“上上上! 跑起来! 跨过那些平台! 快快快!”
Go ! Go ! Go ! Run up and over those platform! Move ! Move ! Move !
让他们在《半条命》的世界中加入平行的故事线 这种尝试真的很有趣
It was really fun to just kind of experiment and allow them to add horizontal story details into the Half-Life world.
这真是锦上添花 让人兴奋不已
That was really additive and really exciting.
我飞到那里时大概是1999年1月底
When I flew up there, I think it was the end of January of 1999.
我刚把生意谈成 工作也正在进行中
I had a deal done, and it was underway with the work
所以我就拿着一张光盘参加了E3
so that I showed up to the Electronic Entertainment Expo with a frickin disc
里面有我自己做的两张地图和一些新武器
and I had two maps that I had built and some new guns
还有一些斯蒂芬·邦德做的角色
and some characters that Steven Bond made
我们就做了个《半条命: 针锋相对》的 Demo 出来
and we did a demo of Half-Life: Opposing Force
就在1999年的E3展会上 离第一次商业洽谈结束还没三个月
at E3 of 1999 not even three months after that first conversation.
“别管戈登了! 我们损失惨重 要撤了!”
Forget about Freeman,we're cutting out loose and pulling out!
我还记得第一次与加布会面 讨论《半条命》时的情景
I remember first meeting with Gabe about Half-Life.
他的核心想法就是 我们要制♥作♥一款FPS 但它一定得要有个非常引人入胜的故事
His whole pitch was ‘We're going to make a first person shooter, but it's going to have a really compelling story,’
《半条命》将永远成为该类型游戏的一大经典之作
and that's why Half-Life will always live as one of the classics of the genre
因为这是第一款做到这一点且做的很好的游戏
because it's the first one where they really did that and did it right.
时至今日 你还可以看到很多游戏被《半条命》所影响
And you can see the influences of Half-Life in many games even to this day.
加布说过《半条命》就像是他为《入侵者》写的情书
Gabe said once that Half-Life was like his love letter to Trespasser.
我差点就哭出声 那感觉就像是 在上一届输掉奥林匹克金牌的队伍里的人
That just made me cry. It was probably the feeling of having been on an Olympic team that lost the medal last Olympics
看着这一届赢得奥林匹克金牌的队伍 那感觉可以说是 悲喜交加
watching the team win the medal at the next Olympics. It was, like, awesome, but super painful.
我认为所有沉浸叙事和代入感所需的重要因素
I think that all of the things that I felt were important about immersive storytelling
都在《半条命》中得到了完美呈现 并被打磨的更加出色
and giving that experience of being somewhere were there and refined, so they really weren't.
当然 总会有革命性的游戏出现
Yeah, there are revolutionary games
但我认为行业真正需要的 是“让我们每次做游戏 都往创新迈出一点点”
but all I think we need is ‘Let's do this thing a little better each time.
也许我们会失败 但我们起码尝试过
You know, ‘Maybe we'll fail but let's at least try,’
《半条命》就像是: 我们来把一切做得更好
and Half-Life was, ‘Let, let's do this better.’
《半条命》也对《杀出重围》有一些有趣的影响
It also had an interesting effect on Deus Ex..
“我相当期待这次分♥析♥ 你呢?”
I am rather looking forward to this analysis, aren't you?
“也许你该找个班上”
Maybe you should try getting a job.
“你听明白上次的公告了吗?”
Did you understand that last announcement?
有很多种方式定义成功
There are a lot of ways to define success.
其中一种就是让每一个玩家 成为创造自己冒险故事的主人
One is turning every player into an author of their of their own experience.
你在这方面做得越好 你的游戏就越像个真正的游戏
The more you can do that, the more game-like your game is
也就越能推动这门艺术的进步
and the more you're advancing the state of the art.
沃伦在游戏行业里也深耕了不短的时间
Warren had been in the game industry already for a while
结果有一天 我听别人说“天啊 沃伦·斯佩克特的团队被透镜工作室解雇了”
and, one day, I heard, ‘Oh my god, Warren Spector’s team has been let go from Looking Glass
我就很奇怪“哈? 他们搞什么飞机?”
and I'm like, ‘What? Why would they do that?
他当时在做《暗黑计划》 也就是《神偷》的第一部
He was making The Dark Project which was actually Thief
所以你看 他明明在做一款超酷的潜行游戏
you know, so he was, like, making this really cool new stealth game.
沃伦·斯佩克特 游戏界最有传奇色彩的人之一
Warren Spector, one of the most legendary guys in gaming
居然沦落到只有两周左右的时间
and his team basically had two weeks
给自己和团队寻找新的投资人开工作室
to find a new source of funding their job.
所以 我给沃伦打了个电♥话♥ 跟他说
So, I called up Warren and said, you know
“嘿 我可以去你那儿推销一下 Ion Storm 不?”
‘Hey, so can I, can I come down there and try to sell you on Ion Storm?’
