爾達(dá)?!?br>

Sony Worldwide Studios president Shuhei Yoshida, during a PlayStation live stream yesterday, Yoshida mentioned the adventure game, Zelda: Breath of the Wild, as one he's very excited about.

“I just played Zelda! The new Zelda game. You know, open world, and hunting. And I had a bizarre feel, this feels like Horizon. This is a epic, huge game. I can not wait to play Zelda again when it comes out.”

鏈接:https://nintendoeverything.com/sonys-shuhei-yoshida-very-excited-about-zelda-breath-of-the-wild/


神谷英樹,《鬼泣》《大神》《獵天使魔女》系列作品的導(dǎo)演,卡普空:?

他在開發(fā)游戲時(shí)受到了《塞爾達(dá)傳說(shuō)》系列的影響,并稱《塞爾達(dá)傳說(shuō):眾神的三角力量》是他一直以來(lái)最喜歡的游戲。

ōkami director Hideki Kamiya (Capcom, PlatinumGames) said that he has been influenced by The Legend of Zelda series in developing the game, citing A Link to the Past as his favorite game of all time.?

鏈接①:https://www.ignboards.com/threads/do-the-zelda-series-need-fixing.137995079/?

鏈接②:http://www.joystiq.com/2007/03/06/okami-creator-disappointed-by-twilight-princess/


《Fami通》雜志對(duì)白金工作室《獵天使魔女3》開發(fā)者們的采訪:

神谷英樹:能開發(fā)《獵天使魔女》3代真的很感謝任天堂,這真不是夸張,我這輩子都不會(huì)忘記任天堂對(duì)我們的恩情。......任天堂拯救了《獵天使魔女》系列。盡管有許多粉絲覺(jué)得,自從任天堂包下這個(gè)IP,游戲的“某些表現(xiàn)”就被限制了。但事實(shí)并非如此,任天堂全力支持著我們想創(chuàng)造和表達(dá)的東西。

任天堂如何拯救了《獵天使魔女》系列:

https://www.criticalhit.net/gaming/hideki-kamiya-talks-bayonetta-3-nintendo-saved-franchise/

《Fami通》雜志對(duì)白金工作室《獵天使魔女3》開發(fā)者們的采訪:

Hideki Kamiya, the supervising director?on?Bayonetta 3, has told Japanese gaming magazine?Famitsu?that he and the rest of the team are forever indebted to Nintendo for allowing them to make both Bayonetta 2 and Bayonetta 3.?

That’s why I was really happy that we were able to make the third game. I’m not exaggerating when I say I’m forever indebted to Nintendo.

鏈接:https://mynintendonews.com/2022/10/30/platinum-games-hideki-kamiya-says-hes-forever-indebted-to-nintendo-for-bayonetta-3/


Amy Hennig,《凱恩的遺產(chǎn):噬魂者》和《神秘海域》導(dǎo)演,前任頑皮狗總監(jiān),水晶動(dòng)力工作室:

她說(shuō)「塞爾達(dá)傳說(shuō)」曾作為《凱恩的遺產(chǎn)》系列的靈感來(lái)源,并指出《塞爾達(dá)傳說(shuō):眾神的三角力量》對(duì)《凱恩的遺產(chǎn):血兆》的影響以及《時(shí)之笛》對(duì)《凱恩的遺產(chǎn):噬魂者》的影響。

Soul Reaver and Uncharted director, Amy Hennig (Crystal Dynamics and Naughty Dog), cited Zelda as inspiration for the Legacy of Kain series, noting A Link to the Past's influence on Blood Omen and Ocarina of Time's influence on Soul Reaver.

鏈接:http://www.iasig.org/pubs/interviews/eidosjh.shtml


Richard Lemarchand,《噬魂者》和《神秘海域》的開發(fā)者,頑皮狗,水晶動(dòng)力工作室:

《塞爾達(dá)傳說(shuō):眾神的三角力量》將游戲玩法與講故事相結(jié)合的方法,也同樣成為了《凱恩的遺產(chǎn)》系列《噬魂者》的靈感來(lái)源。

Soul Reaver and Uncharted creator, Richard Lemarchand (Crystal Dynamics and Naughty Dog),?also cited A Link to the Past's approach to combining gameplay with storytelling as inspiration for Soul Reaver.?

