Magic: The Gathering Drive to Work Podcast - Drive to Work #29 - 生物 封面

Drive to Work #29 - 生物

Drive to Work #29 - Creatures

本集简介

本期节目中,马克·罗斯韦尔踏上旅途,探讨生物主题。

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好的。

Okay.

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我现在正把车开进我家车道。

I'm pulling on my driveway.

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所以大家都知道这意味着什么。

So we all know what that means.

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又到了开车去上班的时间了。

It's time for another drive to work.

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好的。

Okay.

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不久前,我决定开始一个关于卡牌类型的元系列,先从神器开始。

A while ago, I decided to start a meta series about card types, and I started with artifacts.

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然后很多人告诉我,不对。

Then numerous people informed me that, no.

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不对。

No.

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我一开始讲的不是神器。

I didn't start with artifact.

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其实在那之前好几周,我讲的是鹏洛客。

I'd actually started with planeswalker many weeks before that.

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马特·卡瓦托,我顺路带他去上班,路上聊了鹏洛客和鹏洛客设计。

Matt Cavato, I gave him a ride to work, and talked about planeswalkers and planewalker design.

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所以我现在发现我已经做了两个了。

So I've now realized I've done two of them.

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该做第三个了。

Time for the third.

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所以今天呢,我想聊聊生物。

So for today, I thought I would talk about creatures.

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其实没有什么固定的顺序,但如果你觉得除了字母顺序之外还有什么别的顺序,那你就想多了,除非你把鹏洛客排除在外。

There's no real order, but for those who think, like, there's some order other than alphabetical if you ignore planeswalker.

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没有。

No.

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其实这个没什么顺序。

There's not really any order to this.

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我就是,我也不知道。

I just I don't know.

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我就是挑一个今天想聊的。

I'm just picking the one I wanna talk about of the day.

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所以说到生物,我觉得如果你跟我说,你说,我们重新做这个游戏。

So creatures, I think if you said to me the following, you said you said, I we're gonna do the game over.

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好。

Okay.

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肯定要有地,因为我们需要法术力系统。

There's gonna be lands because we need the mana system.

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但除此之外,你知道,只能有一种卡牌类型。

But other than that, you know, there there could only be one car type.

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一种卡牌类型,你会选哪种?

One car type, which car type do you choose?

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毫无疑问,我甚至都不用想。

And hands down, not even I don't even have think about it.

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我选生物。

Creatures is what I choose.

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我为什么选生物呢?

Why would I choose creatures?

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有几个原因。

For a couple things.

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第一,我认为生物是游戏的核心。

One is I believe creatures are the core of the game.

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我知道我收到很多邮件,有些人说,其实可能有点夸张,但确实有人给我发邮件说,我喜欢没有生物的卡组。

I know I get a lot of of email and people who like, you know, a lot actually, maybe a little overstated, but I get email from people who are like, I love creatureless decks.

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我喜欢万智牌这个游戏。

I love the game of magic.

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不一定非要玩生物。

It doesn't have to play with creatures.

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而且,嘿,我觉得偶尔这样也挺酷的,但我相信生物是万智牌之所以是万智牌的核心。

And, hey, I I think that's cool as a as a occasional thing, but I I believe that creatures are pretty core to what makes magic magic.

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我为什么这么认为呢?

Why do I believe that?

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有几个原因。

A couple reasons.

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一是生物具有某种持久性,而且它们内在有一种有趣的互动和取舍。

One is that there's some permanence to creatures and that they have an interesting give and take built into them.

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所以基本上,如果你看游戏设计中你想要什么,有几件事。

So pretty much, if you look at what you want in game design, a couple things.

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我的意思是,我们快速跳一下。

I mean, jumping this real quick.

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一是你想要互动性,也就是说你希望两个玩家之间有关系,让他们不得不互相应对。

One is you want interactivity, meaning you want the two players to have some relationship to one another that causes them to have to deal with each other.

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因为如果太孤立,那就只是两个人在玩单人纸牌游戏了。

Because if there's too much isolation, then it's just a game of solid a dual game of solitaire.

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生物之所以好,是因为生物天生就会迫使双方互动。

And creatures are nice because creatures, by their nature, force interaction.

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我要用生物攻击你。

I'm gonna attack you with a creature.

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那你就得想办法应对,而你如果有生物,就能和我的生物互动。

Well, you need to do something about that, and you having a creature allows you to interact with my creatures.

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如果游戏里有我的生物,它们正在攻击你,那么从大局来看,你看。

And if I have creatures in the game, my creatures are attacking you, and the metagame says, look.

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有生物在攻击。

There's creatures attacking.

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这样一来,你就有动力去拥有一些生物,这样你们之间就有来有往。

Well, now there's impetus for you has some creatures so that you have some give and take.

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话虽如此,我认为生物有很多种角色。

Now that said, I believe creatures have a lot of roles.

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比如说,我之所以能用生物替代所有东西,其中一个原因就是,我几乎可以用生物模拟其他大多数能力。

I mean, one of the reasons, for example, that that I could replace everything with creatures is I can pretty much mock most other abilities with creatures.

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你知道吗?

You know?

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如果你把进场效果的生物,也就是进场时触发效果的生物放进去,你其实是在做很像法术牌的东西。

If you put ETB creatures you know, enter the battlefield effects on creatures, you know, you're making things that feel a lot like sorceries.

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如果你把它们放在闪现生物上,它们就像瞬间牌。

If you put them on flash creatures, they're like instants.

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你加个全局效果,就能让它们感觉像神器或结界。

You know, you put global effect, you can make them feel like artifacts or enchantments.

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好的。

Okay.

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让它们感觉像鹏洛客有点难,但游戏没有鹏洛客也能继续。

Making them feel like planeswalkers is a little hard, but the game could survive without planeswalkers.

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我觉得它们挺有意思的,但可能最不是必需的。

I think I think they're fun, but it's the the least essential probably.

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虽然它确实扮演了重要角色。

Although it serves important role.

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所以生物在某种程度上促进了互动。

So creatures in a, get interaction.

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它们让你与对手进行互动。

They make you interact with the opponent.

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另外,我也谈到游戏需要惯性,对吧,你希望游戏能结束。

B, I also talk about how games need inertia, right, that you want the game to end.

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而生物在这方面做得很好。

And creatures do a good job of that.

