※ 本文為 TLdark 轉寄自 ptt.cc 更新時間: 2016-09-08 23:25:25
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作者 標題 Re: [新聞] 獵人休刊卻想畫新的! 冨樫義博挨轟裝病瞧不起人
時間 Wed Sep 7 16:45:58 2016
※ 引述《comicreader (燃燒的狐狸)》之銘言:
: ※ 引述《MagicMoney (魔法洗錢靈)》之銘言:
: 原文
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英文大綱翻譯
: http://yonkouprod.com/yoshihiro-togashi-x-masashi-kishimoto-interview/Yoshihiro Togashi x Masashi Kishimoto Interview. - YonkouProductions Blog
In the latest issue of Shonen Jump GIGA, (formerly Shonen Jump Next!!), The magazine published a creators cross talk between authors Masashi Kishimoto ...
In the latest issue of Shonen Jump GIGA, (formerly Shonen Jump Next!!), The magazine published a creators cross talk between authors Masashi Kishimoto ...
: thinks it is not an issue since Akira Toriyama’s characters’ names are
: also sloppy such as Bulma and Trunks.
冨樫取角色名字有時是根據電視節目取材。他覺得這不是甚麼問題,
鳥山明的角色名有的就很滑稽,像布馬(ブルマー,女生運動褲)和
特蘭克斯(trunks,意指短褲)。
: Kishimoto was scolded by his audience when he specified his characters’
: names based on adjectives such as “Darui”, “Omoi” and “Karui”.
: Togashi keeps it in mind that he should make a specific personality of a
: character rather than just “he has a bright personality”. For example,
: he specifies “when” his character gets pissed off.
岸本曾被讀者責備用日文形容詞來取名,像達魯依 (だるい,怠い) ,
奧摩伊 (おもい,重い)和卡魯依 (かるい,軽い)。
冨樫在設定角色時,會讓角色性格有獨特性,而不是像"他個性開朗"
這樣的設定,舉例來說,冨樫會設定角色在何種情景下會生氣。
: Kishimoto specifies his characters’ weak points, which enables his
: audience to feel sympathy toward him/her.
岸本會設定角色有弱點,讓讀者能對他/她有同理心。
: Togashi thinks it is hard to draw special ability based battle manga
: such as Hunter x Hunter and Naruto these days since audience consider
: characters’abilities in details and sometimes end up finding its
: contradictions.
冨樫認為這年頭,畫特殊能力的戰鬥漫畫很難,像獵人和火影,
因為讀者會詳細考慮角色的能力細節,有時候還會發現矛盾的地方。
: Togashi decides to make many characters appear in Black Whale arc since
: he’d like to know what will happen in a chaotic situation. He refers to
: Oda, who also introduced many characters in one arc (probably implying
: Marineford Arc). Togashi thinks it is important to read many mangas/novels
: to draw a good manga. He also says that they should read/watch it again
: and again until they can completely assimilate it.
冨樫決定讓很多角色出現在王位爭奪篇,因為他想知道在這種混亂情況
下會發生什麼事。他提到尾田榮一郎,同樣讓很多角色出現在同一篇章。
(可能是指頂上戰爭篇)。
冨樫認為想畫好漫畫,多看漫畫和小說助益甚多。
他談到應該要一讀再讀直到能完全吸收內容為止。
他談到應該要一讀再讀直到能完全吸收內容為止。
: He says that those who want to become a good mangaka should also read and
: analyze mangas he doesn’t like.
: Kishimoto reads his favorite mangas/films again and again such as “Akira”,
: “Ghost in the Shell”, “The Usual Suspects”, “Forrest Gump” and
: “Little Miss Sunshine”.
冨樫說想成為好的漫畫家的人,應該要閱讀和分析自己不喜歡的漫畫。
岸本對他喜歡的漫畫和電影作品會一讀再讀,像"阿基拉"、"攻殼機動隊"、
"刺激驚爆點"、"阿甘正傳"和"小太陽的願望"。
: Togashi’s favorite film is “Alien”, but the film he watches most
: frequently is “Prince of Darkness” by John Carpenter. He also likes
: “28 Days Later”.
冨樫最喜歡的電影是"異型",但他最常看的作品是 John Carpenter 執導的
"黑暗王子",他同樣喜歡"28天毀滅倒數"。
: Question from sandman@APForums (which was selected as a fan question):
: Which do you like better, drawing or making a story?
