Beyond Solitaire - 第219集 - Ted Caya谈Take 封面

第219集 - Ted Caya谈Take

Episode 219 - Ted Caya on Take

本集简介

本周播客节目中,Leder Games的Ted Caya做客畅谈其新作《Take》。揭秘劫案为何成为奇特迷人的犯罪类型,以及他如何将这一主题转化为桌游形式。https://www.kickstarter.com/projects/take-game/take 《破碎之镜》:https://cmichpress.com/product/fyov-duet/ 《艺术与系统》:https://www.backerkit.com/c/projects/central-michigan-university-press/art-system-games-for-expanded-play 本节目由中密歇根大学游戏与模拟学习中心荣誉赞助,在这里学习既充满乐趣又引人入胜。访问官网:https://www.cmich.edu/academics/colleges/liberal-arts-social-sciences/centers-institutes/center-for-learning-through-games-and-simulations 查看CMU游戏作品:https://cmichpress.com/shop/ 所有播客单集请访问:https://beyondsolitaire.buzzsprout.com 喜欢我的作品?欢迎在Patreon支持:https://www.patreon.com/beyondsolitaire 或在Ko-fi请我喝"咖啡"!https://ko-fi.com/beyondsolitaire 联系方式: 邮箱:beyondsolitaire@gmail.com 推特:@beyondsolitaire Instagram:@beyondsolitaire Facebook:www.facebook.com/beyondsolitaire 官网:www.beyondsolitaire.net

双语字幕

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Speaker 0

现在是广告时间。

It's ad break time.

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我很荣幸地宣布,《超越单人纸牌》播客由中密歇根大学游戏与模拟学习中心赞助播出。

I'm proud to announce the Beyond Solitaire podcast is sponsored by Central Michigan University's Center for Learning through games and simulations.

Speaker 0

目前,我们正筹备一个有趣的新项目。

Right now, have a fun new project on the way.

Speaker 0

《破碎之镜》是桌游《500岁吸血鬼》的可下载扩展包,将游戏改造成适合1-2玩家的书信体体验。

The Cracked Mirror, a downloadable expansion for 500 year old vampire, turns the game into an epistolary experience for one to two players.

Speaker 0

该扩展包将于2026年免费发布,但现在只需小额捐赠即可提前获取。

The expansion will be available for free in 2026, but you can get it now for a small donation.

Speaker 0

请相信,每笔捐赠都能帮助CLGS继续他们在学术领域开发同行评审游戏的使命。

And trust me, every donation helps CLGS as they continue their mission of producing peer reviewed games in the academic space.

Speaker 0

这是目前无人涉足的开创性工作。

It is pioneering work that no one else is doing yet.

Speaker 0

另外,若想支持本播客的持续运营,欢迎在patreon.com/beyondsolitaire页面赞助我。

Also, if you wanna help me keep the lights on over here on the podcast, you can support me at patreon.com/beyondsolitaire.

Speaker 0

现在,让我们继续节目吧。

For now though, let's get on with the show.

Speaker 0

嘿,玩家们。

Hey, gamers.

Speaker 0

我是《超越纸牌》的莉兹·戴维森。

This is Liz Davidson beyond solitaire.

Speaker 0

本周的播客中,我有一位非常特别的嘉宾。

And this week in the pod, I have a very special guest.

Speaker 0

这位是泰德·卡亚。

This is Ted Kaya.

Speaker 0

他是Leader公司的运营执行总监。

He is the executive director of operations at Leader.

Speaker 0

但今天我们不谈他如何为我们维持运营,而是要聊聊他的新游戏,因为他是我们即将推出的游戏《Take》的设计师。

But today, instead of talking about how he keeps the lights on for us, we're gonna talk about his new game because he's the designer of our upcoming game, Take.

Speaker 0

你今天怎么样,泰德?

How are you doing today, Ted?

Speaker 1

很好。

Good.

Speaker 1

你呢,丽兹?

How are you, Liz?

Speaker 0

我还不错。

I'm I'm doing alright.

Speaker 0

我喜欢这种在工作但实际又不在工作的状态。

I like working and not actually being at work.

Speaker 0

那么对于好奇或有点跟不上节奏的听众来说,《夺取》到底是什么?

So for people who are curious or have been falling a little bit, what exactly is Take?

Speaker 1

是的。

Yeah.

Speaker 1

《夺取》是一款风险管理与谈判游戏,玩家需要策划并执行一系列抢劫行动,目标是在游戏结束时拥有最多金钱,同时避免被警方抓获。

So Take is a risk management and negotiation game where players will be planning and executing a series of heists to try and have the most money by the end of the game, without getting caught by the police.

Speaker 0

听起来不错。

Sounds good.

Speaker 0

你对'不'有什么个人经历吗?

What is your personal experience with no.

Speaker 0

我开玩笑的。

I'm kidding.

Speaker 0

不过说真的,你是怎么对这个话题产生兴趣的?

So actually, though, how did you get into this topic?

Speaker 0

我是说,这是你的第一款游戏。

I mean, is your first game.

Speaker 0

你在这上面投入了很长时间。

You worked on it for a long time.

Speaker 0

那么你是什么时候开始开发它的?是什么驱动你去做这件事?

So when did you start working on it and like what drove you?

Speaker 1

是的。

Yeah.

Speaker 1

对我来说,劫案题材是我发现游戏市场上最大的空白。

So for me, heist were kind of the biggest gap in what I could find a game for.

Speaker 1

我通常会先购买并体验游戏主题,选择那些我已经感兴趣的内容,试图找到能模拟这种体验的游戏。

I kind of purchase and play games theme first and kind of, you know, take things that I'm already interested in, try and find a game that is gonna emulate that.

Speaker 1

而抢劫题材在当时是个巨大的空白,至少在我对它们的理解或期望呈现方式上是如此。

And heist were this kind of big gap, at least in the way that I thought about them or wanted them to be portrayed.

Speaker 1

我曾尝试过《Burrow Brothers》系列游戏,这是一款有趣的合作游戏,但在建筑中潜行和窥探角落并不是这个类型最吸引我的部分。

You know, I had tried the Burrow Brothers series of games, which are a kind of fun co op game, but the kind of sneaking around the building and peeking around corners wasn't the part that really excited me about the genre.

Speaker 1

真正吸引我的是策划过程。

It was kind of the planning.

Speaker 1

是那些粉笔板场景。

It was the chalkboard scenes.

Speaker 1

就像《GTA V》中在公告板上拼凑计划,思考不同路线之类的环节。

It was the bulletin board in GTA V kind of putting together the plan, thinking about the different routes and stuff.

Speaker 1

我觉得桌游很适合重现这类体验,但当时市面上并没有这样的作品。

And I felt like board games were well suited to replicate that kind of thing, but I didn't feel like I had any kind of thing.

Speaker 1

如果我能直接买到这样的游戏,就不会自己动手制作了。

If I could have just bought this game, I wouldn't have made it.

Speaker 1

你明白我的意思吗?

You know what I mean?

Speaker 1

好的。

Okay.

Speaker 1

这完全是出于一种需求,就像,我希望这个东西存在,我想要能够在这个世界里稍微玩一下。

It was just out of this need of, like, I I want to be able to I want this thing to exist, and I want to be able to kind of play in this world a little bit.

Speaker 0

是的。

Yes.

Speaker 0

太棒了。

Excellent.

Speaker 0

你提到《Take》是一款谈判游戏,但我觉得这次播客正好说明它最初并非如此。

So you mentioned that Take is a negotiation game, but I think this is the perfect podcast talking about the fact that that's not how it started.

Speaker 0

《Take》最初是作为单人游戏设计的,这也是我喜欢它的原因。

Take began as a solo game, which is why I like it.

Speaker 0

那么,跟我说说这个吧。

So tell me about that.

Speaker 0

告诉我它最初是什么样子,然后如何扩展到多人模式,以及这些模式在开发过程中是如何相互影响的。

Tell me what it looked like at the beginning and then how it expanded to multiplayer and then like how those modes have informed each other during development.

Speaker 1

当然。

For sure.

Speaker 1

是的。

Yeah.

Speaker 1

它最初的设计理念是,只要有无限的规划时间,你就能消除任务中的所有风险。

So it began as, I think the original thesis of the game was that with unlimited amount of planning time, you could erase all of the risk from a job.

Speaker 1

所以你可以想象,它最初就像Splatter制作冰淇淋一样。

And that was so you can imagine that the it originally set out, like, imagine if Splatter made ice cream.

Speaker 1

没有运气成分。

There's no luck.

Speaker 1

你必须完成所有需要发生的具体事项。

It was, you just had to accomplish all of the exact things that needed to happen.

Speaker 1

这在单人游戏中确实行得通。

And that was something that did kind of work for a solo game.

Speaker 1

我是说,某种程度上它很枯燥,不会有趣,我也不建议发布那个版本,但它确实某种程度上可行,只是前提有缺陷——因为抢劫案本该带来的那种‘能否逃脱’的悬念感,其实早已被决定了。

I mean, was, it was grindy in a way that wouldn't be fun and I wouldn't suggest that that version be published, but it was something that was kind of working but also had a flawed premise in the fact that the feeling that a heist is supposed to generate, the kind of, will you get away with it or not was already decided.

Speaker 1

你在最初确实能感受到一点那种悬念,但当你真正到达那里时,结果其实已经决定了。

You you had that feeling a little bit at the very outset, but it was decided by the time that you arrived there.

Speaker 1

当转向多人模式时,这一点变得尤为明显。

And that became a lot clearer when kind of moved into a multiplayer setting.

Speaker 1

最初我只是为自己设计,不需要考虑‘另一个玩家坐在桌旁做他的事意味着什么’这种问题。

So originally, I was just doing it for myself before I didn't need to worry about, okay, what does it mean to have another player sitting at the table doing his thing?

Speaker 1

所以基本上就是,如果这对我可行,理论上另一个人也可以同时做到。

So it was kind of from the ground up just, well, if this works for me, another person could theoretically do it at the same time.

Speaker 1

你们会有互动点,一切都会自然展开。

You'll be points of interaction and that will all play out.

Speaker 1

但随着我开始和更多人试玩以展示游戏机制,那些硬性规定的‘必须达成若干条件才能继续’的僵硬设计立刻显得难以为继。

But as I kind of started playing it with more people trying to show what the game was doing, the crunchiness of those kind of hard coded you need these number of things to be able to do it became immediately untenable.

Speaker 1

根本不可能存在一个场景让三四个人同时进行那些计算。

Like there was not going to be any world in which three or four people at the same time could be doing those calculations.

Speaker 1

于是开始转向引入更多运气成分和风险缓释机制,这些改动回流到单人模式时,大幅提升了游戏的可重玩性,并以更出色的方式呈现了劫案的情感核心。

And so then started going towards more of a, you know, introducing some of that luck, some of that risk mitigation, which then as it flowed back to the single player, it created so much more replayability and gave kind of the emotional core of a heist in a way that felt a lot better.

