游戏业界都是如何评价塞尔达系列36年以来作品的?
世界顶尖游戏开发者们是怎么吹任天堂的?盘点一下他们对「塞尔达传说」与「马里奥」系列的评价。—— 任天堂的「塞尔达传说」与「马里奥」系列,对其他人、其它游戏作品,有多大的影响力?
本专栏文章的后半部分,附带中文&外文引用资料对照。<hr/>丹豪瑟 (R星创始人):「塞尔达传说」与「马里奥」系显著地影响了GTA系列的开发。如果哪个3D游戏制作人说自己没从《塞尔达传说:时之笛》和《马里奥n64》身上学过什么,那他一定是在扯淡。”
<hr/>菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
“游戏在将我们带到新世界和新冒险方面有着悠久的历史,这些旅程融入了我们自己的生活经历并成为我们的一部分。《塞尔达传说》系列是一个标志性的IP,为许多人带来了欢乐。 35 年过去了(2021年),到现在也依然很强劲。”
https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/
SCOTT GELB,RIOT GAMES (拳头游戏)首席运营官
《塞尔达传说》 NES 金卡带版,是我(在小学时)玩过的第一个角色扮演游戏,它改变了我的生活——从拆箱体验,包括在甚至都还不知道它是什么的情况下 和母亲一起从 Target 那儿买回来,到游戏给我带来的无与伦比的感受。它开始了我从 RPG 到 MMO 的热潮,并让我进入了这个行业。我玩过该系列中的大多数游戏(包括《旷野之息》中的 75-100 小时),所以可以说它对我产生了持久的影响。
LEAH JACKSON,英雄联盟电竞的内容制作人
《塞尔达传说》,特别是《时之笛》,对我影响很大。这是我大约六岁时和我的兄弟和爸爸一起玩的第一场游戏(我们轮流玩),它让我看到了电子游戏的无限可能。
我爱上了这个世界和里面的角色,我也因此学会了画画和演奏音乐,这样我就可以在任何时候都能继续“玩塞尔达”了。游戏中各种有趣的时刻,也给予了我很多启发,尽管这些年来我也在玩其他很多游戏,但我会永远怀念《时之笛》,是它促使我从童年时起,就成为了一名热爱游戏的玩家。
Yves Guillemot,育碧联合创始人兼CEO
“与任天堂合作,尤其是与宫本茂合作的美妙之处在于,你正在与最优秀的人合作。与业内最聪明的人一起工作很容易,他们非常了解什么是最有效的,而且我们经常就如何解决问题达成一致。
我经常出差,但多亏了 Switch,我才能够玩塞尔达。这是一款伟大的游戏,我们可以通过了解任天堂的做法来了解我们如何制作游戏。”
<hr/>曾担任《勇者斗恶龙》(DQ)导演的藤泽仁:“我其实最喜欢的就是《塞尔达传说:梅祖拉的假面》了。特别是在之后我拿到“夫妇的假面”的时候,那真是我在塞尔达系列里面最喜欢的场景啊。”
<hr/>FromSoftware社,宫崎英高:
“当我还是一个学生的时候,《塞尔达传说》系列在游戏史上有已经有里程碑意义了,所以老实讲看到有人拿‘魂’系列和《塞尔达传说》比较的时候,我真的特别替它不值。而且这两者根本就是分属于两种游戏类型的作品,有着完全不同的设计理念,根本没有谁非得和谁一样的必要。如果非要找相似点的话,可能它们都成为了某种意义上的3D动作游戏教科书。”
“《塞尔达传说:时之笛》是他最喜欢的RPG游戏之一,也可称之为3D动作游戏教科书。”
<hr/>《波斯王子》及《刺客信条》系列的导演,拉斐尔拉科斯特 :“《塞尔达传说:风之杖》和《席德梅尔的海盗》极大地影响了《刺客信条:黑旗》的开发。而《风之杖》可能更符合我们的游戏想法,只不过我们想要保持《刺客信条》的写实风格,这很有挑战性。”
《刺客信条:大革命》和《荣耀战魂》的首席游戏设计师 Benjamin Plich:
他相信开发者会从《塞尔达传说:旷野之息》对实验性和新兴游戏玩法的关注中获得灵感,例如“以开放的方式更自由地试验事物的能力”并具有“强烈的自主意识和对环境和可用工具的实验”。
曾担任过《巫师 3:狂猎》和《昆特牌》设计总监的Damien Monnier:
《塞尔达传说:旷野之息》“设法将经典的开放世界机制结合在一起,而不是依靠它们来引导玩家穿越它的世界”,鼓励玩家“去探索它,因为你想知道那里有什么,而不是因为战利品图标告诉你去哪儿。”
<hr/>TECMO开发小组NINJA TEAM的负责人、《忍者龙剑传》制作人,坂垣伴信,为彻夜体验《时之笛》,破天荒地忘记打卡上班,他事后笑着对《FAMI通》的记者说:“这是我平生第一次为了玩游戏(《时之笛》)而误工,这样的事情以后恐怕也不会再有了吧。”在其开发的《忍者龙剑传》中,借鉴《时之笛》之处比比皆是。
<hr/>贝塞斯达:我们很高兴能在 Nintendo Switch 上推出我们的游戏,任天堂一直是我们的绝佳合作伙伴,这非常令人兴奋,我们一直梦想有机会能够将上古卷轴带到任天堂平台。在我们开始开发 Switch 硬件后不久,Todd 将《上古卷轴 V:天际》与《塞尔达传说:旷野之息》联动的想法带到了任天堂和塞尔达传说开发团队。他们喜欢这个想法,并提出与我们合作。
<hr/>
著名游戏制作人,小岛秀夫与友人Greg Miller在任天堂展会上,玩塞尔达
链接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg
<hr/>汤姆·霍尔(MonkeyStone工作室):&#34;他(宫本茂)发明了平台游戏、发明了横向卷轴游戏、为3D平台游戏制定了标准,他是唯一懂得什么是真正的乐趣的人。&#34;
约翰·霍华德(微软公司):&#34;他是所有游戏设计师的老师,《大金刚》、《马力欧》、《塞尔达》、《银河战士》……即便再过25年我们仍然能够从宫本茂先生的作品里汲取到养料。我从《超级马力欧64》里学到的关于探索和奇迹的知识远比其它游戏、书籍和电影要多得多。&#34;
比尔·罗帕(暴雪娱乐公司):&#34;宫本茂不只是年复一年地制作游戏,他是真正创造世界的人。从你开始玩游戏的那一刻起你就能清楚地感觉到他的思想、他对细节的追求和他对游戏的热情,他能让你在头30秒内就领略到游戏的乐趣,在这方面没有哪位设计师能够做得比他更好。他不断为游戏业的发展指明方向,他从未忘记过什么是真正的乐趣。&#34;
<hr/>索尼全球工作室总裁吉田修平,曾在 PlayStation 直播中,兴奋地提到《塞尔达传说:荒野之息》这款冒险游戏是一场史诗般的大型游戏,让他迫不及待地想再一次玩塞尔达。
“我刚玩过塞尔达!新的塞尔达游戏。你知道,开放世界和狩猎。我有一种奇怪的感觉,这感觉就像地平线。这是一场史诗般的大型游戏。我迫不及待地想再一次玩塞尔达。”<hr/>日本最权威的游戏专业媒体《FAMI通》给予了《时之笛》史上第一个的40分满分评价,时任杂志社总编集长浜村弘一亲自执笔的总结性评语:“满分并不意味着这个游戏是完美无缺的,给予如此的评价无非是向制作人员对游戏本质的不懈追求表示我们最高敬意!”
