岩田聪(岩田 聡,Satoru Iwata,1959-12-06 ~ 2015-07-11)是日本任天堂公司的第四任总裁,于2015年7月11日在总裁任内因病去世。
2005年在GDC的演讲《Heart of Gamer》,开场白如下:
演讲的视频:
以下是演讲的文字内容,来自IGN,中文翻译由DeepL翻译器生成:
Nintendo president Satoru Iwata delivered his keynote speech Thursday morning at the Game Developers Conference in San Francisco. The company head talked in detail about his entry into the videogame industry, shared philosophies about game design, and spoke on the future of the industry. He also revealed several important details about the new Zelda, Nintendo DS, and the publisher’s forthcoming Revolution console.
IGN has the full keynote transcript for readers below:
任天堂总裁岩田聪周四上午在旧金山的游戏开发者大会上发表了他的主题演讲。该公司负责人详细谈到了他进入电子游戏行业的情况,分享了关于游戏设计的理念,并谈到了该行业的未来。他还透露了关于新塞尔达、任天堂DS和出版商即将推出的革命游戏机的几个重要细节。
IGN为读者提供了以下完整的主题演讲记录:
On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.
在我的名片上,我是一位企业总裁。在我的脑海中,我是一个游戏开发者。但在我心里,我是一个游戏玩家。
Today I’d like to speak to you from my heart about jobs and about our industry. I remember the first videogame I ever played. It was Pong – and I loved it! By the time I was in high school, I was the first person in my class to buy an early Hewlitt Packard Pocket Calculator. I think I was one of the original early adopters. But where most people used their calculators for higher mathematics, I used mine to program videogames. My first creation was a baseball game. I don’t think anyone can say it had bad graphics because it had no graphics. Gameplay was represented only by numbers. But when I saw my friends playing that game and having fun, it made me feel proud. To me, this was a source of energy and passion. As that passion for games began to blossom, I think my life course was set.
今天,我想从我的内心深处向你们谈谈工作,谈谈我们的行业。我记得我玩过的第一个电子游戏。那是 “乒乓”–我很喜欢它!在我上高中的时候,我就已经开始玩了!在我上高中的时候,我是班上第一个购买早期休利特-帕卡德袖珍计算器的人。我想我是最初的早期采用者之一。但是,当大多数人把他们的计算器用于高等数学时,我却用我的计算器为电子游戏编程。我的第一个作品是一个棒球游戏。我不认为任何人可以说它的图形不好,因为它没有图形。游戏的玩法只用数字来表示。但是,当我看到我的朋友们在玩那个游戏,而且玩得很开心,这让我感到很自豪。对我来说,这是一个能量和激情的来源。随着对游戏的热情开始绽放,我认为我的人生轨迹已经确定。
In 1978 I entered the Tokyo Institute of Technology. I would have loved to study videogame programming, but nobody was teaching it then. So I went to classes on engineering and early computer science. But after class, when my friends went back to their rooms to study, I took off on my motorcycle for one retail store in Tokyo. This was the first store to have a department entirely dedicated to personal computers. That was my hangout – and I was not alone. There were others there who also looked at those early computers, and thought the same thing I did: how could we play games on them?
1978年,我进入东京工业大学。我本来很想学习电子游戏编程,但当时没有人教。所以我去上工程和早期计算机科学的课程。但下课后,当我的朋友们回房间学习时,我骑着摩托车去了东京的一家零售店。这是第一家有一个完全致力于个人电脑的部门的商店。那是我的聚集地–而且我并不孤单。那里还有其他人,他们也看着那些早期的电脑,并有和我一样的想法:我们怎么能在上面玩游戏?
We became friends, formed a club, and soon rented an apartment in the Akihabara district of Tokyo, where we began designing our own games. We worked until midnight or later every night, and that group of friends is what became the company known as HAL today. The name came from the computer in the movie 2001: Space Odyssey. We thought that name was very cool. Also, this is what I looked like back then. [Points to picture of self, much younger, on a motorcycle] Like all game creators, I was extremely cool, too.
我们成了朋友,组成了一个俱乐部,并很快在东京的秋叶原区租了一间公寓,在那里我们开始设计自己的游戏。我们每天晚上都工作到半夜或更晚,这群朋友就是今天被称为HAL的公司。这个名字来自于电影《2001:太空漫游》中的计算机。我们认为这个名字非常酷。另外,这是我当时的样子。[像所有的游戏创造者一样,我当时也非常酷。
I don’t really remember how, but I managed to keep up with my class work and graduated from the institute. When it came time to take a job, I had the distinction of joining the smallest company of any graduate in my class. I left to become only the fifth full-time employee of HAL and when I told my father this, you can image, it was not the happiest moment in the history of my family.
我真的不记得是怎么做到的,但我设法跟上了我的课业并从学院毕业。当到了找工作的时候,我有幸加入了我班上所有毕业生中最小的公司。我离开后成为HAL的第五个全职员工,当我告诉我父亲这个消息时,你可以想象,这不是我家庭历史上最幸福的时刻。
People sometimes ask me what I did when I was hired at HAL. The answer is that I was a programmer. And an engineer. And a designer. And I marketed our games. I also ordered food. And I helped clean up. And, it was all great fun.
