Placeholder Image

字幕列表 影片播放

  • (adventurous music)

    00:00:14,907 --> 00:00:17,071 從很多方面來說,巫師3狂獵的明星不是傑洛特或希里

  • - In many ways, the star of The Witcher 3: Wild Hunt

    從很多方面來說,巫師3狂獵的明星不是傑洛特或希里

  • isn't Geralt or Ciri,

    而是他們所存在的世界

  • but the world in which they inhabit.

    所以今天我們會和CDPR中負責創造這個世界的人們聊聊如何創造這個世界

  • So today, we're gonna talk to the folks at CD Projekt,

    所以今天我們會和CDPR中負責創造這個世界的人們聊聊如何創造這個世界

  • about creating that world,

    一切的一切,從讓人感興趣的地點

  • everything from the locations of points of interest,

    到生活在這些地點的社群

  • to the communities that live in those places,

    再到每個廚櫃上的食物

  • right down to the food in everyone's cupboards.

    為了做到這點,我們必須和團隊討論到三個關鍵

  • To do this, we must talk to the team

    為了做到這點,我們必須和團隊討論到三個關鍵

  • about three key areas,

    關卡設計、環境設計、開放世界設計

  • level design, environmental design, and open world design.

    創造這種規模的世界是一項大工程

  • Creating a world this size is a monumental effort.

    最終版本的狂獵包含了大城市、農莊

  • The final version of Wild Hunt features large cities, farms,

    強盜營地、怪物窩、隱密城堡

  • bandit camps, monster spawners, hidden castles,

    恬靜的農舍以及更多景觀

  • quiet cottages, and plenty more.

    但在所有這些元素完成的數年之前

  • But, years before of any of those features

    但在所有這些元素完成的數年之前

  • will be finished,

    製作團隊得先從一片空白的大陸開始

  • the team would start with a blank landmass.

    我們都有各自專精的地方

  • - [Len Voiceover] We all have our little specialties.

    我們有位資深環境美術

  • We have one, senior environment artist,

    他就負責做樹

  • all he does is trees.

    00:01:20,548 --> 00:01:22,392 我記得是從巫師1就開始

  • (Danny laughing)

    就都是...樹

  • Since Witcher one, I think,

    我們有些人負責地景

  • like, trees.

    有些專門負責設置村莊

  • Some of us do landscaping.

    其他人有些是做房屋的網格(mesh)

  • Some of us like pretty much, set up villages.

    我們一部分人會去檢視整個世界

  • Others do, like, the meshes of the actual houses.

    一部分負責去擺放瓶瓶罐罐

  • Some of us go through the entire world,

    你現在看到的,這個酒館

  • and just put pots and pans, basically.

    所有你在這看到的東西

  • What you see right now, in this tavern, right,

    我們都曾把它們擺進場景裡

  • everything that you see right here,

    要把一個地點做得很漂亮不難

  • we were putting them on the level.

    有點像是..."我們加更多東西進去吧!"

  • - It's easy to make a place look really, really nice,

    但到了某個程度,你會開始想,這樣我要怎麼玩遊戲?

  • and just, like ah, let's add more stuff to it!

    我真的有辦法探索它嗎?

  • But, at some point, you have to wonder, how do I play this?

    還是我會在每個有碰撞的東西上卡住?

  • Can I even navigate it,

    還是我會在每個有碰撞的東西上卡住?

  • or do I get stuck on every single thing

    為了幫助製程,並確認我們的環境,很明顯的不能弄到太瘋狂

  • that has collision there?

    為了幫助製程,並確認我們的環境,很明顯的不能弄到太瘋狂

  • And to sort of help guide this process,

    為了幫助製程,並確認我們的環境,很明顯的不能弄到太瘋狂

  • and make sure that our environment, obviously,

    那算是我們關卡設計的準則

  • don't get too crazy,

    我們與遊戲設計團隊做了很多溝通

  • that's sort of where our level designers sit.

    了解任務設計團隊需要甚麼

  • We communicate a lot with the gameplay team,

    並確認每樣東西都妥善地放進這個世界

  • the quest designers, to see what their needs are,

    並確認每樣東西都妥善地放進這個世界

  • and make sure that everything is implemented properly

    同時我們也嘗試去規劃開放世界應該如何運作,或看起來應該是甚麼樣子

  • on the world.

    同時我們也嘗試去規劃開放世界應該如何運作,或看起來應該是甚麼樣子

  • And, on the side, we also try to, sort of,

    哪裡我們該放森林,哪裡該放山脈

  • plan how the open world works, or looks like,

    村莊在哪?

  • where we have forests, where we have mountains,

    地圖上村落的數量以及密集度應該是多少?

  • where villages are,

    大部分玩家在地圖上碰到事件的頻率有多高?

  • how dense the amount of villages is on the map,

    所以我們有關注點(points of interest)

  • and how often players should pop into some event.

    是和環境關注點結合在一起

  • - So, we had points of interest,

    像是強盜營地的營火

  • which were combined with environmental points of interest.

    地圖上的一些小利益像是隱藏的寶藏

  • Things like bandit camp fires,

    接著我們有遭遇點(points of encounters)

  • abundance of lands, like like hidden treasures.

    簡單的樹林中的怪物窩

  • Then, we had points of encounters.

    或是森林中的強盜營地

  • So, simple spawners of monsters in the woods,

    然後社群

  • or bandits in the woods.

    在村莊中放置居民

  • And then, the communities.

    我們工作室從沒做過開放世界遊戲

  • Integration of citizen, in villages.

    我們工作室從沒做過開放世界遊戲

  • - [Miles Voiceover] The studio

    我也沒有,其他關卡設計師也沒有

  • had never done an open world game.

    所以我們那時坐下來討論

  • So, neither did I, neither did the other level designers.

    "好吧,我猜我們需要一些可以造訪的地方"

  • And so, we were sitting there, going,

    但真正的問題是,我們需要多少這樣的地方?

  • all right, I guess we need places that we should visit,

    我們應該在其中放入甚麼樣的內容?

  • but the real question was, how many places do we need,

    我們一開始很粗略地

  • and what kind of content do we put into these?

    拍下我們世界的2D平面圖

  • So, we started out very roughly,

    然後開始Photoshop

  • by taking a 2D screenshot of our world,

    在上面放置不同的物件、小標記

  • and just, and Photoshop,

    那些我們覺得"這裡該有個地點"的地方

  • just placing different items, little markers on the world,

    我們同時也簡單的去定義它們

  • where we thought there should be locations of sorts.