鏈接:https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA203


Peter Molyneux,《神鬼寓言》導(dǎo)演,Lionhead Studios 和 Microsoft Studios:

《塞爾達(dá)傳說(shuō):黃昏公主》是他最喜歡的游戲之一,并且對(duì)《神鬼寓言》系列產(chǎn)生了很大的影響:“我只覺(jué)得《黃昏公主》是真的令人瞠目結(jié)舌,它對(duì)硬件的使用非常出色。而且我已經(jīng)玩了好幾次那個(gè)游戲了?!?/p>

Peter Molyneux's top five games of all time:?

[1]World of Warcraft, [2]Clash of Clans, [3]Half-Life 2, [4]The Legend of Zelda: Twilight Princess, [5]Ico.?

The Twilight Princess is one of his favorite games and an influence for the Fable series: "I just feel it's jaw-dropping and its use of the hardware was brilliant. And I've played that game through several times."?

鏈接:https://www.techradar.com/news/gaming/peter-molyneux-s-top-five-games-of-all-time-1176618


David Adams,《暗黑血統(tǒng)》導(dǎo)演(Vigil Games)

「塞爾達(dá)傳說(shuō)」系列在 30 多年前就做到了這一點(diǎn),而它直到現(xiàn)在也依然像火炬一樣照亮著其它游戲(的方向)。它讓我們對(duì)“游戲可能是什么”有了更深的理解。我們中的許多人仍在效仿著它。

“我們?yōu)榇硕?,?他說(shuō)。 “《暗黑血統(tǒng)》本質(zhì)上是我們?cè)谡f(shuō):嘿。讓我們做一款成熟的塞爾達(dá)游戲吧?!?/p>

David Adams 現(xiàn)在是德州奧斯汀 Gunfire Games 公司的總裁,他在 1996 年的電子娛樂(lè)博覽會(huì)上贏得了 Nintendo 64,這要比N64游戲機(jī)正式發(fā)布的時(shí)間早了六個(gè)月。 它打開了通往《超級(jí)馬里奧 64》 的大門,當(dāng)然還有黃金收藏版《時(shí)之笛》。

"Zelda nailed that 30 years ago, and it still carries the torch for other games. It influenced our understanding of what games could be. Many of us are still emulating that."?

His former design partner agrees. As former co-director on Darksiders, David Adams wears his influences on his sleeve.?

"We went for it," he says. "Darksiders was essentially us saying, 'Hey. Let's make a mature Zelda game.'"?

Adams, now president of Gunfire Games in Austin, won a Nintendo 64 at the Electronic Entertainment Expo in 1996, six months before the console's official release. It opened the door to Super Mario 64 and, of course, the golden collector's edition of Ocarina of Time.?

鏈接:https://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/


Cliff Bleszinski,「戰(zhàn)爭(zhēng)機(jī)器」系列制作人:

Bleszinski 將「塞爾達(dá)傳說(shuō)」系列列為影響「戰(zhàn)爭(zhēng)機(jī)器」系列的最主要作品之一。

①獲得一種新工具——②在這種情況下可以是一種新武器——③并學(xué)習(xí)它、掌握它,④然后隨著游戲的進(jìn)行用它來(lái)征服一個(gè)新領(lǐng)域......(這些方法)是「塞爾達(dá)傳說(shuō)」系列的設(shè)計(jì)基石之一。 「塞爾達(dá)傳說(shuō)」有它的鉤鎖。 「戰(zhàn)爭(zhēng)機(jī)器」有它的黎明之錘。

Despite the latter's frantic firefights and cover-based shooting, Bleszinski lists Zelda among its chief influences.?