Speaker 1

我深受《离开地球》的启发——这是款著名的单人游戏,但同时也支持多人谈判玩法。本质上你们只是并肩游戏,拥有无限交易自由度,可以通过风险转嫁来降低损失,比如一人负责研究后无偿分享给另一名玩家。

So I was inspired a lot by Leaving Earth, which is a, if you don't know, big Naffy solo game, but it is also a multiplayer negotiation game because essentially you are all just playing the game next to each other and you have basically unlimited ability to make trades and voice risk off onto each other and mitigate it through, you know, one person to do research and then share that for free with a second player.

Speaker 1

是的,希望这些解答了你的问题。

So, yeah, that that's I hope that answers the question.

Speaker 0

嗯。

Yeah.

Speaker 0

当然。

For sure.

Speaker 0

那么我想聊的另一点是:这种微调过程持续了多久?

So I guess the other thing I wanna talk about is how long was this process of making small changes?

Speaker 0

因为当我参与时,有人拿出了早期测试版本——比我们在办公室视为正式开发版本的那个更原始。

Because when I got there, you know, somebody pulled out you pulled out take and somebody was I played like a cut an earlier cut of it than we've been looking at in The Office as like our serious we're gonna do it game.

Speaker 0

确实。

But Yeah.

Speaker 0

你知道,人们会说,哦,是的。

You know, people would say, oh, yeah.

Speaker 0

泰德已经研究这个好几年了。

Ted's been working on it for years.

Speaker 0

哦,是的。

Oh, yeah.

Speaker 0

泰德断断续续研究这个已经好几年了。

Ted's been working on this on and off for years.

Speaker 0

当我们谈论这个时,具体是指多长时间呢?

Like, when we talk about that, how long exactly are are we talking?

Speaker 0

是的。

Yeah.

Speaker 1

我在Leader公司工作快六年了,大约再过一周就满六年,而我研究这个项目大概有七年了。

So I've been at Leader for coming up on six years now in about a week, and I've been working on this for probably about seven then.

Speaker 1

所以这个项目早于我在Leader Games的工作时间。

So this will take predates my work at Leader Games.

Speaker 0

太棒了。

Awesome.

Speaker 0

然后完成了最早的独奏版本。

And then did the earliest versions of solo.

Speaker 0

对于不了解的观众,你们很快就能在Kickstarter上看到这个版本。

So for people who don't know, you're going to see a version of this soon when we do the Kickstarter.

Speaker 0

不过我们要讨论的是开发中可能保留或移除的内容。

However, we're going to talk about things that exist that may or may not continue to exist in dev.

Speaker 0

所以大家别紧张。

So everybody chill.

Speaker 0

但就独奏模式而言,我觉得它很特别,因为多人谈判版本里有很多小任务,但没有那种核心大任务。

But so for solo, I think it's really special because, you know, the negotiation multiplayer version of the game is you know, there's a lot of smaller jobs, but there isn't like the one big job.

Speaker 0

而独奏模式正是围绕一个核心大任务设计的,我们可以根据不同场景替换这个任务。

Whereas the solo mode is based on the one big job and we can swap it out among different scenarios.

Speaker 0

我们有银行劫案、装甲车劫案,还有博物馆——虽然我个人不支持抢劫博物馆,但这确实是我目前最喜欢的场景。

We've got like the bank, we've the armored cars, we've got the museum, which is my favorite so far, even though I do not support robbing museums.

Speaker 0

对了,Ted,你上周去哪儿了?

Where were you last week, by the way, Ted?

Speaker 0

所以现在有很多非常酷的事情在进行。

So there's lots of really cool stuff going on.

Speaker 0

是一直都有这样的场景设定,你想完成这个大任务,还是你后来意识到可以这么做?

What was there always a scenario like that and you wanted to do the big job or is that something that you realized you could do?

Speaker 1

最初的时候——我办公室里还保留着,你们能看到,也许我们最终会分享出来——

So originally and I have in my office, you can see us and maybe we'll eventually share it.

Speaker 1

最初所有的任务都具备现在单人模式中大任务的那种细节程度,这个游戏最初的核心机制是一个带有12个时间单位的大钟面,建筑外围的警察巡逻路线用颜色编码,对应钟面上不同的三分之一区域。

Originally, all of the jobs had, I would say, the level of detail that you see in the bigger jobs now in the solo mode, which is the original big mechanical hook of the game was there was this big clock with 12 time units around it, and the police routes on the outside of the building were coded to colors that would come up in different thirds of that clock.

Speaker 1

你必须决定在钟面的哪个时间点开始行动,建筑内的每个活动都会消耗时间。

And you had to make the determination at what point on the clock you were gonna start the heist, then every activity inside the building would take time.

Speaker 1

一旦你出来,就开始按照那个时间单位计算逃脱过程。

And then once you were out, you then started to get away at that time unit kind of through.

Speaker 1

这意味着即使是珠宝店这样的场景,警报会改变时间,开门所需时间也会根据你带的团队和工具而有所不同,诸如此类的细节。

So which meant that even down to, you know, jewelry stores had, you know, alarms that would change the time and, you know, the amount of time it took the door to open a door was going to be different depending on which crew you brought, which tools you had, you know, all that stuff.

Speaker 1

最终很多这样的细节被抽象化了,但我仍然希望为游戏的某些模式保留那些精细的细节。

The eventually a lot of that got abstracted away, but I definitely still wanted to have those kind of nitty gritty details for some mode of the game from there.

Speaker 1

所以我认为由于游戏可玩性的原因,这部分内容最终从游戏的其他部分被剥离了。

So think the it kind of ended up being shaved away from the rest of the game due to playability reasons.

Speaker 1

而在多人游戏中,你虽然得不到那些细节,但你会体验到不同的细节和谈判的微妙之处。

And it you know, in the multiplayer game, you get all of that You don't get that detail, but you get the different detail and the nuances of the negotiation.

Speaker 1

因此,关于任务中实际需要遵循的规则数量,某种程度上是多余的。

So the amount of rules in terms of like what actually needs to happen on the job are kind of superfluous.

Speaker 1

而在单人游戏中,你会获得更多电影化的体验。

Whereas in the solo game, we have a you're getting a lot more cinemas.

Speaker 1

不。

No.

Speaker 1

当你按照清单的具体步骤进行时,游戏体验会更加电影化。

It's a lot more cinematic as you are going through the specific steps of the list.

Speaker 0

是的。

Yes.

Speaker 0

而且,显然我非常喜欢这一点。

And, obviously, I really love that.

Speaker 0

哇,这真是早期版本,我完全想象不到。

So, wow, this is a very early cut that I could not even imagine.

Speaker 0

太棒了。

That's awesome.

Speaker 0

嗯。

Mhmm.

Speaker 0

所以这款游戏在很多方面都有了重大进化。

So this game has heavily evolved in many ways.

Speaker 0

我还想特别提一下驾驶系统,它超级有趣,让大家有个期待点。

The other one I kinda wanna highlight just so people have something to get excited about is the driving system is super fun.

Speaker 0

这个系统是怎么开发的?

How did that one develop?

Speaker 0

是原本就有大型驾驶场景吗?还是说这是你们后来

Was it, was there always like a big driving sequence or Not is that something you can

Speaker 1

完全没有。

at all.

Speaker 1

可以说,这是我在研究中发现的一个现象。

So one of the things that kind of came up in my, you know, I'd say it's research a little bit.

Speaker 1

最终这成为了研究课题,但最初只是出于兴趣——我在办公室常说的那句话:没人会在银行里被抓。

It ended up being research, but it was just interest before that, was that, and people were hearing me say this on the office, nobody gets caught at the bank.

Speaker 1

抢劫机构的人在被警察包围后选择在建筑物内投降的情况极其罕见。

It is incredibly rare for someone who's robbing an institution to have the police pull up and then them surrender inside the building.

Speaker 1

要么是在逃跑过程中被抓,要么是在作案后的善后阶段。

It is always either on the getaway or it is in the aftermath of the job.

Speaker 1

所以很久以前我就想让人们在逃跑时被抓。

So for a long time I knew that I wanted people getting caught on the getaway.

Speaker 1

那才是事情败露的时刻,你才会意识到一切都结束了。

That was when that was going to happen, when you were going to realize that it was done.

Speaker 1

问题在于...我想告诉你最初的逃跑系统是配合那个时间轮盘设计的。

The problem was kind of I guess I'll give you the the original getaway system was with that time wheel.

Speaker 1

你基本上只需要沿着一条不会触碰到颜色时间轮上对应颜色的路线行进。

You basically just had to follow a route that didn't touch a color on that color's time thing.

Speaker 1

这就是最初的笔记锁版本。

So that was the note lock version.

Speaker 1

当我开始脱离这个机制后,它演变成每段逃跑距离都要掷一次骰子,然后你需要将这些骰子点数按从1到目标数字的顺序排列。

Once I started pulling away from that, it became you rolled essentially one dice per distance that you had to get and then you had to arrange them so that they're counting up one through the number you're going to.

Speaker 1

如果出现不匹配的情况——比如你掷出两个2和一个3但需要1——你就得支付1点热度来把那个数字改成1。

And then anything that was off, like if you rolled two twos and a three and you needed a one, you would need to pay basically one heat to turn that tube into a one and get that.

Speaker 1

这个系统曾让我感到自豪。

And that was a system I was like, I was proud of.

Speaker 1

我当时觉得这个设计很聪明。

I was, I thought it was clever.

Speaker 1

我沿用这个机制一段时间后,规则顾问Josh Yearsley来试玩时,用尽可能委婉的方式表示'这个不行'。

I ran with that for a while, and then Josh, Yearsley, the rule senator, came to town and we played it, and in the most tactful way possible, he was just like, not this.

Speaker 1

他说'这个机制行不通'。

He was like, this isn't working.

Speaker 1

就像这样,你掷骰子后还得琢磨所有不同的可能性。

It is like, you're rolling the dice and you have to figure out all the different things.

Speaker 1

你完全失去了逃亡过程中的紧张感。

You're losing all of the tension from the getaway.

Speaker 1

基本上大家一直在质疑这个设计理念——为什么我要为抢劫本身考虑这么多,最后却用一个简单的掷骰子来决定成败。

And basically people kept pushing against this idea of like, why am I doing all of this consideration about the heist itself and then doing this like flat roll to find out whether I did it or not.

Speaker 1

那时候我彻底改变了方向,因为我意识到如果这是玩家最容易卡壳的地方,就需要设计更具体的场景来帮助想象当时发生了什么。

And that was when kind of switched the wheel because I realized that if that is where people were gonna get caught, it needed more of a set piece to kind of help imagine what exactly happened on that.

Speaker 1

于是这个大转盘就出现了——原本你只是掷骰子,现在要避免用转盘指向骰子,而你转动转盘的方式会影响车辆在城市中的移动轨迹。

So that was where this kind of big wheel came in, where always it has been you're rolling dice, you are trying to not point at the dice with your wheel and the way you turn the wheel is influencing kind of where the car is moving in the city.

Speaker 1

这个机制就是这样诞生的。

So that's kind of how that ended up there.

Speaker 1

之后又花了大概一年到一年半时间调整具体规则:指向骰子意味着什么,转盘可以怎么转动等等。

And then it's been probably a year, year and a half since then of tweaking exactly what it means to point to the dice, how you can turn the wheel.

Speaker 1

要知道很长时间里,转动转盘的力度和可用空间数量都很重要,后来这些规则被简化替换掉了。

You know, for a long time, it mattered how hard you were turning the wheel and how many spaces you had available, and that's been cut and replaced with some other stuff.