《时之笛》被誉为任天堂美学的代表,对整个游戏产业来说也是教科书式的里程碑,宫本茂团队向广大同业完美诠释了如何表现3D空间的空间感和纵深感,LOCK-ON(视角锁定)系统也为困扰3D游戏多年的视点转换问题提供了最合理的解决方案。
<hr/>GameSpot:10/10
《塞尔达传说:荒野之息》是对任天堂这个最受推崇的系列:塞尔达的革命。
它超出了人们的预期,既回归了经典,又踏入了无人涉足的领域。这款游戏汲取了其他游戏设计和机制的精华,将之融汇成了全新的东西,同时又保留了塞尔达系列的原味。
这项工作无比神奇,也再次证实了任天堂独特的基因与水平。即便没有玩过塞尔达的旧作,你也该试试这款游戏。IGN:10/10
《荒野之息》俨然已经成为了开放世界游戏中的翘楚,也会是这个超过30年系列的分水岭。《荒野之息》带来了一种充满着谜团的沙盒游戏体验,还在玩家面前直接展示出各种诱人的奖励,让玩家更有动力去探索游戏世界。
我在海拉尔大陆上还体验着许许多多的挑战,它们当中每一支都有驱使我前进的独特故事,让它们成为了种种故事中的一环。甚至在我50小时的海拉鲁大陆探索旅程之后,我依然还在试着穿越一些前所未见的景色。在这些惊人的绝景之前,神不知鬼不觉地,50小时甚至是100小时就已经投入进去了。<hr/><hr/>塞尔达开发组都曾喜玩什么?
<hr/>《旷野之息》制作人,青沼英二:
“我确实听到开发组里很多人都在玩《荒野大镖客:救赎2》。”同时他还提到了,在当初开发《塞尔达传说:旷野之息》时,游戏导演“藤林秀麿”也在玩《上古卷轴5:天际》,而由于自己一直很忙,所有平时休息”时间会玩一玩《节奏海拉鲁》放松。<hr/>《旷野之息》制作人,青沼英二:
“过去我也说过我曾经玩过《上古卷轴5:天际》,所以说我不是不玩游戏,”
“但是我们不是从这么个角度:【哦!我们能从这游戏里照搬什么东西?】
而更像是这样,【‘我们该怎么样才能为此做准备?我们对于类似游戏的期待是什么?’】
【“同时我们也想到需要多少人手,或我们怎么才能有所改进提升?】
他继续说,【“我们从中收集资料,然后看看哪些是有效的,哪些是无效的。”】<hr/>《旷野之息》制作人,青沼英二:
其实自己和《旺达与巨像》的上田文人一直是关系很好的朋友。
“上田文人他也一直在说想要做一款类似于《塞尔达传说》的游戏。
“上田文人为人非常好,他在去年年底给我寄了一盘《最后的守护者》。在游玩过程中我注意到小男孩攀爬至大鹫头部、或跳跃至建筑平台上的所有路径设计及其过程中,遭遇的高度限制设定,均与早期《塞尔达传说》如出一辙。”
“我意识到我们有同样的想法。看到我们在不同的时间,都有着相似的灵感、相似的游戏玩法,这很有趣。
而《黄昏公主》的攀爬机制也同样受到了《旺达与巨像》的影响。<hr/>《旷野之息》游戏总监,藤林秀麿:
“《我的世界》和《泰拉瑞亚》这两个游戏对我有很大的启发。我能够从中了解并学习游戏玩法和各种可能性,学习它们的冒险、探索,以及引发玩家好奇心的方法。”
“我们还会进行诸如洞穴探险、潜水、漂流之类的事情。我知道这在西方可能没什么大不了,但在日本却是一场冒险!”
<hr/>中文&外文引用资料对照
<hr/>
[*]丹豪瑟 (R星创始人):“‘塞尔达’和‘马里奥’显著地影响了GTA系列的开发。如果哪个3D游戏制作人说自己没从《塞尔达传说:时之笛》和《马里奥n64》身上学过什么,那他一定是在搞笑”
Dan Houser, the 39-year-old chief writer of Rockstar Games and a co-founder of the studio that&#39;s delivered the Grand Theft Auto series, admitted to some screen-looking in an interview this weekend with The New York Times:
&#34;Anyone who makes 3D games who says they&#39;ve not borrowed something from Mario or Zelda is lying,&#34; he said.