從 sandman@APForums 來的提問
你比較喜歡畫畫或是寫故事?
: Togashi says those who want to become mangaka should focus on making a good
: story rather than drawing since their drawing skills automatically improve
: if they make a debut as a weekly mangaka.
冨樫說想成為漫畫家,應該專注在創作好故事而不是畫技上,
因為對能出道成為週刊漫畫家的人來說,畫技會隨時間自動進步。
: Togashi is impressed at Kishimoto’s drawings since they are well-composed
: despite the deadlines every week.
: Kishimoto is exhausted due to Naruto, so he doesn’t want to draw anything
: for the time being.
冨樫對岸本的畫作印象深刻,因為即使有週刊的截稿壓力,作品品質仍能保持水準。
岸本因為畫火影忍者而精疲力盡,現階段他不想畫任何東西。
岸本因為畫火影忍者而精疲力盡,現階段他不想畫任何東西。
: Kishimoto thinks it is important whether or not his audience can feel
: sympathy toward characters in manga. For example, Naruto didn’t have
: parents and friends. Protagonist suffering just because Dark King is
: strong is not a good idea.
岸本認為讀者能不能對角色有認同感很重要。舉例來說,鳴人沒有父母和朋友。
魔王很強,所以主角遭遇困境,這樣並不是什麼好點子。
: Togashi warns that those who love pure fantasy video game such as Medieval
: Europe in which sword and magic are drawn tend to fail to attract audience.
冨樫警告喜愛奇幻風格(例如中世紀歐洲)遊戲的人,這種劍與魔法風格的作品
容易失敗,無法吸引讀者。
以下為該段訪談節錄
: https://www.reddit.com/r/manga/comments/4y76kc/yoshihiro_togashi_x_masashi_kishimoto_creators/
Yoshihiro Togashi x Masashi Kishimoto Creators Interview. : manga
reddit: the front page of the internet ...
reddit: the front page of the internet ...
: They were talking about how to mix elements of reality in the fictional
: worlds (e.g. telephone poles in Naruto), and how to convey worldbuilding.
: Togashi admits liking walls of explanatory text on the first page (世界説明の
: 文章が詰まっているやつ), surprising no one. Kishimoto talks about how H× H is
: connected to reality through elements such as mailboxes, and Togashi says
: that's the idea, but – I'm having a little trouble with this part, but
: unless I'm misreading – the consistency of this realism isn't something to
: stress to much about; for example, H× H started modeled on the real world of
: Togashi's childhood, but then he introduced cellphones, and then smartphones;
: so it's not chronologically perfect, but that's not a problem. He wonders
: whether this advice should also go to aspiring manga authors who like hard
: fantasy (ゴリッゴリのファンタジー).
冨樫和岸本談論如何將真實世界的物件融入幻想故事中(例如火影忍者中的電線杆)。
冨樫承認,他喜歡把解說的文句放在故事第一頁,此點毫不意外。岸本談到冨樫運用
信箱連結"獵人"與真實世界的例子,冨樫則說這種連結性並不是值得多加著墨的地方,
"獵人"世界一開始是架構在冨樫孩提時的成長地方,接著他在故事中引進手機,跟著
是智慧型手機,就故事年代觀點來看,這樣是不完美的,可是這不是問題。不過他懷
疑這樣的建議對講求設定的奇幻作品作家是否合適。
: Interviewer: "By 'hard fantasy' do you mean worlds modeled on medieval Europe
: —swords clashing with magic and so on?" Togashi implies yes, and says that
: the danger is that gamers who like this genre may want to express the same
: world on manga; but without leaving behind a gamer's sensibilities (ゲーム感覚
: ), it's hard to draw out (a sense of) reality/verisimilitude in a story.
: Pressed for more details, he says it's because the source of fun is different
: in a game; and if you confuse the two when drawing a manga, it's hard to make
: readers empathize with the story. "I love games too, so I understand very
: well the desire to write manga based on them, but…"
訪談者問:剛說到的奇幻作品,是指那些袈構在中世紀歐洲,劍與魔法衝突的故事嗎?
