论文部分内容阅读
1987年的某一天,一家名为Square Co.LTD(史克威尔)的小型日本软件公司正迫切需要一次成功来稳固自己的地位。在此之前,史克威尔主要是为Famicom Disk(任天堂第一代家则主机)系统制作规模较小的游戏。那些作品的销售情况不算太差,但是Famicom Disk系统普通的用户基础使得在这个平台上推出轰动性的新作品是一个难以企及的目标。这时坂口博信(Hironobu Sakaguchi)有了一个设想:为什么不制作一个类似Enix公司出品的Dragon Quest(勇者斗恶龙)的游戏呢?这个家用主机上的RPG在玩家中获得了巨大的成功,坂口认为史克威尔完全可以大大改进其基本的规则。因此公司开始着手具体的工作,这是一个试图变革RPG游戏类型、容量达
One day in 1987, a small Japanese software company called Square Co.LTD (urgently needed) was in urgent need of a success to stabilize its position. Prior to that, Square’s main product was a smaller game for the Famicom Disk system. The sales of those pieces are not too bad, but the ordinary user base of the Famicom Disk system makes it a hard-to-reach goal to launch a sensational new piece on this platform. At this moment, Hironobu Sakaguchi had a vision: why not make a game similar to the Dragon Quest produced by Enix? The RPG on this home console has achieved great success among players, and Sakaguchi Think that Square can completely improve its basic rules. So the company started to do specific work, which is an attempt to change RPG game types, capacity up to