链接:Grand Theft Auto&#39;s Writer Talks Women, Writing—and Creative Larceny<hr/>Playing With Power: The Nintendo Story 《游戏的力量:任天堂故事》五集记录片_哔哩哔哩_bilibili
https://www.youtube.com/watch?v=9rLxPF9bYvw
菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
“在将我们带到新世界和新冒险方面,游戏有着悠久的历史,这些旅程融入了我们自己的生活经历并成为我们的一部分。《塞尔达传说》系列是一个标志性的IP,为许多人带来了欢乐。 35 年过去了(2021年),到现在也依然很强劲。”
PHIL SPENCER, EVP OF GAMING AT MICROSOFT
&#34;Gaming has a rich history of transporting us to new worlds and on new adventures, these journeys fold into our own lived experiences and become a part of us. The Legend of Zelda is an iconic franchise that has BROUGHT JOY TO SO MANY PEOPLE over the past 35 years and is still going strong.&#34;
链接:Zelda 35: Phil Spencer and 17 more reveal what the series means to them
https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/
<hr/>SCOTT GELB,RIOT GAMES (拳头游戏)首席运营官
《塞尔达传说》 NES 金卡带版,是我(在小学时)玩过的第一个角色扮演游戏,它改变了我的生活——从拆箱体验,包括在甚至都还不知道它是什么的情况下 和母亲一起从 Target 那儿买回来,到游戏给我带来的无与伦比的感受。它开始了我从 RPG 到 MMO 的热潮,并让我进入了这个行业。我玩过该系列中的大多数游戏(包括《旷野之息》中的 75-100 小时),所以可以说它对我产生了持久的影响。
SCOTT GELB, HIEF OPERATING OFFICER AT RIOT GAMES
The Legend of Zelda NES gold cartridge was the first RPG I ever played (in elementary school) and it CHANGED MY LIFE — everything from the unboxing experience, including buying it from Target with my mom without even knowing what it was, to how the game made me feel. It started my RPG craze and eventually led to MMOs and getting in the industry. I’ve played most titles in the series (including 75-100 hours in Breath of the Wild), so one could say it’s had a lasting impact on me.
链接:Zelda 35: Phil Spencer and 17 more reveal what the series means to them
LEAH JACKSON,英雄联盟电竞的内容制作人
《塞尔达传说》,特别是《时之笛》,对我影响很大。这是我大约六岁时和我的兄弟和爸爸一起玩的第一场游戏(我们轮流玩),它让我看到了电子游戏的无限可能。
我爱上了这个世界和里面的角色,我也因此学会了画画和演奏音乐,这样我就可以在任何时候都能继续“玩塞尔达”了。游戏中各种有趣的时刻,也给予了我很多启发,尽管这些年来我也在玩其他很多游戏,但我会永远怀念《时之笛》,是它促使我从童年时起,就成为了一名热爱游戏的玩家。
LEAH JACKSON, CONTENT PRODUCER FOR LEAGUE OF LEGENDS ESPORTS
Zelda, and specifically Ocarina of Time, influenced me tremendously. It was the first game I got to play with my brother and dad when I was about six (we took turns) and it opened my eyes to what video games could be.
I fell SO IN LOVE with the world and characters that I learned to draw and play music so I could keep &#34;playing Zelda,&#34; even when I wasn&#39;t. The fun moments and memories have inspired me a lot and even though I&#39;ve gone on to play so many other games over the years, I will always fondly remember Ocarina of Timeas the game that kickstarted me into being a gamer in the first place.
链接:Zelda 35: Phil Spencer and 17 more reveal what the series means to them
https://www.youtube.com/watch?v=5Q1s3lOzQ1A
Yves Guillemot,育碧联合创始人兼CEO
“与任天堂合作,尤其是与宫本茂合作的美妙之处在于,你正在与最优秀的人合作。与业内最聪明的人一起工作很容易,他们非常了解什么是最有效的,而且我们经常就如何解决问题达成一致。
我经常出差,但多亏了 Switch,我才能够玩塞尔达。这是一款伟大的游戏,我们可以通过了解任天堂的做法来了解我们如何制作游戏。”
Ubisoft CEO Yves Guillemot…
“What is fantastic about working with Nintendo and with Miyamoto in particular is that you are working with the best. It&#39;s easy to work with the smartest people in the industry and they have a great understanding of what works and we are very often on the same page about how to solve a problem.
I travel a lot for work, but thanks to the Switch I&#39;ve been able to play Zelda. It&#39;s a great game and we can learn a lot about how we make games by looking at what Nintendo has done.”
链接:Ubisoft CEO on working with Miyamoto, praise for Zelda and Nintendo<hr/>
[*]曾担任《勇者斗恶龙》(DQ)导演的藤泽仁:“我其实最喜欢的就是《塞尔达传说:梅祖拉的假面》了。特别是在之后我拿到“夫妇的假面”的时候,那真是我在塞尔达系列里面最喜欢的场景啊。”
藤澤氏:実は、僕は『ムジュラの仮面』が一番好きなんです。特に、後半にあった「めおとの面」が手に入るところ【※】が、全ての「ゼルダ」含めても一番好きなシーンなんですよ。
链接:まず2Dゲームで開発、社員300人で1週間遊ぶ!? 新作ゼルダ、任天堂の驚愕の開発手法に迫る。「時オカ」企画書も公開! 【ゲームの企画書:任天堂青沼英二×スクエニ藤澤仁】<hr/>FromSoftware社,宫崎英高:
“当我还是一个学生的时候,《塞尔达传说》系列在游戏史上有已经有里程碑意义了,所以老实讲看到有人拿‘魂’系列和《塞尔达传说》比较的时候,我真的特别替它不值。而且这两者根本就是分属于两种游戏类型的作品,有着完全不同的设计理念,根本没有谁非得和谁一样的必要。如果非要找相似点的话,可能它们都成为了某种意义上的3D动作游戏教科书。”
“《塞尔达:时之笛》是他最喜欢的RPG游戏之一,也可称之为3D动作游戏教科书。”
In an interview with Glixel, Miyazaki stated, “If there are similarities, they probably stem from the fact that The Legend of Zelda became a sort of textbook for 3D action games.” It’s funny how certain games become shining examples of their genre and never seem to be topped in terms of innovation.
As for the comparison, Miyazaki added, “When I was a student, The Legend of Zelda was truly monumental. So to be perfectly honest, I feel deeply unworthy of the comparison.” Miyazaki then states that the focus of each game is what truly differentiates them. “Our goal was to allow players to do what they want, define their own goals, make their own discoveries, embrace their own values, and find their own interpretations.”
链接:Hidetaka Miyazaki feels &#39;unworthy&#39; of Dark Souls/Zelda comparisons<hr/>
[*]《波斯王子》及《刺客信条》系列的导演,拉斐尔拉科斯特 :“《塞尔达传说:风之杖》和《席德梅尔的海盗》极大地影响了《刺客信条:黑旗》的开发。而《风之杖》可能更符合我们的游戏想法,只不过我们想要保持《刺客信条》的写实风格,这很有挑战性。”
“We had several games like that as references. So, yes, Wind Waker was one of them. Sid Meier&#39;s Pirates! was another.
