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罗曼·马尔斯。
Roman Mars.
本·布洛克·约翰逊。
Ben Brock Johnson.
所以,你是一对双胞胎的父亲。
So, you are a father of twins.
我是一对双胞胎的父亲。
I am a father of twins.
我想向你介绍我的一个双胞胎孩子。
I would like to introduce you to one of my twins.
这是我的儿子,他得到了我一直想要的名字,布洛克·约翰逊。
This is my son who got the name I always wanted, Brock Johnson.
你好,罗曼·马尔斯。
Hello, Roman Mars.
哦,你被解雇了。
Oh, you're fired.
这孩子是冲你来的。
This kid's coming for you.
周一早上他就会收到我的辞职信,
He'll have my resignation on his desk on Monday morning,
肯定的。
for sure.
没错。
That's right.
布洛克正在做很多八岁孩子现在都会做的事。
Brock is doing what a lot of eight year olds do these days.
他正在设计一个非常离谱的树屋,而我既没有能力也没有资源去建造它。
He is, designing a very ridiculous tree house that I do not have the ability or the resources to, construct.
他正以最快速度骑自行车,而且刚开始接触电子游戏——这些游戏为他提供了可以探索的多元宇宙。
He is riding his bike as fast as possible, and he is starting to play, just starting to play video games, which offer him this whole universe of different worlds to inhabit.
他和其他八岁孩子一样喜欢砸东西(对我来说45岁也一样爱砸)。
He likes smashing things just as much as the next eight year old or 45 year old in my case.
但你知道吗,当我问他真正喜欢电子游戏的什么时,他不仅仅是为了破坏东西。
But, you know, when I asked him about what he really loves about playing video games, he's not just about smashing things.
他更关注游戏环境。
He's about game environments.
我经常玩冻原生态区,有时也玩森林生态区。
I play a lot of the tundra biome and sometimes the forest biome.
森林生态区?
Forest biome?
对。
Yeah.
你喜欢电子游戏中森林的哪些方面?
What do you like about the forest in video games?
你可以
You can
真正把森林改造成一个漂亮的家,而且那里有非常酷的灌木丛。
really transform the forest into a nice home and there's really cool bushes.
有时候我真的很喜欢那些灌木丛。
Sometimes I really like the bushes.
我总是会想,这丛灌木里会不会藏着什么东西?
I can always be like, is there something tangled up at this bush?
想象可能发生的事情真的很有趣。
And it's really fun to imagine what could happen.
而且有时候真的会发生。
And sometimes it does happen.
你知道吗,我从没听过一个八岁小孩这么频繁地用'生物群落'这个词。
You know, I've never heard an eight year old use the word biome so much.
他就像完全被这个室内儿童游戏里的户外世界迷住了。
Like, he's just really, like, ensorcelled by the outside world inside of his, you know, indoor kids game.
我知道。
I know.
他确实是这样。
He really is.
他第一次说这个词的时候,对我来说就像唱片突然卡住一样震惊。
And the first time he said it, it was a sort of a record scratch for me.
不过不过我能理解为什么。
But but I can see why.
你知道,我们小时候玩的那些游戏,在描绘或捕捉自然环境方面其实非常简陋。
You know, the games that you and I played when we were growing up, right, they're really simplistic in the way that they depict or capture natural environments.
但现在的游戏在渲染像可能缠着东西的灌木丛和树木这类东西上已经做得很好了。
But games now are getting really good at rendering things like bushes that might have something tangled up in them and trees.
它比过去更加真实和身临其境。
It is way more realistic and immersive than it used to be.
这就是我们今天要讨论的内容。
And that's what we're gonna talk about today.
《隐藏关卡》探讨的是电子游戏世界如何改变游戏之外的现实世界。
Is Hidden Levels, how the world of video games is changing the world beyond video games.
《无尽线索》节目组高级制作人迪恩·拉塞尔将为您继续讲述。
Endless Threads, senior producer Dean Russell takes it from here.
糟糕。
Crap.
开始。
Go.
凯西·安从小被培养成你可能会称之为热爱户外运动的孩子,一个千禧年代中期的野孩子,指甲缝里总是沾着泥土,膝盖上总挂着草屑。
Cassie Ann was raised to be what you might call outdoorsy, a wild child of the mid aughts, dirt under fingernails, grass on the knees.
凯西是个无论晴雨都爱往外跑的孩子。
Cassie was a rain or shine kid.
我总是在户外,至少在我能出去的时候,尽管我们这里的冬天有时非常严酷,但这从未阻止过我。
I was outside all the time, at least when I could be because we do have very harsh winters here sometimes, though that never stopped me.
有时我会直接走出去
Sometimes I would just go out
在雪地里玩到全身湿透。
in the snow and be completely soaked.
凯西和家人住在佛蒙特州的乡村,那是尚普兰湖以东一个美丽的角落,山谷里长满了松树、桦树、橡树和枫树。
Cassie and their family lived in rural Vermont, a beautiful spot East Of Lake Champlain in a valley of pine and birch and oak and maple.
凯西最喜欢的一些事物。
Some of Cassie's favorite things.
参天大树。
Giant trees.
对树木情有独钟。
Big big into trees.
大自然就是一切。
Nature was everything.
一个可以探索的地方。
A place they could explore.
是与朋友相聚的场所,是搭建堡垒和精灵村庄的天地,是自由存在的空间。
It was a place to hang with friends, a place to build forts and fairy villages, a place to be.
在那些年少岁月里,大自然仿佛无边无际。
In those early years of life, nature felt limitless.
这种感觉美妙无比。
It felt good.
直到有一天,这种感觉消失了。
Until one day, it didn't.
那时我大概十岁或十二岁,处于人生的第二个十年初期。
I was like 10 or 12, like somewhere in that early second decade.
当时我正在外面和朋友们玩耍。
And I was out playing with my friends.
我有许多
I had a lot
从小在农场长大的朋友,我们特别喜欢在干草堆里玩耍。
of friends who had like farms growing up and we loved to play in the hay bales.
那天,当凯西玩累了回到屋里时,他们注意到了一些异样。
On that day, when Cassie tired themselves out and came inside, they noticed something.
凯西的皮肤又红又肿,还很痒。
Cassie's skin was red, puffy, itchy.
说实话,这有点吓人。
Honestly, it was a little scary.
我以前从没有过这种反应,也不知道它是怎么来的。
I never had that reaction before, and I don't know where it came from.
所以,他们的妈妈就给我吃了苯海拉明,还涂了些药膏之类的。
And so, like, their their mom was, like, giving me Benadryl and, you know, the the creams and stuff like that.
但情况真的很严重。
But it was it was so bad.
我不得不在睡衣派对中途回家。
I had to go home in the middle of the sleepover.
我当时觉得特别难为情。
And I was, like, I was just so embarrassed.
这种反应是第一次出现。
This reaction was new.
它让人感到不适又困惑。
It felt invasive and confusing.
症状虽然消退了,但他们始终不知道那究竟是什么。
It went away, but they didn't know what it was.
又有一天,卡西去了海滩。
On another day, Cassie went to the beach.
突然间,他们感到非常难受,甚至发烧。
Suddenly, they felt awful, feverish even.
这些症状发作得越来越频繁。
These episodes became more frequent.
很快,皮疹和发烧症状开始出现。
Pretty soon, rashes and fevers developed.
感觉几乎每次他们一出门就会这样。
It felt like almost every time they went outside.
他们看过医生,但医生无法给出一个明确的单一诊断。
They saw doctors who couldn't give a clear singular diagnosis.
他们最终了解到的是:他们对干草过敏,对草过敏,免疫力低下,对阳光的热度极度敏感,或者用某些人的说法——对太阳过敏。
What they did come to know is that they are allergic to hay, allergic to grass, immunocompromised, extremely sensitive to the heat of the sun, or some put it, allergic to the sun.
