字幕列表 影片播放 列印所有字幕 列印翻譯字幕 列印英文字幕 I'm sure you've heard this phrase before: "we're going back to our roots". 你肯定聽說過這句話 “我們要回到系列的原點” Like, a developer makes a game about inching through a creepy mansion and then, several 比如,一個開發商做了個穿越過嚇人的豪宅的遊戲 而幾年後 years later, that same series is now about jumping over a helicopter on a flippin' motorbike. 這個系列的主要內容現在變成了 騎著飛起來的摩托車飛躍直升機 Yeah. So, Capcom says "we're going back to our roots" and Resident Evil returns to claustrophobic 耶。所以卡普空說“我們要回到系列的原點” 生化危機系列也回到了幽閉的走廊 corridors, hoarding herbs, and ruining your favourite jeans. 囤積草藥,讓你嚇尿 It's all about identifying what made a series so great in the first place - and taking a 這主要目的是分辨出是什麼 讓一個系列一開始就變得這麼偉大 good, hard look at a franchise to see if it still carries the essential DNA of its earliest games. 並且認真地審視這個系列是否依然保留著 其元祖遊戲中必要的DNA The next series to do this is, perhaps, my favourite of them all: The Legend of Zelda. 下一個回到原點的系列,可能是我最喜愛的一個:塞爾達傳說 For the next game, Breath of the Wild, Nintendo will be going back to its roots, by looking 下一個遊戲,荒野之息 任天堂也會回到系列的原點 to the very first Zelda game for inspiration. 通過從塞爾達傳說1中尋求靈感 Which, I think, is pretty exciting. Because despite its simple graphics and general retro 我認為這很激動人心 因為儘管畫面非常簡單,並且有著 clunkiness, Zelda 1 remains as one of the very best entries in this series - and it did fc遊戲的那種笨拙感 塞爾達1依然是最好的入坑方式之一 things that no other Zelda game has done since. 並且做了一些,之後的塞爾達遊戲從來沒做過的事情 Designer Shigeru Miyamoto made The Legend of Zelda to capture his childhood experience 設計師宮本茂製作塞爾達的時候 想要在遊戲中複現小時候探索 of exploring the Japanese countryside. 日本鄉村時的感受 He's said, "I went hiking and found a lake. It was quite a surprise for me to stumble 他說道,“我去遠足的時候發現了一片湖,我蹣跚地走上去的時候感覺非常驚異 upon it. When I traveled around the country without a map, trying to find my way, stumbling 我到鄉村四處旅行的時候並沒有帶地圖 嘗試著走我自己的路 on amazing things as I went, I realized how it felt to go on an adventure like this". 蹣跚地走過了非常驚人的地域 我認識到了冒險的感覺大概就是這樣吧” He wanted players to feel that same sense of adventure when they were exploring the 他想讓玩家們都有冒險同樣的感覺,當他們探索海拉爾的 fields, forests, lakes, deserts, mountains, and graveyards of Hyrule. 平原,森林,湖泊,沙漠,群山,墓地之時 So, you definitely don't have a map in this game - there's just a grey box that shows 所以,你在遊戲中肯定沒有地圖 只有左上角的灰框顯示著你 your position in the world. And you aren't told where to go - the text crawl says that 在世界之中的相對位置 你也並沒有被告知要去哪里,文本框只告訴了 you need to track down eight pieces of the triforce, but how that happens is up to you. 你要找回8片三角力量 但做什麼取決於你自己 You're just let loose in a clearing, and told to get on with it. You don't even start with 你只是被放在一塊空白的地方 你甚至一開始連劍都沒有 a sword - you've got to enter this cave to grab that. A way for Miyamoto to tell players 你需要進入山洞才能拿到它 宮本茂由此告訴玩家們 that this game isn't going to hand them anything on a silver platter. 這款遊戲並不准備用銀盤子呈上所有的東西 You're given a huge amount of freedom, from the very beginning. You can technically explore 你有著大量的自由 一開始的時候,你理論上可以訪問 the entire world right now, perhaps striding off west and coming across a lake, or heading 整個遊戲世界,或許你可以向西遇見一條河 或者向東 off east to squeeze through a canyon before you burst out onto a beach. 穿越一個峽谷,來到海灘旁邊 Sure, games like Skyrim let you go anywhere you like - but in that game you make the choice 當然,像上古卷軸5一樣的遊戲,你一樣可以去任何地方 但是那個遊戲裏你需要做出選擇 between following a quest or freely exploring the map. There's no such choice in Zelda 1 你是要做任務還是隨便逛逛 而在塞爾達1中你不需要做出選擇 - it's just all curious exploration, never knowing what you might come across next. 