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它们制造威胁,你知道,如果我有生物,你不去处理的话,就会有问题。所以万智牌的一个普遍原则是,要确保总有一方处于领先。

They they make a threat, you know, that if I have creatures, you know, if you don't do something about it, you know so one of the things in general about magic is you wanna make sure that somebody always is winning.

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这是另一个重要的事情。

That's another important thing.

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而且你要确保游戏中有打破僵局的手段,让游戏能够进入一个可以确保结束的状态。

And that you wanna make sure that there's means to break your stalemates in your game, that your game gets in a situation where there's means by which you can make sure it ends.

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这就是为什么穿透(飞行、不可被阻挡等)如此重要。

And that's, for example, why evasion is so important.

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这就是为什么要有小蒂姆或者那种能造成伤害的生物,或者任何能说‘嘿,如果不管我,我就让游戏结束’的东西。

That's why having little Tims or, you know, creatures of that type to deal damage or, you know, anything that sort of says, hey, if left unchecked, I will make sure the game ends.

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这些牌很重要,否则游戏可能会陷入无法结束的状态,那就很糟糕了。

Those cards are important because otherwise, you can get a game in a state where it doesn't end, and that's pretty bad.

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你知道,你得确保游戏总是在向结局推进。

You know, you wanna make sure that your game is always moving toward conclusion.

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顺便说一句,我一直在尽量给出一些游戏设计的小建议。

In general, by the way, I've been trying to give little game design tips where I can.

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我觉得游戏设计师要时刻记住的一点是,玩家会做他们被激励去做的事。

One of the things that I I think is something for game designers to always keep in mind is that the players will do what they're incentivized to do.

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这并不意味着他们会做有趣的事。

That doesn't mean they'll do what is fun.

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玩家们,我是说,玩家确实喜欢有趣,他们会追求有趣。

Players I mean, players do like having fun, and they will push toward fun.

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但如果游戏激励他们去做不有趣的事,他们就会去做,然后因此讨厌游戏。

But if the game incentivize them to do something that isn't fun, they will do that, and then they will hate the game for it.

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你懂我的意思吗?

You know what I'm saying?

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如果游戏说,要赢就得这么做,玩家就会说,好吧。

That if the game says in order to win, you have to do this, they'll go, okay.

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游戏是这么说的,他们就会跟着游戏的引导走。

That's what the game's saying, and they'll follow the lead of the game.

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但结果就是,他们玩得不开心,然后怪游戏。

But then what happens is they don't have fun, and they blame the game.

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你知道吗?

You know?

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他们不会怪自己。

They don't blame themselves.

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他们会觉得,哦,有一条通往乐趣的路,也有一条通往无聊的路。

They're like, oh, there's a path for fun and a path for not fun.

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我选了那条无聊的路。

I chose the not fun.

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我想这是我的错。

I guess it's my fault.

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不。

No.

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不。

No.

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不。

No.

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不是这样的。

That's not how it works.

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游戏必须给玩家正确的路径。

The game has to give the right path to the player.

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我认为,这也是为什么我们通常对生物非常激进的原因之一。

And part of that, I think, is why, in general, we're very aggressive with our creatures.

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我是说,更加激进。

I mean, more so.

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所以经常有人提到一点,这点也让我挺纠结的,但我就直接说吧:大家总觉得 creatures(生物)简直失控了,什么时候法术才能跟它们一样强呢?

So one of the things that comes up all the time, and this is a little bit developed me, but I'll jump in here, is people have this idea that, wow, creatures are just out of control, and when are spells gonna be as powerful as creatures?

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我心想,不是这样的。

And I'm like, no.

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真的不是。

No.

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完全不是。

No.

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不是。

No.

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不对。

No.

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这是个认知问题。

This is a perception issue.

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游戏刚出来的时候,那些法术简直离谱。

When the game started, the spells were bonkers.

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疯狂。

Bonkers.

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对吧?

Okay?

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一费就能抓三张牌。

You can draw three cards for a mana.

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疯狂。

Bonkers.

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生物可没那么疯狂。

The creatures were not bonkers.

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其实,如果你去看最初版,看看里面所有的生物,除了那些太复杂的,除了那些太麻烦的,从卡牌强度来说,没有什么是我们现在不能重印的。

In fact, if you go to alpha, you look at all the creatures in alpha, barring, you know, complexity issues, barring it just was too complicated, There's nothing we can't reprint today from a card power.

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你懂我的意思吧?

You know I'm saying?

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比如,你看早期最初版里的那些强力卡,像天堂鸟或者催眠幽灵。

Like, you look at the the powerhouses of early alpha, you know, birds or hypnotic specter.

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这些都是我们能做的,而且它们都很棒,你知道吗?

There are all things we can do, and they're all you know?

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比如,回想一下催眠幽灵。

Like, a memory about hypnotic specter back.

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当时人们很担心。

People were worried.

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我就想,你知道吗?

I'm like, you know what?

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问题不在催眠幽灵。

It wasn't hypnotic specter that was the problem.

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问题在于黑暗仪式,那是个咒语。

It was dark ritual, a spell.

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所以总之,游戏开始了。

So anyway, the game began.

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咒语都很疯狂。

Spells were bonkers.

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生物牌倒没那么离谱。

Creatures not remotely bonkers.

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过去二十年里发生的变化是,我们慢慢加强了生物牌,所以现在生物牌变得重要了,而以前它们根本不重要。

What's happened in the last twenty years is we've slowly ramped up the creatures so the creatures matter now, whereas they used to not matter.

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比如,我在传奇时代玩这个的时候,我用的是一套蓝绿小生物快攻卡组。

Like, for example, when I when I was playing this during the legends era, for example, I played a little blue green weenie deck.

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我为什么用那套?

Why did I play that?

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因为当时没人用生物牌。

Because nobody was playing creatures.

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有一段时间,你要是玩生物牌,别人会觉得你是个傻子。

Like, there's a period of time in which it what you're an idiot to be playing creatures.

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你懂吧?

You know?

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而我呢,我是个叛逆的人,所以我偏偏就用了。

And I I'm I'm a rebel, so I was.

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但也许是个傻瓜。

But or maybe an idiot.

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我不知道。

I don't know.

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但当时的想法是,在那个环境里,玩生物牌是愚蠢的。

But the idea was that it's an environment where we're dumb to play creatures.

