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只有2-5,第一部分没有。
原始节目是一个日本的网络电台,专门作游戏访谈
Translated from japanese Internet Radio
Game no shokutaku # 189 (2 of 5)
Aired : 2011/12/15
Link to Source
http://www.gamers1.jp/colweb/radio/2011/111215/111215.php
Dark Souls Producer : Miyazaki Hidetaka (P)
Host : Isomura Tomomi (I)
Editor in chief / Script : Murohashi (M)
==========
"Game no Shokutaku" is a casual internet radio talk show that invites game staff
to talk about their game. Presented by Biglobe
This time questions from the listeners submitted by twitter.
*in the first episode Miyazaki appologized about the problem with net play.
I might translate that episode if there is a demand
**Not Direct and Complete translation (interpretted translation), by kaelsmith
==========
Episode 2 part 1 (2 of 5)
*Episode 2 has two parts
==========
(intro) ~ 1:00
(I): Lets get onto the story related questions. Is there any connection to Demon's Soul?
(P): I'll be yelled at if I don't say no.
(I): But there are people who hint that
(P): It must be a coincidence
(IMP): lol
(P): Well I am making it... I'm already getting flak just by saying its a coincidence but
there is no connection. no No connection, really no connection
(IMP): lol
(I): The more you explain it, the more it sounds like a lie. XD
(M): There are special circumstances
(P): So there is none. I have my favorite characters and I use them in Star System and I
use them for fun
(M): To clarify those characters are...
(P): Patches keeping his name, which is his 3rd appearance. He was in Armored Core (FA).
"Hmm what should we make next, anyways lets put him in"
(M): This time he does Prostration.
(P): haha, he does teach you that. So anyways there is no connection. Officially its just
coincidence that they look alike. Its just for fun.
~ 2:24
(I): How was the story made?
(P): How?
(M): For example, you start building the game from the system with these features
(P): Basically we work on the story later. It actually is both but basically we start with
the system, what kind of game to build and then at minimum have a story that goes
with it. As long as it meets those requirements and would be better if it also has
room for the user's imagination. To me the story is for the game, we don't make a
game for the story, and like I said before I want the user's experience to be the
story. So we are not focusing too much on a linear story line, but it would be a
problem if we don't have any, because it won't feed the imagination. I don't have
much desire to tell the story.
(M): hmmmm
(I): So the scarcity of story and background information is planned.
(P): Yes, I don't want to make a game that chases the story. So the information about the
story is reduced drastically but instead wanted the user's play experience become
the story. On the other hand we provided information of your surroundings to help
stimulate the player's imagination. So for those who want it we have provided an
abnormal amount of surronding information.
(IM): yes yes
(P): The current amount of information being optimal is a different issue, but thats what
we aimed for. A lot of information is written here and there in the item messages.
If you enjoy them I would like the users to read them.
(M): That alone can be a product, I want to read all those in one swoop.
(P): Like I said before the text is playing the fool so it might not appeal to some.
(MP): lol
(I): There are so many item that doesn't make much sense. Like the Dung Pie.
(P): fu! (outburst), what message was that?
(I): The Dung Pie, um.
(MP): mumble
(I): Was it just an explanation? It will toxify the enemy but I became toxic too...
(MP): That actually happens
(I): Yeah but... So?
(MP): LOL
(I): No thats no what I want to know, I want to know WHAT this is
(P): Its a dung pie.
(M): Its a dung pie.
(I): Why do YOU have it?
(P): The big guy in Blighttown,
(M): Big guy
(P): For that I don't know, I would like you to use your imagination for that. Was it a
"pie" before or you took it from the corpse. I don't know how.
(I): I have no idea.
(P): Hey look something is on your butt
(TA~DA~)
(M): Maybe the shock from being killed force it out of him?
(DING)
(I): Noo
(M): hahaha
(I): I back stab that guy
(P): Hey look what came out, Maybe I can use it as a weapon
(happy melody)
(IM): lol
(M): Why don't you get toxic when you loot it?
(P): That won't be good for the game.
(IMP): lol
(I): Once you get it, you're toxic~
(P): About that, there actually is a odd way of going through blighttown. There are toxic
blowdarters.
(IM): yea yea
(P): The Dung Pie is toxic so if you self intoxicate yourself, toxic does not stack so you
are safe from the blowdarters
(M): but you're toxic now
(P): The dung pie toxic is a lot weaker than the blow dart toxic.
(I): So you...
(P): The toxic from Dung Pie and toxic from blow darts should have different damage output.
(M): Waaaaa
(I): To avoid being intoxicated you inflict it on yourself.
(P): Its a popular way for us to beat Blighttown.
(I): So thats why its there!
(M): Didn't think of that
(P): No its not. We found that loophole but if you go through the trouble of intoxicating
yourself that its okay too. Kinda like the flu
(I): Yea I see
(P): Immunization
(I): I have about 35 of them
(P): So you collect them and throw it to get intoxicated, then go on. I personally have not
try it but it should work.
(M): Those blow darters
(I): They are in such a annoying place
(M): I never want to go again so when I have the master key I avoid it.
(P): The first part of Blighttown and the Depths are designed to be avoidable. There are
people who will have a hard time with it. But I do like the Blighttown.
(I): The Blighttown is a bit more lovable than the Valley of Defilement.
(P): It should
(I): The characters like the fire breathing dogs are cute, and that dog is moving the
elevator
(P): yes he is spinning the elevator
(M): eh?
(I): That gondola like water wheel
(M): What, really?
(I): Its powered by the dog
(P): The one that looks like a house mice.
(M): What the
(I): It works so hard, and its so cute.
(M): ooooo
(P): Originally the basilisk was the one moving it.
