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  • Translator: Joseph Geni Reviewer: Morton Bast

    譯者: Shengwei Cai 審譯者: Ning Zhang

  • I'm almost like a crazy evangelical.

    我就像一個狂熱的福音信徒。

  • I've always known that the age of design is upon us,

    一直確信設計時代正朝我們走來,

  • almost like a rapture.

    對此,我可是欣喜若狂啊。

  • If the day is sunny, I think,

    如果今天天氣晴朗,我就會想,

  • "Oh, the gods have had a good design day."

    “哇哦,諸神今天可以好好構思一天了。”

  • Or, I go to a show and I see a beautiful piece by an artist,

    再如,我去看展覽,看到了一件漂亮的藝術作品,

  • particularly beautiful, I say

    特別漂亮,我會想

  • he's so good because he clearly looked to design

    這藝術家真不錯,毫無疑問他懂得

  • to understand what he needed to do.

    設計時它需要做些什麼。

  • So I really do believe that design

    所以,我深信

  • is the highest form of creative expression.

    設計是創造性表達的最高級形式。

  • That's why I'm talking to you today about the age of design,

    這也是今天我來給你們講設計時代的原因,

  • and the age of design is the age in which design

    在設計時代

  • is still cute furniture, is still posters,

    設計仍跟小巧的家具、海報,跑車有關,

  • is still fast cars, what you see at MoMA today.

    正如你們在紐約現代藝術博物館(MoMA)看到的一樣。

  • But in truth, what I really would like to explain

    但實際上,

  • to the public and to the audiences of MoMA is that

    我想向公眾和MoMA的觀眾說明的是

  • the most interesting chairs are the ones

    那些最有意思的椅子

  • that are actually made by a robot,

    實際上是由機器人製造的,

  • like this beautiful chair by Dirk Vander Kooij,

    比如德克•范德•科藝(荷蘭設計師)設計的這把椅子

  • where a robot deposits a toothpaste-like slur

    機器人把回收的冰箱零部件上的牙膏状的污物

  • of recycled refrigerator parts,

    储存起来,

  • as if he were a big candy, and makes a chair out of it.

    仿佛那是一大塊糖果,它可藉此製造一把椅子。

  • Or good design is digital fonts that we use all the time

    或說,我們常用的數字字體也是優良的設計作品

  • and that become part of our identity.

    它們已成為我們身份特征的一部分。

  • I want people to understand

    我想讓人們明白

  • that design is so much more than cute chairs,

    設計遠不止可愛的椅子,

  • that it is first and foremost everything that is around us

    設計是我們生活周圍

  • in our life.

    首要的也是最重要的一切。

  • And it's interesting how so much of what we're talking about

    而且有趣的是,今天晚上我們講的很多內容

  • tonight is not simply design but interaction design.

    不僅僅是設計,更多的是交互設計。

  • And in fact, interaction design is what I've been trying

    事實上,近幾年來我一直嘗試

  • to insert in the collection of the Museum of Modern Art

    讓交互設計作品也成為MoMA的藏品

  • for a few years, starting not very timidly

    一開始我就沒有畏怯

  • but just pointedly with works, for instance,

    只是針對作品,比如

  • by Martin Wattenberg -- the way a machine

    你們看到的馬丁•瓦騰伯格的作品——

  • plays chess with itself, that you see here,

    一台計算機和它自己下國際象棋

  • or Lisa Strausfeld and her partners, the Sugar interface

    另外莉薩•斯特勞斯菲爾德和她的合伙人

  • for One Laptop Per Child,

    為“每個孩子一台筆記本”項目設計的“糖果”界面

  • Toshio Iwai's Tenori-On musical instruments,

    岩井俊雄設計的Tenori-On(一種觸摸屏樂器)

  • and Philip Worthington's Shadow Monsters,

    菲利普•沃辛頓的怪物影子遊戲

  • and John Maeda's Reactive Books,

    約翰•前田的"會聽話的書"

  • and also Jonathan Harris and Sep Kamvar's I Want You To Want Me.

    喬納森•哈里斯和塞普•卡姆瓦爾的"我想你約我"(一種網上約會應用)

  • These were some of the first acquisitions that really

    這批最早的一些藏品

  • introduced the idea of interaction design to the public.

    真正把交互設計這個概念呈現給了公眾。

  • But more recently, I've been trying really to go even deeper

    最近,我一直試著

  • into interaction design with examples

    用具有情緒性暗示的

  • that are emotionally really suggestive

    且能詳細闡釋交互設計的例子

  • and that really explain interaction design at a level

    去更深入了解交互設計

  • that is almost undeniable.