The act of acquiring a new tool--in this case, a new weapon--and learning it, mastering it, then using it to conquer a new area as the game progresses, is one of the Zelda series' design keystones. Zelda has its Hookshot. Gears has its Hammer of Dawn.?

鏈接:https://www.gamespot.com/articles/the-legacy-of-zelda/1100-6434921/

小島秀夫,「合金裝備系列、「死亡擱淺」等游戲的制作人

小島稱他決定成為游戲制作人的作品就是《超級(jí)馬力歐兄弟》和《港口鎮(zhèn)連續(xù)殺人事件》,并公開聲稱以宮本茂和堀井雄二為師。

鏈接:https://zh.wikipedia.org/zh-tw/小島秀夫

著名游戲制作人,小島秀夫與友人Greg Miller在任天堂展會(huì)上,玩塞爾達(dá)

鏈接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg


約翰·霍華德(微軟公司):"他是所有游戲設(shè)計(jì)師的老師,《大金剛》、《馬力歐》、《塞爾達(dá)》、《銀河戰(zhàn)士》……即便再過(guò)25年我們?nèi)匀荒軌驈膶m本茂先生的作品里汲取到養(yǎng)料。我從《超級(jí)馬力歐64》里學(xué)到的關(guān)于探索和奇跡的知識(shí)遠(yuǎn)比其它游戲、書籍和電影要多得多。"

John Howard (Microsoft Corporation):?"He is the teacher of all game designers. Donkey Kong, Mario, Zelda, Metroid... even if we are still able to I drew nourishment from Shigeru Miyamoto’s work. The knowledge I learned about exploration and miracles from "Super Mario 64" is far more than other games, books and movies."

鏈接:https://blog.fearcat.in/a?ID=00050-e5a9e75d-ee02-4f16-8a96-336d5bad0aad


GameSpot 評(píng)測(cè):A breathtaking masterpiece.(曠世杰作)(10/10)

《塞爾達(dá)傳說(shuō):曠野之息》為任天堂制作的最令人印象深刻的游戲,并寫道: “它采用在其他游戲中完善的設(shè)計(jì)和機(jī)制,并為自己的目的對(duì)其進(jìn)行重新設(shè)計(jì),以創(chuàng)造全新的東西,但仍然感覺(jué)像塞爾達(dá)游戲的典型......這既是形式的回歸,也是進(jìn)入未知領(lǐng)域的飛躍,并且在兩個(gè)方面都超出了預(yù)期?!?/p>

GameSpot called it the most impressive game Nintendo had made, writing that it "takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game ... It's both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts."?

鏈接:https://www.gamespot.com/reviews/the-legend-of-zelda-breath-of-the-wild-review/1900-6416626/


IGN 評(píng)測(cè):An evocative and exhilarating open-world adventure game.(余音繞梁而又蕩氣回腸的開放世界冒險(xiǎn)游戲)(10/10)

《荒野之息》儼然已經(jīng)成為了開放世界游戲中的翹楚,也會(huì)是這個(gè)超過(guò)30年系列的分水嶺?!痘囊爸ⅰ穾?lái)了一種充滿著謎團(tuán)的沙盒游戲體驗(yàn),還在玩家面前直接展示出各種誘人的獎(jiǎng)勵(lì),讓玩家更有動(dòng)力去探索游戲世界。?

我在海拉爾大陸上還體驗(yàn)著許許多多的挑戰(zhàn),它們當(dāng)中每一支都有驅(qū)使我前進(jìn)的獨(dú)特故事,讓它們成為了種種故事中的一環(huán)。甚至在我50小時(shí)的海拉魯大陸探索旅程之后,我依然還在試著穿越一些前所未見的景色。在這些驚人的絕景之前,神不知鬼不覺(jué)地,50小時(shí)甚至是100小時(shí)就已經(jīng)投入進(jìn)去了。

The Legend of Zelda: Breath of the Wild is a masterclass in open-world design and a watershed game that reinvents a 30-year-old franchise. It presents a wonderful sandbox full of mystery, dangling dozens upon dozens of tantalizing things in front of you that just beg to be explored.?

