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一则国外小新闻翻译(转载请注明个人主页)

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发表于 2006-6-13 07:54:00 | 显示全部楼层 |阅读模式
欢迎访问本人主页:atian.dpnet.com.cn


(原文转自gamasutra网)

June 9, 2006

New Super Mario Bros. Tops U.S. Console Charts


//新超级玛莉.在主机游戏美国排行榜中名列榜首
According to new data released by the NPD Group, New Super Mario Bros was

the best selling console/handheld title in the U.S. during May, with the

game now at number one in both America and Japan (it is released in Europe

on June 30th).
//根据最新的NPD(New Product Development新产品调查译者注)发表的数据,新超级玛


是五月卖的最好的主机/掌机游戏,这个游戏在美国和日本卖的都是最好的(在欧洲是六

月三十日才发行)

New Super Mario Bros. is one of just two new entries in the top ten, during

another slow month for new releases. The other new entry is pseudo movie

tie-in X-Men: The Official Game, with the Xbox 360 version at number ten

and the PlayStation 2 version at number eleven.
//新超级玛莉在另一个新游戏发布的很少的月份中,是前十位游戏中的两个新游戏之

一。另外一个新游戏是X-men的捆绑虚拟电影:官方游戏。而Xbox360版本在第十位,

PS2版本在第十一位。

The top three games from the previous month all shuffle down one place,

with Square Enix’s Kingdom Hearts II (PlayStation 2) at number two,

Ubisoft’s Ghost Recon: Advanced Warfighter (Xbox 360) at number three and

2K Game’s The Elder Scrolls IV: Oblivion (Xbox 360) at number four.
//在先前的月份中,前三个游戏都被往后推了一位。Square Enix的王国之心2(PS2)在第

二位,Ubisoft的幽灵行动:尖锋战士(Xbox360)在第三位,2K游戏的The Elder

Scrolls IV: Oblivion---上古卷轴IV:忘却之地在第四位。

Red Octane’s Guitar Hero on the PlayStation 2 is one of the fastest movers

of the month, rising from number thirteen to number five, with Electronic

Arts’ Fight Night: Round 3 on the Xbox 360 joining it in a jump from

number twelve to number six. The rest of the chart sees Sony’s MLB ’06:

The Show (PlayStation 2) at number seven, Electronic Arts’ Battlefield 2:

Modern Combat (Xbox 360) up two places to number eight and 2K Sports’

Major League Baseball 2K6 (Xbox 360) at number seven.


//PS2 Red Octane的吉他英雄是这个月排行榜上提升名次最快的游戏。从第十三位到第五

位,在电子艺术争霸之夜,Xbox360第三代也榜上有名因为它从第十二位跳到了第六

位。而原本的第六名是索尼的MLB(美国职棒大联盟译者注)PS2展示到了第七位,艺电的

战地二:现代战争(Xbox 360)向前走了两位,达到了第八位。2K运动的主

打产品美国职棒大联盟两千零六(xbox360)在第十一位。


Other movement of note in the top twenty-five includes the PlayStation 2

version of Activision’s Over the Hedge at number twelve, with the GameCube

version at number twenty-three. Nintendo’s Brain Age (aka Brain Training),

meanwhile, has debuted at number fifteen. Rockstar Games presents Table

Tennis still has a chance of being a “sleeper hit” (as predicted by

analyst Michael Pachter) at number twenty-five, especially as it was

released only at the end of the month.


此外在前二十五名的名次变化有:PS2平台的演示可玩版本(原文activision应为

activition)跨越障碍在第十二位,游戏立方体版本到了第二十三位。Nintendo的脑域

时代(大脑训练)依然在“等待一个机会以从睡梦中惊醒”(评论家Michael Pachter

的原话)在第二十五位,尤其是因为它才刚在月底被展示出来。


In terms of hardware, the PlayStation 2 still leads the field with

approximately 232,000 units sold, with the Xbox 360 still failing to match

it at 221,000 ? despite dominating the top ten in terms of software sales.

Figures are not yet available for the PSP, but the Nintendo DS has once

again failed to outsell the Game Boy Advance with 147,000 units versus

158,000 ? again despite greater success in the software charts.
//在硬件领域,PS2仍然是这块领域的主打,它大概卖出去了二十三万两千份主机,

Xbox360还是无法追上这个业绩:Xbox卖了二十二万一千份------不考虑在软件销售排

行榜中前十的游戏。PSP的统计数字还不确切,不过Nintendo DS的销售量(十四万七千

份)还是没有比上Game Boy的销售量(十五万八千份),依旧不考虑软件销售领域的更

大进展。

POSTED: 05.55AM PST, 06/10/06 - David Jenkins - LINK
//发表于 零六年六月十日早上五点五十五分 David Jenkins

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 楼主| 发表于 2006-6-13 12:39:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

更多免费国外新闻翻译,请关注乐天灵魂的个人主页atian.dpnet.com.cn (下english articles栏目)

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 楼主| 发表于 2006-6-13 12:42:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)



June 8, 2006
第一段纯粹是对加利福尼亚的介绍。。ft
第二段的70s funk 意思是爵士乐?@@
Going Mobile: 'Verizon Gets It Now at BREW 2006'
//手机时代:“Verizon(全球顶尖通信服务商之一译者注)使用BREW(无线二进

