tag:blogger.com,1999:blog-65358741109114342292024-03-19T12:46:15.903+08:00遊戲思維電玩、藝術、思辯
(https://www.facebook.com/GameThinking)Unknownnoreply@blogger.comBlogger123125tag:blogger.com,1999:blog-6535874110911434229.post-23451288264529220112017-03-05T15:46:00.000+08:002017-03-05T15:46:50.480+08:00[遊戲設計]要如何正確地訓練玩家,好讓他們不對教學反感?<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">原作者:Mike Stout 於 9月8日,2015</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra (</span><a href="http://www.gamasutra.com/view/news/253028/How_to_train_players_right_so_they_dont_hate_learning_to_play.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How to Train Players Right, so They Don’t Hate Learning to Play</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></span></div>
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<b style="background-color: white; font-weight: normal;"><span style="font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mike Stout(</span><a href="https://twitter.com/mikedodgerstout" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@MikeDodgerStout</span></a><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">) 是位資深的遊戲設計師</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 每當我要著手撰寫電玩遊戲教學訓練的相關文章時,我身邊總是會掀起一陣風暴。所有不好的教學案例、所有不甚精美的技巧、以及所有失敗的嘗試都無可避免地會被搬出來當做為什麼「教學訓練是件壞事,我寧願遊戲中不要有任何教學,真是多謝喔!」的範例。</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如果你有用 </span><a href="http://tvtropes.org/" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">tvtropes.org</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (一個用來查詢曾使用於主流媒體的比喻的資料庫)查過「教學Tutorial」這個字,結果顯示有超過十種各自不同、闡述人們有多恨遊戲教學的比喻。相較之下,我只搜到兩條結果是關於人們有多恨DLC的。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最傷心的是:當我說要撰寫教學時,我要寫的和這八竿子打不著。</span></span><br />
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我想要和人們談論我想要什麼樣的教學訓練,但因為這層誤解所以我一直無法進行。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 總結來說,我所說的教學訓練是個很簡單的想法,而我確信幾乎你們所有人都已經在不止一款好遊戲中都順順地跑過了:如果你的關卡設計得夠聰明,你就可以藉由...讓玩家玩...來教他們如何玩你的遊戲。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我想要展示的不是什麼特別新穎或革命性的方式來看待教學訓練。這也不是什麼能讓人覺得興奮或炫麗的東西。而當這點做得好的時候,設計師最大的願望就是玩家根本不會查覺到教學的存在 -- 這也是為什麼你沒看到什麼人在討論這個的原因。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 然後,當這點做得很差時,教學就會變成遊戲中最惱人的部份之一。</span></span></div>
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<span style="color: #990000; font-size: x-large;">RTFM?(你他媽的看一下說明書好嗎)</span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在我繼續下去之前,我要先提一下最古老的遊戲訓練方式之一就是:說明書。如果你年紀太輕,沒印象這是什麼東西的話,說明書是遊戲附帶的小冊子。這些書本充斥著圖片、癲癇警告、以及(或許是最重要的)要怎麼玩這遊戲。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="467" src="https://lh4.googleusercontent.com/J90Tol3MAL8WyzRZdBq-oWm6YTKA4TZJlQWsaoxD7UMu7HgdhxFLOkKUionzFNPJ_ql07gmAVBuZeqSgKsmDo-yyx6o4uZXEwrFI-e0BtXFriuOIASiiJ49Wt_3vloWj0_XI0SPQ" style="border: none; transform: rotate(0rad);" width="600" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 說明書是個很好的遊戲教學方式,但也有幾個很明顯的缺點:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">它需要人有閱讀的能力,而這無法對所有的遊戲或所有的目標玩家適用。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">它很容易被搞丟(或著是轉賣時沒有一起附上),這會讓你的玩家完全得不到任何教學。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">所有遊戲中教學會搞砸的地方說明書也無法避免。我會在文章稍後說明。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">它會增加從玩家買下遊戲到他們實際開始遊玩之間的間隔。不論教學是以說明書或是軟體的形式,這都不是好事。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 因為說明書以上這些和其他缺點,遊戲設計師開始試著在遊戲中直接導入教學訓練 -- 而且有些遊戲做得比較好。</span></span></div>
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<span style="background-color: white; font-family: "arial"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="color: #990000; font-size: x-large;">到底為什麼遊戲需要教學訓練?</span></b></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 絕大多數遊戲都有一個共通點,就是遊戲有規則;規則定義了遊戲的界限、如何計分、何時結束、以及玩家要如何和遊戲以及其他玩家互動。如果你找了一群玩家來玩躲貓貓,在不知道誰是「鬼」、允許的躲藏地點、以及鬼要數多久等規則之前,遊戲是無法開始的。</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如果有兩個玩家把西洋棋擺了出來,在他們知道每種棋子要怎麼移動、以及勝利條件為何之前是沒法玩的。(還有你們是否要同意</span><a href="https://zh.wikipedia.org/wiki/%E5%90%83%E9%81%8E%E8%B7%AF%E5%85%B5" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">吃過路兵 En Passant</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這個規則)</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 其中最重要的是:遊戲的設計師(想出這個規則的小孩)得解釋這些規則給玩家聽(其他小孩)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果起頭的小孩(遊戲設計師)無法解釋規則的話,那遊戲就不會開始了。第一個小孩一定要訓練其他人。</span></span></div>
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<tr><td style="text-align: center;"><img height="320" src="https://lh5.googleusercontent.com/PGS2YCg__PDzeKjJnHWZrqvxyaP0MzsXCXO20tWA-Ij3Ee8_FY00xealVVJfjERlmvjOQ8dns47jG4UG6VQyZeWTBOr5YAAOhNnacEHF-AWM5sPEUxi_2u1QiFCB33QPB7of1kiJ" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="602" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;">如果玩家不知道怎麼玩你的遊戲,他們就<span style="background-color: white; font-family: "verdana"; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">無法</span><span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;">玩你的遊戲</span></span></td></tr>
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<b style="background-color: white; color: #990000; font-family: arial; font-size: xx-large; white-space: pre-wrap;">為什麼有這麼多人覺得他們討厭電玩遊戲內的教學訓練?</b></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 早期設計師們劈荊斬棘所開出來的路,現在已經被屍橫遍野的教學實驗失敗作給掩蓋住了。既然和玩家說明清楚遊戲規則是絕對必要的,想必是發生了很多錯誤才會讓玩家對遊戲教學感到越來越不耐煩和玩家說明搞懂遊戲規則是件全然必要的事,。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 以下幾點是我常聽到為什麼人們討厭教學的原因(而且很有道理):</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「教學浪費玩家的時間!」</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家通常是指長到不可思議的教學模式(有些竟然超過六個小時),或者是說他們最愛的FPS遊戲一開始那必定會玩到的靶場訓練橋段。這是廣為玩家痛恨的傳統,我們都能理解這有多討厭 -- 而這和我說的「教學訓練」可不一樣。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「教學是強加在玩家身上的!」</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家在談到能好好玩遊戲之前,必先經歷那一長串無法跳過或是超級無敵煩的「提示」時通常會提出這點。這套作法處理得並不精巧或是特別對玩家友善 -- 而且這也和我說的「教學訓練」不一樣。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「教學很無趣!」</b></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這樣的怨嘆通常是在經歷一串強迫帶著你一步步照做,不讓你自己學任何東西、探索遊戲規則勾勒出的世界、或是...你知道的...就是不讓你盡情玩遊戲的教學後所發出的!這在你玩第二輪時感覺會更糟,因為你早就</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">知道</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這鬼東西並且想盡快玩到有趣的部份!這也不是我所要講的。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「教學是種悔辱!」</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這通常是那種「你想要切換到簡單模式嗎」的狗屁東西。這類型的教學模式感覺就是擺出高高在上的態度,或是假設玩家是個大腦無法正常探索學習的人。另一個常被念的點是當你進行一個已經做了好一陣子的動作時跳出的提示文字。例如:第50次出現「按A鈕跳躍!」。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這也不是我想要談的。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;">啊~靶場訓練 -- 英雄不是天生,而是教出來的。</span></td></tr>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「教學在美感上是不恰當的!」</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 有時候這很明顯不適當 -- 像是當你的角色是個天生神力的神槍手,然後遊戲開始你得去學怎麼瞄準和射擊標靶。有時候這沒那麼明顯,並只會拖慢遊戲節奏或是在遊戲應該加快進度的橋段打斷了流暢度(也就是第一關)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 不,這也不是我所講的。</span></span></div>
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<b style="background-color: white; font-family: verdana; font-size: x-large; white-space: pre-wrap;">「大多數時候教學根本沒用!」</b></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這通常是指那種「畫面閃過一下子操控說明後,就再也不會出現」的教學模式。有時候是說遊戲在第一關就教了某某東西,然後好一陣子都不會用到,於是乎你就忘掉那要怎麼用了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">「等等...可以再說一次要怎樣跳比較遠嗎?」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你或許猜到了,這也不是我要談的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>「我喜歡自己探索並發現東西。我喜歡那些不管我且讓我能如此做的遊戲。」</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這種探索和給予實驗空間的感受正是我在談論教學訓練時想講的結論。如果你在設計關卡(或內容)時有將教學訓練考慮進去,你就可以讓玩家在玩遊戲中學習。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">「你確定你有帶腦來嗎?按下X鈕確認」</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">極地戰壕3:血龍(Far Cry 3: Blood Dragon)</span><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">的搞笑教學。(編註:這款教學真的很靠北XD)</span></div>
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<span style="background-color: white; color: #990000; font-family: verdana; font-size: x-large; font-weight: 700; white-space: pre-wrap;">非常有名的範例</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我想和大家分享這種「寓教於樂」類型的教學方式中最出名的範例之一:紅白機版初代</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的頭兩個畫面。</span></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 在某一篇社長詢問(Iwata Asks)之中,任天堂社長岩田聰(編註:此時社長還在人世QQ)和</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">超級馬利歐兄弟(Super Mario Bros)</span><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">的設計師宮本茂</span><a href="http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3" style="background-color: white; font-size: x-large; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">一起聊了</span></a><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">遊戲的第一個畫面,以及所有「隱身」在這個看似簡單設計中的教學:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">說到蘑菇怪(Goombas):</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>岩田聰</b>:如果你在毫不知情的情況下第一次玩這遊戲,你一定會衝去撞上蘑菇怪然後輸掉這一輪。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>宮本茂</b>:沒錯,這就是為什麼要用很自然的方式去教玩家...跳過去避開它們。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>岩田聰</b>:接著,玩家會試著跳過它們,然後一定會有一次失誤踩到蘑菇怪的頭上。這麼做的話玩家自然而然就會自然地學到踩到就能擊倒它們。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: x-large; white-space: pre-wrap;"><b>談到長大菇:</b></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>宮本茂</b>:...當你在遊玩時,你在一開始就會碰到外形像菇類的蘑菇怪。當你撞到方塊,然後有個長得像蘑菇怪的東西蹦了出來...</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>岩田聰</b>:你轉頭就跑。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>宮本茂</b>:對,你轉頭就跑。這著實讓我們很傷腦筯。我們得想辦法確保玩家知道這是個好東西...</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>岩田聰</b>:如果你躲開了第一個蘑菇怪,然後跳起來撞到了上面的方塊,有個香菇會彈出來讓你嚇一跳。接下來你會看到它往右邊跑,你就會開始想:「我安全了!有怪怪的東西跑了出來,但我沒事!」但當然了,當它撞到前方水管時就會轉向你了!(笑)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>宮本茂</b>:沒錯!(笑)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>岩田聰</b>:這時候,就算你發瘋似地要跳離那裡,你只會撞到上面的方塊。就在你接受命運的那一瞬間,馬利歐突然晃了一下然後變大了!你或許不知道發生了什麼事,但至少你知道這一輪你還沒玩完呢。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在這兩個畫面中,玩家在遊戲中需要的大部份重要技能都能「自然而然地學會」(岩田聰是如此說的)。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 舉例來說,馬利歐一開始出現在畫面左邊。整個畫面都是空的,讓玩家能安心地去實驗如何操控。如果玩家按下A鈕,馬利歐就會原地跳躍。如果玩家耐不住性子地操作控制器,就會學到如何往右跑(馬利歐可以往左跑,但鏡頭不會往那捲)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 第一個畫面是設計來讓玩家自行發現如何操控,而第二個畫面是設計來讓玩家經由發現來輕鬆學習難以理解的遊戲機制(像是長得像敵人的長大菇)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家有可能在第一次玩的時候錯過這些東西,但因為你每次死掉後遊戲都會從最開始重來過,所以你一定會一次又一次地通過這。最終,它一定會起作用,然後你會「發現」這些幾乎是隱藏的規則。</span></span></div>
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<span style="background-color: white; font-family: "arial"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>手機遊戲範例</b></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">布丁怪獸(Pudding Monsters)</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我最喜歡的一個手機遊戲範例之一是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">布丁怪獸</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。前幾個關卡的設計是專門用來教你如何玩這遊戲的。我在下面貼了布丁怪獸前三關的圖,以及玩家應該在各個謎題學到什麼的文字描述:</span></span></span></div>
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<tr><td style="text-align: center;"><img height="349" src="https://lh3.googleusercontent.com/v_g3gUUqMhFckIvfCPqDw0PnWYeRVhkE2prTiGdL8flg15k2INrLKS84YD3NXowBQWUixPVJYOU_fEPEjIcIIUuSPPtkV-mmV-kmu5GDiFo-eyro13GiBa1GIZSO3Hiez2JOtbTc" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="602" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">第一關(如何移動) 第二關(固定物件) 第三關(獎勵星星)</td></tr>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"><b>第一關</b></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在第一關中,玩家學會觸碰怪獸並往另一個怪獸滑動。如果玩家把怪獸往任何其他方向滑的話,它就會滑出畫面,然後關卡重新開始。玩家也會學到當怪獸互撞時,它們會結合成一個體型更大的新怪獸。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>第二關</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在第二關中,玩家學到謎題中部份的東西是無法移動但怪獸可以撞上去的。這麼做就可以讓你在轉角轉彎。這也可以讓玩家知道,有些謎題需要每隻怪獸移動一次以上。玩家也可以用不同的方式來解謎(移動上面或下面的怪獸)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>第三關</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 用上所有玩家在前兩關學到的東西,這關教會你要是謎題有多種不同的解法,設計師就會在場上放置數個「星星」格子。如果玩家在過關時有讓每個星星都被怪獸壓住的話,你就會得到獎勵分數。注意看這關是怎麼用不同方式拿到兩顆或三顆星星(編註:老實說我看不出來怎麼拿兩顆XD)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">割繩子(Cut the Rope)</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">割繩子</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">寫的文字比</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">布丁怪獸</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">還多,但是你仍能看到關卡設計是如何逐漸集聚起來,並一步步地訓練玩家基本技巧(紅色箭頭和文字是我文字是我寫的)。</span></span></span></div>
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<tr><td style="text-align: center;"><img height="349" src="https://lh6.googleusercontent.com/UNC2b_XaX0mJ-OhOSiHz3yVwvxzq-1rgCW6bnNOmhpQs3c9gARqIyVFdAFIIdcCeGenNVRL7YGPutCfAYnCl4rarLRRFL_EvZseW-TIGdhtUwlL3H7E3g4fn7kCA8Egfsmu6LUEn" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="602" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small;">1)玩家需要餵飽兩隻怪獸 2)一個糖果上有多條繩子 3) 糖果可以推動其他糖果</span></td></tr>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /><b>第一關</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 第一關教玩家勝利條件 -- 也就是你要透過切割綁著糖果的繩子讓兩隻怪獸都吃到糖果(一隻一顆)。這關也引進了要吃滿星星的概念。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>第二關</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 除了往下掉之外,第一關並沒有對玩家展示任何物理規則,所以玩家不一定會知道糖果連在繩子上時可以盪來盪去。這道謎題教玩家糖果的擺動物理,以及多個繩子是如何和擺動運作的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家也需要學到會謎題是有可能陷入失敗狀態的(你在重置謎題時就會知道了)。這是第一個有可能出現此狀況的謎題(先割掉左上或下方的繩子)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>第三關</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這關介紹了很多失敗的方式,但仍只有一個正確解法。這關最主要教的是要怎麼讓糖果碰撞並推動另一個糖果。不想要在這幾個前期的關卡中拿到三顆星還滿困難的。而之後的關卡會更為複雜,讓你更難在過關的同時拿到所有星星,或著是有多種不同解法。</span></span></div>
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<span style="background-color: white; font-family: "arial"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>我最喜歡的範例之一</b></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 遊戲中上我最喜歡的範例之一是超級任天堂的遊戲 -- </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說:眾神的三角之力(The Legend of Zelda: A Link to the Past)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲中第一個地城,東之神殿的頭兩個房間是整個遊戲的教學中我最喜歡的部份。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當玩家抵達東之神殿時,遊戲已經讓教學方式開始減少提示玩家並鼓勵玩家自行探索。因為玩家此時已經知道所有的基本操作,先前不讓玩家知道的神秘操控方式已經沒那麼常發生了,所以文字提示也不需要那麼常出現。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 每當設計師在新的地城介紹新的謎題機制時,玩家需要以簡易的方式去和那些要素互動,如此一來他們才能解決後來更難更複雜的謎題。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 到這裡時,玩家只學會了三種開門的方式:找出鑰匙、殺光敵人、或是拉動桿子。東之神殿許多謎題都是利用兩種新的方法來開門,也就是隱藏起來的和明顯的地板開關。</span></span></div>
<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 謎題的概念很簡單,玩家需要找到地板開關,然後讓林克站上去來開門,但如果玩家甚至不知道要去找地板開關的話,謎題很快就會斷掉且讓人不知所措。</span><br />
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 要教導玩家這點的簡單方式(或是偷懶且不精巧)就是把玩家鎖在一個只有地板按鈕和出口的房間之中。當玩家通過出口時再把玩家鎖在一個新房間,裡頭有藏在壺底下的地板機關和出口。當玩家通過這兩個房間後,設計師就可以安全地假設玩家理解他們需要知道的前進方式了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在這遊戲中(地城裡的第一個房間),我可以理解為什麼設計師不想要把玩家鎖在裡頭。若玩家決定不想探索這個地城的話,設計師希望玩家能離開去探索世界,以及尋找升級道具 -- 然後等他們準備好後再回來這裡。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲中有很多單房間的隠藏區域要等你拿到特殊道具後才能通過。如果一個地城的入口敞開而且沒有明顯的通過方式的話,會讓這裡很像那些要特殊道具的房間,然後玩家或許就會就此放棄並開始跑去別的地方找東之神殿。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;">中間壺下方的地板開關可以打開中間的門。<br />開放的兩側通道可以讓人確定中間是能前進的方向。</span></td></tr>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 他們想到的解決方式搞定了以上那些潛在的問題。在上圖中,玩家會從底部進入。中間的門是關著的,但可以利用中間楬色壺底下的開關打開。右邊和左邊的門敞開並通往第二個畫面。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果玩家走了任一個門,他們會看到能繼續前進的方式只有中間的平台而已。如果沒有這點的話,玩家或許會進入這房間,到處亂晃,然後離開(邊想著他們又到了先前提到的需要道具的單一房間,並且看不到任何能開啟門的方法)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 能夠看到前進的通道代表著謎題的解答一定就在第一個房間裡。</span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在第二個房間中,玩家得站到一個明顯的地板開關上來開啟下扇門。因為找尋另一個隱藏的開關不會更有趣,而且玩家此時也得對付房間裡的敵人。</span></span></div>
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<span style="color: #990000; font-size: x-large;">最後</span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我不認為有任何人會故意去設計爛透了的教學訓練。我不認為開發者希望遊戲中有哪個部份會讓玩家覺得惱怒 -- 更不用說這個部份是他們遊戲中讓玩家理解並享受整個體驗的關鍵。</span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 有時候,當遊戲準備要發行了,但一切仍亂成一團,我們沒有選擇餘地只能丟出一個爛爛的教學模式,顯然會讓人討厭的提示訊息或是類似的粗糙方式,那單純是因為我們沒時間去做更好的東西出來。這就是會發生在大多數人身上,而且我不確定有任何一個遊戲在這方面有做到完美(除了...或許</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級銀河戰士Super Metroid</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">吧)。我曾經參與過的任何一款遊戲都沒有做到完美,就算我們已經很努力嘗試過了。</span></span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 有時候就算你用盡了全力,我們試著打造的精美教學關卡設計並沒有起作用 -- 然後我們得在最後一刻用比較不合我們意的做法去東補西補。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但如果你喜歡遊戲放任你自己一個人去探索事物的話,這類型的教學應該能讓身為玩家或遊戲開發者的你感到雀躍不已。許多遊戲會在一個或幾個開卡中如此做,當這點做得好的話效果真的很棒。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 知道這些想法然後去執行,我認為會比腦中想著「天啊,教學訓練真是沒屁用」還要來得有生產力。</span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你學習怎麼玩遊戲(以及教人如何玩)就像是你在遊樂場中和那名小孩學習怎麼玩躲貓貓一樣:從玩中學,一次一個規則。</span></span><span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> </span></div>
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<span style="color: #990000; font-size: x-large;">延伸閱讀</span></h1>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">如果你想要知道這個教玩家的方法是如何運用在史上最好的遊戲之一的詳盡分析,我建議你去讀Hugo Bille優秀的文章</span><a href="http://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">超級銀河戰士中那看不見的手</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></span></div>
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<li dir="ltr" style="color: black; font-family: Arial; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">另外,Josh Bycer最近也在</span><a href="http://www.gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Gamasutra上寫了一篇他稱為「有機式設計」的文章</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,我很確定他和我講的是同一個東西。</span></span></span></div>
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<li dir="ltr" style="color: black; font-family: Arial; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我最近寫了一篇關於步調和原型的文章,</span><a href="http://www.gamasutra.com/blogs/MikeStout/20150722/249134/Trinity_Part_7__Ramps_Part_2.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">解釋了一些有用的技巧</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">來達成這類型的教學訓練(也就是我連結中的ABC小技巧)。藉由引進我文章中提到的方法來調整機制的步調,你很自然地就能得到這類型教學的好處。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-19968691798514194742017-02-19T16:17:00.000+08:002017-02-19T16:17:17.955+08:00[製作檢討]在遊戲開發上我所學到的20件事<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">原作者:Laralyn McWilliamsKuba Stokalski 於 1月19日,2017</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra (</span><a href="http://www.gamasutra.com/blogs/LaralynMcWillams/20170109/288848/Twenty_Things_Ive_Learned_About_Game_Development.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Twenty Things I’ve Learned About Game Development</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b style="background-color: white; font-weight: normal;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></b><br />
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 每年在富比士公佈遊戲業「</span><a href="http://www.forbes.com/30-under-30-2017/games/#41ecacae4653" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">全球30位30歳以下的傑出人士</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">」時,底下都會有各式各樣的評論。我認為各行業列出的名單沒什麼問題,而遊戲業的名單也沒啥問題,倒是我還滿想要在名單或文章中看到能強調出各年齡層且更多樣化的人士。這讓我興起一個「不知道做出一份『全球50位50歳以下的傑出人士』會如何?」的想法,以及還有多少個像我一樣的傢伙還待在這業界裡持續製作遊戲。</span></span></span><br />
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<a name='more'></a><span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我今年即將要迎來52歳生日,仔細思考後,我很慶辛還在這裡 -- 不論是在這個產業還是在這個世上。想到自己身在遊戲產業且已高齡超過50歳時,讓我忍不住想在推特上列出一份「這些年來,我認為我學到最重要的20件事」。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這些教訓都來自於從錯誤中學習 -- 有時候還會重蹈覆徹。以下所列並沒有特別排序。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">1. 在公司行號中,將你加入時參與的案子完成且至少發行一款遊戲。千萬不要連一款遊戲都沒發行就離開,除非情況真的糟到難以忍受。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">2. 瞭解市場的現況 -- 永不停歇。對,這很費功夫。你得玩所有類型的遊戲,而不是侷限於你喜歡玩的。看看影片並閱讀遊戲相關的新聞,如此一來你才能瞭解那些你還沒有機會玩的遊戲。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">3. 跟上工具和科技進步的脈動,就算你在家放鬆時也是如此,僅僅當做嗜好也好。縱使你任職於管理階層,也不要讓你實作的功力生疏了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">4. 在遊戲產業很有趣且不受拘束。它強調的是熱情。但千萬不要忘了這仍是一門生意。別因為老闆的幾句話就改變了你對以上幾點的看法。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">5. 別讓高薪和知名大作成為你唯一的動力。人生苦短。如果你有機會變快樂的話,把握它然後不要放手。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">6.不要被「轉向獨立開發」的誘惑給拐跑了,除非你很確定你可以完成什麼,或是你能因此從某項工具或科技中學到有用的經驗。如果你沒有什麼成品好展示的話,要從失敗的獨立開發者回企業是有難度的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">7.你熱愛的專案會被取消。你會因此心碎。盡力去留住它,但若事情已無法捥回就讓它去吧。你也會熱愛你下一款遊戲的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">8.將「我喜歡做我感興趣的遊戲」的心態轉變成「我喜歡做遊戲」。熱愛你的作品。這會讓你更有彈性,更有機會接觸到特別的遊戲和機運。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">9.要非常瞭解自己的優勢和弱勢,當你有選擇的機會時,就選那個你有把握可以繳出漂亮成績的那項,即便是比較無趣的任務。永遠要將任務指派給最有能力執行的人,最終就可以作出一個更好的遊戲。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">10.遊戲產業為維護團隊認同,所以不鼓勵工作上個人的虛榮。但不要因此自我貶低你自己的貢獻和價值。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">11.每年都至少自己做一款遊戲。試試去參加Game Jam或Ludum Dare。沒有任何方式能比擬親自動手、獨自作業、和時間壓力下製作所得到的經驗。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">12.慶祝你成為遊戲開發者的週年紀念,去玩玩你心目中排名前十的遊戲。提醒你自己為什麼你在這裡,以及為什麼你熱愛遊戲。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">13.找到或發展出一個和你氣味相投的開發者社群。如果你是內向的人,你可以試試透過Skype、論壇、或Slack來討論分享。不要獨自奮戰。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">14.大聲說出你的想法和計劃。當這些想法被批評時要堅守住你的本初 -- 但是請對所有的想法都保有邏輯且客觀,並且支持其中最好的意見,不要只保護自己的想法。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">15.對於自己造成的錯誤要馬上承認。公開地去討論錯誤,就算在面試中也一樣。我們從錯誤中學習。逃避或否認它們的存在只會讓你停滯不前。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">16.不要為了自己能更有掌控感就將別人工作上的主導權搶走 -- 特別是你身任主管職時。你會剝奪那個人的權力並因此造成愚蠢的錯誤。你們雙方都會為此感到氣餒。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">17.你不會覺得自己是在場人士中的專家,即便你真的是。我們的工作內容所需要的創意實在太多了,所以就算你經驗老到也很難駕輕就熟。有時候還是要稍微提醒自己一下,你「知道」自己在講什麼東西。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">18.就算你是一人軍隊,也去培養個興趣。當專案變得開始棘手時,就一頭栽進興趣之中吧。擁抱這個你能100%掌控的事物,拋開想要完全主導專案的念頭。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">19.把你每年的假都用掉吧。就算是很忙碌的一年也要堅持如此,並且提前計劃。讓這假期夠長,使你真的能夠休息,如此一來,你回到工作崗位上時才能更客觀地省視專案和工作內容。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">20.找出問題所在,但更專注在想出解法。如果你變得更加關心問題而不是如何解決時,這會對你的工作、團隊、以及你如何看待自己的職涯造成負面影響。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 要將這些事情刪減成20項是個挑戰,因為我這些年犯過太多錯了。沒錯,我從錯誤中學習,但事實上我只是栽進各種新的錯誤而已。我最大的建議沒有列在這份表中:不要害怕去把握機會。保持心靈開放,就能持續學習並成長茁壯。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-65195001733755632932017-02-06T21:34:00.001+08:002017-02-06T21:36:14.043+08:00[遊戲設計]意義和選擇,亦或如何設計出讓人進退兩難的抉擇<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;">原作者:Kuba Stokalski 於 1月19日,2017</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: medium;">原文轉載自:Gamasutra (Meaning and choice, or how to design decisions that feel intimately difficult)</span></span></div>
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<b id="docs-internal-guid-276825f3-1394-6a37-3de9-e11eb6aceac0" style="background-color: white; font-weight: normal;"><span style="font-size: medium;"><br /></span></b>
<b style="background-color: white; font-weight: normal;"><span style="font-size: medium;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white;"><span style="font-size: medium;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> </span></span><span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我們身為遊戲設計師,一直都在努力將有趣的選擇加進自己的遊戲中。其中最有震憾力的方式之一就是讓選擇更有意義:動容的價值觀、情感流動、人們關切的概念。有些人經由敘事的藝術創造出精緻、堪稱肅穆的情節。但對更多的人來說,他們要追尋的聖盃則在設計出一個系統,透過遊戲機制自然而然導出有意義的選擇。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們製作的遊戲</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我的這場戰爭(This War of Mine)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">因為這點而受人讚賞。為什麼這遊戲的選擇在情感上會如此有意義呢?你或許會說是因為背景設定 -- 戰時的平民百姓 --某種程度上你說對了。但這麼一概而論的說法對於增進遊戲設計的功力是沒有什麼幫助。我希望透過這篇文章來探索</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我的這場戰爭</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中許多選擇的核心衝突所在 -- 並且看看在其他的世界觀中要如何運用。</span></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">玩家動機</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我們要先思考的是玩家動機。我們用不同工具讓玩家在遊戲過程中推進。除了讓他們體驗遊戲機制本質上的趣味(也被稱為玩具the toy)之外,我們通常必須提供一個玩家動機的結構:繼續往下破的關卡、要探索的地圖、得蒐集的收藏品、待解的謎團、衝排行榜分數、看完所有劇情。這有很多種形式,但以上所有都代表著給予玩家一個外部的目標:「把遊戲破關」。這是個外部動機。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 雖然所有的遊戲都有著這樣的結構,但很多遊戲不會僅限於此。我們有時候會用豐富的故事、打造玩家想在其中遨遊的世界、讓他們沉浸在他們覺得很棒的角色之中,藉此來包裝系統和機制。研究指出,能讓玩家扮演「理想的自我」的遊戲</span><a href="http://sdtheory.s3.amazonaws.com/SDT/documents/2012_PrzybylskiEtAl_PsychScience.pdf" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">會比其他遊戲更能激發動機</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。角色扮演自然是如此,其他類型的遊戲也是這樣。理想的自我可以在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">質量效應(Mass Effect)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">絕地要塞(Team Fortress)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中充份展現 -- 透過遊戲機制所能提供的玩法風格和角色投入。這是內部動機,出自於自我意識,而不是像獎勵系統這樣的外部結構。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 外部結構的許多目標在遊戲機制進行的過程中,是藉由做出理想的選擇而達成的。假設你在玩一款生存遊戲:最理想的生存方式是囤積越多道具越好,然後盡早發展出工具以應付遊戲對你拋出的挑戰。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而遊戲敘事產生的同調性並不是做出理想的選擇。人們會為了維持故事的真實性而犧牲效率。舉例來說,玩家們在大型線上多人遊戲中會在主城裡到處閒晃,這以遊戲進展的角度來看是全然的浪費時間。但如果你的動機告訴你行為要和敘事保持一致的話,這就是你必須做的事。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">遊戲目標和自我意志的不一致</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 當這兩項動機結合起來創造出緊張感時,衝突就此發生。需要注意的是,玩家動機之間的衝突是關鍵所在,而不在於遊戲的層次。遊戲層次間的衝突 -- 遊玩機制和遊戲敘事 --被稱為「機制和敘事的不協調(Ludonarrative Dissonance)」,這通常不是件好事。奈森·德瑞克這位憤怒殺人魔(編註:</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">秘境探險Uncharted</span><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">系列的主角)可以作證。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我的這場戰爭</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">裡面充份利用了動機之間的衝突。這遊戲「理想」的遊玩方式是儘量蒐集越多的資源,因為這是一款生存遊戲,資源管理就是遊戲的核心機制。但遊戲中的故事到處都是道德上的困境:我真的要從這對無法還手的老夫妻家裡偷走醫療用品嗎?以狂熱玩家角度來看,目標導向的動機叫你動手,而敘事動機要你別這樣做。大多數的人都希望他們在嚴酷的狀況下還能夠保持高道德標準,而這遊戲挑戰了你的自我意志,創造出了有意義且艱難的選擇。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 相同的原則適用在許多其他遊戲和遊戲類型:你真的要為了遊戲中最好的一把劍而去殺一隻無辜的生物?你會為了達到次要目標而去摧毀無辜路人的資產嗎?這類型的選項對玩家來說很難去下決定,因為玩家理想中的自我遭受嚴峻考驗,而不是只有在遊戲魔法圈(編註:Magic Circle意指遊戲中的世界會和現實有個明確的分界)中才有意義的空想策略。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當狂熱玩家的遊玩方式可以被引導至自我意志一致性的衝突時,神奇的事就發生了。選了其中一邊,另一邊就沒辦法達到最好了。這是在效率和自我幻滅之間的取捨。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">角色</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 當然了,整件事並不侷限在玩家動機而已。畢竟,即使是在</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">我的這場戰爭</span><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">中對於偷拿藥品會煩惱的玩家,也會樂於在決勝時刻(Call of Duty)的最新作中大開殺戒。這是為什麼?</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 答案就在扮演的角色。我們自願栽入魔法圈之中,將「現實世界」中某些限制拋諸腦後。因此,</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">玩家角色</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的動機對於有意義的選擇來說就同等重要了。我們的自我意識不再單純地想著「我們在那個狀況下會怎麼做」,而是「如果我是那個扮演的角色」那我會怎麼做。</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如果遊戲讓我們扮演一位超級士兵,我們會樂於去殺幾打「壞蛋」,因為那是超級士兵的工作。但話又說回來,在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">決勝時刻:現代戰爭2(Call of Duty: Modern Warfare 2)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那惡名昭彰的「No Russian 不准說俄語」關卡中,不知怎麼搞的有些玩家會在整關中靜靜地走路並不開任何一槍,或是故意射歪。這全是因為玩家延伸到士兵身上的自我意識並不包括對無辜百姓開槍。此外,你還掀起了大量爭議。</span></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">風險</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 這些方法有許多可能造成反效果。玩家會玩遊戲是為了體驗某種正面的情感 -- 即使那是透過眼淚宣洩的正面情感。如果你提供的選擇是「效率和自我意識」,那你最好確保沒有一個選項會造成較差的遊戲體驗。</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">冤罪殺機(Dishonored)</span><span style="background-color: white; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">雖然是個優秀的作品,但它會因為你利用遊戲提供給你的工具遊玩而在敘事上懲罰你。如果你自我意識是想要當「好人」的話,濫用遊戲中流暢、有深度、和令人滿足的戰鬥系統會將遊戲中的世界變成你不想要的樣子。這是一個完美的兩難困境 -- 身為一個「好人」你不能發狂似地到處割人喉嚨並任憑老鼠吃掉人們。問題在於另一種玩法 -- 匿蹤走向 -- 會被認為是相較之下較不爽快的玩法。因此,「目標和敘事的不協調」會導向一種讓人不滿意的體驗,而不是有意義的選擇。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">總結</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 雖然自我意識和狂熱玩家的遊戲玩法之間的衝突無法適用於所有的遊戲中,但我仍鼓勵你們將這觀念牢記在心中,尤其是你想要替自己的遊戲設計有意義的選項以及涉及重大議題題材的話。畢竟,人生就是在「好玩、有效率、簡易」以及「值得去做」的事之間選擇。以這樣的衝突感做出的遊戲會真的有所不同。</span></div>
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<b style="background-color: white; font-family: Arial; font-size: xx-large; white-space: pre-wrap;">感謝</b></h2>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">謝謝</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Artur Ganszyniec (</span><a href="https://twitter.com/garnek" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@garnek</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">) 和 Marta Fijak (</span><a href="https://twitter.com/YerisTR" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@YerisTR</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">) 在這篇文章上給我的意見回饋。願原力與你同在!</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">有興趣的話可以聯繫我</span><a href="https://twitter.com/qoubah" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@qoubah</span></a></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-34046872968761881352017-01-22T16:12:00.001+08:002017-01-22T16:12:25.631+08:00[遊戲設計] 英勇之心:偉大戰爭是怎麼讓你情緒潰堤的?<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/blogs/StanislavCostiuc/20170105/288734/How_Valiant_Hearts_drives_you_to_the_breaking_point.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Valiant Hearts drives you to the breaking point</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Stanislav Costiuc </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on January/05/17</span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我可以大書特書</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">英勇之心:偉大戰爭(Valiant Hearts 以下簡稱英勇之心)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">有多棒嗎?真的超級無敵棒。我的意思是就整體設計層面來看,這遊戲有辦法將第一次世界大戰的背景、解詸式冒險玩法、卡通美術風格、遊戲中無意義的語音、戰爭期間英雄式的「帥啦」時刻、戲劇性的戰爭情勢、戰時敵對雙方的人性、開車的音樂關卡等東西結合起來,並讓你體驗一場情緒的雲宵飛車。要不眼角泛淚是很困難的事。還有那隻狗狗。或許是遊戲史上最棒的狗狗了。但我要講的重點不是狗狗。我要談論的是遊戲後期的某個關卡 -- 貴婦小徑 (Chemin des Dames),以及它是如何讓你情緒潰堤。</span></span></div>
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<a name='more'></a><span style="font-size: large;"> 在探討貴婦小徑之前,不說明一下主角之一、同時也是本關操控角色的Emile先前發生的事是不行的。要詳加介紹的話會花很多時間(最好還是去把遊戲玩一玩吧 :D ),但大致上來說,Emile受夠了這場戰爭。他生了病、他認為他的德國女婿死了、在逃離德軍監牢後被法國軍事法庭不合理地判定為逃兵(接著被赦免並重新派回前線)、他也飽受無數種恐怖的景象,包括要炸死才剛從倒塌的坑道中救他出來的德軍士兵。所以,在這個時間點我們可以理解Emile對於要參加這場後世稱為第一次世界大戰中最血腥且失敗的進攻行動之一時,並沒有展現多大的動機。</span><br />
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這關在長官下令去找到三個人和我們同行之下展開。他們是我們第一次看到的無名NPC,但和大多數無名NPC不一樣的是他們有很特別的造型。這樣的不同能幫助我們在這關中和他們建立情感,即使我們對他們一無所知。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 當我們走向前向時,氣氛開始凝重起來 - 我們會經過許多抬著傷患的士兵。那我們的長官呢?嗯,他好好地待在法國領土上(相對)安全的前線,但當我們衝進危險區域時他隨時都會在部隊後面,對我們揮舞著他的軍刀和手槍要我們筆直衝向敵人的火線。這是對這角色產生敵意的起源。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 所以,當我們抵達戰區時,我們得在坑道之間移動以避開敵人機槍的火線。很重要的一點是,坑道被用來當做絕對安全的區域 - 你只要在裡面就不會死掉。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 以上那點很快地被接著出現的另一種掩體證實 -- 木製擋板很輕易地就被機關槍摧毀,所以你不能待在後面太久,你必須隨時保持移動。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 接著我們在某個班兵試著破壞鐵絲網時失去了他(雖然沒有喪命)。在後方的長官不斷地逼我們向前衝以及德軍機關槍攻擊之際,我們帶著長官抵達一個安全的壕溝並再往前推進。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 再往前一點,我們會碰到關卡中第一個挖掘區。我想強調地下挖掘在這個時間點代表的是避難所,遠離了那宛如地獄一般的地表,這對之後提昇情緒的緊張感是很重要的。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 接著碰到的場景是在會被破壞的掩體後躲開敵人炮火。而我想要強調,不單是這一段期間,整個關卡從頭到尾我們都沒有直接面對任何一個德軍士兵。這關就只是在長官的指揮下往前衝,避開炮火並活下來。在畫面背景和前景會看到一些衝突,所以部份的法軍是有取得一些戰果,但因為我們除了往前衝和閃躲之外沒有做任何事,所以這開始讓人感到絕望。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 很快地,我們會進入第二個挖掘區。這次就不再那麼安全了。一碰即爆的炮彈就卡在土裡,所以你在挖的時候要避開它們。這只是讓過往認為是安全區域不再安全的第一步。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 下一個場景很讓人傷心。場景中是成堆的遺體。但底下還有人活著,當我們將他安全地拉出來後他會加入我們成為第三個班兵。接下來發生的事我認為在營造情緒的層面上做得很棒。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 所以,先前我們用人造物來當做掩體 -- 坑道和木板牆。但現在我們要用成堆死去的同袍屍體當做掩護。這顚覆我們習以為常的掩體印象,而且對情感造成很大的衝擊。當我們躲在屍體堆後且德軍仍然朝我們攻擊時,照樣能聽到那個長官咆哮著要我們推進,這添加了對那個角色的不滿,他真的讓我們開始不爽了。然後,我們得爬過另一堆堆屍體好進入坑道。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這個坑道很特別。因為這裡是地獄的入口。炸彈掉了進來並毀了天花板。更多炸彈接踵而至,所以你最好快逃。坑道不再安全了。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 然後,當我們之中的某個班兵在安裝炸彈要清掉碎石好開路時,坑道的側邊被機關槍打破並殺了正在執行任務的班兵。從這一刻開始,坑道不再是避難所了。你有可能被上方的炸彈炸死,你在任何角落都有可能被機槍掃射。而那個長官仍不斷用槍口指著我們要我們推進。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 現在只剩兩個班兵還活著,接著就進入開卡最後的挖掘場。我們現在不僅要向前挖的同時避開卡在土裡的炮彈,從上方掉下來的炸彈還會毀掉這個區域。如果你站著不動幾秒的話大概就死定了,因為那些炸彈會毀掉我們正在挖的通道結構。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在經歷過非常刺激的一刻後,我們會通過一段讓人喘口氣的戰場廢墟。但這段路不長,很快我們會抵達德軍朝我們開火的據點。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 然後我們要利用載滿屍體的推車來當做掩體。而我們從屍體堆中救出來的班兵為了要推動車子而陣亡。我要強調,每一個NPC同伴在死掉時會用拉近畫面、慢動作、以及一兩個影格會改變色調的方式做強調。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在這最後一段可遊玩的場景中,我們要自己控制這台載滿屍體的推車,並在對的時間點停下來以避開敵人炮火。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在我們通過這一區後,我們終於和活到最後的班兵進入沒有敵人會對我們射擊的安全區域。儘管說這股安心感很詭異,因為我們被成千上百具死去的士兵屍體環繞。但氣氛卻非常平靜,特別是和我們剛才經歷過的那些場景來做對比。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這份安靜被一個掉下來的炸彈打斷,爆炸讓Emile震暈了一會兒。接著是全然的安靜,正當我們甦醒時,這份寂靜被那一位我們熟知且痛恨、正在發號施令的長官給打破。我們回到了充滿敵人炮火的區域。那位長官,如往常在部隊後方安全的地方指揮著大家衝入敵方致命的火線。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 士兵們紛紛倒下,有些人因為害怕而不想出去,其中一個不願出去的士兵是我們的班兵,那位從關卡開始就和你衝鋒陷陣的唯一班兵,其他人不是死就是傷重。而這長官不太高興。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 他拿出他的槍,他朝那名班兵的腳附近開槍,迫使他往後退並越來越靠近敵人的死亡火線。下一秒發生的事,是我看過所有玩家都有的自然反應。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 他們用鏟子砍向長官。那一擊非常致命,縱使Emile並不想砍得那麼重。但這不是重點。重點是,這一刻被編寫的方式讓你無法越過長官,要再往前的唯一方式就是砍他。但玩家並沒有花多餘的時間去想還有沒有別的方法,他們就是砍下去。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 因為這關讓玩家的情緒潰堤,就像整個戰爭讓Emile崩潰一樣。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 貴婦小徑引進了安全區域的概念,接著讓這些區域一個一個變得不安全,同時提昇敵人攻擊你的緊張感。這關帶入了獨特的NPC,有些人有自己的兵種角色,像是破壞鐵絲網或安裝炸藥,然後再把這些人從你身邊抽離。在經歷這一切的同時有個混蛋不停地把你推進死亡火線之中。接著,當你以為這一切都結束,終於安全時,那個長官又開始把你帶回死亡火線,並開始對唯一一個和你從頭經歷這一切的班兵開槍。對這個人展現出「幹你媽的」的情感是非常自然的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 讓這一切的後果產生更深的情緒的是,玩家就和Emile一樣,並不想要這一擊如此致命。因為在整個遊戲中,你並沒有真的直接殺掉任何一個人。你從來沒有對一個人開過槍。丟手榴彈是為了要破壞障礙或屏障,如果附近有人的話,他們一定會逃離該地。你所有角色的攻擊動作都是揍人,而且這只會把人打昏而已。這和遊戲整體風格和基調一致,而且你早已覺得事情就該如此。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這也是為什麼當你攻擊那個不講理的傢伙,也就是那個長官,結果殺死他時會讓人感受如此強烈了。對我來說這是個很棒的反差。這導向了非常難過且讓人掉淚的結局。而這也是我認為</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">英勇之心</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">為什麼可以如此巧妙結合嚴肅和滑稽要素的原因。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="How Valiant Hearts drives you to the breaking point" height="340" src="https://lh6.googleusercontent.com/ZuuZX7H-AKp6vS-Ij2i5yFpXXlKWspxrajatHz2yfYjdzF7hiCi7U6lN0JwpfSkmOAlGGz_nPPi8N1kbV0LGSq4CY3--Wb9LHlZ4RNlypNUziHGWwu87zHim4BQIj4NwOzLNAqGr" style="border: none; transform: rotate(0rad);" title="How Valiant Hearts drives you to the breaking point" width="602" /></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在遊戲的最一開始,Emile在進行戰鬥訓練時也碰到了類似不斷咆哮且強迫人的長官。當時覺得滿滑稽的。但在最後出現的這個同類型長官,對你和其他同袍來說比敵人還要危險。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 遊戲中有道謎題是環繞在要如何去和一個人用一隻襪子交換墨水。這是冒險遊戲的基本款 - 找到一個髒掉的襪子,想辦法洗乾淨然後烘乾它。但請仔細想想整個氛圍。你身處在軍營中尋找一個襪子當做交易用物品,因為在這種時候對那個有需求的人來說那竟是最有價值的東西。這真的很讓人沮喪。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲角色Freddie有一整段關於尋找某位德軍將軍報仇,並且在QTE(Quick-Time Event 快速反應事件)中打爆他的故事線。這段故事既悲壯且富有張力。但當你開始回顧這整個故事線的起源時,一切都改變了。就在你獵殺這個搞笑劇中常見的壞人時,會看到我們在扮演Emile時和德軍士兵一起合作的場景,而這位德軍士兵救了我們。在我們目睹到我們幫助法軍炸掉一堆敵人後沒多久,我們看到那位德軍士兵也在其中。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這就是為什麼我認為</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">英勇之心</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">是一趟情緒的雲宵飛車之旅。它用某種方法將這些看起來完全不搭軋的東西湊在一起,在這邊照著常理走,但在另一邊又推翻了你的想法,最後全部又環環相扣。而我真的很愛它擺弄這一切的手法,貴婦小徑就是個例子。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 謝謝你的閱讀。請隨意在下方留言。如果你想多注意我以後的文章,請在Twitter上追蹤我。</span></span></div>
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<span style="background-color: white; font-size: large;"><a href="https://twitter.com/farlander1991" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@farlander1991</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> :)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-69622728916441562732017-01-02T21:41:00.001+08:002017-01-02T21:41:19.054+08:00[遊戲設計]環境的配置是如何影響難易度?<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/blogs/PeteEllis/20161206/287014/How_an_Environment_Layout_Affects_Difficulty.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How an Environment Layout Affects Difficulty?</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Pete Ellis</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on December/06/16</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我最近在歐洲2016GDC和幾個設計師夥伴 Mike Barclay和Sam Howels講了一場主題為「</span><a href="http://www.gdcvault.com/play/1023860/Creating-Conflict-Combat-Design-for" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">製造衝突:3A級動作遊戲的戰鬥設計</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">」的演講。這場演講可以在GDC Vault觀看(雖然現在只有會員可以看),但我認為應該將我的部份在文章中分享出來,這樣才可以快速地索引而不是在整段影片中找來找去。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我接下來要探討的是,我們是如何打造關卡的幾何配置,並考量到遭遇戰鬥時的當下環境是如何透露出難易程度。我們都知道調整難易度時,標準也最基本的方式就是增加和分配不同的敵人種類。這些都是巨觀的調整;大幅提升難易度,讓玩家感受到檔次明顯不同。那麼不要翻天覆地,反而以微觀方式調整難易度的方法呢?你要如何不仰賴AI數量或敵人種類來平衡難度;特別是當你的劇情限制了敵人的種類時?</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這可以透過利用環境影響AI的行為以及玩家和它們作戰的方式來達成。當玩家的技巧越來越熟練時這能幫助我們隨之提高難度,並讓挑戰性更加貼近玩家的技巧,以此確保關卡不會在新的敵人種類出現以前變得太陳腔爛調。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這是經由經典的設計口號「型隨機能」(Form Follows Function)而成;也就是建築或物體的樣貌應該主要是為了某項想達成的機能或目標。在我們的例子中就是關卡在幾何上的排列需要支援並影響AI行為,而不同的排列方式會形成不同的結果。在這篇文章中我會談到:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -該如何打造環境來鼓勵或抑制移動,以及移動是如何影響難易度</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -如何不手動改變AI行為模式,僅靠藉由操弄掩蔽物來影響難易度</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -場地的擺設是如何影響敵人的站位,以及這對於挑戰性有什麼意義</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>該如何打造環境來鼓勵或抑制移動,以及移動是如何影響難易度</b></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 首先,我們為什麼會想要影響敵人的移動嗎?簡單來說「移動的敵人更難打中」。在我們提到的例子中,要擊中站著不動的敵人遠比要打中到處亂跑的敵人要簡單得多。抑制敵人的移動有助於營造出較簡單的戰鬥,像是遊戲初盤玩家還在熟悉遊戲機制的時候。同時,讓敵人能自在地亂跑代表玩家有更多的挑戰要去克服,像是在故事性上你想要讓玩家有毫無招架之力的感受時可使用。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 那為什麼我們不直接手動限制AI來防止它們移動?嗯,最好不要這樣做,否則這怪異的行為模式會抵觸玩家已經熟悉的經驗;不去破壞AI的行為模式是很重要的,如此一來玩家才能輕易判讀並計劃如何反擊。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;">(玩家丟了一個物品,左邊的敵人會看向物品的落點,右邊敵人會看向物品的拋出點)</span></td></tr>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 舉例來說,如果你設計了一個塞了敵人的掩蔽空間,或許這些人是用來防禦出入口的,又或著你不想要玩家能夠不驚動任何人的情況下離開這裡,但這些敵人又無法離開這塊空間,那麼就會有混淆玩家對戰鬥機制的認知的風險。如果玩家擁有「去那裡」的機制,像是丟石頭或是其他東西好讓敵人去調查,或甚至如果NPC會去調查他們認為敵人所在之處的話,而AI又沒有做出相應的舉動時,那就會破壞遊戲運作的模式(以及任何機制本身的功用)。</span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;">(兩個敵人都有預期的行為模式,但被限制在紅色區域內無法移動)</span></td></tr>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 所以我們該如何利用環境來限制或提倡移動呢?我們必須根據使用的AI類別來安排環境。舉例來說,</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">殺戮地帶(Killzone)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">裡的突擊步兵(Assault Trooper),在進入戰鬥狀態時會在掩體之間移動,而且他們只會挑某個在最遠距離之內的位置。他們也會和玩家保持一定距離進行中距戰鬥。因為和短距離的散彈槍兵或遠距離的狙擊手相比,他們的兵種特性就是如此。他們只有在玩家靠得夠近時才會進行肉搏戰,有機會的話他們永遠會試著跑到中距離的掩體後面。所以,如果你想要敵人能流暢地移動的話,你應該在他們的移動範圍內擺放掩體。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 如果你想扼止移動的話,你就不要在這一帶擺放掩體,如此一來士兵除了據守一方之外就沒有其他選項了。然而,當玩家不論是靠近到肉搏的距離或是丟了一顆手榴彈來移動敵人,他們還是要遵照正常的行為標準移動,如此一來才不會打破行為模式。關卡的編排和掩體的擺放會受到你遊戲AI的寫法影響。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 另一個扼止玩家和敵人移動和推進的方式是利用「無人地帶」。這是個沒有任何掩體的開放區域,所以玩家和敵人要穿越這裡時會很危險,因為這區域完全開放且容易瞄準。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 心理因素讓人們在這樣的區域被清光且安全之前不會冒險穿越。對那些使用掩體的AI敵人種類來說,這些無人地帶會比它們掩體間的移動距離還要遠。這是一個不用特意限制玩家或以很顯而易見的手法來阻止玩家前進的方式。舉例來說,在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">殺戮地帶:傭兵(Killzone:Mercenary)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">開場的第一場戰鬥中,玩家立即性的任務是戰場後方可攀爬的管線。為了要防止玩家一路往前衝,我設計了一個小型的無人地帶在玩家或敵人的對峙線中間。這塊區域的距離比突擊兵會尋找新掩體的長度還要遠,而且這誘使玩家在擊倒敵人前得待在一開始的掩護處。這是為了確保玩家在戰鬥結束後面向敵人後方的管線,因為這是教學模式的下一步。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 突擊兵的移動因為沒有任何從側翼進攻的方式而受限,也確保這對於剛開始玩的玩家會是場簡單的戰鬥。如果我們根據他們移動距離計算的範圍內放置路線和掩體的話,這就會鼓勵突擊兵們更頻繁地移動(因此比一個不動的目標更難瞄準),並且往更有利於他們的位置前進,然後玩家就有可能遭到意料之外的攻擊。如果敵人能靠近玩家的話就代表他們的準度和傷害都會提高(當然要看他們拿什麼武器)。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 讓敵人有辦法從側翼攻擊會比讓他們站著不動還要難對付。更進一步,讓敵人有辦法對玩家「縱射」就更難搞了。縱射是個軍事用語,代表的意思是從敵人沒有掩體、暴露出來且脆弱的側翼進行攻擊。如果這發生在玩家身上,會讓他們必須從現在的地方移動到安全的位置進行防禦。玩家們通常會衝到一個不一定在他們計劃內的新位置,而這情況會讓人很緊張,受到攻擊的同時沒有防備會讓情勢變得非常艱難。鼓勵玩家四處跑好讓他們不會整場戰鬥都在同一個位置是件好事,否則他們會覺得一直在做重覆的事。將角色反轉,讓玩家有個側翼進攻路線讓他們對敵人進行縱射可以讓玩家覺得相對輕鬆;當你能夠在敵人無法防禦時幹掉他們會讓遊戲變得容易且令人滿足。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">如何不手動改變AI行為模式,僅靠藉由操弄掩蔽物來影響難易度</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在考量掩體以及其型體背後的基本概念之一就是「知識就是力量」。如果你身為一個玩家,知道敵人的位置和動靜,那你就擁有優勢。例如,只提供低掩體能讓玩家在環境中追蹤敵人,因為通常敵人在掩體間移動時必須站起身來。</span></span></div>
