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战斗力 鹅
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注册时间 2017-4-6
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本帖最后由 pkx0803 于 2023-10-8 23:20 编辑
原文地址:http://www.lar.net/2013/10/28/fume/ 这个地址现在已经进不去了,但是可以用互联网时光机来看
写作的时间是2013年10月,当时神界原罪还没有发售
主要谈的是他自己的一些RPG游戏观,下面英文是原文,中文是机翻+轻微润色
A long time ago, back in the days when I was pitching Divine Divinity to UK press, I came up with an acronym that described what I thought was important in computer role playing games. I engaged in this particular mental exercise because I needed something to tell all those journalists I was about to meet, and I knew that there’d be many awkward moments during which we’d have to patiently wait for a reboot of the game after one its many guaranteed crashes.
很久以前,当我向的英国媒体进行宣传《神界》的时候,我想出了一个缩写,用来描述我认为在CRPG中最重要的东西。我之所以做这个,是因为我需要一些东西来告诉我即将见到的所有记者,而且我知道将会有很多尴尬的时刻,例如不得不耐心地等待游戏在多次崩溃后重启。
And so it came to be that my youthful self invented the FUME paradigm, a pattern against which one can evaluate the likelyhood of Swen falling in love with a RPG, or not. If it scores low on the FUME scale, statements you can expect from me include such gems as “it sucks” or “that shouldn’t have been made”. But if it scores high on the same scale, I’ll keep on talking about it for ever and ever. Ultima VII for instance did pretty well on the FUME scale, as did Fallout 2. I’d love to include a modern RPG here, but sadly there are none that I played that score as highly as those games did.
就这样,年轻的我发明了 "FUME 模式",人们可以根据这个模式来评估斯文是否会爱上一款 RPG 游戏。如果它在 "FUME "模式中得分较低,我就会说 "太烂了 "或 "真不该做这个游戏"。 但如果它的分数很高,我就会一直谈论下去。例如,《创世纪 7》和《辐射 2》在 "FUME "量表上的得分都很高。我很想在这里加入一款现代 RPG 游戏,但遗憾的是,我玩过的游戏中没有一款能像这些游戏一样得分如此之高。
The danger exists that that last statement makes you think that I’m one of those cynics that thinks all CRPGs are shit, but that wouldn’t be right. On the contrary, I think there have been many breakthroughs over the last decades in CRPG design – the only problem is just that there hasn’t been a single game yet that incorporates everything I want to see in one game, and production constraints over the last couple of yours seem to have blocked the kind of development I’d liked to see. But even if I’m slightly disappointed with the lastest RPG incarnations, I do remain optimistic about the future, because I firmly believe that in the end progress can’t be halted.
最后一句话可能会让你觉得我是那种认为所有 CRPG 都是垃圾的愤世嫉俗者,但这是不对的。恰恰相反,我认为在过去的几十年里,CRPG 的设计已经有了很多突破,唯一的问题是还没有一款游戏能把我想看到的所有东西都融合到一款游戏中,而且过去几年的制作限制似乎阻碍了我希望看到的那种发展。不过,即使我对最新的 CRPG略感失望,我仍然对未来保持乐观,因为我坚信进步终究不会停止。
So, let’s have a look at what FUME stands for. FUME, in short, is my method for measuring the quality of character development a game is going to give me, character development being the feature I care the most about in a RPG. The higher the FUME score, the more I love it and the lower the FUME score, the less likely it is to remain on my hard drive (or even be installed if I judge the FUME potential to be low)
那么,让我们来看看 FUME 代表什么。简而言之,FUME 是我衡量一款游戏的角色发展质量的方法,而角色塑造是我在 RPG 游戏中最关心的特征。FUME 分数越高,我就越喜欢这款游戏;FUME 分数越低,这款游戏就越不可能留在我的硬盘里(甚至如果我认为这款游戏的 FUME 潜力较低,我就不会安装这款游戏)。
The F in FUME stands for the Freedom of character development available.
