I grew up in Northern Ireland, right up in the very, very north end of it there, where it's absolutely freezing cold. This was me running around in the back garden mid-summer.
私は北部アイルランド出身です まさに最北端の地で かなり寒さの厳しいところです これは裏庭を走る「真夏」の私です
(Laughter)
-会場(笑)
I couldn't pick a career. In Ireland the obvious choice is the military, but to be honest it actually kind of sucks.
就職先を 決めかねていました そういう場合 アイルランドでは入隊するのですが 正直それは最悪です
(Laughter)
-会場(笑)
My mother wanted me to be a dentist. But the problem was that people kept blowing everything up. So I actually went to school in Belfast, which was where all the action happened. And this was a pretty common sight. The school I went to was pretty boring. They forced us to learn things like Latin. The school teachers weren't having much fun, the sports were very dirty or very painful. So I cleverly chose rowing, which I got very good at.
母は歯科医にさせたかったようですが 絶え間ない爆撃が障害になりました 私の通学していたベルファストでは いろんなことが起こり こんな光景は日常でした 学校は本当に退屈で ラテン語を勉強させられ 教師は面白くないし スポーツは汚れるし苦痛でした そこでひらめいたボート競技は かなり上達して
And I was actually rowing for my school here until this fateful day, and I flipped over right in front of the entire school. And that was the finishing post right there.
学校代表として漕いでいたのですが ある日 致命的にも全校生徒の真ん前で 転覆しました ゴールは すぐそこでした
(Laughter)
-会場(笑)
So this was extremely embarrassing. But our school at that time got a grant from the government, and they got an incredible computer -- the research machine 3DZ -- and they left the programming manuals lying around. And so students like myself with nothing to do, we would learn how to program it. Also around this time, at home, this was the computer that people were buying. It was called the Sinclair ZX80. This was a 1K computer, and you'd buy your programs on cassette tape.
大恥です このころ政府助成金で学校に導入されたのが 夢の リサーチマシン380Zです プログラミングマニュアルが添付されていたので 私のようなヒマな生徒は プログラミングを勉強しました このころの家庭用コンピューターは こちら 1キロバイトのシンクレアZX80です プログラムはカセットテープで販売されていました
Actually I'm just going to pause for one second, because I heard that there's a prerequisite to speak here at TED -- you had to have a picture of yourself from the old days with big hair. So I brought a picture with big hair.
余談ですが TEDでスピーチするには 昔のダサい髪型の写真が必要らしいので こんな写真を持ってきました
(Laughter).
-会場(笑)
I just want to get that out of the way. So after the Sinclair ZX80 came along the very cleverly named Sinclair ZX81.
処分したいです シンクレアZX80の後継は よく練られた名前の シンクレアZX81
(Laughter)
-会場(笑)
And -- you see the picture at the bottom? There's a picture of a guy doing homework with his son. That's what they thought they had built it for. The reality is we got the programming manual and we started making games for it. We were programming in BASIC, which is a pretty awful language for games, so we ended up learning Assembly language so we could really take control of the hardware. This is the guy that invented it, Sir Clive Sinclair, and he's showing his machine. You had this same thing in America, it was called the Timex Sinclair1000.
下の写真を見ると 男性が男の子と宿題をしています それが本来のねらいでしたが 実際には私たちは プログラミングマニュアルを手に ゲームを 作り始めました ベーシックは ゲーム制作には全然適さないので アセンブリ言語を学習し始めて ハードウェアを制御できるようになりました 発明者クライブ・シンクレア氏です 手にしているのは アメリカでも販売された タイメックス・シンクレア1000です
To play a game in those days you had to have an imagination to believe that you were really playing "Battlestar Galactica." The graphics were just horrible. You had to have an even better imagination to play this game, "Death Rider." But of course the scientists couldn't help themselves. They started making their own video games. This is one of my favorite ones here, where they have rabbit breeding, so males choose the lucky rabbit.
