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大家好,欢迎收听桌游狂轰滥炸播客第353期。
Hello, and welcome to episode 353 of the board game barrage podcast.
我叫马克。
My name is Mark.
在这些圈子里,我也被称为绿色坦克,今天和我一起的是橙色坦克尼兰。
I am also known as the green tank around these parts, and I'm joined by Neilan the orange tank.
你好。
Hello.
你好。
Hello.
你好。
Hello.
你好。
Hello.
今天就到这里了。
And that is all for today.
这是一场双坦克操作。
This is a two tank operation.
不幸的是,我们没有凯伦的参与。
We are without Kellen, unfortunately.
但我们会继续进行下去,今天我们要讨论的是那些刚刚好的游戏。
But we are going to ride right along, and we're gonna be talking today about games that are just right.
有时候,你想要玩某种类型的游戏,无论是德式游戏还是合作游戏,某种特定类型的游戏。
So sometimes there's a type of game you wanna play, be it a Euro or a co op game, some specific type of game.
你知道自己想玩什么样的游戏,但有些游戏并不完全合适,而有些则完美无缺。
You know the type of game you want, but there are games that are not quite right, and they're games that are perfect.
今天,我们要讨论的是处于这个光谱两端的游戏。
And today, we're gonna be talking about games that fall on either side of the spectrum.
它们因为这样或那样的原因不够完美,而另一些游戏则恰好击中了我们的理想点,我们稍后会详细探讨这些游戏。
They're not quite right for one reason or the other, and then games that for us are the ones that hit right right in that sweet spot, and we're gonna be going over that later in the show.
在那之前,我们要先聊聊我们最近玩过的游戏。
Before we do that, we're gonna be talking about the games we've played.
我先来聊聊《兴衰》,这是我又一次玩《兴衰》的机会。
I'll start us off talking about Rise and Fall, another chance I had to play the game Rise and Fall.
然后尼兰会接着分享那款引发这个话题的游戏——《极速生存:竞速之王》。
And then Nilan will follow-up with the game that sort of brought this topic to mind, Joyride Survival of the Fastest.
我得首先承认,我对一款游戏的看法常常受到我玩得怎么样影响。
So I'll be the first to admit that my views on a game are often influenced by how well I do playing it.
我认为这种观点确实有一定道理。
I think there's some validity some validity to that.
我认为,如果我玩得特别好,通常意味着我已经相当熟练地内化了游戏试图传达的系统,能够把那些机制暂时搁置一旁,专注于真正地玩游戏本身——抛开所有规则,直击游戏的核心。
I think playing a game really well usually means, I think, that I've internalized the systems of what it's trying to get across in a fairly adept fashion, that I've been able to hopefully put whatever mechanisms they have in place kind of to the side and focus and succeed hopefully in actually playing the game itself, like setting aside all the rules and and getting to the heart of the game itself.
而且,正如我之前提到的,竞技性对我的游戏体验至关重要,它对我享受这个爱好来说意义重大。
And also given how important I've mentioned before, how important the actual competition of board games is to me, how important that is to my enjoyment of the hobby.
因此,我玩得不错,这本身自然会让我获得一个积极的体验,至少对我来说是这样。
The fact that I've done well naturally in and of itself is gonna lend itself to usually a positive experience on my end at least.
所以,如果我最近一次玩《兴衰》(由克里斯托夫·博利涅设计,Ludasalli或Ludicalli出版,我也不太确定该怎么发音)的结果能作为参考的话——那次我教了两个人玩,结果却被他们两人彻底击败——你可能会以为我对这款游戏的评价会一落千丈,尤其是我们上次在第320集深入讨论过这款游戏之后。
So if the results of my latest play of Rise and Fall, designed by Christophe Bollinje and published by Ludasalli or Ludicalli, I'm not really sure how to pronounce it, are any measure, a session where I taught the game to two people and then got thoroughly trounced by both of them, you'd expect my estimation of the game to have dropped like a stone, especially after we last talked about it in some depth back in episode three twenty where the entire BGB crew had played it together for the first time.
我那局赢得很轻松,如果你回听那一集,你会听到,即使我赢了,我仍然不确定自己对这款游戏的真实看法。
I won that session handily, and as you can hear in the episode if you listen back to that one, I still wasn't sure after that play, even though I'd won, I wasn't sure where I stood on the game.
让我们简单聊聊《Rise and Fall》这款游戏本身的机制。
So let's talk briefly about how Rise and Fall the game itself works.
你们会先共同构建一个由不同地形组成的相对较大的棋盘。
So you're gonna start by collectively building a relatively large board made up of different features.
地形包括水域、平原、森林、山脉和雪地。
So there's water, there's plains, there's forest, mountains, and snow.
从平原到森林,再到山脉,最后到雪地,你不仅在棋盘上的棋子高度上逐步上升,每个地形格子的得分也会随之增加。
Going from the plains to the forest, to the mountains, to the snow, you can rise both in literal elevation of the pieces on the board, but also how many points each hex of that land type is worth.
要计算游戏结束时一片平原区域的得分,你需要将该平原区域包含的格子数量相乘。
So to calculate how much a plains area is worth at the end of the game, you multiply how many hexes that plain section is made up of.
由于平原处于地图的底层,你需要将这个数字乘以一。
And because it's at the sort of base level of the map, you multiply that number by one.
而如果你上升到三层高,到达最顶端的积雪区域,就要将这些积雪区域的格子数量乘以四。
Whereas if you rise three levels up, you get to the very top, the snow capped regions, you'll multiply the number of these snow capped areas by four.
游戏结束时,你的大部分分数将来自对各个区域的控制,你每放置一个棋子,无论其类型如何,都算作一分,用于决定谁控制该区域。
At the end of the game, the bulk of your points are gonna come from the area control of each of these regions where each piece you have, regardless of the type of piece it is, is gonna be worth one in determining who controls that region.
我说无论类型,是因为在《兴衰》中你可以操作多种不同类型的棋子。
I say regardless of the type because there are quite a few different types of pieces you can manipulate in Rise and Fall.
你会有游牧民,它们基本上是你在棋盘上扩张并把单位转化为其他类型的主要引擎。
You'll have nomads, which are gonna kind of be your main engine in terms of spreading out along the board and converting those units into different types of units.
你会有城市、船只,还有登山单位,这些是少数能够真正穿越雪地区域的单位。
You'll have cities, you'll have ships, you'll have mountain climbing units that are the ones that are one of the few that can actually traverse the snowy sections of the board.
游戏的巧妙之处在于,只要你棋盘上还保留某种类型的单位——哪怕只有一个,或者全部都有——你就能在手中保留该单位的卡牌。
The twist of the game is that while you'll be converting from one type to another and back, if you have any units of a certain type on the board, be it a single type of that unit or all of them, all of them available, you're gonna have access to that unit's card in your hand.
一旦你完全失去了某种单位,比如你把所有该类型单位都转化成了其他类型,导致你手中没有该单位了,你就会立即失去手中唯一那张该单位的卡牌,并将其放入储备区。
The minute you have none, so sometimes you'll convert all of them out to another type and you'll find yourself with none of a unit, you immediately lose that only copy of the card from your hand to your reserve.
游戏的实际运作方式,也就是回合结构,是所有玩家在每轮开始时,从手中选择一张可用的卡牌/单位类型,面朝下选出,然后同时亮出,接着按顺序激活所有你所选卡牌对应的单位。
And the way the game actually works, the way that the the structure of the turns actually work, is that all players, to begin a round, are gonna select one of the available cards slash unit types from their hands, select them face down, and then reveal them all at once, and then take turns activating all the units of the card they've selected.
比如,如果我选择了城市卡,那么在我的回合,我会激活棋盘上所有城市单位,无论只有一个,还是我建造了很多,只要我打出这张城市卡,所有城市单位都会同时行动。
So if I've chosen my city card, for example, on my turn, I activate all my city units on the board, be it just the one or if I've built many, all of them will fire off when I play the single city card in that example.
然后,你选择的这张卡会从你的手牌或活跃使用区进入弃牌堆。
Then that card, whichever one you select, goes from your hand or from your active use to a discard pile.
在下一轮中,你会从手牌中打出另一种单位,直到所有卡牌都被打出,然后你就会重新补满手牌。
And then on the next turn, you'll play a different type of unit from your hand until you've played them all, and then you sort of refresh your hand.
这个游戏的计时机制是一个竞速要素:如果你是第一个将某种单位的所有棋子都部署到棋盘上的玩家,你就能获得该单位类型的奖杯。
The timer of this game is a racing aspect where you'll score a trophy of one of the types of units if you're the first player to get all of that unit type on the board.
所以,如果我比其他玩家更早地把所有船都部署出去,我就获得船类奖杯,游戏也就离结束更近一步——具体需要多少个奖杯取决于我们选择的游戏时长。
So if I get all my ships out before anyone else does, then I score the ship trophy and we're one step closer to end the game, the the number of steps depending on the length of game we've chosen.
通常情况下,需要集齐四个奖杯。
Usually, it's four trophies.
一旦有四种单位全部被部署到棋盘上,游戏就结束了。
So once four units have fully been played on the board, that will be the end of the game.
还有一个非常有趣的机制:每当有人获得我刚才提到的奖杯时,所有玩家都必须将一张手牌弃入衰退堆,失去对该卡的使用权,直到支付代价才能重新获得。
There's another very interesting aspect where whenever one of these trophies that I've just mentioned is scored, every player must discard one of their active cards into a decline pile, losing all access to it until they pay for the right to get it back.
比如说,有人获得了游牧民族的奖杯。
So so let's say someone scores a trophy, scores the nomad's trophy.
他们已经把所有的游牧单位都放在了棋盘上。
They've gotten all their nomads on the board.
每个人,包括我,都必须选择一张牌。
Everybody, including me, has to choose a card.
假设我选了我的城市牌,把它放进这个弃置堆,那么在本局游戏剩余时间内,我就不能再使用这张牌了,除非我支付足够的金币把它重新拿回手中。
So let's say I choose my city card, and I put that into, like, this decline pile that's now it's no longer available for me to play for the rest of the game until I pay enough coins to get it back into my hand.
这是一个很有趣的机制:你不仅在和别人竞争,而且每当有人率先完成某种单位的部署并赢得奖杯时,你都必须弃掉一张牌,失去对它的使用权,除非你存够了足够的钱把它买回来。
So it's interesting aspect where not only are you racing people, but whenever the race resolves, beating your favor or someone else's favor, you have to discard a card and lose access to it unless you've saved enough money to get it back.
