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[人物][全文翻译]专访<<梦幻之星:宇宙>>制作人见吉隆

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 楼主| 发表于 2006-11-1 16:01  ·  上海 | 显示全部楼层 |阅读模式
[原文]
Phantasy Star Universe (X360)
We talk with Ta*** Miyoshi and Satoshi Sakai about the ideas behind Phantasy Star Universe.
By Gerald Villoria

In the first installment of our series of interviews kicking off our exclusive week-long coverage of Phantasy Star Universe, we get to chat with producer Ta*** Miyoshi and director Satoshi Sakai about the vision and direction behind PSU

GameSpy: Greetings, gentlemen. First off, thank you for sharing your time with us and with our readers. We're ready to learn more about Phantasy Star Universe! First off, could you please tell us your roles on Phantasy Star Universe, and how you got started with SEGA and Sonic Team?

Ta*** Miyoshi: I am the producer of Phantasy Star Universe, and have worked on the Phantasy Star Online series as the director and assistant producer. I was also the director of Wing Arms and Sonic 3D.

Satoshi Sakai: I am the director of Phantasy Star Universe and work on the game's backgrounds and scenes. I was originally a graphic artist and worked on Panzer Dragoon AZEL. After that, I joined Sonic team and worked on Sonic Adventure, then worked on PSO as lead artist.

GameSpy: Could you please give us a brief description of the direction you've taken with Phantasy Star Universe and its most important features?

We wanted to make a single-player mode that has an enhanced storyline centering around key characters. We know our fans have long wanted a true single-player story and mode, so this was an opportunity for us to deliver something compelling that the fans want and in some ways pays tribute to the first game in the franchise. Next, we wanted to create a game that could get as many players online as possible, so we've expanded on the Phantasy Star Online environment and created a much larger online space with more character and gameplay customization. The gameplay is similar in single-player and multiplayer. If gamers begin with single-player, they can master the fighting system for online play.


GameSpy: How does Phantasy Star Universe fit into the history of Phantasy Star games? Specifically, what about it will be familiar to fans of the original RPGs, and what defines this game as a Phantasy Star experience?

In Phantasy Star Universe, we have created a full-volume single-player story mode, which hasn't been done since the original Phantasy Star on Master System and Genesis (Phantasy Star II through IV). Though the story has no direct correlation to any stories or background info of past Phantasy Star games, fans will notice that there are some recognizable character names, items and skills found in previous Phantasy Star games; thus Phantasy Star Universe stays true to the Phantasy Star heritage.

GameSpy: What makes a Phantasy Star game different from other console role-playing games? Are you familiar with the Final Fantasy and Dragon Quest series? There are fans who have strong favoritism for these franchises -- what do you think is unique about this franchise?

The Phantasy Star franchise is the first console RPG to go online, and we remain deeply committed to expanding on that heritage. It is also very unique with its sci-fi fantasy theme. The series always searches out challenges to create something unique that other RPGs can't offer. For example, the Partner Machinery in Phantasy Star Universe are mechanical robots that not only act as blacksmiths to synthesize materials and weapons, but can also be fed and evolve into various shapes and beings that can join you in multiplayer battle.

GameSpy: This is the first full-length single player Phantasy Star RPG to be released in many years. Please explain the thinking behind the decision to create a single game that includes both a single-player story-based RPG as well as a
multiplayer experience


After hearing so many fan requests to revive the original Phantasy Star single-player story, we were really excited to go ahead with just a single-player mode. However, after giving some thought to it, we considered that the single-player mode would lead to a demand for multiplayer gameplay, and so we knew early on that the two should and would be tied together.

GameSpy: Was there any pressure to live up to the great history of the Phantasy Star series, and to design something that would appeal to the fans?

The history of Phantasy Star, after the original, has predominantly focused on online multiplayer gameplay. With that in mind the foundation of the ***ure and framework of Phantasy Star was already set, so really what we were able to focus on was creating an intricate story, developing new characters that stayed true to the Phantasy Star heritage.

GameSpy: How do you feel that the transition to real-time combat in Phantasy Star Online and Phantasy Star Universe has changed the series since the original turn-based Phantasy Star RPGs?

The transition to real-time combat feels very natural because players can really be in-tune with battles and the intensity of the immediacy. Real-time battles constantly offer different situations and scenarios that allow gamers to adapt to ever-changing situations.

GameSpy: The combat system in Phantasy Star Universe allows you to dual wield all different types of weapons. Could you please explain how the combat system will work with these weapon types?


Players can equip two different weapon types (ranged and melee) and use them interchangeably during battles, since gun-type weapons are effective on enemies in the distance, and sword- and dagger-type weapons are effective in close-range combat. The ability to dual wield introduces a different dimension of strategy in battles. Gamers will use weapons interchangeably to defeat various winged or ground enemies and bosses.