宇宙空母ギャラクティカを 操縦していると思い込む想像力が必要でした 当時のグラフィックはひどかったのです さらに想像力を必要としたのが デスライダーです エンジニアたちは我慢しきれず 独自にゲームを作り始めました これはお気に入りの一つで ウサギを繁殖させるゲームです オスはこの中から気に入ったウサギを選ぶのです
It was around this time we went from 1K to 16K, which was quite the leap. And if you're wondering how much 16K is, this eBay logo here is 16K. And in that amount of memory someone programmed a full flight simulation program. And that's what it looked like. I spent ages flying this flight simulator, and I honestly believed I could fly airplanes by the end of it.
この頃1キロから16キロバイトに 大きく進化しました 16キロバイトといえば eBayのロゴと同じ容量です 当時 飛行シミュレーターのプログラムを その容量内で作成した人がいます こんなかんじです このシミュレーターで何年も飛行を重ねた私は 本物を操縦できるようになると本気で信じていました
Here's Clive Sinclair now launching his color computer. He's recognized as being the father of video games in Europe. He's a multi-millionaire, and I think that's why he's smiling in this photograph.
カラー表示可能なコンピューターを発表するシンクレア氏です ヨーロッパにおけるゲームの父とされ 今や大富豪です だから笑っているのでしょう
So I went on for the next 20 years or so making a lot of different games. Some of the highlights were things like "The Terminator," "Aladdin," the "Teenage Mutant Hero Turtles." Because I was from the United Kingdom, they thought the word ninja was a little too mean for children, so they decided to call it hero instead. I personally preferred the Spanish version, which was "Tortugas Ninja." That was much better.
その後20年近くかけて 私は 数々のゲームを開発してきました 代表作は「ターミネーター」「アラジン」 「ティーネイジ・ミュータント・ヒーロー・タートルズ」です イギリスでは ニンジャと呼ぶと子どもに良くないということで ヒーローと呼ぶことになりました 個人的にはスペイン版の 「トルトゥガス・ニンジャ」のほうが ずっと良いと思います
(Laughter)
-会場(笑)
Then the last game I did was based on trying to get the video game industry and Hollywood to actually work together on something -- instead of licensing from each other, to actually work.
最近は ハリウッドのゲーム業界に働きかけて ライセンスを供与し合うだけでなく 実際に協働作業させようと務めてきました
Now, Chris did ask me to bring some statistics with me, so I've done that. The video game industry in 2005 became a 29 billion dollar business. It grows every year. Last year was the biggest year. By 2008, we're going to kick the butt of the music industry. By 2010, we're going to hit 42 billion. 43 percent of gamers are female. So there's a lot more female gamers than people are really aware.
クリスに言われたので 統計資料を持ってきました 2005年 ゲーム市場は290億ドルに達し 年々 -- 拡大しています 昨年は最高額を記録しました 2008年までに音楽業界を抜き 2010年までに420億ドルに拡大します ゲーマーの43%は女性です 想像よりずっと多いのです
The average age of gamers? Well, obviously it's for children, right? Well, no, actually it's 30 years old. And interestingly, the people who buy the most games are 37. So 37 is our target audience. All video games are violent. Of course the newspapers love to beat on this. But 83 percent of games don't have any mature content whatsoever, so it's just not true.
ゲーマーの平均年齢は? 当然子どもだと思いますよね? 実は30歳です 面白いことに最も多くゲームを購入する年齢は37歳です だから ターゲットは37歳です ご存じのように ゲームは暴力的だとメディアは叩きがちですが 実際には83%のゲームは青少年に不向きな内容を含んでいません よって真実ではありません
Online gaming statistics. I brought some stuff on "World of Warcraft." It's 5.5 million players. It makes about 80 million bucks a month in subscriptions. It costs 50 bucks just to install it on your computer, making the publisher about another 275 million. The game costs about 80 million dollars to make, so basically it pays for itself in about a month. A player in a game called "Project Entropia" actually bought his own island for 26,500 dollars. You have to remember that this is not a real island. He didn't actually buy anything, just some data. But he got great terms on it. This purchase included mining and hunting rights, ownership of all land on the island, and a castle with no furniture included.