I've had so many adventures in Breath of the Wild, and each one has a unique story behind what led me to them, making them stories on top of stories. And even after I've spent more than 50 hours searching the far reaches of Hyrule, I still manage to come across things I haven't seen before. I'll easily spend 50 to 100 more trying to track down its fascinating moments.


鏈接:https://www.ign.com.cn/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-game/15866/review/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-ce-ping?p=2


專業(yè)游戲媒體,對(duì)1998年《時(shí)之笛》的評(píng)價(jià):

在那個(gè)年代,評(píng)分還沒(méi)有通貨膨脹,IGN的評(píng)分還是權(quán)威,F(xiàn)AMI通還沒(méi)有看到過(guò)4個(gè)10分,Gamespot也從來(lái)沒(méi)有給到過(guò)任何游戲滿分。

然而,就在這種情況下,當(dāng)時(shí)這三大權(quán)威網(wǎng)站,齊刷刷地給到了《時(shí)之笛》滿分的成績(jī):

FAMI的評(píng)分特別標(biāo)注了史上第一個(gè)滿分游戲

《塞爾達(dá)傳說(shuō)》系列為何評(píng)價(jià)如此之高?

圖標(biāo)

在當(dāng)時(shí)的IGN,游戲的評(píng)分涵蓋多個(gè)技術(shù)類別,例如圖形、聲音和游戲玩法。對(duì)于塞爾達(dá),共識(shí)是立竿見影的?!拔覀冮_始填寫數(shù)字,他們都非常高,”施耐德說(shuō)。

《時(shí)之笛》成為第一款I(lǐng)GN在其規(guī)模上獲得完美 10.0 的游戲?!拔覀儎倓偟搅诉@個(gè)地步,我們說(shuō)這是一個(gè)真正的里程碑。這款游戲不僅僅是……我們現(xiàn)在在 N64 中最喜歡的游戲。這將是未來(lái)幾年的里程碑。”

And IGN at the time, games were scored across a number of technical categories, such as graphics, sound, and gameplay. WithZelda, the consensus was immediate. “We started to fill in the numbers and they all came in really high,” Schneider says.

Ocarina became the first game that IGN scored a perfect 10.0 on its scale. “We just got to this point where we said this is a true milestone. This game isn’t just … our favorite game right now in the N64. This will be a milestone for years to come.”

鏈接:https://www.ignboards.com/threads/the-legend-of-zelda-ocarina-of-time-came-out-20-years-ago-today.455218262/

GameSpot?也給《時(shí)之笛》打了滿分10分。該網(wǎng)站的年輕評(píng)論編輯 Jeff Gerstmann,對(duì)這款游戲如何有效地將其 2D 前輩的眾多元素轉(zhuǎn)化為 3D 世界,感到印象深刻?!稌r(shí)之笛》的 任務(wù)結(jié)構(gòu) 和 雙世界機(jī)制 是從超級(jí)任天堂的《眾神的三角力量》中借用來(lái)的。但戰(zhàn)斗系統(tǒng)實(shí)際上是仿照NES的《塞爾達(dá)2:林克的冒險(xiǎn)》,從最初的塞爾達(dá)自由戰(zhàn)斗,轉(zhuǎn)變?yōu)楦鼘W⒌囊粚?duì)一戰(zhàn)斗系統(tǒng)。

GameSpot 從來(lái)沒(méi)有給出過(guò)完美的分?jǐn)?shù)。Gerstmann 不得不向該網(wǎng)站的編輯主任爭(zhēng)論 到底該不該給10分 ,就好像他在為一篇論文辯護(hù)一樣?!八皇亲谀抢?,一個(gè)小時(shí)的時(shí)間里,試圖在評(píng)論中找漏洞,或在游戲中找漏洞。比如,‘哦,如果這個(gè)游戲有完整的聲音,聽起來(lái)會(huì)不會(huì)更好?’”現(xiàn)在是 Giant Bomb 的主編 Gerstmann 回憶道?!拔覀?cè)谶@件事上來(lái)來(lái)回回了很長(zhǎng)時(shí)間,但我堅(jiān)持不懈通過(guò)了“10分”的滿分評(píng)價(jià)?!?/p>