    當然,這些例子的闡釋要無可爭辯

  • The Wind Map, by Wattenberg and Fernanda Viégas,

    不知道你們是否看過

  • I don't know if you've ever seen it -- it's really fantastic.

    瓦騰伯格和費爾蘭達•維埃加斯的“風圖” 非常神奇

  • It looks at the territory of the United States

    在“風圖”里,美國領土看起來

  • as if it were a wheat field that is procured by the winds

    就像風在吹過的麥田

  • and that is really giving you a pictorial image

    這張如畫的圖片能讓你清楚地看到

  • of what's going on with the winds in the United States.

    美國領土上的風是如何流動的

  • But also, more recently, we started acquiring video games,

    同時,我們也開始收藏視頻遊戲

  • and that's where all hell broke loose

    而且一切都因此亂套了

  • in a really interesting way. (Laughter)

    但是非常有意思

  • There are still people that believe that there's a high and there's a low.

    因為現在仍有人認為 藏品應有高低之分

  • And that's really what I find so intriguing

    對於人們

  • about the reactions that we've had to the anointment

    對在 MoMA 收藏視頻遊戲的反應

  • of video games in the MoMA collection.

    我真得覺得很搞笑

  • We've -- No, first of all, New York Magazine always gets it.

    首先,《紐約雜誌》對此非常了解

  • I love them. So we are in the right quadrant.

    我愛死它們了 他們把我們排在這個圖的右上部

  • We are in the Highbrow -- that's daring, that's courageous --

    即“高雅”和“非凡”的集合處

  • and Brilliant, which is great.

    真是大膽、勇敢又美妙,這很棒。

  • Timidly, we've been higher on the diagonal in other situations,

    在其他地方 我們曾“羞怯的”處於過更高的排位

  • but it's okay. It's good. It's good. It's good. (Laughter)

    但沒關係,這很好,很好,非常好

  • But here comes the art critic. Oh, that was fantastic.

    但是藝術批評家來了,哇哦~再好不過

  • So the first was Jonathan Jones from The Guardian.

    第一個是《衛報》的喬納森•瓊斯

  • "Sorry, MoMA, video games are not art."

    他說,“不好意思,MoMA 視頻遊戲不是藝術”

  • Did I ever say they were art? I was talking about interaction design. Excuse me.

    我說他們是藝術了嗎? 我講的是交互設計,你先搞清楚

  • "Exhibiting Pac-Man and Tetris alongside Picasso and Van Gogh" --

    “把《吃豆人》和《俄羅斯方塊》 與畢加索和梵高的作品一起展覽

  • They're two floors away. (Laughter) —

    (它們可隔了兩層樓遠啊!) (笑聲)

  • "will mean game over for any real understanding of art."

    將意味著藝術真諦的Game Over”

  • I'm bringing in the end of the world. You know?

    天啊,我把世界末日召喚來了

  • We were talking about the rapture? It's coming.

    我們前面說的「欣喜若狂」時刻 就要到了

  • And Jonathan Jones is making it happen.

    喬納森•瓊斯和《衛報》的反駁

  • So the same Guardian rebuts,

    做到了這點

  • "Are video games art: the debate that shouldn't be.

    “視頻遊戲是藝術嗎:不應有的討論。

  • Last week, Guardian art critic blah blah suggested

    上週,《衛報》的藝術批評家提出

  • that games cannot qualify as art. But is he right?

    視頻遊戲不夠格成為藝術 但他對嗎?

  • And does it matter?" Thank you. Does it matter?

    而且,這有關係嗎? ” 謝謝您,這有關係嗎?

  • You know, it's like once again there's this whole problem

    知道嗎,這就像又一次

  • of design being often misunderstood for art,

    設計被曲解為藝術

  • or the idea that is so diffuse that designers want to

    或說設計師渴望被別人 稱其為藝術家的觀念

  • aspire to, would like to be called, artists.

    再一次散佈開來了

  • No. Designers aspire to be really great designers.

    那不對 設計師渴望成為偉大的設計師

  • Thank you very much. And that's more than enough.

    非常感謝 那已經足夠說明問題了

  • So my knight in shining armor, John Maeda,

    於是,我的白馬王子約翰·前田

  • without any prompt, came out with this big declaration

    突然從黑夜中走來,並鄭重聲明

  • on why video games belong in the MoMA.

    為什麼視頻遊戲應歸入MoMA

  • And that was fantastic. And I thought that was it.