人们有时会问我,当我在HAL被雇用时,我是做什么的。答案是,我是一名程序员。也是一名工程师。也是一名设计师。我还负责营销我们的游戏。我还负责订餐。我还帮助打扫卫生。而且,这一切都非常有趣。
Perhaps the biggest moment in the history of HAL came when we heard the rumor that Nintendo was developing a machine capable of incredible new graphics: The Famicom, or NES, as it was called here in the States. We knew that this machine was for us. So we used every contact we could to get a meeting with Nintendo, sure that one of our ideas would become an instant hit. Yes, Nintendo did hire us, but not to amaze the world with one of our projects. Instead, they told us to fix on of their projects, a game that had fallen seriously behind schedule. Instead of creating a game, we repaired a game, and it was eventually released as NES Pinball. That experience taught us that even artists must know the business side of game development. After all, if a game never comes to market, there is very little chance of it making any money.
也许HAL历史上最重要的时刻是,我们听到了任天堂正在开发一种能够实现令人难以置信的新图形的机器的传闻: Famicom,或NES,在美国这里被称为NES。我们知道,这台机器是为我们准备的。因此,我们利用一切可以利用的联系方式与任天堂会面,确信我们的一个想法会立即成为热门。是的,任天堂确实雇用了我们,但不是以我们的一个项目来惊艳世界。相反,他们让我们修复他们的一个项目,一个已经严重落后于计划的游戏。我们没有创造一个游戏,而是修复了一个游戏,它最终以NES弹球的形式发行。这一经历告诉我们,即使是艺术家也必须了解游戏开发的商业方面。毕竟,如果一个游戏从未进入市场,那么它赚钱的机会就非常小。
Working in those days was also instructive in another way. Because graphics were so primitive by today’s standards, we asked ourselves how we could spur the players’ imaginations as a substitute for what we couldn’t display on the screen. Think about this: someday our games won’t look any better. What will we do then?
在那些日子里的工作在另一个方面也很有启发。因为按照今天的标准,图形是如此原始,我们问自己,我们如何能够刺激玩家的想象力,以替代我们无法在屏幕上显示的东西。想一想:有一天,我们的游戏不会再好看了。那时我们会怎么做?
Well, our work was satisfactory enough that we formed a close association with Nintendo. And as HAL invented a couple of early franchises, we also learned other lessons. Our first Kirby game taught us the value of teamwork. Since not everybody can be a Miyamoto, we discovered that ideas can come from several team members, building on each other, to make something superior to what one person could invent. Then we worked with the Famous Japanese creator Shigesato Itoi, who was already an avid gamer himself, to develop his first idea for a game. That series, called Mother in Japan and released in America as Earthbound, proved to us that ideas take on a special appeal when they become interactive.
好吧,我们的工作足够令人满意,我们与任天堂形成了密切的联系。随着HAL发明了几个早期的特许经营项目,我们也学到了其他的经验。我们的第一款科比游戏让我们知道了团队合作的价值。由于不是每个人都能成为宫本,我们发现创意可以来自几个团队成员,在彼此的基础上,做出比一个人的发明更出色的东西。然后,我们与日本著名的创作者伊藤重人合作,他本人已经是一个狂热的游戏玩家,开发了他的第一个游戏创意。该系列游戏在日本被称为 “母亲”,在美国被称为 “Earthbound”,它向我们证明,当想法变成互动时,就会有一种特殊的吸引力。
Many years and many projects later I went to work for Nintendo full time, and then one day, about three years ago, Mr. Yamauchi appointed me to succeed him as company president. Of course, this was a great honor, but it was also a great challenge. I knew this would require committing much more time and assuming much more responsibility. But unfortunately, game developers are familiar with such things.
许多年后,我开始为任天堂全职工作,然后有一天,大约三年前,山内先生任命我接替他成为公司总裁。当然,这是一个巨大的荣誉,但这也是一个巨大的挑战。我知道这需要投入更多的时间,承担更多的责任。但不幸的是,游戏开发者对这种事情很熟悉。
So I’d like to move on this morning and answer two questions that I’m often asked, now that I’ve had two decades of experience in the videogame world. First, over the last 20 years as a developer, what things have changed? And second, what things have stayed the same?
因此,我想在今天上午继续前进,并回答我经常被问到的两个问题,现在我在电子游戏界已经有20年的经验。第一,在过去的20年里,作为一个开发者,哪些事情发生了变化?第二,哪些事情保持不变?
One thing that has not changed – and will not change – is our nature as a form of entertainment. Like any other entertainment medium, we must create an emotional response in order to succeed. Laughter, fear, joy, affection, surprise, and – most of all – accomplishment. In the end, triggering these feelings from our players is the true judgment of our work. This is the bottom line measurement of success.