    好確認它們的一致性

  • And we roughly define them as well,

    也許在這個地方,我們有個農耕地

  • to make sure that they're consistent.

    甚麼可以是這個地點的關注點? 也許是破敗的山丘磨坊

  • So, maybe on this area, we have farming settlements right,

    甚麼可以是這個地點的關注點? 也許是破敗的山丘磨坊

  • and what could be a POI, maybe a broken down mill

    當然,還有農莊本身

  • on top of a hill.

    但我們同時也嘗試確認所有的...

  • And, of course, the farm itself.

    基礎結構是一致的

  • But, we also try to make sure that everything is...

    所以我們會試著將這些東西擺放得靠近彼此

  • The infrastructure is consistent,

    藉由主要道路連接,諸如此類

  • so we would try to put these places close to each other,

    在那之後我們就開始擺放柱體藍圖

  • connected by main roads, et cetera.

    我記得很清楚,那時我們把柱體藍圖放進3D地圖

  • But, after that, we just took literally blue cylinders,

    我記得很清楚,那時我們把柱體藍圖放進3D地圖

  • I remember vividly, there were blue cylinders,

    那些我們覺得應該是甚麼地方的地點

  • and we placed them on the map, in 3D,

    然後我們開始在那之間跑來跑去

  • where we thought these places would be,

    就花時間做這事

  • and then we started just running in between them,

    基本上就是這樣

  • and taking their time.

    看起來每次我碰到其中一個地點,可能是任何大小

  • Basically going, all right, so,

    看起來每次我碰到其中一個地點,可能是任何大小

  • now, it seems that every minute I run

    當時我們還沒有真正定義這些地方是重要地點

  • into one of these occasions, which could be of any size,

    或只是一般的營火

  • like, we didn't really define if this is a major location,

    我們做了一些測試

  • or just your average campfire.

    然後我們發現到...

  • - [Bartosz Voiceover] We did some tests,

    玩家會專注在我們產生出的東西上

  • and we found out that...

    像是每40秒就應該要有些甚麼

  • Player is focused on stuff which we produce,

    然後專注在那上面,像是一群鹿,一些敵人

  • like every 40 seconds, they should see something,

    有些NPC在那閒晃

  • and focus on it, like a pack of deers, some opponents.

    所以我們就有了我們的"40秒規則"

  • Some NPCs wandering about.

    在史凱利傑群島,我們放了很多的水

  • So, we have our rule of 40 seconds.

  • On Skellige, we add a lot of water.

    之前水上的走私犯儲藏箱就出了一個問題

  • - [Danny] Right!

    過去有個海港,跟家族村落一起的

  • - So, there was a problem with smuggler's caches on the water.

    過去有個海港,跟家族村落一起的

  • - [Miles Voiceover] So, it used to be that the,

    那裏之前不是面對大史凱利傑群島的

  • the bay, with the clan village,

    結果造成玩家

  • it used to be facing away from Ard Skellig,

    要不是在錯誤的方位登島

  • which resulted in players

    如果從大史凱利傑島出發的話

  • either docking on the wrong side of the island,

    如果從大史凱利傑島出發的話

  • going from...

    不然就是繞了一大圈,而且...

  • Ard Skellig.

    ...之前的船隻航行速度慢非常非常多

  • Or, having to go all the way around it, and...

    我還記得我們有次做測試

  • Boat speed used to be much, much slower back then!

    從一個島到另一個島

  • (chuckles) I remember we had tests run,

    基本上是主要的大島

  • where (exclaims) you going, from one island to the other,

    需要花25到45分鐘

  • like the bigger islands,

    00:05:18,133 --> 00:05:21,088 我們很快就理解到

  • to somewhere in between 25 and 45 minutes.

    這樣是行不通的

  • (Danny laughing)

    結果,我們把整座島轉了180度

  • (chuckles) We quickly realized that this is not,

    所以玩家才能夠一路直航

  • this is not gonna cut it.

    所以玩家才能夠一路直航

  • And ended up, rotating the entire island by 180 degrees!

    並大幅縮減航行到那座港口的時間,大概少了15分鐘左右吧

  • So that players would actually goes,

    並大幅縮減航行到那座港口的時間,大概少了15分鐘左右吧

  • we'd be able to go straight,

    那實在很瘋狂

  • and that cut down the traveling time,

    我認為我們對森林做的安排

  • to do that harbor, by 15 minutes or so.

    大概是因為我們接受了"很難去看到東西"這個事實

  • It was nuts.

    大概是因為我們接受了"很難去看到東西"這個事實

  • I think what we did for forests

    因為大部分的時間

  • is we sort of started embracing the fact

    當你在開放世界走動的時候

  • that it is hard to see things,

    你對於往哪個方向前進大致有個概念

  • because most of the time,

    你知道的,也許你發現你身在史凱利傑

  • when you're walking around the open world,

    接著你看到大史凱利傑島

  • you kind of have a pretty good idea where you're headed.

    有著灰色城堡的要塞

  • You know, maybe you'll find yourself in Skellige,

    我們設計世界的方式是,你會有個起始點

  • and you see Ard Skellig,

    我們設計世界的方式是,你會有個起始點

  • the fortress with gray castle.

    比如說村莊

  • The way we designed the world,

    接著你會看到一個遠方的點,比如城堡

  • was that maybe you'd have the starting point,

    但在這之間

  • from one village,

    路程中會迷失,對吧?

  • and you'd see the point in the distance, like that castle,

    所以你會看到你冒險旅程的一個起始點

  • but somewhere in between,

    就是你所在的地方

  • the road would be lost, right?

    你知道終點在那

  • So, you'd see your starting point of your adventure,

    然後你知道前往那個地方的大概方向

  • which is where you are. (chuckles)

    但有時候我們在中間擺了一座森林

  • You know the end,

    就為了能讓玩家在其中迷失

  • and you know the rough general direction that you head for,

    當我們這麼做的時候,我們通常還是會放主要幹道

  • but sometimes we put a forest in between,

    也是比較安全的地點

  • just to get, to allow the player to get lost.