They were really interesting, because they were successful naval games, which is pretty hard to achieve, and we quickly came to understand why. It&#39;s hard to do. How do you keep sailing interesting and not boring? Especially in our case, because we wanted to keep the style of being realistic, so we had a lot of challenges.
Wind Waker is probably closer to our game than Pirates!, but the opportunity to use fantasy elements that pop up in front of the player was something we couldn&#39;t use.
Those games were inspirational in terms of knowing a good pirate game was feasible and helped us identify the areas where we needed to focus.”
– Jean Guesdon
链接:Development of Assassin&#39;s Creed: Black Flag Inspired By The Wind Waker
To wit:
Me: I assume you guys have played The Wind Waker.
Raphael Lacoste, ACIV art director: Yeah. On the team some guys have.
Sylvain Trottier, ACIV associate producer: Not me. Is it the Zelda thing?
Me: Yes, the Zelda thing that was in an open ocean where you get to explore every island.
Trottier: I don&#39;t have a Wii. It was the one console I never had.
Lacoste: It&#39;s a good reference. The game director has.
Me: It&#39;s one of the few games I guess you could even look at to see how they handled things. Have there been any interesting findings from that game, about what went well or what didn&#39;t?
Lacoste: I think the guys.. the game designers looked at that. We get inspiration from many games. We have to be open-minded.
链接:Yes, The New Assassin&#39;s Creed Is Like That Lovely Zelda Game
[*]《刺客信条:大革命》和《荣耀战魂》的首席游戏设计师 Benjamin Plich:
他相信开发者会从《塞尔达传说:旷野之息》对实验性和新兴游戏玩法的关注中获得灵感,例如“以开放的方式更自由地试验事物的能力”并具有“强烈的自主意识和对环境和可用工具的实验”。
Benjamin Plich, the designer of Assassin&#39;s Creed: Unity and For Honor, said that he believed developers would take inspiration from its focus on experimental and emergent gameplay, such as &#34;the ability to experiment with things more freely, in an open way&#34; and having &#34;a powerful sense of autonomy and experimentation with the environment and the tools at their disposal.&#34;
链接:https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild
[*]曾担任过《巫师 3:狂猎》和《昆特牌》设计总监的 Damien Monnier:
《塞尔达传说:旷野之息》“设法将经典的开放世界机制结合在一起,而不是依靠它们来引导玩家穿越它的世界”,鼓励玩家“去探索它,因为你想知道那里有什么,而不是因为战利品图标告诉你去哪儿。”
Damien Monnier, designer of The Witcher 3: Wild Hunt, said Breath of the Wild&#34; managed to bring classic open-world mechanics together while not relying on them to guide the player through its world,&#34; encouraging players to &#34;go and explore it because you wonder what&#39;s out there, not because a loot icon tells you to.&#34; &#39;
链接:How will The Legend of Zelda: Breath of the Wild change the open-world paradigm?<hr/>
[*]TECMO开发小组NINJA TEAM的负责人、《忍者龙剑传》制作人坂垣伴信,为彻夜体验《时之笛》,破天荒地忘记打卡上班,他事后笑着对《FAMI通》的记者说:“这是我平生第一次为了玩游戏而误工,这样的事情以后恐怕也不会再有了吧。”
[*]在其开发的《忍者龙剑传》中,借鉴《时之笛》之处比比皆是。
A portion of a 1up interview with developer Tomonobu Itagaki… 1UP: Do you feel that your work on the Ninja Gaiden franchise owes anything to what Devil May Cry started on PS2? TI: Nope. I actually owe thanks to the Legend of Zelda: Ocarina of Time. 1UP: How do you feel about the Team Ninja-doing-Metroid-reinvention news? Is this something you would have welcomed when you were still there?TI: Metroid is a fantastic game that I played a lot on the Disk System when I was a child. I also know Mr. Sakamoto, the producer at Nintendo, very well. He fathered Samus Aran. He’s been making games since I was a child, so he’s a veteran I really respect. I think Hayashi will learn a lot working with him. I hope Team Ninja works hard in making a good game.链接: Itagaki names Nintendo game as inspiration for Ninja Gaiden work, offers kind words for Team Ninja&#39;s Metroid project, by rawmeatcowboy, 06 June 2009
其它相关文段:
From your perspective, what kind of games are the titles in the collection?
I&#39;ve held firm on my thoughts on the first game and from what I hear, it was actually inspired by The Legend of Zelda: Ocarina of Time. You may think I’m lying, but I heard that they were plans for a fishing system at first (laughs). In the end, they doubled down on the action, but some remnants from those early ideas are there, like the exploration elements, puzzle solving and platforming.
链接:Team Ninja on Ninja Gaiden: Master Collection, Zelda: Ocarina of Time inspiration, Ryu in Smash Bros.
<hr/>贝塞斯达,Bethesda Game Studios,《上古卷轴 V:天际》 首席制作人 Andrew Scharf:
我们很高兴能在 Nintendo Switch 上推出我们的游戏,任天堂一直是我们的绝佳合作伙伴,这非常令人兴奋,我们一直梦想有机会能够将上古卷轴带到任天堂平台。在我们开始开发 Switch 硬件后不久,Todd 将《上古卷轴 V:天际》与《塞尔达传说:旷野之息》联动的想法带到了任天堂和塞尔达传说开发团队。他们喜欢这个想法,并提出与我们合作。
Bethesda and Nintendo
Paul Hunter: Skyrim coming to Nintendo Switch is obviously a huge moment in gaming, and especially for Nintendo fans. Who originally approached who about bringing this massive game world to Nintendo Switch?
Andrew Scharf: The team here at BGS has been excited about the Switch and Nintendo’s plans since we first saw the demo of the technology. That got us fired up about the possibilities, and as a broader company, we’re always looking to expand our games to new platforms and new audiences. It was just a no-brainer to join a great partner like Nintendo and bring the massive world of Skyrim, where you can go anywhere and do anything, to a platform that can also go anywhere.
PH: Last October during the much talked about video Reveal Trailer for Nintendo Switch we saw Skyrim being played at home and on an airplane. How did it feel to (sort of) make public the new relationship Bethesda has with Nintendo?