这是游戏中一个独一无二的机制,我在其他地方从未见过。
So it's just a a unique aspect to the game that I hadn't seen anywhere else.
你们会持续进行这个过程,直到所有人共同集齐一定数量的奖杯。
You're gonna keep doing this until you've collectively scored to get a number of trophies.
除了在游戏中获得的少量分数外,你最终的大部分分数将取决于你棋盘上单位的总数,更重要的是,你在之前提到的区域控制方面的表现如何。
And then in addition to the relatively few points you'll score during the course of the game, you'll score the majority of the points at the end based on how many units you have in total on the board, and then more importantly, how well you've done in the area control aspect that I mentioned earlier.
说到之前提到的内容,回到我一开始说的,尽管我不太愿意承认,但我对一款游戏的当前感受,确实会受到我最近玩得怎么样影响。
Speaking of mentioning things earlier, getting back to how I started this, as much as I'm loath to admit, my current feelings again on a game can be quite influenced by how well I've done playing them recently.
而且,因为我被两个我教过这个游戏的新手彻底击败了,你可能会以为我对《兴衰》的好感下降了。
And again, because I got absolutely crushed by two rookies that I taught the game to, you might think that my feelings for rise and fall have fallen.
但恰恰相反,我的评价不仅没有下降,反而提升了。
But on the contrary, my opinion did nothing but rise and not fall.
在过去一年里,我很幸运地玩到了许多非常独特的新游戏。
I've been fortunate enough over the course of the year to play a number of really unique games.
我一直在寻找那些与众不同、有新意的游戏,并且在2025年有幸玩到了不少这样的作品。
I find myself looking for games that are unusual or offer something different and have been fortunate enough to play a number over the course of twenty twenty five.
我认为,《兴衰》是我至今仍在玩的最独特、最出色的游戏之一。
And Rise and Fall, I think, is among the most unique and the best that I continue to play.
它的玩法与我玩过的任何其他游戏都截然不同。
It plays unlike any other game that I have played.
它是一款4X游戏,而这个类型我认为很难把握得恰到好处。
It is a four x game, and that's a a genre that is, I think, quite hard to to hit quite right.
很多游戏要么战斗过于严苛,要么战斗完全显得无关紧要。
You can get a lot of games where the combat can be too punishing or the combat can feel not important at all.
有些游戏玩起来太漫长了。
You can get games that play way too long.
当你玩四X类游戏时,我认为这类游戏中存在很多障碍。
And when you come to a four x game, there are just a lot of stumbling blocks, I think, when it comes to four x sort of games.
也许我在提到《 Rise and Fall 》时用‘四X’这个词有点太宽泛了,但它确实给人一种四X的感觉。
And and, you know, maybe I'm using the term four x a little too too loosely when it comes to rise and fall, but it certainly feels like a forex.
感觉像是区域控制。
Feels like an area control.
也许‘区域控制’这个术语更准确,用来形容这种类似格斗游戏的类型。
Maybe area control is more accurate of a term to use sort of sort of fighting game.
我倾向于对‘四X’这个说法提出一点异议。
My inclination was to push back on forex a little bit.
是的。
Sure.
它有点像四X游戏。
Like, it's four x ish.
对吧?
Right?
就像,已经很接近了。
Like, it's close enough.
它确实让人感受到一款4X游戏的氛围。
Like, it it certainly evokes a four x game.
是的。
Yeah.
没有你可能在4X游戏中期待的那种科技树之类的东西。
There isn't, the tech tree or stuff, I guess, that you would might expect from from a four x.
确实有扩张机制。
There certainly is the expansion.
所以也许‘4X’这个词并不准确。
And so maybe four x isn't isn't the term.
但我觉得区域控制类游戏也存在同样的问题:战斗可能过于严苛,或显得毫无意义,或者持续时间太长,又或者根本感觉不到任何成果。
But area control games, I think, also fall under the same thing where fights can be too punitive or feel like they're meaningless, or they can run too long or just maybe just don't feel like they achieve anything.
我认为,就这些限定条件而言,《兴衰》表现得非常好。
I think in terms of just those qualifiers, Rise and Fall works wonderfully.
甚至根本没有真正的战斗系统。
There isn't even really a combat system.
有一种叫做神庙的单位,可以将周围的所有敌方单位转化为己方类型。
There is a type of unit called the temples that will convert any enemy unit around them to their own type.
这可能会感觉很强大,但不会过于极端。
And that can feel powerful but not super swingy.
而且它并不显得特别具有对抗性,因为当某人花费时间和资源建造这样的神庙单位时,他们实际上相当于说‘别来惹我’。
And it doesn't feel necessarily super confrontational because when somebody spends the time and resource to build one of these temple units, they sort of have like said hands off.
他们相当于公开宣告了自己的位置,而你则要自行承担绕行的风险。
They sort of like announce where they are and, you know, you sort of walk around them at your own peril.
你清楚自己将面对什么,所以不会感觉被突然袭击或遭遇了糟糕的骰子点数。
You sort of know what you're getting into, so it doesn't feel like you're caught out of surprise or you've had a bad dice roll.
这是一款没有骰子的游戏。
This is a game where there are no dice.
在这方面,游戏完全是确定性的。
It's completely deterministic in that respect.
你激活和使用单位的方式,以及你在放置这些单位时需要兼顾的策略——游戏的核心并不完全在于你始终关注的单位转化机制,比如哪些单位能转化成哪些,以及如何最有效地穿越地图、完成所有目标。
And just the way that you activate and use your units, the way that you're racing to put these units on the board while trying to keep in mind that the game hinges, not on this like necessarily this conversion that you're always concerned about, like what converts into what and what's my best way to sort of get across the board and and achieve all the things they're doing.
但同时,你必须清楚,你还需要转向确保在区域控制方面直接靠数量取胜。
But also, you really need to know that you need to transition to just like making sure that you win straight up on numbers in this area control aspect.
这款游戏虽然拥有诸多独特而引人入胜的元素,其规模和气势在桌面上展开时显得宏大而史诗,但实际玩起来却相当迅速。
And the game, for all the interesting aspects that it offers for as unique as it is and as epic and grand as it certainly feels when you have it on the table and you're you're playing it, plays relatively quickly.
游戏在两小时内就能结束,但在如此紧凑的时间内却提供了极为丰富的体验。
Like, the game wraps up in under two hours and there's a huge experience for as condensed as that time frame is.
我之前在最初讨论这款游戏时就提到过这一点,我认为这依然成立:这款游戏特别适合多次游玩,因为它太过独特,第一次玩时,你总觉得时间充裕、能做很多事,但转眼间却发现游戏已经接近尾声。
I mentioned this, like, back in the initial episode where we we talked about this, and I think it still holds true that this is a game that is especially aided by repeated plays just because it's so unique that I think that first play and the way that it goes from feeling like you have a lot of time to get things done to realizing the game is just about over.
由于游戏的胜负高度依赖区域控制得分,你可能会觉得自己表现得非常出色,但突然意识到自己在棋盘上根本没有得分。
And because it hinges so much on the area control scoring, you can find yourself feeling really good about how well you're doing and then realizing you've got no points in the board.
这种打击可能来得非常快。
That could hit you really quickly.
如果你不知道这一点正在发生,而在你前几局游戏中也察觉不到,那么你可能就无法像我预期的那样充分欣赏它。
And if you don't know that's happening, and you wouldn't know in your first couple games, then you may not appreciate it as much as I think you could.
所以,反复游玩绝对是必要的,但同时,正因为这款游戏既有趣又独特,我并不认为它很难教给别人,而且游戏时长也不算长,只是它的外观看起来非常有压迫感。
So definitely, repeated plays, but it also again lends itself to repeated plays because it is, for as interesting and different as it is, I don't think it's a super hard game to teach, and it's not super long, but it does it is very imposing looking.
它看起来,再次强调,非常宏伟、宏大,就像许多大型区域控制类游戏那样令人望而生畏。
It looks, again, very epic, very grand, very scary in the way that a lot of these, like, big area control games do.
但我真心建议那些正在寻找一款独特、不同寻常,但又非常有趣刺激的区域控制游戏的玩家,重新考虑一下《兴衰》这款游戏,或者如果你以前没考虑过,现在就试试看。
But I would I would just really encourage people for looking for like a unique, different, but really fun and exciting in my opinion area control game to give Rise and Fall another look or a look if you haven't considered it in the past.
这真是一款非常独特、引人入胜的游戏。
Just a really really interesting unique game.
我已经重复说过很多次了,但每当谈到这款游戏,我怎么强调都不为过。
I've repeated that a bunch, but I I can't really say it enough when it comes to this.
再次提醒,这款游戏是克里斯托夫·博利尼耶设计的《兴衰》,由Ludicalli Games发行。
Again, that is Rise and Fall by Christophe Bollinier and published by Ludicalli Games.
我觉得是l-u-d-i-c-a-l-l-y。
I think it's l u d I c a l l y.
那么这个该怎么发音呢?
So how do you pronounce that?
是的。
Yeah.
真的,真的非常喜欢。
Just really, really enjoyed it.
很棒的游戏。
Fantastic game.
我觉得,由于我自大约一年前玩过之后就没再玩过了,我目前对这个游戏的主要印象是,确实有一种说不上来的感觉。
I do think that, like, my prevailing memory of this having, you know, not played it since we played it initially, like, about a year ago at this point is there's definitely something kind of I don't know the right word is.
我会说它有点晦涩。
I'm gonna say obtuse.
我不确定‘晦涩’这个词是否完全准确地描述了这个游戏的节奏。
I'm not sure that that's exactly right about, the cadence of this game.
说它感觉不像你玩过的任何其他游戏,这种感觉确实像是一座需要跨越的小山,是的。
And to say that it doesn't quite feel like any other game you've played, and that kind of felt like a little bit of, like, a hill to get over that Yeah.
我觉得在我们玩的时候,我确实没有感受到这一点。
I feel like I didn't certainly during our games of it.
但绝对是其中一个我最——嗯,不是
But definitely one that I've most well, not
最,但绝对是自从那场初玩之后我就非常想再回去玩的游戏。
most, but certainly one that I've very heavily wanted to go back to ever since that first game.
我觉得‘晦涩’这个描述完全合适,而且我觉得这并不是贬义,因为这款游戏实在太独特了,自然会显得晦涩。
I think obtuse is a completely fine descriptor, and it doesn't feel like pejorative to me because it it is such a different game that it's gonna be naturally obtuse.
