Board logo

标题: 任天堂大师宫本茂批评同行过于关注暴力血腥 [打印本页]

作者: sarion    时间: 2007-3-10 11:25     标题: 任天堂大师宫本茂批评同行过于关注暴力血腥

据国外媒体报道,3月8日,任天堂公司的游戏奇才、被美国《时代》周刊誉为“游戏界斯皮尔伯格”的宫本茂在一个业内大会上批评目前的游戏充斥了太多的暴力、血腥和复仇,开发人员一味追逐续集,他认为游戏应该给人们带来更多的快乐.


  在当天举行的年度“游戏开发大会”上,宫本茂说,游戏行业的声誉在过去的十年当中严重受损.设计人员未能够开发出给更多人群带来欢乐的作品,他们只是在关注游戏发烧友,照顾这些人对于逼真性和血腥的渴求.

  宫本茂说:“我总是希望游戏玩家的第一反映是情感性的,是积极的,他们获得一种满足感和欢愉.” 他说,一些挫折可能引发悬念、竞争甚至失败感,但是他认为最终的结局、最终的情感应该是正面积极的.

  媒体认为,宫本茂的梦想和今天各种暴力但却很流行的游戏形成了鲜明的对比,比如《侠盗飞车》、《Mortal Kombat》和《Resident Evil》.实际上,在过去几年里,许多政治家、心理学学者和教育专家纷纷提到,暴力游戏和青少年极端行为存在联系.

  宫本茂是任天堂公司的“镇山之宝”,曾经创作了《Mario Brothers》、《Donkey Kong》和《The Legend of Zelda》等经典游戏.他的游戏作品累计销售量已经达到2.88亿套.
作者: wuhanman    时间: 2007-3-10 11:28

有些时候还是需要一点点暴力来发泄内心深处的。。。那个啥来着。。。。这个世界又不是只有童话。。。。
作者: 容克    时间: 2007-3-10 11:29

任天堂就是暴力游戏的鼻祖

马尿踩乌龟的血腥画面给全世界多少儿童造成了难以抹去的心理阴影
作者: erduoyan    时间: 2007-3-10 11:30

沙少又开始倒任了
作者: 超越神的牛肉人    时间: 2007-3-10 11:33

大师说地对啊
小盆友玩地游戏的确应该有爱

不过我还是需要电锯来发泄……
情侣去死!!!

作者: jinyibo    时间: 2007-3-10 11:36

有战斗就有暴力
作者: 木鱼阳光    时间: 2007-3-10 11:59

累计销售量已经达到2.88亿套
作者: winterb    时间: 2007-3-10 11:59

我觉得宫本大神和他们不是同行。。。。
作者: 江西恐龙    时间: 2007-3-10 12:14

迪斯尼会去指责卡梅隆的终结者2太暴力么?不会,因为这是两个市场。

换句话说宫本茂在指责EA的极品飞车9比马里奥赛车暴力?战神比马里奥银河暴力?难道SONY、EA、CAPCOM都得照马里奥的路子做Q版无暴力型游戏?

为什么宫本茂会这么不谨慎地做出这样的发言?我有点不相信这个新闻。


还有,顺带再问个小问题:宫本茂现在真的还设计游戏吗?或是已经成为了代言人身份?
作者: zero3rd    时间: 2007-3-10 12:19

引用:
原帖由 容克 于 2007-3-10 11:29 发表
任天堂就是暴力游戏的鼻祖

马尿踩乌龟的血腥画面给全世界多少儿童造成了难以抹去的心理阴影

作者: 王总    时间: 2007-3-10 12:20

咱就好这口,没办法.
作者: 战岚    时间: 2007-3-10 12:28

引用:
原帖由 江西恐龙 于 2007-3-10 12:14 发表
迪斯尼会去指责卡梅隆的终结者2太暴力么?不会,因为这是两个市场。

换句话说宫本茂在指责EA的极品飞车9比马里奥赛车暴力?战神比马里奥银河暴力?难道SONY、EA、CAPCOM都得照马里奥的路子做Q版无暴力型游戏 ...
说任天堂低龄,幼稚,小孩玩具的不也大有人在么?
大神的发言已经很厚到了,他说的是同行,制作人应该放开思路。而且他也没说完全不要,“过于”是他的本意,“指责”什么的都是读者自己理解加上的。

这个问题也是很容易战起来,但也需要协调的问题,最近战区的讨论气氛不错,希望在这个问题上也能好好说
作者: 江西恐龙    时间: 2007-3-10 12:33

是是,大家不战,有问题好好讨论。


作为一个世界明星级别的游戏制作人,怎么可能去指责任天堂低龄?你有看到哪个制作人说过类似的话吗?

放开思路?做FPS的怎么“放开思路”?照这个说法FPS厂商都该转行了。哪个FPS不暴力呀。

我觉得宫本茂的这段发言本意不是在指责别人的不是,而是在夸耀自己公司做得好。
作者: ksharp1989    时间: 2007-3-10 12:34

我是来拜宫本大神的
作者: Pires    时间: 2007-3-10 12:34

马尿还会踩蘑菇头
作者: pocketmom    时间: 2007-3-10 12:36

明显标题有点过了。
作者: 游迹    时间: 2007-3-10 12:37

引用:
原帖由 winterb 于 2007-3-10 11:59 发表
我觉得宫本大神和他们不是同行。。。。
+1
作者: NamcoFAN2003    时间: 2007-3-10 12:39

批评?笑过
作者: 战岚    时间: 2007-3-10 12:48

引用:
原帖由 江西恐龙 于 2007-3-10 12:33 发表
是是,大家不战,有问题好好讨论。


作为一个世界明星级别的游戏制作人,怎么可能去指责任天堂低龄?你有看到哪个制作人说过类似的话吗?

放开思路?做FPS的怎么“放开思路”?照这个说法FPS厂商都该转行 ...
前天说Wii是Shit的那位,或许他不够级别,不好意思,我没记其它的。

放开思路的意思很简单,大家不要都做一样的东西,大家不要都做暴力色情的东西,不要认为暴力色情就是游戏的全部,不要以为玩家都喜欢这些,不要以为这样的游戏就会深入每个家庭,不要让人家提到游戏就只有暴力色情。你要把暴力色情换成任天堂的“幼稚”“低龄”的游戏也是成立的。
FPS做得好为什么就不可以尝试别的东西,FPS做不好为什么还要在一棵树上吊死,如果很多制作人和企业有自己的追求,那也不用多说,不过还有很多新人,对游戏制作有憧憬的人,这些新鲜的血液是否能带给游戏界一些暴力色情,低龄幼稚以外的东西,还是要继续做和以前一样的东西。
任天堂也是一个制作团队和企业,也有自己的追求和理念,在实绩面前,它当然对自己的理念抱有信心和自豪,它有底气
作者: md2    时间: 2007-3-10 12:53

