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  • This is Shigeru Miyamoto.


  • If you've played video games any time in the past 30 years, you're probably familiar with his work.

    如果你在過去 30 年內有玩過電玩,你應該會滿熟悉他的作品的。

  • "Donkey Kong", "Zelda", "Star Fox".

    《大金剛 》、《薩爾達傳說》、《星際火狐》。

  • And then, of course, this guy: "It's a me, Mario!"


  • When Miyamoto makes games, he always tries to do things differently than other designers.


  • Here he is back in 1998, explaining why he wasn't focused on online gaming.

    回溯到 1998 年,解釋為什麼他沒有專注在做線上遊戲。

  • (Japanese) It's a trend. And I try to avoid all trends.

    (日語) 這是個潮流,而我避免追隨所有潮流。

  • And why he wasn't adding small in-game purchases to "Mario" for iPhone in 2016.

    還有解釋為什麼他沒有在 2016 年釋出的 iPhone 版的《超級瑪利歐》裡加入遊戲內購買功能。

  • (Japanese) Everyone was saying I had to do it... but I'm the kind of person who doesn't want to be told 'that's the way you do it'.

    (日語) 大家都說我一定要這樣做...但我不是那種別人說我該怎麼做,我就怎麼做的人。

  • Miyamoto has helped define a lot of what makes a video game great.


  • So how does he do it?


  • (Japanese) I think that first is that a game needs a sense of accomplishment.

    (日語) 首先我認為一個遊戲需要讓玩家有成就感。

  • (Japanese) And you have to have a sense that you have done something, so that you get the sense of satisfaction of completing something.

    (日語) 你需要有種你做了什麼的感覺,然後在完成了什麼之後得到成就感。

  • In 1981, one of Miyamoto's first assignments at Nintendo was to design a replacement for a game called "Radar Scope".

    1981 年,宮本先生在任天堂的一份工作是設計一個可以取代 Radar Scope 的遊戲。

  • It had performed poorly in the U.S., leaving the company with 2,000 unsold arcade units.

    Radar Scope 在美國表現得很不好,公司滯銷了 2000 組街機。

  • And this is what he came up with:


  • Miyamoto based the story on the love triangle in "Popeye" between a bad guy, a hero, and a damsel in distress.


  • But since Nintendo couldn't secure the rights to use those characters, Miyamoto replaced them with a gorilla, a carpenter, and his girlfriend.


  • In later games, that carpenter became a plumber.


  • And his named changed, from Mr. Video, to Jumpman, and then to Mario, after this guy, the landlord of a Nintendo warehouse. near Seattle.

    而他的名字也跟著改變,從 Video 先生,到跳躍者,再變成瑪利歐,以西雅圖附近任天堂工廠的房東起名的。

  • This was one of the first times that a video game's plot and characters were designed before the programming.


  • (Japanese) Well, early on, the people who made video games, they were technologists, they were programmers, they were hardware designers.

    (日語) 以前呢,製作遊戲的人是技師、程式設計師與硬體設計師。

  • (Japanese) But I wasn't. I was a designer, I studied industrial design, I was an artist, I drew pictures.

    (日語) 但我不是。我是學習工業相關設計的人,我是一位藝術家,我會畫圖。

  • (Japanese) And so I think that it was in my generation that people who made video games really became designers rather than technologists.

    (日語) 我覺得我生在一個做遊戲的人會變成設計師而非技師的年代。

  • That change in approach came at a key time for video games.


  • When "Donkey Kong" was first released in 1981, the video game market in North America was on the verge of collapse.

    當《大金剛》在 1981 年推出時,北美的遊戲市場正在崩潰邊緣。

  • It was saturated with a lot of different consoles, and the boom in home computers made a lot of people question why they would want a separate device just to play games.


  • But the storytelling in games like "Super Mario Bros" and "The Legend of Zelda"—which you could only play on Nintendo's own hardwarehelped set them apart as best-sellers.


  • (Speaking Japanese) When I approach the design of my games, what I have to think about is how I'm showing a situation to a player, conveying to them what they're supposed to do.

