考虑接下来该怎么做
thinking about what’s going to happening.
这种谜题一步步解开的兴奋感
There’s an excitement about ideas unfolding
正是我希望能做进游戏里的
that I try to put into the game.
这是一个设计者和玩家不断交流的过程
It’s a stream of communication between designer and player.
用这种方法设计关卡 就像是对话
And the design of a level like this, is sort of a dialogue,
或者至少是设计者的独白
or at least a monologue,
就好像是 来看看这个
where it’s like: ‘Hey! Check this out…’
你知道吗
‘Did you realize’
你想爬上这架梯子可不容易
‘you’re gonna have a problem coming up that ladder?’
你说这是不是又诡异又好玩
‘Isn’t it weird, but cool,’
因为仅仅这架梯子的位置偏左了一点点
‘that you can have so such of a problem,’
你想爬上去就遇到了这么多困难
‘just because this ladder was a bit to the left?’
而如果梯子放在这里 或者这里
‘If it was over here or here,’
想爬上去就容易得多了
‘you wouldn’t have that problem.’
这才是既有趣 又重要的部分
That is the interesting part, the important part.
相比之下这种需要琢磨一番才能解决的谜题
It’s not important that it’s a tricky puzzle
就不那么重要了
that takes some thinking to solve.
难题也挺有趣
That’s a little cool,
但是随便哪款解密游戏都能
but any puzzle game can give you puzzles
给你费一番心思才能解决的谜题
that you have to think about and tricky to solve.
一款与众不同的游戏需要提供丰富的细节
But what any particular game can give you is details.
就是在特定情形下提供有趣的见解
Interesting insights into particular situations.
所以我觉得当一个游戏真正消化了这一点
And I think when a game realizes that,
抓住了这种思路的关键
seizing that way of doing things,
门开啦!
并且坚持下去
and runs with it,
这游戏肯定就能取得巨大的成绩
it can do some really special things.
魁北克省 蒙特利尔
我是一个很视觉化的人
I’m very visual as a person.
我喜欢美的事物 我喜欢美学
I like pretty things. I like aesthetics.
《菲斯帽》的一大特色就是其美学
A big part of FEZ is the aesthetic.
让人心旷神怡的绿草清风碧蓝天
Like that kind of pleasant, blue sky, green grass, fresh air,
当然游戏是没法吹出清风来的
obviously, there’s no air coming out of the game.
但这就是美工在游戏中的作用
This is how art works in the game.






这些我做的条状贴图就是游戏里
I make these little strips for the four sides
你能看见的
that you see in the game
每个小立方体的六个面
and the top and bottom of every cube.
然后雷诺写了一个PS脚本把它们裁剪出来
And Renaud made a Photoshop script that crops them
逐个编号♥保存
one at a time and saves them numerically,
以便我在制♥作♥游戏时引用
and I can feed them to the game.
然后游戏抓取这些材质 赋给这些立方体
And the game pick these textures wraps them around a cube,
并将对应图样映射到每个面上
and projects the art on each side.
你可以看出各个面的不同材质
You can see the different sides of the texture strip.
我还可以在立方体上进一步打磨细节
I can then take the cube and carve in details.
这些细节你在游戏里几乎看不出来
You can barely see it in the game.
只有旋转视角的时候才能有所察觉
You only really feel it in the rotation.
俄♥罗♥斯♥方块的图案我用得非常多
I use the ‘Tetris’ pattern a lot.
其实这样挺痛苦的
It’s kind of a pain.
因为我还得亲自动手画出这些图案
Because I actually need to go in there and paint it.
诸如手工调整这些方格的形状等等
And like reorient the tiles by hand.
比如这里 我不喜欢这一大长条
So, here, I don’t like this big straight line.
看上去怪怪的
It’s kind of awkward.
所以我要做个丁字形
I’m going to make it a ‘T’ shape.
这类细节花了我大量时间
I spend a lot of time doing this.
我构建出了这些精致复杂的结构
I build these elaborate structures.
之后我还会花上一下午的时间仔细检查一遍
And eventually, I spend an afternoon going over everything.
我估计我盯着这些东西太久
I guess I’ve been staring at it for too long,
已经对这些细枝末节着魔了
because I obsess over the tiniest details.
菲尔已经将游戏推倒重做了三次
有一件事
One thing that happened is
《菲斯帽》之前我从没试过像素绘图
I never did pixel art before FEZ.
所以我必须去学
So I had to learn.
如果你这么练三年
You do that for three years,
那么三年之后
then by the end of the three years
你肯定会比当初熟练得多
you’re a lot better than you used to be.
所以三年前制♥作♥的素材的质量
And all the art you made three years ago
已经跟不上你现在的制♥作♥需求了
isn’t as good as what you’re producing right now.
旧版
新版
这样差距就显出来了
And there’s a divide.
所以我还得把这些旧的素材重新润色一遍
So I had to retouch a lot of old stuff.
我从头开始重做了三次
I do everything three times.
做个电子游戏居然花了我三年半
Takes me three and a half years to make a video game.
菲斯帽
已经制♥作♥了1137天
超级肉肉哥
制♥作♥了513天
关卡设计
Level design.
关卡设计的基本准则就是
So, the basic formula of level design go,
在开始的关卡中 你必须教会玩家怎么玩
when you start out, you want to teach the player how to play.
你得确保玩家能完全掌握游戏的各种玩法
You need to Make sure they understand every mechanic of the game.
所以第一章里的每一关
So every level in the first chapter
都需要通过一些示例
needs that have some example
强迫玩家进行一些必须的操作才能过这一关
forcing the player to do something in order to beat the level
而这些操作正是后面的游戏里所必需的
that they will need further in the game.
反弹跳