冨樫暗示沒錯,危險的地方是,那些喜歡這種遊戲風格的人,可能會想在漫畫裡
冨樫暗示沒錯,危險的地方是,那些喜歡這種遊戲風格的人,可能會想在漫畫裡
把同樣的世界觀表現出來,但如果不把所謂"遊戲感"排除在外,就很難描繪出有
真實感的故事。要詳細地說的話,漫畫跟遊戲的有趣之處是不同的,如果把兩者
混雜在一塊,讀者就很難對故事有代入感。
真實感的故事。要詳細地說的話,漫畫跟遊戲的有趣之處是不同的,如果把兩者
混雜在一塊,讀者就很難對故事有代入感。
"我也很喜歡遊戲,我知道這樣做很吸引人,不過..."
: Kishimoto (bleh) says that, in a game, the characters are a part/avatar of
: the player; so the events are fun because you experience them. However, that
: doesn't mean they'd be fun if you watched them happening to someone else,
: such as a manga character in a page. Togashi says that "participation" and
: "empathy" are distinct things. Kishimoto says that in a game the drama arises
: from the flow of play itself; which equipment you choose, how you improve it,
: your story choices etc.; while in manga the drama is someone else's, and thus
: you need literary devices to convey the emotional world of the characters.
: Consequently, if too much focus is given to complex worldbuilding, it may end
: up standing on the way of characterization and narrative, which is bad.
: Jump editor interrupts and says that lately there's been way too many novices
: submitting stories like "we ended up inside the videogame world!", all of
: them following standard fantasy clichés and being too boring. Kishi &
: Togashi talk a bit more about how you may enjoy a game's system (its fantasy
: mechanics etc.), and while that's fun in a manga too, you can't really
: participate in that world to explore the mechanics, so the most important
: part are the human relationships and conveying empathy.
(這段我不能保證完整傳遞原意)
岸本說:在遊戲裡,人物角色是玩家的分身,玩家會覺得故事事件有趣,
是因為他們可以經歷這些事件。而如果從旁觀者的觀點來看,
看著同樣事件發生在漫畫角色身上,可就不一定有趣了。
冨樫說:"參與"與"代入"是兩樣不同的事情。
岸本說:在遊戲裡,劇情變化是因為玩家本人遊玩而發動的,像裝備的選擇,
你如何改善它,故事線路的選擇等等。但是在漫畫裡,這些事情都
不是因為讀者選擇才出現的,而為讓讀者有代入感,需要文藝工具
不是因為讀者選擇才出現的,而為讓讀者有代入感,需要文藝工具
來傳遞角色的感情世界。進一步來說,如果過度聚焦在架構世界觀上,
最後可能流於旁白式的說故事手法,而這是不好的。
編輯打斷說,近來有太多新人提交出像"我們來到遊戲世界了!" 這樣的故事
全部都是陳腔濫調的奇幻類作品,而且都很無聊。
冨樫和岸本談論到,你可能很享受某些遊戲機制,也許運用在漫畫上也不錯,
不過你不能在漫畫中體會它們,到頭來最重要的部分還是角色人際關係和讀
者代入這兩方面上。
: When Togashi was a boy, it was not until his teacher submitted his drawing to
: an art exhibition that he realized he was good at drawing. Kishimoto had the
: similar experience when he was in an elementary school.
: Togashi is impressed at Hayao Miyazaki’s great drawing skill of clothes
: fluttering.
當冨樫還小時,他直到畫作被老師投稿參展後,才知道他有畫畫的天分。
岸本在小學也有類似的經驗。
冨樫對宮崎駿描繪衣物波紋流動的匠藝印象深刻。
: Togashi has many things he wants to draw. He didn’t imagine the
: serialization of Hunter x Hunter has lasted so long.
富監有很多想畫的,他沒想到獵人會連載這麼久時間
: Kishimoto is now preparing for his next manga. He has been collecting
: materials. He didn’t let his editor know about it so far. Kishimoto says
: he'd like to announce something about it in 2016.
岸本正在準備下一部新作品,為此他已經著手取材,他還沒讓編輯知道詳情,
他打算在2016年某個時日宣告相關消息。
: Togashi wants to draw a card battle manga like Yu-Gi-Oh after he finishes
: Hunter Hunter although he already drew it in Greed Island arc.