オンラインゲームの統計資料です 「ワールド オブ ウォークラフト」の運営に関わっています プレーヤーが550万人 登録料が月8千万ドル インストールに50ドルかかりますから 会社には さらに2億7千5百万ドル入ります 製作費8千万ドルですから まあ1カ月でペイします 「プロジェクト エントロピア」というゲームでは 2万6千5百ドルで島を購入した人がいます 実在する島ではありません 実体のないただのデータです ただし 莫大な権利を得ました 採掘権 狩猟権 島全域の領有権 城もです 城に家具はありませんが
(Laughter)
-会場(笑)
This market is now estimated at over 800 million dollars annually. And what's interesting about it is the market was actually created by the gamers themselves. They found clever ways to trade items and to sell their accounts to each other so that they could make money while they were playing their games. I dove onto eBay a couple of days ago just to see what was gong on, typed in World of Warcraft, got 6,000 items. I liked this one the best: a level 60 Warlock with lots of epics for 174,000 dollars. It's like that guy obviously had some pain while making it.
この市場は年8億ドルを超えると推計されています 興味深いことに この市場は ゲーマーたちが作り上げたのです アイテム交換やアカウント売買を うまくやる方法を見つけて プレーで稼げるようにしたのです 最近の動向を知ろうと eBayで ゲーム名で検索したら 6000アイテムがヒットしました 私がいちばん気に入ったのは エピックの多いレベル60のウォーロック 17万4千ドルです 苦労して育てたのが分かります
So as far as popularity of games, what do you think these people are doing here? It turns out they're actually in Hollywood Bowl in Los Angeles listening to the L.A. Philharmonic playing video game music. That's what the show looks like. You would expect it to be cheesy, but it's not. It's very, very epic and a very beautiful concert. And the people that went there absolutely loved it.
ゲーム人気の話ですが 何をしているのでしょうか? 実は ロサンゼルスのハリウッド・ボウルで LAフィル演奏のゲーム音楽を鑑賞しているのです こんな感じです 安っぽいと思うでしょうが 実は 荘厳で美しいコンサートです 聴衆は魅了されていました
What do you think these people are doing? They're actually bringing their computers so they can play games against each other. And this is happening in every city around the world. This is happening in your local cities too, you're probably just not aware of it.
この人たちは 自分のコンピューターを持ち寄り ゲームで対戦しています 世界中で見られる光景です みなさんの地元でもやってますが 知らないだけです
Now, Chris told me that you had a timeline video a few years ago here just to show how video game graphics have been improving. I wanted to update that video and give you a new look at it. But what I want you to do is to try to understand it. We're on this curve, and the graphics are getting so ridiculously better. And I'm going to show you up to maybe 2007. But I want you to try and think about what games could look like 10 years from now. So we're going to start that video.
数年前にある映像を紹介しました ゲームグラフィックの進化の軌跡をまとめた映像です 今日はその映像の最新版をお見せします 理解を深めてみてください 上昇カーブを描いて グラフィックは劇的に進化しています お見せするのは2007年までの軌跡です 今後10年でゲームがどうなるか みなさんが考えてください では映像を流します
Video: Throughout human history people have played games. As man's intellect and technology have evolved so too have the games he plays.
(映像)歴史上 人はいつもゲームをしてきた 人類の知能とテクノロジーが進化するにつれ ゲームも進化してきたのだ
(Music)
(音楽)
(Applause)
(拍手)
David Perry: The thing again I want you to think about is, don't look at these graphics and think of that's the way it is. Think about that's where we are right now, and the curve that we're on means that this is going to continue to get better. This is an example of the kind of graphics you need to be able to draw if you wanted to get a job in the video game industry today. You need to be really an incredible artist. And once we get enough of those guys, we're going to want more fantasy artists that can create places we've never been to before, or characters that we've just never seen before.
(デイビッド)グラフィックを眺めるだけでなく そのありようを考えてみてください これは今までの成果であって さらなる発展への過渡期であることを 念頭に置いてください 今日のゲーム業界で職を得るには こうしたグラフィックのデザインスキルが必要です 傑出したアーティストが必要です そんな人材をたくさん集めて 未知の世界や 未知のキャラクターを 空想力豊かに創造するアーティストを 発掘したいのです
So the obvious thing for me to talk about today is graphics and audio. But if you were to go to a game developers conference, what they're all talking about is emotion, purpose, meaning, understanding and feeling. You'll hear about talks like, can a video game make you cry? And these are the kind of topics we really actually care about.
