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 (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. 對 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! 對 - 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)
A2 初級 中文 美國腔 玩家 房屋 村莊 設計 地點 團隊 設計《巫師3》的世界 (Designing The World of The Witcher 3) 323 10 Ilers 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字