(M): Thats a nasty one
(P): Basilisk, the one with the eyes. It's a good design
(M): It's good but
(P): It's my favorite
(M): Why is it so nasty even when it's dead
(P): Yea, and he's the first one to inflict a curse so it makes it a good and very
memorable character. Personally there are so many oddities. It's a basilisk, have
huge eyes, why aren't you using the "look" to petrify them? What is up with the
eyes?
(M): hahaha
(I): Those eyes make me think its a character that numbs your depth perception and Shouts
at you. << KONNICHIWA!! >>
(M): hahaha
(I): When they come at you, I picture that in my mind.
(P): Those are fake eyes.
(I): oh really
(P): If you look at the design drawing the small real eyes are drawn below.
(IM): ooooo
(P): Its fake eyes, I put a lot of care into things that I don't expect many people to find
(M): Can you see it once it dies and flips over?
(P): I think you can, It is drawn on it
(I): I will go and step on it to flip them over.
(P): There is quite a risk to defeat them
(M): I don't want to
(P): So try after collecting humanity or
(I): I still haven't got cursed :D
(P): Oh really. You won't feel good until you get cursed
(happy melody)
(I): heheh
(M): I got cursed for the first time by Seath
(I): So there is more chances to get cursed later on
(M): Yes, yes
(P): To get cursed by the basilisk was supposed to be the hurdle for the mid game.
(M): The spear users will not have much risk with curses
(P): Thats part of the uniqueness of the weapon, we made it so you get cursed once you
fall. You fall when you are walking and they are just ahead so you usually get
cursed. Thats again part of the user's story and I wanted them to experience the
curse and the need to lift the curse. It was a bit of over the top for the curses.
(M): So its designed to Curse you
(P): Yes it is. Curses and lifting curses is a cliche event in most RPGs. Usually its
consumed as an event and end up "oh I'm cursed, okay okay" and its treated as
preestablished harmony and its boring. So lets make it a real disaster and you
really make it part of the journey. Including the lifting of the curse. We did go
a bit overboard.
(IMP): lol
(P): Foreign audience seems to like it.
(IM): ooooo
(P): The curse section gets a prime review
(M): hahaha
(P): You don't have to give it that much spot light.
(I): I did read a few "From is amazing for implementing such a crazy curse, with a straight
face".
(M): oh really.
(P): Its favorable response but it was also one of the riskiest.
(P): Its so refreshing when the curse is lifted
(happy melody)
(P): We get some "I thought I was screwed", but some people love it. We should have tweaked
it a little more.
(IM): lol
(M): And you can see other cursed players as statues if you are online
(I): So thats what they are
(P): They are players that died from the curse
(I): I was wondering if something is going to happen, I was afraid
(P): We tried many things I think we executed it well. The idea was to express situation
where the many statues in the basilisk area makes you think "hmm this might be
bad"...
(M): It's like in Tabletop RPG talking to the game master
(P): Yea yea yea, there are many statues around... "So basilisks are around"
(IMP): lol
(M): Awww you spoiled it...
(P): I wanted to get that feeling.
~ 11:51
(I): Then the next question. What part did you give your special attention for in the
creation of story and characters?
(P): As I said earlier. Theme like idea of not forcing the story and not intruding the
player's story, but still allow stimuli for imagination and balancing them. As for
characters this time we wanted to have more good guys. The world is cruel so we
wanted to have good relatable characters. I think we accomplished that. We made
a conscious effort.
(M): lol
(P): Was it not, thats strange.
(M): I was just thinking, who was a good guy?
(P): No who was the bad guy?
(I): The golden shiny guy
(P): The golden shiny guy had a sad depressing end.
(I): I'm at the point where the golden shiny guy has done it. What have you done!
(P): Where is that
(IM): when he DID it. (slash)
(I): He actually done what he said he would do. hehehe
(P): The guy who puts up "death flags"
(M): he does, seems like somebody with a curved sword are gonna die
(I): The people who nullifys the shields
(P): As for the good characters obvious ones are warriors of sunlight.
(M): Solaire
(I): Praise the Sun
(P): Mr. Solaire, I really like that character. I wanted to create a good character like
him from the beginning. Also I sometimes get inquiry about me having some kinda
problem with religious people. Its a misunderstanding. The characters are kinda
you know.
(IM): I get what you mean
(P): What I wanted to do is show pure devotion in pure form. Thats how I imagined them
like the warriors of sunlight.
(I): He's popular
(M): He is a good person
(P): Yes he is.
(I): thats all bout it.
(P): We have more good people
(M): I love Ms. Quelana
(Happy Melody)
(P): Very straight forward tsundere
(M): She is great
(P): lol
(P): That makes you sound like an otaku (devout anime fan)
(IMP): lol
(M): You cant see her face
(I): Ahhh
(P): She might be beautiful
(I): She's got a beautiful voice (I : is a voice actor)
(M): She so concerned about me
(P): yup
(I): It's not just you.
(MP): lol
(I): She's concerned about me too
(P): She is concern about you, a good person. As for Quelana I wanted to make her like the
Operator in For Answer.
(IM): hmmm
(P): It may not be that obvious, but theres a lot of good people. And she teaches you
pyromancy. Last game you learn magic from a man who seemed full of himself
scumbaggy. This time its more serious, good character.
(I): There are more characters that is concerned about you. Happy to see you well.
(P): Basically wanted to show the humanity in a different sense from the game that deep
down people are good. And many people are good
(M): But in contrast most of them have cruel fates
(P): I wanted show an end. When all the events ends I wanted to make the story for the
character. Unfortunately most of the time they die. Things don't just end up as a
happy ending.
(I): well yea
(P): But including that, its kinda of a theme as well. Maybe that good the way it is. They
are mostly dying for ambitions or hopes. In that sense Warrior of Sunlight and ***
you can see their end near the end of the game. I wanted to put more into it but
these usually get work on later for us.