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<span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 在</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">戰爭機器(Gears of War)</span><span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">前期的某段,當敵人從戰場側邊湧入時,他們是從低掩體為主的地方靠近。這讓玩家可以在敵人前往掩體位置時能追蹤他們。玩家會知道所有的敵人最後的位置,然後就可以制定相應的計策來進攻 -- 知識就是力量。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 當敵人在低掩體後方移動時,他們的高度很容易讓玩家能看到頭的上半部,這代表當敵人在掩體後移動至新位置時玩家還是能追蹤這些行動。這也代表玩家不會陷入不知道敵人位置的狀況,因此就不會受到側翼攻擊或受到突襲。當玩家利用低掩體時(不論是第三人稱或第一人稱),他們都可以看到敵人的頂端並從安全的地方追蹤他們(依照你遊戲的機制,也可能是隱蔽的地方)。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 低掩體對於瞄準敵人來說比較困難,因為通常敵人在攻擊時暴露出的身體部份較少。不論他們是從低掩體中窺視或盲射,或如果他們站起來想瞄得準一點,他們最多只會露出半截身體,因為下半身被掩體擋住了。好處就是這代表戰鬥不會太難,因為這個玩家會瞄準的部位包含了頭部,而頭部在傳統上是目標身體會被「一發斃命」的地方。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 另一方面,高掩體不會對玩家顯露任何敵人;你無法看到他們頭的移動,因為高掩體會遮住全身。這代表玩家要嘛得移動到另一個區域以獲得更好的視野,要嘛等敵人試著攻擊玩家時而從掩體中顯露自己的位置。這樣本質上會變得更危險,因為這代表敵人在開火時玩家得冒著暴露自己的風險射擊敵人。然而,和低掩體相比,高掩體後的敵人探出來時會秀出整個側身;或著是他們完全站出掩體時會秀出全身,這會比只露出一個頭還要來得好瞄。這裡的平衡點是,雖然敵人沒在攻擊時是躲起來的,但當他們攻擊時他們是全身暴露在外而且是個較大的目標。高掩體做為一個阻擋視線的物體,對那些不需要掩體的敵人種類有利,因為他們在後面移動時不會遭到攻擊而且玩家有可能會跟丟。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這些考量也適用在玩家身上,以及我們可以如何疊加這些效果;舉個例,城垛是藉由緊連著高掩體的低掩體結合而成,它的功能是為玩家提供了更具保護能力且安全的掩體組合。玩家們不用從高掩體中走出來露出全身,也不用僅靠著無法保護全身的低掩體 -- 特別是第一人稱射擊遊戲。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家的高度也會影響敵人從掩體中露出多少部位;往下射敵人會因為高度優勢而看到更多敵人部位,讓他們變得更容易瞄準。另外,往上攻擊的敵人能打到玩家的地方越少。在高處,玩家可以看到並瞭解戰場配置;若玩家看到得越多他們就有越多的戰鬥優勢 -- 又回到「知識就是力量」。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 就像在戰鬥中眼睛被戳一樣,敵人配置的基本概念之一就是「你看不到,就打不到」。所以在遊戲中失去敵人的蹤跡代表你沒辦法射他們和擊倒他們。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在環境中放置阻擋視線的東西不僅僅代表玩家要花費更大心力來追蹤敵人,也同時避免複數敵人的行蹤被同時把握。敵人可以更輕易靠近玩家(所以你對他們來說是更容易擊中的目標),或走到對他們更有利的定點讓玩家變得更難應付他們,例如側翼攻擊。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">最後生還者(The Last of Us)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中,在匹茲堡被獵人偷襲後,會有個敵人從視野中間的店門口從右跑到左。這個敵人是拿著一塊木板的近戰類型,並且會嘗試靠近玩家來攻擊。在左手邊的車和柱子高掩體,以及窗戶上那些阻擋視野的東西會阻礙玩家追蹤敵人,讓他能靠近玩家並進行側翼攻擊。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在此同時,玩家正忙著射那些躲在低掩體後但可以看得到的敵人,就算玩家有雷達,在這遊戲中是「能發現敵人位置的聽力機制」,阻擋視線的物體會防礙玩家射擊那些敵人以阻止他們靠近。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果阻擋視線的物體是以漏斗狀地將敵人引至阻塞點的話,那這在站位上會非常容易。想像一下一個走道上,即便你放置了較難應付的掩體;就是先前提到的高低混合掩體來讓敵人的現形程度降到最低,這對於「瞄準移動物」來說還是容易。因為玩家在這個瞄準窗口中可以看到所有東西,而且不需要大幅移動準心就可以打敗敵人。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在開發殺戮時刻:傭兵時我們並不想打造一個走道式的戰鬥場景,所以我們考慮了射擊範圍。想想看,如果你身處在一個中間有牆擋著(阻擋視線物體)的情況,敵人會因此分頭行動,或是敵人重生點位於每扇門之後(如下圖),導致你的射擊範圍被比一個螢幕還寬的距離隔開,這會讓捕捉敵人變得很困難,因為玩家要分散注意力並在兩邊的戰鬥中找尋平衡,使得「沒看到」的敵人達成他們的目的,像是不受阻礙地射爆你,或是在你不知情之下接近你。敵人甚至可以一起改變位置,所以當你轉頭時,你會發現那裡空無一物,既然你不理會原本可以看到並正在對付的敵人而轉頭卻撲了個空,這就導致你在兩個可能肆無忌憚地攻擊你的敵人之間舉棋不定。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 除此之外,如果畫面外的敵人是站在高處的話,那情況會變得更棘手。那最艱困的狀況是什麼?如果你想讓人討厭的話就在玩家身後生出敵人吧!但做這件事時要十分謹慎,因為這會讓人感覺不公平。總結來說,射擊範圍越寬的話難度就越高。</span></span></div>
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<span style="color: #990000; font-size: x-large;">總結 - 灰盒範例</span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 為了總結,我們可以將所有文內提到的東西設定在一個簡單的戰鬥場地中檢視。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果你的故事中希望玩家去追獵一隊敵人並佔有優勢、對他們發動一波奇襲的話,你可以結合這些要素:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -限制敵人移動的選項,如此一來他們就不太會移動,因此更好瞄準。</span></span></div>
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<span style="background-color: white; font-family: "calibri"; font-size: large; white-space: pre-wrap;"> -在敵人區域的周圍放置一塊無人地帶來阻止他們移動</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="337" src="https://lh5.googleusercontent.com/o8g1NDpAiBsRmpR-x_04-RuAEMW8zTPi0MOu4Vv-_krBzOnE_vgr5cBm76Wc4FWePPAVdnS4rr_FEbFxihJew3Fot6v2rzph4gmhOZajapHFxPuDwxp53NdKtX1o6danKqHtVY34" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602" /></span><span style="color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">- </span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -讓玩家能對敵人進行縱射</span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -藉由較窄的射擊範圍來讓玩家追蹤並瞄準所有敵人,同時不會跟丟他們。</span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -將敵人位置放低,如此玩家可以往下射擊並看到更多暴露出來的部位</span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -將阻擋視線物體放在有利於玩家的地方讓玩家可以「消失」並打斷敵人的視線。</span></span></div>
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<span style="background-color: white; color: black; font-family: "calibri"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -只在場地後方(以戰場觀點來看)放置一個重生點,這樣敵人在進入環境時能被追蹤到</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而最棒的是,不管你做了什麼讓玩家覺得容易的事,你都可以反過來做讓玩家覺得困難。例如一個困難的情況會是:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -讓敵人有多重路徑選擇,讓他們更能被瞄準</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -在玩家周圍放置無人地帶,讓他們不敢行動</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -讓敵人能縱射玩家,強迫玩家闖入無人地帶</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -在地圖上的相反方向放置多個重生點,每一個都要在另一個的畫面之外</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -放置多個射擊範圍代表玩家要在多個專注點上尋求平衡</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -讓敵人相對玩家有高度優勢</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> -將視線阻擋物體放置在會阻礙觀察敵人的地方,讓他們消失。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-24105796962953070962016-12-04T18:44:00.002+08:002016-12-05T00:03:09.592+08:00[遊戲設計]一款遊戲需要多少個機制?<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/blogs/RobLockhart/20161128/286312/How_Many_Mechanics_Should_a_Game_Have.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">How Many Mechanics Should a Game Have?</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Rob Lockhart</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on November/28/16</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b id="docs-internal-guid-7ba6e900-c968-8efc-17c9-fcb72803928e" style="font-weight: normal;"><span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white; font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> </span></span><span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 首先,我要先承認這是個錯誤的問題。更好的問法是:「我要如何決定我的遊戲應該有多少機制?」這篇文章說明了我對此問題的看法。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 但首先為了要確保我們講的是同一件事,</span><a href="http://www.lostgarden.com/2006/10/what-are-game-mechanics.html" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">這個定義</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">是我腦中的「遊戲機制」。這東西講起來有點飄渺無形,因為通常遊戲系統之於遊戲機制有著碎形性質的關聯 -- 你可以決定你的細節要做到細緻或粗略並將這樣程度的特色視為遊戲機制的一種。但這會讓事情變得有點複雜,但我們還是交待過去。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在我渺小的見解中,「我的遊戲應該要有多少機制?」這問題的答案通常是「比你現在預想數字的一半還少。」</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我認為有很多原因讓人們認為遊戲要擁有比它實際上所需要還來得多的機制。第一個原因是厭惡真實世界。在真實世界充斥許多動詞和這些動詞產生的結果。人類可以達成的事非常多,而且這數字還在持續攀升。如果玩家在遊戲中扮演人類,你或許會認為限制過多會破壞玩家的期望。「如果玩家看到了一顆蘋果但卻不能撿起來吃掉它的話,會破壞玩家的代入感!」你或許會這樣告訴自己。事實是,玩家一開始就會探索他們能力所及的範圍,不論扮演的是什麼,他們會找出那些和現實世界的差異。(在此同時,你可能會考慮把蘋果拿掉)。如果遊戲能將玩家的注意力維持得夠久那玩家會習慣這個虛擬世界的規矩,除非這些規矩太不合常理,否則帶入感是不會被破壞的。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 第二個原因是人們認為他們需要很多遊戲機制,因為3A級遊戲有超多的遊戲機制。我最近在玩</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">駭客入侵:人類岐裂(Deus Ex: Mankind Divided)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,這遊戲包含了潛入、掩體射擊、超大的科技樹、對話分支和敘事抉擇、貨幣和商人、探索,或許還有幾個我想不起來的大型系統。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這些遊戲是怎麼有辦法撐過</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那麼多</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的機制包袱?首先,我不確定它們真的可以。我發現3A級遊戲時常有膨風的情形。撇開不談,這有幾個原因。第一,這些遊戲都超級長的。每個好的遊戲機制都必須個別分開來教學,然後專精,再來和其他機制結合起來,諸如此類。這些都需要花時間,而小型遊戲不需要。但超過40小時的遊戲時間好讓玩家能跟上錯綜複雜的機制並探索這些機制的結果,這可是好一大段時光。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 它們第二個能夠撐過這麼多東西的方法在於已經有很多東西是玩家們再熟悉不過的了。要玩透這類遊戲,你需要在遊戲中投入可觀的時間,而且很有可能先前就玩過別的遊戲了。設計出玩家早就看過的類似機制可以讓設計師跳過某些程度的玩家再教育。</span></span></div>
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<span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 讓我們看看在光譜上另一端的遊戲吧。</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟(Super Mario Brothers)</span><span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">。這遊戲就是跳躍。你可以奔跑,但跳躍才能達成目的。你利用跳躍避開空隙、閃過敵人、踩踏敵人、打破磚塊、取得強化道具...就像Steve Swink</span><a href="https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann/dp/0123743281" style="font-size: x-large; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">時常提出的</span></a><span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">,這遊戲真的是在探索跳躍所造成的結果,開發者把跳躍的感覺做得很棒。那還有什麼其他機制嗎?遊戲中有香菇讓瑪利歐變大而且本質上讓他多一條命。香菇和跳躍這兩者都有多重功能,甚至在某些情形下會讓人覺得礙手礙腳。然後還有火焰花(你可以邊跳邊使用)。這些就是前兩款超讚的瑪利歐遊戲所有的機制了。這應該足以證明添加更多的機制並不是增加你遊戲深度和複雜度的最佳解法。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 他們是如何用這麼少的機制達到目標?答案就是</span><a href="https://en.wikipedia.org/wiki/MDA_framework" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">動態</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。每個機制會依不同的情況而有數種功用,而且每一個互相結合後都會產生有趣的效果。創造狀況並引導出不同機制的結合和不同的順序,而你可以打造出無數個這樣有趣的狀況。棘手的是要如何設計出能開創這樣豐富結合成果的機制。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我的意見呢?從工法的角度來看,能向前邁進的唯一方法是強化機制。要刪減機制並十分確信留下來的機制才是需要的,這幾乎是天方夜譚。要刪減機制的話,最好是回頭去從一個核心機制開始動工。所以,要如何強化機制呢?</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 一款遊戲背後最小的想法是一個機制和一種感受。這就是「玩家應該要做什麼?」以及「他們在做這件事時應該感受到什麼?」這兩個問題的答案。如果這是一個全新的機制的話,這樣應該就可以了。如果這是一個獨特的感受,這樣應該就可以了。如果遊戲時間和(或)你的開發時間有所限制,這樣應該就可以了。如果,你在打造一整套機制時,你覺得「這樣就可以了」的話,請稍等。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 如果主要機制可能是玩家之前看過的東西,或是遊戲時間長到讓玩家看過很多次,你或許可以考慮加入其他輔助機制。這是你添加組合豐富度的機會。你增加的第二個機制應該和你想創造的感受一致。它應該達到不只一個目的。它應該和第一個機制能巧妙結合。如果可以的話,將其設計成能讓玩家同時進行的,或至少在一個機制消失前得以發動另一個機制。</span></div>
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<span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 要用概括的方式來說明會有點困難,所以我們用實際的案例來談談吧。就用我喜歡的手機遊戲</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">瘋狂飛行器(Jetback Joyride)</span><span style="font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">說明吧。這是款免費制的一鍵無限卷軸遊戲。這遊戲包含了某些專門用來支援免費遊戲的機制,但我在這裡只會聊聊核心機制。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 第一個機制是利用控制方式(按住畫面來產生穩定的向上加速度)來避開障礙並蒐集金幣(這兩個目的通常是互相衝突)。遊戲的名稱叫做</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Jetpack Joyride </span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(編註:直譯為噴射背包歡樂旅行),所以我可以假定設計師想要達到的感受是令人興奮而且有趣(其中帶點踰矩的要素)。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 每隔一段時間,玩家會碰到可以讓你獲得隨機能力增強的載具方塊。這些瑪利歐風格的能力增強載具同時可以提供玩家額外的生命;當載具被摧毀時,玩家會回到噴射背包的型態。在遊戲環境中放入這些能力增強載具,創造出了一個風險/獎勵的狀況 -- 方塊可能會太靠近障礙物,或它可能讓玩家無法專心閃避即將來襲的飛彈。一拿到方塊後,隨機獲得的能力增強載具會賦予玩家相對應的嶄新控制方式。舉例來說,飛龍會讓控制方式完全反過來 -- 現在你點擊並按住螢幕會產生向下的加速度。所以,能力加強載具提供了三種額外的功能:另一條命、風險/獎勵、和控制方式的變更。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /> 他們也為此增加了成就系統。在大多數的遊戲中,我將成就系統視為在主要遊玩體驗之外多餘的東西,但</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">瘋狂飛行器</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的成就增添了另一種風味。早期的成就玩起來就像是教學模式 -- 調校玩家至某種程度的遊戲精通。在到達某種程度後,成就會創造出全新的遊玩方式,促使玩家做出像是和飛彈靠得很近的危險舉動,或完全顛覆整個遊戲的目的 -- 像是要求玩家刻意在某個距離死掉。這成就系統呼應了先前建立起來的每一個機制(閃避障礙物、蒐集金幣、獲得載具),並支援和賦予了額外的遊玩動機。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 談到「瘋狂飛行器」我的話匣子就停不下來,但你已經可以瞭解這些機制每個都有數種功能,而且都可以用有趣的方式結合在一起。</span></div>
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<span id="docs-internal-guid-7ba6e900-ca92-10a7-ea3c-3a5ff20b30b1"><span style="background-color: white; font-family: Verdana; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲設計師很容易就會因為將每個機制都分得清清楚楚而失去這些機制固有的優勢。例如,他們大可在關卡中放入愛心來讓玩家獲得額外生命,並將這項功能從載具增強能力上移除,但將它們結合在一起的決定是如此巧妙且直覺。他們也可能無法設計出這些機制的結合效果,例如說讓成就系統只和距離或是蒐集金幣有關,而不是利用它們來改變遊戲方式或刻意支援強化道具的使用。</span></span></span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 希望我有讓你理解了什麼。首先,也是最重要的:如果你的遊戲不好玩的話,添加更多機制進去不是解決之道。第二,添加遊戲機制是有一個明確的方法的。從一個機制開始(理想上,你應該先實裝並把玩它之後再來設計更多機制)然後加強它,永遠要記住這幾件事:1. 你想要創造出來的感受。 2. 新的機制要如何提供多樣功能。3. 這個新的機制要如何和先前的結合並創造出有趣的結果。以及4. 你真的需要多加一個機制嗎?這個方法不僅能提供更好且更一致的遊戲,它也提供給開發者更緊密的範疇控管。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
<span id="docs-internal-guid-7ba6e900-ca92-eb4a-7030-7f86cefa7b68"><span style="font-family: Arial; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 跟隨這個想法會碰到的唯一阻礙大概是行銷那邊的人了吧。他們會爭論說少量但有趣的機制和大量但無趣的機制相比,在包裝盒上就是少了很多賣點。也很難說他們是錯的,想想Will Wright(編註:模擬城市開發商Maxis的創辦人)的假設,遊戲的體驗實際上是始於玩家看到或聽到遊戲的當下,開始在他們的腦中想像玩起來會是怎樣的那一刻。或許問題是在於更良好的動態溝通。這件事我還沒有一個很好的答案,而我很希望能在留言中聽到你們的意見。</span></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Rob Lockhard是Important Little Games的創意總監,也是Phosphor Game Studios的資深設計師。你可以在</span><a href="https://twitter.com/bobbylox" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">twitter</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">上跟隨他。</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-3371469762863287022016-11-20T00:49:00.002+08:002016-11-20T00:49:59.016+08:00[美術設計]超級瑪利歐兄弟圖像精靈背後的美麗手繪圖<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/blogs/author/BryanCashman/939435/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">The Beautiful Drawings Behind Super Mario Bros. Sprites</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Bryan Cashman</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on November/04/16</span></span></div>
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<span style="font-size: x-large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b id="docs-internal-guid-ccc26bbe-7d76-9b38-26e0-1e093d19f7e6" style="font-weight: normal;"><span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white; font-size: x-large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在</span><a href="http://www.callvention.com/" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Callvention</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這,我們正主動去檢視</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟(Super Mario Bros.)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的設計文件,而以下就是我們驚人的發現。雖然有些圖像來自</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐製作大師(Super Mario Maker)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在任天堂直面(Nintendo Direct)會中所展示的,但大多數的圖是我們直接在任天堂的私人展示期間所拍的照片。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>1. 標題畫面原本幾乎都會是綠的</b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 瑪利歐第一個橫向卷軸冒險的標題畫面深植在我們心中。而這也是為什麼在發現</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">宮本茂</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">或</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">手塚卓志</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">繪製的</span><a href="http://www.callvention.com/10/see-super-mario-bros-s-unreleased-title-screen/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟</span><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">另一版的標題畫面</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">時會如此驚奇。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 先來看看我們所知且熱愛的原始版本。下方的圖是程式設計師用來打造</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">實裝的標題畫面所用的最終版繪圖。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="457" src="https://lh4.googleusercontent.com/z57gAPpDUs3tmcv2xLhw4VYftRgbpO082c7OW6qld9eXyvacZu66JWV5AtjnY0Bn6-fqzOGkVZag8nSposcF8qlbl0I2IO8PJqa5FKRxg3Izu9fbiIwXELVF2bxYcUJYc4cGxILC" style="border: none; transform: rotate(0rad);" width="600" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 讓人驚訝的是任天堂庫藏著另一個版本的標題畫面,如下所示。這個版本的LOGO框用的是綠色,而我個人覺得這看起來比最後版本還要歡樂。它強烈地用了瑪利歐的弟弟,路奇的顏色。另外,"Super"中的"S"畫法在這個版本中也不一樣。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="Super Mario Title Screen" height="476" src="https://lh4.googleusercontent.com/uJHbGGQy3S2Cwg0JhDhH8sKGwd9ERtCKo2KwiHlDobEvjPgZOtN7mz2u5LDQdJ-Bl3udq0kkvqZPXQF0FiqSppYBQPUcb5F7wkgNycYijPosTsVQ1VXmyFxC4XHH9pp9UY_4O0tO" style="border: none; transform: rotate(0rad);" width="600" /></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>2. 超級瑪利兄弟中沒有出現的敵人</b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 第二個讓人眼睛為之一亮的是在</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟系列</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中沒有出現,直到超任的</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利世界(Super Mario World)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">才出現的敵人。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="155" src="https://lh3.googleusercontent.com/sIu_gLwVZAuYdkOfDF574xW3Phz322_xvFR9Hv5WycIRtmOMl_Aa-E-VPru-hH35GIMoTmNAbPwBdOwoJvjdxOvLGoWYH_NjdzGPCMlYdg2KXuYg7mO6DDqz2fEwKD9tMyVWaejb" style="border: none; transform: rotate(0rad);" width="600" /></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 宮本茂最初的想法是讓這隻烏龜(編註:英文這隻怪叫做Koopa, 但臺灣這的Koopa是大魔王庫巴,而英文的庫巴則名為Bowser)在沒殼的狀態下和瑪利歐對決。這個夢想一直到</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">時才成真,當瑪利歐踩到烏龜後會強迫將它滑出龜殼,然後只穿著內褲作戰。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 推特上的</span><a href="https://twitter.com/Cheesemeister3k" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Cheesemeister</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">說圖上的日文字寫的是「赤裸龜殼怪會光著身子走來走去」。在日本版中,龜殼怪是</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">初版瑪利歐系列</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中烏龜敵人的名稱。你可以</span><a href="http://www.callvention.com/11/the-beautiful-drawings-behind-super-mario-sprites/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">來這裡看</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其他設計文字的翻譯。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>3.圖像精靈的成果比你想得很要精準</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最讓我們Callvention覺得驚訝的是這些點陣圖和原始手稿是多麼相近。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如下一系列的對照圖所示,我們今天在</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中看到的點陣圖和原本的設計是多麼地相似,在紅白機硬體的限制下這是個驚人的成就。為了比對,下面的手繪搞都是和Beam Luinsir Yosh他的網站</span><a href="http://www.mariomayhem.com/downloads/sprites/super_mario_bros_sprites.php" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Mario Mayhem</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中提供的紅白機精靈圖像做比對。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>香菇怪Goomba</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 香菇怪,超級瑪利歐兄弟中的第一個敵人,從眉毛的角度可以看出區別。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>魷魚 Blooper</b></span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="237" src="https://lh5.googleusercontent.com/Hb8ICVVj4yu9z8EkMC6lCHx8rBz2G6xXj0Rtl8GyUMwocFh8nqceWJl0xVCqfdhyZXx3gORw9Ws9_mdoUfyTpdW8oB2mT2Ap08Jyi-kc30bC-0GaBkhzoRyZ8k5mRIHpzNAcEZZ7" style="border: none; transform: rotate(0rad);" width="400" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這些被稱為Blooper(編註:我認識的人都直接叫它魷魚啦XD)的水底生物的精靈圖像準確地反應出手稿,四隻觸手從這生物的身體垂下來。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>烏龜 Koopa</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 烏龜的手稿和本文前面提到的龜殼怪相比進化了許多。既使是這個手稿,也沒有展現出超級瑪利中圖像精靈的更多細節。這個手稿和早期大型機台的瑪利歐兄弟的敵人比較相近。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>山丘的變化 </b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 雖然美術風格本身很相似,但山丘的呈現方式和遊戲原本的手稿有著很大的改動。</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中的山丘上一定會長著草,就像左邊超級瑪利歐的圖像精靈所示。在電玩版本中,這些草一定會往橫著超出山丘一個「精靈格」。然而在原本的關卡計設中,這些草並不會超出山丘本身。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>閃亮亮的水管</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="154" src="https://lh4.googleusercontent.com/9eaoi7nhR3zAld6NscjM0iQzLpcqCcGVJQOz1YNNDLugOikoTmzTtcYDlspbwfry35zPUNm9uk-fBP-1jHy5507QTdlcbFBesmeb-xmm5dnSvImWjw1AUUnz4sfD7IiBHX0pZ2fl" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="600" /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 即便只是關卡的手繪圖,水管上漂亮的陰影和反光效果都有繪製出來。水管這些細微的上色添增了深度,也讓它和遊戲中呈現的版本有著很大的不同。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>等等,這可不是大金鋼(Donkey Kong)</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="188" src="https://lh3.googleusercontent.com/V6oZULQLNnb2ELVdRHzBJFLSPRc4TJK_F5ZrCC2b4qrGSwSTrelB0alu6xShGWHkfchXZ3TJwMxn_thtBbMpYBXyR0A5DszZq6IJbAZv5mXEhu3kMPmhi_godWEyPy7T-hIQtzEi" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="601" /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 很有趣的是飄在空中的平台和原始的關卡手繪圖有顯著的差異。這裡的手繪圖比較近似於宮本茂當時的另一個大作,大金鋼中的飄浮平台。平台的對角線設計在超級瑪利的圖像中被簡化了,變成我們今天所熟知的方塊型版本。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>超級瑪利兄弟中許許多多的藤蔓</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="318" src="https://lh3.googleusercontent.com/-zrN5pNnyRuWbczo4NeEfL8FAkDDVUk_TLLiFxnXrzIDp_XR2yathOs5oijQyhnLkuVlT7rl1QCiKbgsARSDqZ4ptBoJGyqi0NRfFZqsnXyI_PT6OAP-VOf-Kp3nZ2DO6-2yHZX4" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="400" /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="199" src="https://lh4.googleusercontent.com/fMzX0qCGIkc02SRlltUlcVo6XADXxTDQZgsqKh67XNxp0AEHnVKFdBxE-iN4bqDgaGN75wnmHl-pEchZhMJMRXYxLM3tE53wa8UpmasK-dSNyNbbHYl29XqI3U0YOsiv-zBMTUcy" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="500" /></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中陸地上的藤蔓設計比遊戲中的還要單純。手繪圖展現的藤蔓和宮本茂的另一款作品,大金鋼Jr(Donkey Kong Jr.)中的比較近似。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在水底下的藤蔓(編註:是珊瑚吧大大XD)手繪圖也和遊戲中的不一樣。超級瑪利中,這些水中植物的最終精靈圖像看起來遠比關卡繪製版的還要危險和無法預期。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>能力加強 </b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="249" src="https://lh6.googleusercontent.com/xtT56hlqyyiDLBmriUJ7PUjYh82OkC5pztfftz9ckgbEZyA08egLlvLHDij4RoCA6d5Ibv8C8Pmz3djg1KjipLG744YMWjwETRRyqFqcRsaYYBaUborv_lIAlqLvc7_wjnEUiD6p" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="550" /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 神秘香菇的手繪圖和超級瑪利歐的圖像精靈的特點幾乎完美複製。從隨機大小的紅點到招牌的香菇大小都是。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>瑪利歐自信的步伐</b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 瑪利歐最初手繪稿中,在關卡裡走路的方式著重於他的手和腳的動作,而這在後來的超級瑪利歐圖像精靈中有以動畫方式呈現。很有趣的是,瑪利歐原本臉部的設計比較像是他第一次出現在電玩遊戲時,在</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">大金鋼</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中的樣子。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> <b>更多的瑪利歐研究系列即將到來</b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在接下來的幾個星期,Callvention也會發佈動畫、關卡配置、和更多</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐兄弟</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的手繪稿。請在Callvention中訂閱我們的電子報,或是在</span><a href="https://twitter.com/callvention" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Twitter</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">或</span><a href="https://www.facebook.com/callvention" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Facebook</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">上追蹤我們。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Bryan Cashman是有16年經驗的電玩業老手,對企業諮詢、育成、和投資研究有電玩相關的經驗。他現在是Callvention的負責人,</span><a href="http://www.callvention.com/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">試著讓粉絲和他們最喜歡的電玩遊戲的幕後推手建立聯結</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-38617480396594306162016-11-06T09:25:00.003+08:002016-11-06T23:32:20.119+08:00[製作管理]在BioWare這樣一個大型工作室擔任遊戲設計師的現實情況是怎樣?<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; font-family: "arial"; white-space: pre-wrap;"><span style="font-size: x-large;">原作者:Kris Graft 於 09/21/16 </span></span></div>
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<span style="background-color: white;"><span style="font-size: x-large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/281853/The_realities_of_being_a_game_designer_in_a_big_studio_like_BioWare.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">The Realities of Being a Game Designer in a Big Studio Like Bioware</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> James Ohlen 投身遊戲產業已有一段時日 -- 這20年來都待在Bioware。如今,他身為EA旗下開發商的設計總監,控管</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">質量效應(Mass Effect)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">闇龍紀元(Dragon Age)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣的招牌系列作。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 身為Bioware的設計總監,他必須就這些龐大且不斷擴張的虛擬世界的創意發想,幫忙傳達給整個公司中上百個遊戲設計師以及其他開發者 -- 這可不是件容易的事。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在今天的Austin Game Conference中(編註:奧斯汀遊戲論壇演講分享的當天),他讓遊戲開發同好們能夠一窺在BioWare這樣的大型工作室主導設計是怎麼樣的光景和概念。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">遊戲設計的夢想 V.S. 現實</span></span></h1>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><br /></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 「現實通常和夢想不一,」Ohlen向新手設計師說明遊戲產業不會完全和你預期的一樣。在學校裡,學生可能會預想自己畢業後成為</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那位</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">引導數款遊戲大作方向的遊戲設計師。但當他們畢業後,他們可能會加入一個百人以上的團隊,而現實狀況和他們的期望不太一樣。「對某些人來說要轉換心境可能會有點困難」他說。</span></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">所有的簡報圖都來自Ohlen的演說</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">現今遊戲開發環境中的設計師</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">現實和夢想是不一樣的</span></span></div>
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<li style="font-size: medium; text-align: left;">設計方面的教育教導設計師們如何獨當一面或是在小型工作室做事。</li>
<li style="font-size: medium; text-align: left;">這樣的教育環境讓設計師能夠自理並且有創造性思維。</li>
<li style="text-align: left;"><span style="font-size: small;">當人們夢想要成為遊戲設計師時,他們夢想的是成為</span><span style="background-color: white; font-family: "verdana"; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: small;">那個知名的</span></span><span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: small;">遊戲設計師</span></span></li>
<li style="font-size: medium; text-align: left;">大多數的設計職缺是大型發行商所開 -- Activision, EA, Ubisoft, Take 2</li>
<li style="font-size: medium; text-align: left;">上百人(或上千人)的團隊中,設計團隊的人數在四十人到一百多人間不等。</li>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但他說「千萬別氣餒」,因為遊戲設計是這世界中最能讓人心滿意足的工作之一,這也提醒了聽眾,有上百萬個人會去和你的成果進行互動。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在Bioware,設計師共分為編劇(Writer)、關卡設計師(Level Designer)、遊戲機制/系統設計師(System Designer)、遊戲流程設計師(Gameplay Designer)。這些職位都需要設計師們將大方向的概念拆解並轉變成有意義的項目。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> BioWare有一套訓練設計師的方法,從最低等級(在美商藝電EA中,入門級的副設計師被稱為等級17)到等級22(創意總監)。「你通常也應該讓這些新手設計師自己犯錯,或是讓他們自己證明自己是錯的,」Ohlen說。他提醒大家說,應該要有越來越多的資深設計師能對他們資淺同仁的想法保持開放心胸。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Bioware的設計師分類</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">設計師基於其他部門的資源來產出內容。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">每一種分類都會和一組核心利害關係人來設計出最終成品,然後再將它拆散成各部門可消化但在設計面是整合在一起的產出。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">用來結合這些內容的工具可以重新組合並重新使用過往的資源。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen說,Bioware的劇本寫作團隊大概有20人且分佈於3個工作室,他們創作對話、故事、和敘事設計。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 關卡設計師是Bioware裡面人數最多的設計師,並且也是壓力最大的。「關卡設計師本質上得任憑其他每一個遊戲設計職位分支的擺佈...這是個很棒的職位...就像是樂高的終極系列組合一樣...但伴隨而來的絕對是極大的壓力」他如此承認。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在BioWare中遊戲機制/系統設計師和程式設計師及圖像設計師的工作非常緊密。像是遊戲內經濟等系統都在他們的管轄範圍內。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「遊戲流程設計師是四個遊戲設計職位之中最需要和其他分支完美合作的...他們得要和所有人一起工作好讓遊戲能成功,」Ohlen說。遊戲流程設計師另一個很重要(也很嚇人)的工作就是要創造每分每秒的遊戲過程,而這是會被公眾所評判的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">產品的品質 V.S. 生活的品質</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen說,BioWare的企業使命為「製作出一個可以遊玩的宏偉故事」;而它的企業價值為「貫徹謙遜以成就工作場所和產品的最高品質。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen承認,在BioWare這樣大型的工作室裡,產品的品質和工作場所的品質通常會是互斥的。BioWare並不想要「為了產品而逼死人」,因為每個人都會為此消沉並無法發揮所長。同時,還是要有人對產品進行勞力輸入才能達到品質標準並讓企業生存。所以工作室必須越有效率越好。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我認為謙遜是成功的關鍵,」身為一位遊戲設計師,他如此說道。將謙遜投注在你每天的互動上可以幫助你提昇效率。他說謙虛並不代表懶散或讓自己變成任人踩踏的門墊。這代表的反而是,你相信可能有一個比目前還要更好的解答。「我認為設計師的工作是要能找出最佳的設計點子來解決問題。」他說。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img height="356" src="https://lh4.googleusercontent.com/R9UdFuLyUbA6aWrA6xI7zWajmksl_RJCDMcPjTn_PQxDa9i89b52a50ooJyKtbTgbPOKvSnI_hHwohPQzORfKpsHG084OcOcof-tyIRuVktwgk9nWhDWi5CDXNrpsiJ6IKrrRI6Q" style="border: 1px solid rgb(0, 0, 0); margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="602" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><div dir="ltr" style="font-size: medium; line-height: 1.38; margin-bottom: 14pt; margin-top: 0pt; text-align: center;">
<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">自我</span></span></div>
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">自我毀滅的想法:</span></span></div>
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<ul>
<li style="text-align: left;">我的點子比較棒!為什麼我要將自己的熱情用在某人那更差的點子上?</li>
<li style="text-align: left;">我知道最佳解是什麼。我證明給所有專案成員看。</li>
<li style="text-align: left;">我還不要給其他人看我做的東西。其他人可能會批評它。我要等到它完美後再拿出來。</li>
<li style="text-align: left;">其他任何一個存在的部門都要聽我的話。人家是設計師耶!</li>
</ul>
<br />
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<span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">大多數的人可能都曾有過以上的念頭。但這樣的想法可能導致:</span></span></div>
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<ul>
<li style="text-align: left;">當你沒有在工作中投入熱情的話,你永遠沒辦法把事情做好。</li>
<li style="text-align: left;">當你是的努力是為了要證明某件事的話,你通常會忽略掉更佳的選項。</li>
<li style="text-align: left;">當你不展示出你的工作成果時,你沒有辦法在早期做出調整,或是讓調整頻率不夠高。</li>
<li style="text-align: left;">當你不和其他人合作時,你是在弱化他們的能力。</li>
</ul>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /> 他說個人自我意識需要被「摘除」,因為這會害到整個專案。不要假設你的看法是最好的,不要假設你有最好的解法 -- 要願意承認你是錯的。Ohlen也說設計師最糟的行為之一就是在你的作品「完美」之前都藏起來不讓人看。你需要早點搬出來給人們看然後互相合作。他說「大揭密從來沒奏效過」。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen繼續闡述關於設計師應該是個謙遜的問題解決者的話題。「最能夠讓一個人自我毀滅的其中一件事就是只因為名片的幾個字就認定你在某方面很在行」他說。你或許在設計方面有更多想法並有更多經驗,但你不是全知全能,而且你並不會有所有問題的解答。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「如果你不和其他人設計分支的人合作,那你就是在拖累他們」他說。Ohlen認為在有了這樣的合作精神之下,設計師有下列兩種職責:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">你必須很能夠理解他人的願景。</span></span></div>
</li>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">你必須很能夠翻譯他人的願景。</span></span></div>
</li>
</ul>
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<br /></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">當願景「很爛」時要如何設計</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但有時候在一個創意決策是你無法掌控的大型團隊工作時,你可能會覺得願景「很爛」。既使如此也不要緊,人們一開始可能不同意但仍然可以維持對專案願景的熱情。這需要花費一些心力:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">對願景、它的擁護者、和目標客群有同理心。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">練習主動式聆聽(Active Listening) (瞭解想法的根源在哪)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">將自己沉浸在和願景最相似的體驗之中(去玩你工作室裡所有的遊戲,然後玩更多遊戲,讀點書,然後欣賞和這個願景相似的電影)。</span></span></div>
</li>
</ul>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 換句話說,試著保持正向思考並試著找到讓你自己愛上它的方法。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen說他以前就是那個會批評所有事物的「愛靠北的朋友」。但他說他在90年代後期看了駭客任務(The Matrix)後有所頓悟 -- 雖然大家都很愛這部片但他恨死了。他開始思考或許太過於批判會讓他享受事物的能力...受損。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以他將批判性的眼光拿開,以便能單純地更享受事物。「有時候你要將批判性思考給關閉,」他說,雖然他同時也承認能繼續批評和分析作品也是很重要的。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當提到達成目標時,Ohlen說每個工作任務都有其理想的結果,所以成功代表的是找出理想的結果並認清什麼才是理想的結果,永遠要以此為目標,並在抵達目標的過程中要不斷妥協。他提醒,千萬不要因為沒有達到理想的目標就感到氣餒。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「沒有達到理想目標是很常發生的,而且必須用來當成一個學習經驗並成為下次能做得更好的動機,」他說。「這就只是遊戲開發過程中的一環而已」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ohlen補充說,「所有的設計師都得將自己視為能解決問題的人。他們應該喜愛碰上問題。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「限制性確實會孕育出創意力」他補充說。「如果你沒有受到任何限制的話,那你就只是在做你之前做過的事而已。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; font-family: "arial"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">永遠都會有方法的</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 辨識問題所在並用任何方式找出可能的最佳解是Ohlen再三強調的話題。他的座右銘是:「每個問題永遠都會有其創意的解法。有時候你只是沒有時間或金錢找到答案而已。」如果你沒辦法找到答案也不要太自責,但永遠都要尋找一個解答,他說。</span></span><br />
<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最後,他提到要不斷地改進。規劃、執行、檢查結果、重新檢驗。然後再從頭來過,從上一個循環中學到經驗,然後下次做得更好。他說重新檢驗通常都是最難的部份 -- 你必須要聽進那些意見回饋和批評,然後將其化為建設性的想法。「這是身為設計師的你能做到最重要的事之一。」他說。</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-89358796008651819032016-10-23T11:44:00.000+08:002016-10-24T20:23:31.318+08:00[使用者體驗]為什麼在中國成功的遊戲鮮少在西方獲得對等的成功?<b id="docs-internal-guid-8d47e999-ef98-8be9-c4c1-3fa573b1660b" style="font-weight: normal;"><span style="background-color: white; font-size: large;"><br /></span></b>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">原作者:Mantin Lu 於 09/16/16 </span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/blogs/MantinLu/20160916/281528/Why_Successful_Games_in_China_Rarely_Obtain_the_Equivalent_Success_in_the_West.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Why Successful Games in China Rarely Obtain the Equivalent Success in the West</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;"> </span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我上一篇文中(編註:這篇</span><a href="http://www.gamasutra.com/blogs/MantinLu/20160804/278504/How_China_Powerhouses_Are_Entering_the_West_via_MA_and_Investment.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">中國的龍頭是如何透過合併與收購及投資來進入西方市場</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)提到中國遊戲鮮少能在西方市場立足,既使它在當地市場極為成功。因為有些人寄e-mail給我說他們對這議題很有興趣,所以我會在這篇文章中再深入一點。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><a href="https://www.linkedin.com/pulse/china-becomes-global-gaming-market-leader-esports-off-mantin?trk=mp-reader-card" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">中國現在是世界上最大的遊戲市場</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。龐大的市場讓成堆的本地開發遊戲得以誕生,並且產出了可觀的國內生產毛額。然而,到現在我還沒有看到任何一款發源於中國的成功遊戲可以在西方市場掀起旋風。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 許多年前,當人們談到要將遊戲從一個市場引進到另一個市場,他們在講的是翻譯遊戲內容。隨著時間過去,人們開始有更深的理解,他們真正要的是在地化(Localization),而不是單純地將遊戲內容翻譯成另一個語言。當然,文字內容的翻譯佔了在地化很大一部分。這麼說吧,為了要在地化一款遊戲,你也要考慮到遊戲的美術風格、遊戲設計、付費機制、等等。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">美術風格</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 美術是我們在打入一個新市場時第一個要應付的東西。東方的美術風格和西方的非常不一樣,包含用色、人物比例、髮型和造型、臉的輪廓、身上配件、等等。雖然這些要素在遊戲開發過程整體中或許不是最至關重要的,但在進入另一個市場時若沒有妥善處理的話,就會變成主要的阻力。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這也是為什麼有些中國公司會將旗下的遊戲整型,好讓遊戲能在西方市場中看起來更順眼。然而,美術並非侷限在2D或3D圖像,還有介面的配置。亞洲遊戲通常會使用複雜的介面,西方遊戲則否。在我之前的文章(編註:</span><a href="https://www.linkedin.com/pulse/china-client-mmo-game-segment-continues-keeping-its-mantin?trk=mp-reader-card" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">客戶端的MMO遊戲在2015年的中國市場中仍占比最重</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)中有提到MMORPG在中國還是最主要的遊戲類型。雖然這不能代表所有來自中國的遊戲,但這代表在遊玩方式上,中國遊戲的取向相較來說是比較複雜的;介面也因此看起來很繁忙。當你端詳西方市場app store的排行榜時,你可以注意到這裡的用戶想要的是乾淨的介面。字元的長度在不同的語言之間也是在地化介面時的一大考題。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="257" src="https://lh4.googleusercontent.com/7y0kJMr342tBw1XWg7B2shEXr7Vny70le_n8J2eWUBf_OO9C3pG_OkmoayzxLP993krnmOhaBtTmxpq8W35Mg7Ql_Zh2IN_YgxmTGU_2KQdoQw_PiXSCCaJfjZpTZeH57TVGus5z" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">中國玩家喜好的角色美術風格</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> </span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">遊戲世界觀</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在中國,以三國或西遊記為背景的遊戲會非常受歡迎。然而,西方玩家很難去融入。以歷史舞台而言,西方世界中和三國時代對等的是歐洲的中世紀。同時,我們在進入一個新市場時必須密切注意遊戲中是不是有文化上敏感的內容,可別冒犯到目標市場。舉例來說,中國來的遊戲中有些女性角色為了要好看而穿著太曝露,這在西方的女性和男性玩家眼中都是有冒犯性的。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="361" src="https://lh5.googleusercontent.com/b6GE1yNaf2CQaUIbdZY0M6nyHOHNHLIaaNUVGPenoh3ExkE3UcLJGwqIdeT0LyC8o28-UlwG8Tl-MvOaPGvFV06LcQ8AN-UHpZxPbKDivcqkkKZlEEXK3_f178X83JmG1eka4T2Z" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; white-space: pre-wrap;">以三國為背景的一款休閒遊戲</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 大致上來說,中國玩家消化遊戲內容的速度非常快。以同樣的的時間來計算,西方玩家的遊戲進程步調緩慢。所以,為了要滿足不同目標玩家族群的遊戲步調,開發者需要對遊戲機制平衡進行調整,包含技能、屬性、等待時間、獎勵、等等。這些看起來好像很簡單,的確,但要將遊戲原本設計優良的平衡性拆開並重組成另一套是很難的。我認為從頭開始設計一款新遊戲可能還比較容易。</span></span></div>
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<span style="color: #990000; font-size: x-large;">付費策略</span></h3>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 免費遊戲的課金機制是從亞洲起頭,這在中國運作得非常好,而且中國玩家很習慣它。Pay-to-win(編註:台幣戰士)在中國非常普遍而且人們大致上能接受,但實際上我們還是不推薦這種商業模式:就算在中國,Pay-to-win也不是最佳的付費策略。對比來說,西方玩家比較偏好付費來解鎖關卡或遊戲內容;而中國玩家偏好付費來破關,包括打敗魔王、跳過太難的關卡、等等。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">心理建設</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 除了上面所有提到的面向外,心理建設也是我本人親眼見識過很多次、能讓在地化專案失敗的主因之一。讓我們假設你的遊戲在中國非常成功,然後你現在想要把它帶到西方市場。你雇用了西方市場當地的遊戲設計師和專案管理師來處理這檔事。當你在西方的員工列出了一堆列表,要求你的開發團隊幫這個新市場修改遊戲時,你這個開發出知名遊戲的團隊卻不情願甚至不願意做這件事。讓我們換個角度來想。當你在本地市場做出一款成功的遊戲後,你為什麼要為了一個未知市場去重新創造一個新的東西?當你努力地在為一個每個月能賺進上百萬或幾十億收入的遊戲開發時,為什麼你要去聽一個市場份額只占你一小部分的地方的話?當你只要做好份內的工作就能分到大量的年終獎金時,為什麼不投入更多心力去賺取更多的獎金,而要分神在一個未經證明的市場?所以囉,在地化為什麼如此不順遂的原因就很明顯了。要解決這問題的方式就是讓更高層的管理人來明訂公司整體方針,將西方市場視為最重要的佈局策略。很明確地向公司所有的人指出這就是最優先要處理的事,並根據此來訂定獎懲方式。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">結論</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我在上面幾段試著要解釋東方玩家和西方玩家在胃口、文化、付費思維、和開發心理建設上的不同之處。現在,你應該可以理解為什麼在人們詢問我,將中國成功的遊戲帶到西方市場是不是個好主意時,我會說「不」了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當然了,如果你可以在遊戲於西方市場上線前解決上述多面向的問題,那這款遊戲在西方市場能夠和中國市場一樣成功的機會就升到最高了。如果你想要走這條路,我相信最好的策略就是和一間有成功將東方遊戲帶到西方的經驗、且聲譽卓著的當地發行商合作。他們在整個過程中可以引導你,並確保你的遊戲和新的目標群眾能契合。在此同時,我建議你評估一下在西方市場製作一款新遊戲的成本和效益,並比較看看哪一個才是對公司最好的策略。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如同我在之前文章中提到的(</span><a href="http://www.gamasutra.com/blogs/MantinLu/20160804/278504/How_China_Powerhouses_Are_Entering_the_West_via_MA_and_Investment.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">中國的龍頭是如何透過合併與收購及投資來進入西方市場</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">),西方市場很龐大,而中國國內市場競爭非常激烈。進入西方市場是個增加營收流的好方法,而且不同文化的用戶回饋可以為將來的專案激發出新的創意。雖然中國手機遊戲市場競爭越來越激烈,但不會有比現在還要更好的時機來考慮進入西方市場了。擴展至新的市場從來就不是一個輕鬆的提案,但這帶來的好處可能是等比成長。中國公司需要良好的策略,包括投資西方有能力的團隊來製作出原創的遊戲來打入西方市場。你可以在</span><a href="http://www.linkedin.com/pulse/how-china-powerhouses-entering-west-via-ma-investment-mantin?trk=mp-reader-card" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">這裡</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">看看我的想法。</span></span></div>