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有太多好方法可以杀死生物,所以那简直太荒谬了。

There were so many good ways to kill creatures that it just was silly.

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所以后来我们就说,好吧。

And so what happened was we said, okay.

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你看。

Look.

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生物牌很有趣。

Creatures are fun.

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你就是那条路。

You're the path.

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我们说的这条路。

The path we're talking about.

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生物才是好玩的路。

Creatures are the fun path.

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生物能让你做有趣的事。

Creatures lead to you doing fun things.

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所以我们决定让游戏更重视生物,因为我们相信,当生物变得重要时,游戏会更有趣。

And so we decided to make the game make you care more about creatures because we believe that it's a more fun game when creatures matter.

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再说一次,我不是说生物必须永远重要。

Now once again, I'm not trying to say creatures have to always matter.

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我不是说生物不应该存在。

I'm not saying creatures that should never exist.

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我也不是说不能做强大的法术,因为我们确实做了强大的法术。

I'm not saying that you can't make powerful spells because we do make powerful spells.

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我们做了强大的生物,不代表我们就不再制作强大的法术了。

Just because we made powerful creatures doesn't mean we no longer make powerful spells.

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你知道,法术从一开始到现在威力已经下降了,因为就像我说的,它们当时太离谱了。

You know, spells have come down in power since the beginning because as I said, they were bonkers.

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现在它们只是不错,而生物也很不错,你知道的。

Now they're merely good and creatures are good, you know.

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这种说法说法术只是,你知道,我的意思是,它们只是相对于过去来说变差了。

This idea that spells are just, you know, I mean, they're only bad comparatively to where spells used to be.

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你仍然会在你的牌组里使用法术。

You still play spells in your deck.

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它们仍然很好。

They are still good.

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你明白吗?

You know?

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在过去一年的职业巡回赛中,我们有两套不同的牌组,里面没有一张牌是带有生物类型的,你知道,在牌组里。

And the last year, the Pro Tour, we've had two different decks that didn't have a a card, you know, with the creature type on it in the in the deck.

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你明白吗?

You know?

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并不是说大家都不玩那种全是生物的牌组。

It's not like people aren't playing decks that are just loaded with creatures.

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他们一直玩的就是这种。

That's all they ever play.

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不是的。

No.

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也有其他牌组会被玩到。

There's other decks that get played.

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但是生物能带来有趣的游戏体验。

But creatures lead to fun gameplay.

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生物能促进互动。

Creatures make interaction.

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生物能带来有趣的决策。

Creatures allow interesting decisions.

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所以生物会留在场上。

So the the creatures stay on the board.

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所以它们就创造了,比如,设计游戏时重要的一点是你要确保有有趣的决策,而且除了你的回合之类的,还有很多事情在发生。

And so they create like, one of the things that's important when you're designing a game is you wanna make sure that you have interesting decisions and that there's a lot going on in addition to your turnovers and stuff.

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生物很好,因为你放下去它们,它们就创造出有趣的棋盘状态,你得对它们做决策。

And creatures are nice because you put them and they create interesting board states and you have to make decisions about them.

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你懂吧?

You know?

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比如说,很久以前我们做过一个推广活动。

For example so one of the things is way back, we used to do a promotion.

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西雅图有个活动叫Bumbershoot,就像是一个有很多乐队参加的聚会,有点独立音乐圈的感觉,你懂的。

There's a thing in Seattle called Bumbershoot, which is it's like a get together with lots of bands and kind of a indie cred thing, you know.

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万智牌以前会去那里,那时候我们在卖一个叫《传送门》的产品,可能有人不记得了。

And Magic used to go there, and at the time, we were selling a product called Portal, for those who don't remember this.

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《传送门》就是简化版的万智牌。

And portal was magic light.

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《传送门》就是只给你生物、法术和地。

Portal was we're just gonna give you creatures and sorceries and land.

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就这样。

Done.

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没有瞬间,没有神器,没有结界。

No instance, no artifacts, no enchantments.

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当然,也没有鹏洛客。

Obviously, no planeswalkers.

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所以我们的想法就是只保留三种基本卡牌类型。

So the idea is we just boil down to three basic card types.

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然后呢,我做了很多教学。

And so what happened was I did a lot of teaching.

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我在Bumbershoot教别人怎么玩。

I I was at Bumbershoot teaching people how to play.

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我记得很有意思。

And I remember interesting.

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有一次,有个空档。

So at one point, there's a lull.

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所以我在和另一个万智牌玩家对局。

So I was playing another magic player.

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当时是别人在教。

Someone else was teaching.

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我们手头就只有这些牌组。

And all we had was the these decks.

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所以再说一遍,这些生物都只有基础异能。

So once again, they were creatures with basic basic abilities.

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对吧?

Okay?

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没什么复杂的。

Nothing complex.

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我的意思是,大部分都是白板生物,顶多一两个带点小效果。

I mean, much mostly mostly French vanilla, maybe one or two, you know, a little tiny effects.

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但真的非常简单。

But I mean, super simple.

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那些法术,超级简单。

The sorceries, super simple.

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而且法术也不多,主要是生物。

And not even a lot of sorcerers, it's mostly creatures.

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所以我们俩在对战,我觉得大概80%是生物,20%是法术。

So we're playing game to each other, which was, I would say, 80% creatures, 20% spells.

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而且那些法术也不是什么特别厉害的法术。

And the spells weren't backbreaking spells.

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就是一些普通和罕见级别的法术。

They were common uncommon kind of spells.

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生物也都很简单,大部分是白板生物或者带点小异能的。

And the creatures were all simple, mostly French vanilla or vanilla creatures.

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所以我们玩的是那种能简化到极致的游戏。

So we were playing a game with as stripped out as you could.

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我觉得有意思的是,我们俩都是万智牌玩家。

And what I found interesting was and we were both Magic players.

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我们打了一场很有意思的对局。

We had an interesting game.

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我们打了一场非常有意思的对局。

We had a very interesting game.

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我觉得有时候人们会陷入一种误区,忘了最基础的东西,比如生物战斗其实非常有趣,里面有很多值得思考的决策。

I think people I think people get caught up sometimes that they forget that the the bare basics of, like, creature combat is actually very interesting, and there's a lot of neat decisions to make.

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你懂吗?

You know?

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如果我有一些生物,你也有一些生物,我得想想,如果我进攻,你会怎么阻挡?