而他只是回应道“当然可以 有啥不行的?”
You know? And he's just like, ‘Sure, why not?’
就这样 约翰·罗梅罗就和我一起开着他那辆亮黄色悍马从达拉斯跑到了奥斯汀
So, John Romero and I drove from Dallas to Austin in his bright yellow Humvee
这逼一路上都在边玩空气吉他边开车
playing air guitar the whole way down while driving.
当时我正边开车边听金属乐
When I am driving, and I'm listening to music, and it's metal stuff
我就这样把手放在方向盘上 试着在开车的时候玩吉他
I have my hands on the steering wheel, trying to play guitar while I'm driving
你懂的 只要把方向盘握好了 浪点没所谓
you know, just, you know, whenever I could hold onto the steering wheel and do something.
我就这么被长发金属乐拷打了三小时全程
Thrashing to some hair metal for the three hour trip.
当我们去到沃伦那后 我告诉他
When we went down there, I told Warren
“东西爱做啥做啥 引擎爱用啥用啥”
‘You can make anything you want, use any engine that you want
“游戏想做多久做多久 钱该花多少就花多少”
and take as long as you want, and you can have as much money as it needs to do that
他人傻了: “啊?”
and he's like, ‘What?’
我们用疑难杂症专家来描述玩家将要扮演的角色
Troubleshooter was a description of the character that you were gonna play.
主角Jake Shooter是一名叛变的前 CIA 探员
Jake Shooter, the ex-CIA operative who goes rogue
“我以为他这种硬骨头会是你的菜”
Figured he was your type, a real hard ass.
我想制♥作♥一款基于真实世界的游戏 然而这点子从一开始就问题不少
I wanted to make a game set in the real world. It was a flawed concept from the start
但这种让玩家自♥由♥发挥 按自己的想法游玩的做法可没出错
but what wasn't flawed was the idea of player empowerment and genre matchup.
因此 从这个角度说《杀出重围》的出现是一个顺理成章的结果
So, to that extent, Deus Ex was the logical outcome.
这很清楚地表达了我们的目标
It was a pretty clear expression of that hope
让玩家以自己想要的方式去解决问题
that we could let players solve problems the way they wanted.
大部分人都为《杀出重围》的自♥由♥性和开放度所倾倒
What Deus Ex captured, for a lot of us I think, was freedom and openness.
游戏中你会收集到各种工具、道具和能力
It was giving you gadgets and tools and abilities,
本质上说 是利用这些东西与环境互动
essentially, to sort of manage environment.
这是最早的让玩家自己决定如何解决关卡内挑战的游戏之一
It was one of the first games to give the player agency on the way they wanted to solve a challenge in a level
比如在这里 你可以选择传统的连跑带打 也可以用黑客手段瞒天过海
like you could just run and gun in there, or you could sneak and hack to get through a situation.
可以说 这种设计在相当程度上为第一人称游戏开阔了思路
That would just really kind of opened up what first person games could be.
在我们这里 “谜题”是个禁词
You're not allowed to say the word puzzle at my studios or on my projects.
你可以用“困难”或者“挑战”
You can say ‘problem,’ you can say ‘challenge,’
我个人的理解是
because, in my totally arbitrary artificial way,
这些词代表着多重解法 取决于玩家自己
that means multiple solutions, you decide
而我喜欢的设计游戏的方式就是 玩家遭遇挑战 制定计划 执行计划
and the way I like to structure games is you see a challenge, you make a plan, then you execute the plan.
而这个计划的成果现在就在你们面前 那些你正面临着的挑战
You see the consequences of that plan, and you're now confronted with a challenge
一部分是由我 准确地说是由我带领的团队设计出来的
driven partly by me, or my team more precisely,
而另一部分则是由玩家自身行为产生的
and partly by the player's action.
我记得游戏里有个部分 我玩了无数遍
I remember a place in the game that I had played 100 times
因此我很清楚 这个地方有三个必须分别处理的“困难”
and I knew there were three problems in this space that had to be solved separately
然后我看到一个测试员 他先是潜行到这儿 再把这个物品扔到那儿
and I watched this tester hiding here, moving this object over there
最后把自己卡到一个特定的位置 这样敌人就看不到他了
maneuvering himself in a particular position, so he couldn't be seen.
随后他掏出了全游戏最弱的一把武器
He got out the weakest weapon in the game
只用了一发 就把三个困难一起解决了
took one shot, and solved all three of those problems at once
他绝对是全世界第一个这么玩的人
no one on planet Earth had ever done that before.
这个测试员创造了独属于他的游戏体验 这是独属于他的故事
That tester created his own experience, told his own story.
而这远比我能设计出的任何剧情都重要得多
That was way more important than any story I could ever have told.
这种自♥由♥度才是我们所追求的
That's the kind of empowerment we want.
我还记得沃伦宣传这游戏时说的话
I remember Warren's pitch for that game.
