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【TYPE0】访谈 --与田畑端

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Fantasy Star: Talking to Final Fantasy Scenario Director Hajime Tabata


1楼2012-11-06 20:17回复
    哈哈,插……


    来自Android客户端2楼2012-11-06 20:21
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      2025-06-11 16:01:53
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      It was not long after I had joined the company, so I struggled with gathering the development team together. Thanks to them and the FF fans, we were able to complete the project. When I saw the ending rendered by the Visual Works team, I felt that I was able to fulfill my duties to the FF VII development team and FF VII fans.
      The schools and militaristic feel of FINAL FANTASY: Type-0 felt like you were doing a grittier take on the Harry Potter universe by J.K Rowling and combining it with something like Battle Royale. Would it be accurate to say that those were your influences?
      The school of magic aspect may be a bit similar to Harry Potter, but the other settings are drastically different. The world view has a consistent theme of “a real war within a fantasy world,” and so I worked on the title as a documentary that records the account within a fictitious world.
      One of the countries is a land of magic, so the concept of a magical academy was created. Harry Potter is a very mainstream title, and I like it myself, but I can’t say that I’ve been influenced by that work.
      As for Battle Royale, I had not thought of it until you had brought it up in this interview. I wanted to make FF Type-0 a fictional documentary, so the team and I built various elements on that template.
      What did you and your team felt you did right with FINAL FANTASY Type-0, from a story and gameplay standpoint?
      We made combat filled with tension and exhilaration, as well as portray each selectable character's personality shine on the battlefield. The other thing I felt we did great on was the ending. However, what I think stood out was that it was a technical masterpiece that goes beyond the specs of the PSP.

      Conversely, what aspects of Type-0 did you feel needed improvement had the team been given more time?

      I would have added ad-hoc capabilities and a co-op mode where players could help each other at any time. I would have also been more thorough with the storytelling and making it easier to comprehend. Lastly, I would have also liked to adjust the leveling curve and balance of the magic. It seems as if I have listed many. (laughs) Do you feel that there are still many stories to tell after the events of Final Fantasy Type-0? If so, what kind of scenarios and situations do you wish to explore?

      At the end of Type-0, the loop structure of the world ended, so there is a direction of history the world took after that. I’m interested in that portion; not so much the events after, but probably in the far flung future of the timeline.

      Will FF Type-0 be localized for North America and Europe? If so, when?
      Due to market reasons, we are taking a clean slate in terms of our plans. We feel strongly about bringing this title to the fans in North America and Europe, so if an opportunity arises that can become a conclusive factor, we are prepared to go into consideration right away.

      Where and how do you see the future of FF head to and progress?
      I think the franchise will strive to be considered a triple-A title in the eyes of every player. In other words, to continue the challenge to become the world’s biggest RPG franchise.
      When it comes to revitalizing the old ways of Final Fantasy that so many fans requested, if it’s a system in which the player can immerse themselves into the world of FF, there can be many different ways of approaching it.
      I personally like a system in which the player can move the characters freely like an open world setting, and in which the player can touch the world and enjoy the feeling and its presence. 


      本楼含有高级字体4楼2012-11-06 20:22
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        零式:Fantasy Star: Talking to Final Fantasy Scenario Director Hajime Tabata (GameSpot)
        ・(コメ栏:匿名様訳)业界に入りたての顷、スクウェアの知人に诱われた事があったが机会に恵まれなかった。9年前、モバイルゲームを主とする开発グループにフリーランスとして関わっていたところ、知人に「ウチでモバイルゲームを作ってほしい」と诱われ、同じ席にいたグループの重役たちも一绪に入っちゃった(笑)。 FFに携わることになったのは野村が人づてに「VIIのタークスの话をモバイルでできないか」と话していたのを闻き、自分が手を挙げた。BC-FFVII-がリリースされた后、北瀬がコンソールゲーム开発に自分を诱ってくれて、丁度そのころにPSPが出た。北瀬はPSPにFFを出したいと考えており、野村と话し合った结果、ザックスの话をPSPで出すことに。BCを作った経纬もあり、自分が受け持つことになった。 零式は魔法を戦场で行使する世界をドキュメンタリーのように描きたいという思いがあり、热いバトルを各々のキャラクターの个性を生かして表现したかった。ストーリーはエンディングに力を入れた。あとはPSPでスペックの限界を超えて技术の结晶を残したいと思っていたのもある。 零式の海外展开はマーケットの机会を待っている状态。これからのFFについて、自分はたとえばオープンフィールドのような、プレイヤーが自由にその世界に触れ、楽しめるものが好き。


