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 Every open world game is different, because each game uses its gigantic map for a different 每個開放的世界遊戲都是不同的 因為每個遊戲配置如此巨大的地圖均有不同的目的 purpose. 也許是給予玩家接近任務目標的不同方案, 抑或是個政治肥皂劇的舞台。 Maybe it's to give the player options in how they approach their objectives. Perhaps it's 或是一個沙盒,讓玩家在任務之間有點喘息的機會。 a stage for a shifting political drama, or a sandbox so the player can blow off steam 只是有時候,這只是丟給玩家 一大串待辦事項清單的手段。 between missions. And, sometimes, it's just a way to dump a big checklist of content on 而以《薩爾達傳說:曠野之息》來說 任天堂用開放世界完成一個非常具體的目標: the player. 讓玩家來一場冒險之旅 For The Legend of Zelda: Breath of the Wild, Nintendo used an open world for a very specific 而在這個影片中,我想看看任天堂如何 採用和拋棄各種不同的開放世界設計手法 purpose: to let players go on an adventure. 設計出一個你會想要探索、求生和征服的奇幻王國。 And in this video, I want to look at how Nintendo used, and ignored, different bits of open 對於新手玩家,任天堂給了玩家最大的遊戲自由度。 world design to make a fantasy kingdom that you'll want to explore, survive, and conquer. 在《曠野之息》中玩家只有兩個任務: For starters, Nintendo gives players an enormous amount of freedom in how they approach the game. 完成新手教學、挑戰最終魔王Ganon 在這之間的一切由你決定 There are only two things you have to do in Breath of the Wild, after all: finish a tutorial, 你可以隨意無序的完成四大迷宮,或根本不甩它們。 and fight Ganon. Everything in between is up to you. 喜歡的話你可以盡量挑戰更多的祠堂, 追尋盡可能多的回憶。 You can do the four major dungeons out of order, or not at all. You can finish as many 你可以決定帶著林克的名劍進行最終決戰 shrines as you like, track down as many memories as you want, and it's up to you whether you ......或一根木拖把 take Link's famous sword into the final battle... or a wooden mop. 這意味著你得找尋自己的道路探索整個世界 What this means is that you carve your own path through the world, which is a pretty 這也是一場冒險之旅的重要因素: 林克的故事就是你的故事 important factor in an adventure. Link's story is your story, defined by what you do - and 一切取決於當你探索海拉爾大陸時做了什麼或沒做什麼 what you don't do - as you explore Hyrule. 這與以往的薩爾達遊戲 - 以及其他大多數 開放世界遊戲相比可說是大不相同 This is very different to previous Zelda games - but also to most other open world 在那些遊戲中,總脫不了一個主線劇情構成的線性故事 games, which feature a rather linear story - made up of mandatory main quests - where 你唯一的選擇就是馬上跟隨 - 或等會再跟上主線任務。 your only choice is to either follow it - or delay following it. 這除了限制玩家的自由,往往伴隨著不幸的副作用。 And, aside from limiting the player's freedom, this often has the unfortunate side effect 總會發生脫節的情況 當你應拼命追蹤你那被綁架的兒子時 of providing a disjointed story where you desperately need to track down your kidnapped 你會變成逛完整個波士頓後再說 son - but you'll get to that just as soon as you explore the entirety of Boston. 但我認為塞爾達巧妙地避開了這情況 But I think Zelda gets around this in a clever way. 任何時候你都可以直接挑戰Ganon,但通常你會在還沒進入海拉爾城前一遍又一遍的被秒教做人。 You can take on Ganon at any point. But because you'll likely get killed before you can even 你沒有耍賴拖延與大魔王的決戰 approach Hyrule Castle, you're not delaying your showdown with the big bad - 你正為此做一切準備 you're training for it. 這意味著你在遊戲中做的一切 - 從收集心之碎片、到擴充武器插槽 Which means everything you do in the game - from collecting heart pieces to boosting 乃至喚醒聖獸 - 都是在為最終決戰做準備。 your equipment slots to activating the divine beasts - is in preparation for that fight. 薩爾達模糊了主劇情與支線間的分別 Zelda shatters that barrier between following the story and doing side activities, because 因為你做的一切都是相關的 everything you do is relevant. 欸...幾乎啦 Well, almost everything. 另一個薩爾達不同於多數 其他開放世界遊戲之處: Another thing Zelda does differently to most other open world games, is in how much information 它給了你多少關於這個世界的訊息呢? it gives you about the world. Which is to say: hardly any. 幾乎是零 At the start, your map is completely blank and you need to climb up, and activate these 遊戲開始時,你的地圖是一片空白 你得爬上並啟用這些塔,來填補空白。 