开发人员一味追逐续集


我承认,我不知道他不是在说他自己
作者: 江西恐龙    时间: 2007-3-10 12:56

如果我小孩要玩游戏,我当然首选Q版,可爱,无暴力的游戏给他玩。
如果我要玩游戏,我一定要有枪,有准星,因为我最爱FPS啊:D


怎么说好呢,两种市场的人群都不少,这个话题讨论不出结果的。
作者: 战岚    时间: 2007-3-10 13:06

引用:
原帖由 江西恐龙 于 2007-3-10 12:56 发表
如果我小孩要玩游戏,我当然首选Q版,可爱,无暴力的游戏给他玩。
如果我要玩游戏,我一定要有枪,有准星,因为我最爱FPS啊:D


怎么说好呢,两种市场的人群都不少,这个话题讨论不出结果的。
市场确实是这样,但现在游戏的主要受众还是年轻人,这些人大部分都喜欢的是暴力色情的游戏,这种现状让游戏制作把注意力过于集中在这块市场,而如果游戏想成为一个大众媒体,满足这样的小圈子肯定是不行的。玩家可能不会在乎行业的未来,制作人不能不关心。
而无论制作人和玩家,不让游戏成为暴力色情的代名词,不让游戏成为沉迷堕落的替罪羊,让整个社会正确的认识和接受游戏,是共同的责任。
结果其实很简单:求同存异。就看各人怎么理解和做了。
作者: 莎木    时间: 2007-3-10 13:30

相比较任的游戏还是和谐的
作者: 责任编辑    时间: 2007-3-10 14:26

引用:
原帖由 容克 于 2007-3-10 11:29 发表
任天堂就是暴力游戏的鼻祖

马尿踩乌龟的血腥画面给全世界多少儿童造成了难以抹去的心理阴影

作者: renvi    时间: 2007-3-10 14:43

嗯,繼續幼稚下去吧,宮本.
作者: hugang    时间: 2007-3-10 14:57

竟然喷生化系列,太不够意思了
好歹三上大神也为GC开发了三作生化,而且素质都非常不错.
如果没有三上的生化,GC会死得更快啊.
作者: eastspider    时间: 2007-3-10 15:32

宫本茂牛逼的话让任天堂别求着GTA4登陆Wii啊,用不暴力的马尿银河在年末秒杀光环 GTA4 和MGS4
作者: 屠狗者    时间: 2007-3-10 15:41

引用:
原帖由 江西恐龙 于 2007-3-10 12:56 发表
如果我小孩要玩游戏,我当然首选Q版,可爱,无暴力的游戏给他玩。
如果我要玩游戏,我一定要有枪,有准星,因为我最爱FPS啊:D


怎么说好呢,两种市场的人群都不少,这个话题讨论不出结果的。
同感,握手
作者: planar    时间: 2007-3-10 15:47

任的游戏还是挺好玩的`````不过世界不只需要童话.
我要分尸``我要电锯``
所以大神你做你自己的游戏吧````管人家做什么!!!
作者: austin316    时间: 2007-3-10 15:47

而无论制作人和玩家,不让游戏成为暴力色情的代名词,不让游戏成为沉迷堕落的替罪羊,让整个社会正确的认识和接受游戏,是共同的责任。

嗯玩出了社会责任感了  为了不让游戏成为暴力色情的代名词。GTA GOW GEOW这3G可以去死了 珍惜生命补脑第一
作者: terius    时间: 2007-3-10 16:02

血腥版马里奥来了。。。

Flash: http://img1.pcgames.com.cn/pcgames/0703/08/869476_pcgamesjimmymbloodmario.swf
作者: dogsoldier    时间: 2007-3-10 16:09

引用:
原帖由 江西恐龙 于 2007-3-10 12:14 发表
迪斯尼会去指责卡梅隆的终结者2太暴力么?不会,因为这是两个市场。

换句话说宫本茂在指责EA的极品飞车9比马里奥赛车暴力?战神比马里奥银河暴力?难道SONY、EA、CAPCOM都得照马里奥的路子做Q版无暴力型游戏 ...
宫本大神的原话是,GTA4虽然取得了高的销量,但对整个行业的声誉造成了不良影响
作者: 江西恐龙    时间: 2007-3-10 16:32

引用:
原帖由 terius 于 2007-3-10 16:02 发表
血腥版马里奥来了。。。

http://img1.pcgames.com.cn/pcgam ... immymbloodmario.swf
强到无语啊
作者: 战岚    时间: 2007-3-10 17:49

引用:
原帖由 austin316 于 2007-3-10 15:47 发表
而无论制作人和玩家,不让游戏成为暴力色情的代名词,不让游戏成为沉迷堕落的替罪羊,让整个社会正确的认识和接受游戏,是共同的责任。

嗯玩出了社会责任感了  为了不让游戏成为暴力色情的代名词。GTA GOW G ...
没错,我说就是基本的社会责任感,如恐龙一样,你不会让自己的孩子去玩危险的东西的,制作人不会,玩家不会,普通人跟不会
如果你非要极端的理解问题和别人的想法,我也没办法
作者: 我要玩游戏    时间: 2007-3-10 17:52

语文都咋学的。大神喷的是暴力游戏太多,又不是暴力游戏本身。
作者: sweetie    时间: 2007-3-10 18:15

引用:
原帖由 战岚 于 2007-3-10 17:49 发表

没错,我说就是基本的社会责任感,如恐龙一样,你不会让自己的孩子去玩危险的东西的,制作人不会,玩家不会,普通人跟不会
如果你非要极端的理解问题和别人的想法,我也没办法
国外是有分级制度的,游戏机上是有家长控制的
面对的市场划分不一样,当然需要更成人化的作品

和电影市场一样,也没见DISNEY指责恐怖血腥暴力片太多

[ 本帖最后由 sweetie 于 2007-3-10 18:17 编辑 ]
作者: austin316    时间: 2007-3-10 18:22

引用:
原帖由 战岚 于 2007-3-10 17:49 发表

没错,我说就是基本的社会责任感,如恐龙一样,你不会让自己的孩子去玩危险的东西的,制作人不会,玩家不会,普通人跟不会
如果你非要极端的理解问题和别人的想法,我也没办法
这跟基本社会责任感有什么关系?已经有相关的法律来对游戏业进行了规定 不大用您操心也不用制作人来给其他制作人上道德教育课

谁让他们只补任天堂的脑,你不让第三方舞刀弄枪还吃什么~~~
作者: 斯文李    时间: 2007-3-10 18:34

呵呵,婊子立立牌坊而已,发此高调以示自已不同于别家,博取普通家庭的好感,这样的话说多了真的没意思,有了分级制还用他老操这个心?
作者: n2    时间: 2007-3-10 18:57

引用:
原帖由 斯文李 于 2007-3-10 18:34 发表
呵呵,婊子立立牌坊而已,发此高调以示自已不同于别家,博取普通家庭的好感,这样的话说多了真的没意思,有了分级制还用他老操这个心?
我说。。。大神多少年不都是这个样子么?

