Re: [閒聊] New York Times 紐約時報對韓國電子競技的報導消失

看板LoL作者時間9年前 (2014/10/23 22:04), 9年前編輯推噓26(2607)
留言33則, 31人參與, 最新討論串1/1
稍微翻譯了一下 因為非專業人士 可能有些地方有點簡略或是錯誤的地方 請見諒了 也歡迎討論與指教 =========================================================================== SEOUL, South Korea — Top video game players in South Korea are household names. Millions of people tune in to watch game competitions on television. The largest Internet portal, Naver, has its own section covering the results. 首爾,南韓---在南韓頂尖的電子競技選手是家喻戶曉的,數百萬人在電視上觀看電競比 賽。在南韓最大的搜尋引擎NAVER有專門的區域討論電子競技。 Competitive video gaming is now taking off in places like the United States, attracting thousands of people to major events. But in South Korea, more than anywhere else, it has already oozed into mainstream culture. Couples going to game clubs is about as common as couples going to the movies.. 電子競技近年逐漸開始在美國流行,吸引數千人的參與。但在南韓,比世界任一個地方更 早,電子競技早已成為一種主流文化,對情侶來說,去看電競比賽就跟去看電影約會一樣 稀鬆平常。 Time and again, South Korea has provided glimpses of technology-related transformations before they expand globally, including widespread broadband availability and smartphone adoption. The country has also led in professional video game competitions, often called e-sports, creating organized leagues, training well-financed professional teams and filling giant stadiums with frenzied fans to cheer on their favorite players. 一次又一次的,南韓在電子競技全球普及化以前,已經充分的做好了相關科技、硬體的準 備。像是廣泛的寬頻網路和智慧型手機的提升。他們也將電子競技(又稱為e-sports)發展 為完整的電競比賽,有職業的比賽聯盟、訓練專業的職業隊伍和建造能讓觀眾們為了他們 最喜愛的電競選手一起瘋狂同樂的專屬場館。 Such excitement was on display in Seoul on Sunday, when more than 40,000 fans filled the outdoor soccer stadium used for the 2002 World Cup semifinal to watch the world championship for League of Legends, one of the world’s most popular games. On stage, two teams of five players sat in front of computers wielding mouse and keyboard to control fantastical characters in a campaign to destroy the opposing team’s base. Three huge screens displayed the action. 上個星期天,超過4萬名觀眾,在2002年世界杯足球賽的場地觀看s4的LOL世界盃總決賽, 在舞台上兩隊各五名選手在電腦前互相廝殺,操控著華麗的英雄,摧毀對手的主堡,在三 個大螢幕上呈現給所有的觀眾。 The clear favorite of the raucous crowd was Samsung White, a team of Koreans that tore through the playoffs. The throng of fans erupted early on, when a Samsung White player wielded a spear to kill a player from the Star Horn Royal Club, a team of three Chinese players and two Koreans. Samsung White went on to win the championship and $1 million in prize money. 觀眾明顯是比較支持SSW的,當SSW選手使用招換師技能擊殺一位皇族的英雄時,觀眾們都 沸騰了。最後SSW奪得了冠軍和100萬元的獎金 “Pro gaming exists in its current form and size in large part thanks to the people who made it possible in South Korea,” said Manuel Schenkhuizen, a Dutch pro gamer. “Other countries took years to catch up and are to this date trying to mimic some of their successes. 一位荷蘭的職業教練Manuel Schenkhuizen表示:「職業電子競技能夠有現在這樣的規模, 有很大一部分要歸功於它在南韓的成功」、「其他國家花費數年想要追上和模仿在南韓的 電子競技成功的環境。」 The prowess of the country’s e-sports players is a point of national pride. Recently there has even been hand-wringing about Samsung White’s not winning dominantly enough in an earlier round of the championship tournament, when it lost one of four games to Team SoloMid, a North American team. 職業選手們的實力也關係著國家的榮耀,最近就曾有關於SSW沒有能夠GG3:0 徹底毀滅TSM 的言論出現,認為不能輸給北美隊伍TSM。 Last week, people at one of the many Internet cafes here, known as a PC bang, debated how the League of Legends tournament would conclude. One ninth grader, Han Song-wook, said he had followed the rise of Samsung White for two years, in part because of the team’s aggressive play and creative, bold moves. 上星期,在一家網咖PC Bang,人們討論著LOL世界賽將會有怎樣的結果,一位九年級生 Han Song-wook,表示他觀察了SSW這兩年的崛起,他們侵略的戰略和大膽的行動。 “Even back then I saw they had potential,” he said. “Their moves were great.” 「即使是兩年前,他們也是充滿潛力」「他們的操作太棒了」 Though gamers and industry insiders have different theories about how e-sports became so popular in South Korea, nearly all versions start in the late 1990s. 儘管遊戲和產業專家對於e-sports如何在南韓能夠如此廣為流行有不同的看法,但同樣的 認為一切從1990年代開始。 