towers, to fill in the gaps. But unlike the towers in Assassin's Creed and Far 但和在刺客教條和極地戰嚎的那些塔不同 Cry games, this doesn't litter your map with icons for nearby activities, side quests, 這不會讓你的地圖充斥著 附近的活動、支線任務、和收集品等標示, and collectibles. 反之,你必須自己努力找到所有這些東西。 Instead, you have to find all of that stuff yourself, and this means you are lead through 這意味著你是基於自己的好奇心探索這世界, 而不是標示和導航點。 the world, not by icons and waypoints, but by your own curiosity. 你可能看到山上有些有趣的東西,決定爬上去看看。 You might see something interesting on top of a mountain, and decide to hike up there. 你也可選擇爬上一座塔,拿出你的魔法iPad調查環境 You might choose to climb up a tower, and use your magic iPad to survey the landscape, 並在你稍後可能想前往探查的地方放上各種標示和圖標 before dropping down pins and stamps to mark locations you want to check out. Or you might 或你可以查看地圖找找有趣的的地名地標,然後去看看那邊到底有什麼。 scour the map screen for interesting place names and structures, and then go find out 重要的是,那裏通會有好東西。 你可能會發現真正有幫助的收集品 what's there. 特別是你剛打爛了你第325把劍... 且任何祠堂都提供了獨特的謎題 Importantly, there's probably something good. Any collectibles you might find are genuinely 而非一般開放世界遊戲中那種一再複製貼上的內容 helpful, especially after your 325th sword just broke. And any shrines you might find provide genuinely 或者你可能會發現些能告訴你關於海拉爾世界的事情 這個遊戲的大多數敘事 unique puzzles, instead of the usual copy-and-paste side content we see in open world games. 是透過古代遺址、巨大的骨骸、被遺忘的戰場 Or you might find something that tells you about the world of Hyrule - because most of this game's 以及世界裡的其它地方娓娓道來 storytelling is done through the ancient ruins, giant bones, forgotten battlefields, and other 很重要的另一件事是你永遠可以由你的好奇心領著你前進 bits of the environment. 我之前玩《地平線:期待黎明》, 山上巨大的機器骨架吸引了我。 It's also important that you can always go where your curiosity leads you. 但當我試圖去前往時,我卻被陡峭無法攀爬的懸崖, I was playing Horizon Zero Dawn the other day, and was intrigued by these gigantic robot bones up on the side 以及一道不可見的空氣牆阻擋了,真心惱人! of a mountain. But when I tried to get there I was greeted by a cliff side too steep to 薩爾達,不僅提供了完全的自由, 且這個絕妙的攀爬系統意味著你可以 climb, and an actual invisible wall. Bummer. 爬上任何牆壁 - 只要你有足夠的 耐力,或能找到落腳點喘口氣。 Zelda, though, not only offers complete freedom, but a generous climbing system means you can 順帶一提,薩爾達讓在海拉爾探險旅行真的非常有趣。 clamber up any wall - provided you have enough stamina, or can find spots to rest. 無論爬山、騎馬、自高塔滑翔而降 By the way, Zelda makes it really fun to traverse Hyrule, whether that's climbing, riding a 或 - 最好玩的方式:拿你的盾牌當滑板! horse, paragliding down from a tall tower, or - best of all - surfing on your shield. 當你隨便晃晃都很有趣時,那總能激勵你繼續探索。 Exploration is always encouraged when it's fun to move around. 無論如何,或許地平線那個空氣牆 Anyway. Maybe that invisible wall in Horizon was to stop me from coming across a mad robot 是為了阻擋我對上個我還無法對抗的瘋狂機械恐龍。 dinosaur that I was not yet ready to fight. But, Breath of the Wild shows that letting 然曠野之息展現了讓玩家被殺手級敵人秒教做人 也許不是壞事 players get pummelled by killer enemies is no bad thing. 遊戲開始的幾小時,我偶然發現這隻半人馬。 In the game's opening hours I stumbled upon this centaur chap - a Lynel - and the fight 這次戰鬥不是很順利 didn't exactly go well. 立馬,這世界不再感覺像是操場供我馳騁, Immediately, the world no longer felt like a playground to enjoy, 而是個得掙扎求生的世界 - 這更有利於展現冒險這個主題 but a daunting world to survive. Much more conducive to an adventure. 且不僅是巨大的敵人,這個世界 本身,感覺都在處處針對你。 And it's not just big enemies, but the world itself feels out to get you. You'll need to 你得面對嚴酷的氣候,如冰冷的 湖泊,會燒毀你木質裝備的火山地區、 contend with harsh climates, like ice-cold lakes, volcanic areas that burn up wooden 冰火九重天的沙漠、連天氣也在影響你。 weapons, and deserts that flit between hot and cold. And weather affects you too, such 例如下雨會讓所有表面濕滑難以攀爬,然後雷雨天會...