Re: [翻译] 即时通大战 Chat Wars(上篇)

楼主: AmosYang (泛用人型编码器)   2014-04-27 12:26:45
: 在30年前,一个卖50美金的软件,所需要投入的人力,远比我们今天要卖50块钱
: 的其他东西都来得少
: **(这段我怀疑我有翻译错误,原文是The amount of person-hours that goes
: into a $50 piece of software today dwarfs that of a $50 item of software
: thirty years ago. )**
解析
A dwarfs B.
就大小而论,A使B看起来像个小矮人。
-> A > B
The amount of person-hours that goes into a $50 piece of software today
dwarfs that of a $50 item of software thirty years ago.
A dwarfs B.
-> A > B
-> B < A
是故,翻译无误 :)
: (作者对这段的附注,往后再翻。简单的说,他认为XBox算是一个对MS来讲很少见
: ,开拓新市场的尝试)
: Of note is the single major product success of late Microsoft: the Xbox
: gaming console. While the Xbox has yet to turn more than a tiny overall
: profit since its introduction in 2001, it has established itself as a
: stalwart of the gaming world. This could occur for two reasons: first,
: unlike anything having to do with the internet, it was completely isolated
: from the Windows and Office empires, and so did not run afoul of those
: groups; and second, there were clear, existing, profitable models to
: copy—Nintendo’s and Sony’s—and Microsoft was willing to lose billions
: of dollars in re-creating that model. For the last time, they caught up
: to their competitors in short order and equaled them, at the cost of
: turning no profit themselves.
试译
值得一提的是微软后期的一项主要成功产品: 凶盒
虽然自从2001开始出现,凶盒仍未带来大量利润,但它已经在游戏产业里奠定了它的
地位。这背后可能有两个原因
1. 不像其他与互联网有关的产品,凶盒完全与 Windows 及 Office 帝国无关,
所以凶盒没有与 Windows 及 Office 团队起冲突、内斗
2. 已经有明确的既存获利模式可供复制 (任天堂与大学士索尼),且微软愿意花费
数十亿美元重新建立同样的获利模式
再一次,微软以“无获利”为代价,在短期内追上了它的竞争者
作者: Killercat (杀人猫™)   2014-04-27 13:16:00
感谢 XD
楼主: AmosYang (泛用人型编码器)   2014-04-27 23:48:00
:)
作者: tiefblau (tiefblau)   2014-04-29 00:02:00
凶...凶盒...?
楼主: AmosYang (泛用人型编码器)   2014-04-29 03:11:00
你要翻成 叉箱 我也不反对 :D
作者: Killercat (杀人猫™)   2014-04-30 06:53:00
其实正确写法是“凶”盒 XD 这是少数凶凶不能混用的例子
楼主: AmosYang (泛用人型编码器)   2014-04-30 10:35:00
凶底下多出来的儿…就当作两只有线手把吧 XD
作者: PsMonkey (痞子军团团长)   2014-04-30 13:40:00
凶盒一票!

Links booklink

Contact Us: admin [ a t ] ucptt.com