※ [本文转录自 NDS 看板 #1FN3h9DN ]
作者: TwoFour (小布) 看板: NDS
标题: [情报] 和田康裕:牧场物语系列差点腰斩
时间: Sun Mar 11 13:40:22 2012
It wasn't all that easy to apply the concept of living life in the
countryside to a game design document," said Yasuhiro Wada, creator of the
Harvest Moon franchise.
要把农村现实生活的概念运用游戏设计上,本来就不简单
Wada had moved to Tokyo after being brought up in the countryside. Though he
had no interest in returning to that environment, he finally understood its
advantages compared to the big city, and thus wanted to turn that experience
into a game. The problem was that he didn't know how.
在家乡给人抚养长大的,和田搬到东京。虽然,他本来就没兴趣要回到那样的环境,他
最后才了解和大城市比起来农村的优点,因为这样,想把这样的体验做成一款游戏,
问题是要如何着手呢?
"I needed to nail the player experience," said Wada, but he had a problem:
"How do you express the game system of living while working?"
"我必须把目光集中在玩家体验上" 但问题来了,要如何一边工作又一边把生活的游戏系
统给呈现出来呢?
The Missing Ingredient
遗漏的元素
He had come up with the idea of a game where the player raises cattle after
playing the popular-in-Japan Derby Stallion horse breeding and racing series,
but it wasn't coming together as a concept.
在玩过日本颇受欢迎的德比赛马养育及竞赛系列后,他想到的游戏点子是,玩家养著头牛
,但这些却不能凑成一个概念
"When raising a cow, you communicate with your heart and give it a lot of
love," he said. "Just imagine how hard it was to represent these actions
within the game."
?"It can get pretty boring if everything is presented in a calm and composed
manner," he said. Though he thought that diligent work on the part of the
player "would feel like a reward, just like in real life," the game design
wasn't turning out to be interesting enough.
在养母牛时,你很用心及很多爱来跟它沟通,要在游戏里表现这些动作光想就知道有多困
难 "如果每件事都以冷静,沉稳方式来表现,那也会变得太无聊" 虽然他认为,玩家在勤
奋工作后会觉得就像犒赏一样,跟现实生活一样" 这样的游戏设计结果也不会够有趣。
"Too much work would cause stress to the player," he said. "It just didn't
work."
"太多工作会让玩家有压力,这样行不通的"。
Though he'd arrived at the idea of also creating a village where the player
could interact with the townspeople, "the actions seemed repetitive and way
too simple," Wada said.
虽然他也有创造城镇,玩家可以跟镇上居民互动的点子,但动作又过于重复也太简单。
"This is when I realized the greatness of a battle or combat system," he
said. "By developing a combat system you can give a simple game a lot of
depth or pacing. Because the project had the concept of a non-combative game,
we did not have the depth and pacing from the beginning."
这时,我才了解到一场战役或战斗系统的重要,"借由开创战斗系统,就能让一款简单游
戏变得更有深度与进度。因为这计画里也含有非战斗游戏的概念,一开始并没有深度跟进
度"。
The solution? "We came up with the idea of farming," he said. "This core
mechanic of farming sounded more promising than the human interaction and the
raising and breeding of cows."
解决方法是? "我们就想到了牧场啦",牧场这个核心系统比起和人互动,抚养及养牛来得
更大有可为。
Of course, he says, "fast forward to today; there are a lot of social games"
that concentrate on farming, but at the time, the concept was untested.
当然,"现今进步很快,已有许许多多的社群游戏把重点放在农场"。但在当时,
这概念并没得以测试。
The farming element was inspired by SimCity and Zelda, he said.
他表示,农场这元素受模拟城市和萨尔达的启发而来的。
Once he saw the prototype, he knew it would work. "Once you worked on the
land, you wanted to go back and see."
他一看到雏型就知道这个会成功。"一旦你在那土地付出心血,就会想回去看看"。
"We saw the first sprout appeared... It may sound simple right now, but I
will never forget the moment I saw that on screen. It was pretty amazing, and
I knew we could do this. I said to our team, 'Let's continue to make this
game.'"
我们看到第一颗种子冒出头了,现在可能看似简单,但在银幕上看到的那刻我绝忘不了。
这真的神奇,我知道我们办得到,我对着团队说,大伙继续努力耕耘这款游戏吧。
Development progressed smoothly for six months until the first playable ROM,
but when the three game elements