GameSpy: Many fans of Phantasy Star Online would like to know how the multiplayer experience in PSU will match up to the previous game. How much content will there be for those who are mostly interested in multiplayer?

Phantasy Star Universe has been enhanced to enable up to six players in a squad, with expanded mission volumes and co-opplay. Numerous additions have been made to features and customization. For example, players can decorate their own personal online space called "My Room" and display trophies, objects and themes. Partner Machinery (formerly known as MAGs) are now a part of My Room and act as blacksmiths to create new items and weaponswhen given certain items. These Partner Machinery can also evolve into various forms depending on the items that you "feed" them. You can also take them out on quests so they can help your squad in battle in multiplayer. Other additions to the online component include an improved and even more in-depth character customization with minute changes able to be made to the physical features, clothing, hairstyle, etc.

GameSpy: Thanks for chatting with us, gentlemen. We're excited to learn more. Our readers will find out more as well, if they stay tuned for the rest of our week of Phantasy Star Universe coverage!


[翻译如下]
GameSpy将展开为期一周有关Phantasy Star Universe(<<梦幻之星:宇宙>>)的独家专访, 在第一部分中, 我们首先有幸对制作人Ta*** Miyoshi(见吉隆夫)及监制Satoshi Sakai(酒井聪)进行访问,话题涉及到PSU的设计思路等诸多方面.

GameSpy: 首先感谢两位能够腾出时间来接受我们的采访,帮助我们更多地了解<<梦幻之星:宇宙>>(以下简称PSU)这款游戏. 请问两位在此次PSU的开发中各自担当了什么职位, 以及你们是怎样加入SEGA旗下的Sonic团队,来共同开发这款游戏的?

见吉隆夫: 我是PSU的制作人,同时也兼任了<<梦幻之星在线>>系列的监制和制作助理. 过去也曾担任<<Wing Arms>>(土星上的<<华丽击坠王>>)及Sonic 3D的监制人.
酒井聪: 此次我担任了PSU的监制一职,负责游戏的场景设计. 原先我在Panzer Dragoon AZEL(土星上的《铁甲飞龙/飞龙骑士》)担当图形设计,之后便加入到了Sonic开发团队并有幸参与了Sonic Adventure(《索尼克大冒险》)的研发.现任PSU的首席图形设计总监.


GameSpy: 能给我们简短地描述一下此次有关PSU的设计思路,以及该游戏重要的特点吗?

见吉隆夫: 我们旨在构建一个围绕关键角色们而展开故事主线的单人模式. 我们深知广大的玩家长久以来,一直希望能够玩到真正的单人模式及剧情, 所以, 此次对于我们来说也是一个机会 ---- 一个将玩家之所想付诸于现实,并同时向该系列的首作致敬的机会.其次,我们也希望能够开发出一款让尽量多的玩家能够同时在线进行的游戏, 这也就是为什么我们对PSU的场景空间进行了扩充, 并加入了更多的角色及更贴切于玩家的操作模式. 单人及多人游戏的操作模式是一样的. 所以说, 如果玩家由单人模式开始入手, 他在之后的在线过程中也不会对战斗系统感到丝毫的陌生.

GameSpy: 请问你们是如何将前几作<<梦幻之星>>系列中的历史融入到此次全新的PSU中来的?值得关注的是,怎样使得过去几作的玩家们能够接受它,又是什么能够将该作定义为梦幻之星系列的一员?

见吉隆夫: 不同于先前的梦幻之星的Master Syste和Genesis(梦幻之星2至4代),此次的PSU我们已经设计出了完整的单人模式剧情. 虽然剧情上与过去几代的故事背景并没有直接的联系, 但玩家仍然可以在游戏中看到,许多角色、道具物品及技能的名称,与过去几代都是保持一致的.所
以说PSU是仍然忠于原作的.


GameSpy: 那么梦幻之星与其他平台上的角色扮演游戏的最大不同之处在哪里? 您知道Final Fantasy(最终幻想)和Dragon Quest(勇者斗恶龙)这两款系列游戏吗? 它们都拥有相当庞大且忠实的玩家群体 ---- 相比之下,您认为梦幻之星系列的独特之处在于哪里?

见吉隆夫: 梦幻之星是该平台上首款支持在线功能的RPG游戏, 而且我们始终坚持这一传统. 而且游戏中的科幻小说场景同样是独具匠心的. 梦幻之星系列不断努力尝试创造出独一无二的游戏元素 ---- 通常这些是在其他游戏中找不到的. 比如说, PSU中的Partner Machinery(机械伙伴), 它们不仅仅充当铁匠来为玩家合成物质、生成武器,而且还能被饲养并进化成为各种不同的形态,成为你战斗中的一员。

GameSpy: 此作是近些年来所发售的首张完整单人模式的梦幻之星RPG游戏. 你们是出于怎样的考虑才制作出这款囊括了基于单人模式剧情及多人模式于一体的梦幻之星游戏?