    真是太好了,我想,這就對了嘛

  • But then there was another wonderfully pretentious article

    但之後《新共和報》登出了

  • that came out in The New Republic, so pretentious,

    一篇極其做作的文章 作者是里爾•萊博維茨

  • by Liel Leibovitz, and it said, "MoMA has mistaken video games for art." Again.

    上面又一次說到 “MoMA誤把視頻遊戲當藝術”

  • "The museum is putting Pac-Man alongside Picasso." Again.

    “該博物館把《吃豆人》 和畢加索的作品放在一起展覽”

  • "That misses the point."

    還說“那樣的做法沒有抓住重點”

  • Excuse me. You're missing the point.

    我沒重點?你才沒抓住重點吧

  • And here, look, the above question is put bluntly:

    看這裡,上面的問題很明顯的擺在這兒

  • "Are video games art? No. Video games aren't art

    “視頻遊戲是藝術嗎? 不,電子遊戲不是藝術

  • because they are quite thoroughly something else: code."

    因為它們完全是另外一種東西:代碼。 ”

  • Oh, so Picasso is not art because it's oil paint. Right?

    嚯~ 所以說畢加索的作品 是油畫顏料而不是藝術?

  • So it's so fantastic to see

    看到這些整潔的羽毛

  • how these feathers that were ruffled,

    被弄皺的過程簡直太好了

  • and these reactions, were so vehement.

    而且批評家們的反應是如此激烈

  • And you know what?

    我告訴你們

  • The International Cat Video Film Festival

    國際貓視頻電影節

  • didn't have that much of a reaction. (Laughter)

    都沒有過如此大的反響

  • I think this was truly fantastic.

    我覺得那種感覺好得不能再好

  • We were talking about dancing ponies, but I was really jealous

    我們說的可是跳舞的小馬呀

  • of the Walker Arts Center for putting up this festival,

    而且我是真嫉妒 沃克藝術中心能承辦這次電影節

  • because it's very, very wonderful.

    因為這個電影節真的太精彩了

  • And there's this Flaubert quote that I love:

    我很喜歡福樓拜的這句話

  • "I have always tried to live in an ivory tower,

    “我總盡力生活在象牙塔中

  • but a tide of shit is beating at its walls,

    但屎潮不停拍打著圍牆

  • threatening to undermine it."

    威脅著要壞掉這座塔”

  • I consider myself the tide of shit.

    我認為自己就是那屎潮

  • (Laughter) (Applause)

    (笑聲)(掌聲)

  • You know, we have to go through that.

    我們必須經歷這個過程

  • Even in the 1930s, my colleagues

    即使在 30 年代,我的同行們

  • that were trying to put together an abstract art show

    曾試著把這些作品放在一起 舉行一個抽象藝術展

  • had all of these works stopped by the customs officers

    但被海關官員攔了下來

  • that decided they were not art.

    因為他們覺得這些作品不是藝術

  • So it's happened before, and it will happen in the future,

    看吧,這樣的事情以前發生過 今後還會繼續發生

  • but right now I can tell you that I am so, so proud

    但現在,我很自豪

  • to be able to call Pac-Man part of the MoMA collection.

    我可以把《吃豆人》稱為 MoMA 的藏品

  • And the same with, for instance, Tetris, original version, the Soviet one.

    同樣還有原版《俄羅斯方塊》 (前蘇聯版)

  • And you know, the amount of work --

    而且這個過程中的工作量……

  • yeah, Alexey Pajitnov was working for the Soviet government

    沒錯,阿列克謝•帕基特諾夫 當時為前蘇聯政府工作

  • and that's how he developed Tetris,

    並在那里製作了《俄羅斯方塊》

  • and Alexey himself reconstructed the whole game

    而且他自己還改造了這個遊戲

  • and even gave us a simulation of the cathode ray tube

    給了我們一個陰極射線管的仿真設計品

  • that makes it look slightly bombed.

    讓遊戲有遭受過輕微轟炸的感覺

  • And it's fantastic.

    太不可思議了

  • So behind these acquisitions is an enormous amount of work,

    為收藏這些作品,需要驚人的工作量

  • because we're still the Museum of Modern Art,

    因為本質上 我們還是紐約現代藝術博物館

  • so even when we tackle popular culture,

    所以,面對流行文化時

  • we tackle it as a form of interaction design

    我們要把它當作交互設計來處理

  • and as something that has to go into the collection at MoMA,

    把它當做必須要收藏在 MoMA 的東西

  • therefore, has to be researched.