但它的晦涩源于它的独特性,而不是因为它——
But the obtuse nature of it comes from it being, I think, unique and not it being Yeah.
没错,正是这样。
That's exactly
是的。
it.
就规则而言,它显得很不透明。
In terms of, like like, opaque in terms of rules.
比如,哦,我想不起来这个了。
Like, oh, I can't remember how this Yeah.
有一点点需要理解单位之间如何转换,但我 honestly 但它是
There is a little bit of, like, getting your head around what units convert to what, but I I honestly But it's
没那么复杂。
not that complicated.
它并不
It it It is not
没那么复杂。
that complicated.
是的。
Yeah.
它只是感觉有点别扭,比如是的。
It it just felt like a little bit awkward to, like Yes.
同意。
Agree.
我觉得‘awkward’听起来可能有点贬义,但我的意思是,这个游戏的风格和我平时熟悉的、看起来类似的游戏不太契合我的思维习惯。
I I awkward's gonna sound like a pejorative, but I mean that in a kind of like a, this doesn't quite fit my brain in the way that I'm accustomed to games that look like this fitting my brain.
同意。
Agreed.
完全同意。
A 100% agreed.
百分之百同意。
A 100%
很好。
Cool.
接下来我要聊聊《Joyride:速度求生》,这款游戏由邓肯·马洛伊和皮特·沃德设计,据我所知,这几乎是他们首次推出的大作。
So I'm gonna be talking about Joyride survival of the fastest, and this is designed by Duncan Malloy and Pete Ward who this is basically, like, their first big game release as far as I could tell.
这款游戏由Rebellion公司发行。
This is also published by Rebellion.
这是一款赛车战斗类游戏。
This is a racing car combat game.
从根本上说,这是一款你需要从赛道起点出发,经过多个检查点,最终到达终点,并完成若干圈数,率先冲过终点线的玩家获胜的游戏。
It is at its heart a game where what you are trying to do is get from the beginning of the course to the end of the course through multiple checkpoints and do that for a number of laps, and whoever crosses the finish line first wins.
简单来说就是这么回事。
Kind of as simple as that.
当然,类似这样的游戏有很多。
There are obviously a lot of games like this.
我一直很喜欢传统的竞速游戏,自从我第一次玩《Robo Rally》这类游戏以来就一直如此。
I've I've liked a lot of traditional racing games, like, ever since the first time I sort of played Robo Rally and stuff like that.
这款游戏在某种程度上让我想起了那种风格。
And this does kind of remind me a little bit in that direction.
尽管地图会根据你所选择的赛道进行一定程度的定制,并且上面分布着若干检查点,
And as much as, you know, you have this map that's kind of sort of custom created depending on the specific track you're building, you have a number of checkpoints that are spread out across it.
但你必须依次触碰这些检查点,然后才能返回终点。
You have to touch those checkpoints in order then make your way back to the finish.
而最关键的是,它与传统竞速游戏截然不同的一点在于:只要你按顺序触碰检查点,几乎可以自由地在地图上任意导航。
And, crucially, what makes us feel quite different from other, like, more traditional racing games is you can kind of navigate the map almost however you want to as long as you are touching those checkpoints in order.
而这种设计在这款游戏中如此关键的原因是,通常通往这些检查点有多条路径。
And the reason that this feels like so vital in this game is typically there are multiple routes to those checkpoints.
所以你可能会绕行这条路线,尝试穿越这个缺口到达某个检查点,到达第一个检查点后做一个手刹漂移,原地转向,然后直奔第二个检查点,而不是绕着地图的拐角走,这赋予了游戏一种非常新颖的自由形式感——你并不是严格地沿着一条直线路径行驶。
So you might sort of veer around this path, you might sort of try to cut across this gap to get to one, you might get to checkpoint one, do a handbrake turn, spin around, and then beeline to checkpoint two instead of going around the corner of the map, which ends up giving it this very novel sort of free form feeling where you're not strictly just moving around a track in a straight path.
我不禁将它与我最近另一款钟爱的赛车游戏《Heat》做比较,在那款游戏中,你玩的是卡牌,围绕赛道移动,但你基本上只是沿着赛道直线前进,调整速度,尝试匹配弯道之类的操作。
I can't help but compare this to another recent favorite racing game of mine, heat, right, where what what you're doing is you're playing cards, you're moving around this track, but that you are very much just moving straight around the track, adjusting your speed, trying to match your corners, that sort of thing.
但因为《Joyride》拥有一个完整功能的六边形棋盘,你的赛车会四处蜿蜒穿梭。
But because Joyride has this, like, sort of full featured hex board, your cars, like, sort of swerving around the place.
它们有时会直线前进。
They're sort of going straight.
有些赛车彼此靠近。
Some them are near each other.
有些赛车则相距甚远。
Some of them are far from each other.
它们还会相互重叠。
They're overlapping.
你知道吧?
You know?
所以它们会互相碰撞,因为这个游戏的一个关键之处在于,它非常强烈地鼓励你挡在其他玩家的前面。
So they're they're bumping into each other because one of the crucial things about this game is it really, really encourages you getting in the way of other players.
你会撞到其他人。
You are bumping into people.
你会让那些车打转。
You're spinning those cars around.
你会把他们撞出赛道。
You're knocking them off track.
你会把他们撞到墙上。
You're smashing them into walls.
这几乎有种破坏者大赛的感觉,很多时候——这听起来可能很让人沮丧,但经常你会滑入另一辆车,导致对方原地转了整整一百八十度。
It's almost got this destruction derby feel to it to the point that very often, and this could be something that sounds really frustrating, but very often, you're sliding into another car to the point that they're spun around one eighty degrees.
你可能会想,好吧。
And you might think, like, okay.
如果我的车刚刚被撞得转到了相反方向,我该怎么恢复过来?
If I've just had my car spun in the opposite direction, how am I ever gonna recover from that?
但由于地图的布局方式,这可能会引导你走上另一条路线。
But because of the way that the map is laid out, that might just point you down another route you could take.
嘿。
Hey.
我不打算走我原本计划的路线了。
I'm not gonna go the route I thought I was taking.
现在我要绕过这个拐角。
Now I'm gonna nip around this corner.
我甚至可能赶在最初撞上我的那个玩家前面。
I might even be able to head off the player that ended up colliding with me in the first place.
所以这是一款制造混乱的游戏,但正是从这种混乱中,诞生了各种独特的机会,让你能做出聪明又酷炫的操作。
So it's a game that sort of creates chaos, but, like, out of that chaos comes these very unique opportunities to do clever and cool things.
我想简单聊聊这个游戏中的骰子机制,因为这确实是我觉得非常巧妙且新颖的一点。
I wanna talk very briefly about, like, how the dice mechanics in this work because it's actually one of those things that is quite I think quite clever and quite novel about this.
本质上,取决于你当前的档位,你的回合中就能使用相应数量的骰子。
At its heart, basically, depending on what gear you're in, that's how many dice you have access to on your turn.
所以如果我在三档,我的回合就有三颗骰子。
So if I'm in gear three, I have three dice on my turn.
这些骰子都放在我的仪表盘上。
Those dice are on my dashboard.
它们的点数和上一回合一样,这意味着我的速度大致保持了上一回合的水平。
They have the same value that they did on the previous turn, which means my speed is roughly what it was in the previous turn.
但一开始,我会选择是否锁定其中一些骰子,以及哪些骰子要重新投掷。
But initially, I choose whether I want to lock some of those dice and then which of those dice I want to roll.
你可以选择保留哪些骰子来维持第一段移动的速度,然后用剩下的骰子决定第二段移动的速度。
So you can kind of choose which dice to preserve for your speed for your first move and then the remainder of the dice you roll to determine your speed for your second move.
但关键的是,你只能在其中一段移动中转向。
But crucially, you can only, like, steer during one of those moves.
所以这就带来了一个想法,比如,好吧。
So there's this idea of, like, okay.
我觉得,如果我在撞上这面墙之前不转向,我就知道必须锁住这部分速度,但我还是会赌一把,去掷剩下的骰子。
I think that if I don't steer before I hit this wall, I know I have to lock this much speed, but I'm gonna take a gamble on rolling the other dice.
否则,我就得紧急转向避让。
Otherwise, I'm gonna have to, like, emergency steer out of the way.
所以这是一种非常巧妙的平衡,既有战术性的操作,又带点赌运气的成分,这赋予了游戏一种混乱又滑稽的氛围——你常常会朝着地图边缘冲去,心里告诉自己:好吧。
So it's this very clever balance of, like, kind of tactical play and push your luck a little bit, which lends at this kind of sort of chaotic silly feel where often you're, like, bearing towards the edge of the of the map, and you're telling yourself, like, okay.
我再往前移动一点。
I'm gonna move forward a little bit.
我来掷骰子吧,我怎么可能掷出六点呢?
I'm gonna roll the dice because I couldn't possibly roll a six.
对吧?
Right?
我肯定不会掷出六点撞上墙,结果你一掷,偏偏就是六点,直接撞上了墙。
There's no way I'm gonna roll a six and smash into the wall, and then you roll a six and smash into the wall.
这太棒了,也特别搞笑,因为你知道,最后你的车会受损,但这也给了你一个机会,让你能从看似不利的局面中努力翻盘。
And that's great, and that's funny because, like, you know, you end up, like, taking damage to your car, but it just gives you this chance to sort of, like, try to claw your way back from what feels like a disadvantage.
但我想说的是,与很多类似的游戏不同,我觉得这款游戏中的位置始终在不断变化。
But the other thing I wanna say is, like, unlike a lot of games like this, I felt like the positions on this game were constantly in motion.
那些觉得自己被淘汰了、落在队伍后面的人,其实经常在使出聪明的招数,重新冲到前面,反之亦然。
People that kinda felt they were out of it because they were at the back of the pack was sort of doing clever moves and coming back to the front and vice versa.
我从未在任何时刻感到自己真的被甩开了。
It never felt like I was ever out of it at any point.
它总是给人一种不断起伏、充满趣味的竞争感。
It just kinda felt constantly swingy and competitive in a fun way.
这种感觉并不让人觉得不公平、武断或随机,反而显得非常有创意和酷炫。
Not in a way that kind of felt like unfair or kind of arbitrary or random, like in a way that just felt really sort of creative and cool.
我真的很、很、很喜欢这款游戏。
I really, really, really love this.
