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本帖最后由 游戏性玩家 于 2014-6-20 10:59 编辑
http://alwaysnintendo.com/wii-us-gamepad-designed-shooters/
The Wii U’s GamePad was Designed for Shooters, says Shigeru Miyamoto
![](http://images.fpsguru.com/articles/images/3000/2293/popup/Miyamoto%20Gun.jpg)
业界一直在诟病wiiu那块笨拙而且功能鸡肋的平板手柄,而被爱好者尊为游戏之王的任天堂的宫本茂却持有相反的观点。他认为wiiu的平板手柄在深度挖掘后可以和第一人称射击游戏天衣无缝,为玩家提供前所未有的游戏性体验。
宫本茂表示在设计平板式手柄时,任天堂公司就如何开发利用进行了深度的思考。我们听到一些来自外界的不***批评声音,认为我们在如何使用平板上挣扎着,其实我们已经进行了深度研究其功能利用。这已经不是如何围绕平板开发游戏这么简单,而是如何设计出完全新式的游戏性体验,找出超越其他体验的平板手柄专属体验。
事实上,宫本茂继续说道。我们在研发wiiu平板手柄最初就确定加入陀螺仪等技术,因为这项技术非常特殊,通过利用陀螺仪我们很容易就打造成为FPS(第一人称射击)利器。我们在落实Splatoon时也是基于这个出发点,通过wiiu平板手柄,把射击游戏发扬光大。
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“We’ve been thinking very deeply about how to leverage the GamePad and games that we’ve designed. Maybe there are some people who criticized us and said that we struggled with how to do that but really, what we do is we think deeply about how the GamePad can be used. And so it’s not just about designing game play around the GamePad, but really it’s about designing the complete game play experience and finding the best way that the GamePad fits into that overall experience. We’ve found that we’ve been able to naturally over time come to a point where we’re able to find the best and most natural way for the GamePad to fit into the game play.
And actually, when we first developed the GamePad itself, the reason that we put the gyro controls in there was because, very specifically, we wanted it to be easy to use those types of controls for aiming in those FPS or shooter-styles of games. So that was one of the first things we implemented when we began designing Splatoon.” |
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