2012年《egde》雜志采訪宮崎英高原文

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You obviously had a very clear personal vision of what the?Dark Souls?world looked like. How did you translate it for the designers on your team?
For the most part, I directly communicate with each designer. In terms of the design work, I really wanted refined work, so I asked all the designers not to design anything indecent with too much blood or gore. For example, I consider anything grotesque or full of blood to be indecent, so I told them to stay away from it. Therefore, we’ve made everything, even the evil village [in Blighttown], with refining finishing touches. We collectively do not believe that anything disgusting will work, and that’s how we approached our designs.
(DeepL翻譯,僅供參考,下同。修改了個(gè)別專(zhuān)有名詞。)
你顯然對(duì)《黑暗之魂》的世界有一個(gè)非常清晰的個(gè)人愿景。你是如何為你的團(tuán)隊(duì)的設(shè)計(jì)師們翻譯的?
在大多數(shù)情況下,我直接與每個(gè)設(shè)計(jì)師溝通。在設(shè)計(jì)工作方面,我真的希望有精致的作品,所以我要求所有的設(shè)計(jì)師不要設(shè)計(jì)有太多血腥的不雅之物。例如,我認(rèn)為任何怪誕或充滿血腥的東西都是不雅的,所以我告訴他們要遠(yuǎn)離它。因此,我們做了所有的東西,甚至是病村,都有精煉的修飾。我們集體不相信任何令人厭惡的東西會(huì)成功,這就是我們對(duì)待設(shè)計(jì)的方式。
The basilisk scampering around in The Depths is pretty grotesque.
I make fun of the Basilisk because he has large eyeballs but spits poison. I’m rather fond of his character because of it, but players don’t like him. Even during play testing, there were many players who didn’t like the Depths, so we created a method of clearing the game even if you don’t clear the Depths. I wanted the player’s gameplay to become the story itself, so his fossilisation and curse are a calamity that has fallen to the player rather than just being a simple plot point.
在最下層中竄來(lái)竄去的咒蛙是相當(dāng)怪異的。
我取笑咒蛙是因?yàn)樗难矍蚝艽?,?huì)吐毒液。因?yàn)檫@個(gè)原因,我相當(dāng)喜歡他的人設(shè),但玩家們不喜歡他。即使在游戲測(cè)試期間,也有很多玩家不喜歡最下層,所以我們創(chuàng)造了一種即使不清除最下層也能通關(guān)的方法。我希望玩家的游戲過(guò)程成為故事本身,所以他的化石和詛咒是落在玩家身上的災(zāi)難,而不僅僅是一個(gè)簡(jiǎn)單的情節(jié)點(diǎn)。
Given your refusal to compromise the game’s difficulty in so many other respects, was it a hard decision to nerf the curse’s stacking ability in a subsequent patch?
We may have gone a bit overboard with the curse. Once you reached a quarter of your health bar, we didn’t think that anybody would be cursed further than that, and they’d be able to cure themselves. We expected very few people to reach 1/8th or 1/16th of their health, but it turns out a lot of people found themselves in that situation. When we balanced the game, we had all our testers play it, but after a certain amount of playing, test players get immune to all the difficulty in the game. We didn’t think it would ever happen. For people who did get cursed down to 1/8th or 1/16th health prior to the patch, I’ll say this: it’s an important experience you’ve had with the game.
鑒于你們拒絕在許多其他方面降低游戲的難度,在隨后的補(bǔ)丁中削弱詛咒的疊加能力是一個(gè)艱難的決定嗎?
我們對(duì)詛咒的處理可能有點(diǎn)過(guò)火了。一旦你的健康條達(dá)到四分之一,我們認(rèn)為任何人都不會(huì)再被詛咒,而且他們能夠自我治愈。我們預(yù)計(jì)很少有人能達(dá)到1/8或1/16的生命值,但事實(shí)證明,很多人發(fā)現(xiàn)自己處于這種情況。當(dāng)我們平衡游戲時(shí),我們讓所有的測(cè)試人員玩它,但在玩了一定的時(shí)間后,測(cè)試人員對(duì)游戲中的所有困難都有了免疫力。我們認(rèn)為這不會(huì)發(fā)生。對(duì)于那些在補(bǔ)丁之前確實(shí)被詛咒到1/8或1/16健康狀況的人,我要說(shuō):這是你在游戲中的一個(gè)重要經(jīng)歷。
Speaking of memorable experiences, whose idea was it to have the Black Knight archers perched on the cathedral ledge in Anor Londo?