    (日語) 當我要開始設計我的遊戲時,我思考的是要如何在遊戲情境中告訴玩家該做什麼。

  • In "Mario" you keep moving to the right to reach the end goal.


  • In "Donkey Kong" you keep climbing up to rescue the captured princess.


  • A lot of Miyamoto's genius can be seen in the first level of "Super Mario Bros".


  • This is probably the most iconic level in video game history.


  • It's designed to naturally teach you the game mechanics while you play.


  • If you look at a breakdown, there's a lot of really subtle design work going on here.


  • Though Mario is usually at the center of the screen, in this first scene he starts at the far left.


  • All the empty space to the right of him gives you a sense of where to go.


  • Now this character's look and movement suggest it's harmful.


  • But don't worry.


  • If you run into it, you'll just start the game over without much of a penalty.


  • Next, you see gold blocks with question marks.


  • These are made to look intriguing, and once you hit one, you're rewarded.


  • That then encourages you to hit the second block, which releases a mushroom.


  • Even if you're scared of what it might be, the positioning of the first obstacle makes it just about guaranteed that you're gonna run into this thing.


  • And once you do, Mario gets bigger and stronger.


  • And just like that, you've learned all the basic rules in the game without having to read a single word.


  • (Japanese) What else is there?

    (日語) 還有什麼呢?

  • (Japanese) The last is the immersive quality of the game, being able to feel like it's a world you're immersed in, that you've become a hero.

    (日語) 最後一件事是遊戲體驗的品質,確保讓玩家確保玩家能夠沈浸式體驗,讓你覺得你成為了英雄。

  • (Japanese) That you've become brave. Even if you're actually crying.

    (日語) 你變勇敢了,即使你其實在哭。

  • Immersiveness in a video game has a lot to do with the controlsthe more precisely you can move your character, the more you feel like you're part of the story.


  • And Nintendo has always been a pioneer with controllers.


  • It was the first to have the classic setup of the directional pad on the left and buttons on the right.


  • The first to have left and right shoulder buttons.


  • The first to have a 360-degree thumbstick.

    第一個有 360 度搖桿。

  • And the first to bring motion control to the mass market.


  • But with 2016's "Super Mario Run", Nintendo, for the first time, made a game for a controller it didn't design: the iPhone.

    但 2016 年推出的《超級瑪利歐酷跑》是任天堂第一個為不是自己遊戲主機,而是為了 iPhone 設計的遊戲。

  • (Speaking Japanese) Over time, not as many people have been playing Mario games.

    (日語) 隨著時間過去,玩《超級瑪利歐》系列的人已經不如以往了。

  • (Speaking Japanese) And we ask ourselves: Why have people stopped playingMario”?

    (日語) 我們問自己:為什麼人們開始不玩《超級瑪利歐》了呢?

  • (Speaking Japanese) And for people who played early and then stopped playing, oftentimes it's because the controls got too difficult.

    (日語) 而之前有在玩但後來沒有繼續玩的人們,時常是因為操作難度太高了。

  • The Wii U flopped when it came out in 2012, and Nintendo 3DS sales are far below those of its predecessor.

    2012 年推出 Wii U 時表現滑鐵盧,甚至任天堂 3DS 的銷量也遠不如他的前輩們。

  • But the number of American gamers playing on mobile phones has doubled to more than 164 million between 2011 and 2015.

    但美國玩家在行動裝置上面玩的數量在 2011 到 2015 年之間已經兩倍成長超過 1.64 億。

  • You can think ofSuper Mario Runas a shift from immersiveness to accessibility.


  • (Speaking Japanese) I think the end result is a game anyone can play, for first-time player to the most experienced ones.

    (日語) 我認為最終解答是一個任何人都可以玩的遊戲,從初學者到老玩家。

  • And that's kind of been Miyamoto's design philosophy from the very start: make fun games that everybody can play.


  • The rest is in our hands.


  • (Japanese) These controls direct the characters, the better your eye-hand coordination, the better you do.

    (日語) 這些控制鍵控制角色,手眼協調能力越好,你能玩得越好。

This is Shigeru Miyamoto.


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