嗯... as rain that makes surfaces too slick to climb, and lighting storms that... well.. 只是,這些逆境存在,都是為了讓你攻克它們收穫愉悅與滿足。 But the thing about adversity, is how good it feels when you overcome it. I returned 50小時後我回到那個體育館 - 帶著更好的設備,更多的❤︎❤︎❤︎ to that coliseum 50 hours later - now with better equipment, more hearts, and a stronger 且更深刻理解了戰鬥系統 - 於是我好好的教了那隻半人馬做人的道理。 understanding of the combat system - and destroyed that Lynel. Zelda games have often explored 薩爾達遊戲通常會探索關於成長與成為英雄的主題, 但從沒有像這樣嚴苛的身教。 the themes of growing up and becoming a hero - but never quite like this. 曠野之息也利用了強悍的敵人、 更陡峭的牆壁和更惡劣的氣候 Breath of the Wild also uses those tough enemies, as well as steep walls and harsh climates, 以阻止你逛一圈地圖就看到遊戲的全貌 to discourage you from exploring the map in one go and immediately seeing everything the 透過一點點一滴滴扣留這世界的方式 game has to offer. By withholding bits of the world, in this fashion, - you'll still 你依然會發現驚喜:包括整個 鄉村和不同的部落 be discovering surprises, including entire towns and different biomes, well past the 很好的度過了其它開放世界遊戲 開始讓玩家覺得無趣和老梗這點 point where other open world games would start to feel plain and predictable. 我們先回到地圖設計這一點 Let me just go back to the map marker thing for a second. 曠野之息確實使用了些典型的開放世界引導系統 Breath of the Wild does actually use some typical, open world-style wayfinding. The 例如:主要的地城任務,都以黃點標記在你的地圖上。 main dungeon quests, for example, are marked on your map with yellow dots - though, thankfully, 但謝天謝地的是,遊戲不顯示這些虛線, 而讓你找出自己的路線前往這些主任務地點。 the game avoids the little dotted line, instead asking you to find your own route to one of 並且毫無疑問的,一路上你會不斷迷路和分心。 the four dots, and no doubt getting lost and distracted along the way. 你也可以把這些提示關掉,我也推薦這麼玩。 和其它遊戲不同,沒有這些幫助薩爾達還是完美可玩。 You can also turn them off, which I'd recommend. Unlike some games, Zelda is perfectly playable 因為NPC會給你方向,地圖上有地名 without this help, as characters give directions, the map features place names, and most forks 且多數岔路上都會有路標 in the road feature signposts. 但這只是主線任務 在所有的支線任務中,任天堂決定 But that's just the main quest, and with all of the side missions, Nintendo decided to 將這些輔助導引完全拋棄 而更多秘密、支線、祠堂... ditch these navigational aids altogether, and instead, the secrets, side quests, and shrine 等任務只能透過隻言片語發現 quests can only be found by following scraps of information. 這裡有個例子。這兩小伙子正在討論寶藏的事, 這給了我一點線索。 Here's an example. These two lads are talking about a treasure, and they give me a clue to find 『小雙胞胎漫步過小河,我的山洞就在源頭的上游。』 it. "The little twin steps over the the little river. My cave rests above that river's source". 所以我四處遊蕩,找到個路標『小雙胞胎橋』 聽起來好像就是這樣 So I wander around, find a sign pointing towards the little brother bridge - that sounds about 我隨河流來到上游,在瀑布旁邊爬上去 right -, follow the river to its source, climb up beside the waterfall, and then uncover 然後找到並進入隱藏地點 the hidden stash. Get in. 透過追蹤這些傳言、歌詞、繪畫和謎語 By following these rumours, as well as song lyrics, paintings, and riddles, you're asked 你必須認真的探索這世界,注意環境細節。 to really explore the world, and take in environmental details that, in a different game, you might 而在其它遊戲中,你可能只會直接匆匆而過。 再加上,找到這些解答往往更有獎勵感。 blow straight past. Plus, finding these solutions is always more rewarding, if you ask me, than 如果你問我其它遊戲在這點怎麼做, 它們通常只單純的放導航點和狀似臭氣的踪跡...... simply following waypoints and stink trails. 如果這些聽來都很耳熟, 那正是因為我幾乎說到了所有的東西。 If all of this sounds a bit familiar, it's because I talked about almost all of this stuff last 在我上個月的薩爾達遊戲影片,曠野之息不僅有 month in my video about the very first Zelda game. Breath of the Wild features more than 老人、景觀岩和半人馬,而且還有自由,謎團 just old men, Spectacle Rock, and centaurs - but also the freedom, mystery, and general 和如同薩爾達傳說1那般荒野蒼涼的設計 standoffish design of Zelda 1. Though, you are going to have to turn off the HUD and 儘管你得關掉這些提示系統以真正地獲得這種體驗~ objective markers to really get that experience. 