我想借鉴一下我们朋友Tom的评测《Chat Up and Sit Down》中的一段话,他描述了这款游戏,而我之所以提到这一点,是因为他的描述正是本集主题的灵感来源。
There's a little bit I wanna steal from our friends, Tom's review, a chat up and sit Down, where he kinda described this game, and the reason I'm pointing this out at all is because it was kind of the inspiration for the topic for this episode.
他把这款游戏形容为《Thunder Road Vendetta》的荒诞感和《Heat》这类确定性策略游戏之间的完美中间点。
He described this game as the perfect sort of midpoint between the silliness of a Thunder Road Vendetta and the deterministic strategy of something like heat.
我完全同意这个评价。
And I I agree with that assessment completely.
它就像处于一个完美的中间地带,没那么荒诞。
It's like operating in this, like, perfect middle ground where it's just it's not quite as silly.
也不觉得那么……好吧。
It doesn't feel quite as like, okay.
你可以和任何人一起玩这个游戏。
You can just play this with anyone.
它不像《Heat》那样枯燥,你知道,如果你开局就陷入困境,通常就会一直落后。
It doesn't it doesn't feel quite as dry as heat does where kind of like, you know, if you get messed up early, you tend to be at the back of the pack for a lot of that game.
在我看来,它正处在这样一个不可思议的中间地带。
This is just for my money operating in this, like, incredible middle ground.
这并不是一款沉重的游戏。
This is not a heavy game.
这是一款极其易上手的游戏,但依然完美融合了荒诞、夸张的混乱乐趣与出色的战术玩法。
This is an incredibly accessible game, but it still feels like this great mix of like silly silly over the top chaos fun and good tactical gameplay.
我觉得这个游戏非常扎实。
I thought this was really really solid.
我觉得这个非常有趣。
I find this really fascinating.
我之前对这个其实不太了解。
I didn't I didn't really know much about this.
我喜欢这种自由形式的地图设计,只要按顺序完成目标就可以了。
I like the idea of like these sort of free form maps where as long as you hit the targets in order, you're you're good.
你提到过这些游戏竞争性很强,玩家会有这种感觉,这正是我最初的顾虑。
And you you've said that the games were really competitive where a player felt like because that was my first concern.
如果这个地图如此开放流畅,会不会出现一种情况:你感觉游戏早早结束了,玩家可能觉得他们进进出出,随时都能回来,诸如此类的情况?
Like, if this map is so free flowing, can you get in a situation where you feel like you're done really early on where you're saying people can feel like they're in and out and and can come back and all that kind
这种事吗?
of stuff?
当然。
Definitely.
而且,关键的是,由于地图的自由开放特性,即使你落在后面,也永远不会离领先者太远。
And and also because crucially, right, because of the free, firm nature of the map, even if you're, like, at the back, you're never that far away from the person who's in the lead.
所以你可以随时转移注意力,比如:嘿。
So you could just turn your attentions like, hey.
也许我不用非得盯着检查点。
Maybe I'm not gonna focus on the checkpoint.
我就直接撞一下这个人,让他转个圈,然后再去检查点,接着回来。
I'm just gonna knock this person, spin them around, then hit the checkpoint and come back.
你知道的。
You know?
这种设计本身就非常适合这种有趣的玩家小技巧。
Like, the it it lends itself to, like, fun little players like that.
所以我想象,车辆之间可能存在不对称性。
And so I'm imagining there may be asymmetry between the cars.
比如,你能得到一辆重型撞车,或者一辆速度很快的车吗?
Like, did can you get, like, a big bruiser car versus, like, a car that is fast?
或者是否存在某种情况,我也注意到有很多扩展内容。
Or is there something like I also noticed there's a number of expansions.
我不指望你玩过很多扩展内容,但根据你的描述,这个游戏似乎非常适合扩展,比如不同的地图、不同类型的小车。
I I don't expect that you've played a bunch of the expansions, but it seems and just by your description of it, seems ripe for expanding in a lot of different things, different maps, different types of cars.
但就不对称性而言,你的体验是怎样的?是的。
But in terms of asymmetry, what is your experience Yeah.
一直都在
Been with
吗?
that?
我还没玩过任何扩展内容。
I haven't touched any of the expansions.
我指的是,你玩过基础游戏。
I've been I mean, you played the base game.
基础游戏包含四种不同的卡牌,每种都代表不同的特殊能力组合。
So what the base game includes are, like, four different cards which are different combinations of special abilities.
顺便说一下,我其实还没用过那些特殊能力。
And for what it's worth, I actually haven't played with those special abilities yet.
我玩过的那几局游戏,大家用的都是相同的基础能力。
The the the couple of games I played were with just everyone having the same basic abilities.
所以基本上是
So basically
是的。
Yeah.
非不对称模式。
The non asymmetric mode.
但没错。
But yeah.
但在基础版盒子里,你有这四种非对称的玩家能力可供选择。
But but in the base box, you have these four asymmetric player powers, you know, available to you.
而且,你知道,另一点是,赛道之间其实并没有天壤之别。
And and, you know, the the other thing that it does is, you know, obviously, there's not like a world of difference between the tracks.
你实际上拥有一块双面棋盘,但通过构建检查点和在周围摆放障碍物的方式,为赛道的体验带来了极大的多样性。
You effectively have, like, one double sided board, but the way that you construct the checkpoints and place obstacles around it is what lends, like, a huge amount of variety to the way that the tracks feel.
所以,我不太会把它看作是,嘿,
So, like, it's I wouldn't think of it in the same way as, like, hey.
这里有大量可用的赛道,但棋盘的排列方式如此多样,足以让整个空间感觉完全不一样。
Here is this wealth of tracks available, but there are so many different arrangements of the board that could just make it feel like a completely different space.
正如你所说,这一点在没有任何扩展包的情况下也能实现,没错。
And that is, like you said, to your point, without any expansions, which Right.
有非常多的可能性。
There are a ton.
这个游戏在两人玩时表现如何?
And how well would this game do at two players?
我觉得竞速类游戏通常需要三名或以上玩家,尤其是这种充满混乱的游戏。
I feel like racing games generally, you you probably want three or more, especially for a chaos filled game like this.
情况是这样吗?
Is that the case?
有什么区别?
What is the difference?
是的。
Yeah.
我只玩过三人和四人局,所以没法评价两人局的情况。
I've only played it at three and four, so I can't speak for two.
但我是想看看BGG上有没有对这个问题的不错回答。
But, like, I mean, I'm just looking at BGG just to, like, see if there's a good answer to to that question.
我看到有50%的人推荐两人局,这其实让我挺惊讶的。
I'm seeing, like, 50% recommended a two player, which does actually surprise me.
你不会觉得这是一款竞速游戏该有的情况。
You wouldn't think that for a racing game.
所以,这么说来,倒也合理。
So that's that, you know, that makes sense.
我想我应该提一下,在深入了解这款游戏时,很多人把它和《Gaslands》比较,那是一款我没玩过,但一直想玩却还没来得及玩的游戏。
I I guess one of the things I should say is that, like, in digging around about this game, a lot of people are comparing it to Gaslands, which is a game I have not played, but I I have and have, you know, haven't haven't got around to.
所以我认为,如果你熟悉那款游戏,这大概能让你有个大致的概念,那款游戏更像是一个自由形式的竞技场式竞速场景。
So I think that kind of, like, maybe gives you kind of the ballpark if you're familiar with that that what that game is, where it is just kind of just more of, a free form arena type race situation.
但这款游戏显然被简化并浓缩成了一个非常易上手的桌游版本。
But this has been obviously simplified and reduced into, like, a very accessible board game package.
好的。
Okay.
是的。
Yeah.
我自己没玩过Gaslands,但我知道它在‘非常错误’玩家群体中很受欢迎。
I've not played Gaslains myself, but I know it is a so very wrong about games favorites.
所以是的。
So Yeah.
就是这样。
That is it.
深受‘非常错误’玩家们的喜爱。
Beloved by the so very wrong folks.
是的
Yeah.
当然
For sure.
对
Yep.
好的
Okay.
但我对《Joyride的最弱生存》感到非常惊喜。
But That is I I've been, like, very, very pleasantly surprised by Joyride's Survival of the Farcest.
尤其是因为我也不太明白为什么。
And not least of all because I kinda feel like I I don't know why.
我有这种感觉,记得曾在Discord里问过一些人,感觉大家对它并没有特别热情。
I got this impression, and I saw I remember asking around in the Discord a little bit and getting the sense that, like, yeah, people weren't, like, sort of over the moon about it.
但不知为何,它完全打动了我。
But I for whatever reason, it is just, like, completely hitting for me.
我的意思是,这我们已经讨论过了,但去年我们曾拟定过一个关于为不同类别设计投票游戏的草案。
I mean, this is a a thing that we've already talked about, but we had the draft last year about drafting games for different categories.
我记得当时从我的 wildcard 选择中选了《Zenith》,并把它作为我年度游戏的替代品,结果发现它实际上确实是当年评价最高的游戏之一,而我们的 Discord 上很多人却对此不屑一顾,我觉得凯伦甚至也插话说:‘现在游戏就是这个样子了。’
And I remember drafting Zenith from my wildcard pick and using it for my my game of the year, substitute my critical game of the year and finding out that it actually was among the top critically acclaimed games of the year and seeing a lot of people on our Discord sort of poo poo that and say and I think Kellen even chimed in with, like, oh, that's where games are now.
我就是最反对它的人之一。
They I I was I was chief among them.
说实话,我不觉得这是一款好游戏。
Like, I I do not think that's a good game.
嗯,确实如此。
Well So, like yeah.
不。
No.
有时候,这种分歧就是客观存在的。
It it sometimes sometimes that gulf just exists.
但有时候我觉得你和我们的听众都错了,因为过去几周我玩了很多次《Zenith》,我觉得它是一款非常出色的游戏。
Well and sometimes I think you and our listeners are wrong because I've played a bunch of Zenith over the last couple weeks, and I think it's a heck of a game.
我不介意它被评为年度游戏之一。
I'm fine with it getting
哦,它是
Oh, it's
年度游戏之一。
among the game of the years.
它很不错。
It's good.
我们稍后再谈这个,但我认为《Zenith》是一款出色的游戏。
We'll get back into that later, but I think Zenith is a solid game.
所以我提这一点,是因为我们的听众或一些人贬低《Joyride》,但对我来说,这证明他们偶尔并不符合我的品味。
So I just bring that up because our listeners or people poo pooing Joyride, it's been proven to me that they're occasionally not aligned with my tastes.
好吧。
So okay.
听起来很棒。
Sounds great.