制运行时环境译者注)”
The gorgeous city of San Diego, California is nestled on the Pacific

coast just above the southern border, about two hours south of Los

Angeles. Tourists love this town for its sunny ambiance, its truly

relaxed atmosphere (unlike its bustling, polluted cousin to the north),

and its world-class selection of tasty Mexican cuisine and tequilas. To

be sure, San Diego’s golf courses and marinas can turn business travel

into vacation time in the blink of an eye.
//在圣地亚哥这个美丽的城市,加利福尼亚被太平洋南海岸所环抱,大约距离洛杉

矶两小时车程。旅游者喜欢这个城市,是因为它充满了阳光,它真正放松的氛围(

不象北方那种熙攘而被污染的环境),还有它世界著名的墨西哥风味的饭和酒。当

然,还有圣地亚哥的高尔夫球场和码头,扫一眼它们你就可以把一场商业旅行变成
一场度假。

BREW's Iceberg Effect
//BREW的冰山影响

This laid-back ambiance permeates Qualcomm’s annual BREW conference,

which is traditionally held in early June near the company’s world

headquarters--everybody has a smile on their face, nobody wears a tie,

and the hosting company spends lavish amounts on catering, parties and

live music to make sure its guests have a good time (this year’s

headline act was 70s funk outfit Earth, Wind and Fire). Even if it looks

like nobody’s doing any work, however, there’s some very serious

business being transacted under the surface; if you want to know how

important the BREW show is to the wireless data market, all you need to

do is glance at the high-powered speaker list. This year’s show touted

representatives from Square Enix, Microsoft Casual Games, and Electronic

Arts, to drop a few big names.
//这种宽松的氛围甚至也影响了Qualcomm(无线技术厂商)的年度BREW会议,这个

传统的会议在六月上旬公司世界领导高层之间举行------每个人的脸上都带着微笑

,没有人打领带,公司提供大量开销以聚餐,聚会和举行音乐会让每个客人都觉得

开心(今年的标题是风靡全球的爵士乐,火和风)。即使看起来没有人在做任何工

作,尽管这样,在表象之下正在进行很严肃的商谈;如果你想要了解BREW展示对于无

线信息市场是多么重要的话,你只需要看看那一串有威力的名字。今年的展示最典

型的代表是 史克威尔艾尼克斯,微软休闲游戏工作室,和艺电公司,还有一些大

公司。

If you’re unversed in the wireless data space, don’t worry: you are

probably in the vast majority, and a bit of explanation is in order. The

BREW Solution--as Qualcomm likes to call its integrated commercial

platform for mobile phones--has enjoyed robust global expansion over the

last several years, especially in developing markets like India, China,

and Latin America. Broadly speaking, BREW consists of a number of

components working in concert, all of which are managed by Qualcomm. The

most important pieces are the development platform, which developers use

to build wireless applications; the program catalogue, from which

carriers select said applications to load onto their mobile storefronts;

and the commercial infrastructure, which orchestrates customer

authentication and billing, as well as the all-important revenue split

between the developers, publishers, carriers, and Qualcomm itself.
//如果你对无线信息领域并不熟悉,别担心:你已经在大量的信息当中,而且一些

解释已经给出了。BREW方案------高通公司这样称呼它的手机综合商业平台------

在过去的数年之中因为全球信息爆炸获益良多,尤其在发展中国家,比如印度,中

国和拉丁美洲。泛泛地讲,BREW功能完善,它所有的功能都被高通公司所实现。最

重要的组件就是可扩展平台,开发者可以建立无线应用程序;和用于让载体选取以

实现并在手机屏幕上运行的项目目录;商业架构,编制了用户程序的认证和执行次

序,还有在开发者,出版者,载体和高通公司之间所有重要的接口开销

In essence, BREW positions Qualcomm as the ultimate middleman; for a

small cut of the action, the company manages all of the horribly

convoluted logistics of wireless commerce, allowing the various members

of the supply chain to specialize on what they do best, while rendering

the whole process completely opaque to the consumer. This is a very good

thing for everyone involved--especially Qualcomm, because growth in

wireless data nourishes their core business of selling increasingly

complex multimedia chipsets for mobile phones. Among many other carriers

’ data services, BREW technology drives Verizon Wireless’ Get It Now

storefront, which is widely considered to be the prime mover behind

wireless data growth in the U.S.
//大体上,BREW把高通公司置于一个最终中间人的位置;通过采取一些小的但是根

本措施,公司管理着所有非常复杂的无线网络商业的基础部分,使得在供应链上的

大量用户在把整个过程实现给消费者的时候找到最佳解决方案。这是对相关的每一

个人都很有益的事情------尤其是高通公司,因为无线信息增长给他们的核心商业

销售提供了更多的多媒体手机芯片。在众多媒体提供商中,BREW技术成为Verizon

无线公司的拳头技术,它被广泛地认为是美国无线信息行业的原动力。

It may sound a little far-fetched, but in terms of revenue potential, it

’s absolutely true: The Qualcomm/Verizon Wireless tandem is one of the

most important alliances in video games that you’ve never heard of.
//听起来也许有点牵强,但是在这些潜在的收入之中,如下几乎是绝对真理:高通

和Verizon公司的搭档几乎是你所听过的在视频游戏业中最为强势的联合。

Verizon Gets It... Now?
//Verizon来了,现在呢?

The perennial highlight of the BREW show is Verizon Wireless’

presentation, when one of the carrier’s highly placed officials emerges

from the corporate shroud of silence and delivers growth statistics and

future strategy to a rabidly expectant audience. For those involved in

mobile games, it’s kind of like waiting for the oracle to come out of her

cave. This year’s session was delivered by John Stratton, Verizon

Wireless’ Vice President and CMO, and he had some momentous news.
//BREW常年展示的重要产品就是Verizon的无线网络体系,同时官方从这个载体的
共同的科学发展背景之下得到的重点,和增长中的统计数字以及未来的可预料
的目标。因为这些包含在了手机游戏之中,这就好像等待隐士出山一样。
今年的会议由John Stratton主持,他是Verizon无线公司的副主席和CMO(
市场总监),他有一些重要的新闻要告诉我们。
First came the raw numbers: according to Stratton, VZW currently sports

27.1 million data customers, who are expected to account for about 160

million downloads over the course of 2006. That’s a tidy 400% growth rate

over the last 36 months--a pretty darned decent result for most retail

outlets, eh? But Stratton made sure the audience understood that VZW isn’

t content with mere organic growth, especially since it’s shown recent

signs of slowing down. Sounding an introspective note, he wondered aloud,

“are customers moving on to other types of entertainment services? Are

the carriers taking their eye off the ball?”
首先是原始新闻:对于Stratton,UZW现在有两千七百一十万数据客户,对这些客户
的预算消费是2006年大概1.6亿的下载量。在过去的三十六个月中增长了四倍------
一个很不错的结果,对于大多数零售出口来说,不是吗?但是Stratton相信观众们理
解UZW并不满意仅仅这些增长的部分,尤其是最近这种势头有慢了下来的迹象。听起来
像一份检讨书,他大声质问道:“顾客们去玩其它的娱乐形式去了么?记者们把眼光从
球上移开了吗?”

Then came a truly startling admission, along with a plan for action.

Stratton outlined several problems that have stunted data growth: VZW is

continuously hit with a “fire hose” of content from publishers that it

lacks the resources to sort through, its present download deck is “way

too packed,” and the Get It Now experience “hasn’t fundamentally

improved” for customers since its inception.