就好像他们的身体已经决定不再接触户外环境了。
It was like their body had decided enough with the outdoors.
我想,我多少变得有点宅了,这大概也在意料之中吧。
I mean, I just kind of became a little bit of a shut in, I guess, which is sort of expected.
我基本上就是把自己关在房间里。
I just kind of retreated into my room very much so.
而且,如果可能的话我会开着窗户,但我确实不再去户外活动了。
And, you know, I'd have the window open if I could, but I definitely stopped spending time outside.
医生们不知道是什么导致凯西的身体出现这种反应,也不知道她能否康复。
Doctors didn't know what caused Cassie's body to turn on them or if they'd ever get better.
至今仍不清楚原因。
They still don't know.
可以确定的是,凯西这个热爱户外、喜欢亲手摆弄泥土的人,不得不变得更加室内化。
What is clear is that Cassie, someone who loved the outdoors, who thrived with their hands in the dirt, had to become a lot more indoorsy.
但她无法放弃大自然。
But they couldn't give up nature.
她必须找到另一种方式来亲近自然。
They had to find another way to get it.
而对于两千年代的孩子来说,有一个显而易见的选择。
And for a kid in the two thousands, there was one obvious place to turn.
你最喜欢的游戏是什么?
What's your favorite game?
电子游戏吗?
Video game?
《我的世界》。
Minecraft.
抱歉。
Sorry.
我太兴奋了。
I'm really excited there.
凯西简直爱死《我的世界》了。
Cassie freaking loves Minecraft.
从数据上看,《我的世界》是世界上最受欢迎的电子游戏。
Minecraft is, by the numbers, the most popular video game in the world.
自2009年推出以来,已售出超过3.5亿份。
Over 350,000,000 copies have been sold since it launched in 2009.
衍生出的杰克·布莱克主演的电影,你可能听说过,今年票房收入近10亿美元。
The spin off Jack Black movie, which you probably heard of, grossed nearly $1,000,000,000 this year.
在这里,你可以实现任何你能想象到的东西。
Anything you can dream about here, you can make.
毫无限制。
Zero limits.
你明白我在说什么。
You know what I'm talking about.
这款游戏是一个由16像素×16像素×16像素方块组成的类似乐高的世界。
The game is a Lego like world of 16 pixel by 16 pixel by 16 pixel blocks.
树木是方块,动物是方块,岩石也都是方块。
The trees are blocks, the animals, the rocks, all blocks.
《我的世界》没有分数,实际上也没有预设目标。
Minecraft has no points, no prescribed goal really.
你用镐子挖矿,徒手砍树获取木材。
You mine with pickaxes and punch trees for lumber.
是啊。
Yeah.
徒手砍树。
Punch trees.
然后你可以选择建造或者不建造。
Then you can build or not.
卡西在游戏中最喜欢的事情之一就是散步。
One of the things Cassie enjoyed most in the game was walking.
在游戏中四处行走探索,因为《我的世界》是一个几乎无限的虚拟世界,有森林、农田、沙漠、海洋、洞穴等等,应有尽有。
Walking around in the game and exploring because Minecraft is a virtually endless world of forests, farmlands, deserts, oceans, caves, you name it.
这成为了卡西通往户外世界的门户。
It became Cassie's portal to the outdoors.
我开始几乎每天都玩这个游戏。
I started playing it, like, pretty much every day.
我和朋友们有个小服务器。
I had my little server with my friends.
每当朋友们玩腻了去玩别的游戏,我就回到单人世界继续建造。
And whenever my friends would kind of burn out from it and play something else, I would just go in my single player world and build.
对我来说,Minecraft的环境是16x16像素这种细节根本不重要。
It kinda never mattered to me that, like, the Minecraft environments were, like, 16 by 16 pixels.
是啊。
Yeah.
随便啦。
Or whatever.
因为在脑海中,我对穿行林间和户外的感觉太熟悉了,这些体验自然融入了游戏世界。
Because in my head, I was like I was so familiar with that feeling of, like, walking through the woods and being outside that it kinda just translated into my experiences in game.
这就像是Minecraft随机生成的地形。
This is, like, Minecraft generated terrain.
这是一个专门饲养牲畜的谷仓。
This is a monitor barn that's specifically for livestock.
是啊。
Yeah.
你还弄了个蝴蝶花园,
And you got, like, a butterfly garden and
这里面有些蝌蚪。
There's some tadpoles in here.
你能看到那个。
You can see that.
更多在水下。
More underwater.
卡西现在22岁了,他们更广为人知的是其游戏ID'嗅探者'。
Cassie is now 22, and they are better known by their Minecraft handle, Snifferish.
'嗅探者'是《我的世界》领域的网红。
Snifferish is a Minecraft influencer.
他们在互联网上很有名。
They are Internet famous.
在TikTok、Twitch和YouTube上,他们拥有约300万粉丝。
Between TikTok, Twitch, and YouTube, they have some 3,000,000 followers.
观众会花数小时观看Snifferish建造最精巧的景观。
People who watch hours long videos of Snifferish building some of the most elaborate landscapes.
我的第一个视频是个农场主题视频。
One of my first videos, it was like a farm video.
我建了个火焰池塘,大家都问什么是火焰池塘?
And I built a a fire pond, and everyone was like, what is a fire pond?
然后我
And I
就说,我搞了个
was like, I got
有些建筑需要耗时数月才能完成。
Some of these builds will take months to make.
我建了这座经典白色农舍,旁边是牲畜专用的谷仓。
I built this very classic white farmhouse, and then this is a monitor barn, which is a barn that's specifically for livestock.
Snifferish甚至被《我的世界》官方委托设计迷你世界。
Snifferish has even been commissioned by the makers of Minecraft to design mini worlds.
天啊。
Oh my gosh.
现在背景里出现了巨大的山脉。
Now we've got giant mountains in the background.
这一切都因为Snifferish——卡茜对游戏虚拟本质的独特理解,这种本质对卡茜和许多人来说感觉相当真实。
All because Snifferish, Cassie, has a unique understanding of the game's virtual nature, a nature that for Cassie and many others feels quite real.
我确信电子游戏能激发人们对自然的兴趣,因为他们看到了从未体验过的自然景观,这几乎会让人想去亲身体验。
I know for a fact that video games make people interested in nature because they're seeing nature that they've never experienced before, and it's making them almost wanna go experience it.
反过来,你也知道,有些人本来就对自然感兴趣,因此才会接触电子游戏。
And then in turn, you know, you have people who are already interested in nature and therefore get into video games because of that.
电子游戏可以说是自然的对立面。
Video games are arguably the antithesis of nature.
高度构建的世界,人造的,非有机的。
Highly constructed worlds, synthetic, inorganic.
如果你是在电子游戏陪伴下长大的,可能记得大人总叫你关掉游戏机,出去接触大自然。
If you grew up gaming, you may recall grown ups telling you to shut down the console, go outside and touch some grass.
不过如今,亲近自然不一定非要去户外。
These days though, touching grass isn't something you have to do outside.
随着游戏产业成长为价值2000亿美元的庞大市场,屏幕与土壤之间的界限已变得模糊。
As gaming has grown into a $200,000,000,000 industry, the boundary between screen and soil has muddied.
新技术和新型游戏方式让玩家们前所未有地接近真实自然的体验。
New technologies and types of play are getting gamers ever closer to the experience of real nature.
然而,在一个奇特的反馈循环中,这些原本用于模拟自然的科技和游戏方式,如今正以可能比我们所有人更持久的方式改变着现实世界。
And yet, in a kind of weird feedback loop, those same technologies and types of play meant to simulate nature are now changing the real thing in ways that could outlast us all.