    因此必須要仔細研究

  • So to get to choosing Eric Chahi's

    當從很多視頻遊戲中

  • wonderful Another World, amongst others,

    選擇埃里克•恰西的《異世界》時

  • we put together a panel of experts,

    我們聚集了一組專家

  • and we worked on this acquisition,

    一起為這次收購工作

  • and it's mostly myself and Kate Carmody and Paul Galloway.

    主要是凱特•卡莫迪、保羅•加洛韋和我

  • We worked on it for a year and a half.

    我們花了一年半的時間在這上面

  • So many people helped usdesigners of games,

    很多人給予了我們幫助,比如遊戲設計師們

  • you might know Jamin Warren

    也許你們知道雅​​明•沃倫

  • and his collaborators at Kill Screen magazine,

    和他在 KillScreen 雜誌社的合作者們

  • and you know, Kevin Slavin. You name it.

    還有凱文•斯拉文,多不勝舉

  • We bugged everybody, because we knew that we were ignorant.

    我們向每一個人求教 因為我們缺乏這方面的知識

  • We were not real gamers enough,

    甚至算不上真正的玩家

  • so we had to really talk to them.

    所以我們必須認真和他們交談

  • And so we decided, of course, to have Sim City 2000,

    當然,我們決定收藏《模擬城市2000》

  • not the other Sim City, that one in particular,

    不包括其他系列,只收藏那一款

  • so the criteria that we developed along the way

    在此過程中我們建立的選擇標準

  • were really strong, and were not only criteria of selection.

    非常嚴格,而且不止是選擇標準

  • They were also criteria of exhibition and of preservation.

    還包括展覽標準和收藏標準

  • That's what makes this acquisition more than a little game

    所以這次收藏不只是遊戲

  • or a little joke. It's truly a way to think of how to preserve

    不是玩笑,是考慮如何保存

  • and show artifacts that will more and more

    和展示那些在將來

  • become part of our lives in the future.

    會成為我們生活一部分的工藝品的方法

  • We live today, as you know very well, not in the digital,

    你們很清楚 我們現在不是單純生活在數位世界

  • not in the physical, but in the kind of minestrone

    或物質世界中,而是生活在

  • that our mind makes of the two.

    由我們智慧創造的 這兩種世界相結合的世界裡

  • And that's really where interaction lies,

    那才是“交互”存在的地方

  • and that's the importance of interaction.

    和“交互”的重要性所在

  • And in order to explain interaction, we need to really

    為了把“交互”解釋清楚

  • bring people in and make them realize

    我們必須把人們帶到這個領域來 讓他們意識到

  • how interaction is part of their lives.

    為什麼“交互”是他們生活的一部分

  • So when I talk about it, I don't talk only about video games,

    當我談論“交互”時 談的不只是視頻遊戲

  • which are in a way the purest form of interaction,

    視頻遊戲一定程度上 是最純粹的“交互”形式

  • unadulterated by any kind of function or finality.

    沒有摻雜其它功能或權威性

  • I also talk about the MetroCard vending machine,

    我同樣會談及 紐約地鐵自動售票機

  • which I consider a masterpiece of interaction.

    我覺得那是“交互”作用的傑作

  • I mean, that interface is beautiful.

    因為售票機的介面非常美觀

  • It looks like a burly MTA guy coming out of the tunnel.

    看起來像從管道裡鑽出來 一位結實的紐約交管局的傢伙

  • You know, with your mitt you can actually paw

    事實上,即使帶著手套

  • the MetroCard, and I talk about how bad

    你也可以把地鐵卡抓出來 我還會談及

  • ATM machines usually are.

    自動取款機經常是多麼糟糕

  • So I let people understand that it's up to them

    所以,我讓人們明白

  • to know how to judge interaction

    怎樣判斷“交互”由他們自己決定

  • so as to know when it's good or when it's bad.

    因此才知道何時是好、何時是壞

  • So when I show The Sims,

    所以當我展出《模擬人生》時

  • I try to make people really feel what it meant

    我設法讓人們感受

  • to have an interaction with The Sims,

    與《模擬人生》“交互”意味着什么

  • not only the fun but also the responsibility

    他們感受到的不僅是樂趣

  • that came with the Tamagotchi.

    還有伴隨電子寵物而來的責任感

  • You know, video games can be truly deep

    即使視頻遊戲有時是完全盲目的

  • even when they're completely mindless.

    但也能變得很深奧

  • I'm sure that all of you know Katamari Damacy.

    我肯定你們知道《魂塊》

  • It's about rolling a ball and picking up as many objects as you can

    其規則是滾動一個球 並在有限的時間內

  • in a finite amount of time

    拾起盡可能多的物體

  • and hopefully you'll be able to make it into a planet.