//接着随着行动计划而来的是一个让人吃惊的结论,Stratton勾画出了一些妨碍

信息发展的问题:VZW在不断地被评论者们用“火龙”抨击是因为它对资源分类

管理作的不好,它的当前下载通道是“拥挤的道路,”对于用户来说,和最初的版本

比起来,它现在并没有被从“根本上提升”。

Moves To Improvement
//改进之路

These problems aren’t news to the mobile games industry, but Stratton’s

candor certainly is. VZW’s evolving solution on the commerce side, said

Stratton, will be to branch out to new sales channels, including the

internet and retail (there are 1800 VZW stores in the U.S.), as well as

allow certain off-portal partners to sell applications. At the same time,

Get It Now is undergoing a complete user interface overhaul, which will

allow for voice searching, contextual recommendations, and even Flash

animations.
//这些问题对于手机游戏工业来说并不是新闻,但是Stratton坦言这些是对的。
VZW的在商业上将要采取的进一步的解决措施就是,Stratton说,将会找寻新的
销售渠道,包括internet和零售业(在美国有一千八百个UZW的零售商店),也要允许
特定的合作商出售应用设施。同时,发售途径也经历着一个用户界面检查,这些将
允许用声音作关键字检索,上下文检索,甚至动画动态。

These revelations constitute the massive paradigm shift that mobile games

publishers have dreamed of for years, but never dared to expect, since

they knew that any change would be impossible without carrier involvement.

Keep in mind that the cellular operators, including Verizon Wireless, are

best characterized by inertia and slow, incremental improvements; they

have consistently ignored pleas for retailing reform for half a decade.

Indeed, while listening to Mr. Stratton give this presentation, one got

the sense that we were witnessing history in the making. The only thing

that could have upstaged him would have been a UFO crashing through the

ceiling.
//这些相关信息表明了手机游戏发行商所梦想多年的情形,但同时他们又不敢去实现,
因为他们知道没有媒体的介入,任何的改变都是不可能的。想想看细胞操作,包括
Verizon无线网,用它的缓慢而受惯性影响的额外改进诠释了这个问题;他们一贯忽略
零售业在五年之内的改革细节。确实,在Stratton先生给我们这次介绍之中,大家有种
感觉就是我们成为了一个正在发展的历史的目击者。唯一让他更吃惊的事情也许是天花板
上有一个外形飞碟出现。

Of course, it’s always important to take a deep breath and think

critically. Verizon Wireless may have committed to a historic program of

reform at BREW 2006--but what will happen to mobile games during the long

months and years it will take for the carrier to develop its new

technology, roll out its new handsets to customers, and achieve sufficient

market penetration to finally switch off the old Get It Now? My best guess

is that we will be stuck with business as usual for some time to come.

//当然,考虑事物要考虑其两面性。Verizon无线网可能专注于BREW2006平台的历史改
良------但手机游戏在漫长岁月之中将要发生的变革将会是介质的新技术变革,给用户
提供新的听筒,并且完成充分的市场渗透以最终取代老式的手机?我能想到的最好的猜想
是我们将会如同以往一些时候一样,被商业带来的变化所影响。
Not An Instant Solution
//不是一个即时解决手段

In fact, Stratton roundly and explicitly rejected the most sensible short

-term solution to stagnating growth--culling the download decks--by

telling the audience that VZW had no interest in deciding “what’s good

and what isn’t” for their customers. I agree that VZW probably doesn’t

have the personnel necessary to exercise this sort of judgment right now,

and that allowing the market to choose is clearly the best of all possible

options--but I have to wonder how VZW’s present policy of shuffling

hundreds of games up, down, and around their decks arbitrarily is any

better than a pure, merit-based dictatorship.
//事实上,Stratton有力地和清晰地抵制短期内减少下载链接以解决萧条局面的做法。
因为这样等于告诉观众,VZW没有兴趣去处理这样的问题:“对于顾客,什么是好的,
而什么是没用的。”我同意UZW大体上不需要去马上尝试验证这种判断,而是让市场去
选择所有最棒的可行建议---但是我不得不在想VZW现在缓慢处理数百个游戏的下载和
上传,以及强制点击链接是否比一个清晰的专门服务要强。

Nevertheless, the significance of Verizon Wireless’ announcement at BREW

2006 cannot be understated, because without these kinds of commercial

reforms, mobile gaming will never be anything more than video gaming’s

dimwitted sidekick. Kudos to VZW for taking this step (even if they had to

be prodded into it by Qualcomm, as I suspect). Neither they nor we will be

sorry they did.
//然而,Verizon无线网关于BREW2006的声明看起来有些张扬,因为没有这些商业改良,
手机游戏将不会比视频游戏更具优势。VZW选择走这一步(尽管我认为他们需要高通公
司的帮助来打进这市场)。他们或者我们都不会为他们所做的表示抱歉。

[Steve Palley is the Founder and Lead Analyst of Foci Mobile, a mobile

games consulting firm. He was previously Chief Editor for Mobile Games at

GameSpot and Wireless Gaming Review.]
[Steve Palley是手机理论分析家和奠基人,也是一个手机游戏公司顾问。他以前是
视频游戏公司GameSpot和无线游戏网总编辑]


POSTED: 6.55am PST, 06/08/06 - Simon Carless - LINK
发表于:零六年六月八日上午六点五十五分--Simon Carless

更多免费国外新闻翻译,请关注乐天灵魂的个人主页atian.dpnet.com.cn (下english articles栏目)





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 楼主| 发表于 2006-6-14 10:05:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

June 12, 2006
//二零零六年,六月十二日

Feature: Gamasutra Speaks to Veteran Game Designer Chris Crawford
//专访:Gamasutra访谈游戏设计大师Chris Crawford

In today's exclusive Gamasutra feature, veteran game designer,

professor, author, and Game Developers Conference founder Chris Crawford

discusses his uniquely grim view of game innovation, his industry

predictions, and the latest developments in his long-term interactive

storytelling project, Storytron.
//在今天的Gamasutra特别专栏,游戏设计大师,教授,作家和游戏开发交流会
奠基人Chris Crawford从他的独特而又尖锐的角度讨论了游戏革新,他对游戏
产业发展的预测,还有他最新的交互式情节发展项目Storytron的进展。
In the following extract Crawford, who for over a decade has retained

his avid stance that video game innovation is dead, responds to the

thought that Nintendo's new 'Touch Generation' branding could innovate

design and bring in a new audience:
//在Crawford所说的精华部分中,他在这十年中保留着他的热切态度,即认为
视频游戏革新已经终止,作为对任天堂公司的最新“接触技术”所带来新的
技术革新局面的反应。