自游戏史开端以来,虚拟自然扮演了诸多角色,服务于多种目的,并以多种形式呈现。
Since the start of gaming history, virtual nature has played many roles, served many purposes, and been represented in many ways.
1962年的一款圆形屏幕电脑游戏《太空战争》,或许是最早带有所谓'自然'元素的游戏。
Space War, a 1962 game on a circular screen computer, was maybe the first with, quote, unquote, nature.
太空,也就是黑色背景上的白色圆点。
Space, aka white dots on a black backdrop.
随着游戏的发展,虚拟自然也在不断进化。
When games advanced, virtual nature also evolved.
正如游戏行业一贯的趋势,通常都是朝着更高的拟真度和精确度推进。
As always with the industry, it's usually a push toward more verisimilitude and toward more accuracy.
阿伦达·常是加州大学圣巴巴拉分校的教授,同时也是一名游戏玩家。
Allenda Chang is a professor at UC Santa Barbara and a gamer.
阿伦达研究电子游戏生态学,并就此撰写过专著。
Alenda studies video game ecology, wrote a book on it.
为什么学术界要研究游戏中的生态?
Why would an academic study ecology in games?
对很多人来说,这就是他们每天或每周接触自然环境的剂量,或者说至少是自然环境的一种再现形式。
For a lot of people, that is their daily dosage or whatever their weekly dosage of encounter with the natural environment, right, or at least the representation of a natural environment.
确实如此。
Yeah.
我这周没去远足,但我去过海拉鲁的山脉。
I haven't been hiking this week, but I have been to the mountains of Hyrule.
所以,你知道的,就是这么回事。
So, you know, there's that.
哦,
Oh,
太棒了。
excellent.
我统治着王国,塞尔达。
I rule kingdom, Zelda.
她懂的。
She gets it.
《塞尔达传说》作为任天堂长期运营的系列作品,拥有数十款游戏,实际上很好地展示了自然元素在游戏发展史中的演变过程。
The Legend of Zelda, Nintendo's long running franchise with dozens of games, is actually a good example of how nature has evolved throughout gaming history.
任天堂以及《塞尔达传说》系列本身,在游戏中对自然景观的呈现方面始终处于领先地位。
There is something about Nintendo and also the Zelda franchise itself that has always been at the forefront of natural representation in games.
你可以
You can
可以将电子游戏中自然元素的演变划分为三个重要时代,对应三部重要的塞尔达作品。
think of video game nature's evolution in three big eras, three big Zeldas.
让我们从第一个时代开始。
Let's start with era one.
首部塞尔达游戏于1986年问世。
The first Zelda game comes out in 1986.
它是二维的八位机游戏。
It's two dimensional, eight bit.
你扮演林克——这位尖耳朵的勇士在海拉尔魔法世界中,要从一个不穿裤子的邪恶猪怪手中拯救塞尔达公主。
You play as Link, a pointy eared warrior saving princess Zelda from a pantsless evil hog monster in the magical world of Hyrule.
林克是个扁平像素化角色,在同样由像素简单构成的湖泊与洞穴间移动。
Link is a flat pixelated figure moving over flat pixelated approximations of lakes and caves.
你看过任天堂的最新简报了吗?
Did you see the latest Nintendo newsletter?
哇哦。
Woah.
画面真不错。
Nice graphics.
我也想玩那款游戏。
I'd like to get my hands on that game.
从角色到所有元素都严格限定在方形或矩形格子里,你懂的。
Everything down to the character itself occupies a very discrete square or rectangle, you know.
比如森林场景,所有树木都一模一样,像网格般整齐排列,岩石之类的也是如此。
So all the if it's a forest, all the trees are the same and they're sort of replicated in a grid, right, or rocks and things.
你能感受到开发者精心布置的景观感,就像舞台布景一样。
And so you get the sense that it was, like, all very carefully placed and scenic in the sense of, like, scenery.
和当时大多数游戏一样,自然元素只是作为背景存在。
As with most games then, nature is little more than background, a placement.
接下来是第二阶段。
So, era two.
快进十年到游戏3D化时期,包括塞尔达在内的游戏开始将自然环境作为核心玩法。
Skip ahead a decade to gaming's three d period when games, including Zelda, start centering nature in their gameplay.
1998年,《塞尔达传说:时之笛》的3D版本问世。
It's 1998, Zelda's three d Ocarina of Time.
像素被大型、色彩鲜艳的多边形(通常是三角形)取代,它们像折纸一样拼接成森林世界。
Pixels are replaced by large, brightly colored polygons, triangles typically, that snap together to create an origami like forest world.
在《时之笛》中,你依然身处海拉鲁,依然在与怪物战斗。
In Ocarina of Time, you're still in Hyrule, still fighting monsters.
此时,自然已不仅仅是背景。
At this time, nature is not just background.
自然成为了游戏的关键组成部分。
Nature is a key part of the game.
为了实现目标并推进剧情,你需要与自然互动。
To accomplish your goals and progress, you need to interact with him.
林克会游泳、搬石头、与会说话的树交谈,这一切都是为了阻止反派将绿色的海拉鲁推向毁灭。
Link swims, he lifts rocks, He chats up a talking tree, all to prevent the bad guy from plunging green Hyrule into ruin.
如果你
If you
如果你回头看看《时之笛》的游戏实况,会发现这种能让玩家以非常具身化和立体方式穿越世界的视觉体验。
go back and look at footage from playthroughs of Ocarina of Time, you see the sort of vision of being able to traverse the world in a very embodied and three-dimensional way.
《时之笛》与《最终幻想7》《小龙斯派罗》这类3D游戏一脉相承,它们赋予了自然环境更进化的角色。
Ocarina of Time fit into a breed of three d games, Final Fantasy seven, Spyro the Dragon, which gave nature a more evolved role.
但与接下来的发展相比,这些都算不了什么。
But that was nothing compared to what came next.
一种真正模糊虚拟与现实自然界限的全新游戏类型即将出现。
A new type of game, one that would truly blur the lines between virtual and real nature.
第三纪元——主导现代游戏开发的开放世界时代。
Era three, an era that dominates modern gaming, open world.
开放世界是这类游戏的代名词,意味着玩家可以无拘无束地穿越这些虚拟空间。
Open world is this moniker that gets attached to games, meaning you as a player can traverse these virtual spaces without the impression of having limits.
在开放世界游戏中,自然既不仅是背景布景,也不仅是达成目的的手段。
In open world games, nature is neither just a place setting nor a means to an end.
它们通过看似无边的景观营造沉浸感,其非线性玩法常将体验自然本身作为游戏目标。
They are immersive with seemingly boundless landscapes, and their gameplay is often nonlinear, where experiencing nature can be a goal in its own right.
思考生态与游戏的关系,我认为这是一个巨大的进步,因为现在你可以讲述这样的故事:玩家能够在一个完全沉浸式的游戏环境中自由探索。
Thinking about ecology and games, I I think it's a huge it's a huge development because you can now tell stories where you can, by all appearances, wander around a fully realized immersive game environment.
真正庞大的开放世界游戏开始出现在九十年代和二十一世纪初。
Truly giant open world games started popping up in the nineties and early aughts.
《无尽的任务》和《魔兽世界》。
EverQuest and World of Warcraft.
而到了2017年,你猜对了,就是《塞尔达传说》。
And by 2017, you guessed it, Zelda.
《塞尔达传说:荒野之息》确实狂野。
Zelda Breath of the Wild is wild.
林克不再是由大块多边形组成的角色,而是一个细节极其丰富的金发少年,发丝会在风中飘扬。
Link is no longer a composite of large polygons, but a hyper detailed teenager with flaxen hair that whips in the wind.
他/你被抛入一个广阔的世界,可以奔跑数小时而不会碰壁。
He slash you are dropped into an enormous world where you can run for hours without hitting a wall.