遊戲中只有好奇的探索 你永遠也不知道接下來要面對什麼 Maybe a shop. Or a secret. Or the entrance to one of the game's dungeons, which are these 或與是個商店,亦或是秘密 或者是地宮的入口之一 tricky underground mazes filled with treasure, bosses, mysterious messages, and one of the 地宮是一種地下迷宮,裏面有寶藏,怪物,迷之資訊,和8片三角力量 eight pieces of the triforce. 之中的一片 The dungeons are numbered, but there's rarely anything stopping you visiting them out of 地宮是被標號了的 但是幾乎沒有任何東西阻止你不按順序地訪問 sequence and accidentally stumbling into one of the last dungeons in the game. In Zelda 並且可能偶然的進入最後幾個地宮 在塞爾達1中 1, surprises lurk on every screen. 驚喜隱藏在每一個地方 Part of what makes this game so enchanting is that it's mysterious and oblique. You're 讓這款遊戲特別迷人的一部分原因是它的神秘和隱晦 given no companion character to provide hints and assistance, and the few friendly faces 沒有旅途中的同伴給予你提示和幫助 只有幾個和善的人 in Hyrule offer up cryptic riddles that need to be deciphered. 在海拉爾給你提供一些需要解密的謎語 But they are intoxicating. I remember this guy, who said "did you get the sword from 但是這些提示讓人激動 我記得這個人說“你有沒有從瀑布頂端拿劍?” the top of the waterfall?" and I was like "No?!" and then found myself following the 我像是回答了“沒有?!”,然後我就 stream up into the mountains with giddy anticipation. 激動地順著水流上山 And this is a game that encourages experimentation, as much as exploration. Items like the blue 這款遊戲鼓勵實驗,盡可能的探索 道具,比如說藍戒指 ring and the piece of paper and the candle and the magic croissant are just added to 一張紙,蠟燭,魔法麵包,沒有說明地 your inventory without description. and you'll simply have to figure out what the heck they do. 加入你的背包裏 你必須搞清楚,這些東西到底是幹什麼用的 Zelda 1 just felt indifferent to the player's existence. It had whatever the opposite of 塞爾達1中會感覺,遊戲對於你的存在很冷漠 感覺跟手把手教完全相反 hand-holding is. You know, you're just dropped into a world and told to explore it. It was, 你知道,你只是掉入到了一個世界裏 被告知要探索它。他就是 to sum it up in a single word, an adventure. 用一個詞總結的話 一場冒險 I'm sure it was mind-bending 30 years go but I played it for the first time... in 2017 我確定它在30年前非常難以理解 但是當我第一次玩這款遊戲的時候...在2017年 and it still enraptured me so if you haven't experienced it yet and you think it sounds 它依然讓我著迷 所以你如果還沒有玩過它,並且覺得 interesting - please go grab it and turn off this video because I'm about to spoil the 聽起來它很有趣 請迅速的拿起這款遊戲,關掉這個視頻,因為我將要 crap out of it. 大量的劇透 Years later, Miyamoto said "We were very nervous since The Legend of Zelda was our first game 幾年之後,宮本茂說“我們非常緊張,因為塞爾達傳說是我們第一個 that forced players to think what they should do next. We were afraid that gamers would 需要玩家自己去思考接下來要幹什麼的遊戲 我們害怕玩家覺得 be bored and stressed by the new concept". 無聊,或者對這種新的感念感覺到壓力” Luckily, they weren't. The game was successful and led to a couple sequels. 幸運的是,玩家們沒有 這款遊戲非常成功,還發展出了一堆續作 But I don't think he had any reason to worry, because - and this shouldn't come as a surprise 但是我們並沒有任何理由去擔心,因為 -看我視頻的朋友們都不會吃驚- to anyone who watches my stuff - but it's because Nintendo knows how to make video games. 因為任天堂知道怎麼做遊戲 So, yes, Zelda 1 does offer a huge amount of freedom. You can go anywhere you like, 所以,塞爾達1提供了大量的自由 你可以去任何想去的地方 and visit - though not necessary finish - the dungeons in any order you want. But the designers 訪問(儘管沒有必要完成)地宮,按照任何你想要的順序 但是設計師 use some clever tricks to help guide you through the game, stop you getting lost, and make 用了一些聰明的詭計幫助指引你通關 同時防止你迷路,逐步地將 the world naturally open up, piece by piece. 這個世界向你展開,一片接著一片地 For one, the world map just isn't that big. It's only 16 screens wide and 8 screens high, 其中一點是,地圖,還真沒那麼大 它只有16屏寬,8屏高 meaning you can learn most of the layout in a few hours. To make it feel bigger, the map 代表著你只需要幾個小時就能弄明白佈局 為了讓地圖感覺更大,地圖變成了 is turned into a giant maze with winding pathways, dead ends, and chokepoints. 