"I view these kinds of things with skepticism because I've seen that so

many times before. Does anybody remember some years back when Sony, with

great fanfare, released the chip that they called the “emotion engine”

and flooded the airwaves with interviews about how they were going to

break the mold and do something completely different, and it never

amounted to anything? And there have been other similar attempts that

never go anywhere."
//“我对这些东西(指任天堂的接触技术译者注)表示怀疑,因为我曾经看到过
很多次类似的东西。还有人记得几年前,索尼公司声势浩大地发行了他们称作‘情
感引擎’的东西,在电视上充斥着情感引擎将要打破旧局面并且做一些完全不同的
事情,但事实上根本没有做到吗?有另外一些相似的尝试根本没有做到任何事情。”

You can read the full Gamasutra feature for more, including the latest

update on Storytron, Crawford's interactive storytelling language that

is now fourteen years in the making (no registration required, please

feel free to link to this feature from external websites).
//你可以在Gamasutra上面读到整个专题,包括最新Storytron的更新情况,Crawford
的交互式语言系统到现在已经制作了十四年(不需要注册,随意点击即可)。

POSTED: 04.31PM PST, 06/12/06 - Frank Cifaldi - LINK
//发表于:零六年六月十二日下午四点三十一分 --Frank Cifaldi
--
欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)

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 楼主| 发表于 2006-6-14 18:51:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

翻译这个对话,是因为小弟看过Chris Crawford写过的一本书,当时翻译的问题或者是
小弟理解力的问题,“游戏设计理论”这本书有很多地方没有理解@@
可能因为这样就觉得他高深了,就像“游戏设计全方位”这本书写的很浅显,潜意识中就有点轻视作者,这是不对地,应该说它比较深入浅出。。
不过很多人都认为Chris Crawford是大师,所以让我们还是看看他在采访中说写什么:)

Video Games are Dead: A Chat with Storytronics Guru Chris Crawford
//视频游戏消亡了:一次与Storytronics开发大师Chris Crawford的谈话
  
   

Chris Crawford  
Chris Crawford earned his gaming stripes by working for Atari as a game

designer in 1979. Following the company’s collapse in 1984, Crawford went on to publish several simulation titles for the Macintosh. In 1982 he wrote “The Art of Computer Game Design,” considered by many to be a classic in its genre.
//Chris Crawford简介
Chris Crawford在1979年开始了他多彩的游戏生涯,那时他为Atari工作,职业是游戏设计师。在公司于1984年倒闭之后,Crawford继续为麦克塔发布一些虚拟目录。在1982年他写了“游戏艺术设计”,被很多人认为是游戏领域的一个典范之作。
In 1992 Crawford left the arena of commercial game design and focused his time and energy on the concept of interactive storytelling. He took some time to speak with Gamasutra on the concepts behind it and his project, Storytronics, which is now 14 years in the making.
//一九九二年Crawford离开了商业游戏领域,而是把时间和精力都投入到了交互式故事讲述的概念上面。他和Gamasutra讲述了这个概念还有幕后的情况,Storytronics现在已经制作了十四年了。

Gamasutra: You've been quoted as saying that video games are dead. Do you

still feel that’s true?
//Gamasutra:你曾经说过视频游戏消亡了。你依然觉得这是真的么?
Chris Crawford: What I meant by that was that the creative life has gone out of the industry. And an industry that has no creative spark to it is just marking time to die.
//Chris Crawford:我的意思是游戏工业已经不再有创造力了。对一个工业来说,失去了

创造力就意味着正在走向消亡。

GS: How do you feel that the creative spark has gone out of the industry?
//GS:你觉得创意火花是如何离开了这个工业?

CC: Well basically, new ideas don't go anywhere. So the industry is just

rehashing the same stuff over and over. During the 80s there was a lot of

experimentation, a lot of new ideas being tried (many of them really bad) but

there was at least experimentation. Now we don't see any experimentation

whatsoever.
//CC:基本上,新的想法并没有产生。所以游戏工业是在一遍遍地重复同样的事情。过去在八十年代曾经有很多实验,尝试过很多新想法(很多是很差的想法),但是至少有实验。现在我们没有看到任何的实验发生。

GS: When you say new ideas don't go anywhere, what kind of new ideas do you

mean? Have you seen any that maybe popped up and fell flat?
//GS:当你提到新想法,你是指什么样的新想法?你难道没有看到一些新想法脱颖而出了

么?

CC: I haven't even seen any new ideas pop up. The industry is so completely

inbred that the people working in it aren’t even capable of coming up with

new ideas anymore. I was appalled, for example, at the recent GDC. I looked

over the games at the Independent Games Festival and they all looked

completely derivative to me. Just copies of the same ideas being recycled. I

didn't see anything I’d call innovative, and this was from people not even

interested in doing anything…in making money. It was just straight amateurs

trying to be innovative and even they couldn't be innovative.
//CC:我没有看到任何新的想法脱颖而出。整个工业完全的先天不足,以至于很多在其中工作的人们甚至没有任何新想法------对此我感到不寒而粟。比如,在最近的GDC(游戏开发大展----The Game Developers Conference译者注)我看到游戏中的原创游戏颁奖会上的游戏,对我来说,他们看起来同出一辙,仅仅是相互抄袭,相互模仿。我看不到任何创新的东西,这些就是由只想赚钱而不想其它的人们做的事情。这仅仅是很业余的作者在尝试着创新,甚至在他们根本不会创新的情况下。

GS: Is there an argument to be made for revisiting an idea that people still enjoy? If people are still playing it and buying it and they want to play it…is it so terrible, in that instance, that something is not necessarily innovative?
//GS:但是不是有这样一个论点,即人们始终在光顾这些游戏吗?如果人们依旧在玩它,花钱买它,而且他们想要玩它-----在这种情况下,创造性并不是必须的,这是一件很严重的事情。
CC: No, there's nothing inherently wrong with recycling the same thing over

and over and over, but how do you know what you're missing if you're not

trying? Has anybody noticed that we don't appeal to the general public? Has

anybody thought that perhaps it might be a good thing? In fact, the industry

has talked about reaching out to a broader audience for decades, but the

industry is not willing to do anything about it. As long as you keep recycling

the same product you're going to have the same markets.
//CC:我不是这个意思。反复地重复一件事情本身并不是一件错事。但是你如何明白,不

去尝试创新你所失去的东西?有没有人注意到,我们没有了解到大众的需求?有没有人认为到这也许是一件好事?事实上,游戏工业谈及进行开放用户交流已经数十年了,但是游戏工业却没有想要改变的迹象.你一旦重复同一件事的时候你在你将会得到类似的市场.
GS: What would you say to companies like Nintendo, who recently announced

their Touch Generations brand for the Nintendo DS, which is meant to

categorize certain games into being more accessible to everyone? Do you feel that that's a step in the right direction, or is it just pandering?
//GS:你对任天堂这样的公司有没有想要说的话?任天堂最近宣布他们的任天堂新一代
数字触摸技术,这是否意味着让传统游戏比以往更加大众化了呢?你是否觉得这是在正确的方向的一个进步,或者觉得是一个趋势?