GameSpot, another fast-growing gaming website of the era, also issued a 10 to Ocarina. Jeff Gerstmann, the site’s young reviews editor, was impressed by how the game managed to effectively translate so many elements of its 2D predecessors into a 3D world. Ocarina’s quest structure and twin-worlds mechanic are borrowed from the Super Nintendo’s A Link to the Past. But the fighting system was actually modeled on the NES’s Zelda II: The Adventure of Link, which shifted from the original Zelda’s free-for-all combat to a more focused one-on-one battle system.

GameSpot had never given a perfect score. Gerstmann had to argue for the 10 to the site’s editorial director, almost as if he were defending a thesis. “He just sat there and tried to poke holes in the review or poke holes in the game for over an hour. Like, ‘Oh wouldn’t this game sound Better if it had full voice?’” recalls Gerstmann, who’s now the editor-in-chief of Giant Bomb. “We went back and forth on it for a long time, but I held firm, and the 10 went through.”?

鏈接:https://www.theringer.com/2018/10/23/18012564/legend-of-zelda-ocarina-time-best-game-ever-1998

”在那個(gè)時(shí)期最杰出的印刷游戲雜志《電子游戲月刊》(EGM)上,《時(shí)之笛》被一個(gè)由4名工作人員組成的小組進(jìn)行評(píng)估,他們每個(gè)人都獨(dú)立地玩了游戲,而且在出版前都不會(huì)公開他們的分?jǐn)?shù)。最后《時(shí)之笛》拿了4個(gè)滿分 10 分(那年《合金裝備》也是如此)?!啊稌r(shí)之笛》它做了很多新穎和創(chuàng)新的事情,”當(dāng)時(shí)的?EGM 編輯約翰戴維森說(shuō)?!坝行〇|西在這些早期的 3D 游戲中開始出現(xiàn),討論它們的詞匯甚至還不存在?!?/p>

“Z-targeting”(Z-注目系統(tǒng))就是一個(gè)典型的例子。任天堂已經(jīng)為《超級(jí)馬里奧 64》創(chuàng)造了 3D 冒險(xiǎn)的藍(lán)圖,它開創(chuàng)了模擬控制和自由移動(dòng)相機(jī)等功能。但該游戲中的戰(zhàn)斗很少見,因?yàn)樵?3D 環(huán)境中進(jìn)行攻擊非常挑剔。任天堂的第一款 3D塞爾達(dá),從日本武士劍戟片中,得到了大量靈感。戰(zhàn)斗邏輯十分完備。

At Electronic Gaming Monthly, the preeminent print gaming magazine of the period, games were reviewed by a panel of four staffers, who each played the game independently and didn’t share their scores with each other before publication. Zelda nabbed four 10s (Metal Gear Solid also ran the table that year). “It did so much that was new and innovative,” says John Davison, the editor of EGM at the time. “Some of the things that were starting to emerge in these early 3D games, the vocabulary to discuss them didn’t even exist yet.”?

“Z-targeting” was a prime example. Nintendo had already created the blueprint for 3D adventuring with Super Mario 64, which pioneered features such as analog control and a free-moving camera. But combat in that game was rare because attacking in a 3D environment was so finicky. Nintendo wanted the first three-dimensional Zelda to feel like Chanbara, a Japanese samurai sword fighting film. The combat had to be airtight.?