怎么叫做 婊子立立牌坊? 请说明?
作者: 没钱的命    时间: 2007-3-10 19:02

是男人就要射.......
作者: 大头木    时间: 2007-3-10 19:08

大神的游戏暴力十足,但绝对不血腥。
作者: imwinner    时间: 2007-3-10 19:19

引用:
原帖由 terius 于 2007-3-10 16:02 发表
血腥版马里奥来了。。。

http://img1.pcgames.com.cn/pcgam ... immymbloodmario.swf
强烈建议发这个flash给宫本大神看看,nb大了

作者: 薪煋野人    时间: 2007-3-10 19:23

这类境外新闻永远不要只听信记者的报道
看一下原文就知道了, 宫本贸的发言根本没有攻击性, 毕竟人家是带了20多年团队, 说话是负责的.
他的发言真正有意思的是他老婆对游戏的态度, 顶楼那文的记者确不提, 什么心态啊


GDC 07: Miyamoto speaks
The day after getting a lifetime achievement award, legendary Nintendo designer Shigeru Miyamoto talks about his changing vision.
By Brendan Sinclair, GameSpot
Posted Mar 8, 2007 6:42 pm GMT
SAN FRANCISCO--On Wednesday, the big news at the 2007 Game Developers Conference was Sony's debut of its PlayStation Home avatar-based service. On Thursday, Nintendo had the opportunity to claim some of the buzz with Shigeru Miyamoto's keynote address at the Moscone Center's cavernous South Hall esplanade.


Gettin' Shiggy Miyamoto drops some philosophy at GDC.
Watch | Download
The line of eager developers waiting to get into the hall surrounded an entire city block 20 minutes before the keynote address was intended to tip off. It snaked back around on itself as GDC staffers did their best to keep the crowd from spilling over into the streets.

The enthusiasm was understandable, though. The previous evening, Miyamoto took home a lifetime achievement award at the Game Developers Choice Awards for his three decades of work. After receiving a standing ovation, he promised those in attendance that he would have much to say at his keynote address the following morning, amping up expectations to stratospheric heights.



Factor 5 co-founder and president Julian Eggebrecht reacts to the Miyamoto keynote; GameSpot's Curt Feldman speaks with Eggebrecht outside Moscone Center in San Francisco.
10:40: Inside the hall, attendees are greeted by the obligatory gaming press conference thumping techno music. Five massive video screens dominate the space as a host of gaming journalists huddle over softly glowing laptops. Almost 10 minutes after the scheduled start time, people are still finding their seats as an announcement is made asking for cell phones to be turned off.

10:47: People are still finding seats. A certain game-blog staffer is running around with a video helmet haranguing anyone in range.

10:48: Staffers are still trying to find seats for attendees, squeezing as many people into the auditorium as possible. Mutterings in the crowd range from discussion of Sony's keynote address to assessments of the week's various parties, with free beer, swag, and embargoed news being freely disseminated.

10:52: People continue to jostle for seating. Hopefully there aren't any fire marshals about...



GameSpot editor Curt Feldman taps the reaction of Newsweek tech editor N'Gai Croal to today's Shigeru Miyamoto GDC keynote.
10:55: The DS pictochats are almost as full as the auditorium as attendees are again asked to take their seats. The keynote address is scheduled to end at 11:30 a.m., but that seems unlikely at this rate.

10:59: Still nothing happening. You can almost feel an epidemic of gluteal cramps begin to break out among the constantly shifting crowd. Still, perhaps surprisingly, the crowd seems to be tolerating the delay in good spirits. Conversations about Mega Man, Mario, and other familiar franchises rise above the din.

11:00: Now the show starts.

11:01: GDC director Jamil Moledina takes the stage to introduce Shigeru Miyamoto, talking about the creator's "quarter century of disruptively contagious hits."

11:02: Miyamoto takes the stage to a round of applause and cheers. He's wearing a Link pin on his lapel.



There was plenty of time before the keynote started to show off art.
11:03: Speaking through a translator, Miyamoto says he will use the Wii's photo channel to give his presentation.

11:04: Miyamoto begins talking about his 25 years of designing video games, referencing games like Donkey Kong and Pac-Man as the games people talked about.

11:05: He shows a picture of the stereotypical child gamer--eyes glazed, jaw slack--and calls it "disturbing."

11:06: He brings up the top-selling games of 1998, pointing to Nintendo's GoldenEye at the top of the charts and saying that the gamer image was still generally neutral. But by 2004, he said something had changed.

11:07: With Grand Theft Auto and Halo 2 on the top of the charts, Miyamoto said he was getting new questions from reporters, questions about what effects games had on people. Even though sales went up, he said the reputation of the industry went down.

11:08: Miyamoto expressed his concern about games becoming stagnant as everyone tried to do the one type of game that was successful, and he then brings up his creative vision and "The Nintendo Difference."



Miyamoto's Wii had a GDC channel.
11:09: The three elements of Nintendo's corporate vision are next. Up first is the expanded audience. Miyamoto says he has his own way of gauging a product's potential success with an expanded audience. He calls it "the Wife-o-meter," and shows a graphic of it. It measures one variable: The interest of his own wife.

11:10: He says that we may remember the first time we played Pac-Man or Super Mario Bros. as important moments in our lives. However, they were not important moments for his wife.

11:11: Not even Tetris attracted Miyamoto's wife, but she took some interest in their daughter's experience with Ocarina of Time. Animal Crossing scored even better on the Wife-o-meter, convincing her to actually pick up the controller, but Miyamoto still strived to drive the meter higher.



Getting hotter, Shiggy!
11:13: Now he talks about pets. While his wife is a cat person, Miyamoto prefers dogs. He references the Wii Everybody Votes Channel poll on the subject to show that more than 60 percent of the voting population agrees with him.

11:14: After an extended detour and pictures of his dog, Pick, Miyamoto gets back to the point. He talks about showing Nintendogs to his wife, and how she started looking at games from a different perspective.

11:15: For Valentine's Day, Miyamoto said he came home from work expecting her to be asleep, but instead found her playing the Wii. She had stayed up casting votes on the Everybody Votes channel.

11:16: Miyamoto was shocked, saying it meant she had downloaded the channel herself. He said it would have been less surprising to find Donkey Kong ransacking his house.

11:17: Now he shows a picture of the second installment of Brain Age, and how she's embraced the game completely. Miyamoto says she's turned into a hardcore gamer and shows off her Mii, which she uses to play Wii Sports. Apparently she's made Miis for the whole family, extended relatives, and everyone in the neighborhood. He calls it her first step in game design, filling the Wife-o-meter completely.