~16:16
(I): Our next question. Is furtive pygmy that only appears in the prologue the main
protagonist that had inheritted the lord soul in a different world?
(P): Its bit of a spoiler but first of all its "pygmy" (小人 in jp can be read differently)
(I): pygmy
(P): "It aint written anywhere so how could I know". The image is something like a human
ancestor. It found the Lord Soul and humanity is like a fragment of it. Kinda like
an ancestor, so the descendants have a part of that soul.
(IM): aww I see
~ 17:13
(I): Moving on to character making.
(P): Character Making!
(I): This one... hehehe
(P): Character making is not my responsibility
(I): hehehe
(M): I have a lot of things to say for this part
(I): have a lot to say
(P): really
(M): just keep on reading
(I): The character making this time is very "from" like but how would you score yourself.
(P): By character making you mean face making
(IM): Yes
(P): If I may make an excuse. I may not have a part of the game I have no idea of but face
making is by far closest to it.
(IM): oooo
(M): hard to put a score on it
(P): So I have to give a score on who was responsible for it, I think we did better than
before...
(M): I see
(P): (whisper) I, think...
(IM): lol
(I): Your voice is getting so quiet
(M): This time we got more presets like the "cheerful Catarina", whats up with that
(P): It's that feeling "who actually cares for this".
(M): Exactly
(P): (whisper) expressing the setting...
(IM): lol, you voice is so small
(M): I see I see
(P): SETTING! For the SETTING! Setting is such a great word
(M): So yesterday I went back to check up on this, we have history
(P): Yes personal history
(M): The theif has this "remorseful thief". Are there any non remorseful thiefs?
(I): Yes there is, thiefs like Lupin the III (anime).
(M): I see
(P): Its might of been to express that the thuef has not completely fallen to the dark side
or so I think
(M): Next, Next
(IMP): lol
(I): We still have more?
(M): We can pick body type, gaunt, regular, fat lower body... The lower selection has one
wierd one. There is the "big head" 2nd from the bottom, which is ok but below that
the contrast "head bit small".
(I): hehe
(M): Whats up with that
(P): That well, but you get the point.
(IM): Its intuitive
(P): Being intuitive is important, and using the word "model" and "body proportion" kinda
breaks the atmosphere. So "Head bit small".
(M): But when your making a character you see "Head bit small"...
(P): Just accept that wierd text as a charm of this game.
(M): It amazing
(P): Once its localized in english its probably gone though. Its probably translated
correctly.
(M): "Big Head" too, you read the text and you think there is 1 line of text for each one
but a few have more than 1 line. For example the very skinny one has "Skinny body,
twiggy" I can go with that. Back to the "Big Head", "Body type with a big head,
he might be wise" what the. Why does this get special treatment?
(I): He might be wise
(M): Why just this one
(P): Um, but...
(I): If you are going for something like mage it might be good to have a "big head"
(P): Yea, someting like that.
(M): But it aint
(P): Yes, theres nothing
(I): But the image of yourself "hey I'm powerful"
(P): Naw~. Actually the text area is so small that I can't write anything decent
(IMP): LOL
(P): 3 line with that (text) character count is impossible~, I kinda gave up on them. Its
a bit cheap but I also think its more interesting with that charm. So its good
enough, but this probably won't fly if it was a big title or a serious game. But
its good enough for us
(M): The Demon's character maker, and Dark Souls character maker I personally give it a 120
percent.
(Happy Melody)
(P): Thats wonderful
(M): The hair for men is just awesome
(P): The hairstyle twin tails that was introduced in this game was the last wish of a
girl graphic artist who had to leave development from illness.
(I): I inherit her wishes with my character, blonde twin tails.
(P): "Please put in twin tails", "Alright!"
(IMP): lol
(P): "I will get it in no matter what happens!". The hair styles have its own drama.
(I): Astonishing
(M): Even with such a drama behind it once you go hollow...
(P): Yea maybe I should boldly state that as a concept for the company? But really
I'm sorry, I should of considered that.
(I): But you suddenly start as hollow
(P): I think starting hollow is good. But in the course of the gameplay being mostly hollow
was a problem. It might get editted out but its something to reflect on.
(I): ah
(P): The balance of humanity and hollow was tweaked till the end, and resulted in favor of
being hollow too much. So I can understand the disappointment from putting so much
effort into charcter making but you stay hollow for so long. I think it's good to
start hollow and complain in the beginning but the idea was to return human
immediately and stay human for a while. Reflecting on it I don't know if its a good
idea but maybe it was better to be hollow only when you are cursed.
(IM): Awww
(P): If I continue reflecting on this somebody will get angry at me. But I really didn't
think making a pretty face was that important. I do like the presets, including the
texts on them
(I): Even if I change them you just end up thinking the presets were better
(P): hehe. There are people who make pretty faces online, we tried hard to make it pretty.
(M): I have only used "cheerful Catarina" so far
(MP): lol
(I): I think I was using that too, the noble didn't look like a noble
(P): It wasn't good enough?
(I): I thought it wasn't but I don't remember. It was so long ago.
(P): We could have supplied more presets or something to help
(IM): lol
(P): Will try harder next time.
~to part 2
notes:
Star System :
http://en.wikipedia.org/wiki/Star_system_(filmmaking)
Death Flags :
cliche sign for a dying character. Usually one of those linea "Once I get back home
I am gonna do X". These characters usually don't get to go home and die in the
field. Similiar to jinx. Might of coming from programming where you "flag" switches
Tsundere :
Popularly known as an anime term. Where the character is "tsun" not too friendly
then later becomes "dere" more friendly. It's about the gap.