今回のテーマにはグラフィックや音楽を選びましたが ゲーム開発者の会議では 感性 目的 意味 悟性 感覚 といったことが議論されています 「ゲームで人を泣かすことができるか?」といった議論です 実際そういったことに関心が集まっています
I came across a student who's absolutely excellent at expressing himself, and this student agreed that he would not show his video to anybody until you here at TED had seen it. So I'd like to play this video. So this is a student's opinion on what his experience of games are.
自己表現に秀でた生徒がいまして 私がTEDで披露するまで この映像作品を誰にも見せないという約束を してくれました それをお見せしたいと思います ゲームを通した体験について彼の見解をまとめた作品です
Video: I, like many of you, live somewhere between reality and video games. Some part of me -- a true living, breathing person -- has become programmed, electronic and virtual. The boundary of my brain that divides real from fantasy has finally begun to crumble. I'm a video game addict and this is my story.
(映像)多くの人と同じように 僕は現実とゲームの間に生きている 現実に生きる血の通った人間だが プログラム化 機械化 バーチャル化されつつある 現実と仮想を隔てる境界が 脳の中でついに壊れ始めた これはゲーム中毒になってしまった僕の話だ
(Music)
(音楽)
In the year of my birth the Nintendo Entertainment System also went into development. I played in the backyard, learned to read, and even ate some of my vegetables. Most of my childhood was spent playing with Legos. But as was the case for most of my generation, I spent a lot of time in front of the TV. Mr. Rogers, Walt Disney, Nick Junior, and roughly half a million commercials have undoubtedly left their mark on me.
僕が生まれた年 任天堂もまた大きな発展を遂げた 裏庭で遊んだし 勉強もした 野菜だって少しは食べた 子どもの頃はレゴで遊ぶことが多かったけど 僕らの世代は テレビを見て過ごすことも多かった ミスター・ロジャーズ ウォルト・ディズニー ニック・ジュニア さらに膨大な量のコマーシャルから 影響を受けたに違いない
When my parents bought my sister and I our first Nintendo, whatever inherent addictive quality this early interactive electronic entertainment possessed quickly took hold of me. At some point something clicked.
任天堂の初代ゲーム機を与えられると 対話型電子ゲームに内在する中毒性が 即座に僕をとりこにした いつのまにか何かが僕をクリックしたんだ
(Music)
(音楽)
With the combination of simple, interactive stories and the warmth of the TV set, my simple 16-bit Nintendo became more than just an escape. It became an alternate existence, my virtual reality.
シンプルさ 対話的ストーリー展開 テレビの温もりがあいまって 初期の16ビットゲームは ただの気晴らし以上の存在となった 仮想現実という新たな世界だ
(Music)
(音楽)
I'm a video game addict, and it's not because of a certain number of hours I have spent playing, or nights I have gone without sleep to finish the next level. It is because I have had life-altering experiences in virtual space, and video games had begun to erode my own understanding of what is real and what is not. I'm addicted, because even though I know I'm losing my grip on reality, I still crave more.
僕はゲーム中毒だ ゲームに時間を 費やすとか 夜も寝ずにレベルを上げるからじゃない 仮想空間の中で 人生を変える大きな体験をし 何が現実で 何が非現実かを見極める判断力が ゲームに冒されてきたからだ 僕は中毒だ 現実感覚を失いつつあると気づきつつ 決してやめられない
(Music)
(音楽)
From an early age I learned to invest myself emotionally in what unfolded before me on screen. Today, after 20 years of watching TV geared to make me emotional, even a decent insurance commercial can bring tears to my eyes. I am just one of a new generation that is growing up. A generation who may experience much more meaning through video games than they will through the real world. Video games are nearing an evolutionary leap, a point where game worlds will look and feel just as real as the films we see in theatres, or the news we watch on TV. And while my sense of free will in these virtual worlds may still be limited, what I do learn applies to my real life. Play enough video games and eventually you will really believe you can snowboard, fly a plane, drive a nine-second quarter mile, or kill a man. I know I can.