11:18: The second key element of the Nintendo vision is balance.

11:19: At Nintendo, Miyamoto says teams working together work in the same building to emphasize teamwork. He talks about his collegiate education in industrial design and how he's used that knowledge to help design every Nintendo controller from the NES to the Wii Remote.

11:20: But he doesn't want people to think that he created the controllers solo. "It doesn't work that way at Nintendo," he says, "It's a group collaboration."



The original Nintendog, Pick.
11:21: As for the Wii, he described it as the most intense creation process ever. One team was dedicated to developing new games. A second team wanted to preserve the company's classic franchises. A third team was dedicated to helping third parties work with the new controller.

11:22: In the process of designing the controllers, they designed numerous prototypes. Miyamoto shows images of a few of them, some showing the roots of older gaming controllers, some looking more like standard TV remotes. One prototype appeared to simply be a giant button with a Mario star shape on it.

11:23: Miyamoto says the final version of the Wii controller is the result of a true collaboration between different teams.

11:24: As a controller, Miyamoto says the Wii remote does a lot of what he's dreamed of for years.

11:25: He stresses the importance of providing game creators with the chance to make new kinds of entertainment that couldn't be realized with the way things were.

11:26: Miyamoto says Nintendo's viewpoint of progress goes beyond game hardware. He shows a picture of a museum in Kyoto for a Japanese game that blends playing cards and poetry. Nintendo is one company that makes said cards, and Miyamoto says he was asked to design the exhibits for the museum.

11:28: He said the project was enjoyable to work on because it wasn't technically a game, so they didn't have to worry about details like how it would end. But he said it was important because it bridged the gap between generations. Typically, the poems are only of interest to the elderly, but the interactive elements have helped draw younger people into the traditional art.

11:30: Now he brings up the last element of Nintendo's corporate vision: risk. He says Nintendo employees are encouraged to do things differently from everyone else. He brings up the DS and Touch Generations titles, saying some may be good for the soul, and some may be good for the brain, but the ultimate goal is fun.

11:32: He says none of the company's past risks hold a candle to the Wii, however. He calls the GameCube a step toward the Wii with the emphasis on the big green A button on the controller, but he said it was ultimately still too complex an interface for nongamers. To really break through, he said they had to do more, but they were still challenged in developing the Wii Remote.

11:33: Miyamoto talks about meeting with his producers and telling them to not think about what functionalities would be lost by the Wii Remote's design but what would be gained. He says he didn't know the risk was going to pay off until last spring at the Electronic Entertainment Expo when he saw the long lines of people waiting to play the Wii and then their happy faces as they left.

11:34: He moves from the corporate vision to his own personal vision.

11:35: In interviews, Miyamoto says he's often asked about where he got ideas from, or why he designed a certain level in a certain way. But he says that the harder people look at the particulars of his games, the further they get from the actual answer.

11:36: "When I'm creating a game, what I always try to envision is the core element of fun within a game," he tells the crowd. "And to do that, I imagine one thing, and that's the face of the player as they play the game."

11:37: He talks about watching people play the DS for the first time and shows clips of Japanese consumers' first reactions to the system.

11:38: Miyamoto points out that it wasn't just the person playing each game that was happy, but the people watching (including the attendees in the auditorium) were happy and smiling as well.

11:39: Miyamoto talks about all the emotions that can be triggered by gameplay, and while he always wants them to walk away happy, he says all that's important is what "you" (the developers in the crowd) want the players to feel. However, Miyamoto again mentions that his personal taste is to always make that experience a positive one.

11:40: He says that developers sometimes get tunnel vision when creating a game, and says that they have to force themselves to create from the consumer's viewpoint.

11:41: That's why Miyamoto says he's willing to take a risk, delay a game, or change a key spec late in development. "In any case, I believe that my vision of a happy player's face--the one I try to imagine in every project--is also a good match for Nintendo."

11:42: He says that positive focus is what will appeal to expanded markets, and he then brings up Wii Play. Even though Wii Play isn't a core gamer's game, Miyamoto says traditional gamers are enjoying it because it's something they can play with nongaming friends.

11:43: Miyamoto says he often makes games so that players themselves are encouraged to become more creative. At the core of that is communication.



Ehhh...not so user friendly.
11:44: Great games don't necessarily need to include communication (Solitaire, Pac-Man), Miyamoto says. He brings up Zelda, saying his first prototype of the game didn't go over well in Japan. People were confused--they couldn't solve the puzzles and asked for simple routes through the dungeons. "I ignored them," Miyamoto said.

11:45: Instead, he dropped gamers into the world without even a sword, so that they would be forced to think about what they had to do. Other puzzles also inspired gamers to ask their friends for help and compare notes on the game.

11:46: He said in that sense, Zelda laid the groundwork for Animal Crossing.

11:47: The next aspect of game design he talks about is prioritization. He says all developers have the same complaint: "not enough." There's not enough people, not enough budget, or not enough time. As a developer, he shares those complaints but has to cope with them anyway.



Miyamoto's inspiration.
11:49: He talks about Wii Sports and how it has only one stadium, no fielding, no ability to lay a bunt, and three-inning games. Not even the characters are realistic, Miyamoto says. They were based on traditional Japanese wooden dolls.

11:50: Despite all the unrealistic elements, Miyamoto said they prioritized pitching and hitting to make the game seem realistic regardless.

11:51: At one point in development, they tried to use Mario characters in place of the wooden-doll-styled characters but found that people liked the non-Mario style better.

11:52: Miyamoto says he's a baseball fan himself and hopes to play a more realistic baseball game on the Wii eventually, but he says people are already enjoying Wii Sports baseball in its own form of realism.

11:53: Now Miyamoto is talking about tenacity. Referring to Wii Sports baseball again, he talks about how the idea for it had been something he wanted for a long time, and it was just a matter of waiting.



The Legend of Zelda had people talking.
11:54: He brings up the Famicom disk drive and a simple face-creation utility Nintendo developed for it.

11:55: He changes the character's eye, hair style, and face shape in a way fairly reminiscent of the Mii. The utility was intended to come with an animation program. Miyamoto liked it, but the internal feedback was confusion over how it could be a game, and the product was shelved.

11:57: He revisited the idea in another form with the Nintendo 64 disk drive and showed a 3D character editor made for the system with a wide variety of clothing options for characters. Miyamoto thought nobody at Nintendo could resist that idea, but again the project never reached fruition.

11:59: He tried to bring the idea back yet again with Stage Debut, a GameCube game that was intended to use the Game Boy e-Reader and a camera attachment. He demonstrates the title, which shows a digital Miyamoto dancing with Pikmin characters--and gets much laughter from the crowd. However, Nintendo once again balked at the idea, saying there wasn't really a game to make out of it.