巨大的迷宮,也有著蜿蜒的路徑,死胡同和存檔點 Also, Zelda keeps some of the map away from you until you're more experienced with the game. 並且,塞爾達讓地圖的一些部分讓你難以進入 知道你對著這個遊戲更加地熟練 Not through actual locks - only two screens and two dungeons are literally impossible 不是通過“鎖” 只有兩屏和兩個迷宮紙面上無法進入 to reach at the beginning of the game - 在遊戲剛剛開始的時候 But through, what you might call "soft locks", which discourage exploration of certain areas. 但是通過,可能叫“軟鎖”的東西 阻礙你進入某些地區 One of these, is challenging enemies. 其中的一個,叫做有挑戰性的敵人 These centaur dudes, and screens filled with tricky foes, will quickly kill you if you 這些半人馬傢伙,和滿螢幕的敵人 會迅速地殺死你 only have a few hearts. And dying in the overworld sends you right back to the first screen 如果你只有很少的心 並且,死在這裏會直接送你回第一屏 so instead of trekking all the way back to where you just got pummelled into a fine pixelated 所以你不會一路跋涉回到你死的地方 mist, you're more likely to just try going off in another direction. 你更可能換個方向試一下 Another soft lock, is information. 另外的軟鎖,是i資訊 To access this whole area over here, you either need the ladder from dungeon four, or you 為了到這裏的整個地區 你要麼需要迷宮4裏的梯子 need to know the correct path through the lost woods. That's a maze that will keep turning 要麼你就要知道迷失森林的正確走法 這是個不斷讓你回到起點的迷宮 you around if you don't know the right order to take its many exits - and to get the solution 除非你知道正確的順序 為了得到解法 you need to find this woman, and pay her some rupees. 你需要找到這個女人 給她一些盧比 These locks also help you find the dungeons in a more sensible order. If you're just wandering 這些鎖也幫你發現迷宮更合理的順序 如果你只在海拉爾 around the main part of Hyrule, you'll only stumble upon the entrances for the first three 主要的地區隨便逛逛 你只能踏足前三個迷宮的入口 dungeons. The remaining six are more hidden. 另外的六個是隱藏的 The fourth dungeon requires the raft. The fifth is on top of the magic mountain, so 第四迷宮需要木筏 第五迷宮在魔法火山上 you'll need another solution. The sixth is in that western area I just talked 你需要另一個解法 第六迷宮就在我剛才說到的西部 about. And the seventh, eighth, and ninth dungeons are just hanging out in Hyrule - but 而第七八九迷宮,就在海拉爾 hidden away so you'll need special items and clues to find them. 但是它們都藏了起來 你需要特殊道具和線索來尋找它們 Ah yes, the clues. Zelda is, like I said, a mysterious game, and not one to quickly 是的,線索,塞爾達是,像我說的 一個解密遊戲,並不是一個放棄自己的秘密 give up its secrets or tell you where to go. But, if you listen carefully, you'll realise 或者直接告訴你要去哪 但是如果你認真地聽,你會發現 that these old men and women do give Link cryptic hints that actually detail almost 這些長者會給林克神秘的提示 事實上告訴了所有 everything you need know to get through the game. 通關需要知道的所有細節 Some tell you about the boss's weakpoints. Others give you clues about finding more powerful 有些告訴你boss的弱點 另一些告訴你強力裝備的線索 gear. Some tell you stuff that doesn't make much sense... though, you have to 有些告訴你...根本說不通的東西 remember that the game's English translation isn't perfect. 你需要知道這款遊戲的英化並不完美 Zelda fans fevershly argue about the meaning of this clue, which says "eastmost pennisula 塞爾達粉狂熱的爭論這條線索的意義 “eastmost pennisula是秘密” is the secret", but it wasn't written by the game's designers. In the original Japanese 但是這並不是設計師們寫下的 原本的日文版 version, that same man tells you that shooting arrows costs you money. 同樣的老人告訴你 射箭需要花錢 Anyway, other characters tell you how to find the most hidden dungeons. 