小さい頃から テレビに映し出される光景に 感情移入するようになった 感情をあおるように計算されたテレビを見続けて20年 なんでもない保険のコマーシャルで泣いてしまうこともある 僕はそうして育った世代の一員に過ぎない 現実世界での経験より はるかに多くのことを ゲームで経験する世代だ ゲームは飛躍的に進化しつつある ゲームの世界が 劇場映画や ニュースと同じくらいの現実味をおびつつある 仮想世界で体感する自由には まだ限界はあるが 得たものは現実世界にも通じる ゲームをたくさんやれば スノーボードも 飛行機の操縦も F1並みの運転も 殺人も現実にやれる気になるのだ 僕はできると思っている
Unlike any pop culture phenomenon before it, video games actually allow us to become part of the machine. They allow us to sublimate into the culture of interactive, downloaded, streaming, HD reality. We are interacting with our entertainment. I have come to expect this level of interaction. Without it, the problems faced in the real world -- poverty, war, disease and genocide -- lack the levity they should. Their importance blends into the sensationalized drama of prime time TV.
かつてのポップカルチャーとは違って 僕らはゲームを動かす一員になれる 双方向通信 ダウンロード ストリーミング 高精細な映像 そういった現実の文化に融合することで 僕らとゲームは 影響し合っている 僕が期待してきたのはこのレベルだ 貧困 戦争 疾病 虐殺の蔓延する現実世界は ゲームなしでは 本来もつべき気楽さに欠けることになる そんな要素は ゴールデンタイムの 大げさなドラマにも見られる
But the beauty of video games today lies not in the lifelike graphics, the vibrating joysticks or virtual surround sound. It lies in that these games are beginning to make me emotional. I have fought in wars, feared for my own survival, watched my cohorts die on beaches and woods that look and feel more real than any textbook or any news story.
今のゲームの素晴らしさは リアルなグラフィック 振動コントローラー サラウンドなどではない 僕を感情的な人間に変え始めていることだ 戦場で戦い 生き残りをかけて怯え 砂浜や森の中で戦友が死ぬ様が 教科書やニュース以上にリアルに感じられる
The people who create these games are smart. They know what makes me scared, excited, panicked, proud or sad. Then they use these emotions to dimensionalize the worlds they create. A well-designed video game will seamlessly weave the user into the fabric of the virtual experience. As one becomes more experienced the awareness of physical control melts away. I know what I want and I do it. No buttons to push, no triggers to pull, just me and the game. My fate and the fate of the world around me lie inside my hands. I know violent video games make my mother worry. What troubles me is not that video game violence is becoming more and more like real life violence, but that real life violence is starting to look more and more like a video game.
製作者は計算高く 恐怖 興奮 パニック 誇り 悲しみを自在にかき立て 感情をあおることで創造の世界に奥行きを与える よくできたゲームは違和感なく 仮想体験の中にプレーヤーを引き込む ゲームをすればするほど 身体感覚は希薄になっていく 自分の意志はわかる それに従う ボタンもコントローラーも無い 僕とゲームだけの世界 僕の運命も 僕が生きる世界の運命も すべて僕が握る 暴力的なゲームを 母は心配しているが 僕が怖いのは ゲーム世界の暴力が 現実に近づいていくことではない 現実世界の暴力が どんどん -- ゲームに近づいていることだ
(Music)
(音楽)
These are all troubles outside of myself. I, however, have a problem very close to home. Something has happened to my brain.
これは全部僕の外側にある問題だ だけどもっと痛切な問題がある 脳で何かが起こっているのだ
(Music)
(音楽)
Perhaps there is a single part of our brain that holds all of our gut instincts, the things we know to do before we even think. While some of these instincts may be innate, most are learned, and all of them are hardwired into our brains. These instincts are essential for survival in both real and virtual worlds. Only in recent years has the technology behind video games allowed for a true overlap in stimuli. As gamers we are now living by the same laws of physics in the same cities and doing many of the same things we once did in real life, only virtually. Consider this -- my real life car has about 25,000 miles on it. In all my driving games, I've driven a total of 31,459 miles. To some degree I've learned how to drive from the game. The sensory cues are very similar. It's a funny feeling when you have spent more time doing something on the TV than you have in real life. When I am driving down a road at sunset all I can think is, this is almost as beautiful as my games are.