    通常你騎馬經過的時候

  • When we did that, we usually, still had our main roads,

    不太會受到大部分怪物的攻擊

  • the more safer spaces,

    除非我們就是想讓玩家在那地方被攻擊

  • that if you were to just ride through them,

    [傑洛特]食屍鬼巢

  • you shouldn't really be attacked by most monsters,

    [傑洛特]得把巢摧毀

  • unless we really wanted you to.

    00:06:38,873 --> 00:06:39,739 製作關注點可以讓玩家在探索的過程中更加輕鬆

  • - Ghoul nest.

    製作關注點可以讓玩家在探索的過程中更加輕鬆

  • Oughta just destroy it.

    只要往四周一看,就...

  • Now, how long are you gonna have me wait?

    "啊,在那邊,山丘上有座堡壘"

  • - [Miles Voiceover] Making POIs,

    我之前我看到過幾次

  • that allow the player to navigate the world much easier,

    但現在我從這個角度看到它

  • that just simply looking around, and like,

    所以我就可以從這關聯性知道,現在我在哪裡

  • ah, there was this, this fort on the hill

    我認為地形確實也有幫助到這點

  • that I've seen a couple times here,

    諾維格瑞本身也依賴這點

  • but now, I seem to see it from this side,

    那裏有神殿島,是全城最高的地點

  • so I know, in relation to that, this is where I am,

    那裏有神殿島,是全城最高的地點

  • I think the landscape does help with that,

    然後有富有的高級地區

  • and Novigrad sort of lended itself to this,

    地勢也比較貧困的地區來得高

  • with the temple island being there, the...

    一整個坡度綿延連接整座城市

  • The most highest point,

    我猜有些道路配置是蠻聰明的

  • and then you have the richer areas,

    總體來說,如果你觀察這座城市

  • which are higher than the poor area,

    大道路只有幾條

  • so you have this gradient throughout the city,

    記得大概兩條吧

  • and I guess some clever road placement.

    然後各區塊的特色界定的鉅細靡遺,像是港口

  • Overall, if you look at the city,

    像是魚市、主廣場

  • there's just a handful of main roads.

    貧民區、富人區、神殿島...

  • I think there's like two,

    這些對地區的風格定義可以幫助玩家搞清楚

  • and the areas can be very broadly defined, like the harbor,

    該怎麼走? 在城市中的哪個位置?

  • you have the fish market, you have the main square,

    而不用一直去看地圖

  • the poor area, the rich area, and the temple island, so...

    00:07:37,733 --> 00:07:39,551 所以這...

  • This definitely helps allowing the player

    這工作從我們的環境設計團隊開始

  • to sort of figure his way, his way around the city,

    他們準備建築物

  • without actually having to consult the map all the time.

    比方說一整組的給村莊用

  • - [Danny] Right.

    接著我們團隊決定這些地點中的人們有著甚麼目的

  • - So, the...

    接著我們團隊決定這些地點中的人們有著甚麼目的

  • work starts in our environmental team,

    然後我們修正動作

  • they preparing buildings,

    並為他們準備台詞

  • like a whole setup of the village.

    所以我們有了一個準備好的村莊

  • Then, my team is deciding what kind of purposes

    所以我們有了一個準備好的村莊

  • people have in those spots.

    舉例來說,我們有個史凱利傑的岸邊村莊

  • Then, we are recasting animations,

    舉例來說,我們有個史凱利傑的岸邊村莊

  • and preparing dialogues for them.

    我們需要設置一個漁夫聚落

  • So then, we will have,

    因此需要準備給漁夫用的東西

  • we have the whole village prepared.

    接著為他們準備台詞

  • For example, we have a village on the coast,

    接下來全部元素放在一起就表現出一個可信的聚落

  • of the Ard Skellig,

    我們其中一群人

  • so we need to set up like a fishermen community,

    或多或少喜歡一種簡略的作法

  • so requesting rocks for fishermen,

    我們這裡放點房子,然後這邊放道路

  • and then preparing dialogues for them,

    然後放幾個圓木桶

  • and then, together, everything creates believable settlement.

    然後看起來就這樣了

  • - So, some of us do, like,

    房子裡是空的,甚麼都沒有

  • more, more or less, rough paths.

    然後另一個人進來

  • So, we put the house there, we put the road there,

    或說碰巧撞進來

  • and we put the couple of wheel barrows,

    然後他們說"這裡好空!"

  • and then it just looks like that.

    "我得做點甚麼!"

  • The houses are empty, nothing.

    00:08:37,112 --> 00:08:39,893 所以他們就想"OK,我來種點花"

  • And then, another guy comes in,

    之類的東西

  • or potentially stumbles upon it, in our editor,

    "讓我放塊石頭!還有這個"

  • and they're like, this looks so bare!

    或是...

  • I need to do something about it!

    我們來幫牆壁加點貼圖材質

  • (Danny laughing)

    多來點苔癬吧

  • And so, they're like, okay, let me plant some flowers,

    讓它看起來細節更多

  • and stuff like that!

    "OK,我的工作結束了",然後他們就離開了

  • Like, let me put some more rocks, and stuff like that,

    "OK,我的工作結束了",然後他們就離開了

  • or like...

    在那個當下看起來OK了

  • Let's add more decals on the wall,

    接著任務組的人來了,然後說

  • like a little bit more moss,

    "喔這裡有個有座可愛的小村莊"

  • so it looks a little bit more detailed,

    "我們在這裏面放點甚麼吧"

  • and then they leave, because they're like,

    "等等,屋子是空的"

  • okay, my work is done.

    然後他們就會給出需求

  • It looks okay, now.

    "你們可以在那裏面放點東西嗎?"

  • And then, the quest guy comes in, and he's like,

    接著我們就會有人進去

  • oh, what's this cute, little village?

    然後開始裝飾

  • Ah, let me put something in it!

    我們會去問任務設計師

  • But it, the houses are empty.

    "那是個怎麼樣的故事?"

  • And then, they put on a request,

    "有哪些角色會在這裡?"

  • take it, and put something in there, you know?

    "他們之間的關係如何?"

  • And so, some of us go right in,

    "甚麼?這人死了?"

  • and we start decorating,

    "OK,那他們應該要死在屋子內嗎?"

  • and we interview, actually, the quest designer.

    "或者他們是..."

  • What's your story about?

    你知道的,這類的問題

  • Like, who are the characters involved?

    你把這些列入考慮

  • Do they get along?

