看板 Translate-CS 關於我們 聯絡資訊
: 在30年前,一個賣50美金的軟體,所需要投入的人力,遠比我們今天要賣50塊錢 : 的其他東西都來得少 : **(這段我懷疑我有翻譯錯誤,原文是The amount of person-hours that goes : into a $50 piece of software today dwarfs that of a $50 item of software : thirty years ago. )** 解析 A dwarfs B. 就大小而論,A使B看起來像個小矮人。 -> A > B The amount of person-hours that goes into a $50 piece of software today dwarfs that of a $50 item of software thirty years ago. dwarfs B. -> A > B -> B < A 是故,翻譯無誤 :) : (作者對這段的附註,往後再翻。簡單的說,他認為XBox算是一個對MS來講很少見 : ,開拓新市場的嘗試) : Of note is the single major product success of late Microsoft: the Xbox : gaming console. While the Xbox has yet to turn more than a tiny overall : profit since its introduction in 2001, it has established itself as a : stalwart of the gaming world. This could occur for two reasons: first, : unlike anything having to do with the internet, it was completely isolated : from the Windows and Office empires, and so did not run afoul of those : groups; and second, there were clear, existing, profitable models to : copy—Nintendo’s and Sony’s—and Microsoft was willing to lose billions : of dollars in re-creating that model. For the last time, they caught up : to their competitors in short order and equaled them, at the cost of : turning no profit themselves. 試譯 值得一提的是微軟後期的一項主要成功產品: 凶盒 雖然自從2001開始出現,凶盒仍未帶來大量利潤,但它已經在遊戲產業裡奠定了它的 地位。這背後可能有兩個原因 1. 不像其他與網際網路有關的產品,凶盒完全與 Windows 及 Office 帝國無關, 所以凶盒沒有與 Windows 及 Office 團隊起衝突、內鬥 2. 已經有明確的既存獲利模式可供複製 (任天堂與大學士索尼),且微軟願意花費 數十億美元重新建立同樣的獲利模式 再一次,微軟以「無獲利」為代價,在短期內追上了它的競爭者 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 75.177.186.231 ※ 文章網址: http://www.ptt.cc/bbs/Translate-CS/M.1398572807.A.B4C.html
Killercat:感謝 XD 04/27 13:16
AmosYang: :) 04/27 23:48
tiefblau:兇...兇盒...? 04/29 00:02
AmosYang: 你要翻成 叉箱 我也不反對 :D 04/29 03:11
Killercat:其實正確寫法是「凶」盒 XD 這是少數凶兇不能混用的例子 04/30 06:53
AmosYang: 兇底下多出來的儿…就當作兩隻有線手把吧 XD 04/30 10:35
PsMonkey:凶盒一票! 04/30 13:40