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<span style="background-color: white; font-size: large;"><a href="https://www.linkedin.com/pulse/why-successful-games-china-rarely-obtain-equivalent-mantin" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">在Linkedin上閱讀我最初版的文章</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-69508863273455536332016-10-09T16:50:00.001+08:002016-10-09T16:51:56.762+08:00[設計理念]John Smedley 離開3A製作: 「我很榮幸能身處在戰壕之中」<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white; font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="John Smedley leaves AAA: 'I'm proud to actually be in the trenches' " height="205" src="https://lh6.googleusercontent.com/S_GKIpozc0eUsgCXUeZIfVsaQuNNlcWu5bJsDCLLnZjt8IFc9ri4mtwet-ON77tdQKNc7yHnx_iULK8FAO7xUdp_VFm3Onau8ToM1Gw27AS_etz5WdHTk7nd3MDdTbOZG8gqp2Wb" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">原作者:Alex Wawro 於 09/30/16 </span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/281851/John_Smedley_leaves_AAA_Im_proud_to_actually_be_in_the_trenches.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">John Smedley leaves AAA: ‘I’m proud to actually be in the trenches’</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 從帶領世界上最大的網路遊戲的開發團隊,轉變成一個試著在2016年推出一款自製線上2D動作RPG的獨立開發者,那是什麼樣的光景?</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 很少人能比</span><a href="https://twitter.com/j_smedley" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">John Smedley</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">還要瞭解,他在去年</span><a href="http://www.gamasutra.com/view/news/249252/John_Smedley_steps_down_as_CEO_of_Daybreak.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">卸下Daybreak執行長的職位</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(前身為Sony Online Entertainment, SOE)後創立了自己的工作室</span><a href="http://pixelmagegames.com/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Pixelmage Games</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 想想他投入SOE有多長一段時間,這可是個大事件。我還在讀高中時他就在那裡主導</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">無盡的任務(Everquest)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的開發了。等我唸大學時他還在那裡執導著Star Wars: Galaxies和其他線上遊戲的開發。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我這個月初打電話給他時,他正好在Hero's Song的工作中偷閒,這款遊戲不會像其他所有他做過的知名遊戲那樣浩大。</span></span><br />
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 上面的關鍵字是「工作中」。除了遊戲本身之外,令當今2016年的開發者們對John Smedley最感興趣的,是他現在真的是在做遊戲,或許比他過去幾十年來還真。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 「我甚至無法描述我在製作和執行這些東西時有多高興,」他說。「我去年在SOE時,全心全力都投入在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">H1Z1(屍流感)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">上。而現在這遊戲對我來說比那個已經很棒的體驗還要好,因為我實際上真的在製作東西並得到很多樂趣。而且這工作量真是多到誇張。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Smedley說他享受在親手製作這工作室的處女作,即便他被像是找資金或管理工作室等創業家的差事給弄得手忙腳亂。他說這些和其他團隊成員的工作來說根本不算什麼,但他有在寫些腳本。胡搞一些聲音檔案。他又開始做遊戲了。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">「重回戰壕」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我很榮幸能和一些我非常敬重的人們回到戰壕:Bill Trost,Paul Carrico(編註:兩位都是Everquest的好戰友),和其他真正的專家。當你和有才華的人們合作時,這些事看起來都很容易,」Smedley說。「我認為我喜歡這個專案的原因是我能從他們身上學到東西,也就是他們在SOE工作時所經歷過的那些痛苦。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這不禁讓我們想問:從一個超大型工作室的大頭轉變成獨立工作室的創辦人,是否讓Smedley能對「在戰壕中」製作遊戲的處境更加感同身受呢?他現在對遊戲開發者的同仁們是否有更多同理心了呢?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我確實有。我在說這句話的時候,我很清楚任何讀這篇文章的開發者臉上都笑了,」他告訴我。「當你必須真的要動手做這些東西否則事情就不會完成時,那真的是一個超棒的感覺。」</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 值得注意的是,因為Pixelmage工作室一直都對</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hero's Song</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的各面向都很公開,這個團隊理應強調在工作室之間流露出的熱情 -- 雖然如此,但Smedley卻說他已經連續加班三個月了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我將每天開工的時間從07:00調整到05:30,因為我們要製作另一個功能。這其中真的很多樂趣,」他說。「我不停地說很有趣,聽起來好像我在唬爛一樣。但我希望你能看到這些笑容 -- 我現在在一個非常棒的地方工作。」</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Pixelmage看起來好像比最近剛起步的許多獨立工作室都過得還要好,但它一開始可沒這麼順遂。這工作室在今年初剛發起</span><a href="https://www.kickstarter.com/projects/herossong/heros-song/posts/1474916" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Kickstarter</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,為Hero's Song群眾募資80萬美金時碰到了一些麻煩,接著他們在一週後認為沒有辦法達標後取消了募資。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我們早就和一個投資人牽好線,當我們Kickstarter失敗的話就贊助我們,所以我們就決定撤掉,」Smedley說。「否則我們就得花上整整20個工作天想盡辦法讓數字達標。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 不像許多獨立工作室的創辦人,Smedley說他因為在遊戲產業打滾了這麼久所以能這麼快從他自己認識的投資人手中募得可觀的資金。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「因為這樣,我才能夠讓事情很快就上軌道,」他說,並提及Pixelmage從一個單人事業成長到現在有17人的大小。「我不像很多小工作那樣花了很多時間在找資金。我之前的來歷確實幫了我一把。」</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Pixelmage工作室後來也在</span><a href="https://www.indiegogo.com/projects/hero-s-song-game-rpg#/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Indeigogo</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">為Hero's Song進行群眾募資,這遊戲預計在今年底會進入Beta階段。Smedley說這裡的進展比在Kickstarter上好(或許是少了明確的募資截止日幫上忙了吧),但他對於將遊戲宣傳出去的困難度感到驚訝。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我感到訝異的是你的音量在外頭所佔份量的差異。如果你是個老牌發行商,你一說話就會有很多人聽到。當你是個獨立開發者時,要讓你遊戲傳出去真的很難」他說。「這真的難上很多,而且看著你身為獨立開發者的作品相比上...嗯,你如果在SOE的話要接觸到大型媒體會簡單非常多。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">「我們真的需要一個能讓2000個玩家同時上線的伺服器嗎?我們能從這之中能達成什麼?」</span></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Hero’s Song勾起人家興趣的是它和Smedley花了許多年參與的大型多人線上有遊戲有顯著區別,這是他在Daybreak工作室後期的日子中學習到的。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 「我確實在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">H1Z1</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">時看到了這遊戲的起頭,」他說。「它打開了我的眼界,讓我開始思考『我們真的需要一個能2000個玩家同時上線的伺服器嗎?』、『我們能從這之中達成什麼?』、『這有什麼意義嗎?』」</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hero’s Song</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">並非仰賴一整坨的中央伺服器,而是建立在像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我的世界(Minecraft)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的機制:玩家可以自己玩、或是建立自己的伺服器並邀請人們進入他們持久常在的世界中。這可以是三個人,或是三百人;Smedley說在他的經驗中,MMO遊戲的玩家很少會從和超過幾百人的互動中得到什麼(或有興趣和幾百人互動)。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「背後的理論是微型社群實際上有較好的黏著度。我在製作H1Z1時看到了這點,人們會認同他們所在的伺服器,就算背後沒有什麼邏輯可言」Smedley說。「這個理論是源自於某些我過去參與過的遊戲中</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">由我直接觀察得來的數據,我們當時有真的去做社交地圖(Social Mapping)並看到有多少個人會實際去和其他人互動。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 玩家們或許會認為他們想要有著超多人的MMO大型線上遊戲,Smedley如此斷定,但資料顯示他們最多最多真的只需要幾百個人能互動就好;超過這數字的話,每個玩家的價值會急遽下墜。而如果這是真的話,MMO遊戲設計師應該將中等大小、由玩家建立的持續性世界的優先順序擺到任何超出這人數的東西之上。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「諷刺地,當我們在分析這數據時,我們看到只有一或兩個會和300到400人溝通。大多數的人只會和少於200個人講話。這就是他們的社交地圖」Smedley說。「所以互動真的是侷限在這個小數字的人口,而且我很愛玩家能自己建立伺服器的想法。讓他們隨心所欲地設定,就像龍與地下城的戰役劇本一樣。」</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 線上遊戲設計師或許早已注意到製作像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hero's Song</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣的遊戲,而非華麗MMORPG的另一個誘人因素:我們不需要為玩家建立伺服器。「這做法也非常符合獨立開發,我們想要製作不需建立伺服器的遊戲,」Smedley說。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而獨立開發的缺點是沒有公司醫療保健和專門的薪資部門和奢侈品,Smedley承認他直到轉為獨立開發並要親力親為後才開始感念這些奢求。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">另一方面學到的東西</span></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「像是說,我們要郵寄帳單。嗯,你知道嗎,我現在還真的要去買郵票然後帶去郵局並真的將帳單寄出去」他說。「它們不會自己長腳。我的助理不會把它們拿去送件部門。這是不同的體驗,但也是較有趣的一個。」</span></span></div>
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<span style="background-color: white; font-family: "arial"; font-size: large; white-space: pre-wrap;"> 當聊到分享一下學習到的教訓時,Smedley不停地說著一點:醫療保健。如同許多獨立開發團隊,Pixelmage充斥著各式各樣的人們:創辦人、約聘人員、合夥人、員工。Smedley承認要為這樣的團隊展望多種福利是令人髮指的難,但仍認這是可行而且值得一試 -- 特別是你能找到一個願意技援你的良好金融機構的話。</span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「我會說,首先,確保你搞定了醫療保健這項。把這件事搞定很重要。這看起來是件小事但真的很重要」他說。「我會建議找個真的很強的銀行。聽起來好像很蠢,但一個好銀行能幫你做到像是付薪水這類的小事是真的很讚。我知道這建議提起來無聊透頂但這是事實。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 他的其他建議?「好好利用你在外頭可以取得的免費東東。」從引擎到物件到獨立開發資助計劃,如果沒有這一海票免費(或說近乎免費)的遊戲開發資源,這個曾是SOE大頭的人或許現在不會站在這裡。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「微軟有個叫做BizSpark的計劃。好多不同的引擎都有著便宜的價錢。如果你是獨立開發者且沒什麼營業額的話,Wwise提供你更低廉的費用。」他說「在這麼多年後,關於獨立製作遊戲的那些複雜行政事務,我還要好多東西要學習。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-33787760749900046062016-09-25T11:17:00.002+08:002016-09-25T11:17:40.931+08:00[遊戲設計]有趣邏輯謎題的培育<div dir="ltr" id="docs-internal-guid-8953f77e-5a9c-1bc0-0f39-ad8a416dcfda" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原作者:</span><a href="http://www.gamasutra.com/blogs/author/PaulHlebowitsh/1012221/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Paul Hlebowitsh</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 於 09/19/16 09:51:00 am</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/blogs/PaulHlebowitsh/20160919/281577/The_Care_and_Feeding_of_Interesting_Logic_Puzzles.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Gamasutra:The Care and Feeding of Interesting Logic Puzzles</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">以下文章內容,除經另行註明,係由Gamasutra社群的成員所著。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">其中表達的想法與意見為該作者所有,並不代表Gamasutra及其母公司。</span></span></div>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">我會在這篇部落格文章中把本人自製的邏輯解謎遊戲《<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=745756756" target="_blank">RYB</a>》裡,其中一道前期謎題的建構流程給交代清楚。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 大概講一下背景:我是2016全美解謎冠軍賽(2016 US Puzzle Championship)前十強。我持續設計謎題大約有十年了,而《RYB》是我的第一款遊戲。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我們要瞧仔細的謎題是這一個:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在我們深究設計之前,且讓我先向各位講解《RYB》的機制,這樣各位才明白我們有著甚麼樣的限制。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《RYB》非常類似「踩地雷」和「Hexcells」,但使用的不是數字或符號,而是顏色。在多邊形裡頭的色點告訴你鄰近的多邊形該是什麼顏色。舉例來說,想想底下的謎題範本:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="179" src="https://lh4.googleusercontent.com/BUcVkT6u49GkRc6hXeZwghj--XYYaXOSTmesOX0Vqg2zBvc-qu9-_-9vmjaLlQ-foRHgmbG79RQmUl1q2k444IsAZf2dXHJrPypBjU1E9_pfSDmdCpXT1VwspOR4xGH3mV9RyjcO" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 中央的三角形有三個紅點,而且有三個鄰近的多邊形。一個點告訴你至少有一個鄰近的多邊形是那個顏色,所以三個紅點和三個鄰近的多邊形就代表它們都是紅色。填好了之後我們會得到:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="179" src="https://lh3.googleusercontent.com/e5FQzVBm6rBFXtjw_HugH5Ob72KaYhNIkTCv_tS8OJl0g9tPapHJekrmLJJWk_ZAN5JmEQYMfIrsyC40PW1bNWfG-rx4aOJRwFOQoB3YwuUvCvL-sKdjHEcxQqppxnAq_vyhvr4A" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我們有了新的情報!黃點出現了。三個在外側的三角形各有一個鄰近的三角形,也就是中間那一塊,而每一個外側三角形都有一個黃點,所以中間那塊就一定要是黃色才能滿足全部這三個線索。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="179" src="https://lh3.googleusercontent.com/5vN6ynJvvmu8dFWXOOR4rgoft9A3ys9mYydVXJEKMNh0a1Mv_PlBp3gkbSoGCsXdhYA6GRMURRIW6BABZFcp74B8tWVXyuQxbFkTIjj8pFOWlAg_4q2FJro8-KlajgHuFLZ3PoMU" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 然後我們搞定啦!一旦所有的多邊形都上好色了,謎題就此完成。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 為了要從這個機制做出一個有趣的謎題,我們需要一個適合用來設計優秀謎題的多邊形。當我開始製作本文開頭所示的那個謎題時,我是從一個中央的正六邊形著手,這是因為我想要把玩許多可以互動的形狀,也許可以將其打散成一系列互相牽連的各個形狀。在建構過程的這個當下,我對於這個謎題到底會長成什麼樣子沒什麼概念,只知道我就是想要一個正六邊形在中間。我一向使用紙筆來設計謎題,但為了這篇文章之故我用上了向量圖形,這樣各位就不用為我糟糕的畫技所苦了!</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 中央正六邊形看起來像這樣:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 十分簡單!除此之外就沒什麼能做的。畫好了正六邊形後,我在周圍弄了一些多邊形。三角形是我第一個想到的。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 建構過程來到這一步,是該開始胡搞一下了。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 謎題的建構是設計者和謎題之間的對話。在設計謎題的途中,設計師一定要傾聽謎題想要訴說的事情。儘管我們毫無頭緒,手邊只有幾個多邊形,這道謎題已經向我們說了很多事情。思考一下當中的任兩個三角形,比如像下圖圈起來的兩個三角形。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="161" src="https://lh3.googleusercontent.com/ECcF66TFuxEIXBt9egFv2ha9BzjqreQBHMure_yrHA6lAtVH9cd-PvoPB19BMbNbO0uXKI0vwvLlG_S7f-RtzyDWaMTgqQyA1-1FpRzZdgoyoKFzZ5auq4_BLylR2Ph9mxxrLk2d" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這兩塊能互動的唯一途徑就是經由那個大正六邊形。事實上,隨便哪兩個三角形都只能經由那個大正六邊形互動。易言之,這個正六邊形會限制所有六個三角形的顏色!這樣是不可能作出有趣的謎題的。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我們馬上能想到兩個解決方案。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">將中央那塊切成幾個小的多邊形,如此就有更多塊多邊形來對外面的東西下條件。</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">加入幾塊能夠提供更多條件給外側三角形的多邊形。</span></span></div>
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<span style="font-size: large;"><br /> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">就這一道謎題,我決定要採用二號方案。在遊戲後期有了不同的機制之後,我反而用的是一號選項,看起來像這樣:</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 不過我不想要離題太遠!</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在這道早期的謎題中,我選用的是二號。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 因為我得要加個幾塊圖形,所以我就加在最明顯的地方,也就是每兩個三角形中間的空位。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這幾塊的加入讓外側三角形多了另一項限制。我玩了這道謎題很久,試著想出要怎麼把這個多邊形弄成有趣的謎題。然而它有個怪毛病。也就是說,這些多邊形組的高度對稱性質很難弄出有趣、卻又不會一下就把謎題給解開的邏輯。這道謎題有著軸線,沿著這些軸線看上去謎題長得都一樣,我將其中三條標在底下的圖裡。想要讓這些軸線從圖形中分離開來,卻又不會破壞謎題的對稱性是很難的一件事。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="175" src="https://lh3.googleusercontent.com/8s6q2srOn0iXig3xAkHD5unTdaI54smPZDz4T_oYlYHT5nDpl0b5s-Zufhwf-jDVxB3TwUUFK9tnfcAHT3sebI_nCNeZxO0NkeujMQxvRT9jTgldDhNyXMtj25IfHVvYfTL5FV5t" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 要解決這個問題,我決定嘗試限制謎題最邊邊角角的兩塊多邊形(編註:如下圖中最左和最右的兩個三角形)。它們沿著同一條對稱軸,不難理解它們受到的限制也會是對稱的。照這個想法瞎弄一會兒後,我突然想到要加一個外側的正六邊形,這樣它們就有了共通的一塊多邊形,給它們施加更緊密的限制。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="175" src="https://lh3.googleusercontent.com/e_kscQaQGRxa74Jgi1ixZBu2G6zdPFT2H3LqkGbKwf4LSHZlL2sBKPGnKpTY7M_hCdktAZPDh6aFlF9ohloN9Q55-KNef9tP2Eeuq_64N4cKYQBPJ_YLh8IT1Tctzg7IqrTpm9Xb" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 胡亂搬弄了一陣子之後,我瞭解到如果我只給一塊多邊形紅色和藍色線索,另一塊則只給黃色和藍色線索,那外側正六邊形就只會是兩者共通的顏色,也就是藍色。這就是這道謎題背後主要的想法。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這個主要想法只是經由非常普通的理性分析而來,聽聽謎題想要告訴我們什麼,然後改動一下這些多邊形,直到有趣的東西自己跑出來。在這一刻,我決定要限制所有的內側三角形,所以我加入了會限制這幾塊多邊形的線索。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="231" src="https://lh4.googleusercontent.com/t-qjDdEs7SUW8-CK4_nLTE0XJBK56MPefeucfZVMr6TzvLhccJdSm6LRNHhFIJAZW1Kl9KNZVQaAQMV5UKLVGxtpJJp8JnY2gmm0DC_QGyJQY_qRuJGl-KlFP7Ej2z4BwQdvvqJr" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 現在我有更多線索可以玩啦!任一個顏色已經揭露的多邊形都可以拿來放新的線索。當大家解這道謎的時候,這就是他們的第一步。他們會解出外六邊形,再來內三角形,然後有了更多線索可用。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 對稱對於謎題來說很重要。當今構築邏輯謎題的潮流是主打對稱為「美麗的構造」。在這道謎題中,我想要解謎者再次用上相同的邏輯,即實際解法架構內的對稱感。如果你有注意到的話,我們和之前一樣位於相似的處境。一組在對角線兩端的線索有著共通的同一塊多邊形,只是這次是在內側而非外側。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="231" src="https://lh4.googleusercontent.com/9VUXJufrp_eHR0Diuz_AcGeyE21o35oPqfhwqAGbrth3RnWnOEh23NFt1qc8t1Fh-O_sNDDADLsh2Yo0skSz7n9pL4HHveW0FpH-MUVHTL_K3HgM9QRvYbXUb0HmQaTN8QM6bsIa" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我加了線索,所以同樣的邏輯會再次出現!只是這次它們要上色的是內六邊形。(說明一下,已著色多邊形上的線索只會在著色後出現。)謎題看起來是這樣:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="231" src="https://lh4.googleusercontent.com/5uKkzgVeFhz8r02XcTJswF07GR99mDYq_qAiNXZQZQ3DJ7lMqi74GcUOJiuVm6z86E0xrPfkcdJTUpzn72LkVVR_oUu5GH6TTvzvQILNfxBugqsVrK5UZy9StTiwe67rIoVStZE3" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 可以解成:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline;"><img height="231" src="https://lh4.googleusercontent.com/2rF77pjgMu_8b3Ste4j_maP5knbJyHvYYD48zEutd_fdJciUhFLdrqrWkNDTvWt9bP4mmWTknWvRHxTwWSQrQoJ214kLajbGiHzh1J5Brq-GmuKEjtfq91JylYjT2czFwUBwIiYB" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 最後,我得要限制最後兩塊多邊形。所以我把線索加到了外六邊形上,作用就像內六邊形在第一組線索那邊幫上了忙一樣。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"><img height="231" src="https://lh6.googleusercontent.com/EeTknc1Prm2dqxEwEKdBKyFgMfYsqlPXlnu_swRvdHiEBCqWDZumNsiXzrZQ4RhAMZOpSuWoS39lpyLSs58ddZxq2H5Jxe-d9uFP9yI6wc3bspPet9BVqizc4fwcwaSrUd4gEV_W" style="border: medium none; transform: rotate(0rad);" width="200" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 解謎過程看起來是這樣:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline;"><img height="311" src="https://lh3.googleusercontent.com/6Zll1TmsBITbpkqPv0XCyIh2vt_7j2VWaIdOYtv2nICP7UXm6REHk1VtR2omZ6GOMW2PQyr-wlooKTEVcYfqXdOY52BrnUm0r9EDzf9lCbL1VGYLYcAi8gGHcMDGeowz5XiAhKfw" style="border: medium none; transform: rotate(0rad);" width="400" /></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 到這邊我覺得我有了一道優秀的謎題。它有一種「啊哈!」的感覺,因為外六邊形在這道謎題中有兩個不同的使用方式,同時也於中間階段提供了幾個簡單的填空,有助於解謎者建立信心。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 希望各位喜歡這篇邏輯謎題建構的深入探訪!</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> </span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;"> 如果您喜歡這篇文章,煩請考慮支持一下Steam Greenlight上的《RYB》,或追蹤我的@FLEBpuzzles,裡頭有更多的謎題內容喔。</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">翻譯:milkreaver</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">校正:xdorz87</span></span></div>
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milkreaverhttp://www.blogger.com/profile/02384586950092760893noreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-28069896179658432732016-09-11T17:46:00.001+08:002016-09-12T01:20:18.119+08:00[音樂音效]檢視Undertale的音樂主樂旨以及它是如何影響遊戲敘事 -- 下集<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "pmingliu"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><a href="http://jasonyu.me/undertale-part-2/" style="background-color: white; text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: italic; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Jason Yu</span></a><span style="background-color: white; color: #222222; font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> (</span><span style="background-color: white; color: #222222; font-family: "verdana"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">An Examination of Leitmotifs and Their Use to Shape Narrative in UNDERTALE - Part 2 of 2 </span><span style="background-color: white; color: #222222; font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "pmingliu"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">原作者:Jason Yu</span><span style="background-color: white; color: #222222; font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> on April/7/16</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 本文是是關於Undertale的主樂旨以及這些樂曲是如何傳達敘事的文章的下集。上集是在三月31日刊出並且可以在</span><a href="http://jasonyu.me/undertale-part-1/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">這裡</span></a><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">找到(編註:</span><a href="http://pettittechen.blogspot.tw/2016/08/undertale.html" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">繁中版在這</span></a><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)。如果你還沒讀過上集的話,強烈建議你應該先讀過上集再來看本文。</span></span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 用主樂旨來代表人物角色、角色的成長、以及它們之間的關聯</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 現在,我們要講的或許是主樂旨最常被拿來使用的方式 -- 用來代表角色。遊戲中幾乎每個主要角色都有個對應的主樂旨,且在橫跨不同曲目時通常會以不同的變化來揭露角色新的一面。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: x-large; white-space: pre-wrap;">Undyne</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">030. Undyne (Undyne 主題曲)</span></span></div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/VH6HIHmhvQU/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/VH6HIHmhvQU?feature=player_embedded" width="320"></iframe></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undyne的主題曲出現在 0:00:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Theme" height="77" src="https://lh5.googleusercontent.com/maf-Km_8rwJ7NeYO9zBKyWsiZ_XxI1kM7OX-9HR4fNn_LRnS396e2ZM2Qru4FA-ZV10OZP0RJrBFfhojDWbnkgtHUJYBXwCpPv7HpXD8-tjEioF1HhVOKUtcvxr3_DIXDXdV-sOs" style="border: none; transform: rotate(0rad);" width="640" /></span></div>
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<span style="background-color: white; font-size: large; text-align: center;"> 雖</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; text-align: center; white-space: pre-wrap;">然大多數的人認為Undyne的戰鬥曲是她的主題曲,但她的主樂旨實際上在更早之前就已經確立了,就在玩家第一次和她在Waterfall的高草叢互動時。這個版本的主題曲的節奏是最單純的,也因此在其他曲目中很輕易就能辨別出它的各種變化形式。</span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">---</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">032. Run! (塊陶啊!)</span></span></div>
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/PPapt88_3aU/0.jpg" src="https://www.youtube.com/embed/PPapt88_3aU?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undyne的主題曲出現在 0:00:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Run 4-4 Lines" height="71" src="https://lh3.googleusercontent.com/N2nj_BuGm3Tjeg4VFB_kbziiMsg9K_TrJB9Ff0e1wE3E1wV_-3Ovgi7JggzTPCAZNYTHOrhvdmP2FnW8_IWmzHEZ3pBzrOOvv3NWjVAccsMxsKy35alSXKWYqP9097NuTZ7MRmqv" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這個主題曲在Undyne的追逐場景中很適時地回來 -- 這一次的主題曲既瘋狂又充滿不平衡,它在4/4拍中用了6+6+4 這種16音符的編組(以紅線來分開)。在每個小節的最後將兩個六音符組合後轉變成一個四音符組會產生一種「壓縮」的效果,能夠激發出更加緊張和急迫的感覺。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">---</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">045. NGAHHH!! (呀啊啊!)/ 046. Spear of Justice(正義之矛)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undyne的主題曲出現在 0:00:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Theme Var 2 (Battle)" height="39" src="https://lh6.googleusercontent.com/RaODJ-Oerbq8z9oPvWTk_FA8x-rxBgkeJIOB_WaSs4evL9hhHXRO1rKgNcXnrLzVNAyJZSkOGGzaNiG36iONOYi8M36wSCQWwHGKrF6J83qQXVwmT_jAercPTJgz2Wa-G_QbmCUX" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 最後是Undyne的戰鬥曲 -- 我前面提過這不只結合了她的主樂旨,也結合了遊戲中其他部份的旋律和點子。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這首曲目一開始就有數個強烈的方式昭告Undyne的主樂旨。然後在0:36處,我們又聽到從Waterfall/Ruins來的旋律:</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">045. NGAHHH!! (呀啊啊!)/ 046. Spear of Justice(正義之矛)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Ruins旋律出現在 0:36:(046曲目)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Ruins Melody" height="43" src="https://lh5.googleusercontent.com/lK7lL8KThYOJrTO9KE0Bb3BxwV_29ZkGRj9smY1uHfhA3jZrbQbXR_XixcxaoFHsCyL1cJrI-5bFKi_pO1iv3lFDfS8Lnr_E8Ru8z4e_pptxEUWKx8ML20H0GkdyI4IkIVatGtbu" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; color: #333333; float: left; font-family: "arial"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="39" src="https://lh6.googleusercontent.com/RF8khMjO0ZVrnkvEG0BqGWrCRz5BXVToBgS2iPzfqBJVvd5m1QSaFwddgznu5-QdIxHJqqvBXur7J_L-O-YVOIuuYdfVE7SfZ6ki2JScubn5cRHibWWx9w7PZ5n-F0vlW7qDzn_D" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></span></div>
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<span style="font-size: large;"><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></span></span></div>
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"> (Ruins)</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">+</span></span><br />
<img alt="Ruins Theme 2 (Waterfall)" height="48" src="https://lh4.googleusercontent.com/lAjwkdRyAKGg6Kdk4h3hIv4E3KWz3fnYn4f3PpUg1H7NJy2aZuuhKSBl-VaeezylQgJS1Y1-kabHGXIlPloGmotONnqZWmwqy9nBjTObjZMHhTqHvmpze44w9H0KB6PYDms2IyZw" style="border: none; color: #333333; font-family: arial; transform: rotate(0rad); white-space: pre-wrap;" width="602" /></div>
<span style="font-size: large;"> (Waterfall)</span><br />
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你或許會想說0:47出現的素材是全新的。但讓我們特別來看一下這些用號角吹奏的旋律:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Waterfall Horns" height="77" src="https://lh4.googleusercontent.com/xlDUYDm0xuf_jRaS4lCVl21rZtyiFunkiLgXshJRlcsMkF_2fDbnr4FW01MfTqNlDNEV3rhwqbFyfXg0Q3MftZSRX0Z78I-miPXOPI-YOXEcXSF_alH3TWgB8ZafrYYwhlAI5ivk" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="color: #404040; font-family: "verdana"; font-size: large;"><span style="background-color: white; white-space: pre-wrap;">---</span></span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 現在再來聽聽031 Waterfall在1:07處的段落 -- 並特別去細聽1:12到1:17時弦樂器在做什麼:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">031. Waterfall (瀑布)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 事實上,這一小段樂句在005. Ruins時就出現過了:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">005. Ruins(廢墟)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">在0:17處:</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">098. Battle Against a True Hero(和一個真正的英雄作戰吧)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="undyne geno" height="104" src="https://lh5.googleusercontent.com/TjUh3SHxLmwpVKiCvJwnKFMBbKShn6eaIdXo7K2ZIAiaWnybNBGkTDJUJYnZb8yTVN85V3XtgUPKK8dCClQjaeuSB1M38YYFUiYdL5tBhdIykU0fMo6cPs_Uh4N-Tuy28jTKWP4C" style="border: none; transform: rotate(0rad);" width="600" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Theme Var 2 (Battle)" height="39" src="https://lh3.googleusercontent.com/pTyRkLZLCEYHb1SoZVdcp6Zgux5rv6ICbco8fiakNfCCkC7mNg81DlWWT716dEDF5LiwM0sDh4bJ7j__kF_UG8nvYDXHrGrMrfBMwSDXyWPaRdu_eaYEnbxN4jhUKDX1kFROp7p8" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Ruins旋律出現在 0:45:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="ruins undyne geno" height="64" src="https://lh3.googleusercontent.com/mLPTfRPEy0_XfGTZtmXEemwg0H9TwYASDLXZ1DG3skpjsdyAcQkJZSPwcDE3LVesMelTOMpnOpjA5Cm9EycYmWXNk5bxbdrew-_AUPjUIGXgqR22VRl4RJy4JQwLzyvBO74ta69e" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自</span></div>
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<span style="clear: left; color: #333333; float: left; font-family: "arial"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Ruins Theme 2 (Waterfall)" height="48" src="https://lh3.googleusercontent.com/XK4gGejZ-nOV2sexsWbry7M-g0ULpy8kXqq1evGiBYMTfWH6g-Ayse_3pamTy7csF8uPAHGpar_2-v1SBzFKUtWmQISMNOtqktUtRyLndce9bn6EXEDBl6zhQCN5vWZX3FRoxZBc" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></span></div>
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<span style="font-size: large;"> (Waterfall)</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Waterfall弦樂旋律出現在1:35</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="undyne waterfall geno" height="65" src="https://lh3.googleusercontent.com/81zf0pG2zecVkbdkLG8Bk0BY5gKqwpof6wcND5HgQMa27CJbSXUjetvaUBtiJcZigAyJrMhjLnfFlonDLIqTbCu-YHvkSV3369V1bKQxcu-1fcG2msjcXlZfoU_sBrK_pk-mAI3E" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Waterfall Horns" height="77" src="https://lh6.googleusercontent.com/ClWlhGSYY18NaNRjVyBZ8O4zQ_DuyXVmFsw-vk6fDz1SsXwEtlsvP-_W_ddkUAxu0-srifxTlf9QwjbmR5LL0N-RHEwUW3K1LUlItke4xY1eU6Lx8BQyAoinh75xYFAQfxFYRO_D" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 如果你走的是大滅絕路線的話(Genocide Route 編註:殺光所有人),我們會聽到</span><span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">098. Battle Against a True Hero。</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">對我來說這個曲目(以及它所伴隨的戰鬥)代表了Undyne已經全力以赴並達到她的極限了。結構上分析來說,本曲目和</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">046. Spear of Justice</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">是一樣的,我們聽到的旋律順序是Undyne、Ruins、和Waterfall的主題。但不同之處在於這些旋律的修飾以及擴充程度之大,到了很難追蹤它們的來源的地步。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 開頭的旋律雖然和原版Undyne主題曲的不太一樣,但仍保留了幾個關鍵特色 -- 也就是在旋律一開始降了四個半音(編註:第一個紅音符和第二個差了四個半音,和Undyne主題曲的主要特色一樣),緊接著又降了三個半音。在0:45處我們聽到了簡化版但仍可以認出的Ruins旋律。接著在1:35處出現了優美的鋼琴插曲,這段插曲隱藏在其中並可追溯到Waterfall裡的弦樂旋律。</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 一片一片地拼湊起來,Undyne的戰鬥主題曲中沒有一個概念是全新的 -- 這首曲目單純將她的主樂旨和稍稍調整的Waterfall結合在一起,然後加速。但這太完美了:在遊戲情境中巧妙地呈現了這首曲子的意義和處境,而且獨特程度和變化性也足以成為一首單獨的傑出樂曲。</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Alphys Theme" height="89" src="https://lh5.googleusercontent.com/cbhBEwcvwY0a-TtTMPFkGV_iwEtLkznaT6DCm17jaDOqpQrVBOhPBgDRiH03TEhbxYln_I20wdoYxaLS4sfCb5_6pNBaKlFUL0hNoTXjOdEOVQFbTkIM5ldmmA1kf2cuXBi7mSxb" style="border: none; transform: rotate(0rad);" width="600" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 絕對是遊戲中最簡單直覺的主題曲之一 -- 因為它在代表Alphy人格特質的方面做得太好了所以我很愛這首。第一個樂句就只是很簡單又快樂的「Do-Re-Mi-Fa-So」,但第二段似乎是想要讓第一段相形見拙一樣,在中間往上昇了音高 -- 這實際上在呈現Alphy那過於心急的人格上是個很精采的音樂表現。這似乎就是她的人格特質了,直到你發現了True Lab...</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在這裡Alphy的快樂旋律被轉變並腐化成了某種還滿恐怖的聲音。只是在每個原本的音符上加了個大三度的音,就讓Alphy的主題曲變得詭異且惴惴不安的版本,這和True Lab裡的恐怖感完美互補。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 在所有曲目中,Alphy除了在這兩首有明顯出現外還有出現在其他幾個地方:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Alphy主題曲出現在 0:06:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Alphys Theme" height="89" src="https://lh5.googleusercontent.com/q91X2plWS2hc9C-SFWyJoVICB6EaCrFqHbyAuHO49Bs0-rust-UT-t1_7zwIWkpmxPipryvzPyeFI1HA-YQ_4sGIM12mwiGfjoKFP1pzsxbRjmLmrSv8vH58VDXppb70RUjNvAzt" style="border: none; transform: rotate(0rad);" width="600" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 想想Alphys在整個遊戲中是多麼熱情地幫助你吧,在這裡能發現他的主題曲我並不意外。我現在稱這隻鳥為「Alphy鳥」。</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">082. She's Playing Piano(她在彈鋼琴)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 這首曲名的「她」是在說Undyne,曲子會在玩家和Papyrus參觀她家進行「Playdate」(編註:英文的意思是家長安排小孩到別人家去和其他小孩玩的一種活動)時播放。這個代表她和Alphys真實關係的鋪陳有點可愛 -- 她在彈的這首歌和 </span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">048. Alphys</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 裡的橋段一模一樣!</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">048. Alphys</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 對它最好的解說是Alphys所說的:「原先,我打造他成為一個娛樂用機器人...然後...嗯...現在他是一個無人能擋且渴求人類鮮血的殺人機器?」</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Mettaton一種用來娛樂一種用來殘害並濫殺的兩種原動力都各有自己的小主題曲,兩種都在敘事過程中於適當的地點出現。</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 讓人印象深刻的老派綜藝節目主題曲,這就是Mettaton的第一個主題,我稱它為「Mettaton表演時間」主題曲。接著,當然了,他試著要宰了你...</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">050. Metal Crusher</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">仍保持著綜藝節目的精神,它將上一個曲目呈現為惡作劇、近乎滑稽的風格版本。這段旋律充斥著記號(樂譜上那些井字號、或#s),這讓我們有種扭曲變形的感覺。</span><br />
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 接著,我們又聽到Showtime的黃金時段新聞曲風的主題,這個加速且瘋狂的版本是在炸彈小遊戲中出現。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 最後就是Mettaton之戰了。在一段介紹Mettaton EX主題的開場旋律後會出現</span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">068. Death by Glamour。</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">就和Undyne之戰一樣,我們會聽到這段戰鬥之前出現過旋律的混搭版,同時包含Mettaton的個人主旋律。</span></span></span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">068. Death by Glamour(迷死人的魅力)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Mettaton固定低音出現在0:00</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Ostinato" height="63" src="https://lh5.googleusercontent.com/ev03YH3eqnQI___3gZgcble21PSvwH3D5QnN2-HYIsW1RHTFa3qPhr_rrSdAAtnoYqL3I5LyJA-qitkRBMGGDN8tXBu1bB6jDNnTpFj54TGqdx52zW5GsIfdEFqRnlzyIdd6CFzN" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; color: #333333; float: left; font-family: "arial"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Core Ostinato" height="71" src="https://lh5.googleusercontent.com/rwjckYALqv0nnyFK7hvND1BNL88-RAL-9ZWe5nl7D4IeE2HqIJ0exfg4vurVzoiMaoG1rXHZ6AhDP26nIm6ypSEquIvWdQ6Wr0UQ0cVhhp3AS2QRQfUaGxQP2CA28nk4bWj0Bpsk" style="border: none; transform: rotate(0rad);" width="600" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></span></div>
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<span style="font-size: large;"> </span><br />
<span style="font-size: large;">(Core)</span><br />
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<span style="clear: left; color: #333333; float: left; font-family: "arial"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="87" src="https://lh4.googleusercontent.com/wVbIDDtFUgX95ahzCGz6-s1-9AL7HyzmdHhWJE7OBH4HACimEmwU_QFQG-2XrNcU8-xUrvBgItkYuRitQ3IZoOFMsbvFjuFDVeY1zzO0OrxUCXrxNYAe8pUMkP-CTWGkhrGtsm6B" style="border: none; transform: rotate(0rad);" width="600" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">(Mettaton EX)</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Hotland旋律1B出現在0:14:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Melody" height="80" src="https://lh3.googleusercontent.com/-1mBHY2w-wN0ET8TGP9ClK26rpqtfzBV_KmKQwOkZwKR_ClQVU41z7SeiR7G6J7A3xzHpuqTtIVWPupA0fm0hrSdoB4ebvMiMF4TXfz51Wxm04U6zVw7NkWSG3f_dKF0i8VaLe26" style="border: none; transform: rotate(0rad);" width="579" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自</span></div>
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<span style="clear: left; color: #333333; float: left; font-family: "arial"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Hotland Melody 1B" height="61" src="https://lh6.googleusercontent.com/XcJt8khxssK0Osiu4hB4NuHymAamPBxjf6b5yxL3KBKBPia-Em8rfLIGCZ5PfKXVFTnXqk22SeIqMgoyvU-TdZLbjIoEzJgwdcAU3uB9Y9f2ceryrz80HxPSv9MXnToS1jThiFbS" style="border: none; transform: rotate(0rad);" width="399" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></span>
<span style="background-color: white;"><span style="font-size: large;"><span style="color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(Hotland Melody 1B)</span></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Crusher主題出現在1:04:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Crusher" height="57" src="https://lh5.googleusercontent.com/DzfBf8pQf20X95pFeD67x0lB1QExv-siXaDwinHf-xMbEqSDiJ59brKF-Xdsi5PK5bzNvlEBdBNOXkFM2u854r7Up48ffgKD2Vnq9h0RSxaViufgZeVeP9vpCiIKmF_kTO5rjKT1" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><br /></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><br /></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Showtime" height="59" src="https://lh3.googleusercontent.com/UESu63luSc_H8h32knOR1hRBrTBAw4BPPF1aMq-s9s1uvYcNx7oNlzOxpii0HiOi5X0k8h7Mx1Qo9ipSAU8f74uCzP6C01teDRMBx0zIrfG81wzKxhRnHibYlyEuotZgIByZKY4t" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 這</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">首曲子一開場的鋼琴即興是結合Core固定低音的節奏組合以及來自Mettaton EX主題的音符(取自</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">067. Oh My…</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">),藉此創造出了本首歌的背景音樂。在0:14處出現的弦樂聲是從</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">051. Another Medium</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">直接引用 (我們在之前Overworld的段落就提過)。這兩個部份結合成了一個很長的引導段落,是為了在1:04處出現的主旋律 -- 這理所當然是一聽到就能認出來的Crusher主題,不過它加入了比之前更豐富的管弦樂器來演奏。最後呢,在1:30處我們會聽到由薩克斯風吹奏的Showtime主題。這樣的變化尤其特別,因為雖然旋律完全沒有改變,但是整個和聲比先前的還要出色許多,這讓主題以一個從未有過的全新角度和豐富度出現 -- 就像是Mettaton新的身體所帶給他的一樣!</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">Flowey</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">003. Your Best Friend (你最好的朋友)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">「快樂」Flowey主題出現在0:07:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Happy Flowey Theme" height="92" src="https://lh6.googleusercontent.com/w_cQhex2dXnBORfVKhC8FEfF2NyE9mXHzglXDQf1FdNip2hm8CKtEr126bZMmShVYeP4s0pbWkOYy-czJpx2wGE-3wFDR-Kcv6mTgtKAvxNK1rl0VL7D4S6sHcLFuJmxGUUXM_JG" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 每個人都記得和Flowey的第一次戰鬥。戰鬥伴隨的音樂是快樂但帶點孩子氣(爾後變得很詭譎) -- 完美配對和Flowey的互動。在第一次戰鬥之後我們都不會再看到它,直到...</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">078. You Idiot(你這白痴)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">「邪惡」Flowey主題出現在0:00:</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我們看見Flowey的次數很少,但都記憶鮮明。這一次是全然的恐怖和邪惡。尤其是這首「邪惡」Flowey主題曲更緩慢且扭曲的版本。</span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;">---</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當然,人不會無故為一個角色寫下兩個主題然後不結合它們。這兩個主題在和Flowey戰鬥時就會同時出現,並以一種很棒的方式來告知你戰鬥中發生了什麼事。</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">「邪惡」Flowey主題出現在0:00、1:27、2:29、3:29:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Evil Flowey Theme" height="99" src="https://lh4.googleusercontent.com/WxvsPVl9_wnVpdrIq2n4ecszffHsouHOykMaAhhUZ7pSZe3gVA_n2WPNTnEkzePl2SFcbWBr0jQ6O3fZcp_LoyzGWQIuAJWHbGpO7sYJGod91muyiIhOKLGqD2_MxYxRWJvKzqaI" style="border: none; transform: rotate(0rad);" width="443" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">「快樂」Flowey主題出現在0:59、1:15、2:01、3:00、3:17:</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> Flowey之戰的音樂實際上是個有趣的小主題曲,並且是基於上面兩種主題的變異版。當我們直接和Flowey X (也被稱為Omega Flowey 或Photoshop Flowey)交戰時我們會聽到「邪惡」主題。當六個人類靈魂前來幫助我們時,我們每一次都會聽到不同版本的「快樂」主題。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 每一次「邪惡」主題回來時都會變得越來越瘋狂,最後會以兩倍速來播放(2:29),象徵著Flowey在戰鬥不斷持續下去時越發成長的煩燥和絕望。</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: x-large; white-space: pre-wrap;">Toriel 和 Asgore</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">014. Heartache (心痛)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Royal固定低音出現在 0:00:</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> Toriel和Asgore的關係讓許多第一輪的玩家感到吃驚。他們之間的關係逐漸顯露給玩家的手法 -- 從到達New Home開始,見到Asgore,然後終於注意到被遮住的王座 -- 是一段讓人感到刺激又滿足的旅途,更進一步因為各個角色的主題曲而彼此緊密相連著。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們馬上能注意到的是鋸琴和合成音(「晶片音」)、弦樂器、和手鼓的相似性。當然不只有這些。我上面標記了我稱為Royal固定低音的東西,這個低沉的重覆樂句在</span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">014. Heartache</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">一開始就出現。</span></span></span><br />
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 現在讓我們聽聽Asgore的戰鬥主題曲:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Royal固定低音出現在 0:34:</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> Royal的再次出現很明顯 -- 我很欣賞它沒有馬上就出現在音樂中,因為這可能會太快「招出」這個音樂之間的關連。這兩個固定低音的差異也是很有趣的,因為後者是將6/8拍的東西直接搬到4/4拍上。對我來說,將同一種固定低音用在不同的節拍上會強調出兩首曲子之間不同的節奏。</span><br />