而如果你真的遇到墙壁,还可以攀爬它。
And if you hit a wall, you can climb it.
我不仅被游戏环境的美所震撼,更被非人类环境的生动性和自主性所折服。
I was completely blown away by not only the beauty of the game environments, but also in terms of liveliness and agency of the nonhuman environment.
你知道吗,在《荒野之息》中,下雨时攀爬会更困难,这太神奇了。
So, you know, the fact that in Breath of the Wild, when it rains, you have more trouble climbing things was amazing.
我兴奋极了。
I was thrilled.
海拉鲁的环境——沙漠、冻原、平原——它们简直就是完整的生态系统。
The Hyrule environments, deserts, tundras, plains, they are practically ecosystems.
它们的组成部分会与你和其他元素互动。
Their components interact with you and each other.
你可以驯服野马、采集蘑菇或者什么都不做,而世界依然运转如常。
You can tame a wild horse or collect mushrooms or do nothing, and the world keeps turning.
河水奔流,雨水打湿岩石,熊猎捕鹿群,树木燃烧倒下,一切都在自主发生。
Rivers flow, rain slicks rocks, bears hunt deer, trees burn and fall, all on their own.
《荒野之息》是那种你可以放下控制器离开,而游戏世界仍会继续运转的游戏。
Breath of the Wild is one of those games where you can put the controller down and you can walk away and things will continue to happen.
你也可以选择留下来,就像你说的那样,真正享受一处风景优美的观景点,或是欣赏一场即将来临的风暴,又或者,你知道的,比如一群野马经过的景象。
And you can also stay, like you're saying, and just really enjoy a scenic overlook or a storm coming in or or, you know, like a a herd of wild horses coming by.
对吧?
Right?
所以我认为这增强了游戏的现实感,同时也提高了玩家的风险意识,因为你在某种程度上变得更加脆弱。
So I think that increases the sense of realism and also the sense of stakes for players because you are more vulnerable in some way.
你成为了那个环境的一部分,这种体验在早期的游戏中是不曾有过的。
You're you're part of that environment in a in a in a way that didn't happen with earlier games.
《塞尔达传说:荒野之息》就是一个例子。
Breath of the Wild is one example.
但如今,我们正处在一个开放世界游戏的黄金时代。
But today, we're living in a golden age of open world games.
《荒野大镖客2》、《上古卷轴5:天际》、《刺客信条》、《猎人:荒野的召唤》、《无人深空》、《对马岛之魂》。
Red Dead Redemption two, Skyrim, Assassin's Creed, The Hunter, Call of the Wild, No Man's Sky, Ghost of Tsushima.
人们玩这些游戏的方式各不相同。
People play these games differently.
有些人专注于主要目标。
Some focus on the main objective.
有些人四处游荡,真的只为拍摄蝴蝶的照片。
Some bounce around taking screenshots of butterflies, really.
因为如今的游戏比以往任何时候都更接近真实的大自然体验。
Because today's games are closer than ever to a true nature experience.
当然,真实的大自然体验对不同的人意味着不同的东西。
Of course, true nature experience means different things to different people.
我不知道。
I don't know.
只是四处走走真的很有趣。
It's just it was so fun to walk around.
我喜欢在游戏中漫步。
I love walking around a game.
我就是喜欢,嗯,随便走走。
I love just, like, taking a little stroll.
卡西,这个痴迷嗅探的家伙,喜欢《我的世界》并不是因为它看起来真实。
Cassie, snifferish, loves Minecraft not because it looks realistic.
我是说,这游戏全是方块构成的。
I mean, it's all blocks.
太阳以直角放射光芒。
The sun radiates at right angles.
但《我的世界》中的自然,尽管由方块组成,确实给人真实感。
But Minecraft's nature, despite its blockiness, does feel real.
《我的世界》真实感的部分来源于其多样性。
Part of Minecraft's realism is its diversity.
游戏中有超过60种不同的环境或生物群落,每种都有独特的植物、动物和地貌。
The game has over 60 different environments or biomes, each with their own plants, animals, and landscapes.
玩家可以接触到一种并非就在家门口的自然景观。
Players can access a kind of nature that is not right out their front door.
在典型的温带森林长大,能接触到那些我绝对接触不到的其他生物群落,比如海滩之类的。
Growing up in, like, the classic temperate forest, having access to those other biomes that I definitely don't have access to, like beaches even.
我住在一个内陆州。
I'm in a landlocked state.
我见不到海滩。
I don't see beaches.
就像
Like
是啊。
Yeah.
这挺有意思的。
It's it's interesting.
而且,某种程度上它让我可以在海滩上建房子。
And, also, it kind of lets me and I can build my house on a beach.
我能在雨林里盖房子吗?
I can I can build my house in a rainforest?
你懂吧?
You know?
在现实生活中我可做不到这些。
I can't do that in real life.
《我的世界》的真实感还体现在其规模上。
The realism in Minecraft is also in its scale.
如果说《塞尔达》让人感觉无边无际,《我的世界》才是真正的无穷无尽。
If Zelda feels endless, Minecraft is endless.
你可以每天醒来就往东走,只要愿意就永远不必停下脚步。
You can wake up every day, walk east, and never stop if you want.
真有人这么干过。
Some guy actually did that.
他坚持了58天才主动退出游戏——因为游戏本身根本不会阻止他。
He made it fifty eight days before he chose to stop the game because the game wasn't going to stop him.
开放世界的这些特性:多样性与规模感,那种永远走不到头、景色永不重复的体验,都得益于一种叫'程序化生成'的技术。
These features of open worlds, their diversity and scale, the way you can walk forever and never see the same scene twice, that experience is possible because of something called procedural generation.
程序化生成是一种通过算法而非人工方式来创造自然景观的技术。
Procedural generation is a technique that creates nature algorithmically, not manually.
你不需要亲手放置游戏里的每一棵树。
You don't place every tree in the game.
你只需给计算机设定规则,计算机会自动为你生成场景。
You give the computer rules, and the computer populates the scene for you.
这是艾格尼丝·拉尔森告诉我的。
This is something Agnes Larsson told me.
她是《我的世界》开发商Mojang的游戏总监。
She's game director at Mojang, maker of Minecraft.
手工设计一个无限世界的每个部分是不可能的。
It's not possible to design each part of an endless world by hand.
程序化生成技术让我们能创造出包含不同生物群落、不同建筑模块的世界。
Procedural generation is the reason to why we can create this world with different biomes, different kind of building blocks.
这里有海洋。
There are oceans.
我们创造大陆。
We create continents.
程序化生成技术起源于七十年代末,用于创建基础但半随机化的网格状环境。
Procedural generation came out of the late seventies as a way of creating rudimentary but semi randomized grid like environments.
如今,Minecraft开发者只需向游戏软件输入世界规则——比如红树林的生长区域或不同气候带的生物分布——软件就会自动执行生成。
Nowadays, Minecraft developers tell the game software the rules of the world, like where mangrove trees grow or which creatures live in which climates, and the software executes.
每个元素的设计都很简单,视觉效果简单,操作机制也简单。
Each thing is simple by design and the the visuals are simple and and and the the mechanics are simple.
这意味着它们能以近乎无限的方式组合出复杂的形态。
And that means that it can kinda be combined in an endless amount, of complex ways.
Minecraft游戏设计中的程序规则就如同自然法则。
The procedural rules in Minecraft's game design are akin to the laws of nature.
与自然界一样,神奇之处在于那些意料之外的组合。
Just as with nature, the magic is in the unexpected combinations.
即使是作为Minecraft开发者,艾格尼丝也曾被某些自然生成的景观真正震撼到——因为这些并非出自她的设计。
Even as a Minecraft developer, Agnes has been genuinely surprised by some landscapes because she didn't invent them.