有一件事没有改变–也不会改变–就是我们作为一种娱乐形式的性质。像任何其他娱乐媒体一样,我们必须创造一种情感反应,以便取得成功。笑声、恐惧、喜悦、感情、惊讶,以及–最重要的–成就感。最后,引发玩家的这些感受是对我们工作的真正判断。这也是衡量成功的底线。
Secondly, we must always weigh challenge and reward. How much work and frustration a player is willing to withstand depends on the personality and skill of the payer. Core gamers have a huge appetite for challenge and casual gamers want less difficulty. At Nintendo, we believe it is our responsibility to make games for all skill levels. And that includes people who are not playing our games now.
其次,我们必须始终权衡挑战和奖励。玩家愿意承受多少工作和挫折取决于付费者的个性和技能。核心玩家对挑战有巨大的胃口,而休闲玩家则希望难度较小。在任天堂,我们认为我们有责任为所有技能水平制作游戏。而这包括现在不玩我们游戏的人。
The third thing that has not changes is the importance of the idea. Of course, it is valuable to devise an offshoot of a current idea. But it is invaluable to come up with a brand new idea of what a game can be. I’m sure there are a few of you out there in the audience today with such creativity, and our industry needs you!
第三件没有改变的事情是想法的重要性。当然,设计一个当前想法的分支是有价值的。但是,为游戏提出一个全新的想法也是非常宝贵的。我相信今天在座的各位中一定有几个人具有这样的创造力,我们的行业需要你们!
Fourth – and this never changes – software sells hardware. People buy games to play the games they love. I agree with Steve Jobs, the head of Apple, when he says, “Software is the user experience. Software is the driving technology not just of computers, but of all consumer electronics.”
第四–这一点从未改变–软件销售硬件。人们购买游戏是为了玩他们喜欢的游戏。我同意苹果公司负责人史蒂夫-乔布斯的观点,他说:”软件就是用户体验。软件不仅是计算机的驱动技术,而且是所有消费电子产品的驱动技术”。
Finally, what has not changes it the value of intellectual property. If it is true that software sells hardware, it is truer than ever that franchises sell software. While our industry has made hit games with names like Superman and James Bond and NFL Football, I think we should be proud that our best games are those whose heroes and world we invented ourselves.
最后,没有改变的是知识产权的价值。如果说软件销售硬件是真的,那么特许经营权销售软件则比以往更真实。虽然我们的行业制造了像超人、詹姆斯-邦德和美国橄榄球联盟这样的热门游戏,但我认为我们应该感到自豪的是,我们最好的游戏是那些我们自己发明的英雄和世界。
So then, on the other side of the coin, what do I think of when I consider what has changed. One word immediately comes to mind: bigger! Especially here in the Western hemisphere, the business is bigger; the North American retail markets alone are worth approximately $17 billion dollars. In the US, game sales were up another 8% over last year. There are games in your living room, you office, on your PDA, your cell phone, and of course, best of all, on your Nintendo DS.
Many in the media are shocked to learn that young men spend more time playing games than watching television. I think those of us in this room could have told them that a long time ago.
那么,在硬币的另一面,当我考虑什么已经改变时,我想到了什么。我立即想到了一个词:更大! 特别是在西半球,生意更大了;仅北美的零售市场就价值约170亿美元。在美国,游戏销售比去年又增长了8%。你的客厅、你的办公室、你的PDA、你的手机上都有游戏,当然,最好的是你的任天堂DS上。
许多媒体在得知年轻人花在玩游戏上的时间比看电视还多时,感到非常震惊。我想我们在座的这些人早就可以告诉他们了。
Of course, these games themselves have become much bigger in several ways. That, in turn, requires bigger teams, bigger budgets, bigger challenges in meeting deadlines. This also means that big game companies are getting bigger – by consuming smaller ones. We know that in the next generation, budgets for triple-A consoles games will regularly move into eight digits – and that’s before any marketing money is spent. Only they biggest companies can afford such costs.
当然,这些游戏本身在几个方面已经变得更大了。这反过来又需要更大的团队,更大的预算,在满足最后期限方面更大的挑战。这也意味着大的游戏公司正在变大–通过消耗小的公司。我们知道,在下一代,三A级游戏机游戏的预算将经常达到八位数–这还是在花费任何营销资金之前。只有最大的公司才能承担这样的成本。
Not surprisingly, the success of our industry and the profit margins for hit games has again draw big interest from larger entertainment companies. But we may not be compatible. Their books, movies and TV shows are exactly the same for every user. But our games let players help write their own screenplays and their own endings.
毫不奇怪,我们行业的成功和热门游戏的利润率再次吸引了大型娱乐公司的巨大兴趣。但我们可能不兼容。他们的书籍、电影和电视节目对每个用户都是完全一样的。但我们的游戏让玩家帮助写他们自己的剧本和他们自己的结局。
Now I don’t think any of this is news – bigger budgets, bigger staffs and bigger companies. It’s there for all of us to see. Big is obvious.