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">077. ASGORE</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">中還有其他不錯的東西值得提出:</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">076. Bergentrückung</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">和這個節奏相符</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">077. ASGORE</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">一開始的旋律當然是基於前一首</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">076. Bergentrückung</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">的主題(順帶一提,這在德文中是山中之王的意思)。這旋律的節奏和</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">主題曲是完全一樣的,能在遊戲的最後和一開始做前後呼應真的很酷。</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undyne主題曲出現在2:29</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="ASGORE Undyne" height="88" src="https://lh3.googleusercontent.com/WpyyUuHA1pHf1VjqBOoDFVFSbR4LLhtauX3VwEYZHF1eEnSfXnKSReI5AcFfY80fV1lLiHRNEDrXhWSqrcR8WOURNY2PXzfpn0X_M6msuDr-PpsVNx7mtFRI8DdXHqNMj3cm3AOr" style="border: none; transform: rotate(0rad);" width="400" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Theme Var 2 (Battle)" height="39" src="https://lh6.googleusercontent.com/_EgO0xIzMITeriGYDj9-q7Fa9TFt-lpjy8WuOzvzu5Dcn-oVPXFpr_7F9TN4_-vNLVz_xOGO1JEmOpZ3NbquhJyeYQqcnEDrQY7_BvqF0R_0YmkazHPBR24kyz5STLnuM9p0KWPo" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 因為這是在曲目的最後所以很容易被忽略掉,但Undyne的主題曲有出現 -- 或許是要強調師徒關係?</span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;">---</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 但或許最酷的是</span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">077. ASGORE</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中間的插曲:</span></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">077. ASGORE</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">???出現在1:49:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="ASGORE Determination Theme" height="67" src="https://lh4.googleusercontent.com/K6tF72IiJp64_PkA_tJ05co43b-4ujw92nK472RwRriG4vMhJQdMyS0-NgtLPJGcMWpMsQqswkQUs8lsazsZ0jZy1ys3QPFAYqW7RUTDalhO9YYIsV-Fweb79KBjr1HJwea7vYXg" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我們在哪裡聽過這個?這聽起來是不是很熟悉?</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">011. Determination(決心)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 沒錯,這就是你每次Game Over時會出現的曲子。但這可不是隨便加進去的前後呼應或是引用,這是故意的。如果你還不明白的話,在Game Over畫面告訴你不要放棄的聲音就是Asgore本人的聲音!</span><br />
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 雖然其他角色的主樂旨確實有我們可以細看的地方,但其他剩下的角色主題相對來說都比較著重在自身或是很明顯地用原本的音樂來「混音」。我仍然會列出這些曲子,但我不會這麼深入探討它們:</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">015. sans.</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="sans" height="79" src="https://lh6.googleusercontent.com/8dGR5P1F4q8u28bN1ku8ZBRe35gJ8AmI2PfuHEjTIjYLPT4qXOwCk0clU_IEzZxLbYa0JlGpK7MWFjgR2YHx4PljlwJSEEFmC22NgqevdjE-BT9veTLUeC4s9sIV407q-6HIDCnC" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">063. It's Raining Somewhere Else(某個地方正在下著雨)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Sans主題出現在0:20:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="sans piano" height="67" src="https://lh3.googleusercontent.com/Hv6-4dhhksdHlQwFk4eXICSG6BmRlkp_Gd27pBo6S8MeAa-Q5nDsXTWcOefbahJ3kGp8Dqz_RVEH3vFGAePegdlZQ5LlPf80J1zyyHyKNI_iyKhgUUCZ5bfbKHeyTtNoDm7X_EtK" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="sans" height="73" src="https://lh6.googleusercontent.com/48yBNuzv8K0QY5t6CyBmX6vlWj-PWwldMWn21PyR1e4NcGGTuFhrK0NInPM51msAc7c1vaXcxdJ-o39Sonp1iKYfk3Kge2q-8EgzRePUVy4Q1yxtS9mSMD2YNzmGY197CkjcWbDp" style="border: none; transform: rotate(0rad);" width="563" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> 063. It’s Raining Somewhere Else</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">將頑皮且有點藍調的Sans主題轉變成一個憂愁的歌謠。雖然每個音符的音程有不小的差距,但輪廓和節奏的相似度無庸置疑地是Sans。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">Papyrus</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">016. Nyeh Heh Heh!(呀哈哈) / 024. Bonetrousle(有骨緊張感)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Papyrus主題出現在 0:06:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Papyrus" height="63" src="https://lh5.googleusercontent.com/73LPFmk_Scrnv-XahjQv1Lwq1Pf7CmSF0n2Jq-YLcVV4A1o-Y8iwdEa4G1zXz8kUOvHXhS1Q0DZx6NgkcTxtWsIKMt1haPrmFJVv3pLY4xBHZHRfyjFDUwTbAIW8Rz_e9T0Yeg77" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"><i> </i>如同Alphys,Papyrus</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">的</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">主題完美呈現了它的角色。主題中誇張的高低音(最高音和最低音差了幾乎兩個八度!)是Papyrus他過度浮誇人格的絕佳音樂類比。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這兩位兄弟的主題可以在一首未曾在遊戲中被播放過的曲目中發現:</span></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">072. Song That Might Play When You Fight Sans(可能會在和Sans戰鬥時被播放)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="sans sans" height="64" src="https://lh6.googleusercontent.com/ZP4kChmiTZiNganednxfy0HB9nvdZo5Qxk_41UuBWofR_kQZ2dNAgUB_O1iwUS2_Fb-SO9jguHhwB5NA8qQ10j8wss-CwZ1Zopid3wIxgaN7sk9lfAzneCN_R2qG3Ve38VQpMDZL" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="sans" height="67" src="https://lh5.googleusercontent.com/3fq5_bUMyiPOZ5yWx-krHZURZCi30ZzTJ6q4b07SiKqxOE4lsmiSpFnmLgII6IOn5IvH8vqwxSbDfG6R4rZbz9F2w73-3UB1pJV-pfLPrDkSbECqJ6rcYFJpr-wca30tAwGXUThM" style="border: none; transform: rotate(0rad);" width="512" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Papyrus主題出現在0:42:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Papyrus sans" height="92" src="https://lh3.googleusercontent.com/QJGvC6ETbPKHEsWu6Vf0kJsVc_5NfbsVOt3TdUSv9V5wh8AgFWYOMXVgrOTaywAQvKgSoNFeBb7B1UvS8urLXmkERyGhU36mYL8WcqfWAJXdrEpoFW0bM79q0hm2q0NvtLFZxKrI" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Papyrus" height="56" src="https://lh5.googleusercontent.com/D_rSC89US1KVEoocJFG4Ux3g3hHKheRel9L7TLWP3xIVfNWMI-_QBnrpZk6pm7ARZlziHklJmukWWLTa5ermZX12hiy_gg31ioJ6ZRjQxO6E-qQE7zkmWWcgjot2I5oqw3Ens2x7" style="border: none; transform: rotate(0rad);" width="535" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: x-large; white-space: pre-wrap;">小魔王三人組</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: x-large; white-space: pre-wrap;">(Napstablook, Dummy, Muffet)</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">010. Ghost Fight(打鬼)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Miniboss" height="69" src="https://lh3.googleusercontent.com/u59ZhC78Qu8-SaRIkNmsb9CK5fo48I36qHK5_MD9LJU7DjO5rXWdLteqQ8_9-VCiZ_oodEpPs4iw3a7Mxm4p2axvTrIXuOljzT4YjQmo5nZaaq65j3q5kjovCQHugm-B0ABTxAi3" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">036. Dummy!(假人!)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Miniboss" height="69" src="https://lh6.googleusercontent.com/JFFLZBeXZPzStvgj4lP-tA0G1BpmubP_uXaOuSDpQzTg4lBHAbJ2VaisPf7ryvisKMZV5YGHEadlv63DkgJC2O0wH0r08Yr7E6TLSmP5erXqHzB5QuTJC4jgzgb62DG5DRvL7LWD" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">059. Spider Dance(蜘蛛舞)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">小魔王主題出現在0:00:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="muffet" height="44" src="https://lh4.googleusercontent.com/wzahmgxTq07ZGIAMP35Z38gFSO-WPHteaK8xjALYugPhOItXDDAAK7fGe7eaUVt9hwUp4PPRgDnXA30kykGED2UwzfpEbUQh5LUrpSvz7Fj6dYtlCpYR0m23acOfitLuvUK_M43S" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Miniboss" height="69" src="https://lh5.googleusercontent.com/7GC8DGi954nhmM6PU2_I0RnSyGkYckKJ98r4hpwbq2eYuntY7VMSJCJbnG_9hV46B1BAe_YUmgIkUIuqZejbYD6N3UUNuSOy4_nR6YiOg6I5cB9bjizxm5DZKbgpz78ep9EB7WhW" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;">Napstablook和Dummy的戰鬥主題曲幾乎一模一樣,而Muffet的戰鬥主題曲因為旋律不是那麼類似所以可能被忽略 -- 但醒目好認的特點都有了(以紅色強調出來)</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">戰鬥主題曲、Dogsong、和Temmies</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">009. Enemy Approaching(敵人接近中)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 和一個可愛的小狗狗進行魔王戰?為何不直接拿戰鬥主題曲來用,並把所有東西都改成和大調有關?</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">021. Dogsong (狗狗之歌)/ 044. Tem Shop(Tem的商店)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">043. Temmie Village(Temmie村)</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img alt="Battle Theme 2-2 (Temmie Village)" height="36" src="https://lh5.googleusercontent.com/c5B2Y-kClvPaLtaS1iKBqMnHX10kl1xiG0KRlhlH1A9rXhzRy008hYfw8uiD9w5aCr_TMh31NRFn6Y78ZGKAPXqx3QrFumdWXkuuSCELPvrOuTjSRZJkql6BPjxKjmGWFtKObcBY" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602" /></span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 最後,有趣的一點是你有沒有注意到所有的女性角色的主題都大致上是用三拍子(Toriel、Alphys、和Undyne都用3/4拍 或 6/8拍)、而所有男性角色都是一般的節奏(4/4拍)?</span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>遊戲終盤:將所有主題結合</b></span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 遊戲終盤(我定義所有在Long Elevator之後的叫做遊戲終盤)將遊戲中所有你聽過的不同主題用多變的方式都包在一起,用認出它們的方式讓玩家回想起特別的記憶或是和那些主樂旬有關的情緒,或是讓玩家能更沉浸在某一刻或某種情況中。</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">071. Undertale</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> Undertale中最讓人印象深刻之一的場景就是當你走進原本以為是Asgore的最終恐怖城堡後,卻發現自己身處在New Home(新的家)。</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 考慮到Home和New Home是遊戲中唯二用黃色色調為主色並用吉它作為背景音樂的地方,對Home的回憶是無可避免的。然而,其中還是有個不同的地方,基於你之前在遊戲中的作為,這可能或可能不會很明顯。</span></span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">---</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 對那些發現在Waterfall中要用雨傘幫雕像遮雨,以及花時間找出怎麼解開鋼琴謎題的人來說,吉他旋律應該會馬上就跳出來:</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我認為用傘幫別人遮蔽是個典型的同情行為 -- 所以我們就稱這個為同情主題吧。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 當你走在New Home時,是因為認出了同情主題才會有如此情感豐富的體驗。我喜歡這遊戲在某一處讓這段音樂深植在你腦中,然後讓它在剩下的遊戲中不再出現,直到最後又回到這關鍵一刻時才重新出現。在</span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">071. Undertale</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的0:37處,這一切都變得再明顯不過 -- 同情主題和 </span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">主題曲一直以來都該被同時歌唱的,而這是</span><span style="color: #404040; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">主題曲最終且最完整的版本 -- 將同情納入其中。在遊戲的這個當下,這是最完美的伴奏:我們第一次在遊戲開場聽到Undertale主題時,它給了我們簡單、非黑即白、以及關於人類和怪物之間衝突的故事。在這裡,在New Home中,我們終於聽到了真正的故事。這編排手法令人難以置信地強大,與不同音樂主題以及走在前頭的相關曲目的設置完美地互相輝映。</span></span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">081. An Ending(一個結局)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 1" height="39" src="https://lh3.googleusercontent.com/BG8Q-yl08kbgujFn7CRF1VhvLrEDd429kpOsu4DvMmnIZBZJtVM-CplbVjSHxP29Le9-ptXcV5sg1kGcJ7Ob8m-oe_Le0WNWFpyIHWznadH4wWdYtpRIQlM8KBC0WWrcliAWFLWX" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 這個曲目是在進行中立結局時的尾聲會出現的。這瞬間就能被認出是減慢版的Ruins主題曲。我認為這似乎是在鼓勵玩家重新拜訪Ruins,好來個第二輪(以達成和平主義結局)。這首曲子在1:01之後用Ruins主題的變化版(上面那段譜)來進行,這種方式讓它聽起來令人感慨萬分,強化了你沒達到「正確」結局的感受,並鼓勵玩家再試一次。讓我們稱這個為悔恨主題吧。</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">086. Don't Give Up(別放棄)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 上面</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">081. An Ending</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">展示的又出現在這了,但這次是發生在和平主義結局時,當Flowey把所有怪物都抓起來的時候。這次的節奏是推進的,讓人有種雖然情況很糟但這次情勢確實是有希望的感覺。對某個第一次拿到中立結局並認得此旋律的人來說,這是在提醒他們這次避免了什麼,並鼓勵他們繼續保持下去。</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">087. Hopes and Dreams(希望和夢想)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Undertale主題出現在0:00:</span><br />
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Main Theme" height="81" src="https://lh5.googleusercontent.com/p7n86XxVATWBvfEch4j_TMBkMKa7_wrR92NzQDVoJOnrNfwVMyfub06lrrsXWUJWC7UBgcAe-b9yD7302aO_gipIeJxVbw2WeplYYPIwKb8mbXL0dvfOPfaoDK3yv_FL1e0vz97k" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; white-space: pre-wrap;"><br /></span></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><span style="background-color: white;"> </span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; white-space: pre-wrap;">「快樂」Flowey主題出現在1:19:</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">快樂主題橋段出現在2:15:</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> 和Asriel戰鬥的第一階段會在</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">主題中進行,並是以它目前為止最華麗的方式來呈現 -- 完整的弦樂器、電吉它、和背景的鼓。</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">主題佔了這首歌的一大部份,但在1:19處「快樂」Flowey的主題提醒了我們對抗中的是何許人物。另人驚豔的是在2:15發生的事 -- 快樂主題的主現,這個主題我們只有在友善的戰鬥中聽過。這是在事前告知玩家這場戰鬥的結果為何!</span><br />
<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">---</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">088. Burn in Despair!(在絕望中燃燒吧!)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">「邪惡」Flowey主題出現在0:00:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Evil Flowey Theme" height="99" src="https://lh3.googleusercontent.com/YF_dOvyjXO1PxKaw7fYUhohgN8ruhdkL05mMxUfqDwLcolH5KPDJ6f6V7Ogx12EY2SYlbl2xcEy9IfA_uFo3vd4qfONr9VC4rJUscInuYtf31jPp5UuRYJ4g_Qvhn43Py1c7ATSO" style="border: none; transform: rotate(0rad);" width="443" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 接著進入到戰鬥的第二階段 -- Asriel揭露了他「真正的」力量,當他在玩弄我們時我們會聽到「邪惡」Flowey主題,再一次地使用了重搖滾的樂器組合。</span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">089. SAVE the World(拯救世界)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">Undertale主題出現在0:00:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Main Theme" height="81" src="https://lh6.googleusercontent.com/b5A0FoadueLRMXFMXTjiJdAfL7A3uF6jqLbyVSC70PGOQX-E4MzfPoaAhWI_3RUTl_nfpojITky9x7HAUMGmeO-X35FFxmK833i1iJubBU5G6OcjHE5Itif1ND200-g5ye-iuSfx" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">「快樂」Flowey主題出現在0:04:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Happy Flowey Theme" height="92" src="https://lh4.googleusercontent.com/fQte55lWTcnlQ30sE8wLMP-p_KT1dpfuAk58UeouLNYnIGNLETcVdqzrtV1y8ZHL_p2qt81OvOihhnaEuifS3TuqKSwt-a7bNegi2TUO9SYSxwAY_4rPQJ2ZHhzVe20rW6EFKRcW" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 戰鬥的最後階段會在你開始拯救失落的靈魂時開始 -- 然後我們就會聽到這首曲子,主題上它是在對映第一階段,從每個主題的速度來看你可以說它是加速版的。(如果你沒有特別注意的話,「快樂」Flowey主題在0:04蹓了過去。)</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">090. His Theme(他的主題曲)</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "arial"; font-size: large; font-style: italic; white-space: pre-wrap;">同情主題出現在0:00:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Memory Theme" height="103" src="https://lh3.googleusercontent.com/XgPxpJK1Rq_X8wvX7QyYyZwDVhYgCKQAxdgzujIuvLY7mjGlZVismPp5t4oB_o1jt3sXIPzvJgdbF1HlWws4zeoCPTLSoDrrvnU3vJ3479nLQXcOkF2HebQK2_IOqXDVtNpX0uDm" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 當你擊敗Asriel時,同情主題會在這首曲子回來。在這場景中,經歷了一連串的靜物畫面之後,我們終於看到他流露出他的感受。在最後和Asriel的對話中,他實際上說出了:「然而,有這麼多人的靈魂在我體內...我不僅恢復了同情心...但我也能夠感受到每一個怪物的同情心。」</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">091. Final Power(最終的力量)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;"> Asriel釋出了所有怪物的靈魂並還他們自由,復原了所有他做過的壞事 -- 而這首曲子是</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">089. SAVE the World</span><span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; vertical-align: baseline; white-space: pre-wrap;">的最後一小段,而且真的是倒著放。</span><br />
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<span style="background-color: white; color: #333333; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">095. Bring It In, Guys!(大家都進來吧!)</span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 終於來到最後了!感謝您的閱讀,我希望你在聽過所有這些樂曲並連結所有主題後能和我一樣感到開心。Credit曲目毫不保留地把幾乎所有的主題都放進去了。因為我確定你現在是個認音樂主題專家,我很確定你可以很輕鬆地找到它們全部!</span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">戰鬥主題出現在0:14:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Battle Theme" height="32" src="https://lh4.googleusercontent.com/hNhu49gwRWMAcimv2PZrxKwQDD33QotRaeU7y0NIZ5d_MAESf57p3ZWPUCg32qc4pJDi-Q2WmJmTEAroO29bD8Yuivoeb4eNMp5mW_ppe4TjYBGj19xwQNaVlMkXQdDlep2gB14E" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Papyrus主題出現在0:35:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Papyrus" height="63" src="https://lh4.googleusercontent.com/RGNm9q2uOFZFO4_rPG0ltjILoN79Yxxvxcfa_92olDmOF6BnEg1v6-PqlAUMNHPFDDmj3ib5AFKLeg1iaHWiYZWz4SzGunufLmWZvXKjgemQfKfGaT1A2xvDmqSY9tbuwJ2V0HGe" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">開心主題出現在0:54:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme" height="35" src="https://lh6.googleusercontent.com/rB4IQdjCShudH0BHIaKDM9e6j6WinGmbTEcI7x_cLIO-KXyF16OL74roty-fk87-znbKbgV2bkarSNz6WNFljhjQHS-Vkkvg1JO8UggcouTJhvGe17_IxVl0SnSYY_tfhXLXQOly" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">開心主題橋段出現在1:17:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme Part 2" height="39" src="https://lh4.googleusercontent.com/BKLh35etHKZ6OwBd2NBv8EvB9ruVi4UiqHyTQ0I1_FCHzfO6Oi4s6OeaK65q2b7YUWdp9Qbqg5vHMVUQyM5V4KFnlbVMUPrKgIxAG9SV8JjYH2WX-i8HEPynLXrhOvXHg3cPfkfn" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undyne主題出現在1:30:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Theme Var 2 (Battle)" height="39" src="https://lh6.googleusercontent.com/-mbH01RpRkCfMBF5wmA1vGwNwItIJxiULFBzpyVcA6Ic5N0dWdfKhNrH_4VSmsFowAIbzPPc8XOvSN_POqXlCSr5zrnkCZ1rKpyIfbIpd3q98myF0Nfzz3nMhJ3btfCCLYDZE2aP" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Ruins主題出現在1:48:</span></span></div>
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<span style="clear: left; color: #404040; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Ruins Theme 3 (An Ending)" height="47" src="https://lh6.googleusercontent.com/vuoLmQlQR5UJuSTyYBFA6SDxRRHq6cCh7JCzv5fFrMkyQ8ss0O-XfOpoL7meshL-XxXbDsGLkkCfhP9DKsqZC3NtRXTFjGPl705nLGP8jgu7sjOXeh1S5HRSz9NeyFdqGAhDKuPm" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white;"><span style="font-size: large;"><span style="color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; font-style: italic; white-space: pre-wrap;">Mettaton固定低音出現在2:15:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Ostinato" height="61" src="https://lh4.googleusercontent.com/elvQqxzefhyFhPXBLnIHxeJqc54EZr6qtbockVVa_1R1S-cXRSpGVtfcxe17xqfDyxR9oVOALLNJ_Gvi3cAKIjwFyuY51j5LRixwOwHhAkI_jfqEs3cT0RdrjKXvbpEhnCge135B" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland旋律2出現在2:44:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 3 (Another Medium) Transformed" height="57" src="https://lh4.googleusercontent.com/5Nwu2QalCJHWHpzW9nvghPlJT0cZrMjHYMWrFgbHZsJvRBn09rNN0GUhRRs4HF19E3C6uGsD_A24igAdxyU4uyiHQ1-mPn037rTOCmnp6cwUuzUUUHBEmGPFomTfrt-oDlTc6i0t" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland旋律1A出現在3:08:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Hotland Melody 1A" height="88" src="https://lh6.googleusercontent.com/KiOUlhjBkFQGgtbB7m76stFQ4NSMsMQdOSvUqfkVM82HB9YDVzikzscdfiKZTLQmtGZwRQN3fY9BSl3vdHXNhTVaLLLDfLNoETjX185mn4rrdn7GAqLt0ZJUTdCQy-qTC9IbSjeZ" style="border: none; transform: rotate(0rad);" width="585" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Asgore主題出現在3:27:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="ASGORE Theme" height="85" src="https://lh4.googleusercontent.com/IaSGG8OPjrupuaTv030-8nrsODajNgDIXkMSNu_30kUC9vhOs4tIznZVL43qaDNN6OOC2QGXQmabYtWmces2RbyLuAgvrrFgY2lXmwhKL1d0E6QDLHGT7TSHL7gm6vLDOIqhP49d" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Undertale主題出現在3:47:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Main Theme" height="81" src="https://lh6.googleusercontent.com/fF6wDwdqE79IruR1O5pzpPIRR_Xwneu73LL2IAZO7vnsh-EiyMvrXyRV7ViINq_7Zo9Bt0tpnF2ySAocY5PwiEllxVLZH6UPDtp-3uq3_rs1ASPVBwiZq7NMTh759CM9LTRJ25Q5" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: #404040; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: #404040; font-family: "verdana"; font-size: large; white-space: pre-wrap;"> 我希望你喜歡這個對Undertale原聲帶的深入探討。再一次地,如果你有任何疑問、評論、你喜歡的、你不同意的、或未來可以討論的...請在下面的評論讓我知道 -- 我真的會去讀!</span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-6535874110911434229.post-26198286671038387612016-08-27T13:31:00.002+08:002016-09-05T00:41:00.472+08:00[音樂音效]檢視Undertale的音樂主樂旨以及它是如何影響遊戲敘事 -- 上集<div dir="ltr" style="line-height: 3.1104; margin-bottom: 15pt; margin-left: 15pt; margin-top: 0pt;">
<span style="background-color: white;"><span style="font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><a href="http://jasonyu.me/undertale-part-1/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Jason Yu的部落格</span></a><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (</span><span style="color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">An Examination of Leitmotifs and Their Use to Shape Narrative in UNDERTALE - Part 1 of 2 </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Jason Yu</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on Mar/31/16</span></span></span></div>
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<span style="background-color: white;"><b><span style="font-size: x-large;"><span style="color: black; font-family: "verdana"; font-style: italic; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這是關於</span><span style="color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Undertale</span><span style="color: black; font-family: "verdana"; font-style: italic; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的主樂旨以及這些樂曲是如何傳達敘事的文章的上集。</span></span></b></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;"><b>介紹:</b></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">是個在2015年九月推出的獨立製作角色扮演遊戲,並且馬上變成我心目中最愛的遊戲之一。其中的音樂輕易地就擄獲了我。如果你還沒有玩過</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的話,</span><a href="http://www.undertale.com/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">我強烈建議你趕快去玩</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。事實上,如果你還沒玩過或還沒破關的話,這篇文章對你來說沒什麼用而且會爆很多雷,所以不要再往下看了,回頭是岸。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而對那些玩過遊戲的人也不用再多說什麼了。你已經瞭然於胸了。就讓我們來仔細研究有史以來最好的電玩音樂之一吧。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">非音樂家的人要如何閱讀音樂:</span></b></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在這整篇文章中,我用樂譜範例來呈現音樂中特定的型式和主題。我知道很多人沒有辦法閱讀音樂。但很幸運地,我認為這些樂譜已經能夠很直覺地看出樂句的輪廓並傳達我想表達的意思。如果你不知道我在說什麼的話,只要記住這點:當音符往上移動,那他的音高就往上;而當音符往下移動,那音高就往下了。如果你可以將這點記在腦海中的話,你應該會驚訝地發現要隨著音樂流動是多麼地輕鬆。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> (最後,為了方便閱讀,我所有的音符都是C大調和A小調...對那些想要完整樂譜的讀者說聲抱歉。)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">主旋律:</span></b></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 引述維基百科:「主旋律是個短小、不斷重新出現並且和某個人物、地點、或想法有所關聯的樂句。」或許流行文化中最佳的範例就是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">星際大戰(Star Wars)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,當帝國進行曲(Imperial March)響起時,你就知道黑武士要出來了。帝國進行曲就是關聯到黑武士的主旋律。</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中很多主旋律都符合這三種型態的定義。遊戲中有對應到特定角色、特定地區、以及貫串整個遊戲主軸的概念和主旋律。這篇文章的目標是展現出主旋律在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中不同的使用方式、主旋律是如何影響每個人的遊玩體驗、以及遊戲的音樂是如何發揮出遠比好聽好記的背景音樂還要大的功用。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>引出「家」的感覺的主旋律:UNDERTALE的主題曲</b></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 雖然大多數的遊戲都擁有一籮筐教人難忘的曲調,但只有一個我們能夠稱之為遊戲的「主題曲」。</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">瑪莉歐(Mario)</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">、</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">薩爾薩(Zelda)</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">、</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">寶可夢(Pokemon</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">)...儘管這些遊戲有一大票相關音樂,不過我們都很清楚這些招牌大作的主題曲分別是哪些。</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">的主題曲是這一首</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">:</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 如同許多優秀的主題,它的強項在於既簡單又多變,我們才因此會在遊戲中聽到許多不同的變化版。事實上,這個簡單的主題是遊戲中超過13首曲子的主旋律,並且在更多的曲子中都有出現。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">第一個例子就在下一首曲子中:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">002. Start Menu(開始畫面)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 開始畫面的音樂是將</span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">主題曲極度去蕪存菁,只剩主旋律本身而已。(晶片音樂讓這首曲子不禁讓人回想起Gameboy薩爾達的開始畫面。)</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 雖然只有兩首曲子,但對於有經驗的玩家來說,在這時候就會讓他們不知不覺或有所自覺地將這視為主題曲了。認知到主題曲的這一刻很重要,因為這會在玩家的腦中定錨 -- UNDERTALE主題曲現在是這個全新、截然不同、且可能有點恐怖的世界中熟悉的曲調。結果呢,當你再次聽到主題曲的時候,所有和這樂曲有連結的想法和情感都會隨之回歸並且在接下來要面對的全新冒險內容裡重新獲得定義。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在UNDERTALE中,主題曲是被用來帶出「家」以及「安全」的感覺,同時也被用來當做玩家在遊戲中關鍵時刻的檢查點。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">012. Home(家) / 013. Home (Music Box) (家: Music Box版)</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">主題曲出現在 0:37:</span></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 這是你實際進行遊戲後第一次聽到主題曲。從敘事的角度來看這很合理 -- 你才剛被Flowey(編註:遊戲中的壞人角色)重創、闖蕩Ruins區域,如今你終於找到一個安全的地方。再一次地,不管你是有意識還是無意識地認出主旋律,對比玩家才剛經驗的全新體驗,UNDERTALE主題曲的出現加強了熟悉感。吉他輕柔的聲調以及場景祥和的黃色色調都強化了安全的感覺。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在家的場景之後,Undertale主題曲消失了好一陣子,直到接近遊戲尾聲才又出現:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">054. Hotel(旅店)</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">主題曲出現在 0:20:</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">055. Can You Really Call This A Hotel, I Didn't Receive A Mint On My Pillow Or Anything(你真的叫這個地方為旅店?我沒有在枕頭上或任何地方看到薄荷)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 雖然「Hotel」第一次是出現在Mettaton(編註:遊戲中角色)的廚藝秀之中,但主要聽到這首曲子的地方是在Core之前的旅店。雖然不像家那樣舒適,但在你剛從一個危險的區域(Hotland)遊盪好一陣子後,踏入旅店的那一刻你就可以認定這是個「安全的地方」。理所當然的,罐頭音樂(Muzak)的風格和樂器表現是這場景的不二人選。</span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 還有很酷的一點是012. </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Home</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和 054. </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hotel</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在遊戲中的前後呼應:我們會聽到UNDERTALE主題曲的兩個地點是在第一張地圖Ruins之後,以及最後一張地圖Core之前。【回想一下你在Ruins碰到的敵人(Froggit, Whimsun, Loox)和在Core遇到的敵人(Final Froggit, Whimsalot, Astigmatism)】</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 接者,012. Home的曲調當然會被概括在New Home裡的071. Undertale之中。所有在Long Elevator (漫長的電梯)之後的東西我都視為「遊戲終盤」,在下集中我們會有一整段探討這塊。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">071. Undertale</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">你不覺得這讓你馬上有回家的感覺嗎?</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 大多數的遊戲音樂(尤其是RPG)會拆分成不同的功用:某特定地點的音樂、特定角色的音樂、隨機戰鬥的音樂。如果這點做得好的話,音樂就能協助特定的遊戲要素(地點、角色、等等)準確地呈現出該元素給人的感覺,而且能讓玩家迅速將這段音樂聯結到對應的地方。這代表許多遊戲中會有風格迴異的音樂,因為大部份的遊戲(或至少這一類的RPG遊戲)都會試著在遊戲中做出大相逕庭的區域,每一個都有自己的特色。就拿超時空之鑰(Chrono Trigger)世界地圖上(編註:英文為Overworld,以下為方便閱讀會用英文)兩個音樂的差異當例子吧:</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的目標就這點來說是一致的,但讓</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">獨樹一幟的是,雖然音樂的變化性很大,但音樂素材的實際數量卻是經濟實惠得驚人。</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 遊戲中,有時候你抵達一個新區域之時會被一切事物的「新鮮感」震得不知所措 -- 我想到的一個不錯的例子就是在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說:時之笛(Ocarina of Time)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中你第一次來到Gerudo Valley的時候(編註:就是沙漠那區啦)。Gerudo Valley的音樂風格和遊戲至此的音樂差異之大(在此之前是管弦樂的天下,一瞬間轉變成古典吉他),讓你瞬間警覺到你進入了一個新的區域。</span></span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在遊玩</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的過程中,雖然你的旅途會經歷過許多不同的環境,但你仍會覺得你是在同一個世界中。其中一個原因當然是遊戲很短的緣故,但我認為是因為音樂中足夠多的隱晦暗示讓聽者覺得「喔,這聽起來有點不一樣但又有點熟悉...我會聽到這段旋律是理所當然的。」</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在下面這段我們會細看遊戲中不同的區域和支撐它的音樂,以及它們是如何建立連結並強化架構和連續性。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">005. Ruins(廢墟)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Overworld固定低音出現在0:00:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Riff 1" src="https://lh6.googleusercontent.com/GlI_oweWK3Txup675e4g6ctkAjCWtu_hcaSjhBEHX0uvC1PYHI4yvjGPRNHMgN2T5O1j61lHK1O99tvIiNMzMNC7VcvqoVbtC8bytzdoACC_9w4PwhpE21uVNRTyLsKPb0f8xLSm" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Ruins旋律出現在0:0</span><span style="background-color: white; color: black; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">5</span><span style="background-color: white; color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 1" src="https://lh3.googleusercontent.com/CatD47lE_mZtvA6Sc9glITOQ8qunUlmDlncio7nyj5ncJAlZHGUCx427BcJYk99jBBV8tBj5kaLEuJpJGZ9hwFfybzSFb_Y2xtXXukPDftNylbkcG-e7L_natcWk63pmGg0zQP89" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 這段音樂標誌著遊戲的開始。這是第一首沒有和任何特定事件連結的真正背景音樂,它的主題會在遊戲中不斷地被聽到。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Ruins以兩段相對應的鋼琴樂句起頭 --- 第一段我們稱之為Overworld固定低音的樂句出現在0:00處。固定低音的意思是指一組在音樂中反覆出現的簡單樂句,而我叫它Overworld固定低音的原因是你在接下來的例子中會看到,這段樂句出沒於許多「背景」曲裡,每個區域的主旋律是以這個重覆的音樂形式為底而譜寫出來的。如前所言,樂句的簡單性能引發之後會聽到的多樣性。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 第一個主題才剛被宣告,第二段旋律隨即在0:05處跳出。我們稱之為Ruins旋律。這旋律很容易記住、很優美、而且我們之後會聽到它許多不同的形式。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 讓我們先來看看Overworld固定低音和它在遊戲中的發展。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">Overworld固定低音</span></b></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Overworld固定低音不像我們先前談到的眾多主旋律那樣,你不會稱呼它為「旋律」。取而代之的是,固定低音就像是用來畫上旋律的背景基底。因為這個原因,我認為這種主題很容易在音樂之中被忽略掉,這也使得要在音樂中追蹤它們變成一種樂趣。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 為了不要把音樂講得太理論,讓我們看看這個主題的特色吧:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 我們依節奏將主題拆成兩個三音符的組合。第一個紅色的三音符組合以突顯出主旋律(或主調)的主題。這就像是音樂版的「你在這裡」標示 -- 這能讓聽者知道現在是什麼「調」,也就是do re mi 在什麼調、可以想見音樂會從哪裡開始、以及音樂會在哪裡結束。讓我們稱第一個三音符組合為「建立主調」吧。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 讓我們叫第二個藍色的三音符組合為「三升音階」。這個音型最重要的是它「一二三」往上爬的樣式。這會讓聽者警覺到這個固定低音會在整首音樂中不斷地出現。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 現在讓我們來聽031. Waterfall從頭到0:13的地方:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你有聽到嗎?這個主題被擴展出來且一閃即逝,但它的基礎架構都出來了。如果我們將Waterfall的固定低音寫下來,就會很明顯地看到這只是Overworld固定低音的修飾版:(編註:這我直接聽聽不出來,但可以理解XD)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 沒錯,這比上次多出不少音符。但如果我們真的去看第一組紅色音符組的話,這也只是將「建立主調」音型往上或往下一個八度而已。接著在0:04的地方,藍色的音符為「三升音階」。如果你傾聽的話這特別明顯 --- 這三個上升的音階特別明顯的原因是 1) 主題是在旋律往上跳之後才出現 --- 音調突然的改變會讓你的耳朵警覺。 2) 這主題的三音符是這整段固定低音的最高點,也就是說它自然會脫穎而出。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但或許我只是挑對自己有利的來講,或只是一場巧合。這也是種可能。直到我檢查了Hotland中的固定低音的音型。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">051. Another Medium(另一個媒介)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">Overworld固定低音出現在0:00到0:07:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果你第一次沒聽出來的話,這次應該會明顯很多了 --- 那個三音符主題根本在瘋狂地搖旗吶喊!讓我們看看Hotland固定低音的譜:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img alt="Overworld Ostinato (Hotland)" height="111" src="https://lh4.googleusercontent.com/k8Z-_f_tcMjFxZMZxCL8-BGMmhuUl0a6XECP3dVaf0WEVzprFCWrt1IU4vK6m_IMuaTHvlXU4iqMR5jHVl-E5TkFNvh-4FiWYv-QHdvoHWNHbE8hzTX6ASieXCk36TRQDd2x5tcl" style="border: none; transform: rotate(0rad);" width="511" /></span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 再一次地,我們可以看到「建立主調」音型在樂句的上半部,接著是下半部的「三升音階」。又再一次地,因為同樣的理由我們能從固定低音中更清楚分辨出那三個音符。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 到這裡為止,這段固定低音也應該要出現在the Core才算合理。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">065. Core(核心)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Overworld固定低音出現在0:06:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">以下是這段固定低音的譜面 --- 這和Hotland固定低音一樣很容易分辨:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Overworld Ostinato (Core)" height="64" src="https://lh3.googleusercontent.com/cWq-zlZZnD3Ph0qSD3T6iIe07h5JBbaWv681qm45sZkGuBnPay8iQhOGuvZ5SLdofWADM-p_fLcSK-G0-jIN8ZXbiQVyYp8Rf9bgppr6LjxoDEhGqJu0H_a7jz7FzzNV_-l1cB4J" style="border: none; transform: rotate(0rad);" width="602" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以這有什麼目的呢?當然了,這樣寫音樂能夠省下作曲家一些時間 --- 他能夠利用並再利用這樣的音樂點子,而不是每一首歌都想一個全新的點子。對聽者來說,這讓你有在聆聽一種大型且有架構的音樂的感受,而不是一堆零散的片段。這就是像貝多芬這種作曲家是如何讓聽者能夠在40分鐘的交響樂中一直保持專注的原因 --- 藉由利用及再利用這音樂點子的不同變化、不同樂器、不同和聲、等等。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在整個遊戲中,這能讓玩家有種所有地區都連結在一起的感覺,而不是散落在各處的部件。不論是以遊玩或是音樂的視角來看這都很讓人享受,所有「環節」都被連在一起並且整齊地打包成一個上下連貫的作品 --- 這就是這段固定低音將遊戲中四個區域綁在一起的成果。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果Overworld固定低音的目的是要創造出一致、熟悉的背景音樂的話,那麼每個區域的旋律就是要呈現出遊戲進展的感覺。特別是四個區域使用這些旋律的方式顯示出這遊戲的架構是被拆成兩個不同的專題。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 讓我們回到Ruins(廢墟)去吧:</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="ruins" height="480" src="https://lh6.googleusercontent.com/SYd2nCPrPMvgcmp8Ok4_ZTEXe-ya1zCjmeWR5jJLfiRwxz14MJ_wyBn1fl65CrpjWFfqo6Fs3_VoTn56KJgjMpVMfUliriYF-u2CqrkVsxmqQmcEL7i1IvveOLqDmSbRtrDfjZTT" style="border: none; transform: rotate(0rad);" width="640" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">005. Ruins(廢墟)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 43.2px; white-space: pre-wrap;">Ruins旋律出現在0:05:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 1" src="https://lh3.googleusercontent.com/-PbAx9yMyzYoQXi9KuU6O0pdFdwP4tCMmKLgecbBajaMmzi0PpC6Jj7tPDuDfMg8h7o-mkvrSPXoglcC3mjlzJcmsTdBTnuL56PaBByrh9PMr5j8tkjb87L2PcJsZ3Ilma5LaP9L" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 旋律和固定低音不一樣,旋律天生就充滿了特色,讓我們能夠直覺地想到它並認出它其他的型式。(如果你玩過遊戲的話,你大概已經可以從記憶中哼出Ruins的整段旋律了。)這也代表旋律的變異版也很容易被認出和記住。讓我們看看這首原始版的Ruins是如何在整個遊戲中四處串門子吧。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">031. Waterfall(瀑布)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; white-space: pre-wrap;">Ruins旋律出現在0:27:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 2 (Waterfall)" src="https://lh3.googleusercontent.com/VL0qsLFwympE-63-gf5gjd7LJK3pkMoo8ZtVNfnzESQwb41rxqOH5ZbzlhwhUtc6TGkqAg8t-Up4fs5mHQyp7QovnnRLKpBqdfTtMCP-ezyC3yHCbDx04FjYASRUcQjVPFRrUOxt" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 1" src="https://lh6.googleusercontent.com/6dUR1N_8c4a2no-KvCQ8ZYrGsZmzt7uAm4Y2dPoklmTiPm_Hzsp682ePmyrZj-nDog-heHrjyw8Ew5evtDNYai0AbadqkMbkHj7eJYMXye3s2gUPVWss2OBJN13KW9n1t0-6m7Ym" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> Ruins旋律在0:27的地方出現,和原始版相比速度較慢卻以同樣的方式出場。這旋律在中間開始調子會很Ruins版不一樣,但曲子輪廓和節奏樣式大致上相同。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">033. Quiet Water(寂靜之水)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; white-space: pre-wrap;">Ruins旋律出現在0:07:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Quiet Water" src="https://lh4.googleusercontent.com/0OMNqSuv93s6WeVfMKn_9MkvOM1GF_EJKpNqgM3RlRmQeIkty3bexDHyeGs_RM-gR64GkpWcQnM405_Xw1yE-u3mqNNLfRTOACoLrDoVAnjU4eQN9BEpH75h9eA2uZSEEdZmr0mL" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">引用自:</span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Ruins Theme 1" src="https://lh6.googleusercontent.com/soIKGYmWn_cbCatFgtB63htG-s7FzhLzyXxpQFDc46qeiqRKcEIxGDsjhdU3V_ypsrLxrzxozqRB8KXQ2_tNW3iUk6msCK2xiAdbAbOS_ggOtbEroLLlOl_IP3UkEBeXCq04lk6u" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">033. Quiet Water是Waterfall的延伸版,將旋律放更慢並簡化了節奏。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">---</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 從這裡開始,Ruins旋律在遊戲終盤前就不再以主旋律的形式出現在任何音樂中。人們很自然地會問說「為什麼Ruins旋律沒有出現在Hotland或Core之中呢?」,尤其是在我們看到Overworld固定低音的這些痕跡之後。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這個問題可以在遊戲終盤之前,Ruins旋律最後出現的地方找到解答...</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">045. NGAHHH!! (呀啊!!)/ 046. Spear of Justice(正義之矛)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Ruins旋律出現在0:34:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Undyne Ruins Melody" src="https://lh6.googleusercontent.com/62MCiDUjCTAfAFIT4OJ_AnTM6YAim5sm-ZblBrwRhAzn47O7VLaKfWVGwqBC_qPaYpbykI14shCG8py_nMDq00kC5MToTNHl6jtVcdYWJNvCKFMcIFwe3u02kuxX2ismF-Xev9ig" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">引用自:</span></div>
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<span style="font-family: "verdana"; font-size: large;"><span style="background-color: white; line-height: 43.2px; white-space: pre-wrap;">(Ruins)</span></span></div>
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<span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Ruins Theme 1" src="https://lh3.googleusercontent.com/-drA8sJQLGXImrZi6MeppB9jdcHx5uTiQ-_d4yalTOgm8gYBeCDmp_9lEv2b--nHMts931gz-0qQhR3ceEx-7E2hWiIEasICOD1G7M7_LnpPkycAwvi5nZvLh7f2JKT--gUCj4Q8" style="border: none; transform: rotate(0rad);" /></span><span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large; line-height: 43.2px;">(Waterfall)</span></span></div>
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<span style="background-color: #eeeeee; clear: left; float: left; font-family: "verdana"; font-size: 12px; margin-bottom: 1em; margin-right: 1em; vertical-align: baseline; white-space: pre-wrap;"><img alt="Ruins Theme 2 (Waterfall)" src="https://lh4.googleusercontent.com/GIHwNM3S3SGa3eHj6cDkOuLYe5r8oHabF2oCrvOcAZp9SY9TcTi_kzPue2FTgb25VBMHBbssqJzCn7v6L8OiJrbJOLgkxnz6vVq-qUjvVntfo_Quo_FwpiVDU8_GpWtE0nCCY9Hu" style="border: none; transform: rotate(0rad);" /></span><span id="docs-internal-guid-1f736862-ca60-7637-0916-a76b823d6f4a"></span></div>
<span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-align: left; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="background-color: white; font-size: large; line-height: 1.8; vertical-align: baseline;"><br /></span></span><span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-align: left; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="background-color: white; font-size: large; line-height: 1.8; vertical-align: baseline;"> 或許你早就猜到了 --- Ruins旋律最後一次出現在Undyne(遊戲中角色)的戰鬥中,並且是她的戰鬥主題曲的一部份,因為</span><span style="background-color: white; font-size: large; font-style: italic; line-height: 1.8; vertical-align: baseline;">她代表了遊戲前半段的結束</span><span style="background-color: white; font-size: large; line-height: 1.8; vertical-align: baseline;">,也就是Ruins和Waterfall的這半段。這段旋律融入的方式格外地高明,因為它結合了Waterfall版本的音調但卻用Ruins版本的節奏型態。這是Ruins旋律最後一次大放異彩, 理所當然當你擊敗Undyne後並在遊戲終盤之前你都不會再聽到這段旋律</span></span><span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-align: left; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="background-color: white; font-size: large; line-height: 43.2px;">(Undyne的主題曲還有很多東西可說,但我們會在下集中談到!)</span></span><span style="clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-align: left; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="background-color: white; font-size: large; line-height: 43.2px;">---</span></span><br />
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="hotland" height="476" src="https://lh6.googleusercontent.com/1apOwLUnOQgzdkCrm3PWjISKlTpcYEgMug93dGYax0qO3p4CHJF0fHvX91MpEYB0xv3XonA0RcbHOYhqQOEuggBzrNNLJ90gbrnRK9RTTOfvKGHOjkvF_poPgotU5miMkuomf60w" style="border: none; transform: rotate(0rad);" width="640" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 現在讓我們來看看Hotland中出現的樂句在遊戲後半部是如何發展的。這次有不只一個樂句要追蹤。讓我們一次關注一種吧:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">051. Another Medium(另一個媒介)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland 旋律1A出現在0:23:</span></span></div>
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<tr><td style="text-align: center;"><img alt="Hotland Melody 1A" src="https://lh5.googleusercontent.com/urlEg-qe-4QCJR4SHc7E_7j8-SX6qYUNx87LgGy8vmAG1UKzDOychUuAb8M_6hfvWnLLvyWmk2XTTFk4-kV-LYMkxqxNt6UgSEbmFIfR3KxK7V-oZBNA_qXB10sYuwKnT_k48xvv" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; font-style: italic; line-height: 43.2px; white-space: pre-wrap;">(編註:給看不懂樂譜的讀者:仔細聽背景那有點像人聲的聲音)</span></td></tr>
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<span style="font-size: large; font-style: italic; line-height: 43.2px; white-space: pre-wrap;">Hotland 旋律1B出現在0:37:</span></div>
<img alt="Hotland Melody 1B" src="https://lh3.googleusercontent.com/9PLzWch8t3AViMdXDAlMAgyCx5a1zrlm3r2PdIY65YWYHkMl79bAoV1fFuoYh6NXaQKC79xE-q-XI__QASKZz5707glVornaEmOOkdAMMI26kFZ7T4AlrOdHy80akrN_xL6gO2S1" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" /></td></tr>
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<span style="font-style: normal; line-height: 43.2px; text-align: center;"> 我們要追蹤的第一段旋律出現在0:23。它緩慢地上升成為一種景像、一個美麗且令人難以忘懷的旋律,為緊接在後的副旋律(Countermelody)設下了舞台,而音樂也在0:37處正式開始。</span></div>