12:00: However, when the Wii was in development, Miyamoto was told of a team within Nintendo that was working on a face creation utility for the DS.



A Mii-anderthal?
12:01: Miyamoto said he went back to his team and called them useless before jumping to work on the new team's project for several months. He wasn't angry at his own team, he said, but frustrated that they had been working on it for 20 years without succeeding.

12:02: Miyamoto brings it back to the company's vision of an expanded audience, saying he'd had it backward for years. By making things complicated, he was alienating potential audiences. By keeping the choices limited and making things simple, they got it to work.

12:03: He said tenacity paid off, but only when he was willing to take the risk.

12:04: Miyamoto says he's now working on a new Wii channel as a result of how successful the Mii concept has been. He's going to create a popularity contest for Miis that will feature contributions from gamers around the world.



Mii-yamoto.
12:05: His final example of tenacity is Mario. Miyamoto says the plumber came from humble beginnings to be in countless games. He event suggests there may be too many Mario games, a heretical concept to many Nintendo faithful.

12:06: But he's always asked what happened to Mario 128. He said the original Mario 128 demo at Spaceworld was intended to show off the GameCube's horsepower. Not only that, he said most of the developers had already played it, because it eventually became Pikmin.

12:07: A Super Mairo Galaxy graphic appears on the screen, and Miyamoto says the spherical stages of the game are another element of Mario 128 revived for the game, which will come out later this year.

12:08: He then shows a short demo of Mario catapulting between various objects and islands in space, dealing with changing gravity, collecting coins (natch), and fighting monsters.

12:09: Miyamoto's main message is that creative vision isn't one element of game design--it is the very essence of it. He stresses that the developers in attendance don't need to share his vision, saying their success will depend on how well they can realize their own visions.



Its-a him, Mario!
12:10: Miyamoto talks about measuring the success of a game by how well it breaks outside of the sphere of gaming to attract those who don't play games, or are even afraid of them.

12:11: He again shows a picture of the stereotypical gamer sitting in a dark room staring at the glow of a TV with a controller in hand and contrasts that with pictures of people playing the Wii.

12:12: Miyamoto closes saying if we can make a gamer of his wife, we can make a gamer of anyone. He receives a standing ovation as the lights come up.
作者: NintendoWii    时间: 2007-3-10 19:34

引用:
原帖由 md2 于 2007-3-10 12:53 发表
开发人员一味追逐续集


我承认,我不知道他不是在说他自己
每一作马力欧和塞尔达传说都能给玩家带来全新的感觉,其他续作行吗,你根本就不懂马力欧系列!
作者: 屠狗者    时间: 2007-3-10 20:25

有些人一接触这问题就很喜欢拿GTA和RE来做文章,显的自己多么有格调多么理性.
你怎么不拿天诛这种2线游戏来大呼小叫呢.或者MGS系列,还能鞭尸弄尸奸尸
作者: ssbbtbt    时间: 2007-3-10 20:37

引用:
原帖由 斯文李 于 2007-3-10 18:34 发表
呵呵,婊子立立牌坊而已,发此高调以示自已不同于别家,博取普通家庭的好感,这样的话说多了真的没意思,有了分级制还用他老操这个心?
这里的话,就你最无脑
作者: qsl20022001q    时间: 2007-3-10 20:38

引用:
原帖由 屠狗者 于 2007-3-10 20:25 发表
有些人一接触这问题就很喜欢拿GTA和RE来做文章,显的自己多么有格调多么理性.
你怎么不拿天诛这种2线游戏来大呼小叫呢.或者MGS系列,还能鞭尸弄尸奸尸
因为GTA场景比较现实化~~~
天诛和MGS,一个是忍者,一个间谍,毕竟离普通人生活较远~~~
作者: 光之翼    时间: 2007-3-10 21:40

总之我支持大师!我赞同和谐!
作者: erduoyan    时间: 2007-3-10 22:05

引用:
原帖由 NintendoWii 于 2007-3-10 19:34 发表

每一作马力欧和塞尔达传说都能给玩家带来全新的感觉,其他续作行吗,你根本就不懂马力欧系列!
一般情况下,SBL关于任天堂的言论可以无视
作者: MysterioJr    时间: 2007-3-10 22:30

引用:
原帖由 austin316 于 2007-3-10 15:47 发表
而无论制作人和玩家,不让游戏成为暴力色情的代名词,不让游戏成为沉迷堕落的替罪羊,让整个社会正确的认识和接受游戏,是共同的责任。

嗯玩出了社会责任感了  为了不让游戏成为暴力色情的代名词。GTA GOW G ...
个人觉得老板的比赛619乱入 ··老板光头··
作者: 斯文李    时间: 2007-3-11 20:40

引用:
原帖由 ssbbtbt 于 2007-3-10 20:37 发表


这里的话,就你最无脑
无脑无所谓,怎比天天拿个游戏性来唬人就好,别人做游戏难道就不想要你好玩?小儿玩的游戏又不是没有,严格的分极制早已替宫本回答了这个问题,宫本一个屁,也只有你闻来香罢了。
作者: iamzelda    时间: 2007-3-11 21:14

犯罪学里面据说有门叫预防犯罪,不知道有没有
作者: chao042    时间: 2007-3-11 21:21

这个。。。有市场,
就不管你有多少人评论多少人抨击了。

毕竟要赚钱
作者: yuxiaogang    时间: 2007-3-11 22:07

引用:
原帖由 斯文李 于 2007-3-11 20:40 发表

无脑无所谓,怎比天天拿个游戏性来唬人就好,别人做游戏难道就不想要你好玩?小儿玩的游戏又不是没有,严格的分极制早已替宫本回答了这个问题,宫本一个屁,也只有你闻来香罢了。
适合小孩又好玩的的游戏也就只有任天堂在做。分级制度是有,但是并不严格,在amazon买什么都很方便。

宫本的屁连那些开发gow,战神的制作者都要好好闻着,你又算什么!!


ps:宫本是唯一一个拿到法国拿破仑创立的艺术勋章的游戏制作人,他说的话是屁的话,其他人说的那就是连屁都不如!!!