现在我不认为这些是什么新闻–更大的预算、更大的员工和更大的公司。它就在那里,我们所有人都可以看到。大是显而易见的。
On the other hand, what’s more prominent in my thinking these days is how our industry is getting smaller. We are smaller in the amount of risk we’re willing to accept. We are also smaller in how we define videogames. The list of genres seems fixed – shooters, sports, platformers, puzzles, and so on. When is the last time we invented a new genre? But as importantly, even within these genres, we have reduced the environments we use. The racing tracks, the sound tracks, the bosses, the heroes, are starting to look more and more alike. Consider Tiger Woods Gold and Mario Golf – each a successful franchise, but using two different looks for this game genre. Such variety is becoming harder and harder to find.
另一方面,在我这些天的思考中,更突出的是我们的行业正变得越来越小。在我们愿意接受的风险方面,我们的规模越来越小。我们在如何定义电子游戏方面也越来越小。类型的清单似乎是固定的–射击游戏、体育游戏、平台游戏、益智游戏,等等。我们上次发明一个新的类型是什么时候?但同样重要的是,即使在这些类型中,我们也减少了我们使用的环境。赛车道、音轨、老板、英雄,都开始变得越来越像了。考虑一下《虎胆龙威》和《马里奥高尔夫》–每一个都是成功的专营权,但在这个游戏类型中使用了两种不同的外观。这样的多样性正变得越来越难找。
We are even getting smaller in how we define progress. Making games look more photorealistic is not the only means of improving the game experience. I know, on this point I risk being misunderstood, so remember, I am a man who once programmed a baseball game with no baseball players. If anyone appreciates graphics, it’s me! But my point is that this is just one path to improved game. We need to find others. Improvement has more than one definition.
我们在如何定义进步方面甚至越来越小。让游戏看起来更逼真并不是改善游戏体验的唯一手段。我知道,在这一点上我有可能被误解,所以请记住,我是一个曾经为一个没有棒球运动员的棒球游戏编程的人。如果有人欣赏图形,那就是我了!但我想说的是,这只是一种手段!但我的观点是,这只是改进游戏的一个途径。我们需要找到其他途径。改进有不止一个定义。
Finally, I am most concerned with what we think of as a gamer. As we spend more time and money chasing exactly the same players, who are we leaving behind? Are we creating games just for each other? Do you have friends and family members who do not play videogames? Well, why don’t they? And, I would ask this: how often have you challenged yourself to create a game that you might not play? I think these questions for an important challenge for all of us.
最后,我最关心的是我们作为一个游戏者的想法。当我们花更多的时间和金钱去追逐完全相同的玩家时,我们会把谁抛在后面?我们是否只是为彼此创造游戏?你有不玩电子游戏的朋友和家人吗?那么,他们为什么不玩呢?而且,我想问的是:你有多少次挑战过自己,创造一个你可能不会玩的游戏?我认为这些问题是对我们所有人的重要挑战。
So I have preached more than enough about the state of our industry. You may be wondering, how does Nintendo plan to respond? Let me answer a couple of things in a straightforward way. First, has Nintendo turned its back on the hardcore gamer? I don’t believe so. If we were not interested in core games, we would not have packed in Metroid Prime Hunters for each of you when you went out and bought your Nintendo DS. This is not just excellent game entertainment, but also a signal that we want the DS to be for core gamers, too. We would not have partnered with n-Space in order to take a new look at shooters in the game Geist, which is coming exclusively to GameCube. It will move your emotions and move your definitions of this genre. And if we were not interested in core gamers, GameCube would not be home to the first big hit of 2005 here in America, Capcom’s Resident Evil 4. It’s a sign that not only do we care about core gamers, but core gamers care about Nintendo.
因此,我对我们行业的状况已经讲得够多了。你可能想知道,任天堂打算如何应对?让我直截了当地回答几件事。首先,任天堂是否背弃了铁杆玩家?我不认为如此。如果我们对核心游戏不感兴趣,我们就不会在你们出去买任天堂DS的时候为你们每个人打包Metroid Prime Hunters。这不仅是优秀的游戏娱乐,也是一个信号,我们希望DS也能为核心玩家服务。我们不会与n-Space公司合作,以便在游戏《Geist》中对射击游戏进行新的审视,该游戏将独家登陆GameCube。它将打动你的情绪,打动你对这种类型的定义。如果我们对核心玩家不感兴趣,GameCube就不会成为2005年美国这里的第一部大作,卡普空的《生化危机4》的所在地。这是一个信号,不仅我们关心核心玩家,而且核心玩家也关心任天堂。
Most of all, we would not be finishing the most anticipated game in our industry this year, a brand new Legend of Zelda. I would love to tell you all about it, but actions speak louder than words. We have chosen you to see the first new footage of Zelda since E3 10 months ago.
最重要的是,我们将无法完成今年我们行业中最令人期待的游戏,一个全新的《塞尔达传说》。我很想告诉你们一切,但行动胜于雄辩。我们选择让你们看到自10个月前的E3以来的第一个塞尔达新镜头。
[Footage rolls]A new look is only one part of the Zelda story. Much more of the mystery will be revealed at E3. This latest Zelda adventure will appeal to core gamers – and all gamers – just like very previous version.