At the time, in response to the Asian financial crisis, the South Korean government focused on telecommunications and Internet infrastructure. By 2000, a vibrant community of gamers emerged, largely thanks to PC bangs that used the new connections. The clubs acted as a sort of neighborhood basketball court where gamers could test their skills. 當時,金融海嘯席捲亞洲,南韓政府專注於電信和網路的基礎設施建設,直到2000年,一 個充滿活力的遊戲社團興起,透過網路的連線,它做為一種讓玩家能夠在同個場地競技的 平台,就像是同個球場一樣。(這邊我不確定翻的對不對) The government also became involved, creating the Korean E-Sports Association to manage e-sports. Cheap television stations took off as well, a result of the new infrastructure, and it was only natural that one, then more, would focus on e-sports. 政府也開始參與了電子競技的發展,建立了韓國電子競技聯盟(Korean E-Sports Association),也建立了便宜的電視台和節目,讓大家能夠很簡單、自然的更加關注電 子競技。 Fourteen years ago, you had a government that gave a thumbs-up to e-sports — it was professionally organized, and it was on television, so it became a mainstream thing,” said Jonathan Beales, an e-sports commentator. “The way soccer is around the world. 「14年前,能夠有一個政府大力支持電子競技,完整專業的組織和在電視上的呈現,造就 了電子競技在南韓成為主流文化的原因。」Jonathan Beales一位電子競技評論員說「就 好像足球在世界流行的情況一樣」 StarCraft, a game released by Blizzard Entertainment in 1998, quickly became a mainstay of South Korea’s professional gaming leagues. With investment and organizational help from Blizzard itself, professional tournaments quickly outgrew the cramped PC bangs, first moving to hotel ballrooms and eventually stadiums. In 2004, the final of the StarCraft pro league attracted 100,000 fans to Gwangalli Beach in the southern beach city of Busan. 星海爭霸,一款由BZ在1998年發行的遊戲,快速的在南韓職業聯盟成為主要的比賽項目, 加上BZ的投資與幫助,職業比賽快速的發長,從狹小的網咖,首次移師到飯店宴會廳甚至 最後到了體育館舉行。在2004年職業聯盟的星海爭霸決賽,吸引了十萬名的觀眾齊聚於釜 山的廣安里海灘,一同欣賞決賽。 “That was the big dog — that really was when we knew, ‘Oh, my goodness, this has gone to an entirely different level,’ ” said Paul Sams, Blizzard’ s chief operating officer. 「這真是一個大事件,當我們知道的時候真的非常激動,oh my god,這完全將電子競技 提升到一個完全不同的層級。」Paul Sams BZ的首席營運長這麼說。 The game clubs remain an important arena for gamers, though. On a recent Thursday night in a residential area of Kangdong in southeastern Seoul, a PC bang was filled with high-school students. They sat in plush chairs in front of large-screen PCs, barking strategies or crying out in joy or frustration. 對於玩家們,與遊戲有關遊戲的俱樂部場地持續扮演一個重要的腳色。最近一個禮拜四晚 上,在一個位於南韓江東的住宅區,高中學生們聚集於網咖,坐在豪華的椅子上和大螢幕 前,觀賞比賽、討論戰術,為了勝利而喝采或因為失敗而挫折。 “I love this game, though I think it’s too violent,” she said, adding that she comes mostly to see friends, including some male friends she does not see at her new high school. Bae Ye-seong, 18, who stood at a computer bank watching his friends play out a match of League of Legends, struggled to say why he played games. 「儘管遊戲也許有點爆力,但我還是愛死了這遊戲。」妹子補充,她主要是來看她的朋友 們比賽,甚至有些是連在學校都沒見的男性的朋友們。 Bae Ye-seong,18歲,他站在電腦包廂前觀看他的朋友進行一場LOL比賽,一邊掙扎地( 嘗試地)說著為什麼他要玩遊戲。 “Playing League of Legends isn’t necessarily important for friendship,” he said, “but it’s just a big part of our world.” 「對於友誼來說,玩LOL並不是一個必要的重點。」他說:「但LOL在我們世界來說的確是 佔有一席之地。」 About a decade ago, companies began to see the promise in sponsoring e-sports stars. Before long the companies, like Samsung, the giant technology company, and CJ Games, one of Korea’s most successful game developers, were sponsoring teams that lived in communal houses and trained 12 hours a day. 大約十年前,公司門開始發現了投資電競明星選手的潛力市場,許多大企業,像是科技大 廠Samsung、韓國最成功的遊戲開發公司之一CJ Games,贊助了職業隊伍,將選手們集 中於宿舍管理,進行每天12HR的練習。 That professionalism has spread outside Korea, with sponsors putting together training houses for gamers in recent years in the West. Still, few players take the games as seriously as those in South Korea. 這份專業的精神也傳到了韓國以外的地方,在西方也開始採取了將選手集中管理方式,但 能夠像南韓選手如此嚴格訓練的選手,還是少之又少。 In part that may be because of the perks of stardom that surround top players here. One of the players on CJ Entus, a team sponsored by CJ Games that came in second in the League of Legends world championship in 2012, recalled how a female fan followed him to competitions for two years taking photos. She ultimately sent him an album of all the shots she had taken. 這可能是因為在南韓,名星選手所擁有的光環和特別的待遇。一位CJ Entus在2012年獲得 LOL世界賽亞軍的選手回憶,一位女粉絲追隨他兩年,並將期間所有的照片製作成相本作 為禮物送給他。 “That was nice,” said the blushing player, who goes by the on-screen handle Shy. 