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» Polygon 访谈 Phil Spencer:DRM 取消、新IP、次时代对于微软的意义
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Polygon 访谈 Phil Spencer:DRM 取消、新IP、次时代对于微软的意义
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发表于 2013-11-8 22:02
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註: Phil Spencer是有頭髮那個
译者按:本文是Polygon在11月6日对微软的PhilSpencer所做的访谈,访谈内容关于DRM,新IP以及次时代的意义。花了两天尝试翻译了一下。希望各位能够从中进一步了解X1。翻译中难免有错误和疏漏,请各位指正。
Phil Spencer on DRM reversals, new IP and what next-gen means to Microsoft
Polygon对Phil Spencer访谈:关于DRM取消,新IP以及次时代对于微软的意义
What is this console generation really about?
这代主机究竟意味着什么?
Is Xbox One and PlayStation 4, as many have predicted, the last hurrah of dedicated gaming boxes? Or do they represent the ambitious dreams of their architects, the binding of their brands to the now-established living room experience of playing games?
正如许多人所预测的, X1和PS4是游戏主机界的最后的精彩?或者他们代表各自设计者雄心勃勃的梦想,将他们各自的品牌结合于业已成立的客厅游戏体验中。
Phil Spencer is head of Microsoft Game Studios and a key player in the launch of Xbox One. I recently sat down with him to ask about how this console will survive a launch run-up that has been disfigured by problems (like the DRM fiasco), the rigors of an ultra-competitive environment and a future that may well be increasingly hostile to games consoles.
Phil Spencer是微软游戏工作室的主管并且在X1发布中也起到重要的作用。 最近我和他坐在一起并且询问他X1如何在发布后遇到这么多问题(如DRM的惨败)的情况下生存下来,越来越严酷的竞争环境以及对游戏主机充满敌意的未来。
Each console generation is about something, has meaning in its own right. The last generation was about HD and online gaming. Before that, PlayStation 2 and Xbox were about connecting games with other media. The original PlayStation and Nintendo 64 were about 3D graphics. This is not merely a judgment based on the benefit of hindsight. It was clear at the time what those machines were doing, the eras they augured.
每一代的主机都意味着某些东西,并且有其自身的意义。上一代主机是关于HD和联网游戏。 在此之前, PS2和xbox意味着将游戏和其他媒体连接在一起。最初的PS,N64则意味着3D画面的开始。 这不仅仅是“后见之明”的判断。 很明显, 当时这些主机所做的正是那个时代所预示着的。
This generation is less clear. Certainly, gaming as a whole is changing, becoming more widely accepted and more able to encompass all manner of tastes and emotions. But how these particular consoles carry that trend forward is not clear.
本世代则有些模糊不清。当然,游戏,作为一个整体正在改变,正在被更为广泛的接受,并且整合所有的情感和品味。但是如何让现在的这些主机来引领这样的趋势则还是不清晰。
For Spencer, this time, it's about owning a machine that is absolutely the best at what it is specifically designed to do. It is the triumph of the particular in the age of the generic.
对于Spencer,就目前来说,拥有一台主机绝对是对于主机本身来说最好的选择。这是在通常年代中所特有的胜利。
"It's a continued push to make the consoles as relevant as any other device that you own." he said. "We've seen a proliferation of millions of devices and people playing games across all of those devices. Gameplay is no longer segregated to my console or my PC. That's the opportunity for us. To take all these people that are learning to play games in all these different places and make sure the game console shows up as an extremely relevant device for those people, but also maintaining the core that we've had for years in the gaming space on the console, and making sure that they come along."
“这是一个持续的推动,使游戏主机和其他你所拥有的设备向关联。”Spencer说道,“我们看到了数以百万的设备和人群在这些设备上玩游戏。游戏不再被区分在主机或者PC。这对于我们来说是机会。争取这些正在尝试在不同地方玩游戏的人群并且确保游戏主机是作为最为相关的设备出现在这些人面前,但是我们也要保住那些跟随我们多年的核心玩家,并且保证他们能够和我们一路随行。
Essentially, he's saying that games consoles are there to show tablet and mobile gamers that there is a better alternative, a bespoke device that makes all multiple-use gadgets look feeble. This is the argument of the hard-core, made anew for the casual. Games are best played on games machines.