Speaker 1

所以这是一段漫长的旅程,而且未来仍将持续很长时间。

So it's been a long journey and it will continue to be a long journey.

Speaker 1

我确信这是我们目前正在努力的部分,可能还会经历多次迭代。

I'm sure that is the part we're working at right now and will probably go through a number of iterations.

Speaker 1

我们还没有完全——我知道在工作室开发其他游戏时,我们曾多次有过'推倒重来'的时刻。

We're not quite and I know a number of times in studio working in other games, we've had the moment of scrap it.

Speaker 1

每个人都去为它设计自己的方案。

Everybody go make your own design for it.

Speaker 1

一周后我们再回来,看看我们进展如何,比如会有四个新方案。

We'll come back in a week and we'll see where we're at with, like, four new things.

Speaker 1

但我们目前还不需要这样做。

And we haven't had to do that yet.

Speaker 1

我们仍处于迭代循环的工作阶段。

We're still working within the, like, iterative loop.

Speaker 1

我们还没有推倒现有系统,转向新系统。

We haven't, like, scrapped and gone to a new system yet.

Speaker 0

有意思。

Interesting.

Speaker 0

你提到了热度。

So you mentioned heat.

Speaker 0

我们来聊聊这个,因为它确实很有《侠盗猎车手》的感觉,但我觉得这是好事。

Let's talk a little bit about that because it does feel very grand theft auto, but I think that's in a good way.

Speaker 0

没错。

Yep.

Speaker 0

你们在决定如何表现警方关注和被捕机制时,灵感来源是什么?

What what were your inspirations to decide, like, how you wanted to talk about police interest and getting caught?

Speaker 1

调查系统由哪些元素构成?

What elements of investigation made it up?

Speaker 1

当时很直接。

It was straight.

Speaker 1

我试玩版本时,游戏还没有那种星级系统。

When I tried a cut of the game, it didn't have kind of that star system.

Speaker 1

所以很长一段时间里,我们采用了一到五星的评级系统。

So like a one through five star system for a long time.

Speaker 1

当我添加这个系统时,虽然不记得具体是什么促使我这么做,但当时确实需要一个类似的数字指标。

And when I added it and I don't remember exactly what caused me to add it, but there was some need for a like kind of a number there.

Speaker 1

我需要明确知道'热度'值是多少,而添加星级后,玩家们的反应立刻证明这个设计无比正确。

I needed to know like exactly what the heat was and putting the stars there immediately the reaction from people who played it was so obviously correct.

Speaker 1

这和电影等作品中常见的设定非常相似。

It is such like similar to a lot of things in movies and stuff.

Speaker 1

《侠盗猎车手》对犯罪和抢劫的文化定义影响深远,采用星级系统基本上免去了游戏这部分的所有解释说明。

Grand Theft Auto has just such a cultural hold on what crime and heists mean, and being able to put the star system there was essentially cut out any explanation from that part of the game.

Speaker 1

玩家们完全理解:警察追捕你的力度用1到5颗星来衡量。

People understand how much the cops wanna get you is measured between one to five.

Speaker 1

如果超过五颗星,你就完蛋了。

And if you go over five, you're toast.

Speaker 0

我们之前几次谈到调研,这次要说的才是真正让我对游戏感到兴奋的点——除了它已经拥有完善的销售模式这点(这点立刻俘获了我的心)。

So we, you know, we talked about research a couple of times, we've kind of touched on it, but this is actually the thing that really got me worked up about the game other than the fact that it already has a robust sella mode, which is key to my heart immediately.

Speaker 0

所以,你知道,你了解很多类似的事情,比如,从来没人会在银行被抓,或者说,你为这个游戏选择了一个非常特定的时间段

So, you know, you you know a lot of things like, well, nobody ever gets caught at the bank or, you know, like, you picked a very specific time period for

Speaker 1

这款游戏

this game.

Speaker 0

大概是八十年代左右

What so it's like eighties ish.

Speaker 0

是什么启发你选择这个时期的?

What inspired you to pick this period?

Speaker 0

还有,你对此做了哪些研究?

And, like, what kind of research have you done about it?

Speaker 1

是的

Yeah.

Speaker 1

我想说的是,就像我说的,我一直对这个很感兴趣

So I I'd say the kind of I've like I said, I've always been interested.

Speaker 1

有个很棒的播客我一直在听,现在应该听完所有集数了,大概200集,每集聚焦一起劫案外加劫案新闻,这个播客就叫《劫案播客》

There's a great podcast that I listen to, I think all of the episodes by now, like 200 episodes each focusing on one heist a piece plus heist news, which is individual, it's called heist podcast.

Speaker 1

你可以查查看。

You can look it up.

Speaker 1

然后我读了很多关于这类事件的书。

And then read a number of books about all this stuff.

Speaker 1

当你深入了解这些案例后,会发现电影往往过于强调劫案的独特性,比如‘这个计划有什么特别之处?’

And as you kind of see more of these things, know, I think movies are often so much about this kind of bespoke nature of the heist of like, oh, what makes this plan interesting?

Speaker 1

而现实中,其实有很多经过验证的老套路,模式会自然显现。

When in reality, there's a lot of just tried and true methods and there's a lot of just patterns emerge.

Speaker 1

就像警方有固定的调查方式一样,某些证据会更不利或相对无害。

The same way that the police like have a certain way that they investigate these things, so there's certain pieces of evidence that are going to be worse or not as bad.

Speaker 1

正如我所说,这些模式会自然形成。

They're, like I said, just these patterns emerge.

Speaker 1

说到年代背景,当初我们把项目带到工作室时,确实有人想走六七十年代风格,但我解释了为什么戴夫坚持选择八十年代末九十年代初——这有几个原因。

So speaking of the time period for a second, because this was a thing where when we brought it into the studio, there was certainly a number of people who felt like they wanted to do like the kind of the sixties, seventies vibe and I kind of I explained why Dave is always gonna say kind of late eighties, early nineties for a number of reasons.

Speaker 1

首先,那时现金经济虽仍存在,但已开始走向没落。

One, it was kind of the the cash economy was still alive but it was starting to sunset.

Speaker 1

所以在1985年之前,几乎所有重大劫案都是银行抢劫。

So you look at prior to like 1985, nearly every major heist was a bank job.

Speaker 1

因为当时流通的主要是现金,纸币泛滥。

It was all cash because there was so much just paper money floating around.

Speaker 1

之所以能逍遥法外,是因为现金不像其他物品那样容易追踪。

It was get away with because it's not as trackable as stealing certain other items.

Speaker 1

如果我们把时间线设定得太早,游戏中的各种任务就缺乏我想要的那种多样性。

So that didn't have the kind of diversity that I wanted to see in the different jobs in the game if we go back too early.

Speaker 1

那个时代发生的许多事件,使得人们盗窃的物品开始多样化。

And then a number of things kind of happened in that era that kind of were to diversify these things that people are stealing.

Speaker 1

因此在游戏中,除了现金之外还有六种可盗窃物品,比如那个时代兴起的消费电子产品。

So in the game, there are six different goods that can be stolen in addition to cash and things like, you know, the rise of consumer electronics was happening in that era.

Speaker 1

突然间这些东西变得更小巧便携,价格也更昂贵。

So all of a sudden these things were getting smaller and more portable and more expensive.

Speaker 1

比如梵高的《向日葵》失窃案。

You had Vince Van Gogh's Sunflowers.

Speaker 1

艺术品价格飙升,那是一场规模空前的拍卖会,具体几百万我记不清了,但那是人们第一次意识到,哦,艺术品能值这么多钱。

Art went at a huge, it was a massive auction, I forget exactly how many millions, but that was the first time that kind of a bunch of people's ears perked up to, Oh, art can be this valuable.

Speaker 1

我是说,以前你知道成交价也就几十万,但突然一幅画能卖到数百万美元,这确实引人注目。

I mean, you always know sales were hundreds of thousands before, but all of sudden millions of dollars for a single painting, that was notable.

Speaker 1

这也激发了人们的收藏欲望,推高了市场需求,引发了一系列连锁反应。

And it also made people want to collect them, which raised the demand, which did all of those different things.

Speaker 1

此外,这个时代还发生了钻石和黄金价格波动之类的事情,这些都很好,但主要还是电子产品、艺术品这些,以及现金的逐渐退出,迫使劫匪们不得不拓宽目标范围。

And then there's some stuff about like diamond and gold pricing that kind of went on in this era, and that's all well and good, but the main thing were kind of those electronics, the art, and then the cash kind of sunsetting and forcing people to diversify their targets.

Speaker 1

所以这很重要。

So that was important.

Speaker 1

从技术角度看,它也处在一个非常有趣的时期。

It also exists in a very interesting time technology wise.

Speaker 1

如今很多盗窃案都是网络黑客攻击,这些可没那么刺激。

Nowadays, there's so much, a lot of like heist are hacking jobs there, which are just not as exciting.

Speaker 1

它们缺乏电影感。

They're not as cinematic.

Speaker 1

我对这些不太理解。

I don't understand them as well.

Speaker 1

但老派的做法,我认为你看到了两波浪潮,可以说是抢劫的黄金时代,即八十年代末、九十年代初那段时间。

But the old school, I think you saw like two waves of like, I'll say the golden era of heist, which was that late eighties, early nineties time period.

Speaker 1

然后在2008年左右,尤其是在美国,出现了大量这类事件,你可以想象为什么在那个时期突然有人试图寻找补充收入的途径。

And then around 2008, there was a lot of them, which you can, especially in The US, which you can imagine why suddenly some people were trying to figure out ways to supplement their income around that era.

Speaker 1

不过确实,我觉得在九十年代初,当你听说这些大案时,感觉就很明显了。

But yeah, and I think that early nineties, it felt obvious when you hear a of these big ones.

Speaker 1

这种现象确实存在,并一直延续到了21世纪初。

It was and it did extend into the early two thousands.

Speaker 1

我还要说,看看那些最大的盗窃案,其中很多可以说在21世纪初达到了顶峰。

I'll say too, you look at some of the biggest heists, a lot of those, I'd say it peaked in the early two thousands.

Speaker 1

之后随着人们携带现金减少以及安防措施逐步完善,这类案件就逐渐减少了。

And then it kind of winnowed down as people started carrying less cash and security started to catch up.

Speaker 0

我之前对这些完全不了解。

I had no idea about any of that.

Speaker 0

这太有趣了。

That is fascinating.

Speaker 0

所以为准备这次节目我最喜欢的一件事,就是你给我们发了一份超棒的电影、书籍清单,让我们能通过这些作品进入‘劫案’的氛围。

So one of my favorite things that we've kind of done as prep for take is that you sent us this like really great list of films and books and, like, things that we could read to, like, get into the mood for take.

Speaker 0

那么对于正在收听并可能想获取推荐的朋友们,咱们先从电影开始吧。

So for, people who are listening and might want some recs, let's start with movies.

Speaker 0

你最喜欢的劫案题材电影有哪些?特别是那些能让人进入‘劫案’思维状态的?

What are your favorite heist movies, especially once they'll get you in, like, a take state of mind?

Speaker 1

好的。

Yeah.