        5楼2012-11-06 20:25
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          其实访谈好几天前就有了
          看没人转我就发过来了
          中文版的我想其他地方应该是找的到(天幻之类的
          等等要开会也没时间帮忙翻一下
          大家将就点用吧(喂


          6楼2012-11-06 20:33
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            各种看不懂……天幻网应该有吧……


            来自Android客户端7楼2012-11-06 20:45
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              好长...懒得看了(喂)


              来自手机贴吧8楼2012-11-06 21:33
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                IP属地:中国香港9楼2012-11-06 21:51
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                  2025-06-11 15:55:53
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                  恩,不错不错,英文的看懂了几个(这货只看懂了最终幻想的英文)


                  来自手机贴吧10楼2012-11-06 22:26
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                    现在才觉得英文看起来好讨厌!


                    来自Android客户端11楼2012-11-06 23:16
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                      天幻竟然没有翻译,好吧晚一点我来把它翻出来好了orz


                      12楼2012-11-06 23:20
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                        将就着看吧,爪机上我自己都弄不零清了><从头到尾校对了几遍麻烦死了,所以就这样了(滚走


                        IP属地:浙江来自iPhone客户端14楼2012-11-06 23:26
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                          我们谈到危机核心的幕后制作人: 在他PSP RPG游戏上的最终幻想和最终幻想零式、 他的影响和此系列的未来。
                          如果你想过是谁精心制作携带式最终幻想七的前传和冲突频仍的最终幻想零式里魔法学院的冒险,那麼最好就看看田畑端监督。
                          我们试著和田端畑做简短的对谈并对他在PSP领域制作的最终幻想、他对系列的影响以及为什么最终幻想零式未在西方在地化做出提问。


                          本楼含有高级字体15楼2012-11-07 00:12
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                            你是怎么开始做最终幻想和为SE工作的?
                            早在我的职业生涯中我在Squaresoft(在跟Enix合并之前)认识的人邀请我加入他们的团队。然而,关於这些事情一直没有好的时机,而我也没有机会转换。
                            大约九年前,我又改变成一名自由职业者,并正在与一群朋友制作手机游戏而不是电视游戏。就是那时候我朋友又再次邀请我,说:「您应该在我们公司创造移动游戏的 !」
                            我记得与董事会成员一边坐下来一边喝了些酒,并在那里进行了面谈。整个团队在毫无疑问的情况下被带上了Square Enix的董事会里(笑)
                            让我进入最终幻想工作的是当野村哲也间接地提出要求:「我们可以做一个涉及到最终幻想七的塔克斯的手机游戏吗?」我的建议是: 最终幻想七-危机前夕(Before Crisis: Final Fantasy VII)。
                            而游戏一释出后,北濑佳范将我移到家机部门,所以我最终回到做电视游戏上。巧合的是,那时正是PSP上市的时候。


                            本楼含有高级字体16楼2012-11-07 00:50
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                              2025-06-11 15:49:53
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                              编写和导演游戏的时候,谁是你的主要灵感?
                              我不相信我一直受到任何东西影响,但我确实不知道。我的标准在于每当我做新的一个题目时,我是否超越了我过去的作品。
                              如果你只可以选取一个不是由你导演的FF的标题,哪个是你最喜欢的最终幻想,为什么?
                              对我产生最大影响的游戏是最终幻想七。我爱但还没有玩完的游戏是最终幻想六和 最终幻想十二。直到最后我才有玩最终幻想(FF1)的记忆。
                              关于最终幻想七和你做的副产品,我们觉得Zack的故事是应该让大家知道的而你在最终幻想核心危机中表现非常出色。这个项目是你想要做的,或你只是分配到了这个工作并尽你所能而已?

                              答案是后者。随著PSP的推出,北濑佳范曾指示我在该平台上发展一个最终幻想且离开我主管的内容。我与野村哲也讨论,因为我还有先前BC: FFVII的经验,我们决定要从相同的FFVII世界中塑造Zack的故事。
                              那时候从我加入公司还过不久,所以我使劲地将开发团队聚集在一起。因为他们和 FF的粉丝,我们都能够完成这项工程。当我看见由Visual Works团队呈现的结局,我觉得我已经尽我的职责,可以对的起FFVII开发团队和 FFVII迷了。


                              本楼含有高级字体17楼2012-11-07 01:41
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