在我们进入各自的黄金地带之前,先说几件事。
Before we get into our separate Goldilocks zones, a couple things here.
首先,如果你喜欢这个节目,支持我们的好方法就是加入我们的Patreon。
First of all, if you are enjoying the show, a great way you can support is joining our Patreon.
在我们最近几期的集体前50名节目中,我们迎来了不少新听众,这真的非常有趣。
We have got a nice bump of new listeners for our last couple of collective top 50 episodes, were a really fun thing to do.
如果你想要更多这种搞笑、疯狂的桌游讨论和非桌游闲聊,可以加入我们的Patreon,支持节目,还能听到更多集数。
If you want more of that silliness and zaniness and board game talk and non board game talk, you can join our Patreon, support the show, and get a chance to listen to even more episodes.
我们每个月都会录制几期附加节目,所以还有更多内容等着你。
We record a couple bonus episodes per month, so there's more where that came from.
如果你是节目的赞助人,你将有机会参加我们在Dice Tower West期间每年一次的线下聚会。
And if you are a patron of the show, you are gonna have the chance to join our annual meetup at my place at Dice Tower West.
Dice Tower West几周后就要开始了。
So Dice Tower West is coming up in a couple of weeks.
今年的活动将在三月中旬于拉斯维加斯举行,每年Dice Tower West的周五,我们都会在自家举办一场超级超级超级有趣的聚会,欢迎赞助者们来我家玩。
Gonna be in mid March this year in Las Vegas, and every year on the Friday of Dice Tower West, have a super super super fun get together with our Patreon listeners where you can come to my place, hang out.
我们一整天都有游戏进行, literally 从日出一直到日落后很久。
We've got games going on all day long, literally from basically like, you know, sun up to way past sunset.
你将能享用我们为听众们准备的丰盛餐点。
And you'll be able to partake of the the big spread that we always put out for our listeners.
我打算尝试推出一套新的汉堡套餐来分享。
I'm gonna try to figure out a new set of sliders to to share.
上次,我觉得吧,我虽然谦虚,但不得不说那些汉堡大受欢迎,所以这次我会努力用新菜品再创佳绩。
Last time, I think, I'm a modest man, but I'll say that I think they were hit, so I'm gonna try to live up to that with some new offerings.
所以,是的,我们的赞助者能享受到很多福利。
So, yes, a lot of benefits to our patrons.
无论你是否能来拉斯维加斯,我都认为这是一笔物有所值的投资,能以真正有意义的方式支持这个节目,对我们和节目本身都大有帮助。
Whether or not you can make it out to Vegas, I think it is money well spent and a chance to really support the show in ways that mean a lot and do a lot for us and for the show.
非常感谢已经支持我们的所有人,也感谢正在考虑支持的人。
So thank you so much for those who have already done so, and thanks for those who are considering it.
当然,如果你实在无法参与,我们也完全理解。
Of course, if you are unable to, we totally understand.
欢迎通过告诉你们桌游夜的朋友们这个节目,或者在Apple播客或你收听节目的任何平台留下评价来支持节目,这也有助于扩大节目的影响力。
Feel free to help the show by letting people at your game night know about the show or leaving a review at Apple Podcasts or wherever you find the show, that also helps spread the word.
因此,我们同样感激这一点。
So we are equally thankful for that.
好的。
Alright.
让我们进入今天的主题:刚刚好的游戏。
Let's move on to our feature topic, games that are just right.
当我们寻找这类游戏时,我们关注的是什么样的具体类型,哪些游戏因为某些原因在某个方面有些偏差,而哪些游戏真正符合标准。
And what we're looking for when we're trying to find those games, what sort of specific types of games we're looking for, and games that for whatever reason, have proven to be a little off on one side of the spectrum or on the other side and games that really fit the bill.
这源于Neland玩《Joyride》的经历,以及他听说或考虑过前面提到的《Heat》和《Thunder Road》这些游戏。
This was inspired by Neland's play of Joyride and him hearing about or considering the aforementioned games of heat and thunder road.
所以,Nielen,你愿意再多谈一点吗?
So, yeah, Nielen, do you wanna talk a little bit more about that?
是的。
Yeah.
就像我之前提到的,玩完《Joyride》之后,我就很好奇,为什么没更多人谈论这款游戏呢?
So like I sort of mentioned earlier, I was curious after, like, playing Joyride, like, man, why aren't more people talking about this?
然后我偶然发现了Shut Up and Sit Down的Tom对它的评测。
And I I sort of stumbled upon Tom of Shut Up and Sit Down's review of it.
他基本上提到了一个非常具体的观点,这让我完全产生了共鸣,那就是,尽管我非常喜欢《Heat》,也非常喜欢《Thunder Road》,但这两款游戏确实都很棒。
And he he kinda basically just mentioned this very specific idea, which I think completely resonated for me, which is that, you know, as much as I've loved heat and as much as I've loved Thunder Road, I mean, those are both fantastic games.
它们处于这个光谱的两端,对吧?当然,这可能并不是我们将在本集后半段深入探讨的内容。
They're at opposite ends of this spectrum, right, where, you know, maybe this is not exactly quite the thing that we're gonna sort of try go into in the second half of this episode.
但这个观点是,《Heat》太过确定性,太像硬核玩家的游戏了。
But, like, this idea that heat is too deterministic, too sort of like gamers gamey.
你知道的?
You know?
而《Thunder Road》则完全走向了另一个极端。
And Thunder Road is way too far in the other direction.
它基本上就是一个掷骰子移动的游戏。
Like, it's it's so it is basically effectively a roll and move game.
这简直太荒谬了。
It's incredibly silly.
汽车不停地爆炸。
Cars are just blowing up constantly.
完全是混乱疯狂的状态。
It's just like complete chaos madness.
而《Joyride》恰好处于中间那个完美的黄金地带,天啊,这正是我现在最想大力推荐的游戏,就像我之前提到的,我喜欢这种竞速游戏,而这款游戏是我现在几乎在任何场合都会首选拿出来的那一款。
And Joyride just happens to fit in this perfect sort of like Goldilocks zone in the middle that's like, man, this is the game I now most want to champion in as, you know, a space like quite like I mentioned, I love this style of racing game, and this is the one that just is the one I'm now most likely to break out in almost any context.
是的。
Yeah.
当你提到这个时,我第一时间想到的是最近我一直在寻找的一种游戏类型。
So when you brought this up, one of the first things I thought about was a type of game that I have been trying to pick out a lot recently.
我们刚刚经历了假期季。
We've just gone through, obviously, the holiday season.
我们招待了很多家人和朋友,他们不一定都是游戏玩家,但每当有人来我们家,他们总是想玩点游戏。
We had a bunch of family and friends over who are not necessarily gamers and a type of game that, you know, whenever people come to our place, you know, they wanna play games.
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他们看到货架上这么多游戏,我们会聊天、吃晚饭,做很多其他事情。
They see all these games on the shelves and they're like, we chat, we have dinner, we all do a bunch of other things.
然后,不可避免地,总会有人说:‘你们得拿出一款这样的游戏来玩。’
And then, you know, inevitably, somebody's like, well, you gotta break out one of these games.
我一直在思考的问题是:哪些适合家庭玩的轻度合作类游戏比较好?
And something I'm always trying to figure out is, okay, what are good family weight cooperative games?
我发现,当涉及到竞争类游戏时,效果常常参差不齐,因为有时候人们只是想营造一种团聚的氛围。
I find that when it comes to competitive games, it can be sort of hit or miss because sometimes people just wanna be communal and and that kind of thing.
所以最近我一直在寻找适合家庭的轻度合作类游戏。
So what I've been looking for recently are family weight cooperative games.
经过大量尝试和错误,我发现有些游戏要么要求太高,要么太复杂了。
So through a lot of trial and error, there are some games I think that are just too either demanding or just maybe a little too much.
在这个子类型中,我认为适合的有,比如一开始就能想到的《Nemesis》这类游戏。
Games that would fall under that heading for me in this sort of like subgenre are, I would say, games right off the bat, games like Nemesis.
任何带有隐藏叛徒机制的游戏都很难被接受。
Anything with like a like a hidden traitor is gonna be a really hard sell.
显然,《Nemesis》属于高端到离谱的类型。
Obviously, Nemesis being on the way way way high end.
我根本不会考虑推荐这款游戏。
It's the game I would never even think about recommending.
即使是我喜欢的游戏,比如《漫威冠军》,虽然它是合作类游戏,但我不会在家人面前拿出来玩。
Games even that I like, like Marvel Champions, the game that I love, that is a cooperative game, but it's not a game that I'm gonna bring out with family.
这不是那种我会跟家人讨论如何应对双重身份之类问题的游戏。
It's it's not the type of game that I'm gonna, you know, go into discussing how, you know, to deal with your alter egos and all that stuff.
像《魔法迷宫》这样的游戏我觉得非常适合家庭,但根据我的经验,它们还是有点太激烈了。
Then you've got games like Magic Maze, which I think are great family games, but a little too intense is my been my experience.
像《Exit》系列这样的游戏我觉得很巧妙,偶尔适合这类人群,但像《福尔摩斯》这样的游戏也可能太难掌控,或者容易出现‘指挥官问题’——有人独自接手谜题并包揽所有解谜工作。
And then games like Exit Games, which I think are clever and do occasionally hit for this type of crowd, but also games like Sherlock Holmes can be a little too much to handle or or maybe like they lend themselves to the quarterbacking issue where somebody takes one of the puzzles working on and really takes upon themselves to to figure it out.
正因为如此,它们并不适用。
Just don't work for that reason.
它们很容易被几个强势玩家控制住。
That they can be too easily sort of like controlled by a couple of players who are like alpha players.
另一方面,也有一些游戏不够吸引人。
On the other hand, you've got games that are not engaging enough.
要么是对我一起玩的人不够吸引人,但说实话,这只是我坦诚地讲。
Either not engaging enough for from the people I'm playing with, but frankly, this is just me being honest here.
也许是因为我想玩的游戏类型,这些游戏对我来说本身就不够吸引人。
Maybe just not engaging enough for me because of games that I want to play.
因此,像《Horrified》这样的游戏,我知道很多人很喜欢,但对我来说太平淡、太简单了,我根本不会觉得有趣。
So in this vein, I I'm thinking of games like Horrified, which I know a lot of people love, but just for me is a little too plain, a little too simple, not really gonna be something that's that I'm gonna find engaging.