Speaker 1

如果你不介意的话,让我调出清单,这样我们能看着同一份资料讨论。

Let me if you don't mind, let me pull up the list so that I we're looking at the same thing.

Speaker 1

我不

I don't

Speaker 0

需要

have to

Speaker 1

不太记得具体列了哪些。

remember exactly what landed on there.

Speaker 1

好的。

Alright.

Speaker 1

正在查看。

Scooping up.

Speaker 1

我们看到名单上第一个是《盗火线》。

And we see I mean, I know the first one on the list is Rafiki.

Speaker 1

《盗火线》这种电影在当今很难被拍出来,因为整个盗窃过程耗时实在太长了。

And Rafiki is something that like it is not the kind of movie that you'd expect to be made today because of how long it takes during the heist.

Speaker 1

《盗火线》有个著名的场景——大概有20到30分钟几乎完全静默,只有他们从天花板潜入和钻开保险柜的声音。

Rafiki has an infamous, I think it's either twenty or thirty minutes, completely silent, not completely silent, but the only sounds are the sounds of them coming through the ceiling and then drilling into the back of the safe.

Speaker 1

从前期踩点到这个场景,整个过程展现出的周密性,再次证明了这类工作需要多么惊人的专注力——特别是那些需要精心策划的盗窃案,而非简单的持枪抢劫。

And between that and then earlier on kind of casing the job, it is just so methodical and it shows again how genuinely like impressively focused these jobs can be, especially when you're looking at things that aren't, know, stick them up jobs or robberies.

Speaker 1

当有人需要潜入一栋建筑时,这种事情确实需要时间。

When someone needs to like get in through a building, this thing takes time.

Speaker 1

我是说,很多著名的盗窃案,这些人要在金库里待上几小时甚至几天,钻开保险箱之类的东西。

Mean, a lot of famous sites, I mean, these people are spending, hours, if not days, inside the vaults, drilling out the safety deposit boxes and stuff like that.

Speaker 1

而《雷菲比》是少数几部我认为真正捕捉到那种专注度和紧张感的电影之一。

And Refibi is one of the only movies that actually, I think, captures that amount of focus and intensity.

Speaker 1

而且它年代非常久远。

For and it's also it's very old.

Speaker 1

这部1955年的电影在网上几乎找不到资源。

It's impossible to find online from 1955.

Speaker 1

我之所以看过,是因为在巴诺书店找到了标准收藏版的碟片。

I only have seen it because I found the Criterion copy at Barnes and Noble.

Speaker 1

所以它确实很难找。

So it's it's like it's difficult to find.

Speaker 1

据我所知,它并没有上线任何流媒体平台。

It's not really in streaming as far as I'm aware.

Speaker 1

对了,你看过...我好像还没借那张DVD给你吧?

And then have you seen have I I don't think I've borrowed the DVD yet.

Speaker 0

没有。

No.

Speaker 0

这其实在我们的待办事项清单上,作为一项工作活动需要完成的事情。

It's that's actually on our list of, like, things that we need to do as a work activity.

Speaker 1

所以是的。

So Yes.

Speaker 1

对。

Yeah.

Speaker 1

很好。

Good.

Speaker 1

值得一提的是,接下来我要提到的是《Rafiki》和我列出的另一部电影——库布里克的《杀手》。

And the nice thing about So also I'll mention Rafiki and the next one I put on the list which was the killing, the Kubrick one.

Speaker 1

这两部电影都受到海斯法典的限制,规定罪犯最终不能带着钱逃脱。你看就连原版的《十一罗汉》(抱歉剧透1960年代的《十一罗汉》),他们也没能带走钱。

Those are They were both falling under the Hays Code which stipulated that the criminals could not get away with the money the end of the which is, so you look at even like the original Ocean's 11, like, sorry, spoilers for the 1960s Ocean's 11, they also don't get away with the money.

Speaker 1

这是必须的,因为当时有道德规范的要求。

And that was required because it was like a morality segment.

Speaker 1

这是我们无法展现的,犯罪带来的痛苦。

It's what we can't show, crime pain.

Speaker 1

而《杀戮》著名的结局场景非常令人沮丧,所有计划都泡汤了,他们没能逃脱。

And the killing famously has a very frustrating end sequence where it all blows away on them and they don't get away.

Speaker 1

尽管你一直在为他们加油打气。

Even though like you are rooting for them.

Speaker 1

要知道,这不仅仅是类型片的一个元素。

Like, don't think that is just like a element of the genre.

Speaker 1

你希望犯罪能成功。

You're rooting for the success of the crime.

Speaker 1

这就是紧张感的来源。

That's where the tension comes from.

Speaker 1

所以这两部早期作品里犯罪没成功的情节总让人有点泄气,尽管我觉得电影的前半部分很棒。

So it's those two early ones where it doesn't really work out is always kind of like deflating a little bit, even though I think the first parts of the movie are great.

Speaker 1

绕开这个限制的是《黄金三镖客》系列的第二部《黄昏双镖客》,这是我清单上一个有点奇怪的补充。

The one that gets around this, which I was kind of a weird add to the list was For A Few Dollars More, which is the second of the Sir Chili Young, Man With No Name trilogy.

Speaker 1

这部影片虽然技术上仍属于西部片,但包含了许多劫案类型的元素——他们确实策划了一场抢劫,争夺一笔现金,但真正的掠夺物却是他人的性命。

And that one is, it has a lot of the elements of like the heist genre, even though it is technically what they're still There is a heist in it and there is like some cash that they are fighting over but the real heist is like other men's lives.

Speaker 1

这更像是他们获得的赏金,由于他们本身都是罪犯,这不算传统意义上的犯罪,所以最终他们得以逃脱。

It's like a bounty that they get and because it wasn't like a crime in the same way because they were all criminals, they do get away with it in the end.

Speaker 1

结局确实圆满收场。

Like it does work out well.

Speaker 1

奇怪的是没人把它当作劫案电影讨论,但它确实具备许多与该类型相关的元素,尽管故事背景不同。

So that one has like weirdly, no one talks about it as a heist movie, but it has a lot of these kind of elements that actually tie in with the genre, even if it's not in the same setting.

Speaker 1

这些算是比较经典的老片了。

So those are kind of like the main older ones.

Speaker 1

我还选了《热天午后》和《瓶装火箭》,特别想提《瓶装火箭》,这是韦斯·安德森的处女作,可能是最真实的劫案电影——你会看到那种低级笨拙的作案手法,比如他们试图抢劫书店收银台,后来又想去冷冻厂偷保险柜。

Know I also have Dog Day Afternoon and Bottle Rocket on there, and Bottle Rocket is the one that I want to call specifically, which is it is Wes Anderson's first movie and it is probably the most accurate heist movie for what you hear just like kind of the low level bumbling job, the way that they are trying to, like they're trying to rob the cash register from like a bookstore And then they're trying to get the safe of a like refrigeration plant.

Speaker 1

这类情节我在社会新闻里经常看到,尤其是那些劫案报道,比如某地遭窃时出的各种岔子,或是有人抢劫手机店却被自动门困住的视频。这些可爱的小失误正是《瓶装火箭》打动我的地方。

And these are like things that I hear all the time in like story, people, like especially in the heist news, like when you hear about this like a local interest piece of like, oh, a place got broken into the things went wrong, or you'll watch videos of like someone trying to rob a cell phone store and the doors shut down and they don't get out, these little kind of mistakes that are just kind of endearing in a way, and that is what Bottle Rocket kind of represents to me.

Speaker 1

此外我还选了一批后期拍摄的佳作。

And then I have a whole suite of like kind of later movies that I think are really good.

Speaker 1

我想特别列举的是《幸运罗根》,这是另一部喜剧风格的劫案电影,但它非常注重过程,就像许多劫案电影最终会变成角色研究片那样——这很好,我也喜欢。

The only one that I will like enumerate on, I think is Logan Lucky, which is another comedy one, but it is so process focused in the way that a lot of heist movies end up becoming like character pieces later on, which is fine and that's good.

Speaker 1

我确实喜欢这类电影,但要说到让我进入那种思维状态,关键在于‘我们得先做这个,再做那个,这个出错了,那个也出问题了’的过程。

Like, I like movies like that, but in terms of like what is getting me in the Tate state of mind, it is the process of we gotta do this, then we gotta do this, we gotta do this went wrong, this went wrong.

Speaker 1

我们该如何绕过这些障碍?

How do we circumnavigate that?

Speaker 1

所以当我真正需要激发创作灵感时,我就会重温这部电影,因为它既娱乐性十足,又充满乐趣。

So yeah, that's the one that I like if I'm really feeling, if I need to like kickstart the creative juices, that's the one that I'll go back and watch because it's so entertaining and it's so, yeah, just so much fun.

Speaker 0

好的。

Alright.

Speaker 0

不仅这些推荐很棒,听你谈论它们还让我产生了更多问题,

So not only these great recommendations, but hearing you talk about them leads me to more questions,

Speaker 1

当然,这是

which is, of course, a

Speaker 0

真正的游戏。

true game.

Speaker 0

游戏对我来说永远如此。

Game for me always.

Speaker 0

所以首先我想谈谈的是,因为我们之前确实提到过这个游戏的早期线索,那就是《Tate》里没有枪。

So the first thing I wanna just talk about, because we did talk about it kind of in, like, early hints about this game, is there are no guns in Tate.

Speaker 1

是的。

Yes.

Speaker 0

而且也没有直接呈现的警察形象。

And there are no, like, directly represented police.

Speaker 0

虽然有调查环节,但地图上其实没有真正的警察,除了那些在你开车时显示热力追踪的警力。

There are investigations, but there aren't actually, like, cops on the map, really, other than, like, the ones that just kind of show heat coming on you as you drive.

Speaker 0

对。

Yeah.

Speaker 0

是什么促使你们做出这些特定设计决策的?

What drove those particular decisions

Speaker 1

没错。

Yeah.

Speaker 0

进入这款游戏时是怎么考虑的?

Going into this game?

Speaker 1

所以没有枪支的设计直接源于调研结果——基本上就是如果你真的在作案时开枪,就一定会被抓。

So the no guns thing was really a direct result of the research, which basically was if you actually pull the trigger on a job, you will get caught.

Speaker 1

这会极大提高风险级别,据我所知没有哪起造成人员死亡的大型劫案最终能逃脱法网。

It just raises the stakes of such a level that I don't think you can find a major heist where somebody was killed that did end up getting caught.

Speaker 1

所有完全逍遥法外的案例都是非暴力抢劫案。

All of the ones that like got away with it fully were non violent heists.

Speaker 1

所以关于表现手法这个想法,如果让某人持枪并能够使用它还能逍遥法外,这在某种程度上显得不太真实,于是这个设定就自然而然地被历史性地采用了。

So the idea of like representing, it just became a historical to represent the idea that if someone had a gun and was able to use it and then still get away with it, just didn't ring true in a way.

Speaker 1

因此除了考虑到可接受度外,这个设定很容易就被删减了。就像你之前提到的卢浮宫案件——无论是上周还是几天前发生的——之所以如此引人入胜,我认为正是因为它是非暴力的。

So that was like an easy cut in addition to it being palatable for like, and I don't like, don't, the Louvre, you know, as you referenced earlier, the Louvre job that just happened last week or a few days ago, whatever it was, was so compelling, I think, to so many people because it was nonviolent.