[ 本帖最后由 yuxiaogang 于 2007-3-11 22:09 编辑 ]
作者: n2    时间: 2007-3-11 22:36

引用:
原帖由 斯文李 于 2007-3-11 20:40 发表

无脑无所谓,怎比天天拿个游戏性来唬人就好,别人做游戏难道就不想要你好玩?小儿玩的游戏又不是没有,严格的分极制早已替宫本回答了这个问题,宫本一个屁,也只有你闻来香罢了。
你还真。。无脑

1。别人做游戏难道就不想要你好玩
难道“想” 就能做出来么? 那么sX 早就煋不知道哪去了。。

2。游戏性。。。谁tm用游戏性来唬人?  不知道就别乱说。。。

你比小白还糟糕。。
作者: 游戏男    时间: 2007-3-11 22:38

引用:
原帖由 江西恐龙 于 2007-3-10 16:32 发表



强到无语啊
纯引
作者: 真奥丁神    时间: 2007-3-11 22:41

马爷踩人

很暴力:D :D :D
作者: 玫瑰    时间: 2007-3-11 22:51

马爷还杀人放火。。。。
作者: 到处看着    时间: 2007-3-12 01:18

引用:
原帖由 yuxiaogang 于 2007-3-11 22:07 发表



适合小孩又好玩的的游戏也就只有任天堂在做。分级制度是有,但是并不严格,在amazon买什么都很方便。

宫本的屁连那些开发gow,战神的制作者都要好好闻着,你又算什么!!


ps:宫本是唯一一个拿到法 ...
这世界上只有你喜欢闻他的屁,宫本只适合做儿童游戏,永远做不出战神,战争机器这么有魄力的游戏.
作者: qazqaz    时间: 2007-3-12 01:24

引用:
原帖由 到处看着 于 2007-3-12 01:18 发表


这世界上只有你喜欢闻他的屁,宫本只适合做儿童游戏,永远做不出战神,战争机器这么有魄力的游戏.
哎呀。超级玛莉卖出以亿计的copy敢情都是小友买的呢。

把这句话换一换,放为其他任意制作人,游戏换为超级玛莉,好象也说得通。是吧?
作者: 到处看着    时间: 2007-3-12 01:26

引用:
原帖由 qazqaz 于 2007-3-12 01:24 发表

哎呀。超级玛莉卖出以亿计的copy敢情都是小友买的呢。

把这句话换一换,放为其他任意制作人,游戏换为超级玛莉,好象也说得通。是吧?
当然说得通,有些大人喜欢玩马利奥是他的事,但也有一些喜欢玩战神,各玩各的,先搞清楚谁先放屁再说,
作者: gogogo    时间: 2007-3-12 01:28

只能说游戏还没上升到电影那样有资格叫卖内涵和艺术化

表现自身凝聚的思想,需要借助外在的符号和工具来表现,而这些符号,便是现实中的一切,包括那些好与不好的
作者: 萝卜    时间: 2007-3-12 08:16

性,毒品,暴力和深度?什么才是真正成年人的游戏所该具有的?


“我太老,不适合玩这个游戏了.””这是为小孩设计的游戏么?”你是不是经常听到有人这么说?也许你自己也说过一两次.我记得最近有次我在和一些游戏界的朋友聊天的时候谈到了Nintendo公司,有人问到在Nintendo的各种平台上我最喜欢的游戏是什么,我答道Diddy Kong Racing很不错,这时另外一个人笑了起来.我很奇怪这有什么好笑的,他说:”我简直不敢相信你会玩这种游戏.”他解释到对于这类游戏来说他太老了,他更喜欢Grand Theft Auto或者Quake III:Arena之类的游戏.


虽然Diddy Kong Racing 提供了三种比赛的方式,但一些玩家只注意到猴子屁股暴露的太少了


不过,对于这样一款有趣而让人着迷的游戏来说他真的太老了吗?为什么?只是因为游戏里没有飞溅的脑浆么?一个游戏必需要有暴力,性以及其他所谓的成熟的因素才会有趣么?我不这么认为.Mario和Duke Nukem那个更好玩?我觉的都不错.并不一定要有虚拟的乳房和放荡的服装才能让我觉得有趣.


那么什么才是“成熟”的游戏?它并不需要太多的血腥,下流的语言或者性.这些只能在情节需要的时候加强一下游戏,但一个成熟的游戏需要一些更深层次的东西.游戏业在成长,玩家也一样,而我担心有很多发行商和开发商并没有意识到”成熟”并不一定要通过游戏中的粗口,血腥或者性暗示来体现.


有很多人错过了那些优秀的游戏只是因为游戏里没有足够多的头颅让他们来砍.从很多年前开始,直到今天,一直有一个公司充分体现了家庭娱乐的概念,那就是Nintendo.要说明的是我并不是Nintendo的fans,我只是喜欢有趣而又有深度的游戏.当你真正钻研进去的时候,你会发现Nintendo的实力所在.


Zelda:一流的画面,一流的剧情,一流的手感.一个真正成人向游戏!并且没有裸体!


我妈妈不会在玩Manhunt的时候喊道:”给我手柄!轮到我拉!”,而她在和我一起玩Super Mario Bros的时候经常这样.并不是说Nintendo的作品中没有暴力.Zelda和Metroid都有战斗的部分,甚至Mario也会踩飞他的敌人.但这些游戏里都看不到血液飞溅.为什么?因为这是不必要的.


这是不是意味着暴力和性主题不该出现在游戏中呢?也不尽然.性,粗口,情节,人物和暴力只是游戏的补充成分.游戏中最重要的是图象,背景音乐,音效以及可玩性.例如,在1993年9月13日街机上发行过一款叫做Mortal Kombat的游戏,当时正值Super Nintendo和Sega Genesis主机大战的时代.当这款游戏移植到Super NES上之后,游戏中所有血腥的成分都被除去了,而用流汗和更加平和的”终结技”代替.


很多人认为游戏的血腥是MK系列的唯一卖点.如果没有了这些这款游戏早在多年前就销声匿迹了


Nintendo这么作是为了避免Mortal Kombat中残忍的终结技破坏掉他们所设立的健康家庭娱乐的目标.而Sega Genesis版本中有个隐藏的因素可以让游戏中出现街机中所有让人窒息的暴力场面.在这种情况下,暴力成了游戏的卖点.


另外,在Super Nintendo上还以独占的形式推出了Street Fighter II,而Genesis版的SF2直到大约一年后才推出.SF2是个人人几乎人人都喜欢的格斗游戏.虽然战斗是游戏的主题,但它的画面十分卡通,并且几乎没有血腥的场面,孩子们常常以此为理由劝说父母购买这款游戏.


SF2是一款不靠血腥取胜的优秀格斗游戏


SF2一点也不”幼稚” (SF2被大部分的格斗爱好者认为是有深度的),不过想想,一个没有血腥但是却很有趣的格斗游戏?确实是这样.SF2是一个典型的以暴力为中心的游戏,然而暴力因素却被严格的限制了.它的推出是Nintendo一个极好的策略,让SNES在相当的时间内成为人们追捧的主机.


在需要暴力的时候,它更应当成为游戏的附加而不是卖点.在第一人称射击游戏Medal of Honor中,你会很少看到流血的场面.不过在一个战争游戏中没有流血场面是很不实际的.在这个游戏中,血腥场面只是游戏的附加.这些场面不用太多,只是用于烘托游戏的战争气氛,让玩家能够更加投入到游戏中去.