FUME 中的 "F "代表 "角色塑造的自由"。
Can you make the avatar you want to play? Or are you forced into a particular stereotype conjured by the designers of the game, who for sure will not have thought of your particular fantasy. It’s an important question, because it directly affects how immersed I will be in the game.
你能创造自己想扮演的化身吗?还是说,你被迫进入游戏设计者为你设定的特定印象中,这肯定不会满足你的幻想。这个问题很重要,因为它直接影响到我在游戏中的沉浸程度。
Freedom also reflects the degree of linearity present - you can’t have a very high Freedom value in a linear game. It also stands for the liberty that is given to you to make decisions that have some in-game consequences. If I don’t get to make at least a few decisions that affect at least a few things in your gameworld, chances are you’ll score very low on my Freedom scale with your RPG.
自由度还反映了游戏的线性程度--线性游戏的自由度不会很高。自由度还代表了游戏中玩家做决定的自由度,这些决定会对游戏产生一定的影响。如果我不能做出至少影响游戏世界中一些事情的决定,那么这款 RPG 很可能在我的自由度评分中得分很低。
The original Fallouts scored quite high on my Freedom scale whereas (perhaps surprisingly) most Bioware games actually scored quite low for me, even if I did enjoy the Baldur’s Gates & Icewind Dales a lot. Sadly, most RPGs are a far cry from what I’d want to see, but there have been steps in the right direction, so I remain hopeful.
最初的《辐射》系列在我的 "自由度 "评分标准中得分相当高,而(也许出乎意料的是)即使我非常喜欢《博德之门》和《冰风谷》,大多数 Bioware 游戏对我来说得分相当低。遗憾的是,大多数 RPG 游戏现在都与我希望看到的相去甚远,但已经有游戏朝着正确的方向迈出了步伐,所以我仍然抱有希望。
Next up is the U, whichstands for the Universe in which you develop your character.
接下来是 "U",代表你塑造角色的宇宙。
Is it interesting? Is it diverse? Is it original? Can you have cool and fun adventures in it? Is there sufficient depth? Do you care about the game world? Is it consistent with itself? Is it the type of universe that is interesting to play in as a starting character, but also as a well-developed hero? And also, is it a place that reflects your actions? Does it change as a result of your heroic deeds? Do you make an impact? If the answer to all or most of these questions is yes, I might be tempted to play the game even if it sucks at all the other levels. I like to explore new universes. They are a projection of the complex mix of cultures that make up a game development team, and there’s often something to be learnt from them.
这一宇宙是否有趣?是否多样化?是否新颖?你能在其中进行很酷很有趣的冒险吗?是否有足够的深度?你关心游戏世界吗?游戏宇宙与自身是否一致? 它是那种既能让你作为初始角色,又能让你作为成熟英雄来玩的有趣的游戏世界吗?还有,它是一个能反映你的行为的地方吗?它是否会因为你的英雄事迹而改变?你是否产生了影响?如果这些问题的答案全部或大部分都是肯定的,那么即使这款游戏在其他方面都很糟糕,我也会忍不住去玩。我喜欢探索新的宇宙。它们是组成游戏开发团队的各种复杂文化的投影,而且往往能从中学到一些东西。
The M then stands for the Motivation that is given to you to develop your character.
然后,"M "代表赋予你塑造角色的动机。
This doesn’t always have to be the main story: Diablo for instance was a game that got its Motivation from item fever and a few cutscenes, rather than from its complex storyline. However, it’s clear that having a good storyline can be instrumental in increasing your desire to explore a game’s universe. When the Universe falls flat (as it often does), it’s very possible that I’ll continue playing if my motivation to discover what comes next is strong enough. In general I find that if both Universe and Motivation score too low, I’m not going to be interested in a game.