至少不完全是。
Not exactly.
我
I
记得走进这个地方时,看到一座大山,山顶上生成了一个湖泊,形成了一道巨大的瀑布。
remember walking into this location that it was a a big mountain, and then there was a huge waterfall because a a lake had generated on top of the mountain.
而我们恰好又生成了一个繁茂的洞穴生态群系。
And then we also happened to generate a lush cave biome.
瀑布流入了从洞穴两侧垂下的藤蔓中。
So the waterfall went into these vines that came down from, like, the sides of the caves.
这场景非常震撼,因为形成了强烈的对比。
And it was just very dramatic because there was so much contrast.
正如玩家和开发者告诉我的,正是对自然的追求激发了程序生成等技术。
As gamers and developers told me, it is the pursuit of nature that inspired technologies like procedural generation.
这也推动了新一代图形技术的发展。
It also fueled a new wave of graphics.
如果你很久没看过全新视频游戏的画面,
Graphics that if you haven't seen a brand new video game in a while,
快去看看,简直太疯狂了。
go look because it's crazy.
《最后生还者2》在很大程度上达到了近乎照片级的真实感,同时又带有一丝风格化的处理。
The Last of Us two, a lot of it is borderline photorealism with a with a dash of style.
杰里米·赫胥黎是一位环境美术师。
Jeremy Huxley is an environmental artist.
他曾参与制作多部以画面著称的游戏,包括《神秘海域4》。
He's worked on games heralded for their looks, including Uncharted four.
还有改编成HBO剧集的《最后生还者2》,在这部真菌引发丧尸末日的游戏中。
And The Last of Us part two, the game turned HBO series where fungi calls the zombie apocalypse.
我没有被感染。
I'm not infected.
我是免疫的。
I'm immune.
是啊。
Yeah.
我很幸运能加入真菌团队,主要负责材质方面的工作。
I was lucky enough to get to work on the fungus team, and I was, focused on materials.
所以我做了很多关于雪、岩石之类的内容。
So I would do a lot of the snow and rocks and stuff like that.
《最后生还者2》和《神秘海域4》都是线性游戏,技术上不算开放世界。
The Last of Us two and Uncharted four are linear games, technically not open world.
但它们构建的世界非常庞大,而且因为杰瑞米这样的人,这些世界看起来真实得难以置信。
But they are large worlds, and they look unbelievably believable because of people like Jeremy.
他的工作是研究自然,并通过融合艺术与技术来模拟自然。
His job is to study nature and blend art and tech to mimic it.
实际上,我们在为《神秘海域4》开发技术时,比如对树叶半透明效果的工作原理还不够了解。
Actually, when we were developing the tech for Uncharted four, we didn't fully understand, for example, like, how translucency worked on leaves.
于是我们直接出去采集了一堆树叶,用动画制作常用的灯箱照射它们,观察光线反应。
So we literally went out, gathered a bunch, and then we took a light box that you would use for, like, animating, cast light through them to kinda see how it reacted.
我们做了大量记录,最终成功模拟出了这种效果。
And we took a lot of notes there, and then we were able to sort of simulate that.
设计游戏环境时,你会使用一个资源库,里面有树木、岩石等素材。
When you're designing a game environment, you use a library of assets, trees, rocks.
你可以从头开始设计它们,这个过程叫做雕刻建模,这正是杰瑞米的专长。
You can design them from scratch, a process called sculpting, which is Jeremy's forte.
但你也可以在资源库中填充真实的树木和岩石——这些是通过现实扫描进入虚拟世界的。
But you can also fill that library with real trees and real rocks scanned from life into the virtual world.
这种还原度达到了极高的水准。
The fidelity level is extremely high.
现在你完全可以创造出逼真效果,因为可以直接外出扫描现实中的自然景物。
You can literally just create realism now because you can go out and scan, nature these days.
扫描技术顾名思义,但要做到极致精细。
Scanning is what it sounds like, but on a meticulous level.
专业人员会带着手持光扫描仪或激光扫描仪深入野外,或者使用专业摄像设备从各个角度对单个物体拍摄数千张照片。
Professionals go into the wild with handheld light or laser scanners, or they use intense camera equipment to take thousands of photos of a single object from every conceivable angle.
这些数据随后会被上传到游戏引擎——即制作游戏的专用软件中。
That data is then uploaded to a game engine, software used to make games.
这意味着你在游戏中撞到的某棵树,可能实际上是一棵活树的数字幽灵。
This means that some tree you bump into in the game may actually be the digital ghost of a living tree.
游戏引擎随后会让这棵树活起来,在微风中摇曳,在阳光下闪烁。
Game engines then make the tree come to life, to blow in the breeze and shimmer in the sun.
我目前使用的是虚幻引擎5。
What I'm using currently is Unreal Engine five.
我们拥有惊人的处理能力。
We have insane amounts of processing power.
你可以使用海量的几何体。
You can use tons of geometry.
你刚才说,材质对光线的反应非常自然。
Materials react naturally to light, you were saying.
就连《我的世界》也在做类似的事情。
Even Minecraft is doing a similar thing.
这类技术实现起来确实很困难,但能拥有这种能力真的非常强大。
This sort of stuff is really difficult to do, but it's really powerful that we have this sort of thing.
因此,程序化生成创造出一个充满活力且无限延伸的游戏世界。
So procedural generation creates a game world that feels dynamic and infinite.
扫描技术让游戏世界呈现出真实自然般的美感。
Scans make the world beautiful in a way that real nature is beautiful.
然后游戏引擎赋予它生命活力。
And then game engines animate it into being.
二者结合,使得电子游戏中的自然景观几乎能以假乱真。
Together, they make the nature in video games feel very close to the real thing.
但这种动态关系是双向的——如今某些源自游戏的技术正被用于改造现实生物世界以及人类在其中的定位。
But that dynamic also works in reverse because today, some of the technologies born from gaming are now being used to manipulate the real living world and our place in it.
稍后我们会详细探讨这点。
More on that in a minute.
从很多方面来说,大自然启发游戏产业是合乎情理的。
In a lot of ways, it makes sense that nature has inspired the games industry.
游戏是商业艺术,而自远古人类在洞穴墙壁上画出野猪起,艺术就一直在模仿自然。
Games are commercial art, and art has been emulating nature since someone drew a pig on a cave wall.
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但或许更出人意料的是,游戏产业在现实层面上对生物世界产生的实际影响。
But what's maybe less expected is the way the gaming industry has, on a real tangible level, shaped the living world.
电子游戏对自然的影响有多大?
How much have video games influenced nature?
在我的工作领域,影响非常深远。
In my field of work, heavily.
泰莎·法布里蒂亚斯在苏黎世一家名为Esri的公司工作。
Taisha Fabritias works in Zurich for a company called Esri.
Esri运用电子游戏技术(如程序化生成和游戏引擎)来绘制现实世界地图,甚至重建现实世界。
Esri uses video game technologies like procedural generation and game engines to map the real world or even recreate it.
你对
How much do you
数字孪生了解多少?
know about digital twins?
如果我提到数字孪生,这对你有任何意义吗?
If I say digital twins, does that does that mean anything to you?
数字孪生是对真实场所的功能性动态模拟。
Digital twins are functioning animated simulations of a real place.
想象一下谷歌街景与《侠盗猎车手》的结合。
Think Google Street View meets Grand Theft Auto.
苏黎世就有一个。
Zurich has one.
纽约也有一个。
New York has one.
德克萨斯州的科珀斯克里斯蒂市就有一个。
Corpus Christi, Texas has one.
你能在数字世界中越沉浸式地体验现实世界,就越能做出更好的决策。
The more immersive you can experience your world digitally, the better you'll be able to make decisions.
对吧?
Right?
数字孪生技术主要应用于城市规划。
Digital twins are used primarily in city planning.