    還有得到的資訊

  • What, this person is dead?

    綜合在一起設計屋子的內在、個性

  • Okay, are they supposed to be dead inside the house,

    綜合在一起設計屋子的內在、個性

  • or are they supposed to,

    綜合在一起設計屋子的內在、個性

  • you know, and these kinds of questions.

    接著在那之後,我們從屋子出來了

  • You take that into account,

    就會覺得"這地方好像還是有點空耶"

  • and with that bit of information,

    然後我們再偷塞幾個木桶進去

  • we designed inside of the house,

    一點一點地

  • the tailor, that kind of personality,

    有人就是這樣,掃視一下整個地形後

  • or other people looking in it.

    "這感覺..."

  • And then, after that, we leave the house, and we're like,

    "這裡我加點甚麼好了"

  • this place is still quite barren, you know?

    到最後,一個村莊就完成了

  • And then, I'll just sneak in a couple of barrels over here.

    有時候你需要一整個村莊的人力來打造一個村莊

  • And then, little by little,

    而且過程牽涉到許多步驟

  • people just like, were sweeping through he landscape,

    首先釐清該放到哪裡? 要設計成甚麼樣子?

  • are like, this feels so...

    接著建造房屋、為房屋配置家具

  • I plant a little bit more here, and you know?

    最後,為村莊生產出聚落居民

  • And eventually, the village is made.

    他們在聚落中所扮演甚麼角色、 有甚麼習慣以及台詞

  • - [Danny Voiceover] It takes a village to build a village,

    他們在聚落中所扮演甚麼角色、 有甚麼習慣以及台詞

  • and the process involves a number of steps,

    在與Len, Miles和Bartosz談論這些製程後

  • first figuring out where to put them, how to design them,

    在與Len, Miles和Bartosz談論這些製程後

  • then building houses, then furnishing said houses,

    清楚了解到,製程中每個步驟都有獨特的挑戰

  • and finally, populating those villages

    清楚了解到,製程中每個步驟都有獨特的挑戰

  • with communities of people, with their own roles, routines,

    史凱利傑會是個很明顯的例子

  • and dialogue.

    那裡到處都很冷,所以人們會想保暖

  • And from talking to Len, Miles, and Bartosz

    我們對維京房屋做過研究

  • about those processes,

    我們發現幾乎都會有開放火爐

  • it's clear, that each step in that process

    因此我們決定,火爐會是每個地方的重心

  • has its own set of challenges.

    因為人們都想要保暖

  • - [Bartosz Voiceover] So, the obvious one would be Skellige,

    對我們來說那非常真實

  • right, where everything's cold, so people try to stay warm.

    事情不是像..."喔,我們是做遊戲"

  • We're doing research on viking houses,

    "然後我就是要在山腰斜坡做個村子"

  • and we saw that most of them had open fireplaces.

    "事情就得這樣"

  • We decided, it will be the center every place,

    在我看來那是自己走進死路

  • because people tried to stay warm.

    事實上,我們都已經有了有高度的地圖了

  • - [Miles Voiceover] To us, this was very real.

    然後我們決定說"OK,這裡也許是最適合建村的地方"

  • It's not like, yeah, we're making a game,

    "那我們就建在這吧"

  • and I'm making a village that is on a hillside,

    "如果是我就會建在這"

  • and they have to.

    "因為這裡是感覺最簡單也最自然會去建村莊的地方"

  • In my mind, this is why they make the scaffold.

    "因為這裡是感覺最簡單也最自然會去建村莊的地方"

  • Actually, we had the height map done already, right,

    然而有的時候

  • and we decided okay, this is probably the best place

    你必須去做一些不應該在那裏做的事

  • for a village here, so let's make it here.

    就像是山腰斜坡上的村莊

  • This is where I would build a village,

    或是建在一個充滿危險的環境,像是在高聳的山脈之上

  • because it seems easiest, and natural,

    或是建在一個充滿危險的環境,像是在高聳的山脈之上

  • for me to build it here.

    這時候就要思考

  • But sometimes, and again,

    "好,如果我們真的要這麼做"

  • you have to go and make something where there, it shouldn't be,

    "如果有人真的想在這定居"

  • so maybe a hillside village,

    就得要有A: 一個好的理由

  • or maybe in a hazardous environment, even,

    再來B: 我們要能夠看出他們是如何克服這環境的

  • high up in the mountain,

    再來B: 我們要能夠看出他們是如何克服這環境的

  • and then you would start thinking,

    所以也許...一座史凱利傑村莊,建在高聳群山之中

  • all right, if you really wanted,

    建在一個幾乎90度的山坡上

  • if people really wanted to settle here,

    旁邊是有金礦的,就在附近而已

  • there must A, be a good reason,

    所以這就是為什麼他們要在那裏定居的原因

  • and B, we need to see how they sort of started coping

    所以這就是為什麼他們要在那裏定居的原因

  • with the environments, right?

    因為要得到那些金子

  • So, maybe, the Skellige village, high up in the mountains,

    然後我們表現出整個礦區的基礎架構

  • which is built on like 90 degree angles.

    從村莊一路到礦場由他們所打造的東西

  • There's gold next, nearby to it, right?

    我們在製作這些地點的時候

  • So, this is why they decide,

    肯定會去想到這些東西

  • we need to build a village here,

    會想 "喔,這裡也許是個很潮濕的地方"

  • because we can get that gold,

    "我們在牆上多加點苔蘚"

  • and we show that there's mining infrastructure

    或者是已經被菌類侵蝕了,對吧?

  • between the village, and the mines that they build.

    你知道嗎,我會把這裡的東西通通塞進港口的屋子裡

  • Yeah, we were definitely thinking about these things,

    除了那些閃閃發光的東西以外

  • while making locations.

    但...這有點像...

  • You go, aw man, this is probably a very humid environment,

    因為當你走進菲律賓的貧民區時

  • so let's add more moss to the walls,

    你會看到所有東西都是直接曝露在外的

  • and maybe have them be decayed by fungus, right?

    臥室也不會特別隔開

  • - I would pack the port houses with all of this, you know,

    有的時候那之間就只是一片簾幕而已

  • minus all of the shining stuff.

    所以這樣的概念也應用在巫師當中

  • But, that's a little bit more like it,

    一段時間之前,我們收到了要把全部的房子室內都配置好的工作

  • because when you go through the slums, in the Philippines,

    一段時間之前,我們收到了要把全部的房子室內都配置好的工作

  • you'd see that all of their stuff is exposed.