鏈接:https://www.theringer.com/2018/10/23/18012564/legend-of-zelda-ocarina-time-best-game-ever-1998

日本最權(quán)威的游戲?qū)I(yè)媒體《FAMI通》給予了《時(shí)之笛》史上第一個(gè)的40分滿分評(píng)價(jià),時(shí)任雜志社總編集長(zhǎng)浜村弘一親自執(zhí)筆的總結(jié)性評(píng)語(yǔ):“滿分并不意味著這個(gè)游戲是完美無(wú)缺的,給予如此的評(píng)價(jià)無(wú)非是向制作人員對(duì)游戲本質(zhì)的不懈追求表示我們最高敬意!”

更多Fami通對(duì)《時(shí)之笛》的評(píng)價(jià):https://www.famitsu.com/news/202111/21241396.html

《時(shí)之笛》被譽(yù)為任天堂美學(xué)的代表,對(duì)整個(gè)游戲產(chǎn)業(yè)來(lái)說(shuō)也是教科書式的里程碑,宮本茂團(tuán)隊(duì)向廣大同業(yè)完美詮釋了如何表現(xiàn)3D空間的空間感和縱深感,LOCK-ON(視角鎖定)系統(tǒng)也為困擾3D游戲多年的視點(diǎn)轉(zhuǎn)換問(wèn)題提供了最合理的解決方案。

如何評(píng)價(jià)《塞爾達(dá):時(shí)之笛》在游戲史上的地位?:https://www.zhihu.com/question/48775151/answer/126919927

圖標(biāo)

塞爾達(dá)開發(fā)組都曾喜歡玩什么?


《曠野之息》制作人,青沼英二:

“我確實(shí)聽到開發(fā)組里很多人都在玩《荒野大鏢客:救贖2》。”同時(shí)他還提到了,在當(dāng)初開發(fā)《塞爾達(dá)傳說(shuō):曠野之息》時(shí),游戲?qū)а荨疤倭中泓O”也在玩《上古卷軸5:天際》,而由于自己一直很忙,所有平時(shí)休息”時(shí)間會(huì)玩一玩《節(jié)奏海拉魯》放松。

Speaking in an interview with the outlet, Aonuma was asked what games the younger staff on his team had been inspired by during development. “[Something] I did hear that a lot of people were playing was Red Dead Redemption 2," was the reply.

When pressed on open world inspirations as a whole, he added: "When I was working on Breath of the Wild, the director [Hidemaro Fujibayashi] was playing Skyrim."

In the same interview, Aonuma revealed that he has been playing an awful lot of Zelda lately thanks to the fact that the Switch is getting two new titles in the series this year (Link's Awakening and spin-off Cadence of Hyrule) as well as the aforementioned Breath of the Wild sequel. "Recently I've been very busy, especially with Link's Awakening," he explained. "So on my breaks, I've been playing Cadence of Hyrule. So I've been kind of overloaded with a lot of Zelda recently."


鏈接:https://nintendoeverything.com/aonuma-on-writing-lines-for-king-of-red-lions-in-wind-waker-zeldas-form-and-tingle/

《曠野之息》制作人,青沼英二:

“過(guò)去我也說(shuō)過(guò)我曾經(jīng)玩過(guò)《上古卷軸5:天際》,所以說(shuō)我不是不玩游戲,”?

但是我們不是從這么個(gè)角度:【哦!我們能從這游戲里照搬什么東西?】

而更像是這樣,【‘我們?cè)撛趺礃硬拍転榇俗鰷?zhǔn)備?我們對(duì)于類似游戲的期待是什么?’】

【“同時(shí)我們也想到需要多少人手,或我們?cè)趺床拍苡兴倪M(jìn)提升?】?

他繼續(xù)說(shuō),【“我們從中收集資料,然后看看哪些提升是有效的,哪些提升是無(wú)效的?!薄?/p>

"In the past I've also actually said that I have played Skyrim, so it's not necessarily that I don't play games," Aonuma stated.?

"But we don't look at it from, 'Oh, what kind of things can we take from this game?'?

It's more of like, 'How can we prepare for this? What should we expect from games like this?'"?

"And so we also think about how many people we might need, or how we can make it improved, or with the number of people,"?

he continued. "We would collect data and then work and see what worked, what didn't."?