它们并非精确复制品,而是地方的动态模型。
They're not exact replicas, but living models of a place.
而它们之所以可能实现,要归功于游戏行业开创的技术。
And the reason they are possible is because of technologies pioneered by the games industry.
一方面是游戏引擎,另一方面是程序化生成技术。
Game engines for one, procedural generation for another.
程序化生成这项通过算法创造世界的游戏技术,可以像《我的世界》那样生成场景。
Procedural generation, the game tech that creates worlds algorithmically, can invent a place like in Minecraft.
它也能运用现实世界数据中的规则,轻松地对已有地点进行数字化模拟。
It can also use rules in real world data to digitally approximate a place that already exists easily.
因此无需人工费力地逐个雕刻建筑物和树木,甚至无需扫描,只需给计算机地图和地形信息即可。
So instead of some person painstakingly sculpting each building and tree or even scanning them, you can give the computer a map and information about the landscape.
比如每栋建筑的层数,或每个街区的树木数量。
How many stories each building is or how many trees on each block.
程序就会运用程序化生成技术来创造其余部分或填补空白。
And the program uses procedural generation to invent the rest or fill in the blanks.
然后Esri通过游戏引擎让数字孪生变得栩栩如生。
Then Esri brings the digital twin to life with game engines.
游戏引擎让场景动起来,使车辆行驶、雨滴落下。
Game engines animate a place so that traffic moves and rain falls.
最终呈现的是一个沉浸式地图,不仅外观与现实中的孪生体相似。
The result is an immersive map that doesn't just look like its real life twin.
行为模式也如出一辙。
It also acts like it.
当你将真实数据导入游戏引擎时,就能创造出这些可信度极高、视觉效果震撼的沉浸式体验——用俗话说,这显然'改变了游戏规则',对现实世界的实际决策产生深远影响。
When you're bringing in real data into game engines and you can create these believable, very visual, very immersive experiences that obviously, quote unquote, changes the game when it comes to actually making real decisions in the real world.
Esri利用游戏引擎的成果在气候变化时代尤为宝贵。
What Esri does with game engines has been particularly helpful in the age of climate change.
当自然环境本身发生变化时,我们需要预想未来可能发生的情况,并做好最坏的准备。
As nature itself changes, we need to imagine what will come and how to prepare for the worst.
夏威夷考艾县运用游戏科技,模拟海平面上升对当地的影响。
Kauai County, Hawaii used Esri tech to animate sea level rise and see how it would affect the area.
该县随后通过了新的建筑条例。
The county then adopted new construction ordinances.
美国国家海洋和大气管理局用它来可视化华盛顿特区的热岛效应。
The National Oceanic and Atmospheric Administration used it to visualize heat islands in DC.
洛杉矶在今年早些时候的山火期间使用ESRI技术进行响应和恢复工作。
LA used ESRI for response and recovery efforts during the wildfires earlier this year.
泰舒表示Esri可以重现这些火灾场景,让你反复复盘以了解问题所在并为下次做好规划。
Taishu says Esri can recreate those fires, allow you to revisit them again and again to understand what went wrong and how to plan for next time.
你可以身临其境地看到它。
You can be there and see it.
由于数据和三维模型的存在,所有一切都显得真实可信。
And because the data's there and the three d models there, everything everything looks real.
因此你不仅能看见,还能完全沉浸其中,这有助于你规划减灾方案。
And so you can see it and you're fully immersed in it, and it helps you to plan for ways that you can mitigate this then.
而这不仅适用于城市。
And this is not just for cities.
Esri与自然保护协会合作,为加利福尼亚州的Point Conception创建了一个数字孪生体,这里是查帕拉尔与橡树林地交汇海岸灌木丛和海藻森林的交界处。
Esri partnered with the Nature Conservancy to create a digital twin of point conception in California, a place where chaperol and oak woodlands meets coastal scrub and kelp forests.
在那里,入侵性冰草正在取代当地植物群。
There, invasive ice plants are displacing the local flora.
研究人员正在利用Point Conception的数字孪生体来测试消除这些植物的方法,然后再在现实中进行实地操作。
Researchers are using the digital twin of point conception to test out ways to eliminate the plants before going IRL in real life.
理论上,你可以预测哪些方法能有效对抗入侵物种,哪些不能。
In theory, you could predict which ideas will fight off invasives and which won't.
这是一个数字化的试验场,就像一场游戏。
It is a digital proving ground, like a game.
尝试、失败、调整、再尝试。
Try, fail, respond, Try again.
虽然这种对更真实虚拟自然的无尽追求已被用于预测海平面上升和防范野火的工具中,但它也伴随着代价,这个代价
While this endless pursuit of a truer virtual nature has made its way into tools for predicting sea level rise and preparing for wildfires, it also comes at a cost, one that
可以说正在提高
is arguably raising the level of
海水与火焰的激荡。
the sea and sparking the flames.
对我来说最重要的是游戏行业产生的惊人碳排放量——包括玩游戏、制作游戏以及围绕游戏产业的所有周边活动。
The number one thing for me is the almost staggering amount of carbon emissions that that come from playing games, from making games, and from all the other peripheral activities around the games industry.
你刚刚伤透了许多游戏玩家的心。
You you just broke a lot of gamers' hearts out there.
我必须指出这一点。
I just have to I have to point that out.
是啊。
Yeah.
本·亚伯拉罕研究电子游戏与气候变化的关系。
Ben Abraham researches digital games and climate change.
而且他并不讨厌游戏。
And, no, he doesn't hate gaming.
《命运》是他最爱的游戏。
Destiny is his favorite game.
而他最爱的地球,嗯,就是地球本身。
But also his favorite Earth is, well, Earth.
所以本为'可持续游戏联盟'工作,这是一个致力于为地球净化游戏行业的非营利组织。
So Ben works for the Sustainable Games Alliance, a nonprofit trying to clean up the industry for the planet.
这是一项艰巨的任务,因为游戏公司无需公开其排放数据。
A difficult task because game companies do not have to disclose their emissions.
我能得出的最佳估算数字——这真的只是个大概——大约是每年5000万吨二氧化碳当量。
The best number that I've been able to come up with, and it's just a ballpark figure, really, is around about 50,000,000 tons of c o two per annum.
大多数人听到这个数字只会说:好吧,
And most people will just be like, okay.
听起来很多,因为单位是'百万',但这到底意味着什么?
That sounds like a lot because it's a million, but what is that?
这个排放量比好莱坞还大,
Well, it's bigger than Hollywood.
大概相当于一个中等规模的欧洲国家,比如瑞典或希腊的年排放量。
It's probably around about the same sort of emissions as a medium sized European country like Sweden or Greece.
图形渲染、游戏引擎,无一不在消耗能源。
Graphics, game engines, it all bleeds energy.
如果没有更多的太阳能和风能,就意味着为了娱乐而燃烧化石燃料。
Without more solar and wind, that means burning fossil fuels for the sake of play.
尽管行业采取了一些明智举措来提高游戏能效,但燃料仍在持续燃烧,排放量
And despite some smart industry moves to make games more energy efficient, the fuels keep burning, and emissions
它们绝对是在上升。
They are absolutely going up.
我的意思是,这几乎毫无疑问。
I mean, there's almost no question.
是的。
Yeah.
没错。
Yeah.
我认为我们需要正视这一事实,并找到游戏产业的可持续发展之路。
And I think we need to reckon with that fact and and, you know, figure out what is a sustainable path for the games industry.
我认为我们目前还没有一个明确的愿景。
I don't think that we've got a vision of one yet.
讽刺的是,推动创造更逼真环境的部分因素正是导致排放增加的原因。
Part of what's fueling emissions is ironically the push to create more realistic environments.