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<span style="line-height: 43.2px;">065. CORE(核心)</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland旋律1A出現在1:02:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 在065. CORE中,我們看到了同樣緩慢且飄逸的旋律在1:02處出現。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 現在呢,如果Ruins旋律在Undyne的戰鬥中終結的話,那Hotland和Core的旋律也要在Mettaton(遊戲中的角色)的戰鬥中終結才算合理。讓我們來看看吧:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">068. Death by Glamour(迷死人的魅力)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland旋律1B出現在0:14:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Mettaton Melody" src="https://lh5.googleusercontent.com/Cbzi9UZLIgGs-Z5UrLoF-x01L1fP7QMZFSeFHZMJFxjsCelsv5bjjJuHAx8lB67AfYnmmmsRefvh_Iah14YiYO8H0e0AdF75mNccCcXiVTHkR1PQ5BiZnH_LDAoGVyNawRf5tNTL" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Hotland Melody 1B" src="https://lh4.googleusercontent.com/DLkJQuglKNHiYAHTE0LGIjOnMmXBTDRyRmauyUYI9qxlounwIcdtSHEorGoZFa5sPKr-cDJfVuU8EaG_uWxv2N_V5xSXZ-e9-vrouqLKBzgXVkhN0Ukb3277U2fsOYeJV2tt8i45" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 我們能聽到Hotland副旋律(旋律1B)重新在0:14出被拿來引導068. </span><span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Death by Glamour</span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">,雖然被改過但仍然認得出來。如前所言,Mettaton身為遊戲後半部的魔王,他的主題曲共用了貫通Hotland到他之間的所有旋律是很合理的。他會如同Undyne對Ruins旋律那樣地「終結」Hotland旋律。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 現在讓我們看看第二個貫穿了Hotland和Core的旋律:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 第二樂句和我們剛才關注的第一樂句完全不一樣 --- 第二樂句來勢洶洶、很強烈、節奏感強。不像第一樂句那樣羞赧、弦樂的音色,第二樂句是一出現就馬上能讓大家注意到的粗壯且強勢的合成音。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Hotland旋律2出現在0:35:</span></span></div>
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<span style="background-color: white; clear: left; color: black; float: left; font-family: "verdana"; font-size: 12px; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img alt="Core Melody 2" src="https://lh6.googleusercontent.com/X0fJ1MHZgAdBS_4Aj233PFw8EZoPe7FMoSQT6bi1spxOkax3-CmlnQ_5QJdXEo4kJ4siFuXH4itqzvIoR-zDNQuBQrxe2-3qB7X8mzyvORWYPRaamdQF6d6norQAQ9aA_cTPas-a" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; clear: left; color: black; float: left; font-family: "verdana"; font-size: 12px; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="line-height: 1.8;"><br /></span></span><span style="background-color: white; clear: left; color: black; float: left; font-family: "verdana"; font-style: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="line-height: 1.8;"><span style="font-size: large;">引用自:</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當然這段樂句也會出現在Core的音樂之中,而且大致上和Hotland的版本沒什麼變動。然而,這段樂句並沒有在Mettaton的戰鬥中出現(因為它已經富含了其他的主題和型式) --- 但我認為因為它描繪出Hotland和Core的關係所以還是值得一提。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> ...呼,我知道以上的內容有點太多了。總結一下:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Overworld固定低音貫穿了遊戲中所有四個區域。因為固定低音是用來當做其他較突顯音樂元素的「支撐用」重覆音型,所以較不容易被聽出來。雖說如此,它的出現會讓聽者不論是有意識還是無意識地感覺到這所有的區域都互相連在一起,並且屬於這個貫徹始終的世界。</span></span></div>
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<span style="background-color: white;"><span style="font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 每個區域的旋律互有關聯,要不是有一些較明顯的旋律,不然你在這個遊戲過程中可能會聽到非常膩。結果呢,</span><span style="color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">UNDERTALE</span><span style="color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">有結構性地被拆成兩半。前半段是Ruins和Waterfall,它們共用一個樂句,此旋律在遊戲前半段的尾王Undyne處「終結」。後半段是Hotland和Core,這兩個共用了兩個樂句,其中一個在後半段的尾王Mettaton處「終結」。將遊戲分成兩半部的理論事實上更被 047. Ooo和 70. Long Elevator這兩首曲目證明了,這兩個「嗡嗡聲曲目」分別是在Undyne和Mettaton魔王戰後被撥放。</span></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「但是,那整個Snowy/Snowdin區域哩?為什麼它在這整段文章中被排除在外?」</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="snowdin" height="481" src="https://lh6.googleusercontent.com/Wy8-JdgbXlZRcXKcr-6vDWhGCrk7W5LyFt8UoY8SlqUYYRlgvaK6xuO8_S42yo4TXbXFcmCoYZ0YaEAfSZX0qt05ynF8POCUcyMy1XJ7DZ--F2yvfHUPBYDDhr0q55B3SnTM5w0h" style="border: none; transform: rotate(0rad);" width="640" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這問題很有趣。如果你以音樂的角度來檢視,Snowy/Snowdin是個自給自足、自我完整的小區域。以主題的角度來看的話,Snowy、Snowdin、Shop Music、和Dating Sequence都共用了一個主旋律:一個可愛、快樂的簡短旋律來勾起那種感覺。</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme" src="https://lh3.googleusercontent.com/5ZmPuHr73XZHsagGgCcU17E_dZVLLw3s0HmtLMD3DzQT_ZZcujEeWUlBP5T9HIo06QqUDNMghpwUOhecKjbfvKkLOEAhHDOkcfit9_Nhaovfv5kPsXm9RS8U5AUUhwAEY1uyHzzi" style="border: none; transform: rotate(0rad);" /><span style="background-color: white; font-family: "verdana"; font-style: italic; line-height: 1.8; white-space: pre-wrap;">開心主題橋段出現在0:56:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme Var 2 (Shop)" src="https://lh6.googleusercontent.com/0GOgu-PYGDVJOYgPxE11mHlKL1XsRPSsPvE9Csk2g1darZUTk8qIDIbz9cWQV7OcZDEtYkhG5q09rR3Ej99z1ieOPFhDulUOOcpdXIdvHCqUkDNOzKk-XQ2cCHDhgYXjf7fqfBi-" style="border: none; transform: rotate(0rad);" /></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><br /></span><span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><span style="background-color: white; font-family: "verdana"; font-style: italic; line-height: 1.8; white-space: pre-wrap;">開心主題橋段出現在0:25:</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme Part 2" src="https://lh3.googleusercontent.com/hqxHVfvV0JYiTz9QBt_koXuabNTf3kO2cQvN2--NYiD9eOUDI-EYrrEh82DClcPGBsH8kYaWwr5dfGv965vZZAxoEmWjjNWm9EoW-KQG0VLm1z3qnLZLQ2clqb6nleleSE0XVWJw" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 43.2px; white-space: pre-wrap;">025. Dating Start!(開始約會囉!)</span></div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/dtYwq4aBr0E/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/dtYwq4aBr0E?feature=player_embedded" width="320"></iframe></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Dating Start!" src="https://lh3.googleusercontent.com/5cuJWB6dw1wnwK7lyLb34pbsdvpL163jxG12_QnhfWz5OR_2poW3JRe3i20xdufvgY-z1SJMJNqrxBz7XHrjZ7FxiRZUSjb-IBSSiaJLjBWJN31FSFWRwL41ue2TzLnkRslzfa_h" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; white-space: pre-wrap;">開心主題橋段出現在0:53:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">(加上搖擺)</span></span></div>
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<span style="clear: left; float: left; font-size: large; margin-bottom: 1em; margin-right: 1em;"><img alt="Snowdin Town Theme Part 2" src="https://lh4.googleusercontent.com/zHzIplfLckRt_2cNbHr5pAB-2RrkbkQPTZKtIEyDdCsVl2ZSTYl7PUL5Poaj8nPlK_cUYddDg1VXqwKHxKvslBK9RWYIFWXlUc43jo78c1sSnT-7gBC2JDCjNPtG2iXZ8_DKNsJa" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 43.2px; white-space: pre-wrap;">027. Dating Fight!(約會之戰)</span></div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/JQ8bpWkoC7A/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/JQ8bpWkoC7A?feature=player_embedded" width="320"></iframe></div>
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<span id="docs-internal-guid-1f736862-ca72-afbb-b0a6-c3b0fc0c24d6"><span style="background-color: white; font-family: "verdana"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">開心主題出現在0:00:</span></span></span><br />
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<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; white-space: pre-wrap;">開心主題橋段出現在0:13:</span><br />
<span style="background-color: white; font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; white-space: pre-wrap;">(加上搖擺和點綴)</span><br />
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<span style="background-color: #eeeeee; clear: left; float: left; font-family: "verdana"; font-size: 12px; font-style: italic; margin-bottom: 1em; margin-right: 1em; vertical-align: baseline; white-space: pre-wrap;"><img alt="Snowdin Town Theme Part 2" src="https://lh3.googleusercontent.com/MBELXTE8X2N0bfj0-qSf9qyATiTNr2sKxgXTciGX127V6gx3wyZKiE040T33zkimfz4ciSur8hr31C_FrA8K75Y8I7SFrHgz4Gxn2wAdTw9XS4GJIqHvFDdHA8xwn1auefOW8pJu" style="border: none; transform: rotate(0rad);" /></span><span style="background-color: #eeeeee; clear: left; float: left; font-family: "verdana"; font-size: 12px; font-style: italic; margin-bottom: 1em; margin-right: 1em; vertical-align: baseline; white-space: pre-wrap;"><span style="background-color: white; font-size: large; font-style: normal; line-height: 1.8;"><br /></span></span><br />
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="font-size: large;"> 那麼為什麼這個區域在音樂上要和遊戲的其他部份分開來呢?我認為理由如下:</span></span><br />
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<span id="docs-internal-guid-1f736862-ca74-6647-7a56-160ceb51584f"><span style="background-color: white; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;"><b> 遊戲中的Snow區域在敘事上是巧妙地用來強化遊戲的「寬恕機制」(Spare)。</b></span></span></span></div>
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<span style="background-color: white; font-size: large; line-height: 1.8; white-space: pre-wrap;"><span style="font-family: "verdana";"> </span></span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">想想看 --- 對大多數第一輪的玩家來說,他們可能已經在Ruins裡殺了不少怪物,因為他們沒有受到什麼指示說要怎麼應付戰鬥。大多玩家同時也會殺了Toriel,而且可能會因此心情不太好受。接著就來到了Snow區域 --- 這裡的魔王是可愛的狗狗,這裡有個中間種了一顆聖誕樹的友善小鎮,還有這裡的音樂 --- 這些都不斷地提醒你說,對啊!怪物們在這裡也有著豐富且快樂的生活(雖然好像沒那麼快樂)。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 因此,這整個區域的主題(從區域開始一直到和Papyrus的戰鬥/約會,接著在Waterfall前終結卓這個主題)就是被設計用來讓玩家愛上怪物以及它們生活的世界,並且重新審視自己接下來的遊戲中要如何應戰。腦中有了這個想法後,Snow區域和遊戲中其他區域在音樂上的區別就有了完美的解釋,並說明了為什麼貫穿其他區域的固定低音音型和旋律為什麼在這裡聽不到。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在下集文章中,我會討論和角色有關的主旋律以及這些主旋律是如何闡述角色們的個性和關係,同時也會討論遊戲終盤的曲目。在此同時,如果你有任何問題、評論、同意的想法、或你不怎麼買帳的地方...請在下面的留言區讓我知道!</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-6535874110911434229.post-39523960468016591172016-08-14T18:12:00.001+08:002016-08-14T18:13:56.005+08:00[製作管理]鏟子騎士(Shovel Knight)的日本在地化<div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 14pt; margin-top: 0pt;">
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<span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="background-color: transparent; color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/blogs/DavidDAngelo/20160804/278618/Shovel_Knight_Japan_Localization.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Shovel Knight Japan Localization</span></a><span style="background-color: transparent; color: #222222; font-family: "verdana"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="background-color: transparent; color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></div>
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<span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:David D'Angelo </span><span style="background-color: transparent; color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on Aug/04/16</span></div>
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<b id="docs-internal-guid-e95fdda9-8876-8f16-8023-feee67cd37c9" style="font-weight: normal;"><span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="background-color: transparent; color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></b><br />
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<span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="background-color: transparent; color: #222222; font-family: "arial"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="background-color: transparent; color: #222222; font-family: "pmingliu"; font-style: italic; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 你或許有聽過這件事 - </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鏟子騎士</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">終於跨過大海到日本去了!我們對於跨出這一步感到非常興奮。我們花了很多時間確保在地化後要夠有趣並且要做得精巧。等等,什麼是在地化?當然是翻譯文字並改動遊戲讓當地市場能適應囉!我們和</span><a href="http://8-4.jp/" style="text-decoration: none;"><span style="background-color: transparent; color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">8-4</span></a><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這些超級配的專家們合夥讓我們的在地化能儘可能在最高品質。今天,我們想要談談我們為了日本玩家多走了一段路來做出一些不賴的改動。</span></span></div>
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<span style="font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">歷史</span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 但在我們開始前...先來講講古吧!在很久很久以前,遊戲在地方是個化外之地。當時對於如何適當地將遊戲在地化沒有任何標準或規範。開發者有時候會將翻譯改得很突兀和充滿錯字讓人摸不著頭緒,而有些時候他們會放入很多的心力,甚至是把詞彙整個換掉並</span><a href="https://en.wikipedia.org/wiki/Adventure_Island_%28video_game%29" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">建立一個全新的系列作</span></a><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;">(上圖是</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;">泡泡龍 Bubble Bobble’s </span><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;">那糟糕的翻譯。而下圖是原先被稱為</span><a href="https://en.wikipedia.org/wiki/Wonder_Boy" style="font-size: x-large; line-height: 43.2px; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">神奇男孩 Wonder Boy</span></a><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;">的日本遊戲,這遊戲在移植到NES/紅白機(NES: Nintendo Entertainment System 簡單說就是美版紅白機)上時被改名為</span><a href="https://en.wikipedia.org/wiki/Adventure_Island_%28video_game%29" style="font-size: x-large; line-height: 43.2px; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">冒險島Adventure Island</span></a><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;">。這遊戲後來變成了兩個截然不同的系列作)</span></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 43.2px; vertical-align: baseline; white-space: pre-wrap;"><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">(2016年8月1日更新:我們發垷</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">冒險島</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">是</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">神奇男孩</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">從大型機台移植時做出的改變。我們當時有點搞混,因為在紅白機移植及在地化到NES時通常會混在一起。我們對此錯誤深感抱歉)</span></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;">(編註:簡單來說當初是因為版權問題,所以在移植時要把圖像和名字都換掉)</span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;"> 這樣的不一致性會在遊戲中產生很多有趣的在地化更動,而開發者也學到了每個遊戲適合什麼樣的改動。同時因為NES的限制,很多東西在從日本移植過來時要做改動。這些問題包括了字型、技術限制、或是在遊戲發行後才觀察並學習到的遊戲設計問題。我們接下來只會小小談到一些古早時代的遊戲所做的改動,如此你才能知道我們為鏟子騎士日本版所做改動的原因為何。</span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在你閱讀以下任何我們所寫的歷史之前,最後還是求教於Clyde Mandelyn這位專家:</span><a href="http://legendsoflocalization.com/" style="text-decoration: none;"><span style="background-color: transparent; color: #22522a; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">http://legendsoflocalization.com/</span></a><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。他搜集了一些知名遊戲在日本在地化並推出後做出的改動的相關酷炫資訊(和書藉)。</span></span></div>
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<span style="background-color: transparent; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">日本遊戲對北美在地化時常見的更動</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 顯然地,在地化一個遊戲時會因為翻譯的複雜性會產生大大小小的文字變動。但我們要展示的是你在紅白機/NES時代可能有看過的圖像、聲音、和機制改動。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">圖像改動</span></b></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當然啦,通常一個遊戲中最大的改動就是開場畫面了。有時候會將畫面全部的東西都換掉,有時候只會將日文的文字拿掉而已。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="240" src="https://lh6.googleusercontent.com/O8qvQVzUemCWJKol-gXijNHYFMQ7B4zxj53n-s1f-pe1an9BQfP7zR9Ie0zJABqoijXMjwkgXD4BnYrk_SB7fdDKLEeK11mg1USzUqhFF_3JLvcpJGH7TFUrixx0besx0z2bFUtC" style="border: none; transform: rotate(0rad);" title="zelda1title" width="513" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">圖像精靈(Sprite)的變動在紅白機時代是很常見的改動。更動的邏輯通常是因為玩家可能不知道某些日本人才懂的圖,比如說食物:</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 或者呢,北美的在地化團隊可能認為日本的角色或圖像沒那麼吸引人。下圖的</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Power Blade</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在日本被稱為</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Power Blazer</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">把主角從Q版換成了型男。</span></span></div>
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<tr><td style="text-align: center;"><img height="277" src="https://lh6.googleusercontent.com/U4CX08RXpoamJHAPIBq-HmxFawUU63cdALMpW-HquXIx0X7z9OwvmI6Fjzvl5KKMbU7-iX3_EAkD0ZXvVCHXRN1m6w3LV1WhuspS945BZrECZjxOpGamg3ziiCmyWeHK_45neIT7" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" title="power_blad" width="531" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">80年代小常識:阿諾‧史瓦辛格(Arnold Schwarzenegger)是賣座保證</span></td></tr>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 有時候這些改動是為了讓遊戲機制能更清楚且易懂:</span></div>
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<tr><td style="text-align: center;"><img height="240" src="https://lh4.googleusercontent.com/g56IgCa8nf30CZ-RIgORt6ffk3Xc20XorqsvgZVYatK0wHw3sEhUbDyMowQx2HUnAfV7fd661mzz_RFDjgXK8tqp-IpptbapmsjwxbJnLKajVzo0xScTEsOyv5ZaWJJcFhVlv_2a" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" title="zora_face" width="513" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">喔靠!我之前不知道這裡有隻怪耶!</span></td></tr>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">超級瑪利歐兄弟2(Super Mario Bros. 2)</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">是美國任天堂花費了九牛二虎之力,將日本以</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Doki Doki Panic</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">聞名的遊戲在地化的案例。這個好例子展示了當時普遍會做什麼更動...他們將一個不是瑪利歐的遊戲變成瑪利歐遊戲!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在某些時候中,他們也決定要改動圖像精靈,所以現在有些東西會動了!下是就是經由一個更動來讓遊戲機制更加突出的例子:</span></span></div>
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<tr><td style="text-align: center;"><img height="188" src="https://lh4.googleusercontent.com/ymLlg0j_Q7J6FeSMJE2y9n5Oy9A4J7nHvRZ7IstwX6HIUiU9lXPCYuutcqQsxJaXuspxLLGgs5vvEF8Ri4SH5ItcSP6ADW0ujtrEOOZYSbA7IuYpult1wmMpa99azHBtES4obTnU" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" title="mario_2" width="418" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">或許我該將這些植物拔起來!</span></td></tr>
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<span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;"> 圖像也可以改得更簡略或複雜。或者可以改得比日本版得還要更好。這裡有個瑪莉歐二代動畫被更動的範例:</span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 有時候改動這些動畫的原因是基於紅白機和NES之間的硬體限制,或是紅白機的磁碟系統。以下這個</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說二代(Zelda 2)</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">的動畫(實際上是背景的小方格有動畫)在NES版本中被移除了,因為NES沒辦法像FDS(</span><a href="https://en.wikipedia.org/wiki/Family_Computer_Disk_System" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Famicom Disk System 紅白機的外接磁碟機</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">)那樣掌控VRAM:</span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">哇...我現在相信這些東西是水了</span></td></tr>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">字型改動</span></b></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 字型通常是會大幅改動的地方。要製作一個日文的遊戲是很因難的,因為你會很常用到漢字組合,要把這些裝進NES上少得可憐的記憶體裡是幾乎不可能的。漢字有上千個字符(一般報紙上可能就超過2500個了)!為了解決這問題,有時候遊戲會使用較小的日語假名組合(最多大約100個字符),或決定使用更小的英文文字組合!英文在日本還算普及,所以你不用擔心遊戲會變得完全不能玩(尤其是NES的遊戲文字量通常都很少)。以下是日語假名文字在NES/紅白機上的範例:</span></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 這裡有個</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">在紅白機上使用英文的範例:</span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="240" src="https://lh3.googleusercontent.com/ioG91iO11u1y8zqpBUhRU-ypGGnRUmn1C7SpdAWHXBGmLs4bKelpnSPh38ssqRjPwh8MjI9fOaefeckXoEZXGz8VYl-eRBh9SQa2X5cOw1sjoblfwMOFIideO4FG2g4hkLd7wa2v" style="border: none; transform: rotate(0rad);" title="zelda_story" width="513" /></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 注意字型上的不同。NES版使用標準的8x8厚字型,對北美的玩家來說這才是他們習慣閱讀的字體。你或許也注意到所有的字母都是大寫的!這樣又把文字數量砍了一半。</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鏟子騎士</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">也是這樣做的!</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 有時候文字是否好閱讀非常重要,而開發者也會投入更多的心力和資源來展現較複雜的文字。你可以看到下圖的NES版</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">太空戰士(Final Fantasy)</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">是如何突破小寫這層障礙:</span></span></div>
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<tr><td style="text-align: center;"><img height="224" src="https://lh3.googleusercontent.com/JOSIQzimAZQrthHG3YBEDDldE7btU0NI_bpixFYhXbXiOMZ-LZ3D-bvz4oVRzPpK3M7Gdz5ti_o1i0RberJeBJ9rif_PE7AKXeacl_ErEkAF3OK2oOvuueRTld1WBATpKgDblI1P" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" title="Final_Fantasy_-_NES_-_Castle" width="256" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">啊!眼睛舒服多了。</span></td></tr>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 你可能有看到單字king中那長得怪異的’g’。這是因為NES/紅白機的遊戲只有空間置放8x8的文字。若放入正常大小的小寫g則會破壞這層限制,所以他們將這個字擺得比原先更高一點。這也是為什麼漢字在NES/紅白機上這麼難顯示的原因。每個字元的複雜度在8x8的像素裡是幾乎不可能被清楚顯示的。但很開發者們在極少數的情況下可以將漢字從NES/紅白機上拿掉不用。讓我們看一下Faxandu(</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">沙那多</span><span style="background-color: white; color: #545454; font-family: "arial"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">ファザナドゥ</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">):</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 你可以看到文字比常用的8x8還要大上許多。這是因為漢字的複雜度在8x8的格子上是幾乎無法清楚顯示。</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">沙那多</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">用了加倍的16x16(字元在14x14下就夠用了)。在超任/SNES上因為漢字通常用12x12,所以開發者有了更多的自由。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">聲音</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 要改動的不只是視覺上的東西,有時候遊戲在地化團隊也要改變和遊戲機制物件有關聯的聲效。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 而他們有時候甚至改變了音樂的編曲。這有可能是因為紅白機、NES、FDS在硬體之間差異的因素。或是如同</span><a href="http://yachtclubgames.com/2014/07/breaking-the-nes/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">我們以前所說的</span></a><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,這可能是因為卡匣的技術差異所致。來聽聽</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">惡魔城3</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在不同版本之間的差異:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">遊戲玩法</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 最後呢,有時候從紅白機移植到NES上甚至要改變遊戲玩法。有可能是讓遊戲變得更簡單或更難、清掉遊戲錯誤、配合硬體的不同、或單純地讓遊戲變得更有趣。下面例子是</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中在幾個房間裡多放了幾隻蝙蝠!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="240" src="https://lh6.googleusercontent.com/7z9UkthKGjeGcIhrMnc9g8r3BWl1ZqcMezn4hfCpA4N7QHHWsvdlaZEUcQx-up9pT64Wa7psMJDKwfYLq1W8eYDFkt_N3PRopkepCk533wgt2G3poEn2u0wdcsbJJmpW43Q0p6ru" style="border: none; transform: rotate(0rad);" title="zelda_morebats" width="513" /></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 而</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說</span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中惡名昭彰的</span><a href="http://zeldawiki.org/Pols_Voice" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Pols</span></a><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在紅白機版本中很怕聲音攻擊,但NES的手把上並沒有麥克風,所以它們變得害怕弓箭攻擊:</span></span></div>
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<span style="color: #990000; font-size: x-large;"><span style="background-color: transparent; font-family: "verdana"; font-style: italic; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鏟子騎士</span><span style="background-color: transparent; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">在地化的不同之處</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以,當我們要進行鏟子騎士的在地化時,我們想要在不同的發售地區之間重新創作一些有趣的差異。我們甚至還經歷了嚐試要將遊戲"逆向在地化"的過程。這對我們的意義,就是要找出如果我們以一個日式遊戲推出的話會有什麼樣的遊戲功能。我們對所有的改動都有幾項原則:1)我們想要遊戲玩法能維持一貫 2)我們不想要有任何的顯著改動會讓你覺得因為沒有玩到原始版本而錯過了什麼 3)我們不想要做出那種傳統上會被視為糟糕的在地化的東西。我們對此的定義是沒有錯字或破英文、或是沒有任何可能會減損遊戲品質的東西。我們同時也不想要改變太多東西!最後呢,我們想要創造出一個以現在標準來看很棒的在地化作品。但我們要添加點樂趣在裡面!所以我們在四處做出細微但我們認為會有很大改變的的更動!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 開頭畫面是最明顯的了。我們想要做出符合你們會從那個年代的日本遊戲所期望的東西,也就是在英文Logo旁邊加個日文字:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在這之後,我們對幾個靜態的圖像做出了一些改動。你可以在下圖看到當你在昇級生命力時,Gastronomer有時候會隨機招待一盤飯糰。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 另外,Midas Coin現在有了更代表某些日本硬幣的洞了:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 同時,勇士大廳(Hall of Champion)的雕像有了不同的設計。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="258" src="https://lh3.googleusercontent.com/3QktiR7jpvSRmesBPRMDbVJKC2MXOrFoO2peu8gscm6RYEQRhd2WMpiTfoLjpCPuzK86FntwVmI_VhWloUpOsvo3atCdNhBXSvGMNicrEcJxJhcfrVV4KYQ8XI7BWIa2dcCSEdgb" style="border: none; transform: rotate(0rad);" title="loc_hallofchamps_new" width="242" /><img height="269" src="https://lh5.googleusercontent.com/lSBPkDugW3_nJHYHoEANpnt4853DLDkavFo8JCcMuvveBCIcDk59jcq6rdIBnfDrAdJB6ZTkLLK6sl83mRzwkLTYHUzVHE8gSqFUYqN67p8F_ZjDl_abQngNE-lGUxuWkUcFXOO_" style="border: none; transform: rotate(0rad);" title="loc_hallofchamps_old" width="239" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們也做了些顏色上的更動。某些魔法帥(Wizzem)和鐵騎士(Iron Knight)的色盤型態如下圖這樣改變了:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="138" src="https://lh4.googleusercontent.com/yjVujSwB5LTSVl_oJEh4sCOxiwt6iqGm_bKQ4aWDZ7lWVGAyFc2pqxVSpMwPTEAp9LZkDgm4-9KGkhHyx25RgrphJdMnawpLE-UifktkaIHK4ELMc3UfOgiFxn9u0OOq_dZGbAKQ" style="border: none; transform: rotate(0rad);" title="loc_ironKnight_new" width="243" /><img height="130" src="https://lh3.googleusercontent.com/qTcERlZDmDUU1uWt9cz8nMO9FOAOmykJGMQZwWIg0rWj-I0hpszNDkoA3DIe9iUC-aKZCucpGilWvgsN1IVb5Oi1G67hbTj13bIAs8CYRP5IMqWRzPeNFOMuoVJNmCOsyR9uPdBy" style="border: none; transform: rotate(0rad);" title="loc_ironKnight_old" width="240" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們改動的最後一種靜態圖像是重新設計Reize、Baz、Polar Knight、和The Enchantress的角色頭像。我們試著讓他們看起來能更有動畫般的風格。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 之後呢,我們決定該是時候讓某些靜態圖更動感了 - 讓展現紅白機的實力了!首先呢,在草原關卡我們決定讓草會飄動:</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="240" src="https://lh3.googleusercontent.com/OmvOjECYJg75oQBxWTKnQ825HIbNj__2j1voy9Y0V8zFND7diR7VY_FsUqKDzYxT_dimVbc0WDroa-YH-GcExICDYfoQQPjtDMFzgw9mBJF4IPaKa9vxWihW8UnnJQpZmnxKAh6n" style="border: none; transform: rotate(0rad);" title="loc_gras_anim" width="400" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 至於幼龍們(綠色和藍色)呢,我們原先在它們飛行動畫上放了很多張圖,但後來因為覺得這看起來不像會出現在NES上的東西所以決定要給它刪減。但我們又把這放回到日本版裡了!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="168" src="https://lh4.googleusercontent.com/PnhWHIX_al7R9Poe7n39vsgo-odABgS4rIhS6a1-gx57l6EtAol8yArE3BmWShXACpuJiJPakY3Fi-PoTuvCMB1QL_pQDiYILtGaxAiAorB_5Bl_uAaS-_ifZrQ_pcortxPUoVLI" style="border: none; transform: rotate(0rad);" title="loc_dragon_new" width="280" /><img height="168" src="https://lh3.googleusercontent.com/ZXGdTiqjwAeSSMD8pe1yEtDcKUgzoSBYnqMLMnIPFkpMxqsxb-1nIyaoTyqGt9jnFuVTpnnscHtqSOwbGb302FVNaDKJXTtGijmwKbO-Rqk9E4OKQqE7SXk-eOcyxr27u20VsLbX" style="border: none; transform: rotate(0rad);" title="loc_dragon_old" width="280" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 至於村莊噴水池,我們做了不同的設計並讓它有水流動!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="240" src="https://lh5.googleusercontent.com/ckKX1K90dDiDim0psuewPw5ZyK-sbWbk9GS0BlB1NzGEfg_RJbTau-Dz8-rMhCkWXabkp0i9wVTIwrMsThdldTwk--WC_i1BuqzP-I_DQn3kSika0xISUM_1qqEu2Ns-W5SFgqvz" style="border: none; transform: rotate(0rad);" title="loc_fountain_anim" width="400" /><img height="254" src="https://lh5.googleusercontent.com/wTbGU2BGx5sN08yeCyugj7YfMoUF2ppT2QMFNfcfbn0H76RbenUapkAsJ8HCu9UN3-6THmhsTyORWyGnPQaLGohgxg8FZEQFMqQ0r6OifKrYPVtdt1ASJpx4eNjLlrJILTl7xh1F" style="border: none; transform: rotate(0rad);" title="loc_fountain_old" width="339" /></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而我們最後做出的改動:在營地睡覺得鏟子騎士現在會有打呼的泡泡了!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="168" src="https://lh4.googleusercontent.com/DP5uFFWsRUw8H5lmvXJ5dmj1O9lGZOispX7APGQHhy7nH-EXTOVJyzmJioiEwkXciB3912pYVY-RTEoWI8D5XO-goHZNaKMP8a8c-8fF73FCgXE5zhdUGaN8nU5Hn_P2GIdC9WMW" style="border: none; transform: rotate(0rad);" title="loc_campfire_new" width="280" /><img height="168" src="https://lh3.googleusercontent.com/TEdDcET04RE8ozl9suxJUQZgNIsQb9NPbsCAxCFdy1KhxKIRIQi06wb5yduqlQwA2DhbPuj66XJJDqv9XiYeXEiSdtw2ovL3Kl9njsKtRB7tYp3R8c9DOorvHy_HvWK8GUU2JA4_" style="border: none; transform: rotate(0rad);" title="loc_campfire_old" width="280" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">字型改動!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 字型對我們來說有點難以抉擇。我們想要用日文假名,因為這最能代表NES的年代和它的限制性。也就是說,大多數的日本玩家寧願玩有漢字的遊戲。因為漢字在超任上被廣泛使用,所以漢字也可以被視為懷舊和復古。另外,漢字可能會讓我們要回頭去重做每個遊戲裡的文字方塊,我們當時做了選單、對話框等等能合乎8x8的文字。所以,要解決的方式很顯然是用日文假名...在很多次討論之後,我們妥協並決定要兩者兼用!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲現在正式翻譯成兩種文字系統,並且支援玩家在遊玩過程中進行切換:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="163" src="https://lh6.googleusercontent.com/v4I-ujs-bVcDrWZWn6ZHJ27prlpiiMeTVO7DJtdMngCmYmzrG2rSysoL8gqR0pRUJDLtS2NQIL8zNpIcTwcXwFctPD0H5YwOIgAZXQTfslgw0R1fQPzO-IUn9ugmLUIdGd8EVNg4" style="border: none; transform: rotate(0rad);" title="loc_kana" width="280" /><img height="163" src="https://lh5.googleusercontent.com/manPjSnapY8gc0m-kANx5n65T5Lde6-TURj-NbWXm8urc4Kz4N6dra8H4mkiboAzLyjokrjDL7B3zPPgaW5TyS8AimOQyzuRwgDgvpBfFjb42S6DMAksPkUiki5Jg-t4SAuAmXI6" style="border: none; transform: rotate(0rad);" title="loc_kanji" width="280" /></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你可能有注意到我們選擇了12x12像素大小的漢字字型。這讓我們能夠更貼近超任的感覺。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 你也可能注意到我們沒有改抬頭顯示器(HUD)上的英文字。我們認為當時很習慣在HUD上使用英文字,而我們決定要保留原始版本的字:</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="349" src="https://lh3.googleusercontent.com/ElIQh64SRLc88FMw5rjcoHbSUvw5jsEKP1YWDyEdJmhdDqxrSPyihNhT6-PrHKbH_SJzsc9lJ9XmS45D1kY6Y9c_sjL-pyxFuGkE9TYg1HTRg3i3fz4dwwOhssZPLECjydgvv4qF" style="border: none; transform: rotate(0rad);" title="loc_intro" width="602" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">聲音改動</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這部份沒有做什麼變動。我們早就在音樂方面使用紅白機的方式並且將VR6晶片效果(編註:這個晶片只有在紅白機有,美版的NES並沒有,所以遊戲的音樂聽起來感受也不同,可以參考上面惡魔城的範例)包含進去了。所以我們決定改變幾個音效:</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">獅鷲獸(Gryphon)的死亡特效和泡泡龍(Bubble Dragon)的死亡特效對調</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">法帥的火焰(和鏟子騎士的火杖)使用了燃燒的特效而非魔法特效</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">妖精類敵人在使用咬擊時使用了不同的特效</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="font-size: x-large;">額外密技</span></b></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們還做了更多!我們決定要增加幾個額外的小東西。記得X&BUTT密技嗎?(編註:使用這個密技會讓遊戲中幾個四個單字「Shovel」、「Knight」、「Magic」、「Health」全部變成butt 也就是「屁股」。所以鏟子騎士就會變成屁屁) 嗯,屁股在日本不是那麼有趣,所以我們想到一個不同的詭計。除了更改文字之外,這個密技還會開啟兩個新的圖像置換,我們在主遊戲中覺得這兩個東西的改動有點太過了所以沒用。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 紅蘿蔔變成了白蘿蔔:</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="162" src="https://lh6.googleusercontent.com/KlUqnfy6n23DusHSdjr8V65y-0YkCEW-nhBq3WeyPrx6TdPHNNtxf0H5OS56k92UqPrfmy2t8tGQL2Ddtw9T5osaGiy5RL3sOy66dGYxDp0OtqpKMErmzsLKhpBuwJ75zcq9oEC4" style="border: none; transform: rotate(0rad);" title="loc_radish" width="244" /><img height="176" src="https://lh3.googleusercontent.com/eIxx9RnbQ3lup0psPKKF2DjkHzhgiQ_2pJOAKgsxUWEKaXZUyT5pLEGVE9xWQ8cMIF0caQ1Rk5em94as78ykKRPyUmLDriAtJ6q-MWLee3IqL52XalalSNkESCLZEmtUX-1bDAyP" style="border: none; transform: rotate(0rad);" title="loc_carrot" width="270" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 然後金幣改成直立的,看起來更像是小判。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; margin-left: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="126" src="https://lh5.googleusercontent.com/f5IboGjm6l2X5gLgE4nlJeRXP-M0fcKbuy5j8Hm3hnOWkLHvd0z9DW8poHe-96Oe5ssyH5NYp1JGHoydmLC0IVcTK5cEP1fk3yd3kC1XBkqJJSxrEDURimcK1uh4Hmdjc5WDTCew" style="border: none; transform: rotate(0rad);" title="loc_koban" width="193" /><img height="138" src="https://lh3.googleusercontent.com/T4OBPSgkByA_isDKtj0KjoICEM2zxvBY0SqM5cGBaVqDzLkpJyB3efDEixu6IzdFwp38-0hdTlo4ZfoyT1v1_DH0Uo4ikVk-lZyNnfpbH96b1BLTkStbvYFK2PZG5eU_Z1pHS1tN" style="border: none; transform: rotate(0rad);" title="loc_coin" width="189" /></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span></span></div>
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<span style="background-color: transparent; color: black; font-family: "verdana"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們也讓這個日本專屬的密技能夠開啟所有在地化語言的改變。很酷吧!但如果你不想使用密技的話,你隨時可以切換到日文來看這些改動!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">感謝你們</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 希望你們喜歡我們為了日本在地化所做的額外付出。</span><a href="http://yachtclubgames.com/2014/07/shovel-knight-international-status/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">翻譯一款遊戲要做的事多如牛毛</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,而我們希望有更多人現在能看見每一款發售的遊戲背後都是充滿了多少的愛。你們應該在日本更新版誕生於世時去玩一玩!</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> </span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-27096754862037305422016-08-07T16:08:00.002+08:002016-08-07T16:09:39.036+08:00[製作檢討]我搞砸Sol Trader上線計劃的五個做法:一份檢討報告<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><span style="color: #222222; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5 ways I screwed up Sol Trader’s launch: a post-mortem </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Chris Parsons</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> on June/29/16</span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> </span></span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 我在六月六日將Sol Trader(暫譯:太陽系貿易者)給弄上市(</span><a href="http://soltrader.net/" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">官網</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">、</span><a href="http://store.steampowered.com/app/396680" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Steam</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">)。這是我第一個上市的獨立製作遊戲。這遊戲本質上很獨特且有趣,但它的上市過程並不如預期。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我把發生的事都記錄在下面,還有我會在七月進行1.1版本更新時會做的事。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 為了讓星球間的移動能夠更加快速,我在遊戲上市的前一個週末微調了太空航行。這樣的行為讓一個好幾個星期前我不經意種下且非常難搞的隱藏bug給顯露了出來。這個bug嚴重地影響了太空航行,導致船艦會過度加速然後變得很難操控。因為這是在上市前才做出的改動,所以我沒有辦法在上市的24小時內抓到它並做出修正。這樣的時間點已經讓為數眾多的玩家怒退遊戲了。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲和商用軟體不一樣:遊戲有更多無法預期的副作用以及功能的組合會出期不意地影響遊戲體驗。因為我現在開始對上市這塊會更加小心,所以我會在遊戲問世前在許多不同平台上讓眾多Beta測試員驗證,並且確保遊戲中關鍵的區域有完完整整地檢查過。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">2. 為了避免和大新聞撞期,我太早讓遊戲上市了</span></span></h2>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 一開始遊戲上市的時程避開了E3展和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">No Man’s Sky</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的發售日。馬後炮來說,我不認為這有什麼差別。不管怎樣,人們還是會來玩</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Sol Trader</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,而且我認為他們總是會來的。有很多的網站已經寫了評論,很感恩的是其中大多數是正面評價,而No Man's Sky則在最後一刻決定延期幾個月。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我應該先完成遊戲,然後規劃上市時程,而不是我用的那種方式!為了要逼自己在期限前完成,我錯過了我先前提到的遊戲瑕疵。</span></span><br />
<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 放眼未來,之後我發行的遊戲或是更新檔都會在東西完成後才釋出!1.1版本暫定七月份要上線,但如果到時我覺得東西還沒準備完善的話我也不會有時程上的壓力。</span></div>
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<b style="background-color: white; color: #990000; font-family: verdana; font-size: xx-large; line-height: 1.8; white-space: pre-wrap;">3. 我和這遊戲太『親近』了</b></div>
<span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 星系圖...這是個很明顯一開始我就該放進去的功能!原因就是我和這遊戲太『親近』了。我玩了</span><span style="color: black; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Sol Trader</span><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">好幾年了,我知道所有的東西在哪裡,而我的公測測試員也是如此,所以我們覺得不需要在遊戲中放星系圖。我應該讓一些全新的玩家遊玩</span><span style="color: black; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Sol Trader</span><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">來找到這些問題,只要在Gumtree(編註:類似論壇的網站)上請一些玩家來,看他們怎麼探索遊戲應該會很有幫助。</span><br />
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 狀況是這樣發生的,我第一次聽到需要星系圖這個要求是從擁有搶先體驗公關版遊戲的Twitch和YouTube實況主哪裡得知的。你可不會想要這些目標客群發現到這些代表你名聲的bug和功能缺乏。</span><br />
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 下一次我將一個遊戲上市時,我一定會在最佳化階段找些全新的玩家。在此同時,1.1版一定會有個能完全互動的星系圖,上面會清楚展示你能去以及不能去的區域,其實這已經做好了:</span><br />
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">4. 核心機制的循環需要多加琢磨</span></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當你專注在趕工讓遊戲上市時真的很難去找到設計上的瑕疪。我當時投入在實裝很多本身就很有趣的功能,但這些東西卻沒有整合起來。我當時應該對此做出反應並將內容設計削減回到核心機制的循環,然後努力打磨它,而不是去增加更多的機制混雜在一起。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 舉例來說,某個需要更多「趣味要素」的部份是遊戲的核心對話機制。我在遊戲上市後已經增強了這一個部份,而我現在正在將它自身做得更像是個小遊戲。我已經釋出了介面的更新,讓它使用起來能夠更合乎直覺:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 這只是第一步:和人交朋友會變得更需要技巧。你之後不會這麼輕易就能碰到友情事件,這代表你必須非常仔細地挑選你的朋友是誰,並且更要仰賴他們互補的能力值。不停地吹噓你的功績現在會很嚴重地騷擾到別人,所以你必須試著找到更迂迴的方式來讓人們喜歡你...</span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">5. 我錯誤解讀了Steam玩家的期望</span></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 結果Steam上的玩家和我預想的不一樣。我過去較習慣於商用網頁應用程式的上市模式,也就是「早點上線並時常更新」,藉由意見回覆與反應來做出大量的改動。結果哩,Steam社群似乎對於開發者如果沒有釋出搶先體驗版,那他在遊戲上市後就會拍拍屁股走人這件事很習慣了。(編註:也就是說很多開發者不會做後續更新)因此,當Sol Trader的上市計劃不是那麼完美時,很多人不意外地將發生的問題都講出來,並認為這遊戲永遠不會有所改善。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 事後檢討來看,有個搶先體驗版或許會是個聰明的選擇,如此一來我對Steam社群的期望才能更加契合。既然已經不可能重新上市了,所以我很努力地去打破人們對我設下的錯誤假設。縱使Sol Trader已經上市了,我仍然計劃要繼續在上面花費心力,並儘我所能地去回覆玩家意見。我非常積極地在Steam社群論壇上回應,確保那些人們知道我哪都不會去。到目前為此,社群對這已經有很大量的正面和支持的聲音。我還和幾個論壇上常出現的人交了朋友,而他們會成為我1.1版本的Beta測試員,而這可是幫了一個大忙。</span></span></div>
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<span style="background-color: white; font-family: "arial"; line-height: 1.38; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">沒有東西能夠幫助你做好上市的準備</span></span></h2>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 自己發行自己的遊戲是獨一無二的經驗。要把這件事做好的難度等級是殘酷級的。我能夠理解為什麼會有人寧願和發行商打交道!我對於某些人對遊戲有著不好的第一印象而感到愧疚。雖然我的上市計劃本來能做得更好,但我仍決定要將Sol Trader改良到它的極限。我腦中對於Sol Trader的最終樣貌有著很清晰的概念,而我還有一段路要走。我會繼續改良它直到我滿意為止。</span></span><br />