無論如何,其他的人物會告訴你如何尋找隱藏的迷宮 In the fourth dungeon, this guy tells you to "walk into the waterfall" - where you'll 在第四迷宮,這個人告訴你 ”走進瀑布裏“ find the hint you need to find dungeon number five. In the sixth dungeon, a man says "there 在那裏,你會發現進入迷宮五的提示 在迷宮六裏,一個人說 are secrets where fairies don't live", which should help you find the entrance to seventh 沒有精靈的地方隱藏著秘密 這會幫助你找到迷宮七的入口 dungeon in the only pond without a fairy. 就在這唯一沒有精靈的池塘 The clue for the eighth dungeon is more obtuse, I'll grant you. This guy tells you to look 進入第八迷宮的線索更讓人難以理解,我向你保證 這個人告訴你 out for the tree at the dead-end - which I guess is referring to the entrance to dungeon 尋找在死路的樹 我猜這是進入迷宮八的提示? eight? I mean that's how I took it, and ended up in the penultimate dungeon in my first 這是我猜的 結果我第一個小時 hour with the game. 進入了倒數第二個迷宮 But, maybe this is why I kept seeing that bogus claim that you need to burn every bush 但是,這也是為什麼我總看到假裝玩過的人一直說 你需要燒掉所有的樹 and bomb every wall to beat Zelda 1. Nah mate. 炸掉所有的牆才能通關塞爾達1 There are hidden rooms behind random bushes and walls, and they don't have telltale signs 確實在某個樹或牆後有隱藏的房間 他們並沒有特別明顯的特徵 like big ol' cracks. But that actually makes them... secrets. So it's a genuine surprise 比如大大的裂縫 但是這讓它們更像是秘密。當你發現的 when you find them. 時候會感覺真正的驚喜 And you really want that stuff. Zelda 1 can be brutally hard, so any help - whether that's 但是你要真想得到這些東西 塞爾達1會變得殘酷地困難 rupees or heart containers - is more than welcome. But it's all optional stuff, so you 所以(不管是盧比還是心的容器的)幫助 非常受歡迎。但是這都是可選的 can beat the game without it. 你可以不用到他們地通關 Of course, there were some genuinely tricky bits. I won't deny that. Especially in the 當然,遊戲裏也有真正棘手的地方,我不會不承認 尤其是在迷宮裏 dungeons, which I'lll cover in more detail in the NES episode of my dungeon design series, 我會講更多的細節在我又一個視頻系列 Boss Keys. Boss Keys裏 But, if you got stuck, all hope was not lost because Nintendo encouraged you to look beyond 但是,如果你卡住了,並不是所有希望都沒有了 任天堂鼓勵你在遊戲外 the game for help. 尋求幫助 There's the manual - which you are told to read in the opening text crawl. Both the main 有說明書,遊戲的開頭讓你去讀一讀它 text, and the bonus tips that are hidden behind a protective seal, give you loads of help. 主要的文字和藏在保護封條內的內容 都會給你很大的幫助 It describes all the items in the game, reveals that there's a secret on almost every overworld 它描述了遊戲內的所有物品 告訴你幾乎每一屏都有秘密 screen, and gives up the locations of the last three dungeons. Though, the English manual 給出你最後三個迷宮的位置 儘管,英文版的翻譯 is also filled with translation issues, like this erroneous claim that the warp whistle 依然有很多的問題 比如說這個,吹口哨 can take you to the ninth dungeon. 可以帶你進入第九迷宮 You could also ask a friend. Miyamoto purposefully designed the game to encourage communication 你也可以叫上一個朋友 宮本茂設計這個遊戲的時候就鼓勵玩家間的 between gamers, saying "I wanted them to talk with other Zelda players and exchange information, 交流,說道”我希望他們和其他塞爾達玩家溝通,交換資訊 ask each other questions, find out where to go next. That's what happened - this communication 互相詢問對方問題,找到接下來要做什麼 這就是發生的事情——溝通 was not a competition but it was a real life collaboration that helped make the game more popular". 並不是相互,但是是和現實生活發生聯繫,幫助遊戲流行起來” So The Legend of Zelda is a game that gave players the freedom to dictate their own journey 所以塞爾達傳說是一個讓玩家自由地選擇海拉爾旅程的遊戲 through Hyrule, allowing for surprises and sequence breaking. And the game felt mysterious, 允許驚喜和亂序 並且有系裏充滿了 with secret passages, weird items, and cryptic hints. 隱藏的文字,奇怪地的道具和神秘的提示 But I think the team used clever design to make a game that felt free, but didn't let 但是我認為開發團隊試用巧妙地設計 讓一個遊戲感覺自由,但不感覺迷路 you get lost. Mysterious, but far from inscrutable. And completely indifferent to the player - while 充滿謎團,但遠不費解 並且對玩家非常冷漠 secretly helping them reach their goals. 