在某些情况下,”成人”的主题会给一个游戏带来很大影响.在2003年发布的Prince of Persia: The Sands of Time是一个备受人们喜爱的游戏,它的动作以及解谜成分,梦幻般的画面,情节以及音乐都十分出色.几乎每个玩过的人都会喜欢这款游戏,但它并没有取得商业上太大的成功.尽管这款游戏获得了无数的年度游戏大奖,但也许是Prince of Persia这个名字离开我们太久了,又或者有其他原因,这款游戏卖的并不怎么好.


在2004年,续作Warrior Within采取了不同的方式.迷人的阿拉伯乐曲被摇滚乐所取代.想象一下波斯王子跳着Godsmack(TX:某金属乐队,为POP2配乐)的摇滚,就像是托尔金让佛罗多用9mm手枪指着索伦一样. Warrior Within比起前作也更加血腥.在Sands of Time中,敌人会化作沙子飘散,而在Warrior Within中敌人会被拦腰斩断,还有慢动作的斩首.性也出现在了游戏中,很多女性角色都穿着暴露.简单来说,这款游戏让它的主要的fans反感.而为什么要这样做?为了多卖点么?


情节是让人们觉得游戏成熟的关键因素.在人类学会交流以后,我们一直渴求着各种迷人的故事,而电子游戏成为了讲故事的最好方式:它是互动的.你参与了这个故事,各种冒险都围绕你展开,而在电影和电视中,你只是盯着一个屏幕而已.


不过这些和成熟的游戏有什么关系?优秀的情节,复杂的人物再加上一些性和暴力将深深的吸引住玩家.1997年在Sony PlayStation上发布的Final Fantasy VII让许多玩家流下了真实的眼泪.Aerith设计得非常成功,深受人们欢迎,当她死去时,玩家会真正感到伤心.


FF7中Aerith/Aeris死去的瞬间是每个玩过这款游戏的玩家都难以忘怀的.


暴力游戏也许还会比其他更温和,更孩子气的游戏卖得更多.我只是希望人们能意识到虽然Painkiller能让你将敌人钉在墙上,但这并不会让它变得比Diddy Kong Racing更有趣或者更”成熟”.一个游戏的成熟是通过优秀的游戏体验来体现的,不管是什么年龄的玩家都会对它留下深刻的映象.
作者: 萝卜    时间: 2007-3-12 08:18

以上是转的
作者: 岳不群    时间: 2007-3-12 08:58

引用:
原帖由 到处看着 于 2007-3-12 01:18 发表


这世界上只有你喜欢闻他的屁,宫本只适合做儿童游戏,永远做不出战神,战争机器这么有魄力的游戏.
反过来说也一样

感官上的刺激能够掩盖关卡设计上的不足

[ 本帖最后由 岳不群 于 2007-3-12 08:59 编辑 ]
作者: 江西恐龙    时间: 2007-3-12 09:02

虽然Diddy Kong Racing 提供了三种比赛的方式,但一些玩家只注意到猴子屁股暴露的太少了

驳:这种解释也太SB了。难道大家不玩这款游戏的原因是因为屁股暴露比例?

Zelda:一流的画面,一流的剧情,一流的手感.一个真正成人向游戏!并且没有裸体!

驳:请注意看最后一句话,似乎很骄傲的语气。难道说其他游戏是以裸体吸引人的?

SF2是一款不靠血腥取胜的优秀格斗游戏

驳:难道我们喜欢的VF,TK,KOF都是以血腥取胜?

有很多人错过了那些优秀的游戏只是因为游戏里没有足够多的头颅让他们来砍

驳:据我所知,我这十多年玩过的所谓的暴力游戏中,魂斗罗,幽游白书,寄生前夜,战神,彩虹六号(太多了,懒得列举了)……根本没有一个游戏是可以让我砍头的。





这段文章太极端了。例如上面这几句话。
作者: 岳不群    时间: 2007-3-12 09:06

引用:
虽然Diddy Kong Racing 提供了三种比赛的方式,但一些玩家只注意到猴子屁股暴露的太少了

驳:这种解释也太SB了。难道大家不玩这款游戏的原因是因为屁股暴露比例?

Zelda:一流的画面,一流的剧情,一流的手感.一个真正成人向游戏!并且没有裸体!

驳:请注意看最后一句话,似乎很骄傲的语气。难道说其他游戏是以裸体吸引人的?

SF2是一款不靠血腥取胜的优秀格斗游戏

驳:难道我们喜欢的VF,TK,KOF都是以血腥取胜?

有很多人错过了那些优秀的游戏只是因为游戏里没有足够多的头颅让他们来砍

驳:据我所知,我这十多年玩过的所谓的暴力游戏中,魂斗罗,幽游白书,寄生前夜,战神,彩虹六号(太多了,懒得列举了)……根本没有一个游戏是可以让我砍头的。
恐龙你最大的问题是以自己的看法来衡量客观事物

所以以上就不用反驳了
作者: 贾志新    时间: 2007-3-12 09:08

引用:
原帖由 江西恐龙 于 2007-3-10 12:14 发表
迪斯尼会去指责卡梅隆的终结者2太暴力么?不会,因为这是两个市场。

换句话说宫本茂在指责EA的极品飞车9比马里奥赛车暴力?战神比马里奥银河暴力?难道SONY、EA、CAPCOM都得照马里奥的路子做Q版无暴力型游戏 ...
请注意“过于”二字
作者: 江西恐龙    时间: 2007-3-12 09:11

1.除非你是火星人或是机器人,不然你就必须用自己的看法来发贴回贴。任何人发的贴都是“自己的想法”。

2.这篇文章根本没资格称得上是“客观事物”,理由请看我随意挑出的几句极端语句。

3.你这样的回帖根本不经过大脑思考,前后关系毫无逻辑。理由见1和2。
作者: 岳不群    时间: 2007-3-12 09:13

引用:
原帖由 江西恐龙 于 2007-3-12 09:11 发表
1.除非你是火星人或是机器人,不然你就必须用自己的看法来发贴回贴。任何人发的贴都是“自己的想法”。

2.这篇文章根本没资格称得上是“客观事物”,理由请看我随意挑出的几句极端语句。

3.你这样的回帖根 ...
主观对主观

那你还驳个毛
作者: 斯文李    时间: 2007-3-12 19:42

引用:
原帖由 yuxiaogang 于 2007-3-11 22:07 发表



适合小孩又好玩的的游戏也就只有任天堂在做。分级制度是有,但是并不严格,在amazon买什么都很方便。

宫本的屁连那些开发gow,战神的制作者都要好好闻着,你又算什么!!