Translated from japanese Internet Radio
Game no shokutaku # 189 (3 of 5)
Aired : 2011/12/15
Link to Source
http://www.gamers1.jp/colweb/radio/2011/111215/111215.php
Dark Souls Producer : Miyazaki Hidetaka (P)
Host : Isomura Tomomi (I)
Editor in chief / Script : Murohashi (M)
==========
"Game no Shokutaku" is a casual internet radio talk show that invites game staff
to talk about their game. Presented by Biglobe
This time questions from the listeners submitted by twitter.
*in the first episode Miyazaki appologized about the problem with net play.
I might translate that episode if there is a demand
**Not Direct and Complete translation (interpretted translation), by kaelsmith
==========
Episode 2 part 2 (3 of 5)
*Episode 2 has two parts
==========
(I): Moving on the Other category. Does the enemies get stronger up to 8 game cycles this
time too.
(P): I think it was, I don't know for sure but it should be the same as the last game. I
don't remember it off the top of my head
(M): It's around that number
(P): Its around 7 or 8
~ 0:19
(I): Why didn't you include an Opening movie, I wanted to say "Ah Aaaa".
(P): The opening movie as in start. Where it plays on the title screen. It wasn't included
because this time the movie included the story. In the last game where it was a
"slideshow" became the CG movie. So we just didn't make an opening movie, you
probably didn't want to hear that. (laughing)
(IM): I see
(P): I understand the desire to say "Ah, Aaa"
(M): It was impressive
(I): It did leave quite an impression
~ 0:54
(I): What is up with the npcs that attacks you while you are human? Why do they fight with
you when you beat them?
(P): The red invaders
(M): thats it
(P): Various reasons, its treated as an another player. The red invaders are like other
players. For example the red guy who keeps invading
(M): Kirk
(P): The guy with the thorns, Kirk of thorns is a member of the egg princess (chaos
servant) and hes trying rob humanity to offer. If you kill him for the last time
his corpse will be near the eggs and you can loot it.
(M): The armor
(P): Yes, thats the reason why hes dead there
(IM): i see
(P): Each one has an image story.
(I): So is there a reason for the bikini?
(P): ehh, Mildred?
(I): Yes Mildred
(MP): haha
(I): Why is she wearing a bikini
(M): It makes you wonder. She also wear a sack over her head
(P): lol. I don't know if this is the best way to put it but Mildred was created on impulse.
(IM): Ahhh
(P): We liked it. I think somebody was using it. He was invading during debugging and we were shocked. "Who are
you?". We got the data and added some background as the insane lady of the swamp. It was also in the
last with the butcher knife, it's the same idea.
(M): That was such a terrible place
(P): Partial like a cameo.
(MI): That was a girl?
(P): Yes.
(I): It reminds me of those murdering chefs in the B movies
(P): Thats right. Also the enemy cook is a girl too.
(I): I was told it was a lady. I thought it was a man
(M): But she say "Uuuuugh"
(I): Yeah yeah because of the "Uuuugh" I thought it was a man too.
(P): It was set as a she from the beginning
(M): Oh
(P): It was written somewhere
(M): Shocking...
(I): I was told
(P): Its a lady
(M): So when it drops "sack" it good to sniff sniff.
(P): Yes yes yes
(I): You can sniff sniff? But she isn't cute
(P): You don't know her face
(M): She might be cute, who knows
(P): Shes a lady
~ 3:28
(I): During Development was the whole team thinking of how the players will die with a grin?
(P): Thats, not the case. I sometimes get this question from foreign media, and I answered to them. I was asked
why are you so sadistic?
(I): haha
(P): I don't know about the other staff members but I am actually a Masochist. (Sexy WoW~)
(IM): lol
(P): I a huge Masochist. (Sexy WoW~). So when I make games it about how I want to be treated. (happy melody)
(I): lol
(M): oooooh
(P): I want to be killed this way.
(I): AMAZING
(P): I want to be killed like this, that how I make it.
(I): Thats really extreme masochism
(P): Its just that sometimes other people don't understand it, its for my pleasure
(M): Really? You want to be killed deep in the forest by getting punched by a huge mushroom.
(P): Yes yes. And the curse area... When I get cursed.. (holding outbursts)
(I): You want to dash though a barrage of arrows
(P): It's gratifing. (happy Melody) Its like that, I just wanted to emphasize that.
(M): Amazing
(P): I don't know about the other staff members' fantasies but I am not making it from a sadistic stance, its
from a masochistic I want this done to me.
(IM): oooo. Amazing
(P): Its actually like that
(IM): Amazing.
(P): I got some strong response from the foreign media, they said "what the hell are you talking about"
(MP): hahahah
~ 5:09
(I): About the NPCs and Enemy characters. What is your favorite and staff favorite NPC?
(P): My favorite is Solaire. We don't take surveys on favorite characters but from talking to recording
director in London and translators he seems to be popular. The staff seems to like him cause he's a
good guy. I like him the most.
~ 5:42
(I): There are many unique NPCs but is the blue guy, crestfallen guy a tradition? Is it demon's souls
*pure literature (see notes)
(P): I don't understand what he means by demon's souls *pure literature
(IMP): lol
(M): Is it cliche, beauty of form
(P): I want to make it a beauty of form. I believe I will be making more titles but I thinks its okay to have
some quirkiness. I think there is some fun in having expected things and it would be nice if it
become beauty of form or whatever demon's pure literature
(M): I see
(P): Its convinient, its an easy way to tell some hints.
~ 6:23
(I): About Mr. Solaire, isn't it impossible to finish his story if you play normally.
(P): Yes
(I): Yes...
(M): Its impossible to go without hints.
(P): Yes, for Solaire there is a shortage of hints in general. To be able to fight with him at the end was
pretty much like a secret. We expected Solaire to be taken over by the sunlight maggot as the norm.
