Re: [翻譯] 即時通大戰 Chat Wars(上篇)
: 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.
A 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
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