Speaker 1

没有人受到伤害。

Nobody got hurt.

Speaker 1

是的。

Yeah.

Speaker 1

这就是令人兴奋的地方,也是能赢得尊重的原因——即使你对王冠珠宝被盗之类的事感到愤怒,至少没人受伤。

And that's what like is exciting and that's what like gains, that's what allows you to not lose respect Even if you're mad about like the crown jewels being stolen and all of that stuff, at least nobody got hurt.

Speaker 1

我认为这其中确实有很多值得探讨的地方。

And I think that there's actually a lot to be said about that.

Speaker 1

幸运的是,我既有历史依据可以依托,又能从中获益。

So I luckily have the historical part to like fall back on, but I also have the benefit of it.

Speaker 1

比如,我不清楚有多少人真的希望在理想化场景中使用武器。

Like, okay, I don't know how many people actually want to be kind of utilizing weaponry in their idealized.

Speaker 1

而关于警察的设定则是个视角选择问题。

And then the cops thing was a point of view choice.

Speaker 1

我们是从罪犯的视角来讲述这个故事的。

It was, we're telling the story from the point of view of the criminals.

Speaker 1

你根本无从知晓警方在任何时间点的行动。

You just simply don't know what the police are doing at any given time.

Speaker 1

你也不知道他们是如何展开调查的。

You don't know how they're investigating.

Speaker 1

我们在电影里看到镜头切换时是这样,但在现实生活中,你只能怀着偏执坐在公寓里,等着看警察是否会在外面出现。

We see that in movies when it cuts away, but you don't, in real life, all you have is the paranoia of sitting at your apartment waiting to see if the cops show up outside of it.

Speaker 1

所以我也不想过于深入地展现警方那边的情况。

So I want to represent too deeply what was kind of going on on the police's side of things.

Speaker 1

当然,我从未想过让玩家扮演警方那一方。

And certainly I'd never wanted to have somebody playing on the police side of things.

Speaker 1

这款游戏的目标,你知道,最终变成了和朋友们坐下来一起策划一场抢劫。

The goal of the game, you know, eventually became sitting down with your friends to plan a heist together.

Speaker 1

如果让其中一个朋友试图阻止你们得手,那就没那么有趣了。

Having one of your friends trying to stop you from getting away with it wasn't, just wasn't as fun.

Speaker 1

如果我能用游戏系统本身来表现这一点,为什么还要安排角色扮演那个身份呢?

And if I could represent it with the game system itself, why cast would play in that role?

Speaker 0

有道理。

Makes sense.

Speaker 0

我们聊到这些电影时还想到其他事情,我觉得这非常有意思。

The other things come up as we were talking about these these movies, and I find this very charming.

Speaker 0

我们谈论的是对实施抢劫的人的兴奋感,或者说尊重。

We talk about excitement about, like, respect for the people doing the heist.

Speaker 0

你把一些小错误描述得很有魅力。

You describe some of the small mistakes as, like, charming.

Speaker 0

而且,我们讨论的是抢劫的乐趣。

And, like, we're talking about, like, the fun of heists.

Speaker 0

你知道吗?

You know?

Speaker 0

我是说,这些毕竟是犯罪行为。

I mean, they are crimes.

Speaker 0

你认为抢劫的什么特质让我们觉得如此引人入胜,以至于我们某种程度上希望有人能逍遥法外?

What is it that you think about heists that makes us find them so compelling in a sense where it's, we kinda hope somebody gets away with it.

Speaker 1

是的,我认为是因为欲望的对象非常明确且容易引起共鸣。

Yeah, I think it is because the object of desire is so obvious and relatable.

Speaker 1

你知道,如果你不想杀人,就不会对谋杀产生共鸣。

You know, you don't relate to a murder if you don't wanna kill someone.

Speaker 1

你明白我的意思吗?

You know what I mean?

Speaker 1

比如,你确实想要钱。

Like, and you do want money.

Speaker 1

所以我觉得每个人都能理解为什么有人想从银行偷钱。

So like I think everyone like understands why somebody would want to steal money from a bank.

Speaker 1

所以你会遇到一个有可理解动机的人,然后我认为这些工作需要投入大量努力这一点也很特别。

So you get someone who's like understandable motivation and then I think there is something about just the amount of effort that goes into these jobs.

Speaker 1

再说一次,没人会尊重那种直接冲进银行挥舞枪支吓唬人的家伙。

Again, like nobody nobody respects the person who just walks into a bank and starts waving the gun around and scares a bunch of people and stuff.

Speaker 1

而是当银行员工在长假后的周二早晨上班时,发现金库被悄无声息地闯入,只留下这些痕迹。

It's when the bank staff arrives on Tuesday morning after a long holiday weekend and finds the balsam broken into, And that's all that's left.

Speaker 1

这部分就会让人感觉,啊,真酷。

That's the part that's like, ah, cool.

Speaker 1

至少对我来说是这样。

At least to me.

Speaker 1

而且我认为其他人也这么想,因为我看到其他人谈论这件事的方式。

And I think to other people, because I see the way other people talk about it.

Speaker 1

是的,所以我认为这只是动机和投入努力的一种结合。

And yeah, so I think it's just a combination of motivation and kind of the effort that goes into it.

Speaker 1

我认为像抢劫和犯罪这类事,除了在媒体上有存在感,它们还有,我是说,很多这类事情都有文化背景支撑。

And I think like heist and crime, besides having like a media presence, they also have a, I mean, there's cultural backbone to a lot of these things.

Speaker 1

之前提到过约翰·迪林杰,他有个著名的举动就是在抢劫银行时会撕毁抵押记录,这样银行就搞不清谁欠了多少钱。

Talked about John Dillinger before, famously will tear up mortgage records when he would rob banks so that the bank couldn't tell who owed what money.

Speaker 1

这种行为让他成了某种民间英雄。

And that like kind of turned him into this kind of like folk hero.

Speaker 1

尤其是在那个年代,人们对银行并没有太多好感。

And it was especially, it was at the time too when people weren't that fond of banks.

Speaker 1

我觉得现在人们对银行或许多掌握大量财富的机构也没有太多好感。

I don't think people are that fond of banks or a lot of places that are, you know, holding on to a lot of wealth right now too.

Speaker 1

所以这里面有点罗宾汉式的意味,我想人们能理解这一点。

So there's a little bit of like Robin Hood aspect to it, I think, that people get.

Speaker 1

再说一遍,如果有人受伤,这些就都白搭了,所以,就像我说的,那些真正的大案往往没人受伤,因为他们知道那不会成功。

Again, a lot of that goes out the window if anyone gets hurt, which is why, I mean, but you look at, like I said, the really big jobs, often nobody does get hurt because they know that's not a path to success.

Speaker 1

是的,如果你对抢劫这个想法感到不安,请告诉我。

Yeah, I mean, if you feel, if your gut churns at the idea of a heist, please let me know.

Speaker 1

完全没有。

Not at all.

Speaker 1

试着把它抛到脑后。

Try to throw it out.

Speaker 1

对。

Yeah.

Speaker 1

因为

Mean, because

Speaker 0

这更像是一种让你觉得调皮的有趣感觉。

it's It's more of like a it it makes you feel naughty in a fun way.

Speaker 0

没错。

Yeah.

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Speaker 0

而且,它以一种与其他犯罪不同的方式引人遐想。

And like, it's it's evocative and different way from other crimes.

Speaker 1

是的,就像你必须为希望钻石设置安保措施一样。

Yes, secure like you have to put security around like the hope diamond.

Speaker 1

它就是一块闪闪发亮的大石头。

It's a big shiny rock.

Speaker 1

当然,人们会想偷走它。

Of course, people want to steal it.

Speaker 1

自然,你必须为它配备安保。

Of course, you have to put security around it.

Speaker 1

没人会对此感到愤怒。

Nobody is like mad about that.

Speaker 1

我从没听过博物馆说‘真希望我们不用保护这些’。

I don't know museums like, oh, I wish we didn't have to secure these.

Speaker 1

不,他们心知肚明。

Like, no, they get it.

Speaker 1

所以我认为这几乎是我们与生俱来的认知,而且令人兴奋。

So I think it's so like innate to our understanding and it's exciting.

Speaker 1

人们在日常生活中也喜欢侥幸逃脱惩罚。

Like people like getting away with things in their day to day life too.

Speaker 1

所以我觉得这只是对那种心理的一种略微放大的版本。

So I think it's just a accentuated version of that a little bit.

Speaker 0

为了补充说明,因为我们有很多听众也会收听这个播客。

And so just to to fill it out, because we've a lot of readers who listen this podcast too.

Speaker 0

如果你打算阅读关于抢劫案的书籍,有哪些最佳推荐?

If you're gonna go read about heists, what are what are the best reads?

Speaker 1

是的。

Yeah.

Speaker 1

在小说方面,我推荐查克·霍根的《盗贼王子》,后来因为改编电影而更名为《城中大盗》。

So on the fiction side, the one that I would recommend is prince of thieves by Chuck Hogan, which later got republished as the town because that was the movie that was made off of it.

Speaker 1

这本书,我认为,是一部写得非常出色的惊悚小说。

And that one, I think, was mean, it's like a really well written thriller book.

Speaker 1

书中有整章内容专门讲述如何踩点作案。

It has got entire chapters devoted to kind of the casing of the jobs.

Speaker 1

它包含不同的部分。

It's got different parts.

Speaker 1

书中描写了多起不同的抢劫案,正如我之前所说,重点在于展现多次作案。

It's got multiple different heights, which is always like important to me for, like I said, the take is about doing multiple heights.

Speaker 1

这不是一个单一的故事。

It's not about just a single story.

Speaker 1

正是这种重复作案的情节让你感受到职业罪犯的生活,《小镇风云》或者说《盗贼王子》就完美呈现了这一点。

It's that repetition that kind of gives you the feeling of being a career criminal, and the town or Prince of Thieves is kind of doing exactly that.

Speaker 1

至于非虚构类作品,我要推荐《大骗局》,这是一项人类学研究,分析了1910到1920年代骗子们使用的语言和手法,他们如何获取信任最终骗得巨款额——换算成今天相当于数十万美元。读起来简直像奇幻小说,难以置信这种事真的发生过。那个年代虽然有电报汇款,但没法用手机即时核实信息。

And then on the nonfiction side, I wanna highlight the Big Con, which was a anthropologist study of the language that con men in the 1910s and 1920s kind of used and the methodology they used to kind of get people to trust them and eventually give up the equivalent today of, I mean, hundreds of thousands of dollars people were losing to these cons, and it almost reads it reads like a fantasy, like I can't believe this ever happened, but like in this time, like post, they can like you can like wire money that existed at the time, but like you couldn't call on a cell phone to like verify things.

Speaker 1

他们作案的策划过程确实令人震撼。

So the it's just it's it's really intense, the kind of planning that went into their jobs.

Speaker 1

另外值得一提的是,这本书还揭示了两点重要内容。

It also, I say, does two things that were relevant.

Speaker 1

第一,它展示了这些是可重复使用的方法。

One, it shows that these were like repeatable methods.

Speaker 1

并不是,再次强调,这些并非临时起意的想法,比如‘这次我们试试这个怎么样?’

