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原帖由 任天鼠 于 2008-10-26 13:10 发表 之前阿西的演奏视频呢?塞尔达的,想看却找不到了
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原帖由 assa 于 2008-10-26 14:12 发表 我觉得这个游戏在国内游戏社区里的评价普遍不高和中国的音乐环境有关,国人有几个听音乐的,绝大部分只是听听流行歌曲,唱唱K歌,在国内欣赏音乐的本来就是小众,wii music自然就个小众游戏了。
Multiplayer: I wanted to ask you about the reception that “Wii Music” has had. And you alluded, before, to the fact that this is a bit of a different kind of game to present to people. You said you mention to the [public relations] team to describe this as a musical instrument. Obviously, there’s a challenge in presenting “Wii Music.” If you don’t get to play it yourself, it can be confusing as to what it is. It’s reached a point where, coming out of E3, talking to other gamers who were there, and talking to other gaming reporters who were there, that I got the sense there are people who used to love everything that you made. And some of those people now have a tough time getting excited about a “Wii Music.” IGN, which is a hugely popular website in the United States, they’ve seemingly loved every game that you’ve been involved in. Very high review scores. And on their 10-point scale, they gave “Wii Music” a five. I’m wondering to what extent you are aware that there do seem to be some Miyamoto fans who are having this trouble getting as excited about your work as they used to? And how does that affect you and the work that you’re doing? Miyamoto: There’s two ways I can talk about that. One is, I think — you point out the IGN review in particular. And my guess is that rather than it being an instance that the individual who wrote that — I’m not sure if it was Matt [Casamassina, IGN's Wii editor] or not — but whoever wrote that review, I think that the perception is because they’re a core gamer they don’t like “Wii Music.” And, in fact, what I think is that the ideas behind “Wii Music” simply didn’t resonate with that individual. [Note from Stephen: Casamassina did indeed write the review.] I don’t think it was a case of: because they like games, they don’t like “Wii Music.” That person simply didn’t like what we presented in “Wii Music.” I think the other thing to us that’s very important is there’s two things. Number one is that we continue to work on the same types of games that we have made for many, many years. Beyond that, we have branched out and we are creating additional products aside from those that, like “Wii Music” and like “Wii Fit” are very different in tyle and have a very broad appeal. The way that our teams work, as I mentioned earlier, is that a lot of the team members, let’s say for example from a “Mario” or a “Zelda” team, will swap in and out among different teams. And so I think internally for us, the ability to have people who have been working on the same game for many, many years and to be able to take a break from it and work on a product like “Wii Music,” where they’re able to look at design from a different perspective and broaden their own perspective in terms of the types of things that you can do in interactive entertainment [is good.]. Then, I think, when they go back and take that experience with them back to the other teams, back to, say the “Zelda” team or the “Mario” team, when they’re working on those franchises, they’re going to be able to draw on that experience to create experiences that not only are broader-appealing for those franchises but also are bringing in new ideas that are going to appeal to people who have been very familiar with those franchises for a long time.
“You would be experiencing the joy of creating music that normally people won’t experience, unless they’re able to understand music and are able to play an instrument.”