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[转帖]任天堂,所有玩家在这里集结

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发表于 2007-11-5 20:17:54 | 显示全部楼层 |阅读模式
本文有TG的HUYA翻译

前段时间商业周刊的文章,节选几句翻译
http://www.businessweek.com/glob ... 0_916570_page_2.htm

大致就是对双十发表会的评论,任天堂在成功吸引了更广泛层次的玩家之后,开始向核心玩家进军,卡扑空的怪物猎人3与SE的最终幻想水晶编年史为标志。


Iwata said demographic data for Legend of Zelda: Twilight Prince, which went on sale last November, suggests that the game is appealing to both casual and serious gamers.
岩田表示ZELDATP在休闲用户与核心用户间均受到欢迎。

Praise from Analysts and Developers
Appealing to both types of gamer is a contrarian approach that wins points with many developers.
受到分析家与开发商的称赞
两种用户兼顾的方针转换受到许多开发商的赞许。

"I have only the utmost respect for Nintendo's marketing strategy," says Yoshimi Yasuda, CEO of Tokyo-based developer Tecmo.
TECMO社长安田善巳说“我想对任天堂的市场战略表达最高的敬意”

Nobody doubts that Nintendo's Wii is a game changer. In the past, consoles targeted mainly die-hards. Nintendo's Wii (and its portable DS console) were arguably the first to be successfully marketed to ordinary consumers. That move to the masses is expected to help swell the $30 billion market in the near future. It's also helped counter Nintendo's image as a company that's propped up by gamers in their teens or younger—something the company's own market surveys in Japan have found to be true. Over the years, the core 18-to-35 male gamer crowd mostly had migrated to the machines of Nintendo's rivals, Sony and Microsoft (MSFT), which offer edgier games and more realistic graphics.
没有人再怀疑Wii会不会改变游戏。Wii的成功也转变了任天堂游戏的低龄印象。在Wii推出之前的几年里,18至35岁的男性转移去了SONY和MS主机,因为有更刺激的游戏和更真实的图像。

One reason Nintendo now needs to reach out to die-hard gamers is that there are risks to a strategy heavily favoring ordinary consumers.
任天堂吸引硬派玩家的一个原因是因为过于倚重普通用户的策略有很大风险。

Whether Nintendo or any other game developer can repeat Zelda's success with gamers of all stripes is open to debate. "We'll have to see if it's even possible to do what Nintendo says can be done," says Kai Tanaka, a midlevel manager at Namco Bandai Games.
其他厂商能否复制zelda面向各种用户的成功还是个未知数。NB的田中カイ说“我们必须要看看任天堂所说的是否有可能实现”。

For developers, attempting the impossible is just a by-product of what might be called "the Wii effect."
对于开发商来说,挑战不可能正是"the Wii effect"带来的副产品。

"Wii Fit shatters the image that video games are unhealthy and that anyone playing them needs to get out more," says Tecmo's Yasuda.
TECMO社长安田说“Wii Fit颠覆了游戏不健康且玩家要被赶走的印象”
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