鏈接:https://www.gamespot.com/articles/how-skyrim-influenced-breath-of-the-wild/1100-6455780/


《曠野之息》制作人,青沼英二:

其實(shí)自己和《旺達(dá)與巨像》的上田文人一直是關(guān)系很好的朋友。

“上田文人他也一直在說(shuō)想要做一款類似于《塞爾達(dá)傳說(shuō)》的游戲。

“上田文人為人非常好,他在去年年底給我寄了一盤《最后的守護(hù)者》。在游玩過(guò)程中我注意到小男孩攀爬至大鷲頭部、或跳躍至建筑平臺(tái)上的所有路徑設(shè)計(jì)及其過(guò)程中,遭遇的高度限制設(shè)定,均與早期《塞爾達(dá)傳說(shuō)》如出一轍?!?/p>

?“我意識(shí)到我們有同樣的想法??吹轿覀?cè)诓煌臅r(shí)間,都有著相似的靈感、相似的游戲玩法,這很有趣。?

《旺達(dá)與巨像》的攀爬機(jī)制受到了早期《塞爾達(dá)傳說(shuō)》的影響,而后也同樣影響到了《黃昏公主》的設(shè)計(jì)。

Speaking of the climbing mechanic, there is another game that makes heavy use of this feature: Shadow of the Colossus. It was influenced by Zelda, and influenced it in turn since Twilight Princess. Do you enjoy the games and style of Fumito Ueda?

It's funny that you’re mentioning this game, because we are friends with Mr. Ueda and he's always said that he wanted to make a game like Zelda – hence the similarities in Shadow of the Colossus. Mr Ueda was kind enough to send me a copy of The Last Guardian late last year and as I was playing it, I could notice the moments when you climb on Trico's head to find a path, and jump to reach places that were inaccessible from the height you were at. Without seeing each other or talking about it, I realize we had the same idea. It's amusing to see we had the same inspirations, the same gameplay velleities at different times.?

鏈接:https://nintendoeverything.com/aonuma-on-zelda-breath-of-the-wild-full-gamekult-interview-translation/

《曠野之息》游戲總監(jiān),藤林秀麿:

“《我的世界》和《泰拉瑞亞》這兩個(gè)游戲?qū)ξ矣泻艽蟮膯l(fā)。我能夠從中了解并學(xué)習(xí)游戲玩法和各種可能性,學(xué)習(xí)它們的冒險(xiǎn)、探索,以及引發(fā)玩家好奇心的方法?!?/p>

Fujibayashi cited two games while speaking with EDGE this month about games that inspired him: Minecraft and Terraria.?

He told the magazine:?

“I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.”

“我們還會(huì)(在現(xiàn)實(shí)中)進(jìn)行諸如洞穴探險(xiǎn)、潛水、漂流之類的事情。我知道這在西方可能沒(méi)什么大不了,但在日本卻是一場(chǎng)冒險(xiǎn)!”

As for real life inspiration, Fujibayashi is involved with an adventure club with other Nintendo staff in which they participate in outdoor activities:?

“[We do] things like cave diving where you actually go down into the water to get into the cave, as well as rafting tours and so on. I know this may not be such a big deal in the west, but in Japan it’s quite an adventure!”

鏈接:https://nintendoeverything.com/zelda-breath-of-the-wild-director-inspired-by-minecraft-and-terraria-talks-developing-for-switch/


延伸鏈接:

PlayStation Congratulates Nintendo on Zelda Success

鏈接:https://www.pushSquare.com/news/2017/03/playstation_congratulates_nintendo_on_zelda_success

Xbox Praises Zelda: Breath of the Wild

鏈接:https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/

2017年,PS英國(guó)對(duì)NS英國(guó),為NS新機(jī)發(fā)售和塞爾達(dá)的成功,表示祝賀




世界頂尖游戲開發(fā)者是怎么吹任天堂的?「塞爾達(dá)」與「馬里奧」為什么是天?的評(píng)論 (共 條)

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