If I have some creatures and you have some creatures, I gotta figure out, you know, a, if I attack, how would you block?

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而根据你的阻挡方式,我是否满意呢?

And depending on how you block, am I happy with that?

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有没有可能你做出一些我不乐意的操作?

You know, is there a means in which you do something I'm not happy with?

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你知道,或者说,我们当时是在用咒语和生物对战。

You know, or I mean, now we were playing with sorcerers and creatures.

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我连虚张声势都做不到。

I couldn't even bluff.

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如果我进攻,他知道我没什么后手。

If I attacked, he knew I wasn't doing anything.

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你知道,普通的魔法是瞬间的。

You know, normal magic is instant.

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即使那样你也能虚张声势。

Even there you bluff it.

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所以把虚张声势排除在外。

So take bluffing out of it.

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就只是想想他会怎么做?

And just the idea of what is he gonna do?

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让我想想他手里有什么牌。

Let me think of through what his things are.

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我可能不知道他手里还有什么其他生物牌可以补充,但关键是,那是一场非常丰富、很酷的游戏。

Now I might not know what other he has of what other, you know, creatures he has in his hand they might supplement with, but the idea was it was a very enriching cool game.

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而且那些生物,就像我说的,光是玩生物本身就已经是个好游戏了。

And that creatures, like I said, just the act of playing with creatures is a good game unto itself.

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再加上魔法,我是说,真的很有趣。

Mix magic I mean, it is fun.

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我不是说后面加的那些东西不好,但生物对战的核心基础本身就是一个非常好的游戏。

I'm not saying the other stuff later on top is not also good, but the core basics of creature play, of creature combat is unto itself a very good game.

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好的。

Okay.

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喝一口。

Taking a little drink.

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好的。

Okay.

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所以生物给游戏带来了一个很好的元素,就是它们有一定的持久性。

So creatures have this nice element to the game that they have some permanence.

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如果处理得当,它们还能帮助游戏结束。

They if done correctly, they help make the game end.

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顺便说一句,最大的危险之一就是僵局,这就是为什么你会发现我们倾向于让生物的攻击力稍微高于防御力,虽然环境并不总是这样。

I mean, one of the big dangers, by the way, is stalemates, that's why if you notice, we tend to air a little having a little more power than toughness, although their environment is not always true.

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我们倾向于确保有很多闪避手段,你懂吧?

We tend to make sure there's plenty of evasion, You know?

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还有,我们做的另一件事是,让我稍微谈谈“虚拟香草”。

And, also, the other thing we do so let me talk a little bit about virtual vanilla.

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所以“新世界秩序”出现了,对于那些不知道的人来说,“新世界秩序”的理念是,我们以后会专门做一期关于它的播客。

So New World Order came along, and the idea of New World Order, for those who don't know, at some point, we'll do a podcast in New World Order.

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简单来说,我们需要降低游戏的入门门槛,让新玩家能够学会玩,因为随着我们不断增加复杂性,门槛越来越高,这阻止了人们加入游戏。

The the short version is we need to make the game the barrier to entry lower so that new players can learn to play because the barrier kept getting higher as we get added complication, and it was keeping people from being able to join the game.

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如果没有新玩家加入,游戏就会消亡。

And the game will die if there's not new people that can join it.

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好的。

Okay.

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所以,做到这一点的一部分就是让棋盘复杂度变得更简单。

So part of doing that was just making the board complexity simpler.

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所以其中一个重要的手段就是更加注意你的生物。

And so one of the big tools of that was being more careful with your creatures.

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结果一个副作用就是我们做了更多的生物。

And so a side effect was we ended up doing more creatures.

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然后我们开始做所谓的“虚拟白板生物”,这是我发明的一个术语。

Well, we started doing what we call virtual vanilla, which is a term I came up with.

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这个想法是,当棋盘上有一个生物时,最简单的生物就是白板生物。

The idea is when I have a creature on the board, the simplest creature is a vanilla creature.

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白板生物的定义就是没有规则文本。

Vanilla creature is is defined as has no rules text.

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比如灰熊、山丘巨人。

A grizzly bear, a hill giant.

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我知道我提的都是老版的万智牌卡牌。

I know I'm name I'm naming old school magic cards.

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但就是这样,它就是一个2/2。

But so the idea is just it it it's a two two.

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就这样。

That's it.

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它是三三。

It's a three three.

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就这样。

That's it.

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它没有其他功能。

It doesn't do anything else.

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所以我们学到的一件事是,让游戏变得有趣的一些方法就是创造所谓的虚拟白板生物。

So one of the things we learned is some of the ways to get some interesting things in the game is to make a call virtual vanilla.

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虚拟白板生物就是,在场上的第一个回合之后,它基本上就是一个白板生物。

So virtual vanilla is after the first turn that's in play, it is essentially a vanilla.

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顺便说一句,我在这上面惹过麻烦。

By the way, I got in trouble on this.

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我在第一次测试中定义了虚拟白板生物,那是第一次或第二次设计师招聘的测试。

I defined virtual vanilla on the first test, the first grade or for the second grade designer search.

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按照我们对虚拟白板的定义,白板也算,因为白板确实在第一个回合之后,就表现得像个白板生物。

And by our definition of virtual vanilla, a vanilla counts because a vanilla it's true that after the first turn, a vanilla acts as a vanilla creature.

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但很多人感到困惑,因为虚拟白板意味着,嗯,它实际上是虚拟的白板,不是真正的白板。

But a lot of people were confused because virtual vanilla implies well, it's it's virtually vanilla, not really vanilla.

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但不管怎样,这是问题里的一个错误。

But anyway, a mistake in the the question.

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所以,虚拟白板就是,在第一个回合之后,它实际上就等同于一个白板。

So that is a virtual vanilla is after the first turn, it it is for all intents and purposes a vanilla.

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这样很好,因为它让你有一张有意义的、有作用的牌,但之后,看,它就是个白板生物。

And so that means is it's nice because it allows you to have a card that matters and does something, but then after that, look, it's just vanilla creature.

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我们知道,魔法里带白板生物,就像我说的,从我在传送门里的经验来看,游戏性很好,而且你知道,你可以有一些稍微复杂点的生物,这就是为什么我们有更高的稀有度。

And we know that magic with vanilla creatures, like I said, from my experience with portal, is it's good gameplay And that, you know, you you can have a few creatures that are a little more complicated, and that's why we have higher rarities.