本质上,他指出游戏主机要传递给平板和移动玩家这样的信息,游戏机是更好的替代品,是一个定制设备,让那些多用途的小玩意看起来是那么的渺小。这个也是核心玩家的论点,重新给休闲玩家做产品。游戏主机才是玩游戏的王道。
"To me, it starts with the device they're connected to, which is your television," said Spencer. "The television in someone's house plays a unique role. It's a communal screen. What are the kinds of experiences that we want to put on that screen that would be differentiated from what someone's doing on a tablet or a phone? Graphic fidelity is key. Multiplayer and connected play is key. Audio. Having something that's interesting for others to watch, even if they're not playing." Kinect too, he said, offers something unique to the communal living room experience.
“对于我来说,我们从设备连接的原点开始,那就是电视”,spencer说到。“在某些家庭中电视起到了独特的作用。它是一个公用屏幕。我们要将怎样的体验放置在该屏幕上以使我们同人们在平板上和移动电话上所作的形成差异化?图像的保真度是答案。多人游戏体验和联网是关键。音频也是关键。把能够吸引别人来看的有趣东西展现出来, 即使他们不玩游戏。”Kinect,Spencer指出,能够给公用客厅体验提供独特的东西。
The message to consumers is about continuing to make sure that gaming on a console in someone's house is "as relevant as it's ever been," he said.
我们要带给客户的信息是要持续确保在家中主机玩游戏是“与以往任何时候都有关”, spencer说到。
The question remains of whether consumers will spend hundreds of dollars on a games console, when they have so many other devices that already play games. Spencer believes the growth of gaming on other platforms is an opportunity, not a threat. "If you stay in the space this industry has defined in the last generation, you're not moving forward. It's critical that we move forward. It's critical that we expand the number of customers that care about the devices we build. That's the business we're in."
还有一个问题,当消费者已经有如此多的设备来玩游戏时,他们是否愿意花成百上千的钱在游戏主机上。Spencer相信在其他平台上游戏的增长对于主机来说是机会而非威胁。“如果你停留在上世代所定义的行业范围内,你便无法前进。我们必须向前,这对于我们非常重要。我们扩展了那些用户数量,他们关心我们所制作的设备, 这对于我们很重要。这就是我们现在所处的业务。”
Part of that is migrating users from touch-screen to game controller, from Candy Crush to Ryse, and part of it is skipping the hard center of gaming, and giving people a new way to watch TV, chat and play, through Kinect.
我们业务的一部分是让客户从触摸屏转向游戏控制器,从candy crush转移到Ryse, 另一部分是掠过游戏作为中心而让客户通过kinect来看电视,聊天以及游玩。
"Something like Kinect really opens up possibilities, even if I'm not native to a controller," he said. "Touch gameplay on these other devices is easy. It's intuitive for a lot of people. For some people, game controllers like a console controller is not that intuitive. So how can we use Kinect to open up even more opportunity?"
“像Kinect这样的设备确实可以给我们带来许多的可能性,即使对于控制器没有天生的感觉。”他说到,“用触摸的方式在这些设备上玩游戏是很简单的。 这对于许多人来说是很直观的。对于一些人来说,像主机控制器一样的游戏操作方法并不是非常的直观。因此,我们如何使用kinect来创造更多地机会?”
Spencer talked about how developers would use Kinect to create new experiences, as well as its reception among consumers worried about privacy, in a separate Polygon video feature.
Spencer谈论了开发商如何运用Kinect去创造新的体验,在另一个Polygon的视频中,也交流了客户所担心的个人隐私的问题。
Looking around at the launch line-up, there are a lot of lovely-looking games, that are also very familiar, like FIFA 14 and Call of Duty: Ghosts. New IP is not a strong card for this launch, with Ryse a notable exception.