But this as well as others the conveying of hints is a subject we need to work on. This is an another
reflection but there should be some meaning to achieving goals and tasks, walking to a location and
this includes map as well. There should be more ways to present them, and its my personal theme. I
think there are more ways to do that, but that doesn't mean a simple thing like give out a map.
Instead more skillfully. As for Solaire its a secret, and I think the happiest ending for him is to
die by become the sun.
(IM): fufufu
(P): He is happy. he found his sun.
(M): I haven't gotten to the end so what happens?
(P): If you kill the sunlight maggots I think he can fight with you at the last boss. And after that he links
the fire in his own world.
~ 8:17
(I): Patches
(P): He is not the same Patches
(I): He is not the same Patches from Demon's Souls
(P): Parallel character
(I): Then Gold Y*rt
(M): pfff
(I): Its written as Gold Y*rt
(P): Whats up with Gold Y*rt
(M): hahahah
(P): The name is going to far (copyrights)
(I): Thats not his name...
(MP): Lautarec
(I): This seems obvious but is he a cliche like the blue guy?
(P): It is a easter egg but more like service to Demon's Soul players. He does have an shotel.
(I): He looks suspicious
(P): Indeed, his armor is one of my favorites. Armor that hugs you
(I): I really didn't want this guy near me
(P): He can laugh, "ku ku ku" I like him.
~ 9:15
(I): Quelaana, **** that likes Quelaana. Is Quelaana single? Does she have a boyfriend? Did she go
out with Zalaman?
(P): The hell is this?
(M): HAHHAAHAH
(P): What is this?
(M): Its a question
(P): As for boyfriend, I don't think she has a boyfriend...
(M): HHAHAHAHAHA
(P): Zalaman is not like that, he's an apprentice. There is nothing like that. First of all there are
different species. Quelaana is a daughter of Izalalith and a species like that so it comes
down to if reproductive actions are even possible.
(I): It could be platonic love.
(P): Well it may be. **** that loves Quelaana may very well be that way.
(IMP): lol
(P): Basically they are different species, and she is no doubt a good character. If you go to Romance
possiblities, of all the female characters she quite desirable.
~ 10:42
(I): About Logan. Freke from Demon's Souls was in a place easy to step on, and I step on Logan a lot
too. Is it destiny for sages to be stepped on? Is this part of Demon's Souls Pure
Literature?
(P): hah. Oh, yea. Lets just make it so.
(IM): lol
(M): Its beauty of form
(P): Beauty of form
~ 11:03
(I): Why is Logan naked when he goes hollow? Is it because he got so excited after unravelling the
secrets of the crystals?
(P): This is at the end where you fight him instead of Seath, why is he naked. Why is he nude? I
wonder? He may have achieved enlightenment.
(I): haha
(P): I wanted to show that he "opened" (jp expression of achieving enlightenment. literally open to
understanding).
(M): Something "opened"
(P): Something "opened", I wanted to show that something "opened". There is limitation to expressing
that within the game so... he stripped.
(I): Nude.
(P): He's still wearing a hat so its confusing but something "opened"
(M): There is an openess to it.
(P): There is an openess to it, something unordinary. Liberating, an eye opening. Something like that
(I): We didn't need clothing (Sexy voice)
(P): Exactly. Clothes, um whatever it is. I don't know because I haven't "opened" up yet.
(IM): I see
~ 12:15
(I): I dark hand R2 to suck souls from the wizard youngster a lot but why does blue *NEET
(crestfallen dude) become hostile so fast. I wanted to suck suck drool the blue NEET.
(P): I'm sorry
(IMP): LOL
(P): What else but sorry can I say? I did not know there was such a desire.
(I): I see, there are various people with various fetishes.
(P): I think it was by a good guynees, how much damage to turn hostile. Thats what I gave my team. I
was asked how what standard do we base it on, I answered good guyness. So Blue NEET is not
a good person or a very tolerant man. If he gets damaged a little he will become hostile. Also it does have damage.
(I): Thats why you cant suck suck drool
(M): Its true, I tried it. You can suck the wizard youngster 3 times and he will still talk to you.
(I): Thats impressive
(P): He's a good man
(M): Very good man.
(P): Thats is strange though. Normally you would think he should go hostile after 1 time, what you're
doing is a bit too far.
(I): he is feeling ecstacy. (sexy voice)
(M): while saying "hey stop"
(P): And he doesn't change his attitude.
(IM): Good person
~ 13:46
(I): Boobie Queen, Spider Princess, and *Otoko no Ko Gwondolin each has their own covenants but why
doesn't Priscilla chan have her own covenant? Boobie lover, mutant lover and otoko no ko lovers
have covenants to vow to, but its wrong that we gentlemen have no place to vow. stare.
(P): When its written this way it sounds like a date-sim game. Boobie Queen... oh Gwynemere. Spider queen
and Otoko no ko... oh.
(IM): ha...
(P): The reason Priscilla doesn't have a covenant, well there are many. The inside story is she was
initially the heroine.
(M): OH!
(P): Now we have the fire keepers but that was her role. There was a time when she was the first heroine
you meet, and it was like that for a while. And back then it wasn't about covenants but more like
the fire keeper in the previous title. It was like that for a while. Then later on we couldn't
make more covenants. There is a theme about big women, thats why Boobie Queen is so large.
That's why Priscilla is big too. Kinda wanted to do a Big Girl Moe~. We couldn't do that though.
Otoko no ko...
(IM): lol, this is...
(P): His voice is clearly male. I don't know why he called Otoko no Ko?
(M): That's what they thought of I guess...
~ 15:39
(I): Oolacile and Sieglinde bursts out from the Golden Crystal Golem in a satisfying way. Why does it
it seem so satisfying. Its said that its cozy in there but how is it really like in there?
(P): Well was it better if it was disgusting?
