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Ken Sugimori,口袋妖怪艺术指导:
初次看到这样的手柄设计也很惊讶,这样的设计确实可以把许多人从复杂的游戏控制方式中解放出来,但做出这样的创新是很需要勇气的。NR由此可以做到很多其他游戏机无法实现的功能。
Kouichi Suda,杀手7:
还没有实际体验过NR手柄,但当他在发表会上看到这个设计的时候,就有一定要为NR作游戏的欲望。现在概念设计已经清晰,只等具体开始制作了。
Toshihiro Nagoshi,世嘉超级猴子球和Fzero制作人:
他用惊讶来形容自己看到,摸到和第一次实际体验操作时的感受。这个手柄的设计综合了所以能让玩家拥有强烈投入感的游戏要素,希望这个手柄能给各种类别的游戏都带来新的创意。
Tooru Iwatani,南梦宫吃豆人之父:
NR手柄和DS的触摸屏一样都带来了无限创意的可能。并举出一些例子,例如文字输入类型的游戏,操作类似那些习惯用大拇指发短信的人的动作。
Hironobu Sakaguchi,最终幻想之父:
操作起来感觉上就像在触摸屏幕,但你不能把它仅仅类比成DS的触摸屏。
Yasuhiro Wada,牧场物语之父:
知道亲手操作了NR手柄之后,他对这个新手柄的感觉也是很类似DS的触摸屏。他认为自己已经有了一些利用手柄特性的基本想法,但如何将他们整合到游戏中去让玩家体验确是比较困难。
Takanobu Terada,超级机器人大战制作人:
开始他对NR手柄的缺乏通用性表示失望,但当看到实际上手柄可以有多种副控制器连接的时候,这个疑虑就消失了。这将是一个能够刺激许多新想法的手柄设计。
Hiroshi Tanibuchi,实况职业棒球制作人:
完全新鲜的感受,只有当你实际操作的时候才能真正体会到。并希望给NR制作特别的实况职业棒球游戏。
Masahiro Sakurai,卡比,陨石大战:
非常同意任天堂关于游戏操作障碍的观点,所以很高兴看到手柄被简化到只有一个按钮,它像DS一样易于理解。但DS上的多种控制方式也带来了新的问题,希望NR手柄不要重蹈覆辙。
Kouichi Ishii,新圣剑传说制作人:
为了使用这个手柄你必须从核心上改变游戏系统的设计。只有从全新的概念起步,才能真正做出利用好NR的和现在完全不同的新的游戏。
Revolution Controller: Japanese Creators Speak
The makers of F-Zero, Killer 7, Pac Man, Harvest Moon, Kirby, Pokemon, and Final Fantasy tell us what they think.
by Anoop Gantayat
October 21, 2005 - Japan's gaming elite have spoken out on Nintendo's Revolution controller. The latest issue of Nintendo Dream features commentary and impressions on the device from developers at Nintendo, Sega, Namco, Konami and more.
Here's a run down on what each creator has to say:
Ken Sugimori (Game Freak, art director of Pokemon): Sugimori was surprised when he first saw the controller. He feels that many people have been thrown off from gaming due to increased button counts of controllers, but states that it takes a good amount of courage to actually decide to reduce the number. "You'll be able to do things with the Revolution that you could never do with consoles before," he says, adding with a laugh, "Personally, it's the kind of hardware where, more than making games, I'd rather play them."
Kouichi Suda (president of Grass Hopper Interactive, the studio behind Killer 7): "In truth, I have yet to get my hands on Revolution," Suda admits, but adds that he expects to get some hands on time shortly. Once he saw the controller at the product announcement, he felt that there was no choice but to make games for it. "I've already finalized a plan. Now, all that remains is to make it." Judging by Suda's comments, we can probably add Grass Hopper to the list of Revolution developers.