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<span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.38; vertical-align: baseline; white-space: pre-wrap;"> 這遊戲很獨特而且饒富趣味,在七月1.1版本上線後加入我們吧!加入</span><a href="http://steamcommunity.com/app/396680" style="font-size: x-large; line-height: 1.38; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Steam社群</span></a><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.38; vertical-align: baseline; white-space: pre-wrap;">來取得更多版本更新的細節。</span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-1323147445233348632016-07-31T19:59:00.001+08:002016-07-31T19:59:45.988+08:00深究遊戲設計:《Helix》獨到的觸控動作遊戲操控<div dir="ltr" id="docs-internal-guid-fdf89f09-40ca-2413-ea34-4e21a79bcd6f" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原作者:Michael Brough 於 January 28, 2015</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/234224/Game_Design_Deep_Dive_The_unique_touchscreen_action_game_controls_of_Helix.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Gamasutra:Game Design Deep Dive: The unique touchscreen action game controls of </span><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Helix</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> </span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">深究遊戲設計(Game Design Deep Dive)是Gamasutra所推出的全新系列,目標為揭露電玩遊戲中特定的設計特色或機制,藉以表明看似簡單又基本的設計決定其實一點也不那麼簡單的緣由。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">來看看我們先前的內容,關於</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Rogue Legacy》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2016/05/rogue-legacy.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">教學系統</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">以及</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Crypt of the NecroDancer》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">節奏機制的運作。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">還有可別錯過了</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Road Not Taken》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2015/09/road-not-taken.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">移動系統</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">和</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《失憶症》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2015/08/amnesia.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">清醒度量表</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">,這些來自開發者心境見解的早期內容就在我們日漸充實的</span><a href="http://gamasutra.com/deepdives" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">深究系列文庫</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">中。</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">編註:請參閱本站分類標籤→</span><a href="http://pettittechen.blogspot.tw/search/label/%E6%B7%B1%E7%A9%B6%E9%81%8A%E6%88%B2%E8%A8%AD%E8%A8%88%E7%B3%BB%E5%88%97" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">深究遊戲設計系列</span></a></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">來者何人:</span><a href="http://www.smestorp.com/" style="text-decoration: none;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">Michael Brough</span></a></span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我是個自營的美術師,工作內容主要都是遊戲。我最為人所知的是</span><a href="http://868-hack.neocities.org/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">868-HACK</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">。通常我喜歡單獨作業,因為我喜歡一手包辦大小事,不過我也有合作過幾次──比如說和Andi McClure合作</span><a href="http://www.freeindiegam.es/2013/08/become-a-great-artist-in-just-10-seconds-andi-mcclure-michael-brough/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">BECOME A GREAT ARTIST IN JUST 10 SECONDS</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">,以及和Andrew Toups一起弄</span><a href="http://mightyvision.blogspot.co.uk/2014/10/helix.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Helix</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">(他搞音效)。</span></span><br />
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">所為何事:</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Helix》</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的螢幕觸控</span></span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《Helix》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">是一款觸控螢幕式的動作遊戲,有著(就我所知)相當獨特的操控機制。遊戲基本設定是一款「射爆全場(arena-shmup)」的遊戲──玩家在單一畫面的競技場內進行遊戲,敵人會從邊邊進場,不過玩家不是要向他們開火,而是得要圍出圈圈包圍敵人(近似於</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Qix》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">封閉區塊的機制、或是比較近期的</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Spirit》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">,但略有不同)。遊戲用一根手指在螢幕上的隨便哪個地方都可以操控,本質上就是在推動一根隱形的浮動搖桿。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">為什麼一根手指,即是「隱形的浮動搖桿」?</span></span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 一開始我著手在雙人遊戲的操控上,試著搞出</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《</span><a href="http://www.freeindiegam.es/2012/06/kompendium-michael-brough/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Kompendium</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的ipad版本。在這點上,《</span><a href="http://www.smestorp.com/presskit/sheet.php?p=glitch_tank" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Glitch Tank</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》和它簡單的按鈕操控搭配得很好,不過其他我參考的遊戲用的是直接操控角色移動。我沒有其他手機遊戲的經驗,所以就花了點時間研究他們的做法,可是沒有一個讓我真正感到滿意。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 直接操控,也就是你觸碰並拖曳物件,以即時性來說感覺很棒,但對於需要注意螢幕裡一大堆事件的快速動作遊戲來說就不是很理想了,因為你的手擋住了你的視線(在對手也下場參一咖的多人遊戲裡,情況當然也就更糟)。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《</span><a href="http://en.wikipedia.org/wiki/Espgaluda" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Espgaluda</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">使用一對一操控,你的手隨便點哪個地方,你的人物就會照著相對位置確實跟隨你的一舉一動。這感覺還滿棒的,不過你的手可能會動超快,所以人物也要能跟得上;若你想要限制他們的速度,那這方式又行不通了。還有對大幅移動來說這也很不實際──你的手又會開始蓋住整個螢幕。(你是可以按比例增幅來配合大幅移動,但小幅移動會失準。)</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 許多遊戲(例如</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《DRM》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)使用了虛擬搖桿:觸碰、拖曳、按住來朝著同一個方向持續移動。我覺得這對於觸控螢幕而言還是不太理想,因為想要改變方向的話,你得要考量到搖桿的中心,但卻感覺不到在哪裡──和實體搖桿比起來,實體搖桿總是會有一個力道將搖桿推回原點,讓人可以直覺意識到中心的存在。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 所以我想要弄出點名堂,要讓我感覺不錯的同時又能避免這些問題。我很想要做成多人遊戲,但我明白自己應該先做單人遊戲,畢竟就算在沒有別人來擋畫面的情況下,這玩意就已經很難搞定了。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Helix》的獨特操控,實際動起來的樣子(</span><a href="https://www.youtube.com/watch?v=q1XCHS50Oak" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-size: 14.666666666666666px; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">影片來源</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">我做出《</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">Helix</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">》觸控的過程</span></span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 一開始我在玩家手指觸碰點的下面弄了個虛擬搖桿。我剛說過這個方法的問題是缺少了朝中心推回來的力道,所以我就加了力道進去,只是做了改動:既然我沒辦法施加力量到玩家手上,那就加到搖桿上吧,讓它朝著你的手指偏移(1號參數)。這招感覺有點像是遊走在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《DRM》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的靜態搖桿和</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Espgaluda》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的一對一操控之間:你開始移動,就像使用搖桿那樣,要持續移動就繼續施加一些些力道,不過比你一開始所需的還要小。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這方法在中心附近感覺還可以,但當你進行大幅移動時就不太對勁了。再想想實體搖桿吧,你能從中心把搖桿推到多遠是有實質限制的,所以我把這點加了進去──這邊我又調整了一下,因為我沒辦法限制玩家的手指。如果你從中心移動超過了某某距離(2號參數),中心被拖著跟上的速度就會快多了。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 接著由某項因素(3號參數)來丈量搖桿的方向向量以取得人物的加速度,並給人物添加速度上限(4號參數),另外還有一些摩擦力(5號參數)來減速。急劇轉向的反應感覺不是很夠,所以在玩家的速度和搖桿方向相反時我胡亂加進了額外的摩擦力(6號參數)。然後這樣感覺就像往某個方向乘風破浪一樣,而手指放掉的話應該會讓你繼續移動,於是我降低了沒有手指碰觸時的摩擦力(7號參數)。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 至此感覺才有點ok,不過我有了7個參數要調整。我把它們全加進了遊戲內的選單,這樣我就可以一邊玩一邊修正──我發現在遊戲裡放進編輯器真的很方便,這樣不管要改什麼東西,我要耗費的功夫都可以降到最低(以</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《</span><a href="http://mightyvision.blogspot.com/2012/12/corrypt.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Corrypt</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">來說,所有的關卡都是在我的iPad上做出來的)。我花了幾個月改來改去,直到我對這些數值都滿意了。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我大多都是在iPad上工作,但必須個別為手機調整參數──光參照螢幕大小調整數值還不夠,因為你得用不同的角度拿著,而且手指關節在使用手機時移動也比較不自由。我也讓手機上的敵人移動變慢一點、變得沒那麼常出現,藉此配合比較小的空間。(結果最好的數字是兩種裝置之間的混合,所以我很滿意能在兩者之間做出合理的平衡。)</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 操控的另一面向是碰撞。一開始我本來有像素完美的碰撞偵測,但當你掠過敵人卻擦到一小角時感覺很不公平,所以我在這一方面逐漸大方起來。每一次只要我縮減玩家的碰撞體積,遊戲感覺起來就越來越棒,因為這樣你就能得到千鈞一髮的刺激感,在之前這可是會導致死亡的。我調整到了不能再讓它變得更小的境界,但它還是感覺越來越好,於是我決定要繼續往這個方向前進:只不過這次我是加進一股小力道將玩家從附近的敵人身邊推走。它比輸入的力道還小,所以不會阻止你往敵人直衝而去,不過當你接近時它的追加閃避已足夠救你一條小命。這種東西作起來感覺實在荒謬,但遊戲因此感覺更棒了,所以我就保留下來啦。</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">不要跟別人說喔。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 此外當產生敵人時,遊戲會注意你的手指和人物的所在,試著避免從你的盲區生成,以免這種輸法感覺很不公平。</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;"> </span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">結果</span></span></span></h2>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我最後做出了一套操控機制,既可以橫掃螢幕、包圍敵人,也可以做出小調整來閃躲,只需一根手指停留在螢幕角落而不會蓋掉一大半。此外,我也覺得它操控起來很好玩──這東西妙趣橫生。許多人都對操控讚不絕口。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這套操控並不是每個人都適合;似乎每個人對於觸控都有不同的反應,對於該怎麼運作都有不同的期許。有些人覺得完美,其他人則感到完全不精準。(我還得知有個傢伙聲稱他的皮膚太乾燥了,不搓到破皮的話根本沒辦法在觸控螢幕上玩任何動作遊戲。)我聽過很多評論問說為什麼它不照著「某某遊戲」做,而答案通常就像我在上面討論過的(對小動作來說很方便但大動作則否,或是剛好顛倒,或是那會讓你的手擋住移動)。我能很肯定地說,不同的操控適合不同的遊戲──從這個角度看來,操控決定了什麼樣的動作適合做,因此定義了遊戲。在一款遊戲中感覺超棒的操控可能在另一個遊戲挑戰下就變得完全不適合了。你必須找出你和你的遊戲適合的是什麼東西,倒是希望這篇敘述了對我有用的東西的文章,也可以在別人那裏派上用場!</span></span></div>
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<span style="font-size: small;"><span style="background-color: #eeeeee; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">您是遊戲開發人,也很有興趣為Gamasutra的</span><a href="http://gamasutra.com/deepdives" style="text-decoration: none;"><span style="background-color: #eeeeee; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">深究遊戲設計系列</span></a><span style="background-color: #eeeeee; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">做出貢獻嗎?請電郵給主編Kris Graft:</span><span style="background-color: #eeeeee; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">kgraft@gamasutra.com</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">翻譯:MilkReaver</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">校訂:XDorz87</span></span></div>
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milkreaverhttp://www.blogger.com/profile/02384586950092760893noreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-59721866276487528452016-07-24T14:11:00.000+08:002016-07-24T14:11:52.814+08:00[遊戲設計]Jake Solomon解釋XCOM2如何小心地使用隨機性<div class="separator" style="clear: both; text-align: center;">
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<span style="background-color: white; font-size: large; margin-left: 1em; margin-right: 1em;"><img alt="Jake Solomon explains the careful use of randomness in XCOM 2 " height="205" src="https://lh5.googleusercontent.com/qBAMUTYIlbWsfFx9rrfV_tL8CgOqTHdZ1t8zq0PpZSY-rrytYSJsx2Lr5Iq8vFgf4Vx9RDJWLhwzX3C560XYaPRek17ntQBD2TTu8I-80KO6qF0CoDSL96UUMuFgnAjNFuyBKt4Z" style="border: none; font-family: Verdana; font-style: italic; line-height: 1.8; transform: rotate(0rad); white-space: pre-wrap;" width="602" /></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra (</span><a href="http://www.gamasutra.com/view/news/266891/Jake_Solomon_explains_the_careful_use_of_randomness_in_XCOM_2.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Jake Solomon explains the careful use of randomness in XCOM2</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white;"><span style="font-family: "pmingliu"; font-style: italic; text-indent: -30pt; vertical-align: baseline; white-space: pre-wrap;">原作者:Roy Graham</span><span style="font-family: "arial"; font-style: italic; text-indent: -30pt; vertical-align: baseline; white-space: pre-wrap;"> on March/01/16</span></span></div>
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<b id="docs-internal-guid-4df51d59-1b7d-6f73-187d-8009a8278871" style="background-color: white; font-weight: normal;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></b><br />
<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span><br />
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<span style="background-color: white; color: #666666; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「永續遊玩」。根據首席設計師Jake Solomon所言,這是Firaxis開發XCOM2過程中,自始至終的標語。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 雖然對於</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">XCOM:未知敵人(XCOM: Enemy Unknown)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的核心機制很有信心,但要著手製作這款系列作就代表著要製作出更多變的挑戰組合,而挑戰性強度也會因人而異。「如果要用一句話來描述我們的策略的話,那就非『不可預期性』莫屬了」Solomon說。「我認為對玩家來說有意義的東西是當你進入遊戲時,你即將面對的挑戰是無法預測的。」</span></span><br />
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Firaxis為玩家創造不可預期性的一個方法是確保他們永遠不會看到同樣的地圖兩次。當團隊在開發</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">未知敵人</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">時,他們實驗了程序性的地圖生成法,但他們沒辦法讓地圖看起來有說服力的同時保有有趣的機制。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最後,他們替會發生策略戰鬥的地方進行手工地圖繪製。「我們做了夠多的地圖,你要至少進行兩輪的遊戲才能看到全部的地圖」他說。玩家通常在重玩遊戲時會玩到早已看過的內容。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而開發團隊不想要在續作中重蹈覆轍。「當我們開始開發XCOM 2時,這件事在我們的必做清單上名列前芧」Solomon說。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 他們的解決方案就是『圖形(Plot)和物件分配(Parcel)系統』。「如果你將我們的地圖視為一個超大棉被的話,那我們就只是在這個棉被上打出一格又一格,然後再把我們想放的東西放進去。」圖形或是整張地圖都是系統運作的基礎,而物件分配 -- 像是停車場或一棟建築這樣的要素 -- 會一件一件安插進去。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="337" src="https://lh3.googleusercontent.com/bPZMiTT_8Ak46fS5xyVl8-aIyC6TX9ORftmj3XW-6gS7sP_SYAOkFZKMsjZW3ib78WU1_co0cScaSfoTFq3nSZLrs_mEOg_9F7U4nuPpEnqNJxa4vew4jiEBvwbu1fFHl68PXaD7" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 做出來的結果是個相對簡單但永遠不會產生相同地圖的系統。「在策略地圖上,這在每個任務中都添加了一個不可確定的要素。」Solomon說。「你或許會認出一兩個建築物,但你不會認得整張地圖的。這完全不可能。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">「身為一個開發者,提到不可預期性的時候你必須認清事實,那就是體驗不會是均衡的。如果你消除了低點,很多時候你也同時消除了高點。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但XCOM的核心並不只是策略戰鬥。遊戲中同等重要的是總體戰略(Meta-Strategic)這一塊,也就是玩家建造基地、訓練新兵、和選擇要如何分配他們的資源。為了要達成『永續遊玩』這項標語,Firaxix引進了黑暗事件(Dark Events),黑暗事件是XCOM的宿敵外星人定期發起的密謀事件,這會強化他們自身的裝備,或是讓抵抗勢力更疲於奔命。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 不同的黑暗事件通常會同時發生,並且會從隨機一個隨機庫中抽出;在你招募部隊的費用變高的同時,外星人開始使用會造成持續性傷害的有毒子彈。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這對玩家產生了獨特的阻礙,但這同時也讓Firaxis不用去微調關卡的挑戰性。「坦白說,我們很害怕某些特定組合的出現會讓難度大幅度上昇。」Solomon說。「這會讓我們好幾夜都沒辦法好好睡覺。在不可預測性中,如果你消除了低點,很多時候你也消除了高點。身為一個開發者,你必須認清體驗是不均衡的這個事實。」</span></span></div>
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<b style="background-color: white; font-family: Verdana; font-size: xx-large; line-height: 1.8; white-space: pre-wrap;">「根據Jake Solomon所言,計算玩家的情緒就和打造一整個系統的機制一樣是遊戲設計師的職責。」</b></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> XCOM 2程序性生成過程的機制中,時常會有獨特的事情發生,而大多數的玩家都有一個共通的體驗:你的士兵站在敵方外星人兩公尺外的地方,對於射爆這些發光的黏稠生物已訓練有素。射中目標的機率和天一樣高 -- 百分之八十、甚至是九士。你的士兵射光了彈匣,然後全都是空包彈。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這會讓人非常地挫折,甚至會因為人們對統計的理解不同而覺得不公平。「玩家或許不會從數學的角度,而是從情緒上的角度來看待這件事」Solomon說。「若你看到命中機率為85%,你不會將它視為15%的射歪機率。如果你這樣想的話,那射歪這件事就不是個不可置信的事了。反而,你是用85%的機率來思考,然後你會想『這和100%差不多了;基本上是不會射歪了。』」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 策略性對上隨機性所產生的緊張感讓XCOM享有著無情這個稱號,這在每一回合士兵準備要射擊時營造出遊戲中很重要的緊張感。而根據Jake Solomon所言,計算玩家的情緒就和打造一整個系統的機制一樣是遊戲設計師的職責。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 「事實上,我們是試著要愉樂玩家們,」Solomon說。「所以我們要怎麼處理一個在85%命中率下失手的玩家?在情感上,他們或許覺得受傷了。我們不想要玩家在85%的機率下多次射歪,因為這會讓人覺得遊戲在懲罰他。這個數字在介面上只是一個很簡單的東西,但我們的經驗告訴我們玩家會投注很多情感在這上面。」</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以Firaxis是怎麼確保XCOM 2不會很用力地在玩家的心靈上重重地敲下去呢?這個嘛,每一次擊發的機率計算並不是如你想的那樣死板板。「事實上玩家在低難度的時候會有幾項機制去微調這個數字,」Solomon說。「那個85%並不是真的85%。在這數字後面,我們希望這數字能合乎玩家在心靈上對它的感受。」根據Solomon的講法,那個85%通常會很接近95%。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 像XCOM 2 這樣注重策略性,它的隨機性趨使了遊戲中許多最重要的時刻。對玩家而言,機率所產出的結果變成了我們覺得最有意義的敘事要素。「隨機就是玩家永遠不會預想到的狀況,」Solomon說。「不論是你認為不可能發生的連續命中,或是不可能發生的連續失誤,或是觀察到士兵的小名有其規律性。我們都是人類 -- 我們會發現規律性。」</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-13605524093447728932016-07-18T18:45:00.000+08:002016-07-18T18:45:36.916+08:00[市場分析]已解除偉業:賣出一百萬套鏟子騎士(Shovel Knight)!<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="color: #222222; font-family: "pmingliu"; font-style: italic; line-height: 3.73248; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; line-height: 3.73248; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">Gamasutra(</span><a href="http://www.gamasutra.com/blogs/DavidDAngelo/20160414/270282/Feat_Unlocked_One_Million_Copies_of_Shovel_Knight_Sold.php" style="line-height: 3.73248; text-decoration: none; text-indent: -15pt;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Feat Unlocked: One Million Copies of Shovel Knight Sold!</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; line-height: 3.73248; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; line-height: 3.73248; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">)</span></div>
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<span style="background-color: white;"><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:</span><span style="color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">David D’angelo on April/04/16</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></span></b><br />
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><br /></span></b><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 我們懷著振奮的心情向大家分享超讚的消息!這是個重大的里程碑!我們賣出100萬套遊戲的任務完成了!在2015年的12月鏟子騎士超越了一百萬份的總銷售額,今年2月光是數位版的銷售就超過了一百萬套!謝謝各位無上限的支持。在鏟子騎士推出多年以後還有這麼多人喜愛以及遊玩它真是讓我們高興不已。為了要慶祝跨越了百萬的門檻,我們會對鏟子騎士在這個月的數個時間點在所有它發行的平台上(Nintendo WiiU, Nintendo 3DS, Sony PS4, Sony PS3, PlayStation Vita, Steam, GOG, Humble Store, 和Amazon Fire TV)進行為期一週的67折優惠。如果你還沒有買的話,現在正是時機!我們同時也在</span><a href="http://yachtclubgames.com/2016/04/new-nintendo-3ds-vita-and-ps4-themes/" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">PS4, PS Vita, 和Nintendo 3DS釋出了新的主題</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">來慶祝!這就像是替你的主機系統換上一套新的裝甲一樣。</span><br />
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<div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們想要分享一下我們過去幾年來在製作像是鏟子騎士這樣的遊戲以及進行售後維護工作時所學到的東西。就像我們</span><a href="http://yachtclubgames.com/2014/08/sales-one-month/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">之前做過的一樣</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,你可以在下方看到鏟子騎士銷售量拆解圖。希望玩家們和開發者們都可以從這些資訊中學到什麼!</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">(給歷史學家的話:這頁的所有資訊截至2016愚人節。)</span></span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">銷售總額</span></span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">鏟子騎士總共賣出了120萬套!有20萬套是實體版的零售銷售數量。我們還是覺得有點震驚!在過去,我們成功的遊戲可能勉勉強強賣破5萬套。想要看各平台銷售量拆解嗎?圖來了!</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 在你將上圖右鍵另存新檔、以準備你下一個"平台 vs 平台"的討論之前,有幾個關鍵值得謹記在心中:</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們在Sony和Microsoft的版本是在PC版和任天堂各系統推出後的9個月後,也就是2015年4月才推出,這是。Nintendo Wii U、Nintendo 3DS、和Sony PS4在2015年的10月有開始進行全面零售,銷售量自然也比較高是因為。除了Sony系統外的所有平台都有在主要節日有進行過折扣促銷,但沒有一個有低於67%過。讓遊戲的價位保持在原價是我們的一個主要策略之一,我們相信玩家會因此更投入在遊戲中,並希望能因為它不是以跳樓大拍賣的價格購入所以能更享受遊戲。雖然Amazon Fire TV的銷售量不足以出現在餅圖上,但因為鏟子騎士是內建在5萬台機器上所以有點難以計算,而那些數量並沒有算在這張圖中。還有Amazon Fire TV在2015年的九月發售,和其他平台相比這時間點有點晚,而且有很長一段路要追。另一件事請記住,我們還沒有在亞洲地區上架。我們計劃</span><a href="http://yachtclubgames.com/2016/03/shovel-knight-in-japan/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">六月開始在日本的Nintendo 3DS和Nintendo Wii U上開賣。</span></a></span></div>
<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><br /></span></b><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.38; white-space: pre-wrap;">我們銷售趨勢的一些有趣事蹟:</span><br />
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">大致上遊戲銷售量仍然十分強勁。實際上,2015年11月Nintendo Wii U、Nintendo 3DS和Steam(這些是我們最初發行的平台)在北美所賣出的數位版比去年同月份,2014年11月所賣出的還要多。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">對比上一點,2016年三月是我們自發售以來賣得最差的月份。挫塞!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Sony所有平台首六個月銷售的加總和單單Nintendo Wii U首六個月的銷售相近。我們在Nintendo 3DS上賣出SONY的1.5倍。另一方面,微軟是Sony的一半。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們一個月大概會賣出25000~35000套。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Steam是我們最佳銷售平台,但它同時也是從折價得到最多好處的。在平常的月份中,Nintendo 3DS幾乎能售出Steam的兩倍。</span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><span style="color: #990000; font-family: "verdana"; font-size: x-large; font-weight: 700; line-height: 1.8; white-space: pre-wrap;">零售銷量</span></span></b><br />
<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><span style="color: #990000; font-family: "verdana"; font-size: x-large; font-weight: 700; line-height: 1.8; white-space: pre-wrap;"><br /></span></span></b></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們去年推銷的一大壯舉是讓鏟子騎士以及Amiibo玩偶打入零售商店。我們學到了很多零售的眉角:邊際效益究竟是小到多不可思議、製作及運送光碟和卡匣是多麼冗長及艱鉅的工作、和零售商共事有多麼困難又講究,以及很多很多事情。雖然這痛苦太多,但最後我們還是認為讓遊戲在零售商曝光得到了許多優勢。希望這能吸引更多平常不會考慮這遊戲的小孩、家庭、以及更廣泛的大眾。到目前為止,我們在零售通路賣出了超過20萬套:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 有幾件事值得注意。追蹤實體銷量非常地困難,而且不像數位版那樣準確。在歐洲市場,因為有太多的發行商和零售商介入,所以我們能得到的資訊很少。在北美洲呢,我們只能從Target、Best Buy、Amazon、Gamestop、Toys R Us(玩具反斗城)、Wal-Mart、和加拿大的零售商獲得資訊。以下是北美每間店面的詳細銷售分析:</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 注意,並不是每間店都有所有平台的庫存。舉例來說,Target在店內只販售Nintendo Wii U和 Nintendo 3DS的版本。同時,有些店會因限時特價而獲得優勢。玩具反斗城和其他連鎖店不一樣,直到12月底才上架而且沒有預購活動。</span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.38; white-space: pre-wrap;">一些值得注意的事項:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">在2015年,零售版的套數大致上是數位版的兩倍。2016則接近1:1。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">零售版的銷售顯然沒有吞掉數位版的市場。從銷售資料來看,就好像是在一個新平台販售,而不是搶走一部份數位版的客群。過了一年後這一點可能會有所改變。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">有趣的是,推出零售版並沒有幫到數位版!通常來說在另一個系統推出時,會略為有益於現存平台,但零售版並非如此。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們目前賣掉了實體版庫存的70%。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">零售商要求提供最多PS4版的供貨,但Wii U才是賣最好的。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">注意,以一個定價24.99美元的零售遊戲來說,我們每一套所收到的錢比標價14.99的數位版還少個3~4元左右。同時,因為長尾效應,不知道零售商品是否能夠全數賣出所以我們還沒收到尾款。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.38; white-space: pre-wrap;"> 成為一個遊戲的零售發行商要付出額外的成本。我們必須投資一個非常貴的保險,讓遊戲在各個地區的零售商那分級(費用遠比數位版高出許多)、還要為各種語言、平台、分級、和很多東西製作不同版本的包裝。</span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">地區銷售明細</span></span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們還有很大進步空間的地方是要打入更多的地區市場。和歐洲相比大部份的購買數集中在北美。一般來說,根據不同的平台我們的銷量在北美大概是63%到77%。PC版在銷售量表上隸屬於較低的那邊,而Wii U是在較高的那邊。請記住鏟子騎士仍然只有英文、德文、西班牙文、義大利文、和法文版。所以我們絕對還有成長的空間,並且在目前的遊戲更新版本即將推出的情況下希望能引進更多的語言。以下是Steam上面的地區明細:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.38; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">Steam玩家統計資料</span></span></h1>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 以下是我們Steam玩家的有趣數字:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們解開次數最多的成就是 First Purchase (首次購買),有85%的人達成目標。我們不知道Goatician(山羊人)每賣出一次餐卷賺到了多少錢,但我們祝福他生意興隆。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">有32%的人解除了勝利(Victory)成就,這代表他們把鏟子騎士破關了。2%的玩家完成了New Game +。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">5%的Steam PC玩家決定在MAC上遊玩(編註:MAC用戶別生氣,原PO有點筆誤XD),而有1%的玩家選擇用Linux系統。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">345,000個玩家把鏟子騎士放到願望清單裡。102,000個玩家把鏟子騎士從願望清單中移除,而131,000個玩家在列入願望清單後購買了鏟子騎士!</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">遊玩時間的中位數是5小時又23分鐘。平均遊玩時間是8小時又3分鐘。</span></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 當我們決定要開始製作鏟子騎士的第一個資料片「暗影之疫」時,我們就決定要免費發放。我們真的很想要製作一個讓人感覺新穎且刺激,並且有可能吸引新玩家的優質劇情!我們也想要讓最初版本的玩家覺得錢花得夠值得,並儘可能地維持我們的好名聲。舉個例子,許多玩家認為支持Blizzard是很讚的一件事,是因為玩家們知道Blizzard的遊戲在未來的好幾年都會持續更新和改進(事實上,</span><a href="http://www.polygon.com/2016/3/11/11203878/diablo-ii-patch-blizzard-entertainment" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">最近才剛釋出暗黑破壞神2這16歳的遊戲的更新檔!</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">)。我們的計劃很有野心...但這會成功嗎?</span></div>
<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 你們或許還記得我們在之前文章所提到"</span><a href="http://yachtclubgames.com/2014/08/sales-one-month/" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">要如何簡易地計算遊戲製作成本</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">"的</span><a href="http://yachtclubgames.com/wp-content/uploads/2014/08/butts-630x618.png" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">神奇公式</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">。暗影之疫也不例外 - 我們全心全意開發這遊戲,就好像我們開始了一個新專案一樣。我們當時有8個人一整年全職在做這個專案 - 這代表我們很有效率地花了約一百萬美元在製作這個免費的遊戲內容更新。這是不是很荒謬?!確實如此。這值得嗎?我們覺得值得!我們真的熱愛我們所創造出來的東西,而我們認為願意嚐試它的粉絲們也喜歡它。換句話說,以傳統的發行標準來看,這可能會被認為是災難級的大失敗!</span><br />
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.38; white-space: pre-wrap;">以下是暗影之疫的開發情況要點:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們在一年的開發時程中花了大概一百萬美元。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">暗影之疫為我們賺進了0元。科科!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">製作始於2014年七月,目標上市日為2015年第二季。實際更新在2015年九月釋出。我們姍姍來遲了!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">暗影之疫起源於Kickstarter的11.5萬美元的募資延伸目標"全新可遊玩的魔王騎士"。這裡面也包含了18萬美元的"挑戰模式"延伸目標。對於那些以"Kickstarter數學算法"的人來說,我們應該只花了3萬5開發這些內容。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">某些團隊的成員必要時同時參與了不同工作。修bug、新語言支援、全新地圖、全新功能、和交件到不同平台上。整體來說,我們預估這些額外工作花不到團隊2~3個月的時間。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">在Steam上有6%的玩家完成了暗影之疫。這代表全破鏟子騎士的玩家中只有大約20%有繼續破掉暗影之疫。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Metacritic上每個平台對暗影之疫只有不到4則評論,對比鏟子騎士本身的46則。暗影之疫的分數有89,比鏟子騎士高了4分!我們感謝那些將暗影之疫</span><a href="http://www.eurogamer.net/articles/2015-09-21-shovel-knights-plague-of-shadows-dlc-sets-a-new-standard-for-free-add-ons" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">視為一個全新的遊戲</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">、</span><a href="https://www.destructoid.com/review-shovel-knight-plague-of-shadows-309300.phtml" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">然後評論它</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">、或在年末時將其</span><a href="http://www.usgamer.net/articles/usgamers-best-games-of-2015-best-dlc" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">列為主打</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的各家網站。</span></span></div>
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<span style="background-color: white; font-size: large; line-height: 1.38; white-space: pre-wrap;">在暗影之疫推出的那個月銷售額有小幅成長,但大抵上這對整體的銷量沒有什麼直接影響。但當然了,我們也很難斷言說暗影之疫對維持遊戲銷量讓數字沒有掉下來是否有所幫助,如我們先前所言,銷量保持著一定的熱度。</span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">在某些店面的架子或平台上,你或許根本不會知道暗影之疫的存在!有很多的方法可以幫助促銷,像是DLC和重新發行等...但要對一個免費的改版進行促銷是超乎預料的難。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">有超多玩家跪著要求我們讓他們能為了暗影之疫付錢,所以我們在網站上</span><a href="http://yachtclubgames.com/shovel-knight/#donate" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">加了一個很酷的捐款鈕</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。別擔心,你可以同時下載一些很帥的美術圖!選購官方優質酷炫的</span><a href="http://yachtclubgames.com/2014/06/t-shirts-and-merch/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">週邊商品</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">也可以表達支持之意!如果你想要以別的方式來支持我們的話,你可以去和朋友推薦、在Steam上寫些真誠的感想、或是在Amazon上面評分,這些都有幫助!</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 在瞭解這些之後,你或許會想..."等等。你不是在唬洨的吧!Yacht Club(編註:此遊戲的開發工作室)不是正在開發兩個和暗影之疫一樣的劇情關卡嗎!?"答案是...沒錯!從我們開始進行Kickstarter以來,我們一直都致力於強化鏟子騎士,讓它的價值能超過人們對它的熱烈支持,所以我們計劃要繼續對遊戲做主要更新。到頭來我們只是想要給粉絲們好玩的遊戲內容。我們希望每個人都能試試暗影之疫,然後看我們在每個點陣上付出多少的愛!說真的,快去玩這遊戲!下次我們做銷量簡報時希望能看到暗影之疫超過6%!!</span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">拜託來玩暗影之疫嘛?免費的呦!嘿嘿嘿..</span></td></tr>
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<span style="background-color: white; font-family: "verdana"; font-weight: 700; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">Amiibo玩偶銷量</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們希望能儘快提供關於鏟子騎士在Amiibo上的深度銷售報告。請密切注意!同時,這裡有一些到目前為止的銷售狀況。信不信由你,我們下了20萬隻的訂單然後運送到全世界去了。從一月8號Amiibo玩偶上架開始我們共賣出了18萬隻。有6萬隻跑到歐洲去,然後剩下的都在北美。Amiibo玩偶的銷隻力道還是十分強勁,強到我們在北美的發行商決定再下3萬隻的訂單!以下是Amiibo在北美主要零售商的銷售細項:</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.38; white-space: pre-wrap;">一些值得注意的事:</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">當我們在思考於聖誕節前發售的可能性時,我們當時只能在美國產出2萬5千隻。而我們在發售的首週就賣出了7萬5千隻!我們真的很慶幸最後還是將日期延到聖誕假期之後了,若不這樣做的話那就會有很多想成為騎士的人在寒冬時向隅了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">歐洲和加拿大幾乎快賣光了!</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們3月在北美賣出了將近1萬隻。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們的Amiibo在Wal-Mart只能在網站上買到,因為我們的發行商擔心沒辦法讓全美1萬間店都有貨。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們的Amiibo並沒有如預期地提高遊戲銷量。在一月份時,我們看到銷量有小跳了一下,特別是在Wii U版本,但只有比平常還高出一點而已。Amiibo帶來最大的好處是在Wii U的實體版銷售,那個月的數字比我們所預期的還要多出3千。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我們所有人都花了整整3個月的時間開發、遊玩測試、和迭代</span><a href="http://yachtclubgames.com/2015/12/amiibo-preview/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Amiibo的內容</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">!換句話說,光遊戲內容就耗費了開發團隊24萬美金。在我們之後的Amiibo深度報告中,我們會詳列每隻玩偶能帶來多少收益。請務必在近期多加留意!</span></span></div>
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<b style="font-weight: normal;"><span style="background-color: white; font-size: large;"><span style="color: #990000; font-family: "verdana"; font-size: x-large; font-weight: 700; line-height: 1.38; white-space: pre-wrap;">一些有的沒的</span></span></b></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">以下這些東西你或許想知道又或許不想知道:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">我們真的真的很想公佈自從專案開始後我們到底收到並回覆了多少電子郵件。然而,我們無法準確地從資料庫中抓出來。我們很自豪地說,真的超級多。只是大概檢查一下我們公開的官方信箱就有超過3萬封,而且我們很認真地每一封信都會回!光是我這個團隊的一位成員就回了超過6330封!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我們所發佈超過1萬7千條的推特絕大部份是用在回覆。對我們這些在Yacht Club還沒成立前根本不知道怎麼用推特的人來說還挺不錯的!我們最受注目的推特是</span><a href="https://twitter.com/YachtClubGames/status/574265442111504384" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">這個有點哭笑不得的留言</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(在PAX展時有個很友善的人參訪我們的攤位,把這個拿給我們,然後只說了一句"對不起我盜版了鏟子騎士")。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">點閱率最高的單一Youtube影片:</span><a href="https://www.youtube.com/watch?v=GHsyP9HZjB8" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">超過150萬點閱率</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">!點閱率最高的Youtube播放清單:</span><a href="https://www.youtube.com/playlist?list=PLRQGRBgN_EnofrMfY-obtMTehPihRhIve" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">超過390萬點閱率</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">在鏟子騎士的開發期間,有超過Yacht Club工作人員數一半的小嬰兒出生了(也就是四個嬰兒)</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">鏟子騎士遊戲知識庫中已經超過16,000次編輯。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">當在地化開始進行時,最初版本的英文字數大概是11,500字。現在則有22,219個英文字數,而英文、法文、義大利文、德文、和西班牙文加起來總共有108,362字。</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我們的版本生成技術也提昇了!我們從遊戲每個版本要單獨生成開始,到現在可以在每次改變時有三個伺服器一起運作。伺服器現在對所有54個版本生成設定上只要花不到一個小時,而且是隨時都可以執行的(所有平台、地區、內部、穩定、等等)。自從2014年十一月以來我們自動生出了19883個版本。特別感謝</span><a href="https://www.jetbrains.com/teamcity/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">TeamCity</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和JetBrains友善且包容!</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; margin-left: 19px; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 9pt; margin-right: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">414,653條並持續增加的程式碼,其中不包含第三方所寫的或使用工具的數字...而且沒有警告!</span></span></div>
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<span style="background-color: white; font-family: "verdana"; line-height: 1.8; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">還沒完呢!</span></span></h1>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們還在努力達成Kickstarter上的延伸目標。King Knight(暫譯:國王騎士)的劇情戰役、Specter Knight(暫譯:鬼靈騎士)的劇情戰役、Body Swap(暫譯:身體交換)、和4 Player Battle Mode(暫譯:4人戰鬥模式)這些都正在開發中。還有一個也在開發中的是Kickstarter最終的獎勵:鏟子騎士的美術集(這部份可是有很多好玩意呢!)。我們希望能在今年底將鏟子騎士漫長的開發旅程告一個段落。這幾年過得真的是很有趣,而我們也十分感激你們在這段時間的支持。我們從來沒想過製作過程會是如此,從製作一個受人喜愛的遊戲開始,然後以另一個角色的觀點重新省視並重新想像這一切,接著釋出了Amiibo玩偶,甚至做出了超級棒的</span><a href="http://www.welovefine.com/feature/shovel-knight-plush-collection-433.html" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">填充玩偶組合</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">!!</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 再次謝謝你們超讚的支持!我們真的、真的五體投地。謝謝你們!</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="356" src="https://lh4.googleusercontent.com/6dlqgIC5cl6YEKvFUcMVV5_6P8uFhKfK8eITcZ8-E_3kwS4--B6h9VRogVccL9A0jmK5aGxLqNyU17eoiD7KFBJGqFvFaP5eaSqvxUqe_Dk9aCWYQcMkyn-t2wxjTWHk2iVxB2Vh" style="border: none; transform: rotate(0rad);" title="thankyou_onem" width="602" /></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 我們希望每個人都很期望鏟子騎士即將上市的更新,以及所有來自Yacht Club Games的東西!</span><a href="http://yachtclubgames.com/wp-content/uploads/2016/04/millionSalesChart.png" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">恭禧你撐過了這超冗長的文章,這裡有個總結</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">!</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 現在,先讓你們稍微偷瞄一下可用角色幽靈騎士的跑步動畫。和以前一樣!開始興奮吧,哈哈!從現在開始並直到永遠!</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="192" src="https://lh6.googleusercontent.com/XdsJGu27B5fLF-zUVIqgH3674yC4ZEaEm-K7_KS2TXfR59X-UDNE11z2xA9--fAQOVsiMrXZ_itF7cmJwQ_mGsyutT0q0uDNfI0-7K2xCAkWw97Q0-OjyN4J2_oWJjEJ66B4_IgZ" style="border: none; transform: rotate(0rad);" title="specter_runLoop" width="256" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-11061737800437411502016-07-03T20:47:00.002+08:002016-07-03T20:47:09.528+08:00[遊戲與生活應用]我死前所做的最後一款遊戲:以製作遊戲來和癌症奮戰<br />
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Kotaku(</span><a href="http://kotaku.com/building-a-sanctuary-fighting-cancer-by-making-a-video-1758326409?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow" style="text-decoration: none;"><span style="background-color: white; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">The Last Game I Make Before I Die: Fighting Cancer By Making A Video Game</span></a><span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)</span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Nathan Grayson 於 February 10, 2016 <span style="font-size: large;"> </span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 好幾個禮拜前,</span><a href="http://steamed.kotaku.com/crashlands-is-diablo-plus-survival-plus-humor-1754433717" style="text-decoration: none;"><span style="background-color: white; color: #1155cc; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">我寫了一篇關於Crashlands的文章</span></a><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。這是一款混搭了</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">暗黑破壞神(Diablo)、精靈寶可夢(Pokemon)、和飢荒(Don’t Starve)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,並以無拘無束的快樂心情丟到Steam這個集大成平台的遊戲。它富有野心、搞笑滑稽,而且趣味十足。結果哩,這個遊戲是在創作者發現自己得癌症時所孕育出來的。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster是</span><a href="http://www.butterscotch-shenanigans.com/p/about.html" style="text-decoration: none;"><span style="background-color: white; color: #1155cc; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Butterscotch Shenanigans</span></a><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (奶油惡作劇)這個小型遊戲開發工作室的共同創辦人兼任主要(也是唯一)美術師。有段時間只有他和他的兄弟Seth在做,並且只一起做些小型且愚蠢的手機遊戲。這些遊戲不是說很爛,但也是可有可無。接著在2013年底Sam被診斷出有癌症,然後他就決定是時候做點什麼了,不然就是等死。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:你被診斷出有癌症後決定要製作遊戲來對抗它。為什麼?以及為什麼是這款電玩遊戲?</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:在我被診斷出來時,大概是我們第一款免費遊戲上線的四個月後左右,那款遊戲叫做Quadropus Rampage(暫譯:狂暴四腳章魚),這遊戲已成功到讓我們覺得可以開始進行另一個類似這樣的小型手機遊戲,賺進足夠我們活下去的錢。這一直都是這個工作室的目標:活下去。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們開始著手另一個類似無限跑酷(Endless Runner)的手機遊戲。你應該知道在瑪莉歐中那些要你站在一個平臺上然後一堆鳥事會發生的那些關卡吧?這遊戲大概就是那玩意的加長版。一切原本都很順暢,直到我拿到診斷書為止。事情發生後的頭幾週根本是慘不忍睹。如旋風般襲捲而來的切片檢查、抽骨髓、和各式各樣的侵入式檢驗傷口。每次他們一點一滴地報告將來會發生什麼事時,情況似乎越來越絕望。一開始就像這樣,"你得到癌症了"、"這是非何傑金氏淋巴癌,比普通的還更糟。"。接著就是,"喔,這是在第四期末(4B)。這狀況發生在70歲以前的人身上真的是超級稀少的。"</span></span></div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/P3sVxermrYQ/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/P3sVxermrYQ?feature=player_embedded" width="320"></iframe></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我當時和家人在一起,然後開始了第一次的治療。結束後我們去了一間印度菜餐廳吃了一頓類似慶功宴的一餐。那次治療輕鬆的有點詭異。有點像是在一個公車站裡。你身處在一個擠滿人的房間裡,所有人都坐在椅子上。接著有個毒物打進你身體裡。你在6到12小時之間不會有任何感覺。所以那天晚上我覺得還不錯,但隔天早上我起床時覺得像是被一大堆磚頭砸過一樣。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">"我不想要這個遊戲是我死前所做的最後一款遊戲。"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 然後我的兄弟Seth來找我,所以我們能夠再次開始製作遊戲。我們兩個都喜歡工作,而在我們工作室這麼前期且脆弱的階段有整整一個月沒辦法有工作進度是件很可怕的事。我們坐下來開始工作,然後他開始看程式碼並問我要怎麼處理某些問題以及其他很多事。我單單地看著他然後說,"我不想要這個遊戲是我死前所做的最後一款遊戲。"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> "我沒有惡意,但這是一個手機的無限跑酷遊戲,"我說。"每個人都會在六分鐘以內就忘掉這個遊戲。這或許能為工作室賺個幾毛錢,但誰他媽在乎啊?"我想要做出那種至少能在別人的腦中留點有文化素養的東西,或甚至能幫助某些和我有類似狀況的人。我做出了和Roomba掃地機器人類似的原型。它會撿起落葉。這就是Crashlands的美好起源。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="389" src="https://lh3.googleusercontent.com/n_t01eeAdBodSr1lWpC_mPjuJdJlqGzh4IAHodnBBTAQEHVpAhIzO5qfQOyrWubjEYbJrYgyNIomgARIzMhA8kA6rNwfE4IAPoriRRicqDXgW-10tFj-20qG0-hOA69ErPE0YXN7" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh3.googleusercontent.com/ez1eiQmj0DLqYl2W7N7c-lwOze7CJAJZc4jsBdNZ4FWfUwAfujkuNhdz33MlahTAECSAjRZzXcYwEObafprIta-sG0gzHBJi7YCHzDY0adrmxQuUXXgnmRxIgt5Sd4XQAYvIaC2u" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:一開始藏在這想法背後的原點是什麼?你當時腦中希望這遊戲達到什麼目的?</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:最初的原點是想要建造一個讓我在進行治療時能夠躲起來的空間。來個簡單的範例,我一開始服用的藥物叫做滅殺除癌錠(Methotrexate),這是個藥效非常強的化療藥物。你需要有非常高的劑量才能讓他起到預防淋巴瘤入侵腦部的效果。我第一次在醫院準備要服用這個比我一生中所有用過的藥都還要兇猛的東西時,Seth傳了個訊息給我,他說"嘿,你今晚想要我去陪你嗎?我們可以打發時間,在醫院玩遊戲或做些事。"然後我說:"不用,但我想要你搞定花園系統的程式部份,這樣我今晚才可以在Crashlands裡蓋一座花園。"他笑著說"好啦好啦。"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以遊戲的目的是為了要建造一個能讓我在當時那糟糕的狀況下躲進去的避難所。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Kotaku:那開發團隊是只有你和你的兄弟們嗎?</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:Seth和我另一個在六個月後加入的兄弟Adam,這是他們幫助我的方式。大多數癌症患者碰到的情況是你的朋友和家人在你試著不要死的時候會一直盯著你。這有時會讓人非常惱怒。對我兄弟來說,我認為協助製作遊戲能幫助他們控制自我。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Crashlands很有野心,但我老實說,我們當時完全不知道要怎麼做到我和他們說想要在遊戲建造的龐大世界。Seth第一次讓世界產生器成功運作時,那花了七分鐘來生成世界但只需要四分鐘就能走完。我們完全不知道我們在做什麼,也不知道我們要如何做。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這就是那種,當你知道你有種快死的感覺時,你真的會改變你現行的做事方式。你想要每天做的事情是真的有意義。他們給我的療程時間表那類的東西大概是六個月,然後他們就會知道這到底有沒有作用。以我的案例來說有60%的機率會有用。我算了一算,當我的療程結束時,我們大概可以把遊戲做個收尾,並且希望到時腫瘤就不見了。但天不盡如人意。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="356" src="https://lh6.googleusercontent.com/r4yA_6xG1bIGXdmb_l3JCmKdmR3ZiM5z1v_jFWklWuoFo1Tv4fEoDlkdoXDuBFk5uNZPK3YDV9_oL9WLMVnCJElrS7fDgAEzRkFWxTE-QazSOrBNXsX6M5YAcncB8bBVpO2HMu1M" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh6.googleusercontent.com/P26EHRq_1hBW21TywuSr9J51mDncwQyrpgREb7YGbQ0AcssIGEr9PR44wfZur7heDDMAgW3dGi5x8hki_FIZqCSNIcooLzVMFAxfZccNz7VFvyx3AJImDA_jMsDrd6txP6A0KvJJ" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:喔靠,這是什麼意思?天盡不如人意的人意是哪些意?</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster:我會說,這可多的哩。現在的Crashlands是一整陀點子打磨出來的成果。當時我想要從遊戲中擷取出每一個我喜歡的地方,再將他們湊起來。像是類</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">暗黑破壞神</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">風格的東西、加上一些</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">精靈寶可夢</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的收服、再加上一些世界建造、魔王戰 -- 所有這些東西。遊戲的第一個版本並沒有把它們黏合得很好。我們基本上是利用</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">泰瑞利亞(Terraria)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">、</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">我的世界(Minecraft)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">、和</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">精靈寶可夢</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">所做過的東西來製作。像是,原本有個真正的捕捉小遊戲讓你可以打倒一個怪物然後用特殊的道具來丟牠。我們太在意將這些機制來源拉來使用,反而沒有讓遊戲本身自我發酵。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在2014年夏天Adam加入我們之後我們才大量地進行調整。而那也正是我們把物品欄系統砍掉的時候。遊戲中不再有物品欄了。然後我們加了更多更多的東西進去,因為這東西非常棘手,接著Adam就參一咖說"為什麼我們不要...乾脆就不要做那個?"當我們這樣做之後,所有的事情就自行就定位了。當然裡面還是有從其他遊戲激發而來的主意,但這次它們是自行冒出來的。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但沒錯,有的時候會讓人非常氣餒。我有時正要經歷一次療程時,會想到"喔,我做了一個爛東西(笑)"。但我必須相信我的兄弟們能夠給予好的回饋並把東西從失敗的邊緣拉回來。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>Kotaku:"那段時間的療程做得如何?你身體狀況如何"</b></span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster:我的療程大概在2014年三月的GDC那時結束。在那之後,我做了一次正子斷層掃描(</span><span style="background-color: white; color: #545454; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Positron Emission Tomography</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">) ,而他們仍然可以在我的左胸腔看到三個發亮的光點,那裡也正是我的病源點。醫生對此有點嚇壞了。其中一個說"我要你明天就回去做療程,回去做化療。"這個後來做的東西叫做救援性化療(Salvage Chemo)。如果你的癌細胞在這麼短的時間內復發的話,這是個很糟糕的新聞。那個月我們在找出問題原因的時候真的是讓我感到極度消沉。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 結果呢。那些發光的點是我體內系統發炎所引起的。所以他們做了一次切片檢查,拿出了一點淋巴結做檢查。他們在上面找不出任何的癌細胞。這真是瘋了。我不知道你有沒有看過風流007 (美國電視成人動畫喜劇Archer)他得到癌症那集,裡面的醫生打電話給他說"你有癌症",然後Archer就說"天啊!"然後十分鐘後醫生又打回來說"金歹勢,我們測試結果錯了"。他們基本上就對我做了這樣的事,還長達一個月之久。後來的一週每天都要打給我一次。結果一直反反覆覆。測試結果顯示現階段我確實沒有癌細胞了,但醫生還是嚇得要死。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh4.googleusercontent.com/QAAlpGMo2m0mbQwrRffeSqiyZon4-saUyvXYNw-y5pg6zcHCvrGx6W5fZbSh7NyWvqeblFZuWCogGGN-NYBVoJ9XI9o6KgHbKislIvlya0m0BPcc7VgR5N_16AFuw0SnKREbfV_G" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 那時候我心想"去他媽的,我要去和女朋友求婚。因為他這段時間都在我身邊而且對我真的很好。就讓我在死前賭一把吧。"所以我們那年夏天就訂婚了。在這之後,我又把手邊的事都處理完了,我突然有了全部的時間可以用來工作。這感覺很奇怪。我們就是在那時完成了大部份的美術素材。全部都是我做的。我在那段空窗期搞定了大部份的工作。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 2014年12月時我和我未婚妻去拜訪她的家人。他們帶我去佛羅里達旅行,行程包含了迪士尼世界。我那時感覺棒呆了。能夠回到正常工作和其他事的生活。我們到飯店的第一個晚上我就衝到浴室去,而因為習慣性緊張的關係,我能感受到我的左胸腔,而那裡是我之前如腎一般大小的腫瘤所在處。我能感到那顆硬塊。我當時就像是"幹,我身體出了毛病然後我還去迪士尼,因為迪士尼他媽的太酷了。"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我打電話給我的醫生並問他該怎麼辦。他們說"好好享受假期吧,等你回來我們再開始療程。"基於某些原因,這次沒有那麼嚇人了,我想是因為這應該會和我們在夏天時一直反反覆覆的假警報一樣的療程。接著我們又開始了化療,還加贈骨髓移植。</span></span></div>