《Forbidden Island》也是类似的情况,虽然它作为入门级家庭游戏很不错,但我已经超越了这个阶段,不太感兴趣了。
Same with game like Forbidden Island, think is a game that I think while it while it's great as a gateway game, gateway family game, it's just one that I'm sort of past and not really super interested in.
所以我最近发现了一些游戏,有些我之前提到过,有些我觉得我拥有,它们真的非常适合这个细分类别的游戏。
So I found a number of games recently, some that I've talked about, some that I think I have, that I I think really are perfect for this, like, subcategory of of games.
我之前已经提到过几款,比如《Hanabi》。
A couple that I've talked about already, Hanabi.
《Hanabi》是一款刚推出时大受欢迎的游戏。
Hanabi is a game where, you know, was a a super big hit when it first came out.
这种游戏的热度稍微下降了一些,我对它也渐渐失去了兴趣。
Kinda has faded a little bit, and it faded for me as well.
直到几年前,我其实并没有太在意这款游戏。
It was a game that I didn't really consider too much until a couple years ago.
我拿它和一些从未玩过、不是所谓的‘核心玩家’的人一起玩,结果大受欢迎。
I I broke it out with with people who were had not played it, who were not, you know, get quote unquote gamers, and it just worked like gangbusters.
这是一款让人爱不释手的游戏,重新点燃了我对它的热情,现在它经常被我从架子上拿下来玩。
It was a game that people loved playing and renewed my love of it and is a game now that is comes off the shelf quite frequently.
我们最近讨论过的一款游戏是《Wilmot的仓库》,这是一款合作型、共同构建故事的游戏,我觉得它极其巧妙、极具魅力,在我寻找适合全家一起玩的协作游戏时,它表现得非常出色。
One that we talked about recently, Wilmot's Warehouse, another of these co op shared story building game that I just thought was incredibly clever, incredibly charming, and has worked really really well for those type of situations where I'm looking for a a family way cooperative game that everybody can kind of get into.
还有一款最近引起我注意、但我之前并不熟悉的游戏,叫《Bombusters》。
And then one that recently landed on my radar that I was not familiar with, Bombusters.
我正盼着你会提到这个呢,因为……好吧。
I was so hoping that that's where this was going because Okay.
对。
Yes.
在你提到这个之前,我就在想,希望这会引向《Bombusters》,因为那真是
Before you even started getting this, I was like, man, I hope this is leading to Bombusters because that is
是的。
Yes.
完美地体现了那种极其出色、有趣的游戏。
Perfect example of a of a excellent excellent you know, it's funny.
我本来想说它是中等水平的。
I was gonna say middle of the road.
但那不是我的意思。
That is not what I mean.
但那个,
But the Yeah.
是黄金比例家庭合作游戏的完美典范。
A perfect example of the Goldilocks Zone Family Way co op game.
它太棒了。
It is so good.
是的。
Yeah.
很有趣,因为我实际上是把它当作圣诞礼物收到的,送我这份礼物的人在给我的时候特别犹豫,因为他们看到我周围有这么多游戏,担心自己送的可能是我 already 拥有的游戏,但我从来没玩过这个。
It's funny because I actually got this as a Christmas present, and the person who gave it to me was, like, really apprehensive when they gave it to me because, you know, they see, like, all these games all around and are worried that they're most likely giving me a game they already have, but I had never played it.
我从来没有,我确实没有它的副本。
I I never I did not have a copy of it.
于是我立刻有点紧张地学会了它,并教他们怎么玩。
And immediately, a little apprehensively, I learned it and taught them how to play it.
我心想,也许这会太复杂了。
Just thinking like, maybe this is gonna be too much.
我也不太确定。
I'm not really sure.
但我们最后玩了至少十几局,甚至更多。
But we ended up playing, I don't know, at least a dozen games left this, if if not more.
这是一款能让所谓的‘核心玩家’完全投入的游戏,有各种装备可以使用,等等这些元素。
It's a game that has plenty to have, like, again, quote unquote gamers be completely engaged, be really into it, has, like, know, equipment that you can use, all this stuff.
它有多个不同的难度级别,随着你越来越熟练,你可以逐步挑战。
It has a bunch of different levels that you can play if you get more and more competent.
但即便对于最新手的桌游玩家,我也从未觉得它令人望而生畏,他们玩得很开心,还一再想重玩。
And yet, I have not found it being too daunting for even like the the most novice of of board game players, and they've enjoyed it and wanted to play it over and over again.
所以我认为,这款游戏真正覆盖了各种类型的人群,我认为推荐给谁都合适。
So I think it really runs the gamut in terms of the the range of types of people who I think have enjoyed this, and I would recommend it to.
所以,是的。
So, yeah.
说到家庭合作类桌游,这些就是真正打动我的游戏。
When it comes to family weight co op, those are the games that have have hit the mark for me.
不是的。
No.
我觉得这正是我心目中那种游戏的绝佳例子。
I think it's a it's such a good example of of exactly the sort of thing I had in mind.
因为说实话,我最近根本想不出其他任何一款游戏了。
Because, like, I I I can't think of any games in recent memory.
正如你所说,沃尔玛也是一个很好的例子。
Like you said, Walmart's, I think, a really good example of this as well.
但沃尔玛和炸弹破坏者恰好都在我感觉特别契合的时刻出现了,它们填补了一个完美的空白。
But Walmart's and Bombusters, like, kind of both just hit at a time where I was like, man, these are now just, like, filling a gap that is just so perfect.
是的。
Yep.
同意。
Agreed.
好的。
Okay.
我一直在试图弄清楚的一件事是,尤其是现在,对很多人来说,包括我自己,万智牌重新引起了兴趣——这是我一生中长期喜爱的一款游戏,大概从我12岁左右就开始玩了。
So one of the things I think that I've always been trying to figure out and especially now that there's now for a lot of people, myself included, it's, like, renewed interest in magic the gathering, a game that I've loved on and off for a very, very long time in my life, like, probably since I was, like, 12 years old.
但这类卡组构建游戏所需的投入程度实在令人望而却步。
But the amount of commitment that that style of deck builder game takes is so daunting.
我曾多次尝试通过Keyforge短暂地重新找回这种感觉,但像Altered这样的游戏,我也没能坚持太久。
I've tried to recapture this, like, at various points very, very briefly with Keyforge, not as long as I would have liked with something like an altered.
但我一直回头考虑的,是那种需要构建牌组、必须获取卡牌、并需要跟上潮流的生活类游戏。
But still what I keep coming back to is, like, that style of lifestyle game where you're required to deck build, you're required to acquire cards, where you're required to, like, sort of stay in the zeitgeist.
《网络刺客》也属于这一类,尽管我非常喜爱《网络刺客》。
Netrunner falls into this camp as well as much as I adore Netrunner.
这只是一个艰难的选择。
It's just a hard prospect.
对吧?
Right?
于是我的思路转向了,好吧。
So then my mind pivots to, like, okay.
那么,有哪些盒装游戏能契合这个细分领域呢?
Well, what are these sort of in a box games I kind of, like, fit this niche?
每当我玩一些旨在快速对决的卡牌游戏时,总感觉差那么一点。
And anytime I sort of play something that's kind of intended to be the quick, fast car dueler, it never quite hits.
比如最近的《思维漏洞》就是一个很好的例子,它同样是理查德·加菲尔德设计的游戏。
Like, mindbug is a good recent example of this where it's like, you know, it's it's it's another Richard Garfield game.
它本意是想模仿《万智牌》,但感觉有点太滑稽、太快、太不稳定,也太夸张了。
It is intended to be a magic the gathering like, but it feels just like a little bit too silly, a little bit too quick, a little bit too sort of swingy and over the top.
一次又一次,我最终还是会回到《王座永恒编年史》,它完美地契合了这个中间地带——既不是纯粹的卡组构筑游戏,也不是像《思维漏洞》那样只发给你少量卡牌的游戏。
And again and again, I keep coming back to Eternal Chronicles of the Throne as like the perfect game that kinda just fits in this like really perfect middle ground of not quite being, you know, a deck construction game, not being one where you're just kind of dealt a small selection of cards like a mind button.
你只能即兴发挥。
You just have to wing it.
但它们试图填补这样一个 niche:好吧。
But they kind of, like, tries to fill this sort of niche of, like, okay.
你实际上是在进行创作。
You're you're effectively crafting.
毕竟,这还是一款卡组构筑游戏。
It is a deck building game after all.
你在玩游戏的过程中,正在构建一副类似《万智牌》风格的卡组,并且拥有所有类似的协同效应。
You're crafting a magic the gathering style deck while you're playing the game, and it has all kind of the same sort of synergies.
它有一个非常巧妙的机制:你的生物并不一定一直留在场上。
It has this, like, very clever system where your your your creatures don't necessarily stay in play.
它们在游戏进行过程中会不断进入和离开战场,但仍很好地捕捉了我所喜欢的每回合紧张感和决策——比如,我是否该用这张牌阻挡,因为我还需要用它来攻击,反之亦然。
They kind of come in and out of play as the game progresses, but it still kind of captures a lot of what I like about the tension and the decision of every turn of, like, do I block with this because I need to attack with it and vice versa.
它将这种体验浓缩为一系列快速进行的回合,一局游戏时长不超过半小时,结束后便能 neatly 收进盒子里,彻底结束。
It boils that down to, a series of quick fast playing turns in a game that doesn't take more than half an hour to play, and then just neatly packages to the box and goes away.
你知道,它完美地填补了这个细分市场。
You know, like, it fills that niche so perfectly.
是的。
Yeah.
我同意。
I agree.
我的意思是,这种类型的游戏我通常不会玩很多,但显然,像万智牌这样的游戏在深度和投入上的门槛让我望而却步。
I mean, this is not a type of game that I often will play a lot of, but obviously, the depth and the expense of a game like Magic the Gathering is incredibly daunting to me.
另一方面,我又不想玩那种太轻量、感觉 frivolous 的游戏。
And on the other hand, don't wanna play something that's too light and feels frivolous.
但我的体验——尽管有限——对《Chronicles》的感受非常非常有趣,它让我觉得,如果我真的喜欢这种类型的游戏,我会更加投入其中。
But my experience, my limited experience, albeit limited experience with Chronicles has been really really fun and has felt like type of game that if I was into this type of game, that I'd be much more like sort of into.
所以,是的,我完全能理解这一点。
So yeah, can completely see that for sure.
我想聊聊重型欧式游戏,这是我最近大部分时间逐渐远离的游戏类型。
I wanted to go over heavy euros, which is the type of game that I have find myself drifting away from recently for the most part.