    並藉此創造一個星球

  • I've never made it into a planet, but that's it.

    我從沒成功過,但僅此而已了

  • Or, you know, Vib-Ribbon was not distributed here in the United States.

    另外,《線條兔》並沒有在美國擴散

  • It was a PlayStation game, but mostly for Japan.

    那是 PlayStation 遊戲公司的一款遊戲 其市場主要在日本

  • And it was one of the first video games

    而且那是最初幾款

  • in which you could choose your own music.

    你可以自主選擇音樂的 視頻遊戲中的一款

  • So you would put into the PlayStation,

    所以你可以把它放進遊戲機裡

  • you would put your own CD,

    或放進 CD 播放機裡

  • and then the game would change alongside your music. So really fantastic.

    然後遊戲會隨音樂改變而改變 非常非常了不得

  • Not to mention Eve Online.

    更不必說《星戰前夜》了

  • Eve Online is an artificial universe, if you wish,

    你可以稱其為一個人造宇宙

  • but one of the diplomats that was killed in Benghazi,

    但是,一位在班加西被殺的外交官

  • not Ambassador Stevens, but one of his collaborators,

    (並非大使史蒂文斯,而是他的合作者)

  • was a really big shot in Eve Online,

    在《星戰前夜》裡可是個大人物

  • so here you have a diplomat in the real world

    一名現實中的外交官

  • that spends his time in Eve Online

    花時間在《星戰前夜》上

  • to kind of test, maybe, all of his ideas about diplomacy

    其目的可能是某種測試

  • and about universe-building, and to the point that

    測試他關於宇宙運作的理念

  • the first announcement of the bombing

    事實上,最先的炸彈襲擊通告

  • was actually given on Eve Online,

    是在《星戰前夜》裡宣布的

  • and after his death, several parts of the universe

    他死後 《星戰前夜》中宇宙的有幾個部分

  • were named after him.

    就以他的名字命名了

  • And I was just recently at the Eve Online fan festival

    最近在雷克雅維克(冰島首都) 舉行了 EVE 全球玩家盛會

  • in Reykjavík that was quite amazing.

    我也參加了那場非常不可思議的盛會

  • I mean, we're talking about an experience

    我是說我們談論的是一種

  • that of course can seem weird to many,

    可能對很多人來說比較奇怪的經歷

  • but that is very educational.

    但那很有教育意義

  • Of course, there are games that are even more educational.

    當然 還有其他遊戲更具教育意義

  • Dwarf Fortress is like the holy grail

    比如《矮人要塞》就是這種

  • of this kind of massive multiplayer online game,

    大規模聯網對戰的遊戲

  • and in fact the two Adams brothers were in Reykjavík,

    其實 當時亞當兄弟倆也在雷克雅維克

  • and they were greeted

    所有的 EVE 玩家

  • by a standing ovation by all the Eve Online fans.

    就站著對他們表示了熱烈的歡迎

  • It was amazing to see. And it's a beautiful game.

    EVE 是很出色的遊戲 這個盛會也很讓人震驚

  • So you start seeing here that

    所以現在你會發現

  • the aesthetics that are so important

    畫面美感對 MoMA 這樣的博物館來說

  • to a museum collection like MoMA's

    非常重要

  • are kept alive also by the selection of these games.

    在挑選這些遊戲的過程中 讓遊戲也保持了其活力

  • And you know, Valve -- you know, Portal --

    而且,Valve 軟件公司開發的《傳送門》

  • is an example of a video game in which

    是一個有特定類型暴力方式的

  • you have a certain type of violence

    視頻遊戲的例子

  • which also leads me to talk about

    同時 在我們收藏了這些電子遊戲之後

  • one of the biggest issues that we had to discuss

    它也引導了我,讓我去談論

  • when we acquired the video games, what to do with violence.

    我們必須討論的一個最大的問題 ——如何看待暴力

  • Right? We had to make decisions.

    你們說對吧?我們必須做出決定

  • At MoMA, interestingly, there's a lot of violence

    有趣的是,在 MoMA 所有藏品中的藝術品裡

  • depicted in the art part of the collection,

    很多都描繪有暴力元素

  • but when I came to MoMA 19 years ago, and as an Italian,

    作為一個義大利人 19 年前我來到 MoMA 時

  • I said, "You know what, we need a Beretta."

    我說,“知道嗎,我們需要收藏一把槍” (意大利P. Beretta SpA是最古老的槍械生產組織之一)

  • And I was told, "No. No guns in the design collection."

