https://www.nytimes.com/2024/10/16/arts/metaphor-refantazio-persona-atlus-menus.
html?smid=url-share
https://x.com/zackreese/status/1854659369675506097?s=46&t=EBNcOsduF1VEeK_zayL_wA
网页版的比较旧,实体的好像是昨天登的?
但内容应该是类似的
不知道有没有人搬过来了
我手上没电脑,所以就只节录重点大概讲一下意思
Atlus’s key insight is that if the game is played mostly in the menus, then the
menus deserve the biggest aesthetic investment.
Atlus重要的见解是,如果一个游戏有许多时间是花在选单上的,那menu就值得获得最大的?
学上得投资。
—-
这边有一段拿苹果手机的接口举例,说明他的极简和实用主义。
—-
But video games are different, Pandeliev said. They are meant to offer a challen
ge, and players expect each experience to be novel.
但电子游戏是不一样的。Pandeliev认为电子游戏旨在提供挑战给玩家,而玩家期待的是每?
次玩游戏新颖的体验
—-
Masayoshi Suto, who has been the lead U.I. designer for many Atlus games and ser
ved as design adviser for Metaphor, said he originally thought of the user inter
face as simply laying out information. But when he was working on the 2006 game
Persona 3, it occurred to him that a more expressive U.I. could make that inform
ation fun.
前面不翻,后面是说
他于2006年制作p3的时候,他觉得更具表现力的UI,可以让这些资讯变得更加有趣
—-
The exuberant menus in the 2016 game Persona 5, Suto said, took typographical in
spiration from the ransom-note-style covers of Sex Pistols albums. Shigenori Soe
jima, Atlus’s lead character designer, recalled that because that game included
a character who calls out play-by-play commentary during some battle scenes, At
lus also looked to the data-rich but often bombastic graphics of televised sport
s matches.
P5的灵感来自于Sex Pistols的专辑(就那个贴字的风格)
也研究过一些体育比赛的电视字卡
—-
Ise said Metaphor’s typography had many influences, including traditional Japan
ese paintings and a particular style of Japanese pop-music lyrics video. He trie
d to reach the peak of expressiveness, he said, without going over the edge.
暗喻幻想则是受到很多不同的影响,例如传统日本绘画和日本流行音乐
内容讲的有些很细节
但我刚好回国两周
没办法很完整的搬过来翻译
可以自己点进去看
但我还是要靠北
暗喻幻想前面75%时间的UI真的太花了
好看是好看啦,但操作起来有点累
变白色的时候就真的好很多