It wasn't, again, these bespoke ideas of like, oh, what if we did this this time?

Speaker 1

而是明确表示:‘不,这就是我们的作案手法。’

It was like, nope, this is the job.

Speaker 1

‘我们就是这么干的。’

This is how we do it.

Speaker 1

这套方法屡试不爽。

It works so often.

Speaker 1

后来它还被改编成电影,由罗伯特·雷德福主演。

And then it also got turned into a movie with Robert Redford.

Speaker 1

叫什么名字来着?

What was the name?

Speaker 1

你知道的,就是《骗中骗》。

You know the one, The Sting.

Speaker 1

《骗中骗》的灵感来源于VidCon大会。

The Sting was based off of the VidCon.

Speaker 1

不过确实,这是一本引人入胜的书,虽然不像抢劫金融机构的情节,但同样充满了周密的计划和大量谎言。

But yeah, no, it is a it's it's a fascinating, fascinating read and it like it it although it does not like stealing from an institution, it does have the same amount of planning and like the amount of lying.

Speaker 1

要知道,在真实的大型劫案中经常能看到这种情况。

I mean, you'll see a lot of times in real big heist.

Speaker 1

真正需要规避的往往是人为因素而非实体安防系统,而大型骗局的核心正是对人性的操控。

It is the human element that is what is being circumnavigated, not the not the physical security often, and the big con is, like, all about the human element.

Speaker 0

这太有意思了。

That's super interesting.

Speaker 0

这个话题其实可以聊上几天几夜,不过我想转换下方向——毕竟我们是同事,经常进行这类讨论。

We can talk about this forever actually, but I wanna pivot because we work together and we have these conversations together.

Speaker 0

当我们讨论主打游戏时,特别是随着我们即将迎来新任内部设计师(恭喜你),

You know, when we talk about leader games, especially as we kind of are moving into, like, an era where we have a new in house designer, congratulations.

Speaker 0

我们花了大量时间探讨什么样的游戏才能成为主打产品。

You know, we spend a lot of time talking about, like, what makes a game a leader game.

Speaker 1

是啊。

Yeah.

Speaker 0

那么,Take这款游戏对我们来说有什么特别之处呢?

So how what is it about Take that makes it special for us?

Speaker 0

我这是在让你自夸一下,因为你太谦虚了,Ted。

I'm asking you to talk yourself up because you're too humble, Ted.

Speaker 1

嗯。

Yeah.

Speaker 1

不。

No.

Speaker 1

我是说,我认为Take最初并不一定是一款典型的Leader Games风格游戏,但它被塑造成这样,并不是因为我非要通过Leader来发布,而是因为我们用来判断游戏是否可行的评估方法,现在成了我评判游戏的唯一标准。

I mean, I think the so Take from what I would consider originally, like, not necessarily a leader games game was molded that way not because I was so intent on like, I can only publish it through Leader, but because the kind of methods we use to determine whether a game's working or not is kind of the only way that I now know how to judge games.

Speaker 1

比如我玩的大部分游戏都是处于不同评审阶段的原型。

Like the vast majority of my plays are prototypes under review at various stages.

Speaker 1

所以我认为Take特别突出的地方在于玩家互动程度——显然我们这里讨论的是多人游戏部分,因为这部分确实是通过提案并进入绿灯系统的,而单人模式更像是出于我个人和你的一些想法。

So the I think the things that take specifically hits on are the level of player interaction which you know, obviously, we're talking about the multiplayer game here for a second because that's certainly, that's the part that was pitched and kind of went through the green light system and then, the solo mode on the side was kind of, you know, my personal desire, your desire.

Speaker 1

这一切都很棒,我们超级兴奋能让粉丝们看到这部分,但就目前而言,领袖游戏的核心在于那种玩家互动层级。

That's that's all good and we're like super excited to have the fans see that part but in terms of like right now, what makes the leader game, it was that level of play interaction.

Speaker 1

我认为游戏中有某种独特的机制——不是颠覆性的,但确实存在一些运作方式奇特的设计,比如它并非传统意义上的牌库构筑游戏。

I think it was the there's a certain kind of, I think, mechanical, not subversion, but there's unique, there are some things in the game that kind of work odd, you know, it is not using necessarily, you know, it's not like a deck building game.

Speaker 1

也不是板块放置类游戏。

It's not a tile laying game.

Speaker 1

游戏的很多机制悬浮在那种奇妙的桌面空间之上,如果玩家在游戏过程中不能交流,整个系统就会崩溃。

There's there's a lot of the game that's kind of floating in this like weird like above the table space in a way that like if you couldn't talk during intake, it wouldn't work.

Speaker 1

没错。

Right.

Speaker 1

这再次凸显了玩家互动的重要性,同时也展现了这些行动机制运作方式的独特性。

Which again pays off on the player interaction side, but also pays off on like actually how do these like actions work are a little different.

Speaker 1

另外,我们一直在讨论的涌现式叙事元素——

And then I, you know, the emergent narrative is something we are constantly talking about.

Speaker 1

游戏必须能够讲述故事。

It needed to be able to tell a story.

Speaker 1

很多时候,当我们讨论这些游戏时,关键在于你如何在不玩游戏时谈论它。

And a lot of times, as we talk about games that are here, it is about how do you talk about the game when you're not at the table?

Speaker 1

这是我和我们的社区经理Matt(也是Round Podcast的主持人)讨论过的话题之一——你可以用'播客测试'来检验游戏,即看能围绕这个游戏制作多少期节目。

And this is like one of the things I've talked about with Matt, our community manager and who hosts the Round Podcast, is that you can kind of send games through the podcast test, which is like how many episodes could be devoted to talking about this game.

Speaker 1

这个测试并不完美。

And that's not a perfect test.

Speaker 1

比如《Oath》就明显不太适合作为播客素材。

Like Oath famously like is not exactly like a good podcast material.

Speaker 1

它虽然是款宏大有趣的游戏,但很难长时间讨论而不陷入具体对局经历的描述。

It is like this big sprawling interesting game, but like it's kind of hard to talk about in a elongated way without just talking about your own plays of it.

Speaker 1

你很难讨论这类战略比较。

You can't really talk about these kinds of strategic comparatives.

Speaker 1

但就像上周Josh和Kyle在直播中谈论他们当天上午那局游戏时——

But like the way that you're able to like tell the stories, and I think the, when Josh and Kyle were on the stream last week and they were talking about kind of their play of take that we had done that morning.

Speaker 1

看到他们几小时后还记得那么多细节,恰恰证明了这款游戏不仅能创造瞬间,更能将这些瞬间串联成完整叙事:包括最初意图、意外转折和最终结局。

Seeing the number of details they remembered from the job hours later was so like I think it just proved to the point that like what the game is providing is these ability to create not just moments, but these kinds of strings of moments that become a narrative of exactly what the intent was, how it went wrong, what the ending was.

Speaker 1

是的,我觉得还有一点相关的内容。

Yeah, I think there was one more thing that I think is relevant.

Speaker 1

我正努力回想那是什么。

I'm trying to remember what it was.

Speaker 1

不确定是不是漏掉了第三点。

I don't know if I lost a third.

Speaker 0

没关系。

It's all good.

Speaker 0

不。

No.

Speaker 0

我就当那件事没发生过。

I'll just end it like that never happened.

Speaker 0

抱歉。

I'm sorry.

Speaker 0

你知道,另一件我觉得特别有意思的事是,我绝对会玩并享受多人游戏。

You know, the other thing I think is really interesting is, you know, I I I absolutely will play and enjoy multiplayer take.

Speaker 0

但你知道,我选择单干部分原因是不太喜欢主动推销自己,或者硬插一脚参与交易。

But, you know, I'm a soloist in part because I don't necessarily love having to put myself out there and, like, horn in on a deal.

Speaker 0

是啊。

Yeah.

Speaker 0

所以《Take》目前是一款非常自由的游戏,你需要主动决定何时介入某个情境。

So take is a very free form game, at least right now, where you have to, like, decide to insert yourself into a situation.

Speaker 1

嗯。

Yeah.

Speaker 0

那么你对此有什么总体设计理念上的看法?

So I guess what comments do you have about that in general as a design philosophy?

Speaker 0

另外游戏里内置了哪些机制,能帮助玩家在想要发言或参与时找到切入点?

And then what things are built into the game for people to look for to, like, help them latch in if they are looking for something to say or contribute?

Speaker 1

当然。

For sure.

Speaker 1

所以我觉得...嗯。

So I think the yeah.

Speaker 1

这个问题有两面性。

Two sides to that.

Speaker 1

第一,人们不得不强迫自己并为自己发声,这一点我一直认为,可以说是设计上的一个弱点。

One, that was the fact that people have to kind of force themselves and advocate for themselves, as well I always say, is I think arguably a weakness of the design.

Speaker 1

就像,这个要求虽然带来了很多好处,但不像许多谈判游戏那样——比如我会以唐人街为例,如果我需要洗衣店板块,我可以看着某人说‘你有洗衣店板块,我们来谈谈’。

It is like, it is a requirement that buys a lot of good stuff for it, but unlike, there's a lot of negotiation games, Chinatown is the one that I will like point to where if I have a need for, you know, a laundromat tile and I can look over at somebody and say like, you, you have laundromat tile, let's talk.

Speaker 1

而Tate在这方面就没那么明显。

And Tate doesn't have that as much.

Speaker 1

有些地方确实需要特定船员,你能看出来。

There are some places where like certain crew are needed and you can see that's there.

Speaker 1

但由于任务过于复杂,无论是战利品分配还是风险缓减都有多种方式,玩家必须主动说明自己的优势——因为处于领导规划位置的人面临的信息过载太严重,根本无法兼顾所有人。

But because the jobs are so complicated and there's so many different ways you can structure both loot allocation but also the way you go about kind of mitigating the risk, it becomes incumbent upon the players to explain why they would be good because the information overload for the person like in the leader planning position is so high that they just won't be able to loop in everybody.

Speaker 1

所以从机制上讲,我认为玩家能力可能是解决这个问题的最佳途径。

So that is something that mechanically I think is probably best addressed by the player powers.

Speaker 1

这是我们接下来要做的重点工作之一:梳理这些能力,因为你需要让玩家坐下后能识别出他们特别适合处理的某类任务或障碍,这至少能提示他们‘也许你该发言了’。

And this is like one of the next things we're gonna do is do a sweep of those because what you want for a player to sit down and be able to identify a type of job or obstacle that they are uniquely suited to overcoming and that will at least signal to them, hey, maybe you should speak up.

Speaker 1

如果有东西被偷而且涉及钻石,嘿,你或许应该站出来想办法参与其中。

If something is getting stolen and there are diamonds involved, hey, you should maybe speak up and try and find your way to get it on this.

Speaker 1

但就像我说的,这是必须付出的代价。

But yeah, think it's, like I said, it's a cost that is getting paid.

Speaker 1

当然,有些非常不习惯为自己争取的人可能会感到困难,除非有人关照他们。

And certainly some people who are really uncomfortable advocating for themselves might have a hard time unless they have someone kinda looking out for them.

Speaker 1

但正如我所说,我认为你因此获得的回报极其有趣——玩家们能共同掌握大量信息,即使单个人无法做到。

But like I said, what you earn for it, I think, is is immensely interesting with the amount of information that players will be able to collectively hold in their heads even if not, one person won't be able to.