獵人連載結束後,富樫想要畫向遊戲王一樣的卡牌戰鬥漫畫,雖然在貪婪之島篇
他已經畫了。
: Togashi didn’t specify the finale of the dodgeball game in Greed Island
: arc at the beginning. He believes the chapter in which Hisoka lost and
: survived were convincing due to his gum ability.
冨樫說貪婪之島的躲避球篇結局並不是從一開始就設定好的。
在與團長決鬥的篇章,西索藉助"伸縮自在的愛"這項能力,
戰敗後仍生存是有說服力的。
: Togashi is impressed at Hirohiko Araki’s drawing skill and great
: storytelling.
冨樫對荒木飛呂彥的畫技和說故事技巧印象良深。
: After Togashi was about to get tendinitis, he specified the design of the
: clothes of Zodiacs and his assistants dew them.
在冨樫快得到肌腱炎時,他設定了12支的服飾,讓助手幫忙畫他們。
: Togashi says that manga begginer tends to think it is important to draw
: realistically, but actually it is not a big issue and he says it is more
: important for the audience to grasp what is going on.
冨樫說,剛開始畫漫畫的人會想要畫的有真實感,可實際上並沒有必要,更重要
的是,讓讀者對故事的瞭解能跟上劇情發展才對。
: Togashi says another himself scolds him “You can draw better than this.”
: while he is drawing.
冨樫說當他畫作時,另一個自己會斥責他說"你可以畫的更好的。"
: Togashi advises those who want to become mangaka to replicate.
: Togashi didn’t intend to make Hiei into Yusuke’s friend in
: “Yu Yu Hakusho”. It was due to advice from his editor. Togashi
: laughs and says if he intended to do so from the beginning, Hiei
: wouldn’t have been full of eyes.Togashi loves “Reiko the Zombie
: Shop” by Rei Mikamoto.
冨樫勉勵那些有志成為漫畫家的人臨摹他人畫作。
冨樫一開始並沒有打算讓飛影入夥,那是編輯的主意。
冨樫笑說如果他一開始就有這意圖,他不會讓飛影身上長滿眼睛的。
像這樣 http://i.imgur.com/6sVhAfA.jpg
冨樫喜歡 三家本 礼 創作的 " ゾンビ屋れい子 "
: Kishimoto is cheered up by watching the trailer of “DmC Devil May Cry”
: again and again.
岸本一看再看 "DmC:惡魔獵人" 的預告,這作品讓他覺得激賞。
---
遊戲那段請能人補充,我幾乎沒玩遊戲難以體會其中意境
--
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※ 同主題文章:
09-07 01:58 ■ Re: [新聞] 獵人休刊卻想畫新的! 冨樫義博挨轟裝病瞧不起人
● 09-07 16:45 ■ Re: [新聞] 獵人休刊卻想畫新的! 冨樫義博挨轟裝病瞧不起人
推 : 推翻譯1F 09/07 16:50
→ : 特南克斯是短褲吧2F 09/07 16:50
推 : 特南克斯的意思是運動短褲,他們全家的命名都是偏貼身類的3F 09/07 16:51
→ : 衣服而非賽亞人的蔬菜系列
應該這樣沒錯,內文會予修正→ : 衣服而非賽亞人的蔬菜系列
推 : 蠻認同漫畫要和現實連結,不能遊戲感太重的那段5F 09/07 16:54
推 : 富監有很多想畫的,他沒想到獵人會連載這麼久時間6F 09/07 16:54
推 : 漫畫家應著重故事這點跟黑澤明認為導演要會自己寫故事一樣7F 09/07 16:55