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但那些是普通牌,你知道,如果普通牌上没那么多花样,那就挺好的。

But that are common, you know, it's nice if there's not too much going on a common.

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我们确实也做所谓的法式白板普通牌,就是有单一异能的生物。

Now we do we do also do what we call French vanilla common, which is creatures with a single ability.

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这些都不难记,你知道,飞行生物或者先攻生物之类的。

And and those are things that are not not too hard to track, you know, a flying creature or first flying creature.

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很多这类东西就是我们用来做穿透效果的,帮助生物突破防线。

And a lot of that stuff is where we get evasion from to help things break through.

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不过,话说回来,制作虚拟白板生物的一部分就是怎么设计那些进场后变成白板生物的单卡。

But, anyway, part of making virtual vanillas was how do we make cards that after the turn that come into play are vanilla creatures.

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其中一个重要的类型就是我们说的进场效果,也就是ETB效果。

So one of the big ones is what we call enter the battlefield effects, ETB effects.

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意思就是,我有一个生物,它进场时触发一个效果,然后之后它就只是一个普通生物了。

Meaning that I have a creature, it comes and play, it does something, and then that after that, it's just a creature.

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ETB生物之所以对“新世界秩序”这么重要,是因为新手玩家,没经验的玩家,我经常讲一个叫“透镜设计”的概念,就是说那些让更有经验的玩家能看到更多策略的单卡。

And the reason that the the ETB creatures have been so awesome for New World Order is that the beginning player, the inexperienced player doesn't I I talk a lot about what call lenticular design, meaning that cards in which the more experienced player sees more strategy in them.

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而进场效果生物就特别适合这个。

And and just battlefield creatures do this really well.

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原因如下。

Here's why.

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比如说,我有一张牌,它能做点什么,比如给我加法力或者回血,或者做点别的,不是摧毁对手的牌。

So let's say I have a card that that does something like, you know, gets me manner or gains me life or does something not not destroying the opponent's pictures.

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那些能摧毁玩家牌的东西,玩家会觉得必须用,会攥在手里,这些可能会造成问题。

Those are little anything that destroys players feel so obligated to use them, they hold them back, and those can cause problems.

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也就是说,我们得小心处理这些牌。

Meaning, we have to be careful with those.

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但就是那种有点小效果的牌,你知道的,有点小作用。

But just the thing that does something, you know, it has some small effect.

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很多时候,有经验的玩家知道什么时候用,比如,我抽到一个能回血的生物,而我血量很低,对手可能会根据我剩下的血量来做决定。

A lot of times, understanding when to use that for the experienced player, you know, like, let's say, for example, I draw a creature that gains me life, and I'm low enough on life that my opponent might be making decisions based upon how many, you know, how many how much life I have left.

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所以他在算数。

So he's doing math.

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现在我手里有个生物,能改变这个算术。

Now I have a creature in my hand that changes the math.

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新手玩家只会想,我能出这张牌吗?

Now a beginning player just goes, can I play plays it?

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哦,你看。

Oh, look.

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我回复了一些生命值。

I gained I gained some amount of life.

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太好了。

Yay.

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然后他们就很开心。

And and they're happy.

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现在,玩家可能会说,哦,你知道,我的生命值更低会不会改变他们的策略?

Now, player might say, oh, you know, is my being lower in life changing their strategy?

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我是不是应该先留着这张牌,不让他们知道我还有更多生命值?

Do I might wanna hold this back a little bit and let them not know that I have more life?

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所以他们可能会,你知道,因为他们可能会做出一些牺牲,以为他们快打败我了。

So they might, you know because maybe they're gonna make some sacrifices thinking they're closer to beating me.

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然后如果我留着这张牌,他们可能会因为信息不全而做出一些错误的决定。

And then if I hold this back, they might make some bad decisions because they don't have full information.

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而且妙就妙在,对于有经验的玩家来说,这张牌其实能带来一些很有意思的决策。

And what's awesome there is that card for the experienced player, there's actually some interesting decision that could be made.

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但对于没经验的玩家,不管他们怎么出牌,他们都不会往前想。

But for the inexperienced player, whatever they play it, they they don't think ahead.

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顺便说一句,一般来说,区分新手和老手的方法有很多,但其中一个很有意思的方面就是他们会往前看几步。

In general, by the way, one of the ways to tell inexperienced players from experienced players I mean, there's multiple ways, but one of the interesting ways is how many turns ahead do they look?

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你懂吧?

You know?

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我觉得新手玩家是一步都不往前看的。

I feel like a beginning player looks zero turns ahead.

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新手玩家就只想着,我现在在干什么?

A beginning player just is like, what am I doing right now?

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这一回合我能做什么?

What can I do on this turn?

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现在最经典的是什么?

What's the most classic right now?

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有经验的玩家,比如,我觉得像约翰·菲克尔那样的,是我最常想到的例子。

An experienced player, like, I believe someone like, you know, John Fickle's my go to.

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你知道,约翰·菲克尔之所以这么厉害,而且他到现在还在活跃,其中一个原因就是他能看得非常远。

You know, one of things John Fickle's such an or makes he's he's still around.

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让他成为这么出色的玩家的原因,就是他能预判到很远的未来。

Makes him such an awesome player is he looks so far ahead.

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对吧?

You know?

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他会做一些你当时看不懂的操作,然后十二个回合之后,这些操作就见效了。

He'll do something you don't understand, and then twelve turns later, pays off.

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对吧?

You know?

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真正有经验的玩家的标志,就是他们会仔细推演,想清楚自己需要做什么。

That's the sign of a really experienced player is that they walk through the charts of figuring out what you need to do.

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所以他们会想,哦,我现在就得做决定,因为这会在十二个回合后产生影响,或者可能产生影响。

So they go, oh, I need to make decision now because this is gonna matter or could matter in 12 turns.

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所以,关于生物,总的来说,就像我说的,还有ETV效果,以及对于那些不简单的生物,还有死亡触发效果。

The so the the other thing in creatures in general is so like I said, the ETV effects and also there's death trigger for those that aren't simple.

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死亡触发就是当它死亡时,会发生一些事情。

Death trigger mean when it dies, something happens.