但任天堂不只喊著回歸原點來做這個遊戲, 他們也向外取經。 But Nintendo didn't just look backwards to make this game - it also looked outwards, 遊戲開發者說他們研究了像是 巫師、當個創世神等遊戲。 with the game's creators saying they researched games like The Witcher and Minecraft. 於是你可以在曠野之息中看到 大量來自開放世界遊戲的元素呈現 And you can see elements from loads of open world games in Breath of the Wild. The Korok 找尋Korok的遊戲感覺像在蝙蝠俠˙阿卡漢城市裡的riddles收集獎杯。 puzzles feel like the Riddler trophies in the Arkham games. Cooking, to prepare for a big 大戰前的烹飪準備,讓人想起巫師的煉金術。 battle, brings to mind the Witcher's alchemy. Smashing ore is totally Minecraft. And Breath 採礦完全是來自當個創世神 of the Wild capture Skyrim's wanderlust, and horse bugs. 曠野之息還仿效了上古卷軸中天際省的旅行癖 ...以及馬的Havok bug。 But you can tell that Nintendo used these ideas with careful consideration - deciding 但是你可以說任天堂是在慎重思考後決定 which bits of design to use, and which bits to forgo - because an open world isn't just 哪些元素該使用、哪些部份該捨棄。 an excuse to chuck in loads of random features and hope they all stick together. Like any 因為開放世界不該只是隨便丟一大票功能進去然後期望它們和諧運作的藉口。 good game, everything should work together to contribute to a specific experience. 任何好遊戲,一切設計都該是 為了提供某種特定的體驗。 And in the new Zelda - the level of freedom you're provided, the focus on exploration, 而新的薩爾達提供了你高水平的自由度, 讓你聚焦在探索這個世界。 the use of cryptic clues, the daunting enemies, and the consistent surprises - all add up 各種神秘的線索、令人畏懼的敵人、持續的驚喜 to give Breath of the Wild a truly adventurous spark. 所有這一切,讓曠野之息的冒險擦出精彩的火花。 Hey everyone! Thanks for watching. GMTK is funded by everyone on my Patreon - including 大家好!感謝收看。 GMTK收到了在我的Patrean上的所有人的資助 these top tier supporters. 包括這些頂級支持者: If you're a long time viewer of my channel, you might be surprised to hear me praise a 如果你關注我頻道很長一段時間的話,聽到我讚美一個如此龐大的開放世界遊戲,你可能會感到驚訝。 gigantic open world game, after making videos about the joy of exploring much smaller, more 特別是在製作了探索諸如蝙蝠俠˙阿卡漢騎士 compact worlds, like Batman: Arkham Asylum and Deus Ex: Mankind Divided. 駭客入侵˙人類岐裂等緊湊的小型世界的樂趣影片 But in that Batman video, what I said was "game environments should be measured by how 但在那個蝙蝠俠的影片裡,我說的是:『遊戲環境應該基於多少有意義的內容 much meaningful content is inside, rather than in square metres", and Nintendo is one 而不是多少平方米的地圖來衡量』 of the few companies, alongside Rockstar and (sometimes) Bethesda, who are capable of actually 任天堂是少數幾個,以及Rockstar、和(有時候)Bethesda這幾個有實力的公司裡 filling a massive world with unique and interesting stuff. 真正有能力在大型世界裡填充大量 獨特且有趣內容的公司 Plus, the game uses its space to make your adventurous treks more epic, and provide those 加上,這款遊戲善用了它的空間來使你的冒險旅程更史詩 all-important moments of quiet and introspection during travel. So, like everything in game 並在旅途中提供了安靜和自省的重要時刻 design, the size of a world comes down to what sort of experience the creators are going for. 所以,就像遊戲設計中的所有事,世界的大小取決於開發者想帶給玩家何種體驗。 Anyway - at the risk of turning this channel into Zelda Maker's Toolkit, my next video 總之 - 在這個頻道有可能 被定型成薩爾達開發工具包的風險下 will be a Boss Keys episode on Phantom Hourglass and Spirit Tracks. And yes, I will finish 我的下一個影片將是幻影沙漏的BossKey。 that series by talking about the dungeons in Breath of the Wild. And then I will never 是的,我會完成並結束那個地下城系列的影片, 以曠野之息的地下城謝幕。 talk about Zelda ever again. Until the next one. 直到下一個薩爾達遊戲發行前,我不會再做薩爾達的影片。
B1 中級 中文 美國腔 薩爾達 遊戲 曠野 世界 玩家 開放 塞爾達傳說:荒野之息--開放世界的冒險|遊戲製作人的工具箱 (Legend of Zelda: Breath of the Wild - An Open World Adventure | Game Maker's Toolkit) 209 13 ping 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字