CC: I view these kinds of things with skepticism because I've seen that so

many times before. Does anybody remember some years back when Sony, with great fanfare, released the chip that they called the “emotion engine” and flooded the airwaves with interviews about how they were going to break the mold and do something completely different, and it never amounted to anything? And there have been other similar attempts that never go anywhere.
//CC: 我对这些东西(指任天堂的接触技术译者注)表示怀疑,因为我曾经看到过
很多次类似的东西。还有人记得几年前,索尼公司声势浩大地发行了他们称作‘情
感引擎’的东西,在电视上充斥着情感引擎将要打破旧局面并且做一些完全不同的
事情,但事实上根本没有做到吗?有另外一些相似的尝试根本没有做到任何事情。

GS: With Nintendo, this isn't even an attempt to create content, but more of a branding and in some cases re-branding of games to be more accessible to a general audience.
//GS:对任天堂,这甚至不是一个创造性的尝试,而更多的是对商标的宣传和对游戏的再包装以便使它更好卖。


CC: Yes, this is my point. There are no new ideas here. They're just sort of reshuffling the existing set of ideas.
//CC:是的,这是我的观点,这里没有创新的想法了。他们仅仅是在改进老想法而已。

GS: Continuing with the Nintendo theme, do you feel that the Wii in is a step in the right direction as far as innovation? Or do you think it's going to be the same old stuff only with a fancy new controller?
//GS:我们继续关于任天堂的话题,你感到Wii公司是否在正确的方向上面前进了一步,达到了自己的创新?或者你认为这仅仅将成为一个加上了奇特的控制台的同样的老想法?

CC: More likely, the latter. I'm not a fortune teller. I don't know what

they'll do. But I think that it is reasonable to expect that an industry that hasn't produced any innovation in at least a decade is unlikely to change its spots.
//CC:我更为倾向于后者。我不是一个预言家。我不知道他们将会成为什么。但是我认为但是我认为这样思考是合理的,即一个工业在五年之内没有任何革新的话,这个工业将很难继续改进了。

GS: So you'd call yourself a pessimist on this front.
//GS:所以你在这方面是一个悲观主义者。

CC: Yeah, I think that’s valid. Hey, maybe they'll surprise us. But I've been preaching this sermon for 20 years now…more than that, in fact, and I haven't seen any serious attempt to move in that direction. Indeed, I hear all sorts of arguments as to why “we don't need to change our spots, we’re doing just fine the way we are.” And in fact, and this is a fundamental point, nobody changes unless they're in pain. And the industry is not in pain. So it's going to keep doing the same thing until it hurts.
//CC:是的,我认为这很对。嘿,也许他们会因为我们说的话而吃惊。但是我已经用这种方式来讲授了二十年……更重要的是,事实上,我没有看到任何在这块领域认真的探索。当然,谈到这个,我听过所有类似这样的观点:“我们不需要改变我们的缺点,我们只需要用我们的方式作好事情。”事实上,这是一个基本的观点,没有人在碰壁之前试图做出改变。游戏工业还没有碰壁,所以在她碰壁之前大家都保持现状。

GS: I imagine that what you mean by the industry being in pain is that sales will be dropping off. People will not be buying the same old thing anymore,

and by that point do you feel it will be too late to change?
//GS:我想你所说的游戏工业碰壁是指的销售量下跌。人们将不会再买同样的老产品,那

时你是否认为改变已经太迟了么?

CC: Actually, I don't think... the games industry is never going to go away. People are going to be buying these things for this foreseeable future. I just don't think that they will occupy the central position that they now enjoy. I think that there will be other types of interactive entertainment that come

from a completely different direction, appeal to completely different markets,

and ultimately end up becoming much more prominent.
CC:事实上,我没有考虑……游戏工业从来不会人们被抛弃。人们购买这些游戏是因为他们想要一个可预见的未来。我不认为他们会占据他们现在玩游戏的中心位置。我想会有其它种类的另一个完全不同的角度交互式娱乐项目,开辟完全不同的市场,最终会有一个漂亮的跃进来结束。


(看过之后觉得商业氛围浓重,是否就是一个广告。。那么小弟也打个广告,欢迎去偶地blog坐坐@@)


--
欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)

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 楼主| 发表于 2006-6-15 14:40:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

从这篇新闻之中,我们可以体会到美国人关于立法的逻辑,即:
  ESA借以反对立法限制孩子们购买游戏的论据------如果罚款那些买成

人游戏的孩子而同时不处罚零售商(处罚零售商很难做到,就像你很难给

卖枪的人定罪),那么,这样的行为就违反了宪法第一修正案的公平精神

。如果这样的法律被实施了,会导致一系列的类似法律出台,这个头不能

开。
   文中有个观点:“如果工业产品变得不合理或者不公平以至于无法选

择,应该由在家里的父母,而不是政府或者是工业来作为监督者。”在理

解这个观点的过程中,小弟感到有点像游戏中某种精妙的授权@@
   第一段中的Eighth Circuit,小弟不是很明白,翻译成了第八任委员

会。还望有大牛指点下

June 6, 2006
//2006年六月六日

ESA Files Suit Against Minnesota For Game Law
//游戏法律之战--ESA对明尼苏达州(美国州名译者注^^)
  The Entertainment Software Association (ESA) announced that it

will file suit in Minnesota Federal District Court asking that

the state’s new video game law be overturned. Similar laws have

been struck down by six courts in five years, including the

Eighth Circuit which governs Minnesota, costing taxpayers

thousands of dollars in legal fees.
//娱乐软件协会(ESA)声明:ESA将会在联邦明尼苏达州州际法庭上尝试

推翻州最新的视频游戏法律。类似的法律在过去的五年之中被六次庭审所

推翻,包括管理明尼苏达州的第八任委员会,这种局面消耗了纳税人在依

法缴纳的数千美元。

The bill would fine children under age seventeen $25 for buying

or renting video games rated M for mature or AO for adults only.