→ : 看別人玩遊戲跟自己玩遊戲是兩碼子事8F 09/07 16:57
→ : 遊戲異界那個非常認同XD9F 09/07 17:01
推 : 特殊能力系列真的很容易讓整個世界崩壞10F 09/07 17:01
推 : 難怪飛影出場一臉雜魚樣11F 09/07 17:02
→ : 所以富姦你還沒想好王位爭奪這大鍋炒要怎麼收尾對吧12F 09/07 17:02
→ : XD
→ : XD
推 : 我還以為特南克斯是指很多卡車14F 09/07 17:06
推 : 推翻譯15F 09/07 17:23
推 : 謝翻譯,推推16F 09/07 17:25
推 : 岸本其實內心蠻細膩的誒17F 09/07 17:26
推 : 推18F 09/07 17:26
推 : 推19F 09/07 17:30
→ : 有些地方滿有道理的,然而某些地方...富堅你果然欠吐20F 09/07 17:41
推 : 謝翻譯21F 09/07 17:42
推 : 大推遊戲感那段 把遊戲那套架構整坨拉出來真的很沒22F 09/07 17:42
→ : 故事性 就如編輯所說 無聊透
→ : 故事性 就如編輯所說 無聊透
推 : 推24F 09/07 17:42
推 : 感謝分享。 三家本礼的劇情其實很亂來XD25F 09/07 17:42
推 : 很欣賞的兩位富奸跟荒木 對於細節上不太著重 但是26F 09/07 17:44
→ : 最重要的故事和人物描述立體化 真的做得很到位
→ : 最重要的故事和人物描述立體化 真的做得很到位
推 : 感謝翻譯28F 09/07 17:52
推 : 真的說得TM沒錯 一堆轉生到奇幻世界還帶入遊戲系統29F 09/07 17:52
→ : 那種故事就是作者自己沒什麼閱歷 太多到想吐
→ : 不過 刀劍神域的故事表示:
→ : 那種故事就是作者自己沒什麼閱歷 太多到想吐
→ : 不過 刀劍神域的故事表示:
推 : 還好我寫得夠早...32F 09/07 17:59
推 : 推翻譯33F 09/07 18:00
推 : 岸本後期讓我感受到徹底的自暴自棄34F 09/07 18:01
→ : 富堅就勉強算了 火影的劇情和人設高明到可以以這麼高的35F 09/07 18:05
→ : 姿態評論漫畫吧? 雖然火影的確很紅 但後面真的蠻難看耶
→ : 姿態評論漫畫吧? 雖然火影的確很紅 但後面真的蠻難看耶
→ : 簽名檔GET37F 09/07 18:08
→ : 上面有點推錯 應該是火影的劇情和人設沒有高明到38F 09/07 18:11
推 : 火影到培因之後的反派描寫實在夠爛他還敢講ww39F 09/07 18:17
推 : 岸本認為讀者能不能對角色有認同感很重要,於是鳴人學會40F 09/07 18:41
→ : 了相信我之術
→ : 了相信我之術
推 : 感謝翻譯42F 09/07 18:44
推 : 富堅那個..大概又是編輯吧,想畫短篇畫不到的感覺43F 09/07 18:59
推 : 同意遊戲感那段,不過這類作品攻佔輕小之後好像開始對漫畫
→ : 界進軍了
推 : 同意遊戲感那段,不過這類作品攻佔輕小之後好像開始對漫畫
→ : 界進軍了
推 : 富兼堅持:西索復活是合理的XD46F 09/07 19:03
推 : 推翻譯47F 09/07 19:04
→ : 岸本後面是被要求寫長了自然會有點歪了
→ : 岸本後面是被要求寫長了自然會有點歪了
推 : 可是我也覺得西索死念發動合理啊XD49F 09/07 19:09
推 : 可4人家鋼鍊就沒崩潰耶 根本是能力差距50F 09/07 19:51
推 : 不睡覺畫漫畫的規格外人種不能當標準51F 09/07 20:31
推 : 鋼鍊差一倍的話數哎52F 09/07 20:46
※ 編輯: comicreader (61.223.234.171), 09/07/2016 22:07:15→ : 遊戲那段翻的不錯阿,總之,有些人的漫畫世界觀過度複雜53F 09/07 22:19
→ : 花費很多精神在講解設定上,讀者難產生移情作用
→ : 但是玩遊戲的話,世界觀越詳細,可互動元件則越多越好
→ : 不過插話編輯是不是某種程度在暗諷各種轉生題材呢
→ : 花費很多精神在講解設定上,讀者難產生移情作用
→ : 但是玩遊戲的話,世界觀越詳細,可互動元件則越多越好
→ : 不過插話編輯是不是某種程度在暗諷各種轉生題材呢
推 : 我還是覺得西索復活太扯了57F 09/08 00:40
推 : 可是荒木應該不太欣賞負姦ww58F 09/08 05:58
推 : 石鬼面畫漫畫都不用休息59F 09/08 08:59
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