他说“现在所有人都在追求游戏越大越好 关卡和怪物越多越好”
It was like ‘Everybody else is going, you know, more broad like you need more levels, more monsters
“反正什么都越多越好 最好再炫一下画质”
more of everything, show off the graphics.’
但他不同 精巧和深度兼具 这才是他所追求的
And he was, like, small and deep was his game
有了真正精妙的关卡和世界观设计之后
really intricate level and world design without having to worry about
什么同屏人数 帧率之类的玩意就不足为虑了
how many enemies you're trying to throw on the screen at once or frame rate or this or that.
在沉浸式模拟这个类型下 只要我们做对 或者应该说只要我们做得够好
In the immersive simulation genre, when we're doing it right, when we're doing our best I should say
那么这个游戏对玩家来说就是自适应的
the game is tuning itself to players,
因为它不在于设计师有多么聪明和富有创造力
because the game is not about how clever and creative the designer is.
而在于玩家有多么聪明和富有创造力
It's about how clever and creative I am as a player.
如果只是想叫玩家听令行事 那去做个突突突不就完了
If you're gonna dictate to me, just go make a shooter
对吧? 顺带一提 这也没什么不对的
you know? And there's nothing wrong with that, by the way.
突突突很好玩 我也很爱玩 我只是单纯没兴趣做这种东西
Shooters are wonderful. I love them. I just don't want to make them.
“在我正式把你加进 NSF 伤亡列表前 你有十秒钟的时间说服我”
You've got 10 seconds to beat it before I add you to the list of NSF casualties.
“哥们儿冷静点 咱们干嘛不先谈谈呢?”
Easy bro, just having us a conversation.
“还剩五秒”
Five seconds.
2291年 为了控制深空矿工间的暴♥力♥行为
In 2291 in an attempt to control violence among deep space miners
新地球政♥府♥将无限制战斗合法化
the New Earth government legalized no holds barred fighting.
经典竞技场射击游戏永远在我心中有一席之地
The classic arena shooter, I think, is one of those things that will always hold a place in my heart.
对 FPS 玩家来说 没有任何一年能比1999年更有趣 更伟大
To me, in 1999, there is no greater and more interesting year to an FPS player.
我认为这就是现代多人游戏的起点
That was the birth of modern multiplayer in my opinion.
是时候证明你是最强的了
The time has come to prove you are the best.
《雷神之锤3》的最大变化是我们完全专注于多人游戏
The big change in Quake III was we exclusively focused on multiplayer.
你当然可以一个人玩 但只能是打人机对战
Now, you could play by yourself, but you played against Bots.
这是一个战队和多人游戏兴起的时候
This was at a time when clans, multiplayer gaming, this was taking off.
以前没人在意过这些 而《雷神之锤3》则顺势拥抱了潮流
No one has ever really seen that before, so Quake III certainly just embraced that.
某种程度上它助长了90年代到00年代初快节奏竞技 FPS 的流行
It kind of helped to popularize that sort of fast paced twitch competitive shooting in the ‘90s and the early 2000s.
当你第一次玩《雷神之锤3》时
When you sit down and play Quake III
会感觉手感非常快速 灵敏
for the first time, it feels so fast and so responsive
你就感觉 跟掌控身体一部分那样 完全掌控了角色
and, before you know it, you're you feel like you're in complete control of this character.
《雷神之锤2》感觉不像《雷神之锤》 而《雷神之锤3》不像《雷神之锤2》
Quake II didn’t feel like Quake, and Quake III didn't feel like Quake II
物理效果 还有其他一切都是不同的
you know, the physics were different, like everything was different.
我甚至要开始考虑 头顶的人是谁 下面的人又是谁?
But, I have to start thinking of what's above me, I have to start thinking of what's below me
关卡的垂直结构彻底翻天覆地
changing the verticality of the level.
竞技场射击游戏的地图好坏取决于连贯性
What makes a good map for an arena shooter is flow.
你走到尽头 有一个楼梯能向下走
You get to the end, and then there's a staircase going down
之后你可以绕到另一个区域和其他小区域
and then you can loop back around to the other part, and there's other little areas.
它像衔尾蛇一样 总是首尾相接
It's always kind of like uroboros, like looping in on itself.
因为可以自己选玩家模型 每次我玩的时候
Every time I used to play it, because you can select the different character models
我总是会选《毁灭战士》里的模型 你懂的 当然是 Doom Guy
I’d always play as the Doom model, which was obviously, you know, the Doom guy.
你可以下载任何你想的角色 无论他们看起来有多傻
You could download any character you wanted to download. It’s, like, it doesn't matter how stupid it was,
这真的太屌♥了
and there was just something insane about how wild that is.
当我们在制♥作♥《雷神之锤》的时候
So, when we were working on the Quake series
我们的朋友 Epic 则在开♥发♥《虚幻竞技场》
our friends over at Epic were working on Unreal.
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