ps:宫本是唯一一个拿到法 ...
你喜欢闻宫本的屁,我是无法改变的,幸好还有很多很多的人根本就不信他这一套,彼得杰克逊,卡麦隆,斯皮尔伯格这些电影大享也
没有谁去发点言去点评别人的电影咋地咋地,也没有发点言去要求一下电影未来的发展方向,你拍你的动画片,拍你的文艺片,我自拍我想要拍的,而你的宫本神时不时要跳出来讲一讲自已的心得,不是游戏性就是要讲思想境界,他的屁你全吞好了,幸好你还不是什么制作人之流,要不然
还真的要作出马里奥第二来了。宫本的心得你全盘吸收,不做游戏人还真的可惜了。另也顺便下,古惑狼,狡狐大冒险,捉猴等等等等,都是适合小孩的游戏,拿一个人当神拜也请不要到这样的地步,很多的人都在做适合小孩的游戏,但反过来讲,让小孩去玩这么多的游戏又真的是那么道德高尚吗!`
作者: antx    时间: 2007-3-12 20:39

宫本这厮说话不经脑袋,不暴力的游戏模式都让他做绝了,其他人还不得另辟蹊径才有饭吃啊,总不能都一棵树上吊死吧?
作者: zoo0041    时间: 2007-3-13 01:54

恐龙你真的了解什么叫做极端么~~~

如果用沙滩排球gta或者丧尸围城来举例那才叫做极端。别遇见不同意见就跟揭了麟似的。尝试对某人指手画脚前,最好达到对方的高度或至少能够接近对方。否则“sb”二字不要轻易出口。

以及:萝卜转的帖子左看右看都是和宫本茂说的方向接近。“不用血腥暴力性以外也可以做出好游戏”,曲解这个意思的人才叫做极端。

顺便,嘲笑宫本茂的人们,你们哪个做出销量百万的游戏了?这就跟不会打篮球的人咒骂姚明、看了本流星花园就不屑手冢治虫、看了本梦里花落知多少就连马尔克斯.加西亚都不放在眼里的人一样,你们都成为一种现象了,居然还好意思洋洋自得。
作者: zoo0041    时间: 2007-3-13 01:57

另外,tm分级制有了就应该满眼都是限制级游戏?有点脑子好么~~~
作者: zoo0041    时间: 2007-3-13 02:00

分级制不是血腥暴力色情的避风港。

分级制只是保护孩子们不去看这些东西的制度。
作者: cloudchilya    时间: 2007-3-13 02:05

引用:
原帖由 江西恐龙 于 2007-3-12 09:02 发表
虽然Diddy Kong Racing 提供了三种比赛的方式,但一些玩家只注意到猴子屁股暴露的太少了

驳:这种解释也太SB了。难道大家不玩这款游戏的原因是因为屁股暴露比例?

Zelda:一流的画面,一流的剧情,一流的手感 ...
太明显了,恐龙就是带着有色眼睛在去看这篇文章

"这种解释也太SB了。难道大家不玩这款游戏的原因是因为屁股暴露比例?"
----你就没看出来这个话是有一定的调侃的意味么?我还以为你玩美式游戏多了以后对这种语言习惯很了解的
"驳:请注意看最后一句话,似乎很骄傲的语气。难道说其他游戏是以裸体吸引人的?"
----我们说其他游戏了么?说了么?我们说了么?说了么?我们到底说了没有?到底说了没有啊大哥?求求你了...
"驳:难道我们喜欢的VF,TK,KOF都是以血腥取胜?"
----同上
"驳:据我所知,我这十多年玩过的所谓的暴力游戏中,魂斗罗,幽游白书,寄生前夜,战神,彩虹六号(太多了,懒得列举了)……根本没有一个游戏是可以让我砍头的。"
----人家的意思你懂了没有啊?天啊,我真希望您的理解能力能再高哪怕一点
作者: cloudchilya    时间: 2007-3-13 02:06

引用:
原帖由 antx 于 2007-3-12 20:39 发表
宫本这厮说话不经脑袋,不暴力的游戏模式都让他做绝了,其他人还不得另辟蹊径才有饭吃啊,总不能都一棵树上吊死吧?
过于关注暴力血腥,看到了没?"过于",眼睛长哪去了?
作者: chenchenni    时间: 2007-3-13 09:15

不暴力不血腥不爽
作者: rjx0905    时间: 2007-3-13 09:26

无双看上去就不太暴力的,毕竟不是那种血乱飞的!
作者: 江西恐龙    时间: 2007-3-13 09:52

引用:
原帖由 cloudchilya 于 2007-3-13 02:05 发表


太明显了,恐龙就是带着有色眼睛在去看这篇文章

"这种解释也太SB了。难道大家不玩这款游戏的原因是因为屁股暴露比例?"
----你就没看出来这个话是有一定的调侃的意味么?我还以为你玩美式游戏多了以后对这 ...
不好意思,我的理解能力确实有限。麻烦这位朋友解释一下,赛尔达“游戏中没有裸体!”这句话到底是啥意思?

你不觉得这句话很搞笑么?这感觉就像是在说“其他游戏很多裸体!”

如果你不是第一印象得出这个结论,那么请问你看到这句话有什么想法?“哇赛!赛尔达是没有裸体的游戏,我的神啊!多么健康的游戏!好呀!”
作者: xbgbmpsp    时间: 2007-3-13 09:55

讨论这个问题前最好先有一个基础概念:暴力和血腥是两码事。
要说暴力,连吃豆人都是暴力游戏,超级玛丽当然也是暴力游戏——只要包含有让敌方肉体消灭的都含有暴力成份。
问题不在暴力上,问题在用血腥画面表现暴力上。
即使是成年人,长期在游戏中使用电锯来发泄,也不见得对心理健康有利。
作者: 阿西达卡    时间: 2007-3-13 10:06

引用:
原帖由 sarion 于 2007-3-10 11:25 发表
 宫本茂说:“我总是希望游戏玩家的第一反映是情感性的,是积极的,他们获得一种满足感和欢愉.” 他说,一些挫折可能引发悬念、竞争甚至失败感,但是他认为最终的结局、最终的情感应该是正面积极的.

  媒体认为,宫本茂的梦想和今天各种暴力但却很流行的游戏形成了鲜明的对比,比如《侠盗飞车》、《Mortal Kombat》和《Resident Evil》.实际上,在过去几年里,许多政治家、心理学学者和教育专家纷纷提到,暴力游戏和青少年极端行为存在联系.
  
猫叔说的当然是自己的观点,是自己的追求方向
而且要是没有这样独特的观点,很容易就被环境改变了,能成为这个级别的游戏制作人么?
他也不过是在表达自己在坚持什么而已

对比之类的东西是别人做的
不知道你们都在争什么...




欢迎光临 TGFC Lifestyle (http://bbs.tgfcer.com/) Powered by Discuz! 6.0.0