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之所以这样设计很好,是因为当你给一个生物加上ETV效果时,基本上你是在给它附加一个法术,也就是说,生物的一部分价值来自于这个法术。

The reason that it's nice is when you front load a creature with an ETV effect, essentially you're putting a spell on it, meaning that some value of the creature is based on the spell.

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所以,身体本身的价值就降低了,你懂的。

So the remnant of the body is worth less, you know.

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这是一种巧妙的方式,有时可以做出一些小生物,有时也可以做出一个带有强大效果的大生物,只是费用更高。

And so that's a neat way to make some small creatures sometimes or sometimes you can make a bigger creature with a big effect and just cost more.

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我的意思是,就像我说的,这是赋予生物更多特色的一种有趣方式。

I mean, like I said, that's another interesting way to imbue creatures with extra flavor.

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其实,关于生物,一个棘手的地方在于,人们对基础规则的理解比对法术的理解更深。

I mean, one of the one of the tricky things about creatures is people understand the basics better than spells.

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比如,如果我设计一个法术,尤其是如果我在探索一些我们不太熟悉的领域,你很难知道它的费用是多少。

Like, for example, if I make a spell, especially if I'm messing around some territory that we're we haven't done a lot, you don't know what it costs.

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比如说,我制作一张卡牌的时候,通常会去找开发团队。

I mean, like, I for example, one of the things that happens is when I make a card, I tend to go to development.

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我会说,好的,各位。

I say, okay, guys.

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给这张卡定个费用吧。

Cost this card.

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因为我希望这张卡的费用大致合理,而且我通常会先预测一下结果,然后请设计开发人员帮我确定费用。

Because I want the card to be, you know, in the ballpark, and I like sort of I always predict what I think is gonna happen, and I ask the design developers so I get a cost.

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如果是生物卡的话,我猜得不会差太多。

If I'm doing a creature, I'm just not that far off.

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因为可比较的生物太多了。

There's too many creatures to compare against.

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你明白吗?

You know?

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确实是这样。

It is very.

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判断生物牌的强度要容易得多,因为生物牌太多了,而且它们有攻击力和防御力,这些数值是有意义的。

It's much much easier to gauge the power level creatures because of the there's so many of them and because they have power and toughness that means something.

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这个结构已经很成熟了。

That structure is pretty well beat.

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比如,你给我任何一张生物牌。

Like, I I you give me any creature.

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我都能拿它和类似的生物牌比较,然后我就能大致估个差不多。

Can compare it some other creature that's similar, and I I I'm in the ballpark.

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但法术牌呢,我有时候在开发阶段会迷失,可能会差出好多法力值,因为,哦,我就是没搞明白那个法术有多强。

Where spells, you know, I I sometimes lost development, and I could be off by huge amounts of mana because, oh, I'm just understanding how powerful that spell is.

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而生物牌呢,我不会低估太多。

Whereas with the creature, I can't underestimate too much.

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哦,这是个四费还是五费的生物?

Oh, it's it's a four or five base creature?

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嗯,首先,我知道它意味着什么,你懂的。

Well, for starters, I know it means blah, you know.

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所以生物,就像我说的,它们给游戏玩法增添了很多东西。

So creatures, the like I said, they add a lot to the play of the game.

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它们让玩家之间的互动变得更多,而且里面有很多思考。

They add a lot to having inter interconnected between the players, that there's a lot of thought that goes into them.

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我觉得生物有很多层次感,比如说,理解什么时候该进攻,什么时候是进攻的好时机,如果场面更复杂的话,这需要很多经验。

I think creatures have a lot of lenticularness to them and that understand like, just for example, understanding when to attack, like, when's the right time to attack, that requires a lot of experience if the board is more complicated.

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你知道,好吧,黑色有两个生物,我收回那句话。

You know, fine, there's there's two creatures in black, I take it back.

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就算场上只有两个生物,新手也会觉得棘手。

Even two creatures in play, a beginner's will have problems with.

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但是假设,你知道,每边有三四个生物,或者天哪,六个或七个生物。

But but let's say there's, you know, three or four creatures on each side or hell, you know, six creatures or seven creatures.

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经验丰富的玩家会更清楚什么时候该交换,什么有价值。

The the more experienced players has a much better idea of when to trade and what's valuable.

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而且,其中一个例子,这里有个经典的故事。

And, like, one of the things so here's a classic story.

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这个我在专栏里讲过,但从来没在播客里说过。

I've told this in my column, but I've never told it never told it on podcast.

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所以,偶尔会有那么一个时刻,你做了某件事。

So, like and once in while, you have a moment where you do something.

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你会有一次重大的神奇发现。

You you have you make a big magical discovery.

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那是在《入侵》系列的时候。

So I this was during Invasion.

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我们在做测试,我以前在“未来联盟”工作过。

We were playtesting, and I used to work in the future future league.

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我以前也参加过。

I used to play in it.

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现在没时间了。

I don't have time anymore.

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但我不怎么组牌,因为组牌不是我的强项。我是说,我算是个不错的约翰尼型组牌者,但真正的竞技套牌不是我的菜。

But I didn't do a lot of deck building because deck building is not my for I mean, I'm a good Johnny deck builder, but actual competitive deck is not my thing.

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所以兰迪·布勒给我组了一套牌,里面有张牌叫卡布泰坦。

So Randy Buehler built me a deck with a card called Kavu titan.

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不知道的人说一下,卡布泰坦是一费2/2,然后你可以花三费加一个绿,让它变成5/5。

For those who don't know, Kabu Titan is one g for two two, and then you can for three to g, make it a five five.

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但是兰迪,我们用完了卡布泰坦,所以兰迪放了灰熊进去。

But Randy we'd run out of Kabu Titan, so Randy put in grizzly bears.

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兰迪的本意是那些灰熊就当卡布泰坦用,但他没告诉我。

Now it was Randy's intent that the grizzly bears were Kabu titans, but he didn't tell me that.

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所以我就把它们当灰熊打了,那周我打了四胜零负。

So I played them as grizzly bears, and I went four and o that week.

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我全胜了。

I swept.

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然后周末的时候,兰迪发现了我的错误,说:哦,马克,我的马克,那不是灰熊。

And then at the end of the week, Randy realized my mistake and says, oh, Mark, my Mark, there's not grizzly bears.

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那是卡布泰坦。

That's Kabu titan.

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第二周,我打了两胜两负。

The next week, I go two and two.