たぶん脳のある部分が 考えるまでもない本能的な働きを 掌握している 本能の一部は生得的だが ほとんどは後天的だ すべて脳につながれている 現実世界でも 仮想世界でも 生き残るにはこうした本能が不可欠だ テクノロジーのおかげで 最近やっと 脳への刺激が 真に一致するようになった 僕らゲーマーは 同じ物理法則のもと同じ街に住み 現実と同じ経験を積み重ねている ただし仮想空間の中で- 僕が車を走らせた距離は 現実世界では25,000マイル ゲーム世界では合計31,459マイル ある意味 ゲームで運転技術を学んできたと言える 運転する感覚はほとんど同じだ 画面上で何かをしている時間が 現実の活動より長いなんて何かおかしな気分だ 夕陽を見ながらドライブするときに僕は思う ゲームの風景と同じぐらいきれいだと
For my virtual worlds are perfect. More beautiful and rich than the real world around us. I'm not sure what the implications of my experience are, but the potential for using realistic video game stimuli in repetition on a vast number of loyal participants is frightening to me. Today I believe Big Brother would find much more success brainwashing the masses with video games rather than just simply TVs. Video games are fun, engaging, and leave your brain completely vulnerable to re-programming. But maybe brainwashing isn't always bad.
僕の仮想世界はカンペキで 現実世界より美しく豊かだからだ 僕の経験に何の意味があるかよくわからないけど 大勢の信奉者に繰り返しリアルな刺激を与えるゲームの 潜在的な応用力を考えると恐ろしい気分になる 現代の支配者は普通にテレビを使うより ゲームを使ったほうが はるかに大衆を洗脳しやすいはずだ ゲームは面白くて魅力的だ 脳を洗脳されやすい状態にする 洗脳は必ずしも悪いとはいえないかもしれない
Imagine a game that teaches us to respect each other, or helps us to understand the problems we're all facing in the real world. There is a potential to do good as well. It is critical, as these virtual worlds continue to mirror the real world we live in, that game developers realize that they have tremendous responsibilities before them. I'm not sure what the future of video games holds for our civilization. But as virtual and real world experiences increasingly overlap there is a greater and greater potential for other people to feel the same way I do.
相互尊重を教えるゲーム 現実世界の問題について理解を深めるゲーム それもありえる 良い影響を与える可能性がある 仮想世界が現実世界を映すなか ゲーム開発者がそのとてつもない責任を自覚すること それが重要な意味をもつ ゲームの明日が この文明に何をもたらすのか 見当がつかない 仮想世界の経験と 現実世界の経験が 近づくにつれ ほかの人も僕と同じ気持ちになる そんな可能性が どんどん高まっている
What I have only recently come to realize is that beyond the graphics, sound, game play and emotion it is the power to break down reality that is so fascinating and addictive to me. I know that I am losing my grip. Part of me is just waiting to let go. I know though, that no matter how amazing video games may become, or how flat the real world may seem to us, that we must stay aware of what our games are teaching us and how they leave us feeling when we finally do unplug.
やっと気付いたことがある グラフィック 音楽 ゲームプレイ 感情を超え 僕を魅了し中毒にさせるもの それは 現実を打ち砕く力だ 僕は現実感覚を失いつつある ただそれを眺めているだけの僕がいる わかってる どんなにすごいゲームが現れようと 現実世界がどんなに陳腐に見えようと ゲームがもたらすものや ゲームを終えたときの気分に 意識を向けておくべきなのだ
(Applause)
(拍手)
DP: Wow.