新的外观只是塞尔达故事的一个部分。更多的谜底将在E3上揭晓。这个最新的塞尔达冒险将吸引核心玩家–以及所有玩家–就像以前的版本一样。
The reason, I believe, is that it meets the standards we set for all software we develop. We call these standards the Four Is. First, is it truly innovative – something different from what has come before? Second, is it intuitive? Do the control of the game and the direction of gameplay seem natural? Third, is it inviting? Do you want to spend time in this world? And finally, how does it measure up in terms of interface? Can the player connect in new ways?
我相信,原因是它符合我们为所有我们开发的软件设定的标准。我们把这些标准称为 “四个是”。首先,它是真正的创新–与以往不同的东西?第二,它是直观的吗?游戏的控制和游戏的方向看起来是否自然?第三,它是否诱人?你想在这个世界上花时间吗?最后,它在界面方面是如何衡量的?玩家能以新的方式进行连接吗?
Certainly, few games can score perfectly in each of these areas, but at Nintendo, this is how we measure ourselves. And while we apply these standards to our software projects, there is also an obviously hardware example, too: Nintendo DS. It was designed to demonstrate both innovation and new forms of interface, to be both intuitive and inviting. So far, people seem to have decided that it does all of that. As of today, we have shipped four million DS systems to Japan and North America, in just 16 weeks since launch. And those numbers do not include Europe, where Nintendo DS begins selling tomorrow.
当然,很少有游戏能在这些方面都取得完美的成绩,但在任天堂,这就是我们衡量自己的方式。而在我们将这些标准应用于软件项目的同时,也有一个明显的硬件例子: 任天堂DS。它的设计既要展示创新,又要展示新形式的界面,既要直观又要诱人。到目前为止,人们似乎已经认定它做到了这一切。截至今天,我们已经向日本和北美运送了400万台DS系统,自推出以来仅16周。而这些数字还不包括欧洲,那里的任天堂DS明天开始销售。
I know that you are familiar with the novel aspects of DS gameplay. Incorporating the two screens, the touch screen and the microphone. What you may not have much knowledge of yet is wireless gameplay. We are now finishing up a game, Mario Kart, that will allow eight players to connect simultaneously. Yes, gamers already know that Mario Kart is fun. But does the DS version make it even more fun? Well, let’s find out. Let me ask you this: is there anybody out there who is celebrating a birthday today? If so, please stand up.
我知道你们对DS游戏的新颖之处非常熟悉。融合了两个屏幕、触摸屏和麦克风。你可能还不太了解的是无线游戏的玩法。我们现在正在完成一个游戏,即马里奥卡丁车,它将允许八个玩家同时连接。是的,玩家们已经知道马里奥卡丁车很有趣。但DS版本是否会让它变得更有趣呢?好吧,让我们来找出答案。让我问你:今天有谁在过生日吗?如果有,请站起来。
[Audience members stand. Iwata then asks if anybody is celebrating a birthday this week. More stand, and take the stage. Nintendo of America’s Bill Trinen also takes the stage in order to demonstrate Mario Kart gameplay on DS. A brief, but impressive demo ensues.] [听众起立。岩田聪接着问是否有人在本周庆祝生日。更多的人站起来,并上台发言。任天堂美国公司的Bill Trinen也上台,以展示DS上的马里奥卡丁车游戏。一个简短但令人印象深刻的演示随之展开。]These days, I spend so much of my time on meetings and interviews and traveling that I sometimes forget how much fun I have playing games — I liked that! Well, the demonstration of wireless Mario Kart brings us to the present moment. This is a product that we will bring to the market later this year.
这些天来,我花了很多时间在会议、采访和旅行上,有时会忘记自己玩游戏的乐趣–我喜欢这样!”!好了,无线马里奥卡丁车的演示把我们带到了现在。这是一个我们将在今年晚些时候推向市场的产品。
But I would like to spend the rest of my time today on what is perhaps the next logical question: where does Nintendo go from here? Let me try to explain it first with an image. In the universe of interactive entertainment, there is a planet we call videogames. It is the one we know best. But it is only one. Also in our inverse are other planets which entertain, but in different ways from current games. It is this part of the universe that we are anxious to explore.
但是,我想把今天剩下的时间花在也许是下一个合乎逻辑的问题上:任天堂将何去何从?让我试着先用一个图像来解释一下。在互动娱乐的宇宙中,有一个星球我们称之为电子游戏。它是我们最熟悉的一个。但它只是一个。在我们的反面还有其他的星球,它们的娱乐方式与目前的游戏不同。我们急于探索的正是宇宙的这一部分。
This idea creates the dual passions of Nintendo. On one hand, we work every day to make what we describe as videogames better. We want to give players what they want. But at the same time, we are intent on finding out what else we can use to entertain. Our second goal is to show players something new, something they may not even know they want. You already are familiar with a good example of this philosophy. It’s called Pokemon. At its core, Pokemon is a wonderful role-playing game. But it’s also much more. Players will collect and trade Pokemon, maybe the same way you once collected and traded bottle caps or baseball cards. Pokemon expanded RPGs to places they hadn’t gone before.