(IM): lol
(P): There is absolutely no problem with it being pleasing. As for being cozy, ah it was said. I imagined
it to be something like cold-sleep or in a womb. It's one of them. I think it would be pretty
pleasant with all your senses shut off. But Sieglinde is saying so to show her offbeat nature
like her father Siegmeyer.
~ 16:42
(I): Dusk of Oolacile's summon sign is hard to find, even though she says to summon her. Does she
actually want to be summoned or she is trolling us? She says she wants to reward you but is she
laughing behind our backs?
(P): That is not true.
(MP): lol
(P): No she not. I need to clear up this misunderstanding. She is a very pure character so don't try to
make her look bad.
(M): Good person
(IP): Good person
(P): There was a removed event in early development where you get summoned to Oolacile's world, her story
was that she came from the old kingdom. So there was a quest to rescue her in the old kingdom
after you get summoned. But it disappeared rather quickly. (Sad Gong~)
(IMP): hahahaha
(P): "There is no way we can do that!". The forest, I wanted to make an old forest where its bright, and
the ruins restored back to buildings. So it the old Oolacile forest and you get summon by dusk
of Oolacile and do some kind of quests was planned but it suddenly disappeared. Shes a
character I liked so much that I was thinking about events so stop the slander.
--notes
*pure literature - Jp literature style. Emphasis on artistic beauty and form as opposed to targetting mainstream audiences and commerciality.
*NEET - (Not in Education, Employment or Training) basically a person who does nothing productive or
or trys to be be productive.
*Otoko no ko - 男の娘, basically a "cute" boy that looks like a girl. A new fetish of sorts. a
transvestite. (could be weird, executive, or whatever).
*Moe - cute, awww
Translated from japanese Internet Radio
Game no shokutaku # 190 (4 of 5)
Aired : 2011/12/22
Link to Source
http://www.gamers1.jp/colweb/radio/2011/111222/111222.php
Dark Souls Producer : Miyazaki Hidetaka (P)
Host : Isomura Tomomi (I)
Editor in chief / Script : Murohashi (M)
==========
"Game no Shokutaku" is a casual internet radio talk show that invites game staff
to talk about their game. Presented by Biglobe
This time questions from the listeners submitted by twitter.
*in the first episode Miyazaki appologized about the problem with net play.
I might translate that episode if there is a demand
**Not Direct and Complete translation (interpretted translation), by kaelsmith
==========
Episode 3 (4 of 5)
*Episode 2 has two parts
==========
(I): Onward to enemy character questions. Why is the stone dragon (Everlasting Dragon) ok with his tail
getting cut off? Why doesn't it become hostile? The suspense is bothering my sleep. Compare that
to the magician brat that gets pissed off with a hit of R2, it must have a heart of gold.
(P): The Stone dragon is not alive. Dragons are half living half element. As you can see in the opening
it was there before life so it a bit elemental, above the living. So there is not pain, kinda like
Akuma Shogun.
(M): FHA FHA FHA FHA FHA
(P): You don't get it? I guess the youngster of today will not understand it.
(I): I thought the tails regrows
(M): It does
(I): so it doesn't hurt
(P): Its not quite like that. It not painful. It just that it beyond human understanding.
(I): I've been reading these questions and its surprising that so many people just attack regular npcs.
(P): Why would you... Why would you call him Magician brat...
(I): hahah
~ 2:15
(I): Egg bearer, did you make them with an evil grin? Thinking of the players will that kill them only to
find bugs bursting trying to kill kill kill you. Are there any more characters that was made that
way?
(P): Well as I explained before. I get excited! The thought of dying after killing the egg bearers when the
bugs burst out, gets me excited.
(M): I want to die
(P): This will be a surprise
(I): The masochist is showing
(P): The bugs bursting out is really nasty, and the surprise made it a popular character among the staff.
Its fun to pop them open.
(I): I didn't know that because I never attacked them. I left them alone
(M): You should try it
(P): You should. It will surprise you
(M): yea
(I): Does it happen to Engyi too
(M): ya
(I): it does.
(P): You can kill him too
(M): And that's next
~ 3:08
(P): The chaos covenant area was made to trick players into attacking right?
(I): hahaha
(P): That is not true.
(IM): LOL
(M): I can tell by your face that your lying.
(P): NO NO NO That is not true
(M): But up to that point you put regular egg bearers and you ran past them ugghhh then you put him right
on the path.
(P): That is not true
(I): I was ok
(P): You see, that's an attentive player
(I): It's because I ignored the 2 before it
(P): well the talk command should have been showing a bit earlier
(IP): hahaha
(M): That was SO on purpose
(P): I do feel that it should of shown up before your attack can reach it. But it was not intended to bait
you into an attack
(M): Hehehe Great Combustion
~ 4:03
(I)
Notes: Akuma Shogun - Kinnikuman enemy. Doesn't have its own body, so he doesn't feel pain. He fusions with
Akuma Kishi and builds its body.
Translated from japanese Internet Radio
Game no shokutaku # 191 (5 of 5)
Aired : 2011/12/27
Link to Source
http://www.gamers1.jp/colweb/radio/2011/111227/111227.php
Dark Souls Producer : Miyazaki Hidetaka (P)
Host : Isomura Tomomi (I)
Editor in chief / Script : Murohashi (M)
==========
"Game no Shokutaku" is a casual internet radio talk show that invites game staff
to talk about their game. Presented by Biglobe
This time there was questions from the listeners submitted by twitter.
*in the first episode Miyazaki appologized about the problem with net play.
I might translate that episode if there is a demand
**Not Direct and Complete translation (interpretted translation), by kaelsmith
***Will be going on to other parts as I get more time.
==========
Episode 4 (5 of 5)
*Episode 2 has two parts
==========
(intro) ~ 1:00
(Interview begins)
(I): With the new P2P matching system its said that the longer you play it will be
easier to match, can you explain some details.