「感覺非常好!」他害羞的表示。(CJE_Shy) Still, the life of an e-sports star is not all glamour. Players must practice relentlessly, spending their days in front of a screen. While the coach of CJ Entus, Kang Hyun-jong, said he tried to encourage players to enjoy themselves, the real goal was clear. “The best way for players to enjoy themselves is to know how to win,” he said. 但對於電子競技名星選手來說,生活不是只有美麗的榮耀而已。選手們必須長時間在電腦 前透過無情殘酷和無止境的練習,才能達成他們的目標。CJ Entus的教練Kang Hyun-jong 說他嘗試鼓勵選手們享受這一切,目標很明確。 「對於選手們來說最好的享受,就是了解如何獲得勝利。」 One of the most famous members of CJ Entus, Hong Min-gi, said he still enjoyed playing the game, despite the commitment. In part, he said, it was because he usually won. “I still get motivated when I beat someone,” he said. CJ Entus最友名的選手之一Hong Min-gi認為,儘管如此他還是享受玩遊戲。一部分也是 因為他的勝率很高。 「在打敗對手的時候,我還是感到被激勵和興奮。」他說 The cutthroat attitude no doubt helps South Korean teams in major competitions. The country’s success at League of Legends has led several Western teams, including the North American team Cloud9 and the European team Fnatic, to visit to see how teams practice. Many foreign teams have also tried to emulate the group living and training approach used in South Korea, often without the desired results. 如此殘酷的態度無疑的幫助了在比賽中的南韓隊伍,南韓在LOL的成功也吸引了許多西方 隊伍,如北美C9、歐洲FNC,來參觀他們是如何練習的。許多國外隊伍也效仿南韓團體生 活和訓練的方式,但往往得不到預期的成果。 But the monomania of gamers here has also led to concerns about addiction and the potential harm caused by spending too much time playing games. Occasionally, news articles report on a gamer’s dying of exhaustion in a PC bang after playing for days without rest. A law requires the clubs to force children under 18 to leave after 10 p.m. 但玩家長時間過度的的遊戲,所可能造成的成癮和潛在的傷害,也引起了大家的注意。有 時會有新聞報導指出,有玩家因多天玩遊戲而死於網咖,因此法律禁止18歲以下的少年在 晚上10點後進入網咖。 Jun Byung-hun, a South Korean National Assembly member and the head of the country’s e-sports governance body, KeSPA, said there was still a lot of ignorance from older generations about video gaming. He had pushed for moderation in the drive to regulate gaming. Jun Byung-hun,韓國e-sports主管機關KeSPA會長,認為在韓國,長輩還是對於電子遊戲 有所偏見,他嘗試推動適度的遊戲管理規範。 “In Korea, games are the barometer of the generation gap,” he said in an interview. Parents view games as distractions from studying, he said, while children see them as an important part of their social existence. Mr. Jun is promoting new educational guidelines that encourage schools to warn students about addiction, while also helping parents better understand gaming. “The best way to avoid addiction is for families to play games together,” he said. 在韓國,玩遊戲是世代之間最大的代溝,家長們將遊戲視為分散學習專注力的活動,但孩 子們往往將遊戲視為生活中的重要存在。Jun Byung-hun嘗試一種新的制度,希望能鼓勵 學校,對於遊戲過度成癮的學生提出警告,並也要幫助家長們對於電子遊戲有更多的了解 。 「最好的防範成癮方式就是讓全家人一起玩遊戲。」Jun Byung-hun這麼說。 Mr. Jun has also helped push through a number of initiatives to encourage South Korean institutions to treat e-sports like real sports. Most recently he helped convince Chung-Ang University, a top Korean college, to admit two students based on their successes in e-sports. 他也推動一連串活動,提議希望韓國相關機構,將電子競技是為一種正式的運動,最近他 幫助兩名在電子競技有所成就的學生,申請進入韓國役所頂尖大學Chung-Ang大學。 Days before the League of Legends championship, in the hotel near the stadium where Samsung White trained, Cho Se-hyoung, the team’s leader, said the pressure he felt from the country’s rabid fan base was immense. He hinted that at 20 years old, he was contemplating retirement. Even after winning the championship on Sunday, Mr. Cho apologized for not showing more creativity during the day’s event. 在LOL冠軍賽之前,在SSW訓練所旁的旅館,隊長 Cho Se-hyoung表示,他感受到來自於韓 國狂熱粉絲的巨大壓力。他暗示著在20歲左右,也許考慮要退休了。 即使在贏得了冠軍之後,他也為了在當天的活動中不夠有創意而道歉。 But talk of changing careers seemed more distant. He said the team had to get back to work to prepare for future competitions. Asked how he viewed himself, he said, “I’m a sports player.” Correction: October 22, 2014 但現在談論關於他的生涯的規劃也許有點遙遠,他說我們必須回去繼續努力準備之後的比 賽。 問他關於他是如何看待自己的呢,他說「我是個運動選手。」 October 22, 2014 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 61.230.143.113 ※ 文章網址: http://www.ptt.cc/bbs/LoL/M.1414073046.A.793.html ※ 編輯: ppp790528 (61.230.143.113), 10/23/2014 22:07:38