对我来说,判断重型欧式游戏哪些合适、哪些不合适,其实挺容易的。
I would say it's quite easy when it comes to figuring out what's right and what's off for heavy euros to me.
我认为,一方面最容易分析的就是那些只是纯粹堆砌复杂度的游戏。
I think on the one hand, the easiest thing to analyze here are games that are just like too much.
它们只是为了厚重而厚重,或者说,厚重但并不值得,这样描述可能更好。
Just feel like heavy for the sake of heavy or heavy and not really worth it, maybe is a better way to describe it.
这方面的典型代表,如果有玩家喜欢这个游戏,我先道歉,那就是《Tris Majestis》。
The poster child for this, and sorry for any fans of this game, is for me, Tris Majestis.
这是一款我玩过、并且被清楚地教过规则的游戏。
It's just a game where I played it and I, you know, was taught the rules well.
并不是因为规则没教清楚才让我有这种感受。
It wasn't a case where the rules weren't taught to me clearly.
而且我觉得桌边的其他玩家可能玩得挺开心的。
And and I think perhaps other players around the table had fun with it.
我不知道我们有没有再玩过它。
I don't know if we ever played it again.
但对我来说,它感觉符号太多了,从一种东西转换到另一种东西也太多了,远超我从中获得的乐趣。
But for me, it just felt like way way too much symbology, way too much converting from one to another, way which is way way way too much for what enjoyment I was getting out of it.
过于复杂。
Overly complicated.
这是我最早玩过的几款让我有这种压倒性感觉的游戏之一。
Was one of the first games I played where I had that overwhelming feeling.
那是几年前的事了。
That was from a couple years ago.
我也很遗憾地说,另一款我认为有这个问题的游戏是我最近提到过的另一款T系列游戏,《Transgalactica》。
I'm also sad to say that another game that I think is guilty of this is one that I recently spoke about and is another t series game, Transgalactica.
我觉得它的问题可能更多是源于开发不足。
I think the issues with that are much more maybe part of the lack of development.
我凭什么这么说呢?
I who am to say?
但似乎还有其他人也同意这一点,事实上,已经有人制定了相关的活规则。
But there seem to be other people who have agreed with that, and in fact, there have been living rules set for that.
所以这可能不是最好的例子,但另一款游戏也让我觉得过于复杂,复杂得毫无意义,规则带来的回报感不足,你得费力穿过一堆规则才能找到乐趣。
So maybe this is not the greatest example, but it is another game that felt like a little bit too much like complicated for complicated sake, and not rewarding level of rules great you have to sort of get yourself through with fun.
因此,这些游戏在重欧风谱系中显得有点过于沉重,与它们所提供的体验不成正比。
And so those are those felt like a little bit on the too heavy for for what they're offering side of the heavy euro spectrum.
另一方面,如果我在玩一款重欧风游戏,我希望它能带来一些真正烧脑的计算,以及某种独特的东西。
On the other side, if I'm playing a heavy euro, I do want it to feel like there are some, like, really brain burner y calculations and real real something unique that it's sort of offering.
我认为那些在这一端表现不足的游戏,我都是根据BGG重量评分至少3.5来界定为重欧风的,我认为3.5是一个不错的衡量标准。
I think ones that fell short on that end of the spectrum for me, and these are games I ranked heavy euros by having at least a 3.5 on the BG scale weight scale, 3.5, I think, being a pretty good indicator of of game being heavy.
第一个想到的游戏是《文明之路》。
So the first game that came to mind is Road to Civilization.
这是一款以多米诺机制为基础的文明类欧风游戏,我觉得还行,但就是有点太简单了,规则没有像《信任我,正义》那样堆叠得令人窒息。
This is a domino based euro game, service a civilization euro game that I found fine, but just felt a little bit a little too simple, like the rules were not getting in the way in the same way the game like Trust Me Justice was where it just felt like rules heaped upon rules.
规则超级复杂。
It was like the rules were were super complicated.
但这些规则并没有服务于足够有趣的游戏机制、机会或决策。
They just weren't in service of enough interesting mechanisms or interesting opportunities or interesting decisions.
我觉得还行,但为了达到那个程度付出的努力不值得。
I just felt like fine, but but not worth all the work to get there.
另一个让我有类似感觉的游戏是《布恩湖》。
Another one that sort of felt like that for me was Boon Lake.
这是一款我觉得还行、玩得也开心的游戏,但在决策空间上并没有提供什么特别或独特的东西。
A game that again, thought was fine, enjoyed, but nothing feel like anything too special or didn't offer anything too unique when it came to the decision space that it was opening up.
所以,是的,就是还行,你知道的,不需要费太多脑力去琢磨。
And so, yeah, just was was okay, you know, not not too much to to crunch through.
问题不在于此。
It wasn't that about it.
就是觉得不值当,没什么特别的。
It was just like just wasn't worth what what was out there.
有几款我觉得做得很好。
A couple that I found did work well.
其中一款我经常提到。
One is one that I've talked about plenty of times.
这是由维塔尔·阿塞蒂制作的。
This is by Vital Asserti.
他设计了很多这类沉重的游戏。
He have a bunch of these heavy games.
他有几款是我最喜欢的。
A couple of his that are my favorites.
实际上,维塔尔·阿塞蒂有好几款游戏都非常沉重,我认为可以归为重型欧式游戏,真正出色的是《画廊》和《看板》。
There are actually a number of Vital Asserti games that are are quite heavy, that I think would qualify as heavy euros, I think really work are The Gallerist and Kanban.
这两款都是非常出色、极其沉重的游戏。
Those are two fantastic, really heavy games.
我认为它们值得花时间去学习和深入体验。
I think are worth the amount of time it takes to to really learn them and get into them.
但对我来说,最突出的是《里斯本》。
But the one that rises above the rest for me is Lisboa.
这又是款相当沉重的游戏,但我认为Lesurdo在最佳状态下,真正降低了你需要记住规则所耗费的心理能量,让你能将这些心理能量用于做出有趣的决策。
Again, another game that is quite heavy, but I think Lesurdo at his best really scales down the in terms of like mental energy you need to put into retaining the rules and and sort of allows that mental energy to be used in terms of making interesting decisions.
《里斯本》、《画廊》、《看板》都是绝佳的重型欧式游戏例子,我认为它们都做得非常好。
Lisboa, Gallerist, Kanban, all great examples of heavy Euros that that I think really do it well.
另一个我尚未深入讨论、去年才接触到的游戏是《SETI》,它是一款备受推荐的新游戏,我认为是目前较新、较热门的作品之一。
And another one that I have not talked about in-depth that was new to me last year, I think is one of the newer, hotter games, is SETI, which was a game that came highly recommended.
我知道很多人非常喜爱它,而它也确实给我留下了深刻印象。
I know that people are big fans of it and did not fail to impress for me.
这又是一款内容丰富、涉及众多机制和变量的游戏,你需要考虑很多因素,但我认为它将所有元素整合得极为出色,真正回报了你投入的时间,也奖赏了你对庞大规则体系的耐心。
This is again a game with a lot of stuff going on and a lot of different level levers that you're pulling, a lot of things that you have to consider, but I think integrates everything super well and really rewards the amount of time you invest into it and rewards your, you know, patience with a with a relatively big rule set.
因此,谈到重型欧式游戏,Lacerta的《里斯本》和《SETI》对我来说都是极棒的发现。
So when it comes to heavy Euros, the top of the Lacerta's and SETI have been really great finds for me.
是的。
Yeah.
另一个让我想到的是,引擎构建类游戏总让人感觉不太过瘾。
So the other one that came to mind for me is something about engine building games that kind of always feels very unsatisfying.
这一点我们以前多次提到过,事实上,我认为这适用于绝大多数引擎构建游戏。
And this is something that we've mentioned a lot over time, which is this idea that most, I would say this is actually true of, like, the vast majority of engine building games.
当然,这其中很可能有很好的设计原因,但很多时候,引擎构建游戏总是在你还没来得及真正发挥引擎效能时就结束了。
And there are probably really good design reasons why this is the case to be clear, but very often, an engine building game will feel like it's it is ending just before you're able to, like, really run your engine.
你懂的?
You know?
就是说,游戏往往结束得稍微有点太早。
Like, you know, kind of maybe just ends a little bit too soon.
就在你感觉刚刚进入状态的时候,游戏却结束了。
Like, just as you feel like you're just getting things going, that's when it ends and the game's over.
我猜大多数游戏之所以这样设计,是为了保持你的兴趣。
And I assume that the reason that most games are like this is to keep you, like, enticed.
对吧?
Right?
就像是,哎呀,不好了。
It's like, feel like, oh, no.
我真的很想,呃,我特别兴奋,因为我刚觉得这游戏开始变得特别棒、特别有趣了。
I wanna, like, sort of, like, I I'm excited to, like, I'm just getting to the point where this is starting to feel, like, really good and feel really exciting.
现在我想再玩一遍。
Now I wanna play it again.
好吧。
Okay.
我想说,是的,即使这个类型里一些最受欢迎的游戏,比如我知道这游戏对你来说很受欢迎,马克。
I I would say that, like, yeah, even some of the most popular games in the genre, like, and, you know, this is this is something that, like, I I know I know this is a beloved game for you, Mark.
我知道你很喜欢《银河竞逐》,但每次玩的时候我都觉得,就在我刚把一切都理顺的时候,游戏却结束了。
I know that you love Race for the Galaxy, but this is always something I kinda feel in that where it's kinda like, just as I kinda feel like I've got my my thing going, the game is over.
你
You
明白吗?
know?
好的。
Okay.
好吧,我想听听什么是恰到好处的游戏,因为你刚才只是随便提了一下‘是的’。
Well, I wanna hear what the Goldilocks games are because you're just taking a shot at a Yeah.
这个游戏比《银河竞逐》更好。
The the the game is better than race for the galaxy.
他们并不担心。
They don't worry.
我们会达到的。
We'll get there.
好的。
Okay.
但但,就像,这还有另一个完全相反的极端。
But but, like, the the there is the polar opposite end of this.
对吧?
Right?
因为我知道《火星殖民》我觉得在这一类较重的引擎构建游戏中非常受欢迎。
Because I I I know that Terraforming Mars, I think, is something that I think is, like, extremely popular with people in this sort of heavier engine building genre.
我总觉得《火星殖民》的时长多了50%。
I always feel like Terraforming Mars is about 50% too long.
当我玩完《火星殖民》的时候,它居然还要再继续玩五分钟。
Like, by the time I'm done with Terraforming Mars, it's still going for like another five minutes.