这种想法造就了任天堂的双重激情。一方面,我们每天都在努力使我们所描述的电子游戏变得更好。我们想给玩家他们想要的东西。但与此同时,我们也有意寻找其他可以用来娱乐的东西。我们的第二个目标是向玩家展示新的东西,一些他们可能甚至不知道自己想要的东西。你已经熟悉这种哲学的一个很好的例子。这就是所谓的宠物小精灵。就其核心而言,《口袋妖怪》是一个精彩的角色扮演游戏。但它也有更多内容。玩家将收集和交易小精灵,也许就像你曾经收集和交易瓶盖或棒球卡一样。口袋妖怪将RPG游戏扩展到了它们之前没有去过的地方。
Another example was our decision to put Pictochat into the DS. It’s not a game, not a competition, but a way for us to better understand how communicating wireless might also entertain. And Pictochat, as a wireless function, also represents just the latest step in something much larger for Nintendo.
另一个例子是我们决定将Pictochat放到DS中。这不是一个游戏,也不是一个比赛,而是我们更好地了解无线通信如何也能娱乐的一种方式。而Pictochat,作为一种无线功能,也代表了任天堂在更大的事情上的最新一步。
I want to announce today that, following the groundbreaking work we have always done in connecting players, we will aggressively pursue Wi-Fi connections beginning with Nintendo DS. The original Game Boy connected two players with a cable and then four players on Game Boy Advance. We put four controller ports on our consoles and then made our controllers wireless. With Pokemon Fire and Leaf Green, we packed wireless adapters with the games that introduced unfamiliar players over large distances. This is all part of a unifying philosophy that continues with Nintendo DS.
我今天想宣布,继我们在连接玩家方面一直做的开创性工作之后,我们将从任天堂DS开始积极追求Wi-Fi连接。最初的Game Boy用电缆连接两个玩家,然后在Game Boy Advance上连接四个玩家。我们在游戏机上安装了四个控制器端口,然后使我们的控制器无线化。随着《口袋妖怪》火和叶绿,我们将无线适配器与游戏打包,在大范围内引入陌生的玩家。这都是统一理念的一部分,在任天堂DS上继续。
Every aspect of DS is designed to be friendly to all audiences. Therefore, Wi-Fi should be easy for everyone, too. Our goal is to make this process simple and seamless. Users shouldn’t have to give it a thought. Wi-Fi connections will feel like local area network connections because they will use a common API. We will let DS owners enjoy Wi-Fi without the difficulty of entertaining as SS-ID or WEP key. And maybe most importantly, we will remove the most important consumer barrier – Nintendo’s Wi-Fi connections will be free. As I said, simple and seamless.
DS的每个方面都被设计成对所有受众都很友好。因此,Wi-Fi对每个人来说也应该是容易的。我们的目标是使这个过程简单而无缝。用户不应该考虑到这一点。Wi-Fi连接将感觉像局域网络连接,因为它们将使用一个通用的API。我们将让DS用户享受到Wi-Fi,而不需要像SS-ID或WEP密钥那样的困难。而且,也许最重要的是,我们将消除最重要的消费障碍–任天堂的Wi-Fi连接将是免费的。正如我所说,简单而无缝。
You may want to know, is this infrastructure ready to go? Almost. What about development? Where are the development kits? By E3, you won’t be asking that question. Well then, what about entertainment? I can say today that you will be playing Wi-Fi games on DS this year. What we are developing internally, and externally with a number of people, is very exciting to me. At least one of the project, I believe, will be groundbreaking. And we look forward to your Wi-Fi games, too.
你可能想知道,这个基础设施是否准备好了?差不多了。那开发呢?开发套件在哪里?到了E3,你就不会再问这个问题了。那么,娱乐方面呢?我今天可以说,今年你们将在DS上玩Wi-Fi游戏。我们在内部开发的,以及与一些人一起对外开发的,都让我非常兴奋。我相信,至少有一个项目将是开创性的。而且我们也期待着你们的Wi-Fi游戏。
Let me give you one example of what we’re working on. Internally, we’re developing Animal Crossing Wi-Fi. We chose this property for a number of reasons. First, it is one of those non-game games I mentioned; a form of entertainment that really doesn’t have a winner, or even a real conclusion. And because of its unrestrained pace of action, it avoids wireless latency issues. Before, you could take Animal Crossing to a different village. Now, with Wi-Fi you can take it around the world.
让我给你们举一个例子,说明我们正在做的事情。在内部,我们正在开发《动物之森》Wi-Fi。我们选择这一属性的原因有很多。首先,它是我提到的那些非游戏的游戏之一;一种真正没有赢家,甚至没有真正结论的娱乐形式。而且由于其不受约束的行动节奏,它避免了无线延迟问题。以前,你可以把《动物之家》带到不同的村庄。现在,有了Wi-Fi,你可以把它带到世界各地。
So we feel that our form of free and easy wireless play helps move our industry in a new direction. But we are making similar moves in software as well. I want again to bring Bill Trinen out to demonstrate two other things that come from a different part of the interactive entertainment universe. But even before we show them, I can tell you now that they may seem unusual because they are something different. This first one is the current passion of Mr. Miyamoto.