Stores would also have to post signs in large font drawing

attention to the restrictions. Attempts were made, but

ultimately not included in the bill, to penalize retailers who

sell or rent such video games to young people.
//新的法律条文中规定:17岁之下的孩子购买或者租借标有M的成年人游

戏或者标有AO的含有成人内容的游戏,将会被处以25美元的罚款。商店要

用大的醒目警告标示出这些限制内容。对于卖或者租借这样的视频游戏给

孩子们的零售商,法律条文中尝试给出处罚,但是最终条文中并没有包含

明确的规定。
“The bill’s tortured effort to end run the First Amendment by

punishing kids directly fails under the Constitution because

children have rights under the First Amendment, like all other

citizens,” commented ESA president Doug Lowenstein. “The State

is attempting to impose liability on children because they know

that courts have consistently held that they cannot penalize

retailers. We believe that the courts will agree that fining

children violates the First Amendment as well.”
//“条文违背了宪法,因为它做了这样令人折磨的尝试------它试图违背

宪法第一修正案直接的处罚孩子们。孩子们同其他公民一样,应该享有天

赋的权利。”ESA主席Doug Lowenstein评论道:“州政府利用了他们负责

照顾孩子们的责任,因为他们知道法庭一致认为他们不能惩罚零售商。我

们有理由相信法庭对孩子们处以罚款也违背了第一修正案。”

He added: “If this law is implemented, it will not only limit

First Amendment rights for Minnesota’s residents, it will

create a huge amount of confusion for retailers, parents, and

children. I’m confident the court will affirm our position

given the rulings on similar statutes in other jurisdictions.”
//他还说:“如果这个法律被实施,这种影响不仅仅局限于明尼苏达州的

总统,同时还会造成零售商,父母和孩子们的广泛不解。我确信法庭将会

在它的统治之下做出类似条文权限的更改。”
The ESA argues that this bill is an unenforceable effort to

substitute the government's judgment for parental supervision.

Lowenstein said that the industry’s products were being

unreasonably and unfairly singled out, saying that parents, not

government or industry, must be the gatekeepers on what comes in

the home.
//ESA提出反对是因为,这个法律条文想要用政府监督取代父母管教,而

这是不可能实现的。Lowenstein说如果工业产品变得不合理或者不公平以

至于无法选择,应该由在家里的父母,而不是政府或者是工业来作为监督

者。

“Legislators in the state of Minnesota have enacted a video

game restriction law that they apparently do not want enforced

and understand cannot constitutionally be enforced,” noted Bo

Andersen, President of the Entertainment Merchants Association.

“Unfortunately, as a result of the legislature threatening to

impose penalties on the children of Minnesota, it will be the

taxpayers of the state who pay the penalty when this law is

overturned, as it must be.”
//“明尼苏达州的立法者想要制定一个这样的游戏限制法律,但是明显地

他们不想强制,明白宪法的不可强制性。”娱乐商业协会主席Boandersen

说道。“不幸的是,立法机构用罚款来限制明尼苏达州的孩子们,这种做

法会形成如下后果:当这条法律被推翻的时候,纳税人来付了这笔扯来扯

去的费用,这是理所当然的。”

The ESA noted that both parents and retailers are already doing

a good job in monitoring what games kids purchase. According to

the ESA, parents are involved in the purchase or rental of games

89% of the time, and 87% of the time children receive their

parents’ permission before purchasing or renting a video game.
//ESA注意到父母和零售商已经在孩子们买游戏的时候起到了一个监督作

用。对ESA来说,孩子们和父母一起买或者租借游戏在百分之八十九的比

率,而百分之八十七的孩子在购买或者租借游戏之前需要得到父母的许可



Moreover, with the strong support of ESA, leading retailers have

already implemented systems to prevent the sale of Mature-rated

games to persons under 17. In fact, the National Institute on

Media and the Family found, prior to full implementation of

these new enforcement systems, that retailers prevented the sale

of Mature-rated video games to minors 66% of the time.
//此外,在ESA的强力支持之下,达成了零售商实施保证不销售给17岁以

下人成人游戏的措施。事实上,多媒体国立学院和家庭在这些强制措施之

前,零售商在百分之六十六的情形下不会卖成人游戏给未成年人。

POSTED: 01.59PM PST, 06/07/06 - Jason Dobson - LINK
发表于:06年六月七日,下午一点五十九分-Jason Dobson-链接


欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)

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 楼主| 发表于 2006-6-16 08:13:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

可以看作是微软对于PS最近大肆的宣传所做的回应(尽管PS的宣传是不得

已为之,因为PS3推迟了上市)感觉微软比起索尼来说,更加倾向于支持Wii的Xbox,

从这种表达态度的暗示之中,即他们的论据之中我们可以学习到关于PS和Xbox平台

的优点和弱点:)

最后一段是一个讽刺,还是一段事实@@?
June 15, 2006
//二零零六年六月十五日

Microsoft Engineer Talks Cell, Cross-Platform Porting
//微软工程师谈论关于跨平台接口细胞结构

Technology website Ars Technica has conducted an interview with Microsoft

Game Technology Group engineer Matt Lee, which includes a number of

interesting comments about the importance of the Japanese market versus North

America and Europe for next-gen consoles.
//技术网Ars Technica昨日采访了微软游戏技术组的工程师Matt Lee。微软游戏技术组

对于日本市场的重要性很关注,因为日本市场影响了北美和欧洲的主机游戏趋势。

Though not a senior executive at the company, Lee expressed some well thought

-out views on the nature on the next-gen console clash. When asked how the

Xbox team planned to overcome the poor performance of the Xbox 360 in Japan,

Lee answered, “Japan is not necessarily the most important market for gaming

these days. It is also not quite as large as the U.S. and European markets.”

He then added, “Both the Japanese and US markets are reaching saturation at

this point. The big battleground for us (and for everyone) is going to be

Europe.”
//尽管在公司并非资深元老,Lee自然地表达了一些对于对主机趋势冲击的不错的想法。

当被问到Xbox小组是如何计划摆脱Xbox在Japan的糟糕业绩的时候,Lee回答到:“当前日

本并非必要的最重要的游戏市场。它没有美国和欧洲市场大。”他还说,“日本和美国市

场都在达到饱和。我们(所有人)都在准备开辟欧洲巨大的市场。”
Lee also spoke negatively about the PlayStation 3’s Cell architecture and

positively about the Wii’s motion sensing controller ? which will no doubt

raise further suspicions that Microsoft intends to offer tacit support for the

Wii, in the hopes to further destabilize Sony’s grip on the industry.
//Lee也批评了P3的细胞混合结构和赞美了Wii的动作感受平台------这显然表明了在工业

上,微软打算继续默默地对Wii表示支持,同时继续对索尼公司进行对抗。


When questioned about the Cell’s performance, Lee stated, “I don't think the

Cell is as well designed for game development as Sony would have you believe.