当然。
Sure.
而对我来说,到目前为止遇到的恰恰是相反的问题。
And like that that there's like so far been to the opposite problem for me.
我一直觉得,马克,我希望你同意我的看法,因为我们是在拿它和你心爱的游戏做比较。
Whereas I have always felt and Mark, I hope you agree with me because we're we're comparing things to your beloved here.
但我一直觉得《统治》恰恰在这一点上把握得刚刚好。
But I always felt like Dominion has, like, always hit that point perfectly.
你运行你的引擎。
You run your engine.
在几轮中感觉非常好,那时玩家们都在抢分。
It feels great for a couple of turns, and that's when people are just grabbing all of the points.
嘿。
Yo.
你运转引擎来夺取这些省份,并令人满意地结束游戏。
They you run your engine to grab those provinces and, like, satisfyingly end out the game.
每当游戏结束时,你总能感受到一种极其满足的启动感。
Like, it never fails to feel like you are just getting things going in such a satisfying way as the game ends.
你知道吗?
You know?
我觉得你忽略了你的同伴,因为显然卡兰是多米尼翁的铁粉,他会嗯。
I think you are missing your compatriot here because, obviously, Callan is a big fan of Dominion and would Uh-huh.
更能雄辩地为多米尼翁辩护。
Be much more eloquent in a defense of in a defense of Dominion.
在卡兰缺席的情况下,你至少得承认它比银河号更好。
In Kalin's absence, you can you can acknowledge that it's better than galaxy.
当然。
Sure.
是的。
Yeah.
当然。
Sure.
我的意思是,我玩过的《王国纪元》确实不多。
I mean, again, I've not played in as much Dominion.
所以我只是有点犹豫,因为我感觉自己并不是合适的人选来为它辩护。
So I I I'm I'm only reluctant because I feel like I'm not the person to step in to defend it.
但我也没关系。
I I'm but I'm I'm fine too.
我会说,让这种机制奏效的一个方面是,它本质上是基于玩家的。
I'll say that one aspect that makes that sort of work is be is it's sort of player based.
对吧?
Right?
因为如果你的对手已经大大加速了进程,那你几乎没有选择,必须尽快行动。
Because if your opponents have really accelerated things, then you don't have much choice and you really need to get things going.
然后你也可以玩一种胆小鬼游戏,看看我能不能再运行一轮引擎?
And then there's you you can also you know, you sort of are playing a sort of game of chicken where can I run the engine one more round?
比如,我能不能再玩一轮,专注于发展而不是得分?
Like, can I play for growth rather than points one more round?
这种游戏的这个方面非常有趣,我肯定会给它打一颗星。
And that's always a really interesting aspect of games like that that that I definitely would give a star to.
有可能这个词用得不太恰当,比如《银河竞逐》可能不是最好的例子。
It's possible that the word is worth, like, Race for the Galaxy might not be the best example of this.
我确实承认,这款游戏我玩得不多,经验不足。
I I will definitely concede that, like, that is one where, like, I don't have as much of the experience.
对我而言,一直就是这样感觉的。
That's how it's always felt for me.
比如,我每次对《银河竞逐》感到不满时,都是因为我觉得自己没能启动引擎。
Like, feel like the time I've when I felt dissatisfied with race, it's because I felt like I wasn't getting my engine going.
这可能只是因为我玩《银河竞逐》不太行。
That might just be because I'm bad at race for the galaxy.
但是啊,不知为什么,《王国建造》总是恰好占据了一个完美的平衡点,正是我心目中引擎构建类游戏该有的样子。
But, yeah, I I I think that for whatever reason, dominion is just kind of always, like, occupied this perfect sweet spot of, like, where I want my engine builders to be.
我认为这也和《银河竞逐》节奏快有关。
I think it's also a function of how quick race is.
像这种节奏快的游戏显然有很多好处,比如你可以一遍又一遍地玩。
Like, there's obviously a lot of benefits for a game being that quick, like, you can play it over and over and over again.
但同时,引擎构建类游戏如果太快,也有其固有的缺点,因为这类游戏的乐趣之一就在于打造庞大复杂的引擎并享受这个过程。
But also, there is an inherent sort of negative to a engine building game being quick because they're part of the fun of engine building games is building that big massive engine and having a lot of fun with that.
而《银河竞逐》并不太适合构建非常强大的引擎,因为从名字就能看出来,它本质上是一场竞速。
And and race doesn't really necessarily lend itself to building these really, really powerful engines because it is, in the name, a race.
所以你必须在各方面做出平衡。
And so you really have to balance it out.
而且,正如我们所说,《王国建造》也是一种竞速,但《银河竞逐》在设计上明显是一款快得多的游戏。
And and, you know, obviously, as we said, Dominion is a race, but Race for the Galaxy is, in its design, a much, you know, faster game.
所以你根本得不到那种特别有趣、非常强大的引擎。
So you you're just not gonna get that kind of, like, super fun, really big engine.
对。
Right.
然后,马克,在我们结束之前,我想再提几个我一直在试图理清但没完全理顺的想法——我之前多次提到过,我一直在寻找我的‘黄金比例’游戏,也就是四X类游戏。
And then I guess, Mark, just before we end up, like, there there's a couple of ones I sort of, like, you know, was trying to close the loop on, but I couldn't quite get there where where it's like I've mentioned this before a lot, like, the idea that four x games is one that I'm looking for my Goldilocks game for.
你提到过《兴衰》,我觉得如果《兴衰》能更像一款四X游戏,或许就能正好满足我的需求。
You know, you mentioned rise and fall, and I think ideally if rise and fall was kind of more of a four x game, it could probably fit this niche for me.
但我想要的是一款介于《文化冲突》和那些时长一小时、非常轻量级的区域控制游戏之间的作品——那些游戏又不够四X,没法让我满意。
But, you know, I want something that's between, like, clash of cultures and, like, something that's, like, you know, way down the other end of, like, these very small hour long area control games that aren't quite four x y enough for me.
像《战神纪》可能勉强沾点边,它不算真正的四X游戏,但也说不上完全符合。
Like, Scythe is maybe in that wheelhouse a little bit of, you know, it's not quite a four x game, and it's not, you know, it's not really there.
但我觉得,要正好把握住这个中间地带,真的特别难。
But it seems really, really hard to get this, like, middle ground just right.
你知道吧?
You know?
对。
Right.
是的。
Yeah.
你提到你找到的最接近的可能是《Eclipse》,但也许就连那个也
You're mentioning that maybe the closest you found was something like Eclipse, but maybe even that
《Eclipse》是我最喜欢的4X游戏,但《Eclipse》完全偏向了另一个极端,当然。
was Eclipse Eclipse is my favorite four x game, but Eclipse is, like, so far in the other direction of, like Sure.
它基本上就是《文化冲突》那样的游戏。
It is basically like Clash of Cultures.
它就是属于这个极端的类型。
Like, it is that it's that end of the spectrum.
你知道,不是的。
Like, you know, no.
我觉得我想要的游戏应该是《Eclipse》时长的一半,甚至更短。
I I think the game I would be looking for would be like, you know, half the length of Eclipse if, you know, if not if not less.
你知道的,比如当然。
You know, like Sure.
找一款更适合晚上玩一玩的游戏,而不是要花一整天时间的那种。
Something that's just like much more viable for like, hey, let's break this out in like an evening rather than this is a whole day affair.
是的。
Yeah.
我正试着回想我最喜欢的符合这个标准的4X游戏,但想不出来。
I'm trying to think of my favorite four x game that would fit this bill and I'm having a hard time.
不过,你知道的,4X游戏本来就很难合每个人的口味。
Although, you know, four x games are notoriously like hard to be everyone's cup of tea.
完全正确。
So Totally.
这确实是原因之一。
That's that's certainly part of it.
是的。
Yeah.
我知道《蚂蚁军团》是人们经常提到的一款游戏。
I know March of the Ants is one that people bring up a lot.
我感觉我们之前没怎么玩过《蚂蚁军团》,但确实愿意再试一次。
I like I kinda felt like we didn't March of the Ants, but like willing Yeah.
找个时间再重新体验一下。
To like give it another another go at some point.
是的。
Yeah.
尤其是那个新版本,最近推出的那个。
Especially with the the the new version that is The recent about.
是的。
Yeah.
是的。
Yeah.
没错。
So yeah.
我的意思是,现在或许是结束这一集的好时机,同时也向大家寻求帮助。
I mean, I guess this is as good time as any to both end the episode, but also call for help.
所以,如果你觉得有任何适合你和你的小组的四人游戏,正好契合你们的‘金发姑娘区域’,请在我们的 Discord 上告诉我们这些游戏是什么,网址是 board game barrage dot com slash discord,或者通过电子邮件 boardgamebarrage@gmail.com 联系我们,也可以在你常用的任何社交媒体上联系我们。
So if you think if you have any maybe specifically four x games that fit for you and your group's Goldilocks zone, let us know what those are in our Discord at board game barrage dot com slash discord or hit us up in an email at boardgamebarrage@gmail.com or on any form of social media that you prefer.
但更广泛地说,如果还有其他类型的游戏,也请告诉我们哪些适合你,哪些不适合,以及原因可能是什么。
But wider than that, if there are other types of games, let us know which ones work for you and which ones miss on either side and maybe why.
也许你可以尝试一下我们提到的某些游戏,告诉我们为什么《圣诞正义》是一款非常扎实的重型欧式游戏。
Maybe take us up on on some of the ones we brought up here and tell us why Christmas Justice is a perfectly solid heavy euro.
我非常期待听到有人为它辩护。
I'd be very interested to hear a defense of that.
说实话,我确实觉得这款游戏对我来说异常平淡,但我知道还是有不少粉丝喜欢它。
Frankly, honestly, I would because it just was a game that fell unusually flat for me, and and I know there are fans of it out there.
所以,为你喜欢的游戏发声吧。
So fight for your game.
为你的游戏站台。
Back your game up.
很高兴听到为它辩护。
I'm happy to happy to hear defense.
否则,衷心感谢Heart Society为我们提供了片头和片尾曲《What's on Your Mind, Kid》。
Otherwise, thank you so much to Heart Society for our intro and outro song, what's on your mind kid.
希望几周后,我们能再次与那位红衣人相聚。
Hopefully, in a couple weeks, we'll be reunited by the red guy himself.
但在那之前,谢谢
But until then, thank
你们,再见。
you and goodbye.
再见。
Bye bye.
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