    因為裡面都空的(笑)

  • The bedrooms aren't necessarily segregated.

    所以我們當時就想"好吧,只剩兩個禮拜了"

  • Sometimes, they're just curtains, you know.

    "我們要怎麼完成?"

  • So, these theories kind of applied also, in Witcher.

    我們有塊板子,我們就想...

  • A while back, because we'd been given the task,

    我們就把它擺這,辦個競賽好了

  • to add interiors to every house in the world...

    那是個因為逼不得已產生出的競賽

  • Because, they were empty. (chuckles)

    好吧,我們太晚才察覺到了

  • So, we decided that, all right, we have two weeks.

    那時我們了解到要做的房子太多

  • How do we do this shit?

    而無法輕鬆完成所有的室內配置

  • So, we had the board, and we were like, alright,

    所以我們想出了一個簡單的方法

  • let's put this like, let's do a competition.

    我們想出幾種房屋的組合

  • - That was a competition born out of necessity. (chuckles)

    史凱利傑房屋、諾維格瑞房屋、無人之地房屋

  • So yeah, we realized way too quick, all right,

    史凱利傑房屋、諾維格瑞房屋、無人之地房屋

  • by this point, we have made too many houses,

    然後每組房屋都有3到4種類型

  • to just easily make interiors,

    所以我們想出的是

  • so we came up with some simple math calculations.

    我們為每組房屋做出了這些我們稱做"裝潢組合"的模組

  • We thought, all right, we have couple sets of houses.

    我們為每組房屋做出了這些我們稱做"裝潢組合"的模組

  • The Skellige houses, the Novigrad houses,

    根據他們有多常出現在地圖裡

  • No Man's Land houses,

    我們試著去找出一個方式,讓玩家不會察覺到這些房屋有些是重複的

  • and then, let's say, three to four house types, per set.

    我們試著去找出一個方式,讓玩家不會察覺到這些房屋有些是重複的

  • So, we thought, all right,

    所以我們算是做得蠻大方的

  • let's make a couple of, we called it,

    因為如果我們做得比較精簡

  • decoration sets, for each house,

    可能我們就不會有這麼多變化組合了

  • depending on how often this exists in the world,

    但我們想要確實做到房屋的重複性不明顯這件事

  • let's try to find out a way, where players will not notice

    但我們想要確實做到房屋的重複性不明顯這件事

  • that these tend to repeat themselves over the world.

    那些後面的東西

  • So, we were pretty generous.

    對,那些小桶

  • We thought, from our lesson,

    它們曾是大木桶,這麼大

  • we could probably have done less variations,

    (小聲說)"我們的世界裡沒有小桶"

  • but we wanted to make sure that it is not obvious

    00:13:55,276 --> 00:13:56,302

  • that these houses repeat themselves.

    00:13:56,302 --> 00:13:58,106

  • - [Len Voiceover] Those things at the back,

    00:13:58,106 --> 00:13:58,980

  • yeah, the kegs,

    00:13:58,980 --> 00:14:00,664 "我們現在有小桶囉~"

  • they used to barrels, this big.

    00:14:01,706 --> 00:14:02,539 全部總共有多少房屋?有一個大概的數字嗎?

  • And then, we were like, we don't have kegs in the world!

    全部總共有多少房屋?有一個大概的數字嗎?

  • (Danny laughing)

    有很多

  • (Len shushing)

    我說不出確切的數字

  • - [Danny] Oh, really?

    但我想光是諾維格瑞

  • (both laughing)

    應該就有超過80間可以進入的房屋

  • - We have kegs now!

    00:14:23,000 --> 00:14:24,080 我們為所有聚落社群的居民寫的台詞大概有一萬五千句

  • Yeah, so yeah.

    我們為所有聚落社群的居民寫的台詞大概有一萬五千句

  • - [Danny Voiceover] How many houses

    有的時候,那些台詞...比較好寫

  • would there have been in total, like ball park?

    有的時候,那些台詞...比較好寫

  • - [Miles Voiceover] There were a lot.

    而有的時候很困難,你想像一下

  • I couldn't give you an exact number, but it's,

    你得寫50種不同的"嗨"

  • I think, Novigrad, alone,

    你得寫50種不同的"嗨"

  • features more than 80 accessible houses.

    你得這麼做,才能創造出可信的社群

  • (man coughing)

    你得這麼做,才能創造出可信的社群

  • - [Bartosz Voiceover] It was something,

    我得要為世界上每個地區準備和那地區呼應的設計

  • like 15,000 lines for communities.

    我得要為世界上每個地區準備和那地區呼應的設計

  • And sometimes, it was...

    以諾維格瑞為例,他們有不同的話題

  • Easier to write those lines.

    有街談巷聞

  • Sometimes, it was harder, because, you know,

    到了史凱利傑群島,又是完全不同的話題

  • let's imagine that you have to write 50 times "Hi,"

    到了威倫也是如此

  • in a different way,

    00:15:13,805 --> 00:15:18,102 我應當要用台詞來創造出非常不同的世界

  • and you need to do that, to achieve...

    我應當要用台詞來創造出非常不同的世界

  • Believable community, in the city.

    我們有一些主要的話題

  • I was supposed to prepare, like, a coherent design

    然後每個村庄的一些小話題

  • for parts of the world,

    但另一個例子,守衛們的話題聚焦在軍事,戰略思考

  • so Novigrad designs, they have different subjects.

    但另一個例子,守衛們的話題聚焦在軍事,戰略思考

  • There's gossips, and...

    或是思念妻兒

  • On the Skellige Islands, completely different topics,

    在威倫,主要的話題是家庭

  • and the same in Velen.

    在史凱利傑,我們有港口、海以及維京元素

  • (scattered conversations)

    你必須要完成一些不那麼令人印象深刻的地方

  • I was supposed to create really different, different world,

    因為那是背景

  • using just lines.

    但有的時候因為你有台詞

  • We had something like a main subject,

    玩家的注意力會在他們身上

  • and then, smaller subjects for each village.

    但老實說,在遊戲裡佔了比較小的比例

  • But, for example, the Guardians,

    但老實說,在遊戲裡佔了比較小的比例

  • who are focused on military topics, thinking about strategy,

    大部分時候,玩家只是在一個地方閒晃

  • or missing their wives and children.