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而那个教训,非常重要的教训,就是我低估了2/2的重要性,在第二回合有个2/2能赢很多对局,你知道,即使你放弃了第五回合的5/5。

And the lesson there, which is a very important lesson, is that I was underestimating the importance of the two two, that having a two two on turn two can win a lot of games, you know, even if you're giving up your five five in turn five.

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你明白吗?

You know?

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这真的教会了我一个道理:不同的卡牌在不同的时间有价值,尤其是生物牌。

And that it it it that that really taught me the lesson of that different cards are valued at different time, and that's especially true with creatures.

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你明白吗?

You know?

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理解生物的一部分就是理解它们什么时候有价值,它们能做什么,能为你做什么。

The part of creatures and understanding creatures is understanding when they're valuable and what they do, what they do for you.

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你明白吗?

You know?

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而设计生物的一部分,就是确保它们能以不同的方式给你带来有趣的决策。

And that part of designing creatures is making sure that they give you interesting decisions in in different ways.

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你知道的。

You know.

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就像我说的,不管怎样,不管怎样,当生物进场时,那总是一个有趣的决策。

And like I said, no matter what, no matter what, when the creature gets in play, that's always an interesting decision.

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生物战斗是一个有趣的决策,那里有很多有趣的事情发生。

Creature combat is is is an interesting decision, and there's a lot of neat things to go on there.

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知道什么时候该进攻,什么时候该争取优势,或者什么时候该交换,这些都需要经验,但这也是游戏中的核心乐趣之一。

And just knowing when to push or knowing when to, you know, try to sort of get advantage or knowing when to trade, all that is just something that, like, requires knowledge, but it's it's kind of nice core thing in the game.

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我们学到的一件事是,我们会做所谓的焦点测试,就是让人在单向镜后面玩,我们观察他们。

Now one of the things we've learned so one of things that we do we do things called focus test where we get people we we get behind a two way mirror and we watch them play.

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这样做有很多原因。

And there's all sorts of reasons you do it.

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有时候是为了看他们是否理解怎么玩,他们有没有听懂你的指示?

Sometimes to see if they understand how to play, they do they get your instructions?

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但有时候我们会先教他们怎么玩,然后退后一步,只是观察他们会怎么做。

But sometimes we teach them how to play and then step back and just watch them do what they do.

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也就是说,目标不是理解规则。

Meaning, the goal isn't comprehension.

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更多的是,好吧。

It's more of, okay.

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既然我们已经解释了基本规则,你是个新手玩家。

Now that we've we've explained the basics, you're a beginning player.

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你会怎么做?

What do you do?

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观察新手进行生物战斗时,有趣的一点是,他们就是不愿意进攻。

And one of the interesting things of watching creature combat with beginners is they just will refuse to attack.

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我的意思是,如果你场上没有生物,而我有生物,我能攻击你,他们会攻击。

I mean, if you have no creatures in play and I have creatures in play and I can attack you, they will attack.

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但一旦我可能阻挡,而且那个生物可能杀死我的生物,我的意思是,不是所有人,但大多数新手玩家会变得非常犹豫,不敢进攻。

But the second, like, I could block and that creature could kill my creature, I mean, not all, but the majority of beginning players become much more hesitant to attack.

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有趣的是,随着你水平提高,你会意识到,每当两个生物交换时,通常对某方有利。

And the funny thing is, as you get better, one of the things you realize is whenever two creatures trade, it's usually to somebody's advantage.

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我不是说百分之百的时候,但大多数情况下,生物交换对一方来说确实比另一方更有利。

I mean, not a 100% of the time, but but most of the time, it is better for one player than the other player for the creatures to trade.

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而你需要学会的是,如果你是进攻方,如果交换对你有利,那你就应该进攻。

And and the thing you have to learn is, if you're the attacker, if you're if it's better to trade for you, the attacker, you should attack.

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如果交换对防守方更有利,那你就不应该进攻。

If it's better to trade for the defender, then you shouldn't attack.

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你明白吗?

You know?

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但你必须搞清楚,什么时候交换对你有利,什么时候对你不利。

And but you have to understand when the trade is in your favor and when it is not.

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顺便说一句,作为一个玩这个游戏很久的人,对我来说,学会这个——而且我现在还在学——并不是什么特别吸引人的事。

And that to me, by the way, as someone who's played this game for a long time, learning that, and then I'm still learning that, wasn't fascinating.

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我的意思是,比如,我长期以来为了提升自己作为玩家的水平,会找出游戏中自己确实不擅长的部分。

I mean, like, I for a long time, like, one of the things that I tend to do is to help me as growth as a player is I figure out some part of the game that I know I'm not good at.

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比如说,有一次我就想,你知道吗?

You know, for example, one time I was like, you know what?

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我换牌特别差。

I suck at mulliganing.

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我得在学换牌上更主动一点。

I gotta just be more aggressive with learning how to mulligan.

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你懂吧?

You know?

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我换牌的时候花了很多时间和精力去问高手,说,我要不要换这张牌,还是我想换?

And I spent more time and energy when I was mulliganing, asking good players and saying, do I wanna mulligan this or do I want?

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而且,你知道,我花了一些时间思考换牌。

And, you know, I spent some time thinking about mulliganing.

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即使这样,我还是可以做得更好,但你知道吧?

And even then, it's I still could be better, but you know?

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所以我花了一些时间研究进攻。

So one of the things I spent some time with is trying to figure out attacking.

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在卡布风筝那件事之后,我就想,好吧。

After the whole incident with the Kabu Kite, I'm like, okay.

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你知道,我该怎么想,我想在哪里,我在做什么?

Why you know, how am I what where do I wanna be, and what am I doing?

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我学到的是,很多玩家早期都像我一样,太胆小了。

And that what I learned was like a lot of players early on that I was just I was being timid.

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我没有在能施压的地方施压。

I wasn't I wasn't pressing where I could.

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你懂吗?

You know?

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顺便说一句,很多时候,如果你老是输给对手,而对手血量很低,有时候答案就是你进攻不够积极。

And a lot of times, by the way, if you keep losing games with your opponent at low life totals, sometimes the answer is you just weren't aggressive enough in attacking.

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当然也有愚蠢的进攻,你得学会分辨。

And that now there's dumb attacks too, and you have to learn about that.