这并不总是主线故事: 例如,《暗黑破坏神》这款游戏的动力就来自于刷装备和一些过场动画,而不是复杂的故事情节。不过,很显然,一个好的故事情节可以增加玩家探索游戏宇宙的欲望。当游戏宇宙平淡无奇时(经常如此),如果我探索下一步的动机足够强烈,我很有可能会继续玩下去。一般来说,如果我发现这款游戏的"宇宙 "和 "动机 "的得分都太低,我就不会对它感兴趣了。
An interesting case here is World of Warcraft. I had 2 level 70 characters, a number which is far from impressive for a lot people, but by my standards, considering the amount of free time I have, that’s a number that’s insane. Now, I didn’t play World of Warcraft because I thought it had a good story, or because I was impressed by its universe – I only played it because I was motivated by … the other people playing it. So, anything that motivates you to keep on playing goes I guess, though my personal holy grail will remain a strong storyline that will emotionally impact me.
魔兽世界是另一个有趣的例子。我有 2 个 70 级的角色,这个数字对很多人来说并不令人印象深刻,但以我的标准来看,考虑到我的空闲时间,这个数字简直太疯狂了。现在,我玩魔兽世界并不是因为我觉得它有一个好故事,也不是因为它的宇宙给我留下了深刻印象--我玩它只是因为......其他人玩它给了我玩它的动力。所以,只要是能激励你继续玩下去的东西,我都会去玩,不过我个人的圣杯仍然是一个能对我产生情感影响的强大故事情节。
Finally, E stands for the quality of the Enemies against which you can develop your character.
最后,"E "代表敌人的质量,您可以通过敌人来塑造自己的角色。
You can interpret this very broadly. The E would probably better be replaced by an A, as what I really mean is the Antagonist(s) against which develop your character, but FUMA doesn’t sound as sexy.
你可以从广义上理解这句话。E 可能最好换成 A,因为我真正的意思是你的角色发展所要面对的对手,但 FUMA 听起来不那么性感。
There has to be some resistance in the game world against which you can grow, be it the bad guys, an ethical problem the importance of which increases over time, the refusal of your avtatar to deal with his personality issues etc… Whatever form a game’s antagonist or antagonists take, you want them to be interesting, varied, original, believable and surprising.
游戏世界中必须有一些对你的成长的阻力,无论是坏人、随着时间推移重要性不断增加的道德问题、你的化身拒绝处理的个性问题等等......无论游戏中的对手是什么形式,你都希望他们有趣、多变、新颖、可信和出人意料。
I actually can’t think of any RPG that really impressed me in this department, though entities like SHODAN did manage to at least upset me sufficiently for me to remember it. I think the lack of memorable villains has a lot to do with the narrative limitations our medium still has, but as technology improves, I’m sure that eventually we’ll be able to make a villain that recognizes what your avatar is all about, and then hit it in its weakest spot.
实际上,我想不出有哪款 RPG 游戏在这方面给我留下了深刻印象,尽管像SHODAN(出自System Shock…应该吧)这样的游戏反派至少能让我感到不安,从而能让我记住它。我认为,缺乏令人难忘的反派角色与我们的游戏在叙事方面仍然存在的局限性有很大关系,但随着技术的进步,我相信我们终将能够制作出一种反派角色,它能够识别出你的化身是什么,然后击中你最薄弱的地方。
As I said, I haven’t encountered a single game which scores high on all fronts, but I did enjoy many games that score moderately well in at least one aspect, so any game that combines two or even three components of FUME is in my opinion already a pretty succesful RPG. If you want to know why I loved Ultima VII so much, it’s because it scored high on Universe and Motivation, gave me sufficient illusion of Freedom and I at least remember some of its villains.
正如我所说的那样,我还没有遇到过一款在所有方面都获得高分的游戏,但我确实喜欢过许多至少在一个方面获得中等分数的游戏,因此,在我看来,任何一款游戏如果能结合《FUME》的两个甚至三个组成部分,就已经是一款相当成功的 RPG 游戏了。如果你想知道我为什么那么喜欢《创世纪 7》,那是因为它在 "宇宙 "和 "动机 "方面得分很高,给了我足够的 "自由 "幻觉,而且我至少还记得它的一些反派角色。
I wrote this piece because I realized (while writing another piece) that I never really explained here how I quantify concepts and designs at Larian. The process is really quite simple. Anything that gives one of our games a chance of climbing higher on the FUME scale is something I’ll put my weight behind. Anything that lowers our FUME potential, is something for which I’ll have an immediate dislike, even if it’s a well-practiced game mechanic.