见吉隆夫: 听取了众多玩家要求恢复原先梦幻之星的单人模式剧情的要求之后, 我们非常振奋并决心制作出一个纯单人模式出来. 但经过深思熟虑之后, 我们认为单人模式势必会令致玩家产生联机对战的需求, 所以从开发初期我们就决定将两种模式整合在一起.

GameSpy: 既要创作出符合玩家要求的游戏,还要遵循梦幻之星系列一贯的宏大背景剧情, 制作组在这方面是否感到了压力?

见吉隆夫: 梦幻之星的历史剧情, 在其原创之后, 都将重点主要放在了在线游戏之上. 以这个为前提, 梦幻之星的游戏文化及框架早已根深蒂固, 所以我们真正能够做到的, 便是去打造一个更加复杂的游戏剧情, 并且终于原味以创造出新的角色出来.

GameSpy: 您是如何看待传统梦幻之星的回合制战斗系统被PSU及PS Online中实时战斗系统所取代的这一事实?

见吉隆夫: 因为玩家能够很顺利地融入战斗的节奏中去,所以这一转变是顺理成章的. 游戏的实时战斗性能够连续地产生出不同的状况及场景,使得玩家能够适应多变的游戏情节.

GameSpy: PSU中的战斗系统允许玩家能够同时挥击不同种类的武器. 您能够解释一下战斗系统如何判定这些武器类型吗?

见吉隆夫: 游戏中玩家能够同时装备两种不同的武器类型(远程类型和近战类型),在战斗的过程当中也可以交互地切换使用, 因为枪类武器可以有效攻击远处的敌人, 而刀剑类的武器可以在近身肉搏时显***力, 这样的设定便引入了对于战斗中的不同策略的要求. 玩家可以交互切换武器以应对不同种类敌人.

GameSpy: 许多梦幻之星Online的玩家都想知道这样一个问题: PSU中的联机模式是否与先前的PSO相类似?新的在线模式为广大的玩家准备了什么?

见吉隆夫: 随着任务内容的增加及战斗合作的出现,PSU已经允许6位玩家组成一个团队来共同游戏. 而在风格及灵活度方面的调整被大大增加了, 比如说, 玩家们可以装饰他们线上的私人空间(名为"My Room"),还可以展示物件、战利品击主题等等.机械伙伴(先前被称作MAGs)现已成为My Room的一部分, 并充当铁匠的功能为玩家打造新的物件及武器. 这些机械伙伴同样可以根据玩家"饲养"时所采用的不同物件,而进化成为不同的形态.其他增加入在线系统的设定包括更加深入的角色风格刻画, 以及对人物身体、服饰、发型等的详细改进。

GameSpy: 再次感谢两位能够参与本次的访问. 我们渴望了解到更多有关于PSU的信息. 请读者们继续关注本周PSU专访, 随着话题的深入,您将会了解到更多.



[本人没有玩过梦幻,加之水平有限,大家将就了看] .

骑士

什么叫专业?

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发表于 2006-11-1 16:02  ·  广西 | 显示全部楼层
厉害这一作可以说是没尽力!!!!!!!!

挂版VIP

μ’sic Forever

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发表于 2006-11-1 16:05  ·  未知 | 显示全部楼层
问少了一个问题:你们把PSU搞砸了,有什么感想?

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一賤你就笑

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 楼主| 发表于 2006-11-1 17:17  ·  上海 | 显示全部楼层
翻好之后.... 我居然想去打打了...

终结者

越来越怀旧……

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发表于 2006-11-1 19:47  ·  广西 | 显示全部楼层
翻译贴居然沉的这么快。。。汗

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DANTE与我同在

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发表于 2006-11-1 19:48  ·  安徽 | 显示全部楼层
国内代理商真没人考虑了吗~~~~`

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发表于 2006-11-1 19:49  ·  四川 | 显示全部楼层
这个游戏作为网游在国内一比就太一般了。。

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发表于 2006-11-1 19:49  ·  黑龙江 | 显示全部楼层
下面是引用壬生狼冲田于2006-11-01 19:48发表的:
国内代理商真没人考虑了吗~~~~`
梦幻之前在国内栽得太狠了,估计S社短时间内不会敢来的。

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DANTE与我同在

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发表于 2006-11-1 19:52  ·  安徽 | 显示全部楼层
有时间只能继续搓搓单机版了~~~

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发表于 2006-11-1 21:12  ·  马来西亚 | 显示全部楼层
这个文章是什么时候的?怎么感觉在哪里看到过?
我不是指LZ抄,只是觉得似乎以前看见过这文章的翻译。
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