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<span style="background-color: white; font-family: "georgia"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="color: #990000; font-size: x-large;">"我能感到那顆硬塊。幹,我身體出了毛病然後我還去迪士尼,因為迪士尼他媽的太酷了。"</span></b></span></div>
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<span style="background-color: white; font-family: "georgia"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><b><span style="color: #990000; font-size: x-large;"><br /></span></b></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 救援性化療比這糟多了。我做了三輪這個然後就開始準備一個叫做幹細胞療程的東西。這首先要移植我自己的細胞。至今,我很能忍受所有這些化療。我還能夠打起精神。這段期間我經歷各式各樣不同程度的嘔吐、虛弱、和疼痛,但我大部份的時間還是能持續工作。我可以和一隻小小的滑鼠在我小小的椅子上,我只需要3吋的空間就能夠工作了。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;"> 幹細胞移植包含了經我自身的細胞轉給我自己。實際上這不是在治癒。他們要做這個的原因是要拯救。你接收的化學藥物威力太強了,能夠殺掉你所有的骨髓。你製作血液的能力和免疫系統都停止運作。他們給你化學藥物的唯一目標是要把你系統裡的癌細胞都他媽的幹翻。這其實就像是最後的掙。這裡頭最神經病的藥叫做 </span><a href="http://www.kfsyscc.org/cancer/cancer-treatment/med/info/Melphalan" style="font-size: x-large; line-height: 2.21538; text-decoration: none;"><span style="background-color: white; color: #660099; font-family: "arial"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">威克瘤注射劑(Melphalan) </span></a><span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;"> ,而這東西只會在你身體裡一個小時 - 60分鐘不多不少。 這東西實際上是芥子氣(Mustard Gas, 一種被用在化學武器上的氣體)的表兄弟。你必須在事前一小時、過程中一小時、和事後的一小時吃冰塊。不能間斷。這個藥他媽的太毒了,它會溶入你的嘴巴和消化道裡頭。如果在過程中你不持續吃冰塊的話,你的嘴巴會處處發痛。也因為這樣我接下來四天發了非常高的燒。我不記得其他的事了。那時真的很慘。但我在醫院的剩下三週我還是能夠工作。</span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:天啊。你決定在那么壽高強度的治療後馬上在醫院工作?</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster:沒錯。我不知道要怎麼用言語來表達,但擁有一個能一直有所進展的事情做似乎是很重要的,我認為這是我這段時間能保有正面態度的關鍵。我一直會覺得我自己有所用處。我有事情做。我一直有個超長串的待做事項。就好像"我們剛做到苔原生物群這邊,然後我們需要六種新的生物。所以就設計出六種有所有動畫的生物出來。"這也是我這一年半以來第一次有時間坐下來全破一款遊戲的時候,所以我玩了</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">闇龍紀元:異端審判(Dragon Age: Inquisition)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。那真是超好玩的。若你能在身體無時無刻都處於中毒狀態時暫時逃避一小段時間,那待在醫院就像是一場詭異的公司旅遊。我當時因為隨時都有工作可以做而覺得滿懷感激。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:撇開現實中這些黑暗的驗歷,Crashlands是個非常有趣、樂觀的遊戲。你在製作時的正面態度是否激發了這款遊戲的調性?癌症是不是在產出這種快樂時...占有一席之地?</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:當然,我的意思是我認為這快樂感原本就在那裡。這整個專案本來就是要呈現出歡樂、屌、以及讓像是我這樣的人能暫時忘卻時間並讓自己感覺不在當下。讓自己身處在一個快樂的地方。我承認,大部份我們做的遊戲都很蠢。我們喜歡愚蠢的東西。我們喜歡讓人們覺得快樂。對我們來說,這就是做遊戲的重點。能夠做出一個六十分小時的體驗,讓人們在閱讀對話或甚至提示訊息時不斷暗自科科輕笑,做出這種東西真的很有趣。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; font-weight: 700; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;">Kotaku:這和其他有癌症隱憂或相關經驗的開發者的方式是如此截然不同。我腦中想到最明顯的例子就是</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; font-style: italic; font-weight: 700; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;">那頭名為癌症的龍(That Dragon, Cancer)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; font-weight: 700; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;">。這遊戲更傾向於傳達因為癌症而失去摯愛的人,以及傳達如何應付這個想要讓人送上數十億個中指爆菊的疾病的相關體驗。這遊戲是關於同理心。你的遊戲,相反地,它給我感覺是逃避主義。我的意思不是普羅大眾當用的那個輕蔑說法,而是字面上讓人逃離狗屁現狀的意思。讓人有喘息的空間。</span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster:我們去年在GDC有和</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那頭名為癌症的龍</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的製作組聊過天。那是另一段該死的癌症故事。和開發者Ryan Green聊天很有趣,因為我們都選擇了自己的方法來面對它。他選擇的是用自傳的方式來述說,而這非常有感染力。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; color: #222222; font-family: "georgia"; line-height: 53.1691px; white-space: pre-wrap;"><span style="font-size: small;">那頭名為癌症的龍(That Dragon, Cancer)</span></span></td></tr>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh4.googleusercontent.com/PdiCEriH_7XakBfhBtKGFaI0j5Qs0iV4mEtoAHddm4JFxgsYz0OfkTYCrtSKCZ42wQLUy_AIUb7u_nv_EtTLerQ-HGuX0kcuu6N4KYeVvzB8DQ_JLT7vaRJ0x7PFxHG0H9maknMY" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而我想要傳達的是,如果你不知道這個遊戲是因為癌症診斷而問世的話,那遊玩時不會知道這件事。舉個例吧,沼澤區有個魔王叫做塚流(Toomah),就是字面上的腫瘤。你在遊戲中要實際上殺掉癌症。但只有很少的人會在破完遊戲之後說"我敢打賭這傢伙在做這遊戲時一定得了癌症。"這遊戲的設計全都是要讓人有段美好的時光並讓他們能暫時忘我。這就是我想要且必須做到的。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Kotaku:沒錯。而且我覺得有些人會瞧瞧你創造的體驗幾眼然後宣稱它沒有</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那頭名為癌症的龍</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">那麼重要,或是因為它的逃離主義而缺乏了藝術氣息。但很明顯事情不是這樣,硬要區分開來也沒什意思。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; line-height: 2.21538; white-space: pre-wrap;"> Sam Coster:對。而最酷的是我們在2015年的十一月進行Beta測試。我們在感恩節前沒多久開始測試,然後有約150人參與。我們從這個群體中得到三封訊息,其中一個正處在抑鬱和憂慮之中。他是個博士學生。另一個人從戰場回來後正經歷創傷壓力症候群(PTSD)。而另一個人是從英國來的,他正經歷癌症療程。在我們沒有提出"這就是此遊戲的重點"時,他們每一個人都分頭傳送私人訊息說"嘿,我已經有十年來沒有從遊戲中得到這樣的感覺了。"還有像是"我能夠在這遊戲中忘我的程度讓我再度覺得像個孩子。"在Crashlands中那樣程度的暢快自由,到處亂跑搜集東西和揍扁Womp-Its。我們完成了測試,而我們有些朋友說"你們對這玩意兒成功的定義是什麼?"我認為他們想要我們給出一個財務上的數字。而我們當時確實有這樣的目標。做東西是要花錢的。但在那一刻,我們只說"這玩意兒已經成功了。這東西很棒。我們知道它很棒是因為我們將這東西給那些沒意識到自己需要它的人們,而他們的回應正好就是我們想要他們經歷過我們設計的體驗後所做出的回應。"這遊戲讓他們得以暫時逃避。</span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:你身處在那種四周不斷有狗屁倒灶事情的泥沼中,是怎樣才沒有陷下去?我知道你先前有說製作遊戲讓你有種有用的感覺,但就算如此,你的經歷聽起來總是會找到方式從不好、到壞、再到不可置信的無底深淵。我曾有過那種毫無理由就覺得很悲傷然後完全無法工作的日子。就因為這種愚蠢的理由。而你經歷的是不可思議地巨大的事。你是如何重組你的腦神經才不會落入窠臼?</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:我在這整件事中間寫了很多東西。我有一部份想做的東西是在新的療程後,不管發生了什麼事都要將其改寫成很好笑的故事。我說很好笑的故事是像那種"靠北,我希望這鳥事永遠不要發生在我身上!"但在最後還是很有趣的事。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 其中一個是當我在準備第一次幹細胞治療時的故事。他們會要在你身上照放射線,療程的一部份是你每天都要坐在同一個地點讓他們照你。他們不想要傷到你的肺和其他東西。所以你走進房,然後他們在用一個叫做 Alpha Cradle(托躺模型)的東西,聽起來很高科技吧。他們告訴我這個東西,然後我心想"酷斃了,這一定是什麼高科技的玩意!"我走進去,而這東西根本就是個放在地上的垃圾袋。你躺在上面,上面有些小凹痕,像是袋子上的隔熱泡棉。這隔熱泡棉會開始包覆你的身體,而這就是他們要使用的模具。他們用一般常見的蘇格蘭膠帶(Scotch tape)把它封起來。真心不騙。我心想"這到底是三小?"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; line-height: 2.21538; white-space: pre-wrap;"> 最棒的是,有個女護士出現並問我"好了,我需要你把你的小東西..."我說"小東西?"然後她說"對,我需要你把小東西放到砲彈裡。"那東西叫做貝殼(Clam Shell),但看起來像是個砲彈。你要把你的小廢物放進去,如此一來它才不會受到幅射污染。我為此大笑,然後護士說"你需要任何幫忙嗎?"而我說"不用,我自己可以照顧自己。你可以離開了。"然後她就離開了,而我在那裡掙扎了兩分鐘,因為這東西真他媽的冰。感覺像是先被冷凍過一樣。更糟的是,它不是用什麼聰明的機制來闔上,它就是兩塊鉛製的東西。每一塊重達八磅然後你會被這兩塊板子夾得很不爽。我心想"這到底是啥?誰設計了這個流程?"我是個遊戲開發者,所以我開始思考這東西可以改良得多好。</span></div>
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<span style="background-color: white; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">"那東西叫做貝殼,但看起來像是個砲彈。你要把你的小廢物放進去,如此一來它才不會受到幅射污染。"</span></span></div>
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<span style="background-color: white; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><br /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最後,我大叫說"嘿,我好像搞定了!"她走進來然後檢查了一下。我把病袍拉起來然後她看著我說"其實你不需要把你的雞雞放進去 - 只要睪丸就好了。"我們當時都笑瘋了。這真是超乎尋常的無厘頭。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以真正幫我一把的是花時間和朋友分享那些故事。不知什麼原因,這能讓我很放鬆。再舉個例,我打電話給第一批人,告訴他們我有癌症時我一直哭到不行。打到我名單上第十五個人的時候,我打過去然後說"嘿!我有癌症耶!"然後他們說"你還好嗎?你聽起來還不錯"。我就說"大概和你們預期的差不多,但我今天告訴很多人了,所以我還可以。"然後他們說"喔,好吧!"</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-size: large; line-height: 2.21538; white-space: pre-wrap;"> 但老實說,我覺得和別人說這些故事能幫我主動地將這些糟糕透頂的體驗轉化成一種娛樂的來源,然後很詭異地為我的一些聽眾帶來快樂。</span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 事實上呢,整個過程有很多的黑暗時刻。你不知道你是不是會活下去。幹,我到現在還是不知道。我在九月完成了第二次的幹細胞移植療程,這有個捐贈者。我十二月的正子斷層掃描看起來很乾淨,所以我覺得我沒事了。但它們認為在五年內都不算真正的過關。如果你撐過了一年,那你再度復發的機率會大幅下降。但你已經知道,我上次並沒有撐過一年。所以每過一段時間我仍然會"喔幹。"然後我就需要去玩點</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">暗黑破壞神</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">或之類的。 </span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh3.googleusercontent.com/3xA6AS1FLk6LpdEIy2xktjMVrE-avf0qzkNFZB8edaM8pRptVilzynOyLZ4N6omGmLbraYwCiGYBofdplR4m4vpba37qKjfDvvnXeRo2Lsl8CK6DmcUxISNyOVYvWmjn5Z1-hTX1" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我認為逃避心態對人來說超級有價值。我知道這點被挑戰過很多次,但現實是,我們大多數人對於某些事情都需要多於比我們實際能有的時間來克服。更多的心靈空間。遊戲固有的讓人上勾並沉迷其中的本質能幫助你暫時逃離你的腦袋瓜,讓你有點距離。能夠處理這件事的距離。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:你提到Crashlands確實在魔王塚流Toomah這點是和你得癌的這件事有關。你為什麼會決定要做這塊?</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Sam Coster:所以呢,我們原先在遊戲中的武器有幾個增加了殺死癌症的意涵。過一陣子後,除了抗體這樣的東西,我們還做了消滅</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">淋巴瘤胸甲</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。這太直接了(笑)。我們換掉了它。但我仍然想要有個可以讓玩家 - 既使90%的人甚至不會知道 - 殺癌症的東西。最簡單的方法就是將之轉換為魔王。</span></span></div>
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<b style="color: red; font-size: xx-large; line-height: 70.8922px; text-align: center;"><span style="background-color: white; font-family: "georgia"; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></div>
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<b style="color: red; font-size: xx-large; line-height: 70.8922px; text-align: center;"><span style="background-color: white; font-family: "georgia"; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;">[警告: 以下有Crashlands 的劇情雷</span><span style="background-color: white; font-family: "georgia"; line-height: 2.21538; vertical-align: baseline; white-space: pre-wrap;">]</span></b></div>
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<div dir="ltr" style="line-height: 2.2153846153846155; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在整個故事線中,你會學到這個東西是怎樣能夠把遊戲中第二個群落給搞得亂七八糟。這並不只是威脅到遊戲內的人物而已,而是威脅到整塊大陸。你甚至不知道能不能成功摧毀它。你在殺掉那該死的東西後還得去證明它。這本意是很搞笑的,但如果你花點時間深入去看,這真的是個很恐怖且令人煩燥的東西。但在最後,你還是殺了它,而這很爽。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 塚流是個不會動的魔王。他是一個很大坨且有臉的東西。你在沼澤區 -遊戲中的第二個區域 - 發現到這整個區是個活著的個體。它會產生生物和居住在這的種族,還有各式各樣讓它能活下且維持健康的機制。你發現了這個似乎在競爭優勢的智慧物種於沼澤區崛起。它會慢慢地佔上風。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="371" src="https://lh3.googleusercontent.com/C_AGI0td3CChOxd9r86IpYaUpYIgm3BFi8nOwnjVyRRQ5QJcaYG5EKV8wtLp8syQbJn9U4bi73tqcaKNdtjtHl6jc_TQNJFkr7iR5AWbuvNwS0QXY7CMrWLR0hgkC9_yu2ZIIC9M" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh4.googleusercontent.com/XbOxYuJkRUnRb7KM__KVLpvm1mp7C4d7S7ZyTOAtp31SVJm4452qOdoVJw4QwrB04dEO9OuDnue9jBxJe1nCuOYwQrrRY12RvreQkFvzxsz-kr8rW8UsYrm1UEZsWzYvd-1-oS9x" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<div dir="ltr" style="line-height: 2.2153846153846155; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最後你會找到它的核心。你把塚流找了出來,而他並不會直接攻擊你。他只是不停地生出小怪,而這就是癌細胞在做的事。它就是不肯停止成長。他有三種不同型態的小怪,而不管你做什麼他只會一直生出小怪。</span></span></div>
<div dir="ltr" style="line-height: 2.2153846153846155; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果你在一或兩秒內沒有持續攻擊他的話,他會開始回血。這是場你必須持續施壓的戰鬥,而這象徵著感染會不停增長的情況。然後周圍新增出來的東西會隨時間越來越多。你要同時顧好這兩件事。</span></span></div>
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<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這場魔王戰意外成為Beta階段最難的一場戰鬥</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,而我們必須把難度降低一點。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:藝術就是人生的寫照。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:[笑]對,沒錯。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">Kotaku:那你最近過得如何?既然Crashlands已經推出了,你的下一步是什麼?</span></span></div>
<div dir="ltr" style="line-height: 2.2153846153846155; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Sam Coster:這遊戲在幾個禮拜前上市。我們賺回了開發費用,這是件好事。我們之前的費用都要自己出。Adam和Seth直到去年3 月前都沒有任何進帳,而我們所有人過去三年來的薪資都低於所謂的"貧窮底線",所以能夠重新拿到合理的薪資的感覺真的很好。</span></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 很詭異的是。有一段時間我們工作室的宗旨是"以夠快的速度製作遊戲讓工作室能生存。"然後接下來的兩年是"以夠快的速度製作遊戲好在Sam死前推出 - 然後他活下來了"(笑)。我最近一次的正子斷層掃描結果良好,而這是距我上次癌症復發後再度化療的好幾個月後的事。這對我來說很真實。這感覺很好。我對於別人的血液在我身理系統流動有些複雜的問題,但現在這些都是些小事了,像是覺得癢癢的或是排斥我的肝之類的。隨便啦。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="339" src="https://lh3.googleusercontent.com/MA6GdKWNH5uljUXZj07920IK7VOGNAotXJdRGf5pmypQio32oxp27urKXXruKKuclQ444skWZiXqikIBE3oInKafV017ZbscMypzNVqrW7MAyyNWWQEW9QkZ9RKPUT_jTi6T4vdT" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><img height="1" src="https://lh3.googleusercontent.com/vJeuYs0Ce09sFE0a94DlchjotRYSkz5gOEQ7_w50hAiGyH6pCewBHgmgAaXumeoIxmjUzXv8pvNhS48nLYXiMhOFzkpgKCMCwg5NoL_QO5RyQTNPIhZiy4O4tsSjV4CURyoLEJqh" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="1" /></span></span></div>
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<div dir="ltr" style="line-height: 2.2153846153846155; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我們之前並沒有期望Crashlands會收到我們目前得到的回饋。有好多人寫東西給我們,對於這遊戲給他們的感受以及他們能栽在裡頭這麼多時間,我們感到很高興。我們能夠將這種非常絕望的情形轉變成一場讓全球數以萬計的人參與的60小時快樂馬拉松...這真的很不真實。身為一個遊戲開發者,很奇怪的一點是你做了一拖拉庫的東西,但最興奮的時刻是按下那該死的按鈕讓它上架的時候。就只是個點擊。這不像是跑過終點線時一堆人在歡呼。一切都那麼稀鬆平常。就算是現在,看到正在遊玩的玩家數和進帳的營業額 - 這些都很棒,但它們都只是螢幕上的數字。唯有人們寄給我們訊息時才能讓我們有連結感,像是"自從我第一次玩</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">薩爾達傳說(Legend of Zelda)</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">後,很久沒有一款遊戲能讓我感到如此地有連結感了。"收到這樣的訊息真是棒透了。真的棒呆了。這顯示我們做到了,我們要活下去且持續做這件事。這並不只是一個工作室的生存或是我這個癌症患者活過了療程。我們不知是怎麼能夠同時在這兩種面向中茁壯。我感到不可置信的驕傲。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><b>Kotaku:感謝您撥冗前來。</b></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">要聯絡這篇文章的作者請寫信到</span><span style="background-color: white; color: #b22460; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">nathan.grayson@kotaku.com</span><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 或在Twitter上找他 </span><a href="https://twitter.com/Vahn16" style="text-decoration: none;"><span style="background-color: white; color: #b22460; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">@vahn16</span></a><span style="background-color: white; color: #222222; font-family: "georgia"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">.</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-28665537992923354242016-06-26T16:24:00.004+08:002016-06-26T16:25:55.666+08:00[遊戲設計]每位開發者都該研究這七款遊戲的絕佳學習曲線<div class="separator" style="clear: both; text-align: center;">
<span style="background-color: transparent; clear: left; color: black; float: left; font-family: "arial"; font-size: 14.6667px; font-style: normal; font-variant: normal; font-weight: 400; margin-bottom: 1em; margin-right: 1em; text-decoration: none; vertical-align: baseline;"><img alt="7 games with great learning curves that all developers should study" height="200" src="https://lh5.googleusercontent.com/jWvN9XFaj7QFH0_9mIERBNQLjb5aZhJW06EMo2TV3RwyGUaspYhBy1e8mwsvk1TPiO9JUm4Nqt-BXltAgTmAdShM8YUsfxq-rOyWfuVMg9bMXcDwXMjtJwPANF6A7Jo2QtS-eEId" style="border: medium none; transform: rotate(0rad);" width="200" /></span></div>
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<span style="font-size: x-large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/273302/7_games_with_great_learning_curves_that_all_developers_should_study.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Gamasutra:7 games with great learning curves that all developers should study</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span></span></div>
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<span style="font-size: x-large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原作者:Richard Moss 於 May 27, 2016</span></span></div>
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<span style="font-size: medium;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: x-large; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;"><b> 最棒的遊戲是一段緩慢穩健的學習過程。</b></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這樣的遊戲在提供娛樂和挑戰的同時也給予教導和指引。它們驅策玩家穏定改進──不是用強迫各位攀上高牆的方式,而是迫使你走上一級又一級的階梯來精通遊戲機制。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這並不一定就表示它們有絕佳的教學模式──說實在,許多有著美妙學習曲線的遊戲都是很直截了當地把你丟進遊戲體驗中。而那也不代表他們必須簡化自己的設計。一切只在於打造進度系統,讓玩家早點搞懂基本的東西,之後就讓他們一關一關成長變強。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 想要辦到這一點可不簡單。為了給予各位一些關於如何做出超棒學習曲線的建議,我們請教了幾位設計師說看看他們覺得什麼樣的遊戲在這一點做得很好。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這七個範例之中沒有一個是簡單的遊戲,不過它們的難度全都是以設想周到的學習曲線來衡量的。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">1)</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《傳送門》(Portal)</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">:整個遊戲就是一場教學</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 打從玩家從主角雪兒(Chell)的極簡住所醒來的那一刻起,</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《傳送門》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">便推著她往前走。正如Global Game Jam的共同創辦人兼羅徹斯特理工學院(Rochester Institute of Technology)助理教授</span><a href="https://twitter.com/IanSchreiber" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Ian Schreiber</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">所言,「整個遊戲基本上就是一場如何通關的教學,只是它巧妙地將學習構築成遊戲過程。」</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《傳送門》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">圍繞著新出現的機制和現存機制的全新應用來打造謎題,以此提供挑戰。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 遊戲沒有限制讓玩家習慣操作或是思考下一個謎題怎麼解所需的時間,而難度提高僅只是增加複雜程度而已。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 各位需要將解開謎題時所學到的東西拿來解下一關,而且也有來自周遭環境的提示指點你必須學會什麼或是要做什麼(倒是不會跟你說該怎麼做)。有些提示是很微妙的,比如槍座哨兵的位置;而有些則擺明了要教導玩家,像是每一座測試間入口的警告標示。多虧了這些提示,從使用傳送門穿牆到在平臺之間高速移動,其中的進展是相當的明確。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:只要你能夠將學習體驗交織於遊戲環境和關卡設計之中,你就可以在教導玩家的同時挑戰玩家。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">2)</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《橫衝直撞3》</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">(</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">Burnout 3: Takedown</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">):飆更快的車、更難應付的挑戰與熟稔程度的增加並駕齊驅</span></span></span></h1>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《橫衝直撞》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">系列中的所有遊戲在引進跑更快的車、更難應付的比賽和以舒暢的步調來挑戰玩家這幾點上都表現得很好。不過其中有一款值得特別讚揚。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 「我當然喜歡</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《橫衝直撞3》,</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">」</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Rocket League》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">開發工作室Psyonix的設計總監</span><a href="https://twitter.com/mrcoreydavis" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Corey Davis</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">這麼說:「取得更有力的賽車這件事的步調,真的和我對飆速系統、衝撞對手、賽道知識的熟稔程度搭配得很好。」</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 每一輛新車對比前一輛的速度及馬力增幅剛好和難度提昇在伯仲之間,不至於讓玩家無力應付。精心打造的賽道、與勁敵之間的瘋狂高速競技隨著遊戲進展而變得更加緊湊,每一個人都能找到令人滿意且趣味橫生的體驗──不論是競速遊戲上癮的老鳥,偏向休閒的普通愛好者,還是新手都一樣。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:隨著玩家對於核心機制的熟悉程度增加,你也必須持續測試他們、迫使他們執行更難的操作,不過如果你想要讓菜鳥和老手玩家都能從頭到尾投入遊戲的話,這兩方都該一視同仁。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">3)</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《吉他英雄》(Guitar Hero)</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的多層次難度和回饋機制幫助玩家以自己的步調學習</span></span></span></h1>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 和真正的樂器很像的是,</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《吉他英雄》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">提供了非常令人滿足的學習曲線。就這方面來看,甚至可以說它比真的吉他還要好,因為它的回饋更有效,以及不論玩家的技巧如何,都能有各種方式來演奏他們喜愛的歌曲──選定的難度會影響有幾個音符要彈和有幾個琴格鈕要按。也會將裡頭的歌曲切分為難度越來越難的「歌單」,使遊戲的進展多添一個層次──於是挑戰性不只隨著難度,同時也會隨著一首又一首的歌而增加。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> Davis對這樣的設計決策讚不絕口。「我一點也不覺得這是便宜行事;感覺起來就完全只是我得要變得更強,」他這麼說。來自於遊戲螢幕上、還有來自想要精通雙重難度系統的自我挑戰心理的循環回饋,美妙地與搞音樂(精通搖滾金曲)的簡單快樂合而為一。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:多層次的學習曲線可以讓玩家掌控自己想要的挑戰層級和通關速度,也可以更加清楚地指出下一關會變多難。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 對那些曾耳聞</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《黑暗靈魂</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》惡名昭彰的難度、但沒玩過該款遊戲的人來說,它也在這張名單上似乎是很奇怪的事。但是極難的挑戰和好的學習曲線並不互相衝突。「難度逐步增強的處理非常漂亮,」Red Hook Studios的創意總監</span><a href="https://twitter.com/bourassaart" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Chris Bourassa</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">這麼說。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 「正當你開始覺得要被壓垮了,你發現自己又回到了傳火祭祀場,」他繼續說道:「將中樞城鎮當做主旋律的強拍是很聰明的做法,運用起來就像遊戲章節之間的短暫休息。待你喘口氣、出發前往下一個區域時,你可以想見到難度又往上翻升了,隨之而來的是另一個平穩的曲線。」</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《Cthulhu Saves the World》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的設計者Robert Boyd在他</span><a href="http://www.gamasutra.com/view/feature/178262/deep_dungeon_exploring_the_design_.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">2012年分析</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《黑暗靈魂</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">》的設計時也提出了類似的論點。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:高難度並不必然等同於太過陡峭的學習曲線,</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《黑暗靈魂》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">即是一例。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">5)</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《戰鎚40000:破曉之戰2》(Warhammer 40,000: Dawn of War 2)</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">:正向回饋的循環激發了玩家的信心,挖掘戰略可能性的極限</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> Bourassa也對混合了即時戰略/動作RPG的</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《戰鎚40000:破曉之戰II》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的學習曲線大表讚賞。遊戲在威脅與變強之間的張力特別令他著迷。多虧了細水長流的戰利品、新單位入手方式,讓玩家有信心自行嘗試並實驗一些新的策略組合。「出任務時我總是很有自信,」Bourassa說:「就算這股自信大錯特錯也是如此。」</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 和傳統即時戰略遊戲相比,</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《破曉之戰II》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">比較小規模的戰役任務架構也有助於這一點。小型的任務以小群單位和另一小群單位作戰(而且建造基地的要素少到幾乎沒有),降低了精通微觀管理的需求,反過來讓玩家視情況需要來學習並適應。不過多人遭遇戰模式就沒有共享這一個相當平衡的學習曲線了,它和戰役模式差異太大,使得學到的東西沒辦法拿來用,新玩家很容易就兵敗如山倒。</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">譯註:微觀管理(micro manage),簡單來說就是從頭管到腳</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:好的學習曲線會在危機、或著說是挑戰,以及玩家變強之間取得平衡;它讓玩家皆能嘗到敗北和勝利的滋味,而且不論何者都感覺像是一段學習的體驗。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 混合了各種元素並拼湊起來的</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Ironcast》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">是很少見的大雜燴類型遊戲。它是一款受到</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Puzzle Quest》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">啟發而生的消除類型益智遊戲,帶有些許rouge式冒險成份、以蒸氣龐克為主題的資源管理,還有機甲戰爭。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> Bourassa指出儘管它第一眼看起來很直接明瞭,但遊戲體驗其實富含層次。「他們在各個層次的機制上下了很多有意思的功夫,」他說:「我發現這遊戲鑽研(metagame)起來還滿讓人投入的。」</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 玩家從消格子模式收集資源,接著很快地學會如何使用這些資源來展開回合制的全面機甲戰鬥,其中涉及了許多技能、策略和戰術的抉擇。如果玩家輸掉戰鬥的話遊戲就結束了,不過特定的強化升級和已解鎖的機甲駕駛會留下來,所以玩家還是可以感到有所進展。各位有的是時間來摸熟新的機制,然後遊戲才測試你操作這些機制的技巧,整個遊戲的複雜性是用這樣的方式來衡量的。強化升級帶來新的策略,而不僅只是增強武器和護盾的強度而已。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:各位可以讓玩家適應複雜的東西,同時令他們感到驚喜,做法就是從簡單的部份開始,然後不斷提高難度,揭開遊戲機制底下的層層機關。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">7)</span><span style="background-color: transparent; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《超級瑪利歐兄弟》(Super Mario Bros)</span><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">在第一關教導玩家的同時也開始探索基本要素</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 初代</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《超級瑪利歐兄弟》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">在遊戲設計的領域上仍屬大師典範,很大一部份原因是因為它難度起伏處理得相當高明──開始的時候有個小起伏,接著是一段和緩的向上曲線,在八個世界的最後再來幾個額外的起伏(也就是瑪利歐準備迎戰世界頭目)。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這也是個不用教學關卡來教導玩家的絕佳範例。「遊戲在1-1世界就介紹了大多數的核心概念,」Schreiber說。它並沒有露骨地解釋一切,而是放任玩家、僅憑著自行嘗試來探索和發覺機制所在。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 你進入遊戲時可能還不知道踩到敵人頭上的話他們就會死,不知道有問號的方塊會給你金幣或道具(或是不知道這些道具能幹麻),但你可能沒幾秒就誤打誤撞試出這些概念,並在遊戲途中擴展你對於這些東西如何作用的認知。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">一點訣:經典遊戲還是有很多遊戲設計的絕佳教誨,而超級瑪利歐是個特別突出的例子,它很快地介紹核心概念,然後在之後的遊戲過程中快快樂樂地探索這些概念的交互變化。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 你開發了一個超棒的遊戲機制,但要是只有一小撮玩家能搞懂要怎麼運用的話,就根本一點意義也沒有。如果你苦心想要提供挑戰的話,就要做到公平,還有記得要給玩家一些時間來熟悉他們新發現的技能。各位在要求玩家攀上絕壁、或是在看似不可能的情況下奮力一跳之前,必須要先給他們合適的工具,還要教導他們怎麼使用。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 而要是你不打算做很難的遊戲,那要記得絕佳的學習曲線應該要在途中有些小規模的起伏來挑戰玩家、測試他們對於機制的熟練程度,或是引進新的機制。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 最重要的是,請考量到教導人們要怎麼玩你的遊戲並不只是告訴他們要做什麼,然後就放生他們。也不是把他們的遊戲體驗給從頭管到尾。你必須要讓他們自己去玩、自己去實驗,確保他們知道為什麼自己會失敗。失敗和成功都應該要能改進玩家的心智模型(mental model),也就是他們心裡對於你這些系統是怎麼運作的設想。而且這應該要驅策玩家越來越熟練你的遊戲,而不是把他們趕跑。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">感謝Corey Davis,Chris Bourassa和Ian Schreiber幫忙促成這篇文章。</span></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">校正:XDorz87</span></div>
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milkreaverhttp://www.blogger.com/profile/02384586950092760893noreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-57656017268839985202016-06-12T00:26:00.003+08:002016-06-12T00:28:36.721+08:00深究遊戲設計:《Transistor》的功能<div dir="ltr" id="docs-internal-guid-0cc854bc-403f-a6d5-a0fa-1dc077006ee3" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/234234/Game_Design_Deep_Dive_The_Functions_of_Transistor.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Gamasutra:Game Design Deep Dive: The Functions of Transistor</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原作者:Amir Rao 於 January 22, 2015 </span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> </span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">深究遊戲設計(Game Design Deep Dive)是Gamasutra所推出的全新系列,目標為揭露電玩遊戲中特定的設計特色或機制,藉以表明看似簡單又基本的設計決定其實一點也不那麼簡單的緣由。</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;"> </span></span><br />
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">來看看我們先前的內容,關於</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Rogue Legacy》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2016/05/rogue-legacy.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">教學系統</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">以及</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Crypt of the NecroDancer》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">節奏機制的運作。</span></span><br />
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">還有可別錯過了</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《Road Not Taken》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2015/09/road-not-taken.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">移動系統</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">和</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《失憶症》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">的</span><a href="http://pettittechen.blogspot.tw/2015/08/amnesia.html" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">清醒度量表</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">,這些來自開發者心境見解的早期內容就在我們日漸充實的</span><a href="http://gamasutra.com/deepdives" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline;">深究系列文庫</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">中。</span></span></div>
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<span style="font-size: x-small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">編註:請參閱分類標籤→</span><a href="http://pettittechen.blogspot.tw/search/label/%E6%B7%B1%E7%A9%B6%E9%81%8A%E6%88%B2%E8%A8%AD%E8%A8%88%E7%B3%BB%E5%88%97" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">深究遊戲設計系列</span></a></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">來者何人:Amir Rao,Supergiant Games的工作室總監</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 嗨,我是Amir Rao,Supergiant Games的工作室總監,就是做出</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Bastion》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">和</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的團隊。在此我想要向各位講述我們是怎麼開發出</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的功能(function)系統,它是其中一項牽涉層面比較廣泛的遊戲特色,也是我們在開發過程中幾乎從頭到尾保密到家的東西──主要是因為我們也不確定它演變到最後會變成怎樣!</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">是我們的第二款遊戲,於去年五月上市。2009年Supergiant創立於我老爸家裡的客廳。我們最近才剛歡慶五週年,現在有十一個人在加州舊金山的一間辦公室裡工作。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在Supergiant之前,我在美商藝電(Electronic Arts)擔任</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《終極動員令3》(Command & Conquer 3)</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">和</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《紅色警戒3》(Red Alert 3)</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的關卡設計師,也就是在那裡我遇見了Supergiant的共同創辦人Gavin Simon和我們的創意總監Greg Kasavin。底下描述的遊戲設計過程代表的是Gavin,Greg和我之間的緊密合作,以及來自整個團隊的付出。</span></span></div>
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">所為何事:功能系統</span></span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">是一款動作RPG,遊戲中各位可以解鎖16個不同的技能(在遊戲中稱作「功能」)並以不同的方式結合創造出幾千種獨特的組合。實驗不同的功能組合來找出代表你這名玩家風格的組合方式,這就是</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">系統設計的核心。還有,這其實全部都來自於一個出發點,只是是以有點在兜圈子的形式呈現:那就是我們對於集換式卡牌遊戲的熱愛。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在我們想要設計一個鼓勵實驗的技能系統之前,我們其實更熱衷於追求相反的目標:我們想要一個系統能夠阻止玩家在早期就對特定技能產生依賴,或是死守著不放。比起「鼓勵實驗」,我們原本是打算使遊戲不可能場場都是同樣的技能用個沒完沒了。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在這一套可能的運作方式之中,我們最喜歡的模型就是</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《魔法風雲會》(Magic: The Gathering)</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">了,一般來說各位都知道自己牌組裡的所有卡牌,但你不確定會怎樣抽到以及會出現什麼樣的組合。你心裡自有一套卡牌的完美打法,而樂趣就在於預期心理和隨著時間過去實現該套打法的過程,以及需要靠神抽時結果卻不如你所期盼,只得將就現況的臨場應變。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 我們早期實驗的一大部份都著重在隨機性。各位想像一下有這麼一款遊戲,裡頭你有一套由許多技能、強化升級、被動增強所組成的「牌庫」,在遊戲關卡的過程中一一抽出。隨著時間過去你有了強大的新選項可以加入這套牌庫之中。當各位進入新的遊戲關卡,就要洗牌並重振旗鼓,以不同的順序抽出你選擇的這些選項,這產生了新的可能性,並給了你要怎麼結合使用這些選項的全新想法。這個侷限於關卡內的能力曲線一再重覆,搭配無限擴張的選項組合,就是</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">系統設計背後原本的靈感。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 從卡片遊戲的角度來看這實在很有搞頭,使得我們深深著迷於追求一個結合隨機性和累積性的模型。然而,我們試過的每個版本都有嚴重的設計難題,那就是洗牌。在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">《魔風會》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的遊戲中,各位為何要重新洗牌是有脈絡可循的:因為你開始了一場新的遊戲。但在一個相對線性的敘事體驗裡,要為技能會一再重置找出一個感覺上很自然的理由,已被我們證明是很難達成的。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 還有每次技能一洗牌遊戲難度就得要重置,這點要和故事同調也是很不自然的。我們注意到這個抽牌、變強、然後又失去一切的高度侷限性能力曲線和我們自己正在做的遊戲想法相抵觸,也就是風險應該要隨著遊戲進度而提高。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 也許是有那麼一個遊戲架構可以含納我們原本的概念──只是</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">會是什麼樣的</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">冒險之旅我們自有想法,我們不想要因為著迷於特定系統的緣故而改變。如果各位有興趣想知道我們怎麼會落得這般處境,請儘管參閱這篇</span><a href="http://www.gdcvault.com/play/1015751/The-Failure" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">我們花了一年全心全意將園藝融入</span><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">《Bastion》</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">。</span></span><br />
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<span style="color: orange;"><span style="font-size: x-large;"><span style="background-color: transparent; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">為什麼我們改變心意不要隨機性了?</span></span></span><br />
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">有兩個關鍵徹底改變了我們的系統設計。第一個是我們找到了一個確實感覺很自然的洗牌機制。在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">中,每一次各位血量耗盡時就會失去最有價值的功能,至少在該功能再次可用之前,這場戰鬥剩下的時間內你必須在沒有它的情況下繼續前進。要是你失去了動作欄內的所有功能(最多可以有四個),各位就回到上一個檢查點。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這套「慢性死亡」的作法也許看似是個不那麼直接的滑坡謬誤(</span><a href="https://zh.wikipedia.org/wiki/%E6%BB%91%E5%9D%A1%E8%AC%AC%E8%AA%A4" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">slippery slope</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">),又或者對某些玩家來說確實如此,不過我們發現這使得許多玩家去嘗試新的組合,因為他們本來倚賴的功能組合短時間內無法使用。更棒的是,他們通常會持續使用這些新的組合,就算拿回了以往偏好的組合也是如此。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 這項系統也給玩家三次機會來完成戰鬥,不需要整個重頭開始。我們喜歡這樣藉由在一場戰鬥剩下來的時間內減少玩家的選項,讓遊戲傾向於造就一種更講究打法的遊玩風格。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 第二個使遊戲進化的關鍵改變是將能力、強化升級和被動增強整合成單一個概念,使得我們的功能「牌庫」向下縮減成總數16個。如今各位可以將一個功能裝到另一個功能上,讓每一個功能都能成為另一個功能的強化升級。或是你也可以將功能裝到你其中一個寶貴的「被動」欄位上,以此增強你的角色。這表示我們可以創造16個動作RPG中常見的強大概念(像是「擊暈」、「魅惑」或是「長距離」)並讓玩家感覺能夠自行決定以創意方式來組合這些功能(「我可以創造一個強大的長距離攻擊,在作用範圍內擊暈並魅惑敵人!」)。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 之前我說過,我們不想要玩家整場遊戲都固守著同樣的能力,而將更深入、更多變的遊戲體驗給拒於門外。那樣的想法正是出於類似學校那套「給我乖乖吃青菜」的遊戲設計方式,我覺得很多開發者們很輕易就會照做。當你在玩家的遊玩過程中看到了相對來說最省力、最無腦之類的行為,而你想要阻止這樣的玩法,於是你就會試著用各種阻撓的方式來設計遊戲。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 反之,我們變得更加接受許多玩家傾心於熟悉度的這個想法,並反過來試著做出這樣一個系統,其豐富程度足以讓那些更傾向於實驗的玩家可能願意花時間來找出適合他們的組合…也許還能夠在遊戲過程中改變一些不那麼喜歡實驗的玩家。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 為了進一步加強這個想法,我們安插了一個系統,每當各位以新的組合使用一項功能時,就會揭露更多</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">世界與角色的背景故事。這樣有助於回饋玩家在系統和故事劇情上的投入,也不會懲罰到那些只想用自己熟悉的東西的玩家。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 各位也會注意到儘管</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">的功能系統可能可以讓有創意的玩家搞出一大票組合,但它完全欠缺大多老派型RPG遊戲都有的「投資」,也就是說你沒辦法讓你最愛的功能升上2級、3級乃至於99級。在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Bastion》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">中,你是可以把所有的通貨都砸在你最愛的武器上,展現你有多愛那武器並讓它變得更強。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">裡,如果你喜愛一個特定的功能,你可以結合其他你也喜歡的功能,但你沒辦法瘋狂練等。最終我們搞出了一個涉及成雙成對、三人行和彼此之間關聯的系統,也和其他我們想要在</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">《Transistor》</span><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">裡做的東西漂亮地達到琴瑟和鳴的境界。</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">翻譯:milkreaver</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">校正:XDorz87</span></span></div>
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milkreaverhttp://www.blogger.com/profile/02384586950092760893noreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-81852132691409825692016-06-05T16:08:00.001+08:002016-06-05T16:10:10.238+08:00[程式設計]7個每位開發者都應該研讀的遊戲AI範例<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="font-family: "arial"; line-height: 1.656; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/view/news/269634/7_examples_of_game_AI_that_every_developer_should_study.php" style="line-height: 1.656; text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">7 Examples of game AI that every developer should study</span></a><span style="font-family: "arial"; line-height: 1.656; vertical-align: baseline; white-space: pre-wrap;">)</span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">原作者:Richard Moss on 04/05/16 08:06:00 pm </span></div>
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<b id="docs-internal-guid-5338c5d2-1f8c-8bb6-0901-7501f4cf789c" style="font-weight: normal;"><span style="background-color: white; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由Gamasutra社群的成員所著。</span></b><br />
<span style="background-color: white; font-family: "arial"; font-style: italic; line-height: 1.656; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表Gamasutra以及其母公司。</span><br />
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<span style="background-color: white; color: #666666; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 幾乎所有的遊戲或多或少都要用到AI - 普遍來說是要提供玩家非人類對手。但在提到遊戲中好的AI時,不外乎還是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Façade(編註:</span><a href="https://en.wikipedia.org/wiki/Fa%C3%A7ade_(interactive_story)" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">2005年出的互動式故事遊戲</span></a><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)、善與惡(Blatck & White)、Versu (編註:一個互動式故事引擎)、模擬市民(The Sims)以及戰慄突擊(F.E.A.R)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> - 這些都在市面上好一段時間了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 那些遊戲並不是我們在構想AI系統時唯一能參考的範例。我們聯絡了數個開發者,詢問他們在比較近期的遊戲中,關於新穎和具啟發性的AI使用方式。</span></span><br />
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 下列遊戲都以其在AI應用上的有趣、精巧、和創新而著名,若你渴望用一些小小的推演思考來增進你的遊戲,這些都很值得一看。他們所探討的背後想法直指著未來在AI發展上令人激賞和多變的可能性。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (想知道更多的話,請務必要看看Gamasutra裡關於</span><a href="http://www.gamasutra.com/view/news/269634/7_examples_of_game_AI_that_every_developer_should_study.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">世代流程的使用</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以及打造</span><a href="http://www.gamasutra.com/view/news/247908/7_crafting_systems_game_designers_should_study.php" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">系統</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">所列出的相關資訊清單)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">1)全境封鎖中由AI主導的掩體切換尋路路徑</span></span></div>
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<a href="https://lh5.googleusercontent.com/wx1C7CISWIkI1Sq9LoZ3XZxaAVOKMZIzEoNfMLglWfBXXh8SdVEjBhuImWBKRxUzSYUhr28k2wz9U8JP9q7fjEPBlcU5LfwZwc7yCEv-OOKFy2LAZo6ovsFZGh_4LG4QJEDS5V6r" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://lh5.googleusercontent.com/wx1C7CISWIkI1Sq9LoZ3XZxaAVOKMZIzEoNfMLglWfBXXh8SdVEjBhuImWBKRxUzSYUhr28k2wz9U8JP9q7fjEPBlcU5LfwZwc7yCEv-OOKFy2LAZo6ovsFZGh_4LG4QJEDS5V6r" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">全境封鎖(The Division)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的敵人AI有著褒貶不一的評價 - 他們上一刻才站在完全沒有掩蔽的開放場地,接著下一秒就偷偷摸摸繞背然後殺你個措手不及。這遊戲試著要超越由十年前</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">戰慄突擊</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">所締造的高峰,此番嚐試值得細細檢視,但是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">全境封鎖</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">最優秀的AI設計就是掩體切換的尋路路徑。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如同</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">湯姆克蘭西:火線獵殺(Tom Clancy’s Ghost Recon)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,玩家可以掃描掩體,但在這遊戲中玩家可以長壓掩護鍵,然後玩家就會自動跑到新地點去。本質上,這代表掩體之間的移動是自動的,如此玩家可以專注在策略上。而因為路徑會事先顯示在螢幕上(以細長白線繪出),玩家就可以看到他們是如何前往 - 這更進一步幫助玩家理出策略,因為他們可以推測這段自動衝刺所需的時間。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:AI可以主導遊戲機制,幫助玩家更快更有效地移動,讓玩家能有額外的腦容量來應付更重要的東西,像是要開槍打誰和該怎麼打。</span></span></div>