"It's always a tradeoff for people as far as how many games you want there at launch, versus the whole road map," he said. "I think about managing the portfolio one year, two years, three years out. Great games take a while to build. It's about making sure great franchises like Halo are there, but you're also continuing to invest in new things like Quantum Break. I feel great about our launch portfolio. As a first party, our job is to invest in new things. That's something we're committed to over the generation."
环顾X1首发的游戏整容,有一些很美妙的游戏,如FIFA14,COD等一些我们熟悉的游戏系列。除了Ryse这个显著的例外, 新的IP在这次发布中并不是非常的有力。“我们总是需要做这样的权衡,用户需要首发游戏的数量与我们整个产品规划之间的权衡。”Spencer说到,“我所思考的是怎样规划一年,两年,三年的游戏计划。这其中包括确保像Halo这样的伟大的独占游戏,但是也需要确保在新的IP如Quantum Break继续投资。我对于我们的首发游戏感觉好极了。作为第一方,我们的任务是在一些新的项目上投资。这也是我们在这代主机所许诺的。”
Xbox One has been a difficult launch. The product suffered a woeful E3, out-priced by PlayStation 4 and out-PRed by the ill-fated DRM strategy that was subsequently abandoned. Microsoft has developed a down-pat routine response about this period, about how its ability to change demonstrates an eagerness to listen to an active and passionate audience. But I wanted to know about how it really was for Spencer and the team during that rocky period, when nothing seemed to be going right.
X1经历了一场困难的发布。产品在E3展上遭遇了痛苦,比PS4的价格更高,随后摒弃了原先的DRM策略。微软在这一时期完全沉浸在常规的响应,来表现出微软更渴望去倾听那些积极和富有激情的客户的心声。但是我更感兴趣的是当所有的一切似乎没有改善的情况下,那段痛苦的时间对于你和你们团队来说真正意味着什么。
"I felt like we could have talked about some of the parts of the program more completely, to put some of these people at ease," he said. "I think people went to a place where they thought that [our] motivations maybe were wrong. That's the part where I was probably most disappointed with us, that loss of trust with some of those consumers.
“我感觉我们本可以将我们的计划描述的更加完善,让那些人感觉轻松或放心些。我认为人们觉得我们的一些动机是错误的。这也是我们感觉最为失望的,我们失去了一些消费者的信任。”
"Sitting around the table in June, July, those [DRM rollbacks] weren't easy changes, because we were late in the development cycle. Making those changes late has an impact on the engineering team. You're balancing a lot of things. But it was a good learning experience. I will take away from that a desire for us to make sure that we're telling the complete story. You can always learn. We definitely did."
“在6月和7月我们坐在桌边,那些(DRM政策的取消)并不是简单的改变,因为我们已经落后于我们的开发周期。那些变化对于我们工程组是有影响的。你需要平衡各个方面的事情。但是这也确实是一个好的教训。我将摒弃这样的愿望,那就是我们能够确保讲述完整的故事。你总是能够学习的。并且我们确实做到了。”
Was there a sense, internally, of mass surrender, a sense of failure and, crucially, was there broad agreement with the new way forward, or were there divisions?
"There are multiple points of view on any topic," he replies. "I wouldn't say 'divisions.' In the case of physical DRM, we'd obviously looked at other ecosystems like Steam or the App Store. We wanted to make sure we were fully invested in that. So we went all in."
在公司内部,是否存在有投降的感觉,挫败的感觉,更为关键的是,在团队内部对于新的方向有广泛的认同还是内部的分裂?