I think I was the one who placed that obstacle. I wanted to place some obstacles that people would remember and talk about. The archers can be poisoned, so if you hit them with a poison arrow and wait a while, they will die if it isn’t treated. Including these kind of cheap strategies, I want people to have fun with strategising.
說(shuō)到難忘的經(jīng)歷,讓黑騎士弓箭手在亞諾爾隆德的大教堂壁架上棲息是誰(shuí)的主意?
我想是我設(shè)置的那個(gè)障礙。我想設(shè)置一些人們會(huì)記住并談?wù)摰恼系K。弓箭手可以中毒,所以如果你用毒箭射中他們并等待一段時(shí)間,如果不處理的話,他們就會(huì)死亡。包括這種廉價(jià)的策略,我希望人們能在策略上獲得樂(lè)趣。
Our strategy was equally cheap. We rolled under his arrow and got him to fall off the ledge. It can be comical watching enemies leap to their doom. Did you design those behaviours to be exploited?
Yes, that was definitely something that was intentional. There’s one approach to combat that involves a head-to-head collision, but luring enemies and using cheap strategies is one of the joys of this game as well.
我們的策略也同樣便宜。我們從他的箭下滾過(guò),讓他從窗臺(tái)上掉下來(lái)。看著敵人飛躍到他們的厄運(yùn),這可能很滑稽。你設(shè)計(jì)這些行為是為了被利用嗎?
是的,這絕對(duì)是有意為之。有一種戰(zhàn)斗方法涉及到頭對(duì)頭的碰撞,但引誘敵人和使用廉價(jià)策略也是這個(gè)游戲的樂(lè)趣之一。
Certain areas of?Dark Souls?– particularly in the New Londo Ruins and Blighttown – suffered from crippling frame-rate drops. Did the scope of some of these environments prove difficult to manage on the technical side?
Yes, there were technical difficulties. I don’t believe that it’s okay to have them, but realistically speaking, it was quite a large-scale game – even in terms of budget and expectations. So we’re very sorry for the trouble we’ve caused by our processing errors and bugs from Japan. It was a title that we haven’t really experienced in all aspects, so there were areas where we felt our technical side couldn’t keep up with the game’s scope, like an increasingly growing ache. I didn’t mind the growing pains. We accept the game as it is, and that it’s just a part of the learning curve.
黑暗之魂的某些區(qū)域--特別是在小隆德遺跡和病村--遭受了嚴(yán)重的幀率下降。其中一些環(huán)境的范圍是否在技術(shù)上難以管理?
是的,有技術(shù)上的困難。我不認(rèn)為有這些困難是好的,但現(xiàn)實(shí)地說(shuō),這是一個(gè)相當(dāng)大規(guī)模的游戲--甚至在預(yù)算和期望方面。因此,對(duì)于我們?cè)谌毡咎幚礤e(cuò)誤和漏洞所造成的麻煩,我們感到非常抱歉。這是一個(gè)我們沒(méi)有真正經(jīng)歷過(guò)的所有方面的標(biāo)題,所以有些地方我們覺(jué)得我們的技術(shù)方面無(wú)法跟上游戲的范圍,就像不斷增長(zhǎng)的疼痛。我并不介意這些成長(zhǎng)的痛苦。我們接受游戲的現(xiàn)狀,而且這只是學(xué)習(xí)曲線的一部分。
Are there any discussions underway about making another game set in the?Dark Souls?universe?
We don’t even know if we’ll have another chance. We have the confidence that we can improve from our mistakes this time and create an even better?Dark?world, but we don’t know if the users will forgive us for the mistakes, so I cannot give an exact answer.
是否正在討論制作另一個(gè)以《黑暗之魂》宇宙為背景的游戲?
我們甚至不知道我們是否會(huì)有另一個(gè)機(jī)會(huì)。我們有信心這次能從錯(cuò)誤中改進(jìn),創(chuàng)造一個(gè)更好的黑暗世界,但我們不知道用戶是否會(huì)原諒我們的錯(cuò)誤,所以我不能給出一個(gè)確切的答案。
Before we wrap up, what are your top three RPGs of all time?
Legend of Zelda: Link To The Past, Dragon Quest III, Wizardry,?The Elder Scrolls IV: Oblivion?and?Magic The Gathering.
在我們總結(jié)之前,你認(rèn)為有史以來(lái)排名前三的RPG游戲是什么?
《塞爾達(dá)傳說(shuō):眾神的三角力量》、《勇者斗惡龍3》、《巫術(shù)》、《上古卷軸4:湮滅》和《萬(wàn)智牌》。