    或是從一個地點到下個地點

  • In Velen, the main topic was family.

    就會持續聽到這些東西

  • On Skellige, we had honor and sea, and like viking stuff.

    所以你得創造這些背景

  • You need to achieve something, which is not catchy, at all,

    但同時留給玩家一些小鑽石

  • because this is the background.

    很小的,就像...

  • But sometimes, because you have dialogue lines,

    某個玩家可以偶然捕捉到、聽到

  • and players are focused on them,

    然後說"這真不錯"

  • but to be honest,

    [男爵的護衛]把那白癡帶出來

  • this is like a small percentage of the game.

    [男子]我覺得那白癡在睡覺

  • Mostly, you are just...

    [男爵的護衛]那我想你現在就得把他叫起來了,是吧?

  • Wandering about, going from one place to the other place,

    [男爵的護衛]那我想你現在就得把他叫起來了,是吧?

  • and you keep hearing those things.

    00:16:33,663 --> 00:16:35,381 我們有很多好笑的bug

  • So, you have to create that background,

    有一個點是...

  • but also leave to the players some diamonds, small diamonds.

    "我們來完全貫徹傑洛特在斜坡上的滑行吧"

  • This is small, like a...

    "我們來完全貫徹傑洛特在斜坡上的滑行吧"

  • A case for him to just grab it, to hear it,

    然後大家玩得太開心了

  • and just say, wow, that's nice!

    於是決定要...

  • - [Baron's Guard] Well, bring out the gimp.

    "我們再來試一次吧,這次要在山上"

  • - [Man] Think the gimp's sleepin'.

    "然後我們來修改傑洛特的材質"

  • - Well, guess you just have to go wake him up now,

    "讓他看起來像滑雪板"

  • won't ya?

    抱歉,是滑雪客

  • (whimsical music)

    然後他們就放手讓他一路滑過那個地方

  • - [Len Voiceover] We have a lot of funny bugs.

    然後他們就放手讓他一路滑過那個地方

  • There was one point, when we were like,

    00:17:03,870 --> 00:17:05,985 其中一個是零零bug

  • let's implement this whole skidding thing that Geralt does

    基本上零零bug發生的狀況是...

  • when he's on the slope, thing.

    我們放棟房子...

  • And, people had just too much fun with it,

    不,算了

  • but we decided to have, like,

    我們從比較小的開始講

  • let's try this again, on this mountain.

    我在某個地方擺了一個酒杯

  • And let's just fix Geralt's textures,

    然後我覺得不太好,crtl+z回到上一動作

  • so that he looks like a ski,

    然後我覺得不太好,crtl+z回到上一動作

  • like a snowboarder, sorry.

    然後它就不見了

  • And then, they just let him go,

    我就...

  • and then made him skid through there.

    那時候我們在作光源路徑

  • Yeah.

    其中的一項工作是搞清楚物理運算

  • One of them is, the zero-zero bug,

    有多少物件可以實際被移動?

  • and what basically the zero-zero bug does, is that...

    我們能這麼作嗎?

  • Let's say, I put a house,

    我記得被告知有個區塊很奇怪

  • no, actually, no.

    我記得被告知有個區塊很奇怪

  • Let's start with something small, right?

    有棟房子很奇怪會往下掉

  • I put one of those tankards right here,

    然後所有的物件都會消失

  • and then I was like,

    我們得實際去研究他們落到哪了?

  • doesn't look right, control-Z,

    我們得實際去研究他們落到哪了?

  • and then it disappears.

    在這世界的某個地方,酒杯冒了出來

  • I'm like...

    這是crtl+z幹的好事

  • - We were doing optimization passes,

    把它擺到世界的正中央

  • and part of that was figuring out physics, right?

    我們有那個物件選項,你會看到一份清單

  • How many physical objects are you going to actually move around,

    你選它然後去看位移資訊,就是它在世界上的座標

  • can we have?

    你選它然後去看位移資訊,就是它在世界上的座標

  • And I remember, we were being told that,

    寫著零-零-零

  • there's an area where there's a lot,

    我們整個就"啥?"

  • and this one house is really weird where it drops,

    開始去那地方看,然後...

  • and then, the items, or something disappears, and something,

    那實在很厲害

  • and we had to actually do research as to,

    就像打開潘朵拉的盒子一樣

  • where do these land?

    裡面有樹木、房屋、劍

  • - Somewhere in the world, that tankard actually pops up.

    甚至還有NPC的網格

  • That's what control-Z did.

    我們有這位參考用老兄

  • Puts it in the middle of the world.

    基本上是個190公分高的灰色人型

  • - We have this asset selection, right, you see a list,

    用來擺在物品旁邊比較大小

  • you select it and you see that

    看看洞穴會不會太大,或我們作的任何東西的大小

  • transform data, the coordinates in the world,

    它也在那!

  • read zero-zero-zero,

    他像是在開一個派對

  • and we're like, huh?

    參加派對的還有市場的貨架,整個太瘋狂了

  • Start looking there, and then,

    那是在威倫的某個地方

  • (chuckles) it was amazing.

    你從男爵的城堡出發的話

  • It was like opening the box of Pandora,

    你會看到這個池子裡有,我不確定,櫥櫃、牆壁...之類的東西

  • and like trees, houses, you had swords!

    你會看到這個池子裡有,我不確定,櫥櫃、牆壁...之類的東西

  • I don't know, there were NPC meshes.

    那裡有間房子、500個酒杯

  • We had this reference guy,

    還有匹馬、一張椅子還有長凳

  • who was basically just a gray person of 190 height.

    全部都在那!

  • We just placed next to objects,

    我們最後把它們全刪了

  • to see how large our cave, or whatever we made would be.

    這類的地方我幾乎都記得

  • He was there! (chuckles) (Danny laughing)

    在史凱利傑群島是在大史凱利傑島的海灣

  • He was having himself a party,

    他會直接一路掉進海裡?

  • with all sort of market stands, it was crazy!

  • - It was somewhere in Velen. (chuckles)

    最酷的是,在無人之地威倫

  • And you'd travel from Baron's Castle,

    那個點是高於底層的

  • and you'd see this pool, with I don't know, cupboards,

    所以我們用一顆特別的樹作了標記

  • and walls, and stuff.