想想扫描所需的CPU/能耗吧。
Think of the CPU slash energy needed for scanning.
你需要为一棵树拍摄数千张照片,上传到软件中,将其渲染成具有多层细节的3D模型,并专门校准它以真实地反射光线。
You take thousands of photos of one tree and upload them into software, which renders that tree as a three d model with multiple layers of detail and specially calibrates it to, say, authentically reflect light.
然后这个模型被输入到AI支持的引擎中,被下载并可能用于程序化填充虚拟世界,这一切都是为了让我们欣赏虚拟树木,而不是走到户外去看那些现实中饱受干旱摧残、与游戏中树木同样失去生机的真树。
And then that model is fed into an AI supported engine where it's downloaded and perhaps used to procedurally fill in the virtual world, all in the name of getting us to admire the fake tree instead of going outside where the real drought ridden trees are no longer any more alive than the one in the game.
不过,有些人持不同看法。
Anyway, some people see it differently.
游戏生态学教授Alinda Chang认为情况更为复杂。
Game ecology professor Alinda Chang thinks it's more of a mixed bag.
我必须承认这些强大计算机和图形处理器对世界造成的环境影响。
I have to acknowledge the the sort of environmental impact of the powerful computers and graphical processing units on the world.
对吧?
Right?
但我也认为游戏确实对人们理解或感知自然世界的方式和态度有着深远的影响,或者说至少它们有这个潜力。
But I think also games do have a really profound influence on people's understandings or perceptions or attitudes toward the natural world or or at least they can.
游戏是一种媒体。
Games are media.
媒体对人们的心理有着巨大影响,而人类又对自然有着巨大影响。
Media have a huge effect on people psychologically, and people have a huge effect on nature.
要生养众多,遍满地面,治理这地。
Fill the earth and subdue it.
圣经上曾写道。
Set a book once.
人们把这句话铭记于心。
People took that to heart.
但游戏传递的信息可能与旧约大不相同。
But the messaging in games can be quite different than the old testament.
以《我的世界》为例。
Take Minecraft.
砍倒一棵树,你就需要再种一棵来替代它。
Punch down a tree and you'll need to plant another one to replace it.
如果把所有树都砍光,你就没资源了。
Punch down all the trees and you're out.
资源是有限的,就像自然界一样。
Resources are finite, just like in nature.
也许这听起来微不足道,但别忘了,《我的世界》——这款由瑞典小型工作室Mojang开发的游戏——是全球最受欢迎的游戏。
Maybe that sounds small, but again, Minecraft, Minecraft, a game created by Mojang, a small studio in Sweden, Minecraft is the most popular game in the world.
20%的玩家是儿童。
20% of its players are kids.
他们会吸收这些信息。
They pick stuff up.
一项小型研究发现,玩《我的世界》的孩子比不玩的孩子更了解可持续发展。
One small study found kids who played Minecraft learned more about sustainability than kids who didn't.
而且还有坊间证据。
And there's anecdotal evidence.
对我来说,Mojang在某些方面的影响力相当疯狂且神奇。
It's pretty wild and magical to me the power that Mojang has in some ways.
你知道,仅仅是决定加入墨西哥钝口螈。
You know, just the decision to include axolotls.
对吧?
Right?
是的。
Yes.
墨西哥钝口螈,那些极度濒危、长着尖尖朋克摇滚风格头鳃的蝾螈。
Axolotls, the critically endangered salamanders with pointy punk rock headgills.
2021年Minecraft将这种生物加入游戏后,谷歌搜索量激增。
After Minecraft added them to the game in 2021, Google searches spiked.
当时一个墨西哥钝口螈保护区告诉NPR,几乎所有来参观的孩子都是因为Minecraft。
An axolotl sanctuary told NPR at the time that nearly every kid who visited came because of Mine Minecraft.
游戏,你知道的,是这些非常不可思议的叙事机器,它们可以给我们留下一种感觉或一种体验。
Games are, you know, these really incredible storytelling machines, and they can just leave us with a feeling or they can leave us with a sensation.
这可能就足够了。
And that might be enough.
是啊。
Yeah.
这可能就足以推动人们以不同的方式思考,或去关心超越自身的事物。
That might be enough to propel somebody to think differently or to care about something that isn't just them.
你的着装是特意为了防晒吗?
Is your wardrobe a specific choice against the sun?
还是
Or
是的。
Yes.
对。
Yeah.
我夏天总是穿着长裤。
I'm, like, always wearing pants in summer.
这些年来,热爱《我的世界》但对阳光过敏的凯西重新找到了户外活动的乐趣。
Over the years, Minecraft loving allergic to the sun Cassie has found ways to be more outdoorsy again.
在合适的季节、合适的天气、合适的着装下,有时还得忍受一个喋喋不休谈论自然的烦人记者,凯西依然能看到绿色。
With the right season, the right weather, the right clothing, and sometimes a really annoying journalist who won't shut up about nature, Cassie still sees green.
所以不久前,我们去了西佛蒙特州的山麓地带徒步旅行。
So a while back, we went for a hike in the foothills of Western Vermont.
你有没有试过眺望远方,把世界看成方块?
Do you ever just like look out and see the world in blocks?
不,实际上没有。
No, actually.
没有吗?
No?
好吧。
Okay.
是啊。
Yeah.
我觉得自己更专注于把现实世界转化为《我的世界》,而不是把《我的世界》带入现实世界——如果这说得通的话。
I feel like I'm more focused on translating our world into Minecraft than Minecraft into our world, if that makes sense.
对。
Yeah.
你不会
You're not
徒手砍树吧?
punching trees?
不会。
No.
绝对不会。
Definitely not.
凯西、她的伴侣和我穿过白桦林与红枫林,漫步过一片高草丛生的原野。
Cassie, their partner, and I winded our way through white birches and red maples and across a field of tall grass.
微风轻拂,鸟儿鸣唱。
There was a breeze, birds.
大自然在律动。
Nature was moving.
哦,快看。
Oh, look.
有条小蛇。
There's a little snake.
哦,它溜走了。
Oh, there it goes.
好吧。
Okay.
我们循着路标和土径前行,这提醒着我们:即使在现实中,真正原始的自然之地也寥寥无几。
We followed trail signs and a dirt path, reminders that even in reality, few places are truly natural.
就像《我的世界》里的玩家一样,我们重塑了这个世界。
Like players in Minecraft, we've sculpted this world.
但即便在最深的人类足迹之下,仍存在着某种超越我们自身与野心的存在。
But even under the heaviest footprint, there is something there, something beyond ourselves and our ambitions.
这种存在永远无法被复制,因为它并非出自我们之手。
That something is and will always be irreplicable because we didn't make it.
这确实是件了不起的事。
And that is quite a thing.
我们要走到尽头吗?
Should we go to the end?
好啊。
Yeah.
当然。
Sure.
行吧。
Alright.
去停车场。
To the parking lot.
去停车场。
To the parking lot.
耶。
Yay.
这样我们就能上车了。
So we can get in our cars.
去玩电子游戏吧。
Go play video games.
所以罗曼·马尔斯。
So Roman Mars.
本·布洛克·约翰逊。
Ben Brock Johnson.
你们知道我喜欢《对马岛之魂》这类大型开放世界游戏的什么吗?就是扮演武士保卫日本岛屿抵抗蒙古第一次入侵的游戏。
Do you know what I love about those huge open world games like Ghosts of Tsushima, the game where you play samurai defending his Japanese island from the first Mongol invasion?
我不知道你喜欢它们的所有方面,但你最喜欢什么?
I don't know everything you love about them, but what do you love?
我就爱做支线任务。
I love me a side quest.
你懂吗?
You know?
支线任务。
Side quest.
当然了。
Of course.
支线任务。
Side quest.
那些不一定属于主线任务的小任务。
The little mission you can do that's not necessarily part of the big mission.