但悄悄地幫助玩家達成目標 But in more recent Zelda games, you no longer feel free, everything is explained, and that 但是在最近的塞爾達遊戲 你再也不感覺自由,所有的東西都被解釋了 guiding hand is no longer secret. 引導著讓遊戲沒有秘密 In more recent entires, the overworld is often restricted until you've hit certain points 在最近的遊戲 地表世界總是受到限制,直到你 in the story, dungeons can no longer be completed out of order, and you're stuck with chatty 觸發劇情,迷宮不能不按順序地完成 你總是被話癆同伴纏住 companion characters who tell you what to do and where to go. 它總是是告訴你 你要做什麼 去哪里 I mean, these games are all fab in their own way - well, almost - but none of them share 我的意思是,這些遊戲都是按他們自己的方式製造的 -額,幾乎- 但是它們中沒有任何一個 Zelda 1's unrestricted sense of adventure. 有著像塞爾達1中冒險的感覺 And you might think that this is just how modern games are. And that I'm just being 然後你可能認為現代遊戲就是這個樣子的 a nostalgic old fart. 我只是個懷舊的人 But I'm not so sure. Well, I am a nostalgic old fart. But, games with that sense of freedom, 我也不太確定。額,我確實很懷舊 但是,有那種自由,謎團,驚喜 mystery, and surprise still exist. 感覺的遊戲依然存在 Indie games like Hyper Light Drifter and The Witness are enchanting, wordless odysseys, 獨立遊戲,比如《Hyper Light Drifter》和《見證者》就是迷人,無言的冒險 which capture those feelings. 這些遊戲裏重現了那些感覺 And games like Fez have arguably found even better compromises between mystery with accessibility 並且比如《Fez》這樣的遊戲 在神秘性和到達性上有著甚至更好的取捨 - like these maps which point you towards secret areas, but don't completely give the 比如說這些地圖指引你去秘密地區,而沒有 game away. 直接給你 And everybody's already made this connection but Dark Souls definitely feels like a modern 並且所有人已經把黑暗之魂和塞爾達1聯繫起來 但是黑暗之魂確實是現代版塞爾達1 take on Zelda 1 - complete with secret walls, cryptic hints, and communication between players. 包含秘密的牆,神秘的提示和玩家間的相互交流 So the question is not, "can you make a game like Zelda 1 today". 所以問題不是“你現在能做一個像塞爾達1一樣的遊戲嗎?” The question is, "can Nintendo make a game like Zelda 1 today". 問題是“任天堂現在能做一個像塞爾達1一樣的遊戲嗎?” They made a bold start with the non-linear Link Between Worlds on 3DS. But the real test 他們在3ds上的非線性的三角力量2做了大膽的嘗試 但是真正的考驗是 will be with Breath of the Wild. Just how much is Nintendo willing to go back to its roots, 荒野之息 任天堂是多麼想要回到系列的原點, To give The Legend of Zelda that feeling of freedom, mystery, and surprise? 來給予塞爾達系列,自由,神秘和驚喜呢? We'll see. 我們會知道的 Hey, thanks for watching. Game Maker's Toolkit is, as always, powered by the crowdfunding 謝謝觀看。Game Maker's Toolkit永遠被捐錢網站Patreon驅動 website Patreon. If you like the show, consider throwing a few bucks my way. Just like these 如果你喜歡這個節目,請考慮下捐幾塊錢 右邊是 super brilliant people, who donate five bucks or more, per episode. 超級優秀的人,每集捐了5美元以上 Breath of the Wild will be out in a week or two - and you can definitely expect a video 荒野之息就要在一兩周之後發售了 你當然可以期待不久之後 on that game in the near future. Plus, I've got lots of other stuff in the works too so maybe 關於這款遊戲的視頻 另外,我還有其他作品 tap the subscribe button, and the bell button, to get a notification whenever I put a new 所以請點訂閱按鈕 你就會在新視頻出來後 video out. 收到通知 Oh, and if you're still not sick of Zelda stuff then look forward to new episodes of 哦,如果你沒有看膩塞爾達相關的東西 那麼請看看Boss Keys系列視頻 Boss Keys. To be honest, I'm struggling to muster up the enthusiasm to replay these DS games 說實話,我正在掙扎的喚起我的熱情去玩塞爾達DS遊戲 but I started this ridiculous project so I shall finish it. Look out for that video 但是我既然進行了這麼大型的計畫 我總要完成它,那個視頻會在三月? in March, I guess? 我猜
B1 中級 中文 美國腔 塞爾達 遊戲 玩家 秘密 感覺 地圖 第一塞爾達傳說的魔力|遊戲製作人的工具包 (The Magic of the First Legend of Zelda | Game Maker's Toolkit) 328 21 Yuyu Chen 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字