    他們卻告訴我 “不行,設計類藏品裡不能有槍”

  • And I was like, "Why?"

    我就想,“為什麼呀?”

  • Interestingly, I learned that it's considered

    有趣的是,後來才我知道

  • that in design and in the design collection,

    人們認為在設計和設計類藏品裡

  • what you see is what you get.

    眼睛看到的就是作品要傳達的

  • So when you see a gun, it's an instrument for killing in the design collection.

    當設計類藏品裡有一把槍 你看到就是一把殺人工具

  • If it's in the art collection,

    如果在藝術類藏品裡

  • it might be a critique of the killing instrument.

    可能表達的就是對殺人工具的批判

  • So it's very interesting.

    所以這非常有趣

  • But we are acquiring our critical dimension also in design,

    但是我們在收集臨界作品 到設計類藏品裡

  • so maybe one day we'll be able to acquire also the guns.

    可能有一天我們同樣可以收藏槍

  • But here, in this particular case, we decided,

    在現在這種特殊情況下

  • you know, with Kate and Paul,

    凱特、保羅和我,我們決定

  • that we would have no gratuitous violence.

    必須有理有據的收藏與暴力相關的作品

  • So we have Portal because you shoot walls

    我們收藏《傳送門》是因為

  • in order to create new spaces.

    射擊牆壁是為了創造空間

  • We have Street Fighter II, because martial arts are good.

    收藏《街頭霸王2》 是因為高質量的武術

  • (Laughter)

    (笑聲)

  • But we don't have GTA because,

    但是我們沒收藏《俠盜獵車手》

  • maybe it's my own reflection,

    可能是出於我個人的原因

  • I've never been able to do anything but crashing cars

    因为,我不會做任何事情,

  • and shooting prostitutes and pimps.

    除了撞車,槍殺妓女和皮條客

  • So it was not very constructive. (Laughter)

    所以其可取性不大

  • So, I'm making fun of it, but we discussed this

    我剛在開玩笑 但是我們確實討論過很長時間

  • for so many days. You have no idea.

    當然你們不會知道

  • And to this day, I am ambivalent,

    至今我都比較矛盾

  • but when you have instead games like Flow, there's no doubt.

    但有了 Flow 這樣的替代遊戲後 疑慮就消散了

  • It's like, it's about serenity and it's about sublime.

    因為它跟寧靜和賞心悅目相關

  • It's about experiencing what it means to be a sea creature.

    並帶你體驗作為海洋生物的意義

  • Then we have a few also side-scrollers -- classical ones.

    此外 我們還採集了一些經典的小遊戲

  • So it's quite a hefty collection.

    那些是相當重要的採集品

  • And right now, we started with the first 14,

    而且現在我們開始了 對前面 14 個的研究

  • but we have several that are coming up,

    後面還會有一些其他的遊戲

  • and the reason why we haven't acquired them yet

    之所以現在還沒決定收藏它們

  • is because you don't acquire just the game.

    是因為我們收藏的不僅是遊戲本身

  • You acquire the relationship with the company.

    還有要獲得與該公司的關係

  • What we want, what we aspire to, is the code.

    我們渴望得到的是遊戲的代碼

  • It's very hard to get, of course.

    毫無疑問那很難得到

  • But that's what would enable us to preserve

    所以那才使我們能將電子遊戲

  • the video games for a really long time,

    保存相當長的時間

  • and that's what museums do.

    博物館都這樣幹

  • They also preserve artifacts for posterity.

    博物館也為子孫們保存古器物

  • In absence of the code, because, you know,

    沒有代碼……你們知道

  • video game companies are not very forthcoming in some cases,

    某些情況下 視頻遊戲公司就不太可能出現

  • in absence of that, we acquire the relationship with the company.

    因為我們沒有代碼 故必須獲得與視頻遊戲公司的關係

  • We're going to stay with them forever.

    我們要永遠和它們在一起

  • They're not going to get rid of us.

    想都別想甩掉我們

  • And one day, we'll get that code. (Laughter)

    總有一天,我們會得到代碼(笑聲)

  • But I want to explain to you the criteria that we chose

    但我想向你們講清楚 選擇交互設計作品的條件

  • for interaction design. Aesthetics are really important.

    首先,“美感”非常重要

  • And I'm showing you Core War here,

    現在你們看到的是《磁芯大戰》

  • which is an early game that takes advantage aesthetically

    它是一個早期的遊戲

  • of the limitations of the processor.