    那是一片有條小小溪的樹林

  • - There's a house, and 500 tankards,

    然後那裡有顆看起來腐朽的樹

  • and a horse, and a chair, and a bench,

    就長在那個點上

  • and it's just all just there!

    就立在零-零-零的點上

  • - We ended up deleting most of it.

    00:19:29,980 --> 00:19:31,520 為了保證這些bug和不合理的部分能夠被察覺

  • I know most of those places,

    為了保證這些bug和不合理的部分能夠被察覺

  • and Skellige is in the bay of Ard Skellig, and...

    CDPR的各部門之間有相當多的溝通

  • - [Danny Voiceover] He just drops into the water? (laughs)

    CDPR的各部門之間有相當多的溝通

  • - [Miles Voiceover] (chuckles) Yeah, and...

    各團隊午餐時會討論設計、提醒對方並且照應彼此

  • The coolest thing, is actually that, in No Man's Land,

    各團隊午餐時會討論設計、提醒對方並且照應彼此

  • the spot was above ground level,

    一個團隊合作的好例子來自於

  • so we marked this one with a special tree,

    一位開放世界團隊的成員發現到

  • there's a forest with a little, a little creek, I guess,

    環境設計團隊沒意識到威倫正在發生飢荒

  • and there's this one rotten looking tree,

    環境設計團隊沒意識到威倫正在發生飢荒

  • that stands right in the middle,

    我們這有一場飢荒,所以...

  • and he stands right on zero-zero-zero.

    我們需要把這些牛、豬、雞給拿掉

  • 我們需要把這些牛、豬、雞給拿掉

  • - [Danny Voiceover] To ensure that bugs, glitches,

    我們這些極具才華的環境設計團隊

  • and inconsistencies were spotted,

    準備了...

  • the various teams at CD Projekt had a lot of dialogue

    很棒的村莊和房屋

  • between one another.

    裡頭有布丁還有香腸四處掛著

  • Teams would discuss areas of design over lunch,

    裡頭有布丁還有香腸四處掛著

  • give pointers, and watch each other's backs.

    然後我們跑去跟他們說"大家,這裡有場飢荒,所以拜託把這些拿掉"

  • One good example of this collaboration working,

    然後我們跑去跟他們說"大家,這裡有場飢荒,所以拜託把這些拿掉"

  • came when somebody on the open world team realized

    有次我要作一組食物的裝飾

  • that the environmental team hadn't accounted

    有次我要作一組食物的裝飾

  • for the famine in Velen.

    基本上是剩菜剩飯

  • - [Bartosz Voiceover] So, we had a famine over there, so

    因為我們發現到我們的食物都太完美了

  • we were trying to...

    因為我們發現到我們的食物都太完美了

  • Get rid of all these cows, pigs, and chickens.

    比如很大的一顆包心菜

  • Our tremendously talented guys, from the environmental,

    但對無人之地的設定來說這不合理

  • prepared, like a...

    但對無人之地的設定來說這不合理

  • wonderful villages, with

    所以有一個禮拜...我記得就是在...

  • houses, with sausages and pudding here,

    所以有一個禮拜...我記得就是在...

  • hanging around,

    魚! 我要把你剝到只剩骨頭

  • and we go, guys, there's a hanger on the door, so please,

    好了,接下來我把所有食物都挑出來

  • get rid of it!

    然後拼湊成一套可以符合飢荒情境的組合

  • - I had, at some point,

    然後拼湊成一套可以符合飢荒情境的組合

  • had to make a set of food decorations,

    這還好,但有時候你會看到村莊裡有個男子

  • which were just leftovers,

    這還好,但有時候你會看到村莊裡有個男子

  • because we realized, that all of the food that we had

    一直在說"我好餓"

  • was just like the best apple in the world, you know,

    然後你看到他背後有一整群鹿

  • it's like, it's a big thing of cabbage,

    00:21:06,521 --> 00:21:08,335 有其他的問題像是玩家可以搜刮的道具

  • and it didn't make sense, for the lore of No Man's Land,

    有其他的問題像是玩家可以搜刮的道具

  • to actually have food.

    其實這是同一個問題

  • So, for about a week, I was just like, alright,

    木箱中會產生出食物

  • I'm gonna...

    然後NPC都說他們挨餓,對吧?

  • Fish, I'm gonna strip you down, into just bone!

    然後NPC都說他們挨餓,對吧?

  • All right, and then, I was just picking all of the food items,

    或是其他食物配置像是你進入一條非常久遠、被遺忘的隧道

  • and just compiling a set,

    或是其他食物配置像是你進入一條非常久遠、被遺忘的隧道

  • which would be suitable for a famine-esque situation.

    你知道的,這些遠古精靈通道

  • - And it was fine, but sometimes,

    將近一千年沒人進入這些地方

  • we can still have a guy in there, in some village,

    然後你在裡面找到一份雞肉三明治

  • that keeps saying that, I am so hungry,

    當Len忙著確保環境設計團隊有爛掉的蘋果可以放到桌面上時

  • and then, you see the pack of deers in the back!

    當Len忙著確保環境設計團隊有爛掉的蘋果可以放到桌面上時

  • So, yeah.

    當Len忙著確保環境設計團隊有爛掉的蘋果可以放到桌面上時

  • - I mean, there were other issues, like this,

    另一個成員負責清空櫥櫃裡的新鮮食物、三明治、牛奶

  • with loot, for example.

    另一個成員負責清空櫥櫃裡的新鮮食物、三明治、牛奶

  • Actually, it was the same issue.

    看起來真實對於這世界來說還不夠

  • It'd have food in every crate,

    還必須保持風貌上的連續性

  • and they were talking about

    這原則一路延續至荒野之中

  • being hungry all the time, you know?

    在那裡鹿群會被狼狩獵

  • Or, there were issues with food placement,

    熊所居住的地方則少有其他掠食者

  • like you would go into these long, lost tunnels,

    經年累月,團隊塑造出這個世界

  • you know, like these old, ancient, elven tunnels.