AS: It was very exciting. We’ve always dreamt of the opportunity to be able to bring The Elder Scrolls to a Nintendo platform, and with the Switch we were able to do not only that, but provide a way to play Skyrim a whole new way by being able to bring it anywhere.Nintendo’s been a great partner and it’s been great to work with them.
Zelda + Skyrim
PH: The addition of items from The Legend of Zelda, like the Master Sword, Hylian Shield, and Champion’s Tunic is pretty exciting. How did this idea come about and are there any other items in-game that may surprise us?
AS: It was early on in the project, shortly after we started developing on the Switch hardware and Todd brought the idea up to Nintendo and the Legend of Zelda development team. They loved the idea and offered to work with us to make sure that our depiction of Link’s Champion’s Tunic, Hylian Shield, and of course the Master Sword held true to their design, while being usable weapons/armor in Skyrim.
PH: I know Skyrim on Switch is compatible with The Legend of Zelda series amiibo, and they have a daily random chance to unlock the Zelda gear. Are any other amiibo compatible with Skyrim, and if yes, what perks do they provide?
AS: Basically, once a day (every 24 hours in real time, not game time) you can use a Zelda amiibo to make a Zelda themed chest appear with a 20% chance to discover a Zelda themed item, or you can use any other type of amiibo to make a Skyrim themed chest appear with various types of loot.
Bethesda & Nintendo: the future
PH: The future looks extremely bright for Bethesda and Nintendo. We have Skyrim, DOOM, and Wolfenstein II all coming to Nintendo Switch. As we look towards the future, what would you like to tell Nintendo fans about this rapidly growing partnership with Nintendo?
AS: We’re really excited to be launching our games on Nintendo Switch, and Nintendo has been a fantastic partner for us. The fans of Nintendo’s hardware have been super supportive and excited for these games and we hope they enjoy exploring Skyrim, as well as blasting demons in DOOM and fighting Nazis in Wolfenstein II. We haven’t announced anything for Switch following Wolfenstein II in 2018, but if and when we do, we will let you know.
链接:Bethesda Reveals How Skyrim&#39;s Zelda Collaboration Came About - NintendoSoup
世界顶尖游戏开发者们是怎么吹任天堂的?盘点一下他们对「塞尔达传说」与「马里奥」系列的评价。
—— 任天堂的「塞尔达传说」与「马里奥」系列,对其他人、其它游戏作品,有多大的影响力?
本专栏文章的后半部分,附带中文&外文引用资料对照。
<hr/>
丹豪瑟 (R星创始人):「塞尔达传说」与「马里奥」系列显著地影响了GTA系列的开发。如果哪个3D游戏制作人说自己没从《塞尔达传说:时之笛》和《马里奥n64》身上学过什么,那他一定是在扯淡。”
<hr/>
菲尔·斯宾塞,微软游戏执行副总裁,Xbox部门主管
“游戏在将我们带到新世界和新冒险方面有着悠久的历史,这些旅程融入了我们自己的生活经历并成为我们的一部分。《塞尔达传说》系列是一个标志性的IP,为许多人带来了欢乐。 35 年过去了(2021年),到现在也依然很强劲。”
https://gamerant.com/xbox-praise-zelda-breath-of-the-wild/
SCOTT GELB,RIOT GAMES (拳头游戏)首席运营官
《塞尔达传说》 NES 金卡带版,是我(在小学时)玩过的第一个角色扮演游戏,它改变了我的生活——从拆箱体验,包括在甚至都还不知道它是什么的情况下 和母亲一起从 Target 那儿买回来,到游戏给我带来的无与伦比的感受。它开始了我从 RPG 到 MMO 的热潮,并让我进入了这个行业。我玩过该系列中的大多数游戏(包括《旷野之息》中的 75-100 小时),所以可以说它对我产生了持久的影响。
LEAH JACKSON,英雄联盟电竞的内容制作人
《塞尔达传说》,特别是《时之笛》,对我影响很大。这是我大约六岁时和我的兄弟和爸爸一起玩的第一场游戏(我们轮流玩),它让我看到了电子游戏的无限可能。
我爱上了这个世界和里面的角色,我也因此学会了画画和演奏音乐,这样我就可以在任何时候都能继续“玩塞尔达”了。游戏中各种有趣的时刻,也给予了我很多启发,尽管这些年来我也在玩其他很多游戏,但我会永远怀念《时之笛》,是它促使我从童年时起,就成为了一名热爱游戏的玩家。
Yves Guillemot,育碧联合创始人兼CEO
“与任天堂合作,尤其是与宫本茂合作的美妙之处在于,你正在与最优秀的人合作。与业内最聪明的人一起工作很容易,他们非常了解什么是最有效的,而且我们经常就如何解决问题达成一致。
我经常出差,但多亏了 Switch,我才能够玩塞尔达。这是一款伟大的游戏,我们可以通过了解任天堂的做法来了解我们如何制作游戏。”
<hr/>
曾担任《勇者斗恶龙》(DQ)导演的藤泽仁:“我其实最喜欢的就是《塞尔达传说:梅祖拉的假面》了。特别是在之后我拿到“夫妇的假面”的时候,那真是我在塞尔达系列里面最喜欢的场景啊。”
<hr/>
FromSoftware社,宫崎英高:
“当我还是一个学生的时候,《塞尔达传说》系列在游戏史上有已经有里程碑意义了,所以老实讲看到有人拿‘魂’系列和《塞尔达传说》比较的时候,我真的特别替它不值。而且这两者根本就是分属于两种游戏类型的作品,有着完全不同的设计理念,根本没有谁非得和谁一样的必要。如果非要找相似点的话,可能它们都成为了某种意义上的3D动作游戏教科书。”
“《塞尔达传说:时之笛》是他最喜欢的RPG游戏之一,也可称之为3D动作游戏教科书。”
<hr/>
《波斯王子》及《刺客信条》系列的导演,拉斐尔拉科斯特 :“《塞尔达传说:风之杖》和《席德梅尔的海盗》极大地影响了《刺客信条:黑旗》的开发。而《风之杖》可能更符合我们的游戏想法,只不过我们想要保持《刺客信条》的写实风格,这很有挑战性。”
《刺客信条:大革命》和《荣耀战魂》的首席游戏设计师 Benjamin Plich:他相信开发者会从《塞尔达传说:旷野之息》对实验性和新兴游戏玩法的关注中获得灵感,例如“以开放的方式更自由地试验事物的能力”并具有“强烈的自主意识和对环境和可用工具的实验”。
曾担任过《巫师 3:狂猎》和《昆特牌》设计总监的Damien Monnier:《塞尔达传说:旷野之息》“设法将经典的开放世界机制结合在一起,而不是依靠它们来引导玩家穿越它的世界”,鼓励玩家“去探索它,因为你想知道那里有什么,而不是因为战利品图标告诉你去哪儿。”
<hr/>