    利用介面的美感彌補了處理程序的不足

  • So the kind of interferences that you see here

    所以你們在遊戲中看到的

  • that look like beautiful barriers in the game

    漂亮的像障礙物的干擾因素

  • are actually a consequence of the processor's limitedness,

    實際上是處理器不足的結果

  • which is fantastic. So aesthetics is always important.

    那仍然很棒啊 所以說界面美感總是很重要的

  • And so is space, the spatial aspect of games.

    同樣還有“空間” 即遊戲的空間方面

  • You know, I feel that the best video games

    我感覺最好的視頻遊戲

  • are the ones that have really savvy architects

    背後總有一群理解力超強的建築師

  • that are behind them, and if they're not architects,

    如果他們不是建築師

  • bona fide trained in architecture, they have that feeling.

    但受過良好的建築方面的訓練 他們也會有那種感覺

  • But the spatial evolution in video games is extremely important.

    但視頻遊戲中的空間演化極其重要

  • Time. The way we experience time in video games,

    還有“時間” 我們在遊戲裡體驗時間的感覺

  • as in other forms of interaction design,

    作為交互設計的其他形式

  • is really quite amazing.

    這是非常不可思議的

  • It can be real time or it can be the time within the game,

    它能作為真實的時間 也能作為遊戲中的時間

  • as is in Animal Crossing, where seasons

    比如在《動物森林》裡

  • follow each other at their own pace.

    四季就照著固有的順序循環

  • So time, space, aesthetics,

    所以 時間、空間、美感都非常重要

  • and then, most important, behavior.

    然後是最重要的“行為”

  • The real core issue of interaction design is behavior.

    交互設計的根本核心就是“行為”

  • Designers that deal with interaction design behaviors

    處理交互設計行為的設計者

  • that go to influence the rest of our lives.

    將會影響到我們今後的生活

  • They're not just limited to our interaction with the screen.

    他們不僅把我們的 “交互行為”限制在屏幕上

  • In this case, I'm showing you Marble Madness,

    既然如此 我給你們看看《瘋狂的石頭》

  • which is a beautiful game

    很漂亮的一個遊戲

  • in which the controller is a big sphere that vibrates with you,

    遊戲裡,控制器是一個與你一起搖擺的球體

  • so you have a sphere that's moving in this landscape,

    有一個在畫面中運動的球體

  • and the sphere, the controller itself, gives you a sense of the movement.

    而且球體會帶給你一種移動的感覺

  • In a way, you can see how video games

    某種程度上,你們能夠理解

  • are the purest aspect of interaction design

    為什麼視頻遊戲是交互設計裡最純粹的方面

  • and are very useful to explain what interaction is.

    視頻遊戲對闡釋交互作用也很有用

  • We don't want to show the video games

    我們不想展示視頻遊戲設備

  • with the paraphernalia. No arcade nostalgia.

    不展示跟街機有關的甜蜜回憶

  • If anything, we want to show the code,

    如果非要展示的話,我們想展示代碼

  • and here you see Ben Fry's distellamap of Pac-Man,

    在這裡,你們看到的 是本•弗萊用《吃豆人》的代碼

  • of the Pac-Man code.

    製作的《吃豆人》代碼軌跡圖

  • So the way we acquired the games is very interesting

    所以我們收藏遊戲的方式 很有趣,很另類

  • and very unorthodox. You see them here

    你們可以看到這些遊戲

  • displayed alongside other examples of design,

    與其他設計作品擺在一起

  • furniture and other parts,

    比如家具和其他東西

  • but there's no paraphernalia, no nostalagia,

    沒有相關遊戲設備,沒有回憶

  • only the screen and a little shelf with the controllers.

    只有屏幕和放遊戲手柄的小架子

  • The controllers are, of course, part of the experience,

    因為手柄是體驗的一部分

  • so you cannot do away with it.

    所以不能沒有它

  • But interestingly, this choice was not condemned

    但奇怪的是,這樣的做法

  • too vehemently by gamers.

    並沒有為遊戲玩家所責難

  • I was afraid that they would kill us,

    之前我還擔心他們會殺了我們呢

  • and instead they understood, especially

    但相反,當我給他們說

  • when I told them that I was trying to apply the same stratagem

    我在嘗試飛利浦•約翰遜 在 1934 年用過的花招時

  • that Philip Johnson applied in 1934

    他們特別理解我們的做法

  • when he wanted to make people understand

    飛利浦想讓人們了解設計的重要性

  • the importance of design, and he took propeller blades

    所以他把螺旋槳葉片

  • and pieces of machinery and

    和機械零部件

  • in the MoMA galleries he put them on white pedestals

    放在 MoMA 畫廊裡靠牆的雕像基座上

  • against white walls, as if they were Brancusi sculptures.