    但他們製作的過程中始終害怕大部分的玩家會忽視這些內容

  • Nobody sets their foot in there, in 1,000 year,

    但他們製作的過程中始終害怕大部分的玩家會忽視這些內容

  • but you'd find a chicken sandwich, or... (laughs)

    開放世界遊戲都有快速旅行的系統

  • - [Danny Voiceover] While Len made sure

    讓玩家可以快速移動到他們想去的任何地點

  • the environmental team had rotten apples

    即便他們所設計的世界是希望這些隨機遭遇以及關注點

  • to place on countertops,

    即便他們所設計的世界是希望這些隨機遭遇以及關注點

  • other members of the team were emptying cupboards,

    能讓玩家迷失於其中,但這憂慮始終存在

  • and inventory of fresh poultry, sandwiches, and milk.

    能讓玩家迷失於其中,但這憂慮始終存在

  • It wasn't enough for this world, just to look real,

    這是個爭論點

  • it also had to retain some semblance of continuity.

    但團隊找到了一個優雅的處理方式

  • This extends outward into the wilderness,

    讓玩家快速移動的標記點,只存在於特定的交岔路口

  • where packs of deer are hunted on by wolves,

    讓玩家快速移動的標記點,只存在於特定的交岔路口

  • but areas where bears reside are scant of other predators.

    當我們被允許可以這麼做時

  • Over months and years, the team molded this world,

    當我們被允許可以這麼做時

  • but they did so with a fear,

    關卡設計跟環境設計團隊都發出勝利的歡呼聲

  • that ultimately, most players would skip over it.

    關卡設計跟環境設計團隊都發出勝利的歡呼聲

  • Open world games have fast travel systems

    因為對我們來說

  • that let players travel from anywhere they want,

    我們打造了這美妙的世界

  • but that idea flew in the face of the world

    現在你們這些玩家都給我好好去欣賞!

  • they were designing,

    00:22:36,565 --> 00:22:38,846 我覺得我們真的做得不錯

  • one where random encounters and points of interest

    因為玩家持續地流連於威倫、史凱利傑、

  • are designed to lead you astray.

    諾維格瑞...這些地方

  • It was a point of contention,

    他們不斷地去發現這些地點,我覺得這樣很棒

  • but the team found an elegant solution,

    你懂的,當你橫越這個世界的時候

  • to let players only fast travel to and from sign posts,

    你會更加清楚它的規模

  • at specific junctions on the map.

    你會有更多機會遇到

  • - [Miles Voiceover] Once we got the green light

    許多有趣的事發生在你身上

  • to do it this way,

    或者是在進行某個任務的路程中,你在半路上走偏卻遇上了意外發現

  • level designers and environment artists,

    或者是在進行某個任務的路程中,你在半路上走偏卻遇上了意外發現

  • it screamed us a shout of victory,

    或者是在進行某個任務的路程中,你在半路上走偏卻遇上了意外發現

  • because for us, it was,

    同時我們覺得

  • yeah, we made this beautiful world,

    很顯然地,快速旅行很方便

  • now you players have to look at it!

    所以我們還是提供了這功能

  • (both laughing)

    只要你已經解鎖了

  • - Yeah, but I think that we really did a good job of it,

    你需要先到過那地方,才能解鎖使用快速旅行

  • because players keep running through Velen,

    你需要先到過那地方,才能解鎖使用快速旅行

  • and through Skellige, and through Novigrad, and...

    我知道不是所有玩家都喜歡這樣

  • They were finding those spots, and it was nice.

    但我相信大部分的玩家可以理解

  • - You know, you get a better sense

    因為我在網路上看到的,最酷的一些故事

  • of the scale of the world that you're traversing.

    因為我在網路上看到玩家分享最酷的一些故事

  • You have a higher chance

    或是我在youtube上看到的

  • of actually having something interesting happen to you,

    都是發生在是在進行某個任務的路程中

  • and being sidetracked, perhaps,

    玩家在半路上走偏遇到的意外發現與遭遇

  • from whatever quests you were following right now,

    玩家在半路上走偏遇到的意外發現與遭遇

  • when you are pushed to follow the road for a bit.

    作為一位熱愛原作

  • And at the same time, we thought,

    喜歡系列第一作遊戲

  • obviously, fast travel is very convenient,

    能夠成為CDPR這趟瘋狂旅程的一份子

  • so let's have you have it, when it's...

    能夠成為CDPR這趟瘋狂旅程的一份子

  • Unlocked, right?

    你會為你現在所完成的一切驕傲嗎

  • You have to unlock the place, and then you can use it

    對,我很驕傲

  • for fast traveling.

    對,我很驕傲

  • I realized, that not all players were happy with that,

    像是...

  • but I think most of them appreciated it really,

    我記得全部...漫長的時刻

  • because some of the most coolest stories that we had,

    巫師3專案中的時刻

  • that I read on the Internet,

    有時候我很害怕,有時候我很累

  • or I saw happening on YouTube, or what you have you,

    但我始終覺得在作一件很特別的事

  • were definitely chance encounters,

    而我真的...

  • by people trying to get somewhere,

    我肯定這對我們來說都很重要

  • and then being sidetracked by something else.

    而現在當我在youtube上看我們遊戲的任一部份

  • - [Danny Voiceover] As somebody who loved the books,

    而現在當我在youtube上看我們遊戲的任一部份

  • and then loved the first game,

    像今天我在位訪問作準備的時候

  • and then was able to be part of this crazy story,

    我看著那些我完成的部分

  • for CD Projekt,

    我看著那些台詞

  • are you proud of the work that you've done?

    然後我看到人們很欣賞也喜歡巫師

  • - Yes, I am.

    然後我看到人們很欣賞也喜歡巫師

  • Yes, I am.

    這是很棒的感受

  • Like...

    感覺到我是特別的遊戲、特別的公司的一份子

  • I remember, whole, long moments,

    感覺到我是特別的遊戲、特別的公司的一份子

  • moments of the project, Witcher 3, and I was,

  • sometimes I was afraid, sometimes I was tired, but...

  • I felt that we are doing something special,

  • and I really...

  • I was sure, that we're much of it.

  • And now, when I'm watching the parts of the game

  • on the YouTube,

  • I was preparing for that interview today,

  • and I was watching some things, which I've did.

  • I read those lines,

  • and I see that people appreciate those things,

  • and really like Witcher,

  • and it is amazing feeling,

  • like that I'm part of something special,

  • like a special game, and special company.

  • (gentle music)

(adventurous music)

00:00:14,907 --> 00:00:17,071 從很多方面來說,巫師3狂獵的明星不是傑洛特或希里

字幕與單字

單字即點即查 點擊單字可以查詢單字解釋