(P): Easier to match is a bit misleading. Basically you are connected with 20-30 people
behind the scenes by P2P but there needs some time to optimize them. If the
connected players are out of your level range or they are far away then you won't
see the sign or be able to play with them because the level difference. The
system will continuously replace them with players that are closer in location and
in level, so it takes a some time to do that.
(M): If it takes time to optimize does moving from area to area matter ...
(P): Like I said before the level should have no problem but moving from area will trigger
optimization by location. it's most perferable to just stand there.
(M): So if I was playing in Anor Londo and I want to match with other players its best
to just stand there a bit to let the optimization do its work
(P): Yes so if you are in Anor Londo, looks for players nearby and level is near your
level.
(I): So this can connect with foreign players
(P): Yea, its possible. But if the connection to the player is poor it will bounce it. its
made to work with other countries
~ 2:39
(I): It was posted somewhere that "Way of White/Warriors of Sunlight" members are easier
to get matched together but how much of a difference does that make?
(P): Its not that its easier to get matched, its just that the probability to get match is
higher with the same covenant members. The amount players connected or how often
the optimization runs does not change, it just adds an another condition of
the same convenant member. Which to put it bluntly these covenant members probably
won't invade and use miracles more often so by having more of these covenant
members it likely to have less invasions and more miracle rings (resonance signs).
All its doing is adding a extra condition of same covenant members.
(M): So you are saying if you are in the covenant "Way of White/Warriors of Sunlight"
there will be less invasions?
(P): Well yes but its all a matter of probability. Its not restricted to invade for "way of
white" members but still it should be less likely to get invaded.
(I/M): Ooooooooo
(M): Oh if you wanted to invade you probably want to be in "Dark Wraiths"
(P): Its the most effcient that way and it built/designed for that.
(M): ooooooo
(P): So it should give the feeling of being in the "way of White" herd.
(M): wooo, interesting (Fun)
(P): Its supposed to be fun...
(PIM): lol
(P): Its hard, this part is hard. If it all worked perfectly then it should be like that
but it first starts with matching, and we tried a few different matching approaches
like the matching by covenants. But you can also be like a Wolf in Sheep's Clothing
and get that analogue feeling to the game.
(M): naruhodo...
~ 4:52
(I): This time there are new type of PvP so how did it all develop? Whats you take on the
new PvP styles?
(P): The reason to introduce new PvP style is to provide role playing situations. My take
on the new PvP... we still haven't got a lot of feedback, the multiplayer finally
started to get going. So I don't have a good grasp on it. But I believe that the
concept of covenents, and role playing situtations has potential.
Right now we only got our feet wet and we want get this going.
(M): I can understand the role playing element. The "Dark Moon Blade" are called Dark Moon
Police. You can indict the invaders. "This guys a scumbag, somebody get em". It
like in Ultima Online there were Players Killers and the Player Killer Killers.
That situation for it is set in the game
(P): Thats what we wanted to make, we wanted to provide different role playing sitations
and characters like bad guys. Ima bad guy! I will hunt you! Im also playing Dark
Souls and when I see the "warriors of sunlight" signs it makes me happy. And the
players are doing their gestures and roleplaying and its great. We wanted to give
a role playing situation that fits in the game lore and to give some encouragement.
I hope it goes well, and I think we can do more with it. Right now we need to
gather feed back, we hear some about dark moon police. If there is a another chance
I hope to push it a bit further.
~ 7:47
(I): Next, Plans for the future. Demon's Soul had events like Valentines/White day but how
about dark souls
(P): Dark Souls does not have servers so its diffucult, and it has no tendency. As for
events and services we won't be able to do things like Demon's Souls
~ 8:20
(I): Is there plans for releasing "Setting Materials" book with information about the
world settings, and item pictures and description. I would love to read that as a
book.
(P): We got some talks about it. So far we have no idea if its going to be an artbook or
something else. The artists and designers have done a great job on it so I
personally want to release them even without profit. The art is good but for the
settings and descriptions ... I'm a bit embarassed. Artbook should be... fine.
(He does most of them)
(IM): lol
(I): but its all good
(M): I want to read it
(P): Art book should be ok.
(M): No No No I want the text too
(P): The text is forgivable because its for a game, but for a book...
(M): I read the loading screen a lot
(I): Me too
(M): Just let me read the loading screens.
(I): Do want
(P): I'll think about it.
(I): Not this (loading screen) again... It the same one
(P): There isnt that much of them
(I): I wanted to read a different one.
~ 9:30
(I): Is there any plans for DLC? It was said we might have it during development so I want
to know your current plans.
(P): Honestly we have had some troubles for some time so we didn't have a chance for that
discussion as well as other around us. So we probably will start discussion now. I
can't say we will or will not have it but I do want to get one out in some way.
~ 10:03
(I): It has sold 1.5 million copies worldwide but how does it compare to your estimates?
(P): Honestly I didn't think it would do this well, I was a bit tough so all I can say
is thank you. Also the sales staff in Japan and overseas of BandaiNamco. There may
be debate on how it did compared to estimates but I'm personally satisfied with it.
(I): Is there any plans on a sequel? If it is what would be a good title for a sequel?
(P): Hold your horses. I don't know about a sequel but it seems like we can make a new one.
We still need to look at reviews and player feedback including overseas, whats
going on and is there a market for it. I really don't know about a sequel and even
if there is I don't know if I have a chance to work on it cause that's a seperate
issue so I can't talk about it carelessly. Dark Souls is not "mine" and I think it
might need some new "blood" (influence). If there is a sequel it going to be a
brand and it will need its brand power which might need some new "blood". With all
these issues I have no idea. I want to make something
(I): I want it to continue, with Mr. Miyazaki
(P): I want that too but
(I): That text can only come from you
(IM): lol
(P): A professional should write those texts
(I): NoNoNo it good as is
(M): Keep it the way it is
(P): The reason im writing the texts is to prevent the game development from lagging due to
texts. The texts, dialogues, screenplay can be written by professionals and it
would probably be in better quality. But we keep tweaking the game till the end
which results in the need to fix the items and screnarios, if we contracted
professionals it would be difficult to do. But if I write it, I just hafta fix it.