    看起來像布蘭庫西的雕刻作品

  • He created this strange distance, this shock,

    他營造出這種距離感和衝擊感

  • that made people realize how gorgeous formally,

    就是為了讓人們意識到

  • and also important functionally, design pieces were.

    設計成品在外形上多麼美觀 還有功能上多麼重要

  • I would like to do the same with video games.

    我想對視頻遊戲採取同樣的策略

  • By getting rid of the sticky carpets and the cigarette butts

    通過去除掉我們童年記憶中

  • and everything else that we might remember from our childhood,

    粘人的地毯、燃盡的煙頭等

  • I want people to understand

    而且我想讓人們明白

  • that those are important forms of design.

    這些都是重要的設計形式

  • And in a way, the video games, the fonts and everything else

    而且在一定程度上 視頻遊戲、数字字體等

  • lead us to make people understand

    會讓人們對設計的含義

  • a wider meaning for design.

    有一個更寬泛的理解

  • One of my dream acquisitions,

    我夢想過

  • which has been on hold for a few years

    收藏一架波音747

  • but now will come back on the front burner,

    這個想法已擱置了好幾年

  • is a 747.

    現在又成當務之急了

  • I would like to acquire it, but without owning it.

    我想收藏它,但不是擁有它

  • I don't want it to be at MoMA and possessed by MoMA.

    我不想它放在 MoMA 成為 MoMA 的財產

  • I want it to keep flying.

    我想它繼續飛行

  • So it's an acquisition where MoMA makes an arrangement

    所以這次收購需要 MoMA 和航空公司簽署一個協定

  • with an airline and keeps the Boeing 747 flying.

    好讓波音 747 繼續飛行

  • And the same with the "@" sign that we acquired a few years ago.

    同樣還有我們幾年前收藏的“@”符號

  • It was the first example of an acquisition of something

    它是我們做的第一個

  • that is in the public domain.

    屬於公共領域中的事物的收購

  • And what I say to people, it's almost as if

    我向公眾說

  • a butterfly were flying by

    那就像一隻蝴蝶飛過

  • and we captured the shadow on the wall,

    我們抓住了牆上的影子

  • and just we're showing the shadow.

    而且 我們只把蝴蝶的影子展示給你們

  • So in a way, we're showing a manifestation

    這有點兒像我們展示了

  • of something that is truly important

    一個極重要的事物的外在形式

  • and that is part of our identity but that nobody can have.

    而且那是我們的部分身份象徵 但沒人能將其據為己有

  • And it's too long to explain the acquisition,

    要說清楚這個收購要花很多時間

  • but if you want to go on the MoMA blog,

    但如果你們想去 MoMA 的博客主頁

  • there's a long post where I explain why

    我在主頁上寫了一篇長博文

  • it's such a great example of design.

    講述為什麼那是一個重大的設計

  • Along the way, I've had to burn a few chairs. You know?

    你們知道嗎,一路走來 我迫不得已燒掉了一些椅子

  • I've had to do away with a few concepts of design past.

    我必須消除一些過時的設計理念

  • But I see that people are coming along,

    但我發現,人們在進步

  • that the audiences, paradoxically,

    反常的是,觀眾們對設計理念的擴大

  • are much more responsive and much more understanding

    比我的一些同行們

  • of this expansion of design than some of my colleagues are.

    更积极响应,也更能理解

  • Design is truly everywhere,

    設計無處不在

  • and design is as important as anything,

    設計與其他事情一樣重要

  • and I'm so glad that, because of its diversity

    我很欣慰,由於設計的多樣性

  • and because of its centrality to our lives,

    和它在我們生活中的向心性

  • many more people are coming to it

    越來越多的人在了解它

  • as a profession, as a passion,

    並將其作為職業,作為激情

  • and as, very simply, part of their own culture.

    說直接點 作為他們自身文化的一部分

  • Thank you very much.

    非常感謝

  • (Applause)

    (掌聲)

Translator: Joseph Geni Reviewer: Morton Bast

譯者: Shengwei Cai 審譯者: Ning Zhang

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【TED】保拉-安東內利:為什麼我把吃豆人帶到MoMA(保拉-安東內利:為什麼我把吃豆人帶到MoMA)。 (【TED】Paola Antonelli: Why I brought Pac-Man to MoMA (Paola Antonelli: Why I brought Pac-Man to MoMA))

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    Zenn 發佈於 2021 年 01 月 14 日
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