“在所有的话题上都会有不同的观点,我不会称之为“分裂”。在DRM这件事上,我们显然观察了其他的生态系统如Steam和App store。我们需要确保我们完全投资在那里,因此我们完全的投入进去了。”
"The push-back, that people really valued the disc, was something that we wanted to listen to," he added. "The message was heard. The question about the impact, to take that change and what impact it would have on our timeline, was something that took a while. It's never easy, when you have a fixed amount of development time and you're pushing more work in. If we had any deep discussions, they were more about the trade-offs that we had in terms of the feature set."
“政策的后退,许多玩家确实很重视实体碟片,表明我们确实需要倾听,”他补充道。“我们倾听了这个信息。至于这个改变对于我们时间表影响的问题,确实让我们花费了一些时间。这个永远不是简单的事情,尤其是当你有固定的开发时间,并且你又安排许多额外的工作。如果我们内部有进行任何深入的讨论,那就是在细节设定方面的平衡。”
He said that evolution over the course of this generation, as with previous generations, is the most likely way this will all play out. "Remember what the 360 dash looked like back when it launched? It was very different from the experience that people have in their homes today. We'll go through the same evolution in this generation with the console, as things come online and new technologies are available."
他说,这一代进化的过程中,与前几代产品一样,是最有可能的方式将全部发挥出来。“还记得360在发售时是什么样吗?当时同现在人们在自己家中的经历是完全不同的。我们将使用我们的X1主机在本世代经历同样的进化,当游戏趋向在线以及新技术的到来。”
One of the greatest challenges facing this generation is the unknown future, of super-powerful tablets, holographic gaming, Virtual Reality and Smart TVs with built in GPUs. These are all going to be areas of intense innovation in the next decade, and they may well render game boxes obsolete.
本世代所面临的最大的挑战之一就是不确定的未来,强大的平板,全息游戏,虚拟现实以及拥有GPU的智能电视。这些都将是在未来的10年中激烈的创新领域,他们很可能会使游戏主机过时。
"When I think about having a strong CPU and GPU plugged in to your TV that's also plugged in to the internet, that allows me to play great games, I think what you're going to find is that that platform is a great place for those new innovations to build from," he said.
“当我想到强大的CPU和GPU将被接入我们的TV并且也被接入互联网,这样能使我玩到伟大的游戏,我想你所需要找寻的是一个伟大的平台,一个可以容纳那些创新体验的平台。”Spencer说到。
"Xbox One is capable of doing so much. We stay invested in continuing to build out new technologies as they come on line into the Xbox One, so this box seems as relevant three, four, five years from now as it did on day one. There are going to be a lot of great technologies that come along in the next decade. You're going to find that a game console is a great place to build from, because it has such strong computing capabilities right there in the family room."
“X1有能力做到。我们将继续打造新的技术使其进入X1,因此这款设备在未来3,4,5年所做的都和其第一天发售时所作的是相关联的。在未来的10年将会有许多伟大的技术出现。你将会发现游戏主机是一个伟大的平台,因为在客厅中它有如此强的运算能力。”
If this generation is about anything, it's about the survival of the games console. Microsoft has pitched its machine to play games that the hardcore love, but that's not enough for its own aspirations and, frankly, it's not going to be enough for the Xbox brand's survival. And so the machine seeks to take back from the tablets and PCs of today, while staying prepared for the aggressive and popular entertainment platforms of the next ten years.
如果说本世代意味着什么,那就是关于游戏主机如何的生存下来。虽然微软主机上的游戏得到了核心玩家的青睐,但是对于我们的期望来说是不够的,坦率的说,对于xbox品牌的生存来说也是不够的。因此我们的主机寻求将玩家从平板和PC上拉过来,同时为未来10年里成为积极的,流行的娱乐设备而做好准备。
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x1的定位确切说对我们这些核心玩家是不利的,这一点,对游戏更为专攻的sony的确更受喜爱,但就市场而言,就不可而知了,仅画面而言,初期有罗侄子这样还行的效果,可以预计后期还是能期待下的,配置虽然比ps4差一点,但微软主体卖点的确不在这上面
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本帖最后由 阿色 于 2013-11-8 22:32 编辑
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