Speaker 0

是啊。

Yeah.

Speaker 0

这也确实让每局游戏都截然不同。

It also does make every game deeply different.

Speaker 0

我得说,经常玩单人模式确实让我对棋盘状态的理解更深入了。

I will say that having played the solo a lot does help me understand the board state a lot better.

Speaker 1

确实如此。

For sure.

Speaker 1

是啊。

Yeah.

Speaker 1

不。

No.

Speaker 1

单人模式就像是中期速成班,因为在单人模式下,任务并不会变得简单。

The the solo is like the crash course in the mid because in solo, you don't have the jobs don't get easier in solo.

Speaker 1

并不存在一套专门为单人设计的轻松任务,比如'哦,这里有个小宝贝但你只需要照顾一小块地'。

There's not like there's not a set of solo jobs that are like, oh, here's a little baby but you only need to take care of one lot.

Speaker 1

不,所有任务都和多人模式一样,只是你获得了更多行动点来保护自己,这样你就能...而且你会逐渐意识到某些行动更重要。

No, it's it's all the same thing that you would collectively do but you're just given so many more actions to protect yourself from it that you can kind of And you kind of start to learn these actions are more important.

Speaker 1

这些就是我在多人游戏中的筹码,可以说'不,我要这样做,现在你需要我了,因为这才是真正决定我们能否成功脱身的关键'。

These are where I have leverage in the multiplayer game that I can say like, no, I will do this and now you need me because this is the thing that's actually gonna make the difference between us getting away with it or not getting away with it.

Speaker 0

对。

Yeah.

Speaker 0

所以最后就随便聊聊吧。

So just kind of like a loose chat at the end.

Speaker 0

其实,我确实想问。

For actually, I do wanna ask.

Speaker 0

这对我来说太有趣了。

This is so interesting to me.

Speaker 0

我很喜欢我们的工作环境,因为大楼一半是创意部门,另一半是运营部门。

So our I love where we work because, yes, like half the building is like the creative side and the other half is ops.

Speaker 0

而且我们这里的人真的都会玩各种游戏。

But we also are like people really play all the games.

Speaker 0

我们都有发言权。

We all kind of get a say.

Speaker 0

那么作为主要做运营的人,虽然你玩很多游戏并对我们的游戏有很多意见,转到我们这边来感觉如何?

So how does it feel for you as somebody who's mostly ops, although you play a lot and have a lot of input into our games?

Speaker 0

搬到我们这边的大楼来。

Moving over to our side of the building.

Speaker 1

哦,我之前说过这个。

Oh, so I've said this before.

Speaker 1

我绝对不想做你的工作。

I would never want to do your job.

Speaker 1

我永远不想成为一名全职开发者。

I would never want to be a full time developer.

Speaker 1

我想部分原因是,我不一定愿意做别人随便扔给我的游戏项目。

I think part of that is I wouldn't necessarily want to work on a game that anyone put in front of me.

Speaker 1

你知道,这就像一种自私的欲望,就是不想把爱好变成工作。

You know, and that's like a selfish desire of like, you know, not wanting to turn your hobby into work.

Speaker 1

现在它还能保持一种奇怪的爱好状态,尽管我对这个项目有特定的责任。

Right now, it can still exist as in kind of a weird hobby space, even though now I have like a responsibility to do certain stuff with this one.

Speaker 1

但开发是项艰苦的工作,每天结束时都让我头疼。

But development is hard work and it gives me a headache at the end of the day.

Speaker 1

我就是不愿意日复一日地做那种工作。

And it's, I just, I wouldn't wanna do that day in and day out.

Speaker 1

我热爱商业运营那方面的工作。

I love the business side of things.

Speaker 1

我对这方面很感兴趣。

I'm interested in it.

Speaker 1

它激励我去做一些运营规模的项目,虽然游戏很有趣,但它们永远不会以同样的方式真正完全激励我。

It animates me to kind of do operation size projects in a way that like games are fun, but they'll never truly fully animate me in that same way.

Speaker 1

所以我不认为,是的。

So I don't think that yeah.

Speaker 1

我很乐意尽可能多地参与其中,比如尼克是Take项目的首席开发人员。

I like, I'm I'm happy to involve myself as much as possible, like, Nick is the lead developer on Take.

Speaker 1

所以他正在组织一次游戏测试。

So he is, organizing a play test.

Speaker 1

他一直在晚上处理这些事情。

He's been doing the things in the evening.

Speaker 1

他基本上拥有最终决定权并负责修改内容,而我非常乐意看到这种权力分配。

He kinda gets final call and making changes for stuff, and I'm I'm more than happy to see that power.

Speaker 1

就像我说的,我大约一年半前就参与其中了。

Like I said, I sat in like a year and a half ago.

Speaker 1

乔什来拜访时,他们正在对《誓约》的所有新卡牌进行评审。

Josh came to visit and they were doing a card review of oath of all the new oath cards.

Speaker 1

是啊。

Yeah.

Speaker 1

我只是旁听了那次会议。

And I just sat in on that.

Speaker 1

我甚至都没发言。

I didn't even talk.

Speaker 1

我只是听着,到一天结束时已经精疲力尽了。

I just listened and I was wiped by the end of the day.

Speaker 1

我的意思是,因为那是两三个小时不停地讨论不同卡牌的能力、平衡性以及主题契合度之类的问题。

I mean, because it was two to three hours of just talking about different card powers and what's balanced and is that thematic enough and stuff.

Speaker 1

这确实是项累人的工作。

And it is it is exhausting work.

Speaker 1

而且,没错,我可不想主动揽这种活儿。

And, yeah, I would I would not wanna sign up to do that.

Speaker 1

是啊。

Yeah.

Speaker 0

看到我们开始有一些外部测试了,感觉如何?

How has it felt to see I guess we we started to have some outside play tests.

Speaker 0

那么,看到办公室外的人对你的游戏有什么反应,感觉怎么样?

So how has it felt to see responses to your game from people outside of our office?

Speaker 1

挺好的。

It's good.

Speaker 1

你知道,我还没亲眼见过——我是说,我之前在办公室外玩过旧版本,大概在你加入之前,但我还没亲眼见过对新内容的反应。

You know, I haven't seen any in person since I mean, I've I've played games outside the office back older versions, like, kind of before you get brought in, but I haven't seen any, like, in person reactions to the new stuff.

Speaker 1

尼克向我汇报过,总体反馈不错,不过可能还得再过几周我才能看到具体情况。

Nick has reported to me and generally said good things, but, yeah, it will probably be a few more weeks before I see kind of what that looks like.

Speaker 1

所以我还不知道会是什么感觉。

So I don't know how it will feel.

Speaker 1

当然,听到一切进展顺利,大家似乎都很喜欢,这感觉棒极了。

It's certainly been great to hear that things are going well, that people seem to be.

Speaker 1

你知道,我最大的担忧是玩家可能会觉得——我是说,游戏中有很多运气成分。

You know, there was, I guess, my biggest concern was that people would feel I mean, there's a lot of luck in the game.

Speaker 1

比如,我认为这是无法避免的。

Like, there's I think there's no way of navigating around that.

Speaker 1

可能运气就是其中之一。

There's just like, maybe luck is one of those.

Speaker 1

游戏中需要大量掷骰子,这对某些人可能会产生特定影响。

There's a lot of die rolling and that can hit certain people a certain way.

Speaker 1

所以进入这个阶段时,我总担心玩家是否能从掷骰子中获得叙事动力,还是只会觉得这完全靠运气,发生什么都无所谓。

So I guess the fear of going into that was always would people feel like they were getting the narrative momentum out of all of the die rolling, or would they just feel like it was a crapshoot and, you know, whatever was happening.

Speaker 1

但到目前为止,我觉得这些担忧是多余的。

And thus far, I think those fears were unfounded.

Speaker 1

玩家似乎能理解游戏的机制。

People seem to be understanding what the game is doing.

Speaker 1

它似乎能让玩家在乎胜利,但又不至于在最后因为输赢而耿耿于怀。

How it seems to be navigating people caring about victory, but not so much that they get salty about it at the end.

Speaker 1

通常到了游戏快结束时,他们会想看到结局,但不会因为游戏剥夺了胜利而生气。

That usually by the time the end rolls around, they're like, they wanna see the ending, but they're not like mad at the game for taking it away from them.

Speaker 1

没错。

Right.

Speaker 1

因为那只是他们故事的一部分。

Because that was just part of their story.

Speaker 1

我认为这是需要把握的重要平衡点,目前看来游戏做得不错。

And I think that's an important needle to thread and it seems like thus far it's been doing that.

Speaker 0

太棒了。

Excellent.

Speaker 0

虽然现在说可能为时过早,但自从我开始设计游戏后,就有点停不下来了。

And then, you know, it might be too early to say, although once I started designing games, it's like, haven't been able to stop.

Speaker 0

你觉得你还有精力再做一款游戏吗?

Do you feel like you've got another game in you?

Speaker 1

我想我还会继续开发其他项目。

I think I think there will be other things I'll work on.

Speaker 1

我偶尔琢磨的那些想法并不一定适合作为领导类游戏,但我没理由停止对各种事物的探索。

I don't the ideas that I kind of mull over once in a while aren't necessarily like leader games fits, but I don't see any reason why I would stop kind of poking around on stuff.

Speaker 1

我认为任何认真玩游戏的人,脑子里至少都会有一两个想法在打转。

I think anyone who plays games seriously probably has at least one or two ideas kind of like kicking around in their head.

Speaker 1

桌游领域还很年轻,你知道的,丽莎·妮可·梅吉(Lisa Nicole Mage)就是个例子。

And board gaming, know, Lisa Nicole Mage is very young.

Speaker 1

还有很多主题尚未被探索。

There's a lot of themes that aren't been explored.

Speaker 1

当然也还有未被发掘的游戏机制。

There's certainly mechanics that can still be uncovered.

Speaker 1

所以,是的,我想我会继续捣鼓这些东西。

So, yeah, I think I'll continue to poke at things.

Speaker 1

但就像我说的,关于开发周期的问题,我肯定没打算成为一年推出一款游戏的设计师——虽然我对能做到这点的人充满敬意,那看起来很有趣。

But like I said, with the development answer, you know, certainly I'm not looking at becoming a one title a year game designer, which is, you know, anyone who has all the respect to you, that's it seems like fun.

Speaker 1

我做不到。

I couldn't do it.

Speaker 1

所以我想,如果几年后我又有另一个项目,觉得它有必要存在,那可能会是我要追求的东西。

So I think the you know, if in a couple years I have another project that I'm, like, feeling like needs to exist, then maybe something that I will pursue.

Speaker 1

但在此之前,我会随兴趣所至,顺其自然。

But, you know, until then, I'll just kind of, like, follow the interest as it as it arrives.

Speaker 0

太棒了。

Fantastic.

Speaker 0

好的。

Okay.

Speaker 0

我通常会在采访快结束时问些轻松的问题,但这次要针对你调整一下,因为你是办公室里另一个喜欢单人游戏的。

So I usually ask softy questions, like, towards the end of these interviews, but I'm gonna target yours a little bit because, like, you're the only other person in the office who likes solo gaming.