在对马岛之魂里,这种任务特别多。
In ghost of Tsushima, you they have so many of these.
你可以在那些竹子上练习剑术。
You can practice your sword skills on these bamboo things.
你可以跟随狐狸前往神社祈祷。
You can follow foxes to shrines where you pray.
你可以写俳句。
You can write haikus.
有很多支线任务可以做。
There's lots of side quests you can do.
我们为《无尽线索》节目的听众准备了一个隐藏关卡支线任务。
And we have one more side quest for our hidden levels listeners on the endless thread feed.
对吧?
Right?
是的。
Yeah.
没错。
That's right.
这个任务是制作人Grace Tatter提供给我们的。
And this one comes to us from producer Grace Tatter.
嗨,本。
Hi, Ben.
嗨,罗曼。
Hi, Roman.
嘿。
Hey.
嘿。
Hey.
格蕾丝,跟我们多讲讲你带我们进行的这个支线任务吧。
Grace, tell us a little bit more about this journey you are taking us on with your side quest.
这是个什么故事?
What's the story?
好的。
Okay.
这是一个关于著名外科医生的故事。
So this is a story about a renowned surgeon.
他是该领域的先驱,他提出一个理论:玩电子游戏可以帮助其他医生成为更好的外科医生。
He's a pioneer in his field, and he has a theory that playing video games could help other doctors be better surgeons.
这个想法让你感到惊讶吗?
Does this surprise you as an idea?
比如说,游戏玩家可能成为更好的外科医生,罗曼?
Like, gamers could be better surgeons, Roman?
天啊。
Oh my god.
不。
No.
这个想法并不让我感到惊讶。
It does not surprise me as an idea.
因为你知道,我们讨论过这个问题,比如敏捷性、工具使用、反应能力等等,这些都是电子游戏培养的技能,我认为这些正是优秀外科医生的核心素质。
Because, you know, we we've talked about this, like, the the dexterity, the tools, the reaction, all that sort of stuff is built into video games, and I imagine it's like a cornerstone to what makes a good surgeon a good surgeon.
如果告诉你,不玩游戏的医生可能会对这个理论持怀疑态度,你会感到惊讶吗?
Would it surprise you to learn that, nongamer surgeons might be skeptical of this idea?
医生们普遍有个有趣的特点,就是他们对传统有着某种忠诚。是的。
I mean, the funny thing about doctors in general is that doctors have some fealty to tradition Yes.
这使得这类新进展有时很难被他们中的一些人接受。
That makes these types of developments, you know, sometimes hard for some of them to accept.
没错。
Yeah.
完全正确。
That's exactly right.
故事里的这位医生,在九十年代和二月为了证明这个理论可谓历经艰辛,因为当时很多人根本不相信电子游戏能在医学领域占有一席之地。
The doctor in this story, it was quite the quest for him to prove this theory in the nineties and the February because a lot of people really did not believe that video games had any place in medicine.
罗斯医生被认为是
Doctor Rosser is considered one of
全球最擅长此道的专家之一,
the best at this in the world,
而这完全是因为他发现了别人都未曾想到的奥秘。
and it's all because he figured out something no one else had thought of.
那是一个重大突破。
That was a a big breakthrough.
他说,哦,妈妈,你看。
You know, he said, oh, mom, you know, Look.
我玩了《大金刚》,但它仍然能帮我拯救生命。
I played Donkey Kong, and it still can help me save lives.
罗曼,我们现在就可以在节目《无尽威胁》中收听这个故事了。
Roman, that story is ready for us to listen to right now in our feed, Endless Threat.
本周五的《隐藏关卡终极BOSS》节目中,我们将为您带来主机战争前线报道。
And coming up Friday on the final boss of hidden levels, we bring you a dispatch from the console wars.
世嘉曾是挑战者。
Sega was the challenger.
对吧?
Right?
世嘉从未称王。
Sega was never the king.
世嘉不过是主动挑战王者罢了。
Sega was just coming up to the king and asking for a fight.
本期节目由迪恩·拉塞尔制作,凯莉·普莱姆编辑。
This episode was produced by Dean Russell, edited by Kelly Prime.
混音、音效设计和音乐作曲由保罗·维基斯完成。
Mix, sound design, and music composition by Paul Vaikis.
附加混音由马丁·冈萨雷斯负责。
Additional mixing by Martin Gonzalez.
系列主题音乐由斯旺·瑞尔和保罗·维基斯创作。
Series theme by Swan Real and Paul Vaikis.
斯旺和保罗为《隐藏关卡》创作的超酷音乐将作为专辑发行。
The super cool music by Swan and Paul for Hidden Levels is being released as an album.
你可以在所有音乐流媒体平台收听。
You can listen everywhere you stream music.
事实核查由格雷厄姆·海西亚完成。
Fact checking by Graham Haysia.
特别感谢塞缪尔·奥伯格、亚历克斯·比彻姆、特雷西·富勒顿、威尔·马蒂亚、凯尔西·迈尔斯和迈克·雷乔。
Special thanks to Samuel Auberg, Alex Beecham, Tracy Fullerton, Will Matia, Kelsey Myers, and Mike Rejau.
《隐藏关卡》的执行制作人是克里斯·巴鲁布。
The managing producer for Hidden Levels is Chris Barube.
《隐藏关卡》由我——本·布洛克·约翰逊在《堡垒之夜》游戏大厅中跳舞时构思而成,得益于能量提升和作弊码的帮助,感谢99%隐形团队和无尽威胁团队。
Hidden Levels was created by me, Ben Brock Johnson, while dancing in a Fortnite game lobby with power ups and cheat codes thanks to Team ninety nine percent Invisible and Team Endless Threat.
99%隐形节目的执行制作人是凯西·图。
Ninety nine percent Invisible's executive producer is Kathy too.
库尔特·科尔斯泰德担任数字总监。
Kurt Colestead is the digital director.
德莱尼·霍尔是我们的高级编辑。
Delaney Hall is our senior editor.
Reza团队成员包括杰森·德莱昂、埃米特·菲茨杰拉德、克里斯托弗·约翰逊、薇薇安·利、拉吉·马顿、雅各布·梅迪纳·格里森、乔·罗森伯格,以及我——罗曼·玛尔斯。
The Reza team includes Jason DeLeon, Emmett Fitzgerald, Christopher Johnson, Vivian Leigh, Laj Madon, Jacob Medina Gleeson, Joe Rosenberg, and me, Roman Mars.
99%隐形节目的标志由斯特凡·劳伦斯设计。
The ninety nine percent Invisible logo was created by Stefan Lawrence.
《隐藏关卡》的艺术设计由亚伦·内斯特创作。
The art for hidden levels was created by Aaron Nestor.
我们是SiriusXM播客家族的一员,总部现位于加州奥克兰美丽的上城区潘多拉大厦,往北六个街区。
We are part of the SiriusXM podcast family, now headquartered six blocks north in the Pandora Building in beautiful uptown Oakland, California.
《无尽线索》是WBUR波士顿NPR电台制作的节目。
Endless Thread is a production of WBUR Boston's NPR.
我们团队其他成员负责处理未解之谜、鲜为人知的历史以及网络上的其他奇闻轶事,包括我杰出的联合主持人阿玛里·西弗森、执行制片人萨米塔·乔希、编辑梅格·克莱默、制作人格蕾丝·塔特、弗兰妮·莫纳汉以及音效设计师艾米丽·扬科夫斯基。
The rest of our team tackling unsolved mysteries, untold histories, other wild stories from the Internet includes my illustrious co host, Amari Sievertsen managing producer, Samitajoshi editor, Meg Kramer producers Grace Tatter, Frannie Monahan and sound designer, Emily Jankowski.
周五见,各位。
See you on Friday, everybody.
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