Some aspects of the SPEs (synergistic processing elements), such as the lack

of branch prediction, make them particularly unsuited to running most game

code, which contains a lot of branches. They appear to be designed more for

serialized streaming math code, more common in video codecs and audio

processing, the traditional domain of digital signal processing chips.”
//当被问到细胞结构功能的时候,Lee说道,“我认为在游戏设计的细胞结构应用上,索

尼并没有像宣传的那样走的那么远。SPE(功能协调元素)的一些表现,比如缺乏预测分

支程序流向,使得细胞结构特别不适合运行大多数包含了很多程序分支的游戏代码。细胞

结构需要实现更多的功能以便适用于特定数字代码流程,在视频和视频多媒体数字信号编

解码器中更加普遍适用,并在传统数字信号进程领域做的更好。”

Lee also described what he felt would be the potential difficulties of porting

titles to and from the two consoles. “I think porting from Xbox 360 to PS3

will be reasonably difficult, since the Xbox 360 has a lot more general

purpose processing power that can be flexibly reallocated, and all of the Xbox

360 CPU cores have equal access to all memory,” he said.
//Lee也描述了他感到为两个平台建造接口存在潜在的困难。“我想为Xbox360和PS3之间

制造借口当然是非常困难的,因为Xbox360在自由分配资源方面做得要好很多,所有Xbox

360的CPU核心对于任何内存都是有平等的进程访问。”他说道。

“In terms of performance, I think that the PS3 and the Xbox 360 will

essentially be a wash,” stated Lee. “We ran the numbers a while back and the

two systems come up surprisingly close in theoretical peak performance,

despite the one year difference in release dates.”
“在展示性能方面,我想PS3和Xbox 360都需要从彻头彻尾的检查。”Lee说道。“我们在

运行了一段时间又回来,发现两个系统在理论实现的顶点如此地相似,如果不考虑在数据

展示方面一年的分歧。”

POSTED: 05.41AM PST, 06/15/06 - David Jenkins - LINK
//发表于:零六年六月十五日上午五点四十一分--David Jenkins


欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)

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 楼主| 发表于 2006-6-17 06:00:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

此文可以看到索尼公司在处理推迟了PS3发行之后引起的不良效应上煞费苦心,

很像一个广告文。
小弟不太明白backwards compatibility的意思,翻译成了向下兼容
(对上一代支持),这个概念不知道对不对,希望达人指点:)

June 5, 2006
//2006年六月五日

Report: PS3 To Include PS2 Hardware, Sony Responds
//报道:Sony 回应,PS3包含PS2的硬件部分
Gamasutra has followed up on a report by popular consumer

gaming website IGN, citing Japanese monthly technology

magazine Ultra One as claiming that backwards compatibility

for the PlayStation 3 is being made possible using hardware.
//Gamasutra 跟随流行游戏消费者网页-----IGN的报道,赞扬了日本技

术月刊Ultra One,文中表示PS3的向下兼容性将会在硬件上实现。
The article claims that the PS3 will be enabling backwards

compatibility with PlayStation 2 games through the inclusion

of the PlayStation 2's core chipset (including the combined

Emotion Engine and Graphic Synthesizer chip found within the

slimline PlayStation 2) within the hardware itself, rather

than through software emulation.
//文章表明PS3将可能向下兼容并包括PS2的内核芯片组(包含PS2的集

成情绪引擎和图片碎片内部合成技术)这硬件本身足可以和软件进行竞

争了。
Responding to an inquiry by Gamasutra regarding the validity

of these claims, a SCEA U.S. representative responded: “At

this time, that news from IGN is just speculation, and Sony

has no official comment at this time. However, we will be

sending out more concrete information regarding the hardware

in the near future."
//Gamasutra对这些言论的有效性做了一个调查。一名SCEA(Sony

Computer Entertainment America美国索尼娱乐公司译者注)对此评论

发表声明:“在当前情况下,这些来自IGN的信息仅仅作为参考。Sony

对此并未发表官方声明。尽管如此,我们将会发布更多具体的近期硬件

评论信息。”

According to the report, the article indicates that Sony is

looking to this as a temporary solution, and plans to remove

the chip from future hardware PlayStation 3 models, once it is

able to include a functional PlayStation 2 emulator in its

place. Such a redesign would, if true, presumably drive down

the console's lofty price.
//在这份报告中指出Sony认为这是一种常规处理手段,并计划从未来的

PS3模型中移动一些部件,这些部件曾经是PS2中的尖端技术。如果确定

是这样一个重新设计的模式,应该会降低操作系统那昂贵的价格。

If the magazine's report holds true, the inclusion of

PlayStation 2 hardware within the PlayStation 3 would seem to

guarantee 100 percent backwards compatibility from day one. In

addition, the report also indicated that unlike the

PlayStation 2, which experienced some backwards compatibility

issues with original PlayStation software due to later

hardware revisions, the PlayStation 3 will be able to connect

to Sony's online infrastructure in order to download any

necessary updates to ensure that original games remain

playable as well.
//如果这份杂志的报道是真实的,内部包含了PS2的PS3应该保证百分之

百的向下兼容性。此外,报道也指出,PS3不像PS2那样,PS2对于最早的

PS版本的一些向下兼容性支持导致了后期的硬件修改,PS3将会连接到
Sony的在线下载服务,这些服务可以下载更新来确保老游戏依旧可以在

PS3上玩。

Finally, the IGN report indicated that the magazine also

details an estimated price that the high end PlayStation 3

will demand when it is released in Japan in November.