因此,我们认为,我们的自由和轻松的无线游戏形式有助于推动我们的行业向新的方向发展。但我们在软件方面也在做类似的动作。我想再次请比尔-特林恩出来展示另外两样东西,它们来自互动娱乐领域的另一个部分。但即使在我们展示它们之前,我现在就可以告诉你们,它们可能看起来不寻常,因为它们是不同的东西。这第一个是宫本先生目前的激情所在。
[Bill Trinen demonstrates the DS title Nintendogs. The crowd cheers and laughs to the demo.] [比尔-特里宁演示了DS游戏《Nintendogs》。观众对演示的内容欢呼和笑声。]This product will expand our audience to players who currently are not satisfied with what we’ve been offering them. I’m also going to ask Bill to show you one other software project we’re calling Electroplankton. That sounds different and it looks different, too. The idea here is that creativity should not just belong to developers, but to players as well.
这个产品将把我们的受众扩大到目前对我们所提供的产品不满意的玩家。我还要请比尔向你们展示一个我们称之为Electroplankton的其他软件项目。这听起来不同,看起来也不同。这里的想法是,创意不应该只属于开发者,也应该属于玩家。
[Bill Trinen demonstrates Electroplankton to more cheers and laughs.] [Bill Trinen演示了Electroplankton,引起了更多的欢呼和笑声]。This game is different. It’s designed to produce harmony, not adrenaline. So far, we are seeing different kinds of reactions to Electroplanktin. Some test players are confused; they keep looking for their score or the next enemy.
这个游戏是不同的。它的设计是为了产生和谐,而不是肾上腺素。到目前为止,我们看到了对Electroplanktin的不同反应。一些测试者感到困惑;他们一直在寻找他们的分数或下一个敌人。
[Bill Trinen continues to play the game on the stage, seemingly unaware that Iwata has moved on with his keynote.] [比尔-特里宁继续在舞台上玩游戏,似乎不知道岩田聪已经开始了他的主题演讲。]But others are hypnotized. There are people who simply refuse to turn the game off. No matter what your reaction, I think we can agree that this is definitely not from the world we currently call videogames. Thank you Bill!
但其他人却被催眠了。有的人根本拒绝关闭游戏。无论你的反应如何,我想我们都可以同意,这绝对不是来自我们目前称之为电子游戏的世界。谢谢你,比尔!
[Trinen appears to become aware that Iwata is speaking once more and then retreats from the stage to laughter from the audience.] [崔宁似乎意识到岩田正再次发言,然后在观众的笑声中退下了舞台。]So this is Nintendo’s plan. Make our existing game world much better. Better Zeldas, better Marios, better partnerships creating games like Resident Evil 4. But also, exploring other worlds in interactive entertainment. For us, this is a passion. This is a mission of adventure. And most importantly, we want you – the creative heart for our entire industry – to take that journey with us.
所以这就是任天堂的计划。让我们现有的游戏世界变得更好。更好的Zeldas,更好的Marios,更好的伙伴关系,创造像《生化危机4》这样的游戏。但是,也要探索互动娱乐的其他世界。对我们来说,这是一种激情。这是一个冒险的使命。最重要的是,我们希望你–我们整个行业的创意核心–与我们一起踏上这段旅程。
You may remember from E3 last year that we explained DS had two meanings: dual screen and developer system. And Nintendo Revolution is a developer system, too.
你可能还记得去年E3展会上,我们解释过DS有两个含义:双屏和开发者系统。而任天堂革命也是一个开发者系统。
With IBM, we are creating Revolution’s core processor, which we have codenamed Broadway because Broadway is the capital of live entertainment. With ATI, we are developing the graphics chipset, codenamed Hollywood because Hollywood is the capital of movie entertainment. With Revolution, we are determined to create the new capital of interactive entertainment.
与IBM合作,我们正在创建Revolution的核心处理器,我们将其代号为百老汇,因为百老汇是现场娱乐的首都。与ATI一起,我们正在开发图形芯片组,代号为好莱坞,因为好莱坞是电影娱乐的首都。通过Revolution,我们决心创造互动娱乐的新首都。
Now, a couple of specifics. First, contrary to much speculation, I can announce today that Revolution will be backward compatible. The best of the Nintendo GameCube library will still be enjoyed by players years from now. Second, as I said earlier, we intend to incorporate wireless technology in all we do. Therefore, Nintendo Revolution will be Wi-Fi enables, built into every system. And third, even though the game experience enjoyed by players will be far different on Revolution, developing for it will be familiar. It will not require a steep new learning curve. In this way, just like Nintendo DS, it’s a place where the best ideas – not the biggest budgets – will win.
现在,有几个具体问题。首先,与许多猜测相反,我今天可以宣布,Revolution将向后兼容。任天堂GameCube图书馆的精华将在多年后仍能被玩家享用。第二,正如我先前所说,我们打算在我们所做的一切中纳入无线技术。因此,任天堂革命将启用Wi-Fi,内置于每个系统中。第三,尽管玩家在Revolution上享受的游戏体验将大不相同,但为其开发将是熟悉的。它将不需要一个陡峭的新的学习曲线。这样一来,就像任天堂DS一样,它是一个最好的想法–而不是最大的预算–将获胜的地方。
And make no mistake. We expect third party publishers will be fully supportive of what we’re doing. From this point forward, in support of all of our product lines, Nintendo will be expanding our development reach. Some of these new games will come from larger internal teams. Some from the kinds of game partnerships we’ve formed with third parties over recent years. Maybe some day, we’ll work on a game together. I’d like that.