Toshihiro Nagoshi (Sega -- producer of F-Zero GX/AX and Super Monkey Ball): "I was surprised when I saw it, I was surprised when I touched it, and when I played the sample games, I was even more surprised!" Nagoshi states. "I doubt that there's a creator who doesn't get tickled after getting their hands on this. It combines all the elements required to let you enjoy games while feeling that you've become the character." Continuing, Nagoshi states that he expects the controller to open up new paths for all genres.
Tooru Iwatani (Namco -- father of Pac Man): Iwatani feels that the Revolution controller is one of the solutions to interface problems with games, adding, "Just as input with the Nintendo DS pen gave birth to new game contents, there are great possibilities hidden in this remote-like controller." He gives a couple of examples of game ideas, including a text input style game that targets people who've become used to inputting text with their thumbs on the cell phone. The controller gives the creative spirit of game creators a jolt, Iwatani states before finishing up his comments by asking that Nintendo continue from here on out to stimulate gamers and creators alike in new ways.
Hironobu Sakaguchi (Mistwalker -- father of Final Fantasy): "When I first saw it, I thought 'It's great!' and 'It's just like Nintendo!' It makes you feel like you're actually touching the screen. In that sense, you could say that it's an extension of the DS, but it's actually very different." Pointing out that the controller allows for a wide variety of actions, he adds, "When shown such a new concept, software makers are, even as just normal people, left excited."
Yasuhiro Wada (Marvelous Interactive -- father of Harvest Moon): Wada was at first taken back by the controller. He found it to be small and nicely designed, but as a controller, it crossed the bounds of his understanding. Once he got his hands on it, he suddenly got the idea and felt that it would work. This is similar to how he felt with the DS -- the feeling of various ideas appearing one after the other. "As a creator, this is the ultimate toy," he states with a laugh, but also adds caution, saying, "A number of basic ideas come forth, but placing those properly into a game and making players have fun is diffi***." Wada seems to love the controller, though, as he adds, "Isn't this the thing that will cause a revolution to the game industry, which has slowly lost its way?"
Takanobu Terada (Banpresto -- Super Robot Wars producer): "To be honest, I was expecting the Revolution controller to have an even more unique form, so I was initially disappointed. However, that quickly disappeared. With good use of the expansion terminal, isn't it possible to make, for instance, a versus shooting game without the use of the monitor, where the fight is through the controller alone? I feel that it is a great controller that can inspire many ideas, even aside from videogames."
Hiroshi Tanibuchi (Konami -- Powerful Pro series producer): Tanibuch states that he was surprised when he first saw the controller, adding "In truth -- and this is just between us -- I was able to get my hands on the controller. The on-screen characters move in accordance with the controller's movements -- it's such a fresh feeling. Although you probably won't understand until you've tried it yourself." On the topic of Japan's favorite baseball series, he suggests good things for a possible GameCube version: "If we were to make it, we'd want to make a special Power Pro for the Revolution."
Masahiro Sakurai (Sora -- previous work on Kirby, Smash Brother and Meteos): "I'm sympathetic for Nintendo's stance of reducing hurdles for games. For that reason, I think it's good that the controller buttons have been reduced to just one. A long remote controller shape with just one button. This has impact. The DS, with its touch screen, made games a ways easier to understand. However, with the D-pad and buttons, and also the touch panel, controls actually became more complicated. I think it would be good if the same thing doesn't happen with Revolution."
Kouichi Ishii (Square Enix -- World of Mana project producer): "I believe creators will enjoy making games [with the controller]. However, you'll have to change game design methods from the core. For instance, you'll have to start by looking back at your play as a kid and think of what kinds of things you could do if developing for the Revolution. If you can do this, then surely you will be able to make a completely new form of play, different from current games."
The commentary from these ten developers, who represent everything from Pokemon to Killer 7, spells good things for Nintendo's Revolution in Japan. In particular, most of the developers are third parties, suggesting that even outside of Nintendo's studios, game creators in Japan are anxious to work with the Revolution and its new controller. . |
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