According to the Ultra One article, the 60GB version, which

was labeled simply as “open” in terms of price during E3, is

anticipated by the magazine to cost ¥73,000 ($650) at launch.
//最后,IGN报道指出,杂志也详述了当PS3在11月份在日本展示

的时候,估计高价格不会再有了。在Ultra One的文章中估计是60

英镑,这个价格是E3的促销价格,杂志预期是73000日元(650美元)。

POSTED: 03.25PM PST, 06/05/06 - Jason Dobson
发表于:06年6月5日 下午3点25分-Jason Dobson

欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)

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 楼主| 发表于 2006-6-17 14:07:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

June 16, 2006
//二零零六年六月十六日
Breaking: Louisiana Violent Game Bill Signed Into Law
//打破常规:路易斯安那暴力游戏法付诸实施

According to a new report from website GamePolitics.com, Democratic

Representative Roy Burrell's HB1381 bill, covering violent video games, has

been signed in law by Governor Kathleen Blanco, and takes effect immediately.
//最近由GamePolitics.com网提供的报道,民主代表Burrell的第1381号关于暴力游戏决

议,被州长Blanco批准并且立即实行。

The measure proposed by HB 1381, which was drafted with the help of

controversial Florida attorney and anti-game activist Jack Thompson, allows a

judge to rule on whether or not a video game meets established criteria for

being inappropriate for minors and be subsequently pulled from store shelves.

A person found guilty of selling such a game to a minor would face fines

ranging from $100 to $2,000, plus a prison term of up to one year.
//1381号决议提出,在弗罗里达州的有争议的律师和激进派反游戏者Jack Thompson所推

动,允许法庭裁决一个视频游戏建立的是否合理来避免不适合于未成年人,被判定的这些

游戏马上会被取消零售。而进行这种出售非法游戏给未成年人的销售者将会面临着被罚款
一百美元到两千美元的情况,加上最高一年的有期徒刑。
In a statement released by Jack Thompson when the Louisiana Senate passed the

bill, the lawyer commented: "The corrupted and corrupting video game industry

will, of course, challenge this law once it is signed by Governor Blanco. The

reason is that this industry, through the ESRB (Entertainment Software Rating

Board), its developers' lobbyist, the ESA (Entertainment Software

Association), and the retailers' lobbyist, IEMA (Interactive Entertainment

Merchants Association) are involved in ongoing fraudulent conduct in marketing

video games that contain adult material to children."
//Jack Thompson在路易安那州通过这个决议的时候,发表的声明中,律师评论道:“在

堕落的和正在堕落的视频游戏工业中,当然,都试图在挑战由州长Blanco签署的这条法律。原因就是这个工业,在ESRB(娱乐软件分级协会),它的拓展案,ESA(娱乐软件协会)和零售业的议案,IMEA(交互式娱乐商会)都参与了进行欺骗以开拓视频游戏市场来把成人内容出售给孩子们。”
Also at that time, ESA president Doug Lowenstein commented of the bill: "We

oppose HB 1381, which would add video games containing violent content to the

State's 'Harmful to Minors' statute, and is no different from other laws

already stricken by the courts."
//同时,ESA主席Doug Lowenstein对此法律评论道:“反对提案1381,这将会让大家赞同含有暴力内容的游戏‘对下一代有害’这一官方观点,而这与法庭没有通过的其它法律并没有什么不同。”

Now that the bill is passed, it is extremely likely that the ESA will announce

a legal challenge to the Louisiana bill in the near future - Gamasutra will

update this story if and when such a statement occurs.
//现在这条法律条文通过了,看来ESA很可能在最近进行法律行为来反对这条路易斯安娜州的法律------Gamasutra将会跟踪报道这条新闻,如果这种情况出现的话。

POSTED: 09.59AM PST, 06/16/06 - Simon Carless - LINK
//发表于:零六年六月十六日上午九点五十九分--Simon Carless

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 楼主| 发表于 2006-6-18 08:13:00 | 显示全部楼层

Re: 一则国外小新闻翻译(转载请注明个人主页)

sigh,gamasutra为了吸引人们眼球,把盖茨对Xbox的一点点评论也算作头条新闻。。

June 16, 2006
//二零零六年,六月十六日
Bill Gates Steps Back From Microsoft Role
//微软公司比尔盖茨退居幕后
Microsoft chairman and co-founder Bill Gates has announced that he will begin

to phase out his day-to-day responsibilities at the company, in order to

concentrate on the charitable work of the Bill & Melinda Gates Foundation.
//比尔盖茨是微软主席同时也是奠基人,他发表声明他将不再负责公司的每天具体工作,
以便集中精力进行比尔和梅林达盖茨的慈善基金事业。

Microsoft's chief technical officer Ray Ozzie will immediately assume Gate's

title as chief software architect and begin working alongside Gates on

overseeing all software technical design. Chief technical officer Craig Mundie

will take the new title of chief research and strategy officer and will also

partner with general counsel Brad Smith to oversee Microsoft's intellectual

property and technology policy efforts.
//微软技术负责部门的高级官员Ray Ozzie将会立刻接替盖茨作为软件主规划,并在盖茨检查了所有的软件技术设计之后开始工作。技术部门的高级官员Craig Mundie将会接管新的研究课题,制定公司策略,听取高级律师Brad Smith的意见来检查微软的技术所有权和技术方针的影响。

Gates will continue on as the company's chairman, after transferring his

duties over a two-year period. The effects of his departure on the Xbox

division are likely to be minimal, as Gates has never been seen to have any

very direct input on the interactive entertainment side of the company’s

business.
//在盖茨两年处理完事务回来后,仍然会是公司的主席。他的离开对Xbox分裂的影响更加微乎其微,因为盖茨从来没有站在公司商业角度对交互式娱乐表明一个明确的态度。

He also had a more limited profile during the launch of the Xbox 360, compared

to the original Xbox, although he did make his first personal appearance at

the Xbox pre-E3 media briefing this year, to introduce the Live Anywhere

service.
//他提到了Xbox360发行过程中的一个侧面,与原始的Xbox比较而言,尽管他在E3
大展上出席了Xbox的发行简介,并介绍了其无处不在的服务。

"This was a hard decision for me," said Gates. "I'm very lucky to have two

passions that I feel are so important and so challenging. As I prepare for

this change, I firmly believe the road ahead for Microsoft is as bright as

ever."
//“这对我来说,是个艰难的选择。”盖茨说道。“我十分幸运,我有两个我觉得都很重要,还都很有挑战性的选择。当我决定这个选择的时候,我坚信微软未来依旧和以前一样明朗。”

Following some disquiet within the business world given the delays of Windows

Vista and falling stock prices, the market appeared to react equivocally to

the news, with shares up marginally during trading yesterday, and down

slightly $21.88 in pre-market trading today.
//在一些商业内在因素造成Windows Vista发行的推迟和股票价格的下跌之后,市场对此新闻没有做出明显的反映。昨天在交易股票上涨,今天预测会有轻微的下降至21.88美元。

POSTED: 05.45AM PST, 06/17/06 - David Jenkins - LINK
发表于 零六年六月十七日,上午五点四十五分--David Jenkins
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