我写这篇文章是因为我意识到(在写另一篇文章时),我从未在这里真正解释过我是如何量化 Larian 的概念和设计的。这个过程其实很简单。任何能让我们的游戏在 FUME 榜上更上一层楼的东西,我都会支持。任何会降低我们的 FUME 潜力的东西,我都会立即反感,即使它是一个经过充分实践的游戏机制。
Over the years, I learnt that often things get implemented out of compromise, be it for technical, financial, productional, or humane reasons, and not because they fit a certain vision. And sometimes it looks like this is something that’s inescapable. Game production involves the work of a lot of people over a long period of time and it’s impossible to get all the noses aligned in the same direction all the time, so conflicts and the necessary compromises that follow them are very hard to avoid.
多年来,我了解到,很多时候,无论是出于技术、经济、产品或人性化的原因,还是因为符合某种期望,一些东西的实施都是为了妥协。有时,这似乎是不可避免的。游戏制作涉及到很多人的长期工作,不可能让所有的人都始终朝着同一个方向努力,因此冲突和随之而来的必要妥协是很难避免的。
Whenever you see something that decreases the FUME-score in one of the games I’m responsible for, odds are that it’s because of one of those compromises. It is one of my deepest professional desires to one day manage to make a RPG that isn’t subject to those compromises. That’s a very hard thing to do, so I’ll probably be busy for some time, but at least I have a guarantee that I won’t grow bored with my job.
每当你在我负责的游戏中看到一些降低 FUME 分数的东西时,很可能就是因为这些妥协。有朝一日,我希望能够制作一款不受这些妥协影响的 RPG,这是我最深切的职业愿望之一。这是一件很难做到的事情,所以我可能会忙碌一段时间,但至少我可以保证我不会厌倦我的工作。
Such reflections aside, I can tell you that Divinity:Original Sin is imho a big step in the right direction, and that is our ambition to make this game the framework on which many a FUME-highscoring RPGs will be built. Whether or not we’ll succeed is something only lady fate knows, but I know it won’t be for lack of trying. Personally I’m in any case starting to believe that compared to our previous endeavours, our latest Divinity game will be the Larian game with the highest FUME score. That feels right to me and it tells me that amidst all the things that don’t go as planned, we are in any case are heading in the right direction.
撇开这些思考不谈,我可以告诉大家,《神界:原罪》是我们朝着正确方向迈出的一大步,我们的目标是让这款游戏成为一个框架,在这个框架上将会诞生许多 FUME 高分的 RPG 游戏。我们能否成功,只有命运女神知道,但我知道我们不会不努力。无论如何,我个人开始相信,与我们之前的努力相比,我们最新的《神界》游戏将是 FUME 分数最高的 Larian 游戏。我觉得这是正确的,它告诉我,在所有不尽如人意的事情中,我们无论如何都在朝着正确的方向前进。
I’m not sure if anybody else has developed his or her own method for scoring how good a RPG is in their opinion, but I’m really interested in hearing about other systems that exist. Broadcasters do this kind thing routinely for instance to ensure that their TV programming fits with certain values, and it’s not an uncommon thing among many brand managers.
我不知道是否还有其他人开发出了自己的方法,来为他们认为的 RPG 好坏打分,但我真的很想听听其他现有的系统。广播公司经常做这样的事情,比如确保他们的电视节目符合某些价值观,这在许多品牌经理中也并不罕见。
For a RPG developer, little value lists like this are handy tools to give to designers. It allows them to quickly quantify for themselves if an idea fit within a certain vision. So if you know of any, please let me know.
对于 RPG 开发人员来说,像这样的小价值表是提供给设计师的方便工具。它能让他们快速量化自己的想法是否符合某种愿景。如果你知道有这样的清单,请告诉我。
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