TECMO开发小组NINJA TEAM的负责人、《忍者龙剑传》制作人,坂垣伴信,为彻夜体验《时之笛》,破天荒地忘记打卡上班,他事后笑着对《FAMI通》的记者说:“这是我平生第一次为了玩游戏(《时之笛》)而误工,这样的事情以后恐怕也不会再有了吧。”在其开发的《忍者龙剑传》中,借鉴《时之笛》之处比比皆是。
<hr/>
贝塞斯达:我们很高兴能在 Nintendo Switch 上推出我们的游戏,任天堂一直是我们的绝佳合作伙伴,这非常令人兴奋,我们一直梦想有机会能够将上古卷轴带到任天堂平台。在我们开始开发 Switch 硬件后不久,Todd 将《上古卷轴 V:天际》与《塞尔达传说:旷野之息》联动的想法带到了任天堂和塞尔达传说开发团队。他们喜欢这个想法,并提出与我们合作。
<hr/>
著名游戏制作人,小岛秀夫与友人Greg Miller在任天堂展会上,玩塞尔达
链接:https://twitter.com/GameOverGreggy/status/827376412269047808?s=20&t=Ukv9-hV0Ndk8hxAS6iR5xg<hr/>
[*]汤姆·霍尔(MonkeyStone工作室):&#34;他(宫本茂)发明了平台游戏、发明了横向卷轴游戏、为3D平台游戏制定了标准,他是唯一懂得什么是真正的乐趣的人。&#34;
[*]约翰·霍华德(微软公司):&#34;他是所有游戏设计师的老师,《大金刚》、《马力欧》、《塞尔达》、《银河战士》……即便再过25年我们仍然能够从宫本茂先生的作品里汲取到养料。我从《超级马力欧64》里学到的关于探索和奇迹的知识远比其它游戏、书籍和电影要多得多。&#34;
[*]比尔·罗帕(暴雪娱乐公司):&#34;宫本茂不只是年复一年地制作游戏,他是真正创造世界的人。从你开始玩游戏的那一刻起你就能清楚地感觉到他的思想、他对细节的追求和他对游戏的热情,他能让你在头30秒内就领略到游戏的乐趣,在这方面没有哪位设计师能够做得比他更好。他不断为游戏业的发展指明方向,他从未忘记过什么是真正的乐趣。&#34;
[*]雷蒙德·帕蒂拉(自由游戏撰稿人):“他缔造了许多游戏史上最有名的游戏,还为许多已经建立起来的游戏类别加入了大量新鲜的内容,比如最近的那款《皮克敏星球历险》。
Evaluation of Shigeru Miyamoto by industry insiders:
Tom Hall (MonkeyStone Studio): &#34;He invented platform games, invented side-scrolling games, and set the standard for 3D platform games. He is the only person who knows what real fun is.&#34;
John Howard (Microsoft Corporation): &#34;He is the teacher of all game designers. Donkey Kong, Mario, Zelda, Metroid... even if we are still able to I drew nourishment from Shigeru Miyamoto’s work. The knowledge I learned about exploration and miracles from &#34;Super Mario 64&#34; is far more than other games, books and movies.&#34;
Bill Ropa (Blizzard Entertainment): &#34;Miyamoto is not just making games year after year, he is the one who really creates the world. From the moment you start playing the gme, you can clearly feel His thoughts, his pursuit of details and his passion for games, he allows you to appreciate the fun of the game within the first 30 seconds. No designer can do better in this respect. He continues Pointing out the direction for the development of the game industry, he has never forgotten what real fun is.&#34;
Raymond Patilla (free game writer): &#34;He created many of the most famous games in the history of games, and added a lot of fresh content to many established game categories, such as the most recent one. &#34;Pikmin Planet Adventure&#34;.&#34;
链接:The 30 most influential figures in gaming history
索尼全球工作室总裁吉田修平,曾在 PlayStation 直播中,兴奋地提到《塞尔达传说:荒野之息》这款冒险游戏是一场史诗般的大型游戏,让他迫不及待地想再一次玩塞尔达。
“我刚玩过塞尔达!新的塞尔达游戏。你知道,开放世界和狩猎。我有一种奇怪的感觉,这感觉就像地平线。这是一场史诗般的大型游戏。我迫不及待地想再一次玩塞尔达。”Sony Worldwide Studios president Shuhei Yoshida, during a PlayStation live stream yesterday, Yoshida mentioned the adventure game, Zelda: Breath of the Wild, as one he&#39;s very excited about.
“I just played Zelda! The new Zelda game. You know, open world, and hunting. And I had a bizarre feel, this feels like Horizon. This is a epic, huge game. I can not wait to play Zelda again when it comes out.”
链接:Sony&#39;s Shuhei Yoshida very excited about Zelda: Breath of the Wild<hr/>GameSpot 评测:A breathtaking masterpiece.(旷世杰作)(10/10)
《塞尔达传说:旷野之息》为任天堂制作的最令人印象深刻的游戏,并写道: “它采用在其他游戏中完善的设计和机制,并为自己的目的对其进行重新设计,以创造全新的东西,但仍然感觉像塞尔达游戏的典型......这既是形式的回归,也是进入未知领域的飞跃,并且在两个方面都超出了预期。”
GameSpot called it the most impressive game Nintendo had made, writing that it &#34;takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game ... It&#39;s both a return to form and a leap into uncharted territory, and it exceeds expectations on both fronts.&#34;
链接:https://www.gamespot.com/reviews/the-legend-of-zelda-breath-of-the-wild-review/1900-6416626/IGN 评测:An evocative and exhilarating open-world adventure game.(余音绕梁而又荡气回肠的开放世界冒险游戏)(10/10)
《荒野之息》俨然已经成为了开放世界游戏中的翘楚,也会是这个超过30年系列的分水岭。《荒野之息》带来了一种充满着谜团的沙盒游戏体验,还在玩家面前直接展示出各种诱人的奖励,让玩家更有动力去探索游戏世界。
我在海拉尔大陆上还体验着许许多多的挑战,它们当中每一支都有驱使我前进的独特故事,让它们成为了种种故事中的一环。甚至在我50小时的海拉鲁大陆探索旅程之后,我依然还在试着穿越一些前所未见的景色。在这些惊人的绝景之前,神不知鬼不觉地,50小时甚至是100小时就已经投入进去了。
The Legend of Zelda: Breath of the Wild is a masterclass in open-world design and a watershed game that reinvents a 30-year-old franchise. It presents a wonderful sandbox full of mystery, dangling dozens upon dozens of tantalizing things in front of you that just beg to be explored.