10/23 22:06, , 1F
反觀
10/23 22:06, 1F

10/23 22:07, , 2F
先想辦法擺脫冠軍詛咒再說
10/23 22:07, 2F

10/23 22:08, , 3F
10/23 22:08, 3F
乾 白翻了XD

10/23 22:11, , 4F
最好的防範成癮方式就是讓全家人一起玩遊戲
10/23 22:11, 4F

10/23 22:12, , 5F
結果全家 網路成癮......
10/23 22:12, 5F

10/23 22:15, , 6F
不用在那反觀啦,全世界是有幾個政府下來做
10/23 22:15, 6F

10/23 22:15, , 7F
有翻譯有推啦XDDD
10/23 22:15, 7F

10/23 22:15, , 8F
給推個
10/23 22:15, 8F

10/23 22:16, , 9F
有翻有推XD
10/23 22:16, 9F

10/23 22:18, , 10F
推個
10/23 22:18, 10F

10/23 22:18, , 11F
推翻譯
10/23 22:18, 11F

10/23 22:18, , 12F
翻譯推
10/23 22:18, 12F

10/23 22:23, , 13F
推!!
10/23 22:23, 13F

10/23 22:24, , 14F
感謝翻譯
10/23 22:24, 14F

10/23 22:24, , 15F
廣安里海灘真的是經典
10/23 22:24, 15F

10/23 22:32, , 16F
10/23 22:32, 16F

10/23 22:34, , 17F
翻譯辛苦
10/23 22:34, 17F

10/23 22:37, , 18F
10/23 22:37, 18F

10/23 22:39, , 19F
翻譯推
10/23 22:39, 19F

10/23 22:43, , 20F
反觀
10/23 22:43, 20F

10/23 22:45, , 21F
我覺得 不應該是掙扎地說著 要不要改成試著去解釋?
10/23 22:45, 21F
感謝

10/23 22:45, , 22F
台灣先搞定其他東西再來反觀 還輪不到電子競技
10/23 22:45, 22F

10/23 22:52, , 23F
連政府都搞不好還電子競技
10/23 22:52, 23F

10/23 22:53, , 24F
Mata 20歲時想退休 他不是30歲嗎(誤
10/23 22:53, 24F

10/23 23:02, , 25F
辛苦啦
10/23 23:02, 25F

10/23 23:10, , 26F
10/23 23:10, 26F

10/23 23:14, , 27F
翻譯推
10/23 23:14, 27F

10/24 00:01, , 28F
推 謝謝翻譯
10/24 00:01, 28F

10/24 00:09, , 29F
推 沒什麼白翻拉
10/24 00:09, 29F

10/24 00:09, , 30F
10/24 00:09, 30F

10/24 00:14, , 31F
翻譯給推 但是有錯字 一味皇族
10/24 00:14, 31F

10/24 00:32, , 32F
PC bang是指網咖還是指網咖的名子?
10/24 00:32, 32F

10/24 01:18, , 33F
我也在想這個問題xd 反正意思大概是那樣哈
10/24 01:18, 33F
※ 編輯: ppp790528 (61.230.143.113), 10/24/2014 11:17:51
文章代碼(AID): #1KIGhMUJ (LoL)