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<a href="https://lh5.googleusercontent.com/GZEezwFpPI2O8CjBkhVKcXzCIqb3dMr8XzOiFYQjMw0DiHwZUQntQdVrfRQSyHbR4vuIyhgVLzovkLSY0BHJKqCUXjY4dz9IFmWh23z9EiDIxD55KE2hxj2rvNKXi_QvsIOPTscB" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="337" src="https://lh5.googleusercontent.com/GZEezwFpPI2O8CjBkhVKcXzCIqb3dMr8XzOiFYQjMw0DiHwZUQntQdVrfRQSyHbR4vuIyhgVLzovkLSY0BHJKqCUXjY4dz9IFmWh23z9EiDIxD55KE2hxj2rvNKXi_QvsIOPTscB" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">極限競速(Forza)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">從2005創立之時,這個遊戲系列就熱衷於將會學習的神經網絡帶到傳統AI設計上,用以控制非人類駕駛。這個Drivatar系統會觀查你的玩法並模擬你的開車風格 - 有點像是數十個時間競速模式中幽靈的綜合體。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 最新的Drivatar系統迭代已經和微軟的雲端服務綁定,它可以從中操縱以其他人類玩家為基準的AI車手,以及從每個玩家身上搜集更多的資料。如今,你的AI對手會模仿來自全世界的玩家 - 他們的愚蠢錯誤、怪癖、強項、和弱項 - 這都提供了更不可預期的體驗。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 好處是AI車手會學到所有種類的複雜駕駛技巧,而每個技巧都展現全然不同的賽車風格,讓他們看起來更像人類。很不幸地,這也代表就算難度調到最高,賽車摸擬類遊戲的狂熱玩家還是很難找到足供練習的非人類對手 - 因為僅有極少數的Drivatars會像專業車手那樣開車。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:會模仿真人的學習性AI可以讓敵人和對手更像人類,但你要注意的是,大多數的人在遊戲中的專業程度和現實的專家實力不一樣,所以行為起來一點也不像專家。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 第一人稱射擊遊戲通常會讓敵人AI到處亂走、射擊任何會動的東西,顯示它們只聰明到足以挑戰玩家。玩家是掠奪者,而畫面上一拖拉庫像壞人的東西是獵物。但</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">異型:孤立(Alien: Isolation)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的Xenomorph (編註:就是大家熟悉的電影中的那種異型種)反轉了這個慣例。四處遊盪的異型代表的是力量,而玩家 - 被剝奪了力量 - 這才瞭解被獵殺是什麼樣的感覺。你扛著槍,但只要一開火就會吸引能力超強且無法殺死的Xenomorph到你身邊。(雖然火焰噴射器將一些力量交還給你,使狀況變得複雜,但異型還是站在獵人的那一方。)</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 異型或許只是跟著行為樹和寫給這些數位化生物的固定程式在跑而已(當你試著對Xenomorph耍小聰明或測試它的極限時會特別明顯),但要去預測它們何時以及在附近哪裡出現又太困難。這個無法預測性結合了異型的感知能力 - 它們有敏銳的聽覺 -以及某種導引系統讓異型隨時都會在玩家的周遭區域。結果就是產生了緊張和恐怖的體驗,逼得玩家躲在置物櫃裡好幾分鐘,並不斷四處檢查獵人是否潛伏在走道或通風口。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:設計一個會在遊戲世界裡神出鬼沒、不眠不休獵殺玩家的AI,可以為關卡的設計帶來不確定性和建立緊張感。</span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4) </span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Ice-Bound Concordance的結合式敘事</span></span></h1>
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<a href="https://lh3.googleusercontent.com/WXXWGdt0FvW6N2BhyG-tJ1HC9LPHvj28HVvN4EbIsAjyZ0RGX2pyxHzH7ucF0WLgASbeaKs1b9IaZynXwYUBhUm_QpDI9YLqNL1b9MgVcLKMhKh_i7hJXtVMwoIq8NkByQW8N7Ig" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="311" src="https://lh3.googleusercontent.com/WXXWGdt0FvW6N2BhyG-tJ1HC9LPHvj28HVvN4EbIsAjyZ0RGX2pyxHzH7ucF0WLgASbeaKs1b9IaZynXwYUBhUm_QpDI9YLqNL1b9MgVcLKMhKh_i7hJXtVMwoIq8NkByQW8N7Ig" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 或許</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Ice-Bound Concordance(以下簡稱IBC)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">第一眼會讓你覺得是個精美的"自行決定方向的冒險遊戲",但遊戲中關於KRIS這個仿作家AI的故事,並不是建立在分歧路線上。取而代之的是玩家和AI結合了預寫(用來防止某些變數)的故事片段文字來拼湊成一部小說。這是經由遊戲內的要素 - 對話樹、玩家在KRIS發想過程中的介入、符號、和事件抉擇 - 以及遊戲外部的要素的互動結果,外在要素就像是玩家秀給KRIS看AI不應該看到的實體床邊故事。開發者把他們這個很重視AI的自行決定方向冒險稱為結合式敘事。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 之前有很多開發者試著要用演算法來主導遊戲故事 - 像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Façade</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Versu</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> - 他們都都專注在社群互動上,IBC則是看向內裡並說出一個更文學的故事,或可以說是很多故事。它可以搞定上萬個故事框架的變換,其中包含許多敘事的片段和一組複雜的規則來決定哪些要素會開啟或關閉。因此,AI和玩家(以及寫下這些故事片段的設計師)在述說故事的過程中通力合作,AI的目標是確保玩家會得到一個戲劇性上令人滿足的故事。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:你可以運用AI來講一個在戲劇性上令人滿足的故事 - 既使它本來就很精采 - 這個故事會動態地以玩家的選擇來型塑,傳統分歧點的方式更加生動。</span></span></div>
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<span style="background-color: white; font-size: x-large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5) </span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">城市征伐透過遺傳演算法的遊玩測試</span></span></h1>
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<a href="https://lh6.googleusercontent.com/_Y7MlQNFcYU-EqifcmgDoA4IQYlE4B9IpdneGtDGhpgZJl9Y0kvJYXGdVeoqUxWIb6owMhXDHOkn3D4ieOjVA4B5Q2lGBMpKkImSJ2QALG-mdeXvDBKF1LwY34cV6jEk9RG2qUY6" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="452" src="https://lh6.googleusercontent.com/_Y7MlQNFcYU-EqifcmgDoA4IQYlE4B9IpdneGtDGhpgZJl9Y0kvJYXGdVeoqUxWIb6owMhXDHOkn3D4ieOjVA4B5Q2lGBMpKkImSJ2QALG-mdeXvDBKF1LwY34cV6jEk9RG2qUY6" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 塔防(或塔攻)遊戲</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">城市征伐(City Conquest)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">因為它極度使用人工智慧參與設計過程本身而顯得獨樹一幟。在這遊戲中AI變成了一個工具,它不是用來擴展或精煉玩家每一刻的遊戲體驗,而是用來進化設計本身 - 用來增進遊戲平衡和(希望能夠)以衡量每個迭代的設計是否有達標來策劃出一個更愉悅的整體遊戲體驗。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 先提醒你,這AI不是處理設計修正用的。設計師Paul Wozour寫下了這個遺傳演算法讓它行為像是自動且虛擬的遊玩測試小組,然後會進化成高手玩家並在這過程中找主流遊戲策略和需要微調的小要素。透過觀察這些機械玩家和人類玩家遊玩的方式,Tozour發現大大小小的問題,並獲得大量的資料來幫助他調整遊戲的參數。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:AI可以幫助你讓你的遊戲變得更好,甚至在遊戲上線前就能經由遊玩測試找出主流策略。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">6) 測試The Witness中的行進路線</span></span></h1>
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<a href="https://lh5.googleusercontent.com/0kvI68oHTzlt9Nr6qwuenR48YmphiJmN5F5ITZHx1sOTaOgk36Rk1wBIKiIbAnzZCcaG4Fzj93PAkdxi1B4budSZ3v6rbr1XTVBB4OQNU0zJ3t2H3uAdDH9oEQNKNslGe8LV99UC" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="337" src="https://lh5.googleusercontent.com/0kvI68oHTzlt9Nr6qwuenR48YmphiJmN5F5ITZHx1sOTaOgk36Rk1wBIKiIbAnzZCcaG4Fzj93PAkdxi1B4budSZ3v6rbr1XTVBB4OQNU0zJ3t2H3uAdDH9oEQNKNslGe8LV99UC" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Jonathan Blow(編註:此遊戲的作者)希望</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Witness</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中的行進過程能夠盡可能地流暢且不受阻礙。若玩家被卡在地圖邊邊或撞到牆、又或是他們能夠走過地型到一個地方但不能原路返回的話,這可能會讓玩家抽離出遊戲世界中。這可能會打破沉浸感,而沉浸感是這遊戲是最重要的願景。為了確保不會發生這樣的事,他要求程式設計師Casey Muratori強化玩家移動的程式。Muratori寫出</span><a href="http://the-witness.net/news/2012/12/mapping-the-islands-walkable-surfaces/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">一個用來測試碰撞的演算法</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">來做為回應。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 他的演算法跳進遊戲中取代了玩家並探索了整座島。當它在行走時會創造出節點並在地上顯示出連結這些點的線。白線代表可以走,紅線代表無法走。(這演算法也可以用更高的密度來探索靠近邊界的區域。)如果狀態改變的話,假設是門被打開好了,那它會往回走然後再從那個點往前繼續探索接下來的區域。藉由觀看結果,開發團隊可以找出行進程式碼的問題或是需要修正的關卡幾何構造。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 濃縮精華:AI可以幫你進行苦工,來找出所有那些會讓單純只是想探索你遊戲世界的玩家感到喪氣的討厭問題。</span></span></div>
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<a href="https://lh3.googleusercontent.com/yYN30dq0wX4RJYMIKAhMb6HmVz5ZWZz5UBPHzEPpc_5XA4V-FiGQSN5TQnVnWsqjrJ_CdX7nR0hcfF5pL0DH_iUDPvNS19_7QmZ2ZrW9UvYhdWSzUVuzZiJNpG84kAr8DvykvsDc" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="376" src="https://lh3.googleusercontent.com/yYN30dq0wX4RJYMIKAhMb6HmVz5ZWZz5UBPHzEPpc_5XA4V-FiGQSN5TQnVnWsqjrJ_CdX7nR0hcfF5pL0DH_iUDPvNS19_7QmZ2ZrW9UvYhdWSzUVuzZiJNpG84kAr8DvykvsDc" style="border: none; transform: rotate(0rad);" width="602" /></a></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 好幾年以來,</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">惡靈勢力(Left 4 Dead)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">兩款系列作用來控制多人合作遊戲上節奏的AI Director仍然是個很棒的系統。AI Director能掌控典型的AI功能,像是敵人行進方式以及用令人滿意且擬真的方式來接替人類玩家。但真正讓這系統有趣的是它在每場遊戲都會出現的高層級影響。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> AI Director的主要工作是掌管步調。它將緊張感營造到高峰,然後放鬆,接著又再次營造,然後在這一次遊戲中隨著玩家逐漸步向終點而不斷重覆。它能辦到這點是藉由模擬玩家的緊張程度(會被像是近距離戰鬥或是遠距離戰鬥、彈藥數和血量、附近的殭屍數所影響),然後調整殭屍的進攻方式 - 從哪來、有多少會攻擊、什麼型式的攻擊、以及集中攻擊誰。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> AI Director從那時開始就在許多其他遊戲中帶來很好的效果,像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">惡靈勢力</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">之後的</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">極地戰嚎(Far Cry)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">系列、</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">惡靈進化(Evolve)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">、和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">搖滾史密斯2014(Rocksmith 2014)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> - 這遊戲利用Director來控制遊戲中你現場吉它演出時的音樂伴奏。但惡靈勢力仍是最好的研究範例。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-weight: bold; line-height: 43.2px;"> 濃縮精華:每個玩家都是不同的,而擁有一個能夠改變遊戲節奏和緊張感的AI來調整每一刻的需求,你就可以確保每個人都能有滿足且具挑戰性的體驗。</span></span></span></div>
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<span style="font-family: "verdana"; font-size: x-large;"><span style="line-height: 43.2px; white-space: pre-wrap;"><b>不只是炮灰</b></span></span><br />
<span style="font-family: "verdana"; font-size: large;"><span style="line-height: 43.2px; white-space: pre-wrap;"> 有了上述的範例,人工智慧在遊戲中可以有無數種用途。它可以用來當做測試工具讓你的程式或設計更健全,並讓成品更為有趣,或是它可以藉由展現出一點點的策略學習或適應性來讓NPC們看起來比較聰明,雖然總的來說還是笨笨的。</span></span><br />
<span style="font-family: "verdana"; font-size: large;"><span style="line-height: 43.2px; white-space: pre-wrap;"> AI可以是一隻看不見的手,用來執導整場秀,或是充當場上和玩家一起行動的炮灰和同伴。AI可以引導或是誤導玩家,幫助或阻礙玩家。它可以讓壞人們看起來真的是要合作無間來殺害或荼毒玩家,或是它可以讓一個敵人變成可怕的獵手。AI可以模仿、擬人、學習、忘卻、教導、以及合作。</span></span><br />
<span style="font-family: "verdana"; font-size: large;"><span style="line-height: 43.2px; white-space: pre-wrap;"> 這都是演算法的成果,所以它們會做任何你想要它們做的事。你只要想到有創意的方法來拿捏它在誘使、困惑、擾亂、協助、阻撓、處理、和分享時的強度就好。不要將AI的想法侷限在只要聰明到能稍稍阻撓玩家就好。反而是要想像它能如何在小地方或大方向上提昇遊戲體驗。</span></span><br />
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<span style="font-family: "verdana"; font-size: large;"><span style="line-height: 43.2px; white-space: pre-wrap;"> 感謝Jonathan Tremblay、David Churchill、和Anne Sullivan合力幫助我完成這篇文章,以及Tommy Thompson在YouTube頻道上AI and Games提供的進一步指導。</span></span><br />
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-74148969801803764722016-05-28T23:32:00.001+08:002016-05-30T11:50:07.474+08:00[遊戲設計]將魔獸世界的經驗應用到鬥陣特攻的戰場上<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
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<b><span style="font-family: "pmingliu"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="font-family: "arial"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">Gamasutra(</span><span id="docs-internal-guid-b2da8435-f7f8-3992-4809-f6df08ca0752"><a href="http://www.gamasutra.com/view/news/271584/Applying_lessons_from_Warcrafts_world_to_Overwatch_arenas.php" target="_blank"><span style="background-color: #eeeeee; color: black; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;">Applying lessons from </span><span style="background-color: #eeeeee; color: black; font-family: "verdana"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Warcraft</span><span style="background-color: #eeeeee; color: black; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;">'s world to </span><span style="background-color: #eeeeee; color: black; font-family: "verdana"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Overwatch</span><span style="background-color: #eeeeee; color: black; font-family: "verdana"; vertical-align: baseline; white-space: pre-wrap;"> arenas</span></a></span><span style="font-family: "verdana"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="font-family: "arial"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">)</span></b></div>
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<b><span style="font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "pmingliu"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> 原作者:Bryant Francis</span><span style="color: black; font-family: "arial"; font-style: italic; vertical-align: baseline; white-space: pre-wrap;"> on April/29/16</span></b></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 當Blizzard準備把</span><span style="font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻(Overwatch)</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">當成重磅級的炸彈丟到日漸成長的英雄射擊遊戲市場上時,正是一個來</span><a href="http://gamasutra.com/view/news/271492/How_Blizzard_is_building_Overwatch_out_of_the_ashes_of_Titan.php" style="font-size: x-large; line-height: 1.8; text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">觀察Blizzard是如何從過去的作品中學習</span></a><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">,以及在新的遊戲類型中打下一席之地的好機會。更貼切地說,一個以策略和線上RPG著名的公司是如何做出重大的轉變到第一人稱射擊遊戲上?</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 在PAX East展中我們和鬥陣特攻的遊戲監製</span></span><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">助理</span><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Aaron Keller談過話,從中瞭解到他從</span><span style="color: black; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">魔獸世界(World of Warcraft)</span><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">中打造地城和區域到設計</span><span style="color: black; font-family: "verdana"; font-size: large; font-style: italic; font-weight: 700; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">戰場之間的轉變。</span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 某些經驗是很明顯的,像是利用</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中的區域動線來幫助塑造</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中以目標為導向的地圖。但根據Keller的說法,從</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中玩家是怎麼打斷路線導引,到MOBA類遊戲的反擊心態都激發了他們新地圖的設計。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">英雄職業導致差異化</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Keller一進入Blizzard時是負責初版</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">的地城和城市設計,接著在轉去製作</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">巫妖王之怒(Wrath of the Lich King)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">資料片的外部區域之前,參與了被取消的大型多人線上遊戲計劃</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Titan</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">,接著就去製作</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 他說,在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中玩家在區域之間的流動是最需要精通的本質課題之一,因為遊戲中大型且誇張化的空間給予玩家上百萬種的方式來進行探索。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><b style="font-size: x-large;">編註:被俄羅斯同事認證的不像俄羅斯人的角色XD</b></td></tr>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> "我仍然很想要將那條精神上的道路放到</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中,"Keller這麼說,他提及</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">所謂的"道路大師"可以巧妙將玩家引導至壯麗奇觀和嶄新地區。"我希望你能一進入地圖就看得到主要道路。"這樣的精神影響了</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中目標導向地圖的成形,目的是要跳脫出</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">最後一戰(Halo)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">雷神之錘(Quake)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣完美對稱的殺戮戰場設計,玩起來的感覺更貼近</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">絕地要塞2(Team Fortress 2)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 但既使有了以動線為主的設計觀念,Keller說在製作第一人稱空間時的新挑戰是在於區域的比例大小,以及這會如何影響21位擁有獨特技能的英雄彼此之間可能的對戰組合。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 以</span><a href="https://playoverwatch.com/zh-tw/heroes/widowmaker/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">奪命女(Widowmaker)</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣的角色為例,她需要長距離和廣闊的視野來妥善使用狙擊技能,而近距離的</span><a href="https://playoverwatch.com/zh-tw/heroes/reaper/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">死神(Reaper)</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和近戰的</span><a href="https://playoverwatch.com/zh-tw/heroes/reinhardt/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">萊因哈特(Reinhardt</span><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">)</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">需要狹窄的空間來好好運用技能。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這和</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中空間曖昧不明的特性相距甚遠。在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">魔獸世界</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中,比起用實質的空間來塑造戰鬥的動向,它反而極度仰賴敵人所施放的技能。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">利用玩家探索的過程</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 若你曾玩過任何一個Keller做的魔獸世界地圖,你可能會記得玩家是如何分享那些像是攀爬接近垂直的斜坡、探尋老鐵爐堡的秘密、以及試著找出隱形牆壁後面到底有什麼東西的話題。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Keller回想到玩家在BETA階段時利用往後走的方式就可以慢慢爬上樹和斜坡而讓他們困擾不已時不禁笑了出來。看著玩家將玩弄區域的方法推至極限,慢慢地影響了他的設計觀念。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> "我記得早期對玩家可以去哪裡做出了很多限制,"Keller說。鬥陣特攻的開發初期或多或少也是這麼做。"在阿努比斯神廟中,也就是我們的第一張地圖,我當時不讓玩家到非常高的地方,我擔心玩家會得到太多優勢。"</span></span></div>
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<tr><td style="text-align: center;"><img height="350" src="https://lh5.googleusercontent.com/RhsJ6dJjbIv0uSL9OdpGJZnUwq28OGtkeaki1vHEaFzJ6gwvHdYSAocoIwj8nt_I0LHckJveH7mD_f6Q3VUz4vjaAcWsdOTx4cP1UmKGtsfLhGzep4T1lgCxYShfL80D6c9oNSU9" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="640" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;"><b>編註:我個人最愛這張地圖,因為是法拉的主場(羞)</b></span></td></tr>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Keller描述阿努比斯神廟是設計成在第一個門外就會有個阻塞點,也就是攻方衝過敞開大門後有兩個阿努比斯神像俯瞰的地方。"我放了個有碰撞判定的天花板讓你不能爬到上面。然後Jeff Kaplan(鬥陣特攻的首席遊戲監製)鼓勵我移掉它。我當時超怕狙擊手會爬到上面並宰制全場,而玩家也真的是可以以狙擊手的身份爬上去。"</span></span></h1>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Keller對</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">奪命女</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">或</span><a href="https://playoverwatch.com/zh-tw/heroes/hanzo/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">半藏</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣的狙擊手會爬到上頭是預測是準確的,接著他說,拿下這個點後確實會讓人有種很強很酷的感覺。但他所害怕的狀況被一個簡單的現實給消散了:那是一個爛透的狙擊點。"這個改變完全沒有我先前所害怕的負面衝擊,反而有了各方面的正向影響。"他鬆了一口氣說。這個經驗驅動了他和他的團隊花費更多的心力在所有玩家會試圖前往的地方,甚至是製作團隊一開始沒有想要讓玩家去的地方。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">將地圖視為反制玩法的工具</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 但當然,Blizzard一直在試著理解的MOBA遊戲所帶來的影響,都被拿來製成</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">了,值得一問的是地圖設計師如何製作這個以反制玩法為主的遊戲類型 -- 也就是設計出能巧妙反制另一個玩家行動的行動和角色,甚至是進一步反制這個反制。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Keller在講到Blizzard曾設計過這些巧妙的反制時開啟了這個話題,他們偏好去避免你可能在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">英雄聯盟(League of Legends)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">中會碰到的強硬反制。</span></span></div>
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<tr><td style="text-align: center;"><img height="388" src="https://lh4.googleusercontent.com/jSgzZULxUaZl_JPnsdrNzvZqtlHbxuS-yDT3r56Fyoa3Cqzgj8zO6_HNsldWn9GkPoOwbz19TbYFB1xvEGF1fxLjkt2cig_3juR0ttOdQj67-HScs6Rw2zc8R13vE_Aj8EWjQsTr" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="640" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;"><b>編註:炸彈來囉~~~</b></span></td></tr>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 為了要達成這個目標,地圖的空間通常是在角色能力過強時用來幫助平衡的工具。Keller述說在製作</span><a href="https://playoverwatch.com/zh-tw/heroes/bastion/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">壁壘機兵</span><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(Bastion)</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和</span><a href="https://playoverwatch.com/zh-tw/heroes/torbjorn/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">托比昂(</span><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Torbjörn</span><span style="color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">)</span></a><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這兩個以砲塔為主的角色時,因為他們在守某些點會特別強力所以說服了地圖設計團隊來幫忙平衡。"我們開始瞭解到,第一:我們需要對英雄本身做些改變。第二:某些英雄在遊戲中的特定地圖特別強。"</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> "在阿努比斯神廟中,玩家要拿下的第二個據點位於玩家一踏入神廟之處,所以我們要對整個神廟進行改造,好讓這些英雄不會像之前那樣有壓制力。"</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> Keller和他的同事們比起製作MOBA類遊戲時,能夠自在地微調鬥陣特攻的地圖、模式、及平衡角色這點本身就是一個工具,而MOBA類遊戲的玩家要仰賴固定的地圖設計,就像籃球球星要仰賴他們對場地空間的熟稔知識一樣。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這些挑戰對</span><span style="color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">鬥陣特攻</span><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">來說並不特別 -- Keller的幾個要點確實可以對應到絕地要塞二上面。但Blizzard過往作品的DNA提供了這個公司一個值得玩味的地圖,這地圖指點了設計全新類型遊戲時碰到的問題要怎麼處理,並顯現出他們在接下來的日子裡需要克服的重大挑戰。不管是在艾澤拉斯(編註:魔獸世界中的世界名稱)的平原上遊盪,或是在66號公路上進行槍戰,Keller和他的同事似乎有了成熟的工具來解決新出現的問題,不論什麼遊戲類型的問題都可以解決。</span></span></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-5608319624491277652016-05-22T12:53:00.001+08:002016-05-22T13:30:19.851+08:00[遊戲設計] 和博士一起來看《耀西島》的血量設計<div dir="ltr" id="docs-internal-guid-3d4310e6-d3f6-e588-4a92-3dbc5d064652" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原文轉載自:Gamasutra(</span><a href="http://www.gamasutra.com/blogs/ChristopherGile/20160509/272205/Health_101_with_Professor_Yoshis_Island.php" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Gamasutra:Health 101 with Professor Yoshi’s Island</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">)</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">原作者:</span><a href="http://www.gamasutra.com/blogs/author/ChristopherGile/925520/" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">Christopher Gile</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> on 05/09/16 08:06:00 pm </span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">以下文章內容,除經另行註明,係由Gamasutra社群的成員所著。</span></span><br />
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">其中表達的想法與意見為該作者所有,並不代表Gamasutra以及其母公司。</span></span></div>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">各位在《耀西島》(Yoshi’s Island)的目標是要幫助瑪利歐拯救小寶寶路奇,不過問題在於瑪利歐也是個小寶寶,你也得要照顧好他。各位基本上要充當瑪利歐的保姆,也是一種重新架構他們關係的絕妙方式。我喜歡把《超級瑪利歐》和《耀西島》想成同一款遊戲,只是一個是由瑪利歐講述,另一個則是出自耀西之口。</span></span><br />
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">當各位在《耀西島》被打中的時候,瑪利歐寶寶會從你背上飛走,你必須在一定的時間內把他接回來。他會邊哭邊待在一個小泡泡裡飛來飛去。如果你沒接到他的話,可以想見我們想都不敢想的壞事就會發生在他身上(這大概就是為什麼他在哭的原因)。</span></span><br />
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">老天啊,真會哭。</span></span></td></tr>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">各位犯了錯,進入失敗狀態,你只能更賣力做某件事來補償,藉此脫離失敗狀態。在大多數遊戲中各位被打中的時候,你只消更努力試著以後不要被打中就好。但在《耀西島》裡受到傷害是一件你必須特地在當下彌補的事情。這是個非常強勁的設計樣式。你做了壞事,所以現在你得要做好事來打平。</span> </span><br />
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">在我們多談點這個設計樣式之前,且讓我們先設立一個模型來瞭解血量(health)。模型是事情如何運作的簡化版本,既不會將每一個血量系統的各個事情都納入考量,也不會考慮系統與所有其他東西如何互動。即便如此,這個血量的簡化模型還是會幫助我們瞭解血量如何得以運作,以及為什麼《耀西島》裡的這個設計樣式是這麼的有效。我稱這個我所提出的血量模型為「血量即容許的錯誤數」。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">這並不是血量唯一的模型,它就只是一個模型而已。它是為了將一個想法隔離出來並探索而進行的簡化。血量有很多其他的模型,舉例來說《決勝時刻》系列通常用的
是「血量即暴露於危機之中」模型,而許多節奏遊戲使用「血量即分數」模型。簡化特定的元素之後,我們得以將想要挖掘的東西隔離出來,從更複雜的角度觀之,
並得到一些有趣的領悟。</span></span></div>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">為了這個模型,我們所要進行的第一道簡化是「玩家只會因為犯錯而受到傷害」。各位不會莫名其妙損血,你損血是因為誤判敵人攻擊,沒有看到陷阱,或是過於躁進。防禦上的錯誤是各位沒有保護好自己,而進攻上的錯誤是沒有善用機會來傷害敵人。只有防禦上的錯誤會導致傷害,而即便如此,也不是每一次防禦上的失敗都會導致傷害。也許你做了什麼事讓你對敵人攻擊毫無防備,但他們沒有攻擊你。你陷自己於可能受到傷害且無計可施的處境,不過不知為何,敵人AI並沒有選擇攻擊。就算沒有受到懲罰,理論上這些仍然算是錯誤。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">這個模型應用於瞄到就算中(hit scan)的FPS遊戲(例如開槍瞬間就算命中)時會有相當嚴厲的限制,因為在那些遊戲中</span><a href="http://guilelessmonk.tumblr.com/post/98064975845/bullets-cant-dodge-instant-and-why-that-is-a" style="text-decoration: none;"><span style="background-color: transparent; color: #1155cc; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline;">各位並沒有辦法閃過敵人的火力</span></a><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">。"血量即容許的錯誤數模型在那些所有傷害理論上是可以避開的遊戲中,可以告訴我們許多有趣的事情,不過指出該模型的限制是很重要的。</span></span></div>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">血量是在各位失敗之前可以容許犯錯的次數。你有三顆愛心就可以犯兩次錯,但第三次就會送命。並不是所有錯誤都是等值的,有些敵人攻擊會造成更大的傷害。在《瑪利歐》遊戲中,不論你有多少強化狀態只要掉進洞裡就會直接死掉。這代表血量並不單純只是你所能犯下的錯誤次數,而是結合了你在失敗前所能犯下錯誤的數量與嚴重程度。各位可以耍很多小蠢,一兩個大失誤,或是二者的任意組合,不過到了某種程度後你就會失誤過頭而死。易言之,你損失了多少血量的算式就是以嚴重程度來衡量你犯了多少錯誤。</span> </span><br />
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">我們可以用這則對血量的認知來搞清楚敵人的攻擊應該造成多少傷害。很好閃的攻擊可以造成大量傷害,很難閃的則應當不痛不癢。我們可以把敵人應該要多難打的要素加進來,讓這層關係有了新的複雜變化。更難打的敵人會造成更痛的傷害,就算它的攻擊和好打敵人的一樣難閃。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 而這為我們引進了治療。如果說受到傷害是因為失誤而導致,那麼回復玩家血量就是原諒那個失誤。你搞砸了,不過現在你得到了原諒。它從你的永久紀錄上消失,洗清了你的罪。</span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">祭司在遊戲中通常都是治療者,這很讚,而且具有象徵意義。</span></span></td></tr>
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">不過在《耀西島》裡,各位也不會隨便就得到治療。就像受傷一樣,治療不會隨機發生。在《耀西島》裡各位犯錯時必須把瑪利歐接回來,而你可以蒐集出現於關卡中的小星星來使計時器得到更多時間,供你下一次犯錯需要把他追回來時使用。這兩項舉動都要求玩家執行</span></span><span style="font-family: arial; font-size: large; line-height: 1.38;">超出於平時沒有犯錯情況下的行動。你必須接住瑪利歐,或是去找那些星星。</span><br />
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<span style="font-size: large;"> <span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;">在《耀西島》的治療要說是原諒,倒比較像是贖罪。那是透過額外的努力來彌補過錯。藉由讓玩家透過努力爭取,會讓情感上的回報可高出許多,而那正是讓《耀西島》的這項系統如此令人滿足的原因。每一次的過錯都導致了很棒的「失敗、掙扎、贖罪」劇情小曲折。</span></span><br />
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 叫玩家去追哭鬧的小寶寶來彌補錯誤可不是每一款遊戲都能辦到的,不過精髓就在於「額外努力」的原則。不要把能治療的東西放在玩家的直接行徑路線上,而是擺在稍微偏僻的地方。讓他們去探索,或是追著什麼東西跑來贏得救贖,並給予他們失敗的小故事一個滿意的結局。</span></span></div>
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<span style="font-size: large;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline;"> 在「血量即容許的錯誤數」模型中各位因為犯錯而受到傷害,你的血量就是你可以犯錯的次數,而治療就是敉平那些錯誤。這只是眾多看待血量的方式之一,以及其所代表的幾個意涵。關於這個模型還有更多可以說的(像是應用到多人遊戲時,進行治療的人並不是犯錯的人),也還有更多引申,不過這邊就先點到為止了。希望這給予各位一個新的工具來評估並思考血量系統,以及是什麼東西使其得以運作。</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">翻譯:milkreaver</span></span></div>
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<span style="font-size: small;"><span style="background-color: transparent; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline;">校正:Xdorz87</span></span></div>
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milkreaverhttp://www.blogger.com/profile/02384586950092760893noreply@blogger.com0tag:blogger.com,1999:blog-6535874110911434229.post-70612001888130091882016-05-15T05:42:00.000+08:002016-05-15T05:43:43.430+08:00[設計理念]將遊戲視為一種雙向溝通<div dir="ltr" style="line-height: 1.56; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">原文轉載自:</span><span style="color: #222222; font-family: "arial"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">Gamasutra(</span><a href="http://gamasutra.com/blogs/LaralynMcWillams/20150928/254679/Games_As_A_TwoWay_Conversation.php" style="line-height: 3.1104; text-decoration: none; text-indent: -15pt;"><span style="color: #1155cc; font-family: "verdana"; font-style: italic; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Games As A Two-Way Conversation</span></a><span style="color: #222222; font-family: "verdana"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: #222222; font-family: "arial"; font-style: italic; line-height: 3.1104; text-indent: -15pt; vertical-align: baseline; white-space: pre-wrap;">)</span></span></div>
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<span style="background-color: white;"><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> </span><span style="color: black; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 原作者:</span><span style="color: black; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Laralyn McWillams on Sep/28/15</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<b style="background-color: white; font-weight: normal;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">以下文章內容,除經另行註明,係由</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">社群的成員所著。</span></b><br />
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<span style="background-color: white;"><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">其中表達的想法與意見為該作者所有,並不代表</span><span style="color: #222222; font-family: "arial"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gamasutra</span><span style="color: #222222; font-family: "pmingliu"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">及其母公司。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">遊戲就是關於玩家的自我展現</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當我們想到玩家的自我展現時,我們腦中通常會直接想到多人遊戲中人們在聊天視窗打字、選擇他們的造形、玩玩表情符號和語音聊天 - 所有玩家可以展現自我的途徑。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 每當你創造了一個讓玩家可以展現自我的多人遊戲系統時,你都必須抉擇是否要允許負面情緒的展示。你創造的是什麼樣的表情符號?什麼文字和圖案是你的不當言辭過濾器允許的?</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="449" src="https://lh3.googleusercontent.com/ywCiMxmO6nmG7FJ2BfRWaJW_r5Kr8HLOOWnjapCnQpDwU7mJwtJTdSL_Yc7vYsXbPm58OTRqL33D5FS_vE_NUeDgcGUHxowb4A-OGefT3W5BiOl_feoY5Z6KY2XsBJi1kAXA9PeF" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;"> 舉例來說,在開發</span><span style="font-family: "verdana"; font-size: large; font-style: italic; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">Free Realms</span><span style="font-family: "verdana"; font-size: large; line-height: 1.8; vertical-align: baseline; white-space: pre-wrap;">(編註:Sony Online Entertainment旗下的一款線上遊戲)的時候,我們考慮過一個能讓玩家對造形或甚至是對彼此評分的一個系統。我們認真地辯論了一番,這系統是否只會有正面的評價--一個讚--或著你可以在正面和負面的評價中選擇。我們甚至對於八卦在孩童的生活中扮演了什麼角色,以及我們的系統是否應該要模擬真實存在的世界、或是模擬我們希望存在的世界進行了激辯。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 像這種類型的決策本來就會創造且薰陶遊戲裡外的文化,縱使這不是你的本意。缺乏這樣的決策也同樣會創造出一種文化。去瞭解多人線上遊戲是如何讓玩家表現自我,而這樣的表現會如何轉化成遊戲裡外的文化,接著形塑並鼓勵這樣的文化是社群部門的核心作用。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我目前為止所提到的東西對於工作內容是關於網路這領域的人來說是沒有什麼衝突的,雖然他們使用的方法會略有不同。有些全新且有趣的研究是關於創造、薰陶、和管理遊戲中的玩家文化,但這些都是奠基於好幾年的持續討論之上。這是個已經建立起來的觀念。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;"><b>那單人遊戲又是如何呢?</b></span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 單人遊戲的核心就是在玩家的自我展現。一款遊戲要仰賴玩家的輸入 -- 按下空白鍵跳躍、或著點擊你想接著看下去的Twine分歧選項(編註:</span><a href="https://twinery.org/" style="text-decoration: none;"><span style="color: #1155cc; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Twine 是個能讓你用來製互動且非線性故事的軟體</span></a><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">)。而這些不單單只是互動而已。這些是如假包換的自我展現。玩家在遊戲中做他們想做的事是有動機的:在那個時間點有某種理由讓她跳了起來,而不是開槍或衝刺,而有某種理由他選擇在探索倉庫前要先去後院繞繞。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們有時候會聊到遊戲設計中的"核心迴圈"。就算你不喜歡這個專有名詞,你或許也摸過這個遊戲互動的核心基礎:</span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img height="339" src="https://lh3.googleusercontent.com/OgYIWnkV9SsbhkUw0nQXwDxgUuI74VxRBjyvqm1IhbwS56lyh28wFOSy-ER0LBIUVyeVPamO1qXZu7SNVy9NHYCMsunP4x7FMGFIv9p2N24cm-ZWtAa8BFwefqaJkAUc-dYLRV16" style="border: none; margin-left: auto; margin-right: auto; transform: rotate(0rad);" width="602" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 43.2px; white-space: pre-wrap;">遊戲事件-->玩家反應-->結果 -->遊戲事件--> ...</span></td></tr>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 遊戲事件開啟了這段迴圈 -- 它開啟了和玩家之間的溝通。當一個敵人出現時,玩家的回應可以是攻擊、躲起來、落跑... 我們給予玩家在遭遇到遊戲中事件時做出反應、展現自己的方法。但是,那如果是情緒上的事件呢?</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 還記得在</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">異塵餘生3 (Fallout 3)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 中你第一次踏出避難所的情形嗎?(編註:我個人覺得震憾極了)</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="481" src="https://lh4.googleusercontent.com/YNaXB5RT2tnsliRc5TTJAbHcVdlQZkUshVqVM60FYQ1leQtjRkP0sT0Tm0w4V7KRCveR7PtsPdycZHF1qDbG3xZ7joDt0u0iGZKtAz97AitlgtLTzX02gDpwiNStu9EoJRzj-6ZY" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 還記得你的目光穿過整片廢土並落在華盛頓特區的遺址上的情形?這個場景是極度巧妙的編排:整幅風景象、時間點、音樂、背景音、以及每個映入眼簾的東西都是精心製作。會選用這些因素是因為它們創造情緒。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在這個瞬間,異塵餘生3對我開啟了對話。你或許耳邊響起的聲音有點不一樣,但我聽到的聲音訴說著"你的世界現在變成這個樣子了"。我內心充滿震憾,不發一語站在那足足一分鐘之久。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我無法對這段溝通做出回應。我沒辦法說話,沒有表情符號可用...除了奔跑、開槍、跳躍外什麼都不能做。就算我找到了一個遊戲內建的機制來做出回應,但這遊戲並不會等我。它根本沒在聽。</span></span></div>
<div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這是個斷裂的迴圈。是個一去無回的交換。就算這個遊戲對玩家擁有著如此強烈的情緒媒介,我還是沒有任何的工具可以回應遊戲中試著要和我進行的半套對話 -- 情緒的這一半。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-size: large; line-height: 1.8; white-space: pre-wrap;"> 這是我們將遊戲做壞的許多方法之一,也就是將遊戲想成是影片的延伸物。電影已經奠定了有效的技巧來挑起情緒。將電影預設成一個觀眾無法做出有意義回應的單行道,並且電影本身也無法將反應納入考量或瞭解我們,這點是可以理解的。但遊戲是建立在互動的基礎之上 -- 一個明顯支援雙向溝通的基礎。</span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 當你仔細想想時,就算單人遊戲裡我們對玩家提供的工具有限,但他們還是試圖表達他們的情感。我們只是不去看它、不去追蹤它、或為此建立一個遊戲內的事件。換句話說,我們詢問了他們問題而他們也回應了...只是我們不聽。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 這裡有個案例,同樣的是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">異塵餘生3</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。我一如往常地在異塵餘生中將狙擊做為主攻的玩法。我通常會開著狙擊鏡,直到敵人貼到我身邊...除了輻射蠍。當這鬼東西開始拉近距離時,我馬上轉頭就跑。我開始手忙腳亂。到處找路。我會發瘋似地跑到高處。如果你和我身處在同一個房間的話,你會聽到我說"喔不不不不不不不"。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="379" src="https://lh6.googleusercontent.com/Ztc_dShdL6NEefhzOcm0WdSW73cSIYorr6weqEzCB8oms3q570LDKznGw15-hojbF0ghhSnWjsBkRS6QfrI5HOexVTCKsecUBR-OLDK_z4q_4djQhLru0rcJBoCkr0faOQftZZDI" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果這遊戲"在乎"的話,它可以看得出來那隻輻射蠍嚇死我了,而它也不需要一副耳麥和語音辨識系統來達到這結論。在那個狀況下我按鍵輸入的方式和其他情況相比是有顯著的不同。就算只是利用最基本的操控 -- 跑、跳、瞄準、射擊 -- 我仍然表達了我的情感,因為我遊玩的模式改變了。</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">這為什麼重要?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 為什麼遊戲要"在乎"?為什麼身為開發者的我們要在乎?理由不只一個。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">我們可以調整體驗</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們從電影和傳統媒體上"學到"的另一件事就是將我們創造的遊戲視為一個"要顧及所有人"的產品。我們試著用自發性遊戲系統(Emergent Gameplay)、沙盒(Sandbox)、以及玩家抉擇來將遊戲抝成不同形狀,但大多數的時候我們會瞄準一個客群,找到這個客群的平均喜好,然後基於這客群的喜惡來做決定。就算你從來不曾想過遊戲的客群並且只想做你個人喜歡的遊戲時也是一樣 - 這只代表你的目標客群就是你罷了。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果我們能以巧妙的方式調整遊戲內容,好讓它反映出玩家的偏好和個性呢?調整遊戲難度只是冰山一角。以下的範例漬楚展示出如果讓玩家能做出情感上的回應然我我們能去傾聽的話,那會是多有效果的一件事。你現在在做一個恐怖遊戲。在遊戲初期的幾個關卡過程中,經由分析遊玩行為模式和觀察幾個特定類型的歧異,你就可以瞭解到遊戲中的什麼內容最能夠嚇到這個玩家。你可以利用這些資訊來改善步調,甚至是用來決定最終魔王的行為。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 在其它的遊戲中該如何衡量這類型的資訊然後用來自訂和調整體驗呢?如果你有這些資料的話,我賭你可以想出幾十種方式。你需要三件事來達成這目標:</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">能夠追蹤玩家的行為和互動並觀察行為模式的能力;</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">能夠將行為模式和"情感"及"偏好"做相關連的定義;</span></span></div>
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<li dir="ltr" style="color: black; font-family: Verdana; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">能夠基於這些分析來改變遊戲機制的底層系統框架。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 這三個都是我們無論如何都該有的東西 -- 指標數據。現在許多單機遊戲都能提供給開發者關於關卡讀取時間、熱視圖、武器表現...等等的指標數據,那為什麼不同時利用這些資料來告訴我們玩家的偏好呢?更進一步說,為什麼不用這些資料來微調遊戲機制呢?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;"><b>情感上的互動最能讓人留連忘返</b></span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 線上遊戲領域的開發者時常提到留存率,或稱為遊戲的"粘or黏著度" -- 一個玩家在接下來的幾天、幾週、幾月、或是幾年內會繼續玩這遊戲的可能性。我們好幾年前就知道社交的互動會讓線上遊戲更黏著 -- 特別是那些透過遊戲系統本身支援及鼓勵的互動。我們在行動遊戲上也看到了這個趨勢,像是氏族和PvP這樣的額外社交面像會增加留存率。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 表面上,單機遊戲好像沒有具有意義的社交互動管道。但市面上有人以非常有趣的方式來添加社交連結,而這甚至是現在這個世代遊戲主機的核心,簡單的內容分享機制。特別是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">黑暗靈魂(Dark Souls)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">和類似的遊戲,在試圖將單機遊戲做成共享的遊戲體驗上都做出了有意思的成果。</span></span></div>
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<span style="font-size: large; margin-left: 1em; margin-right: 1em;"><img height="339" src="https://lh5.googleusercontent.com/GEdFYSBMELFxuVMvN670i5dj4f4-ll5AzvsYtnPXOJ2IxD_hs7Ez34wUJldhzkot6n6eWbaHCnszhlXEmxUPWQ-T0e3pJmgPtJcSHmHtzsYKP3J2wzNzo-p578f75ff15jwCVpGw" style="border: none; transform: rotate(0rad);" width="602" /></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 我相信社群的玩法會增加留存率的原因之一是它增強了玩家的情感表達。它創造出一個雙向溝通。我們也看過像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">闇龍紀元(Dragon Age)和質量效應(Mass Effect)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">對雙向溝通做出的嚐試,也就是玩家可以選擇要怎麼回應NPC們。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 如果在像是</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">無界天際(Skyrim)</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">這樣的遊戲中讓玩家能夠做出像是臉部表情,而NPC也會有所回應這樣簡單的機制,那會對這遊戲帶來什麼意義呢?這會如何改變城市中的NPC在你經過時做出的回應?你的同伴會有什麼反應?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 如果一款沒有對話或紙娃娃系統的遊戲,還是可以讓人感覺多人遊戲中的個人歸屬感、回應感、以及情感上的連結的話又是如何?它還能夠產生病毒式的傳播和黏著度嗎?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: x-large;">就連單機遊戲都能創造出一種文化</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 還記得我之前提到的在製作線上遊戲時,我們對於要支援、瞭解、和選擇讓玩家在遊戲中能夠用什麼類型的表達方式做出回應的事嗎?我們在單機遊戲也會進行相同的抉擇。在抉擇要支援什麼樣的玩家表達方式之時,我們同時創造了一種文化,即便只有一個玩家能夠體驗到。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 總的來說,我們現在仍在創造的文化是玩家做出"正確"或"錯誤"的選擇後,他們無法對這些選擇做出有意義的情感表達。大多數的單機遊戲會開始一段對話然後就讓玩家們的情感困在那裡。我們用過場動畫來處理人物的關鍵場景,或是當玩家在實際遊戲中時只讓他們能做出跑、跳、或爬的動作。我們創造出的文化就是我們遊戲中出現豐富情感的場景時,所預期而且也是唯一的回應就是默默接受。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 某方面來說,這比單向溝通還糟糕,因為我們已經做出了假設。玩家</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">當然</span><span style="color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">會對於某個角色的死亡感到滿足、或是對我們做出的奇觀感到驚喜、或是被躲在角落的惡魔嚇到。我們在製作這些設計抉擇時甚至沒有認知到我們製作這個是因為我們只是單純地反應出自我以及對我們來說再自然不過的事。那些和我們沒有相同感受的玩家怎麼辦呢?或是那些看待世界的角度和我們不同的人怎麼辦呢?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 更進一步來說,單機遊戲有一種情感隔離的文化,這超越了"你是自個兒在遊玩"這項事實的認知。我相信這是網路上"實況遊戲影片"會這麼紅的主要原因:玩遊戲的人終於有個管道可以表達他們被遊戲激發的情緒給某個在聽的人 -- 因為這遊戲本身顯然無法做到這點。而這對於一個具有互動性的媒體來說不是一種錯誤嗎?</span></span></div>
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<span style="background-color: white; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="color: #990000; font-size: x-large;">讓我們來溝通吧</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 所以我們能展開什麼行動?我們能做什麼?</span></span></div>
<div dir="ltr" style="line-height: 1.7999999999999998; margin-bottom: 14pt; margin-top: 0pt;">
<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我並不是說我們可以或應該要在每個遊戲中創造每種體驗 -- 像是在每款射擊遊戲中都有"和平主義者路線"。我的意思更不是說每個遊戲都可以或應該要讓玩家能自訂角色或支援多重對話選項。我要表達的是許多遊戲都可以從更瞭解玩家和基於他們的技巧與偏好做出細微的調整來獲得好處。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 而我們可以做的更多。我們可以利用玩家情感狀態的資料來微調體驗。我們可以在遊戲中開發出不同的方法來簡化並對玩家的情感表達做出回應。但首先我們要下定在乎這點的決心。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 首先,我們要將玩家的情感表達視為他們遊戲體驗中重要的部份。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 思考一下將這個情感表達加到你的單機遊戲中會有什麼影響。要怎麼做才有意義?遊戲要如何做出回應?</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"> 我們設計遊戲來創造情感,所以我們應該在設計它們的同時要支援能回應這些情感的方式。我們需要衡量玩家透過每個按鍵和按鈕所告訴我們的事 -- 甚至是每個玩家決定要看什麼以及看多久這樣的事。有很多路都能到達目的地,但你要下定決心才能往前進。</span></span></div>
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<span style="background-color: white; color: black; font-family: "verdana"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;"><br /></span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">讓我們一起前進吧。讓我們的遊戲成為雙向溝通。</span></span></div>
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<span style="background-color: white; font-size: large;"><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">讓我們把這篇文章也變成雙向溝通吧。在底下留言或在Twitter上找我</span><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(</span><a href="https://twitter.com/Laralyn" style="text-decoration: none;"><span style="color: #22522a; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">@Laralyn</span></a><span style="color: black; font-family: "verdana"; font-style: italic; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">).</span><span style="color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">。</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">翻譯:XDorz87</span></span></div>
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<span style="background-color: white; color: black; font-family: "arial"; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span style="font-size: large;">校訂:MilkReaver</span></span></div>
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