I&#39;ve had so many adventures in Breath of the Wild, and each one has a unique story behind what led me to them, making them stories on top of stories. And even after I&#39;ve spent more than 50 hours searching the far reaches of Hyrule, I still manage to come across things I haven&#39;t seen before. I&#39;ll easily spend 50 to 100 more trying to track down its fascinating moments.
链接:https://www.ign.com.cn/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-game/15866/review/sai-er-da-chuan-shuo-kuang-ye-zhi-xi-ce-ping?p=2
<hr/>专业游戏媒体,对1998年《时之笛》的评价:
在那个年代,评分还没有通货膨胀,IGN的评分还是权威,FAMI通还没有看到过4个10分,Gamespot也从来没有给到过任何游戏满分。
然而,就在这种情况下,当时这三大权威网站,齐刷刷地给到了《时之笛》满分的成绩:
FAMI的评分特别标注了史上第一个满分游戏
在当时的IGN,游戏的评分涵盖多个技术类别,例如图形、声音和游戏玩法。对于塞尔达,共识是立竿见影的。“我们开始填写数字,他们都非常高,”施耐德说。Ocarina成为第一款IGN在其规模上获得完美 10.0 的游戏。“我们刚刚到了这个地步,我们说这是一个真正的里程碑。这款游戏不仅仅是……我们现在在 N64 中最喜欢的游戏。这将是未来几年的里程碑。”
AtIGNat the time, games were scored across a number of technical categories, such as graphics, sound, and gameplay. WithZelda, the consensus was immediate. “We started to fill in the numbers and they all came in really high,” Schneider says.Ocarina became the first game that IGN scored a perfect 10.0 on its scale. “We just got to this point where we said this is a true milestone. This game isn’t just … our favorite game right now in the N64. This will be a milestone for years to come.”
GameSpot 也给《时之笛》打了满分10分。该网站的年轻评论编辑 Jeff Gerstmann,对这款游戏如何有效地将其 2D 前辈的众多元素转化为 3D 世界,感到印象深刻。《时之笛》的 任务结构 和 双世界机制 是从超级任天堂的《众神的三角力量》中借用来的。但战斗系统实际上是仿照NES的《塞尔达2:林克的冒险》,从最初的塞尔达自由战斗,转变为更专注的一对一战斗系统。
GameSpot 从来没有给出过完美的分数。Gerstmann 不得不向该网站的编辑主任争论 到底该不该给10分 ,就好像他在为一篇论文辩护一样。“他只是坐在那里,一个小时的时间里,试图在评论中找漏洞,或在游戏中找漏洞。比如,‘哦,如果这个游戏有完整的声音,听起来会不会更好?’”现在是 Giant Bomb 的主编 Gerstmann 回忆道。“我们在这件事上来来回回了很长时间,但我坚持不懈通过了“10分”的满分评价。”
GameSpot, another fast-growing gaming website of the era, also issued a 10 to Ocarina. Jeff Gerstmann, the site’s young reviews editor, was impressed by how the game managed to effectively translate so many elements of its 2D predecessors into a 3D world. Ocarina’s quest structure and twin-worlds mechanic are borrowed from the Super Nintendo’s A Link to the Past. But the fighting system was actually modeled on the NES’s Zelda II: The Adventure of Link, which shifted from the original Zelda’s free-for-all combat to a more focused one-on-one battle system.
GameSpot had never given a perfect score. Gerstmann had to argue for the 10 to the site’s editorial director, almost as if he were defending a thesis. “He just sat there and tried to poke holes in the review or poke holes in the game for over an hour. Like, ‘Oh wouldn’t this game sound better if it had full voice?’” recalls Gerstmann, who’s now the editor-in-chief of Giant Bomb. “We went back and forth on it for a long time, but I held firm, and the 10 went through.”
链接:Why ‘The Legend of Zelda: Ocarina of Time’ Will Always Be the &#34;Best Game Ever&#34;
在那个时期最杰出的印刷游戏杂志《电子游戏月刊》上,《时之笛》被一个由4名工作人员组成的小组进行评估,他们每个人都独立地玩了游戏,而且在出版前都不会公开他们的分数。最后《时之笛》拿了4个满分 10 分(那年《合金装备》也是如此)。“《时之笛》它做了很多新颖和创新的事情,”当时的 EGM 编辑约翰戴维森说。“有些东西在这些早期的 3D 游戏中开始出现,讨论它们的词汇甚至还不存在。”
“Z-targeting”就是一个典型的例子。任天堂已经为《超级马里奥 64》创造了 3D 冒险的蓝图,它开创了模拟控制和自由移动相机等功能。但该游戏中的战斗很少见,因为在 3D 环境中进行攻击非常挑剔。任天堂的第一款 3D塞尔达,从日本武士剑戟片中,得到了大量灵感。战斗逻辑十分完备。
At Electronic Gaming Monthly, the preeminent print gaming magazine of the period, games were reviewed by a panel of four staffers, who each played the game independently and didn’t share their scores with each other before publication. Zelda nabbed four 10s (Metal Gear Solid also ran the table that year). “It did so much that was new and innovative,” says John Davison, the editor of EGM at the time. “Some of the things that were starting to emerge in these early 3D games, the vocabulary to discuss them didn’t even exist yet.”
“Z-targeting” was a prime example. Nintendo had already created the blueprint for 3D adventuring with Super Mario 64, which pioneered features such as analog control and a free-moving camera. But combat in that game was rare because attacking in a 3D environment was so finicky. Nintendo wanted the first three-dimensional Zelda to feel like Chanbara, a Japanese samurai sword fighting film. The combat had to be airtight.