Speaker 0

这真是孤独的时刻啊,老兄。

It's a lonely time, man.

Speaker 0

我想这就是我的宿命吧。

I guess it's my destiny.

Speaker 0

你最近在玩哪些喜欢的单人游戏呢?

But what are some solo games that you have been enjoying?

Speaker 1

最近玩得很开心。

Been enjoying.

Speaker 1

最近我玩了几局《魔法王国》,不知道你有没有在房间里听我们聊过,这是197年阿瓦隆山公司出的冒险游戏。

So I think recently, I was just playing a handful of games of Magic Realm, which I don't know if you've been in the room and we've talked about, but 1979 Avalon Hill adventure game.

Speaker 1

没有。

No.

Speaker 1

它简直太棒了。

It is incredible.

Speaker 1

但由于制作和规则问题,这游戏几乎没法玩。

It is nearly unplayable because of the production and the rules.

Speaker 1

所以我学习玩这个游戏时,基本上得自己用Word文档重写规则,现在都拿这个当游戏参考手册。

So like I learning to play the game, I had to basically rewrite the rules in my own Word doc that I now use as the reference for playing the game.

Speaker 1

但这是款在D&D出版前就制作的奇幻冒险游戏。

But it is it was a fantasy adventure game that was made prior to D and D being published.

Speaker 1

所以它有各种...它试图模仿奇幻文学,而不是像之后所有奇幻冒险游戏那样模仿D&D。

So it has, like, all of these different it is trying to emulate fantasy literature, not trying to do D and D like every other fantasy adventure game has done since then.

Speaker 1

所以这非常有趣,而且它也是那种玩法几乎完全相同的游戏之一。

So that's been a blast, and it's another one of those that plays almost identical too.

Speaker 1

显然,你可以与其他玩家对战,如果他们也在场,还可以一起冒险,但它完全值得单人游玩。

There's obviously, like, you can fight other players and you can go on adventures with them if they're there, but it fully worth one player.

Speaker 1

好的。

Okay.

Speaker 1

然后让我看看。

And then let's see here.

Speaker 1

我一直想把《精灵岛》重新摆上桌面,但至今还没下定决心真正拿出来布置好。

I've been wanting to get Spirit Island back to the table, and I have yet to pull the trigger on actually getting it out and setting it up.

Speaker 1

我不知道是什么在阻碍我这么做。

I don't know what's been hold holding me back there.

Speaker 1

《精灵岛》曾经是我最喜欢的游戏。

Used Spirit Island used to be my favorite game of all time.

Speaker 1

我想可能是某个时候被太多内容淹没了。

And I think I got buried in content, I think, at some point.

Speaker 1

我觉得《锯齿地球》刚推出时我玩了很多次,但里面庞大的内容量反而限制了我继续探索的欲望,就像面对一座难以翻越的高山。

I think Jagged Earth, which I played a bunch when it came out, I think it kind of narrowed narrowed my like ability to get it out and like explore all the stuff because of just the mountain that was in there.

Speaker 1

当然,还有季节性的《最终女孩》。

And then of course, seasonally Final Girl.

Speaker 1

我是《最终女孩》的忠实粉丝,周一应该就能收到最新套装了。

I've I am a big fan of Final Girl and I'm just should be on Monday getting the newest set in.

Speaker 1

就是那种万圣节南瓜头和诅咒主题的套装。

You kind of like Halloween Pumpkin Head and Sweared set.

Speaker 1

真的很期待这个。

So really looking forward to that.

Speaker 1

这款游戏再次印证了叙事优先的设计理念。

That's a game where, like, again, it is so narrative first.

Speaker 1

即使你很快死亡或结局不公平,这些都会成为生成故事的一部分。

Like, if you die quickly or you die unfairly at the end, it is all just kind of part of the of the the story that gets generated out of it.

Speaker 1

我经常和妻子一起玩这个游戏。

And I I'll play that with my wife a lot.

Speaker 1

我们会轮流做决定,或者基本上就是我来掷骰子,她来做决策。

We'll kind of like, we'll take turns making decisions or we'll just kind of, you know, I'll roll the dice and she'll make the decisions.

Speaker 1

然后,当事情不顺时,就可以怪到一个人头上。

And then it's, you know, it's one person's fault when something feels bad.

Speaker 1

不过,我想这就是过去四周左右我一直在做的事情。

But, yeah, I've I think that's been over the last, like, four weeks about about what I've been doing.

Speaker 0

不错。

Nice.

Speaker 0

我其实也同意《Final Girl》很棒,尤其是那种孤独共处的感觉。

I actually have to agree about final girl being great, like, alone together.

Speaker 0

我觉得《Take》在这方面也很有潜力。

I think take has a lot of potential in that direction as well.

Speaker 0

比如,你不能把它们放在盒子上。

Like, you can't put them on the box.

Speaker 0

但是

But

Speaker 1

另外,《Final Girl》的Van Rider确实在未来的游戏盒子上标注了1+的玩家数量。

Also, final girl has Van Rider did put one plus on final girl boxes going forward.

Speaker 0

好的。

Okay.

Speaker 0

那我看看。

So I'll take a look.

Speaker 0

我们会标注1+到3-5人。

We'll put one plus three to five.

Speaker 1

是的。

Yeah.

Speaker 1

我知道。

I know.

Speaker 1

我...是的。

I yeah.

Speaker 1

双人模式,没错。

The two player yep.

Speaker 1

我知道。

I know.

Speaker 1

我,我只是想快速提一下这件事,因为它已经出现了,而且还会继续出现。

I I just wanna mention on that real quick because it it is it has come up already, and it will continue to come up.

Speaker 1

是的。

Yeah.

Speaker 1

那种三到五人的奇怪组合。

The oddity of of one kind of three to five.

Speaker 1

双人模式,我尝试过合作型的双人变体,结果把游戏的所有紧张感都抽走了。

Two player, I tried I tried a cooperative two player variant and it sucks all the tension out of the game.

Speaker 1

难以置信的是,游戏的紧张感就这样消失了,因为你问他们,你能帮我处理这些锁吗?

It is unbelievable how the tension has gone from the game because you ask them, can you, you know, handle these locks for me?

Speaker 1

对方就会说,好的。

And the person goes, yeah.

Speaker 1

他们从不拒绝。

They never push back.

Speaker 1

所以,双人合作模式几乎行不通,除非你们明确分工——我看过《尼莫战争》的评测,

So, like, two player cooperative like nearly doesn't work unless you were to specifically divide the responsibilities at which point, you know, I've seen the Nemos War reviews.

Speaker 1

人们都说这就像把单人游戏硬拆成两部分。后来我尝试了类似《螳螂瀑布》的双人模式,

People are like, this is just one player divided into And then I tried a two player, like, Mantis Falls style.

Speaker 1

你根本不知道对方是否在和你合作。

You don't know if you're working together or not.

Speaker 1

但同样,一旦你们开始玩,尽管不确定对方意图,游戏的紧张感还是会被削弱,因为你们在那样做。

But again, as soon as you've as soon as you were, the tension was even though you didn't know, the tension was still sucked on to the game because you're doing that.

Speaker 1

而双人对抗模式则存在零和博弈的问题,

There's and then two player competitive is just like has the zero sum problem.

Speaker 1

就是...没错。

It's just Yeah.

Speaker 1

就是很别扭。

It's just odd.

Speaker 1

所以,如果能...‘1+3到5人’这种写法可能太奇怪,不适合印在盒子上。

So, yeah, if we could one plus kind of three to five is probably too weird to put on the box.

Speaker 1

所以这只能存在于B2、B3这样的讨论帖里了。

So that will just have to, like, live live on the b two three threads.

Speaker 1

但确实,我觉得双人模式有很多奇怪的地方。

But, yeah, I think two players just it has so many weird aspects about it.

Speaker 1

不过作为'孤独共处'的形式,我认为它绝对是个不错的选择。

But it as alone together, I think it is absolutely a good candidate for that.

Speaker 0

嗯。

Yeah.

Speaker 0

我觉得这个评价非常中肯。

I think that's that's very fair.

Speaker 0

最后我有个常规问题要问,虽然对你我真不知道答案——我常问别人:如果有人想关注你的作品,在哪里能找到你?

And then my final question that I always ask, although for you, I really don't know the answer to I often ask people, oh, if somebody wants to follow your work, where do you like to be found?

Speaker 0

你有用社交媒体吗?

Are you on social media at all?

Speaker 1

我不喜欢被人找到。

I don't like to be found.

Speaker 1

别来找我。

Don't look for me.

Speaker 1

不。

No.

Speaker 1

我喜欢这样,人们可以...我最终会开始在Discord的技术频道里冒泡聊天。

I like, people can I'll, like, I'll eventually start poking my head in the Discord for the tech channels talking there.

Speaker 1

我有一个BTG账号,等那些功能上线后我可以在那里回复。

I have a BTG account, so I can respond there once those get started up.

Speaker 1

我的邮箱tadleadergames.com是开放的。

My email, tadleadergames dot com, is, like, open.

Speaker 1

我很乐意直接在那里或通过客服接收问题。

I'm happy to receive questions directly there or through support.

Speaker 1

他们可以直接转交给我。

They can just pass it on to me.

Speaker 1

但我不玩社交媒体,因为我不想。

But no, I don't do the social media thing because I don't want to.

Speaker 0

说实话,这样对你的心灵可能更好。

Honestly, that's probably better for your soul.

Speaker 1

这正是我所希望的。

That's what I'm hoping.

Speaker 0

不过我——各位听众可能已经发现了——是个重度网瘾患者,在任何平台都能找到我。

I I, however, everyone out there, am terminally online if you haven't figured that out, and I can be found anywhere.

Speaker 0

这比玩纸牌游戏还上瘾。

It's beyond solitaire.

Speaker 0

泰德,非常感谢你参加节目。

Ted, thank you so much for coming on.

Speaker 0

这太棒了。

This is a blast.

Speaker 0

我真的很喜欢以这种方式和你交流。

I've really enjoyed getting to, like, talk to you this way.

Speaker 1

是啊。

Yeah.

Speaker 1

感谢邀请我参加。

Thank you for having me.

Speaker 0

好的,各位。

Alright, everybody.

Speaker 0

《Take》即将登陆Kickstarter平台,预计一月份上线。

This is a Take is coming to Kickstarter and I think we're hoping for January.

Speaker 1

没错。

Yep.

Speaker 0

我们还没有确定具体日期,但预计是在一月份。

I, we don't have an exact date, but expect January.

Speaker 0

大家应该看看电影读读书,提前预热起来。

And y'all should be watching some movies and reading some books to get yourselves excited for it.

Speaker 0

因为我对这个强大的单人模式非常满意。

Cause I'm really happy with the robust solo mode.

Speaker 0

如果你想和朋友争论谁该当司机,这款游戏正适合你们。

And if you'd like to argue with your friends about who's gonna drive, this is the game for you.

Speaker 0

好的。

Alright.

Speaker 0

谢谢,泰德。

Thanks, Ted.

Speaker 0

那么各位观众,请记得点赞、订阅、评论、提问,最重要的是,祝游戏愉快。

And then everybody out there, please, like, subscribe, comment, ask questions, and most of all, happy gaming.

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