(IMP): lol
(P): It a problem with development procedures. I'm not writing it because I want to... :(
(IMP): lol (sad laughter of Miyazaki)
(I): It has a distinct taste.
~ 13:15
(I): Would you be doing a *Convenience* store raffle with Dark souls and Demon's Souls?
(P): What?
(I): I will be collecting humanity while I patiently wait for it.
(P): What raffle.
(M): The stuff at convenience stores
(I): Its around 500 yen
(P): Its that thing, I sometime buy them too.
(IM): yea
(I): You buy them too. (o_o) its probably that
(P): Prizes like clear files and stuff
(I): yup yup yup.
(P): I... oh im a producer.
(IM): lol
(P): My title is producer/director but
(I): I want a shield series.
(M): Shields?
(P): I wonder if anybody wants to do this...
(M): I want the Undead Aslyum demon or the capra
(P): Figures are out there oversea, I don't know much about it. I will think about it but
Dark souls AND Demon's would run into some rights issues so it might be one or the
other. Demon's I need to talk with SCE
(M): How about Dark Souls?
(P): I personally like gadgets and gimmicks so I alright with me. But there needs to be
somebody who would work with us
(IM): If theres somebody
(P): If there is someone we should be able to do it, Sugiyama from Marketting?
(M): Any listeners that are in the industry please contact From Software.
(I): Please grant our wishes
(P): We love to make stuff
(I): Hows about Gold Y***
(M): thats great, don't say Gold Y***
(P): Its Mr. Lautarec
(I): And Praise the Sun
(M): yea yea.
(P): There was a somebody who was cosplayed as the Sun guy
(I): Foreign person
(M): In the train station
(IM): was awesome
(P): Awwww Yeaaaah
(M): I want to be friends.
~ 15:28
(I): With the success of Demon's Souls it probably was estimated to have significant sales
so how was the atmosphere in the company? Was it "GoGoGo"?
(P): Not Really
(I): What?
(P): Dark Souls Development started after some time has passed with Demon's Souls
development. Back then Demon's Souls wasn't praised in Japan yet or Globally, that
happened later. The world wide release happened later as well. The reviews were
getting out around the end of the year and got some awards but the development for
Dark Souls was already started. At first it was more about the developers wanted to
make a sequel, and as cost efficient because we were not expecting that much sales.
So we didn't want to let it die but we probably can't get more sales. Later on we
started to get some good feedback and the atmosphere started to change around us
but its happened around us not to us so we never go to a "GoGoGo" tension. At first
we weren't expecting to have this much volume due to cost balance issuees, then the
reviews came and we were saying "oh we get more funding and time to develop, yay".
It was pretty tame. lol. It was really conservative attitute. I really wasn't
expecting it to do this well.
(I): that was unexpected
(P): Then after we got good reviews and people started to join us, they were excited but we
really didn't have that much excitement. When Dark Souls was announced
we never expected to get so much anticipation from the fans. It was unexpected to
get so much anticipation, for example on day before release we got crazy amounts of
interviews. It wasn't supposed to be this way...
(IM): hahaha
(P): Demon's only got 1 or 2. For Dark Souls it was all unexpected. This is a bit off topic
but I thought I should have quit the producer/director.
(M): hahaha
(P): I underestimated it. I didn't think I had to do so many interviews and make promotion
videos, I didn't think it was so anticipated or fan get this excited. I was very
thankful but there was so much to do as a producer so it took time away from me as
the director and I became a bottleneck in development. In that regards it was
unexpected too. I thought as a producer all had to do was do a few interviews and
manage some funds. I thought there won't be as much to work with publishers (in this
case magazine, websites and so on). But it was a bad underestimate.
~ 19: 25
(I): We have had weeks of interview but this will be the last one. So do you have anything
to say to the listeners as well as later developments?
(P): Sorry for all the rambling but thank you. From the questions I can sense that the
players had fun playing Dark Souls as a developer I am in very happy. There were
so many problems and some may still be there but I want to make enjoyable games.
If we have an another chance I want to make much more fun games to play. And next
week will Feature Armored Core V with incomparably greater than me Mr. Nabeshima
with his DANDY talk and interview.
(M): You're just making it harder for him now.
(IMP): lol
(I): You are going to make him listen to this part first to raise the hurdle.
(P): For me talking to Mr. Nabashima makes me awww. His voice is great and ... Expect great
things!!
(IMP): lol
(P): Witty and Gentlemen like talks
(I): That kind of talks
(P): Yes, yes. Armored Core V is also another game where we spent a lot of time and man
power developed with care. So please play Armored Core too it going to be fun. We
will probably play as the Dark Souls team online. We shouldn't be busy anymore by
the time armoed core come out, so we would like to see you all online. Actually we
are playing Dark Souls too so we might be have already met in lordaran. Lets just
end with making it harder for Mr. Nabeshima.
~ 22:00
(M): Thanks for sticking with us for so long.
(P): It was fun. I love the games I make so talking about it is fun, even about problematic
issues.
(IM): It was fun
(P): Was it good, I think the other features have more decency.
(I): No No No :D, Please come back if you make a sequel
(P): Next time if I get the chance I will make it so I can bring somebody else with me.
Like I said before I don't want to do both Director and Producer. I underestimated
both. (He was here before for demon's soul with producer Takeshi Kaji SCE)
{IM): lol
(P): Next time I will look for a game that I can be just a director.
~ 22:55
(closing)
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