(デイビッド)すばらしい
(Applause)
(拍手)
I found that video very, very thought provoking, and that's why I wanted to bring it here for you guys to see. And what was interesting about it is the obvious choice for me to talk about was graphics and audio. But as you heard, Michael talked about all these other elements as well. Video games give an awful lot of other things too, and that's why people get so addicted. The most important one being fun.
非常に挑発的な映像です だからこそお見せしたかったのです 面白いことに 私は当然のように グラフィックと音響をテーマに選んだのですが マイケルは他のテーマまでも語っています ゲームの影響は膨大で だから 中毒になるのです 一番重要なのは楽しいということです
The name of this track is "The Magic To Come." Who is that going to come from? Is it going to come from the best directors in the world as we thought it probably would? I don't think so. I think it's going to come from the children who are growing up now that aren't stuck with all of the stuff that we remember from the past. They're going to do it their way, using the tools that we've created. The same with students or highly creative people, writers and people like that.
「次なる魔法」を生み出すのは 誰か? 名だたるディレクターでしょうか? やはり? いや 過去の経験にとらわれる大人ではなく 今まさに成長しつつある子どもたちが 私たちの作ったツールを使って 独自に生み出していくのです 研究者 素晴らしく創造的な人々 物書きなんかもそうです
As far as colleges go, there's about 350 colleges around the world teaching video game courses. That means there's literally thousands of new ideas. Some of the ideas are really dreadful and some of them are great. There's nothing worse than having to listen to someone try and pitch you a really bad video game idea.
大学の話で言えば 世界には 約350の大学にゲーム関連の授業があります 新しいアイデアが文字通り何千もあるのです ひどいアイデアも 素晴らしいアイデアもあります ひどいゲームのアイデアほど 聞くに堪えないものはありません
(Laughter)
-会場(笑)
Chris Anderson: You're off, you're off. That's it. He's out of time.
(クリス)はい もう終わりだよ 持ち時間は終わりだ
DP: I've just got a little tiny bit more if you'll indulge me.
(デイビッド)よければ もう少しだけ
CA: Go ahead. I'm going to stay right here though.
(クリス)いいよ でもここにいるから
(Laughter)
-会場(笑)
DP: This is just a cool shot, because this is students coming to school after class. The school is closed; they're coming back at midnight because they want to pitch their video game ideas. I'm sitting at the front of the class, and they're actually pitching their ideas. So it's hard to get students to come back to class, but it is possible.
いい光景です 授業後に集まった生徒たちです 学校も閉まった真夜中に戻ってきて ゲームのアイデアを持ち寄るのです 私は前に座り 生徒はアイデアを交換します 普通は生徒を集めるのは大変ですが 可能です
This is my daughter, her name's Emma, she's 17 months old. And I've been asking myself, what is Emma going to experience in the video game world? And as I've shown here, we have the audience. She's never going to know a world where you can't press a button and have millions of people ready to play. You know, we have the technology. She's never going to know a world where the graphics just aren't stunning and really immersive. And as the student video showed, we can impact and move. She's never going to know a world where video games aren't incredibly emotional and will probably make her cry. I just hope she likes video games.
これは娘のエマで1歳5カ月です 私は自分自身に問いかけています「エマは ゲーム世界で何を経験するだろう?」 説明したとおり熱烈なゲームファンはたくさんいます エマが目にするのはゲーム無き世界ではなく 誰もがゲームをやる世界です 技術はありますから 彼女が見る世界のグラフィックは 心奪われる素晴らしいものになり あの映像が示すように 衝撃と感動を与えられます きっとゲームが彼女の心を揺さぶり 時に涙腺をゆるませるはずです ただゲーム好きであればと思います
(Laughter)
-会場(笑)
So, my closing thought. Games on the surface seem simple entertainment, but for those that like to look a little deeper, the new paradigm of video games could open entirely new frontiers to creative minds that like to think big. Where better to challenge those minds than here at TED?
締めくくりです ゲームは一見ただの娯楽ですが もう少し深く考えると ゲームの新しいパラダイムが新境地を切り開き 野心的な創造力を生む可能性がある その精神を喚起するのがTEDです
Thank you.
ありがとうございました
Chris Anderson: David Perry. That was awesome.
(クリス)素晴らしい講演でした