顺墙滑
加速跳
比如说有这么一关 大概是第三关
So there is a level, I think it’s level three,
就只有一个大裂口
there’s just a gap.
想跳过裂口的唯一办法
The only way to get over that gap
移♥动♥ 跳跃
移♥动♥ 跳跃
按住
按一下
就是按住移♥动♥键 然后按一下跳跃键
is to hold on ‘run’ and ‘jump’
得救啦!
得救啦!
得救啦!
得救啦!
得救啦!
得救啦!
除此之外没别的办法
You can’t get it any other way.
你就算一直跳也没用
You can’t just keep jumping around.
因为只按跳没法跳那么远
You won’t jump far enough.
这就是为了确保玩家能记住
And that’s to makes sure that the player understands
为了跳过太宽的缺口
that in order to get over far gaps,
你需要按住移♥动♥键
you need to press and hold the ‘run’ button
然后按跳 这样就跳过去了
and ‘jump’. Across it.
很简单 听着也不难
It’s simple. It sounds like a ‘no-brainer’.
移♥动♥ 跳跃
但别的游戏里一般仅仅会
But it’s something that usually in games
提示一行字”按住移♥动♥键 才能跳得远”
it would just say: ‘Hold run to jump far’.
按住移♥动♥键 才能跳得远
绝大多数人瞟一眼 然后忘到脑后去了
Most people would just skip the text and forget.
为防个别玩家没玩这一关
Now, just in case somebody didn’t play that level,
几关之后
a couple levels later,
我又在某关里为玩家设计了一个场景
I reiterate and I give them another section of a level
以强调加速跳这个操作
that requires them to run and jump,
确保人人都能掌握这一操作
to make sure they know how to do it.
因为这个操作这很重要
Because it’s important.
这些机制都非常重要
All these mechanics are very important
这一章里其他关卡也都是这种推动作用
Each level in the chapter is another level that pushes that
比如说还有另外一关
like, there’s a level where
你需要顺着一面墙不停地往上跳
you need to continuously jump up one wall,
因为除了这面墙没别的路可走
because there is no other wall to jump to.
这就是我想向玩家传达的信息
That’s me teaching the player that:
你可以这么玩
‘You can do this’.
正常人发现问题都会想办法去解决
Everybody in the world will see a problem and want to solve it.
如果你看到面前只有一面墙
If you see something that were just a wall,
你可能没意识到可以顺着墙往上跳
and you don’t realize that you can keep jumping at the wall.
总之你会跳一跳试一下
You’re going to try it right away.
我希望你能自己去试 自己学会
I want you try it yourself, you’ve taught yourself.
现在你不仅觉得自己很聪明
Not only do you feel smart
因为你全凭自己掌握了这一点
like you figure out something yourself,
而且现在可以肯定
you also now, for sure,
你知道在之后的游戏里怎么做了
know how to do that from then on in the game.
所以在这些引导关的指导下
So, all these levels of introduction go,
你掌握了所有必须的操作

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