而且,不要搞错了。我们期望第三方发行商将完全支持我们正在做的事情。从这一点来看,为了支持我们所有的产品线,任天堂将扩大我们的开发范围。其中一些新游戏将来自更大的内部团队。一些来自我们近年来与第三方形成的各种游戏伙伴关系。也许有一天,我们会共同开发一款游戏。我希望如此。
If you don’t mind, I will finish today with memories from one more franchise in my development career – Super Smash Bros. At the time it was being developed for Nintendo GameCube, I was already working full time for Nintendo. But my heart told me I was still a developer. So, as president, I assigned myself to HAL to rejoin the team finishing the game. Once again, I was living on the developer’s diet of chips, pizza and rice balls, and working through the night. From their offices, it was possible to see Mt. Fuji, which many say is most impressive if you’re willing to wake up and see it at dawn. But during this period, just as years before with our Kirby Games, we at HAL would see the sun shining on the mountain before we ever went to bed. May say the sight of first light on Mt. Fuji inspires them. But for me, I hope I never see it again! [Laughs]
如果你不介意的话,我将以我开发生涯中的另一个特许经营项目–《超级大乱斗》的回忆来结束今天的工作。在为任天堂GameCube开发时,我已经在为任天堂全职工作了。但我的心告诉我,我仍然是一个开发者。因此,作为总裁,我把自己分配到HAL,重新加入到完成游戏的团队中。我又一次以开发者的饮食习惯–薯片、比萨饼和饭团为生,并通宵达旦地工作。从他们的办公室,可以看到富士山,许多人说,如果你愿意在黎明时分起床看富士山,那是最令人印象深刻的。但在这一时期,就像多年前我们的科比游戏一样,我们在HAL会在睡觉前看到太阳照耀在山上。也许有人会说,富士山上第一道曙光的景象激励着他们。但对我来说,我希望我再也看不到它了! [笑声]
I also remember the first version of Smash Bros. developed for Nintendo 64. The concept for this game, as you know, was to take the classic, friendly Nintendo franchise characters and have them – as you say in America – beat the heck out of each other. The ideas not brand new – there certainly have been a lot of fighting games. And the characters looked pretty much the same way they always had. So when we brought the idea to Nintendo, the concept did not sound hip or cool or revolutionary. And because of all this, there were people both inside and outside Nintendo who did not strongly favor the idea. And this was the environment that we worked under.
我还记得为任天堂64开发的第一个版本的《大乱斗》。如你所知,这个游戏的概念是把经典的、友好的任天堂特许经营角色,让他们–如你在美国所说–互相殴打。这个想法不是全新的–当然已经有很多格斗游戏了。而且这些角色看起来与他们一直以来的方式基本相同。因此,当我们把这个想法带给任天堂时,这个概念听起来并不时髦、酷或革命性。正因为如此,任天堂内部和外部都有一些人不太赞成这个想法。而这就是我们工作的环境。
That attitude remained until the moment of truth — the moment when testers began picking up the controllers and actually playing the game. This is what happened. People smiled. They laughed. Then began shouting at each other. That was the moment when everything for Smash Bros. changed. And I must tell you, this was also one of the proudest moments in my development career. Yes, the Smash Bros. series has become a great worldwide success because it’s sold more than 10 million copies. But the memory of that first moment when the testers began to play stays with me always. That is the moment I call success.
这种态度一直保持到关键时刻–当测试人员开始拿起控制器并实际玩游戏的时候。这就是所发生的事情。人们笑了。他们大笑起来。然后开始互相喊叫。那一刻,《大乱斗》的一切都改变了。而且我必须告诉你,这也是我开发生涯中最自豪的时刻之一。是的,《大乱斗》系列已经在世界范围内取得了巨大的成功,因为它的销量已经超过了1000万份。但是,当测试人员开始游戏的第一个时刻的记忆永远留在我身边。那是我称之为成功的时刻。
We at HAL found a way to bring our idea to life. Our team believed deeply in the concept and we did not waver in our approach. So in this important sense, we at HAL – we’re just like every one of you. Even if we come from different sides of the world, speak different languages, even if we eat too many chips or rice balls, even if we have different tastes in games, every one of us here today is identical in the most important way: each one of us has the heart of a gamer.
我们在HAL找到了将我们的想法付诸实施的方法。我们的团队对这个概念深信不疑,我们的方法也没有动摇。所以在这个重要的意义上,我们HAL–我们就像你们每一个人。即使我们来自世界的不同角落,说着不同的语言,即使我们吃了太多的薯片或饭团,即使我们对游戏有不同的品味,但今天在座的每一个人在最重要的方面都是相同的:我们每一个人都有一颗游戏者的心。
Thank you for your attention.
谢谢你的关注。
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