链接:Why ‘The Legend of Zelda: Ocarina of Time’ Will Always Be the &#34;Best Game Ever&#34;
日本最权威的游戏专业媒体《FAMI通》给予了《时之笛》史上第一个的40分满分评价,时任杂志社总编集长浜村弘一亲自执笔的总结性评语:“满分并不意味着这个游戏是完美无缺的,给予如此的评价无非是向制作人员对游戏本质的不懈追求表示我们最高敬意!”
“塞尔达获得有史以来最高的 Famitsu 分数”。IGN。1998 年 11 月 13 日。于2012 年7月10 日从原版存档。2010 年 9 月 8 日访问。
《时之笛》被誉为任天堂美学的代表,对整个游戏产业来说也是教科书式的里程碑,宫本茂团队向广大同业完美诠释了如何表现3D空间的空间感和纵深感,LOCK-ON(视角锁定)系统也为困扰3D游戏多年的视点转换问题提供了最合理的解决方案。
<hr/>塞尔达开发组都曾喜欢玩什么?
<hr/>《旷野之息》制作人青沼英二:
“我确实听到开发组里很多人都在玩《荒野大镖客:救赎2》。”同时他还提到了,在当初开发《塞尔达传说:旷野之息》时,游戏导演“藤林秀麿”也在玩《上古卷轴5:天际》,而由于自己一直很忙,所有平时休息”时间会玩一玩《节奏海拉鲁》放松。
Zelda is a series that has inspired countless other games over the years, but series producer Eiji Aonuma has revealed to IGN that the team currently working on the Breath of the Wild sequel have been inspired by one notable game in the process of development.
Speaking in an interview with the outlet, Aonuma was asked what games the younger staff on his team had been inspired by during development. “ I did hear that a lot of people were playing was Red Dead Redemption 2,&#34; was the reply.
When pressed on open world inspirations as a whole, he added: &#34;When I was working on Breath of the Wild, the director was playing Skyrim.&#34;
In the same interview, Aonuma revealed that he has been playing an awful lot of Zelda lately thanks to the fact that the Switch is getting two new titles in the series this year (Link&#39;s Awakening and spin-off Cadence of Hyrule) as well as the aforementioned Breath of the Wild sequel. &#34;Recently I&#39;ve been very busy, especially with Link&#39;s Awakening,&#34; he explained. &#34;So on my breaks, I&#39;ve been playing Cadence of Hyrule. So I&#39;ve been kind of overloaded with a lot of Zelda recently.&#34;
链接:Aonuma on writing lines for King of Red Lions in Wind Waker, Zelda&#39;s form, and Tingle<hr/>《旷野之息》制作人青沼英二:
“过去我也说过我曾经玩过《上古卷轴5:天际》,所以说我不是不玩游戏,”
“但是我们不是从这么个角度:
【哦!我们能从这游戏里照搬什么东西?】
而更像是这样,
【‘我们该怎么样才能为此做准备?我们对于类似游戏的期待是什么?’】
【“同时我们也想到需要多少人手,或我们怎么才能有所改进提升?】
他继续说,【“我们从中收集资料,然后看看哪些是有效的,哪些是无效的。”】
&#34;In the past I&#39;ve also actually said that I have played Skyrim, so it&#39;s not necessarily that I don&#39;t play games,&#34; Aonuma stated.
&#34;But we don&#39;t look at it from, &#39;Oh, what kind of things can we take from this game?&#39;
It&#39;s more of like, &#39;How can we prepare for this? What should we expect from games like this?&#39;&#34;
&#34;And so we also think about how many people we might need, or how we can make it improved, or with the number of people,&#34;
he continued. &#34;We would collect data and then work and see what worked, what didn&#39;t.&#34;
链接:How Skyrim Influenced Breath Of The Wild<hr/>《旷野之息》制作人青沼英二:
其实自己和《旺达与巨像》的上田文人一直是关系很好的朋友。
“上田文人他也一直在说想要做一款类似于《塞尔达传说》的游戏。
“上田文人为人非常好,他在去年年底给我寄了一盘《最后的守护者》。在游玩过程中我注意到小男孩攀爬至大鹫头部、或跳跃至建筑平台上的所有路径设计及其过程中,遭遇的高度限制设定,均与早期《塞尔达传说》如出一辙。”
“我意识到我们有同样的想法。看到我们在不同的时间,都有着相似的灵感、相似的游戏玩法,这很有趣。
而《黄昏公主》的攀爬机制也同样受到了《旺达与巨像》的影响。
Speaking of the climbing mechanic, there is another game that makes heavy use of this feature: Shadow of the Colossus. It was influenced by Zelda, and influenced it in turn since Twilight Princess. Do you enjoy the games and style of Fumito Ueda?
It&#39;s funny that you’re mentioning this game, because we are friends with Mr. Ueda and he&#39;s always said that he wanted to make a game like Zelda – hence the similarities in Shadow of the Colossus. Mr Ueda was kind enough to send me a copy of The Last Guardian late last year and as I was playing it, I could notice the moments when you climb on Trico&#39;s head to find a path, and jump to reach places that were inaccessible from the height you were at. Without seeing each other or talking about it, I realize we had the same idea. It&#39;s amusing to see we had the same inspirations, the same gameplay velleities at different times.
链接:Aonuma on Zelda: Breath of the Wild - full Gamekult interview translation<hr/>《旷野之息》游戏总监,藤林秀麿:
“《我的世界》和《泰拉瑞亚》这两个游戏对我有很大的启发。我能够从中了解并学习游戏玩法和各种可能性,学习它们的冒险、探索,以及引发玩家好奇心的方法。”
Fujibayashi cited two games while speaking with EDGE this month about games that inspired him: Minecraft and Terraria.
He told the magazine:
“I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.”“我们还会进行诸如洞穴探险、潜水、漂流之类的事情。我知道这在西方可能没什么大不了,但在日本却是一场冒险!”
As for real life inspiration, Fujibayashi is involved with an adventure club with other Nintendo staff in which they participate in outdoor activities:
“ things like cave diving where you actually go down into the water to get into the cave, as well as rafting tours and so on. I know this may not be such a big deal in the west, but in Japan it’s quite an adventure!”链接:Zelda: Breath of the Wild director inspired by Minecraft and Terraria, talks developing for Switch
延伸链接:
PlayStation Congratulates Nintendo on Zelda Success
Xbox Praises Zelda: Breath of the Wild
2017年,PS英国对NS英国为NS新机发售和塞尔达的成功表示祝贺
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