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但我喜欢生物牌的地方,就是我们现在正在进行的这种讨论。

But the thing I love about creatures is is is this conversation I'm having right here.

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有太多东西要学了。

There's so much to learn.

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关于什么时候进攻、什么时候不进攻,有太多有趣的决策,这让游戏充满了策略性。

There's so many interesting decisions about when to attack and not to attack that it has a lot of strategic elements to the game.

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关于生物,另一个重要的事情就是它们太酷了。

Now another important thing about creatures is they're just awesome.

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我是说,从创意上讲,它们真的很棒。

I mean, creatively, they're awesome.

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你知道吗?

You know?

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比如说,我们总是在包装上放东西。

That for example, we always have packaging on on, you know, things.

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现在呢,我们更倾向于放鹏洛客。

And now nowadays, we're more likely to put planeswalkers.

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但在鹏洛客出现之前,我们包装上放什么呢?

But before planeswalkers exist, what do we put on packaging?

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生物。

Creatures.

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为什么不是神器呢?

Why not artifacts?

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为什么不是咒语呢?

Why not spells?

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为什么总是生物呢?

Why not why always creatures?

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实际上,生物是我们创作中最吸引人的元素之一。

And the reality is creatures are just one of the most compelling things creatively we got.

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你知道吗?

You know?

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我是说,人们喜欢动物园。

I mean, people love the zoo.

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生物就是充满活力,而且它们很适合表现动作。

I mean, it's it's creatures are just dynamic, and they I mean, one of the things is that creatures lend themselves to action.

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它们很适合表现存在感。

They lend themselves to being.

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我觉得万智牌是一种视觉媒介,因为美术对我们来说太重要了。

I think that magic is a visual medium because art's so important to us.

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我觉得我们能让生物看起来特别酷。

I think we can just make creatures look awesome.

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你知道,我觉得让生物看起来酷比让其他东西看起来酷容易多了。你看,你可以画出美丽的风景,但到了一定程度,如果没有一些真正有动感的东西在环境里,嘿,森林就是森林,你知道,有漂亮的森林,但到了一定程度,它也就是个漂亮的森林。

You know, I I think that it's a lot easier to make creatures look awesome than look you know, I mean, you can make beautiful landscapes, but at some point, you know, without some, something really dynamic to the environment, hey, a forest is a forest, you know, and there's pretty forest, but at some point, it's just a pretty forest.

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相比之下,你知道,一个你从没见过的生物,或者一个正在行动中的东西,我也不知道怎么说。

Whereas, you know, a creature you've never seen before or something that in action, I don't know.

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就是生物真的有一种很强的吸引力。

Just creatures really have this strong appeal.

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而且另一个原因是,如果非得选一种生物,我只能选一种卡牌类型的话。

And the other reason, like, I had to pick one creature, I have one car type.

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我会选生物,因为玩家喜欢生物。

I pick creatures is players love creatures.

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你懂我的意思吧?

You know what I'm saying?

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我们一直在推动生物,这不是偶然的。

Like, it's it's no mistake that we've been pushing on creatures.

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我觉得它们对游戏有很好的作用。

I think they do a wonderful thing for the game.

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我觉得它们增加了战略复杂性的价值,既帮助新手学习,也让更有经验的玩家有东西可以钻研和提升。

I think they add a lot of value in strategic complexity, both helping them begin to learn, but also make the more experienced player have something to to bite into and to to get better at.

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而且最重要的是,它们非常受欢迎。

And on top of all that, they're just beloved.

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人们喜欢生物,它们很酷。

People love creatures, that they are cool.

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它们很有创意,你知道,这真的很酷。

They're creatively you know, it's just a very cool thing.

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对吧?

You know?

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而且就像我说的,它们在游戏中非常动态,因为当你有生物在场时,游戏基本上就要结束了,如果一方有生物优势,那另一方就必须采取行动。

And and and like I said, they're very dynamic in the game because, you know, when you have a creature in play, like, look, the game's the game is going to mostly end, you know, if if one creature has a creature advantage, and that that makes the other person have to do something.

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顺便说一句,另一个概念就是“时钟”。

Like, another thing, by the way, is the idea of a clock.

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这是游戏术语,意思是:我还有几个回合就会输?

It's a term in game terms, which means, well, how many turns before I die?

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我看一下棋盘。

I look at the board.

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谁占优势,他们每回合能造成多少伤害?

Whoever has the advantage, how many damage are they doing?

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那么,要几个回合,这个伤害量才能赢下比赛?

Well, how many turns before that amount of damage will win the game?

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所以,生物的一个作用就是提供一个“时钟”,我觉得这非常有价值。

So one of the things that creatures do is they provide a clock, which I think is very valuable.

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你明白吗?

You know?

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我觉得游戏会更有动态感,当你心里想:好吧。

I think a game's much more dynamic when you're like, okay.

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好的。

Okay.

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如果三个回合内我不改变策略,我就会输掉比赛。

In three turns, I'm gonna lose the game unless I change something.

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因为游戏设计的一个关键点就是推动玩家采取行动。

Because one of the things about game design is you want to push your game player toward action.

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这是另一个重要的游戏设计理念。

That's another big gameplay thing.

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你要鼓励玩家积极行动。

You want to encourage your game players into action.

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行动让游戏变得有趣。

Action makes games fun.

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做事情让游戏变得有趣。

Doing things makes game fun.

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什么都不做,就没什么意思了。

Not doing things, not particularly fun.

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你知道,我们一直不太愿意把反击咒语做得太强,或者至少我个人不介意把反击咒语作为一种工具存在,但我们不做一个全是反击咒语的牌组,是因为那是一个不作为的牌组。

You know, one of the reasons that we've been shying away from making counter spells so good or at least I I don't mind having counter spells be there as a tool, but the reason we're not making a deck full of counter spells is that's a deck of inaction.

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不作为对于对手来说并不是特别有趣。

Inaction is not particularly fun for the guy playing against it.

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我是说,也许玩的人玩得很开心,但我们希望万智牌是关于行动的,而不是不作为。

Mean, I maybe the guy playing is having a blast, but we like magic to be about action, not inaction.

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因为我们喜欢游戏。

Because we like games.

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游戏应该关乎行动,而不是不作为。

Games should be about action, not inaction.

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总之,我现在已经停好车了。

Anyway, I've now parked.

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我在威世智了。

I'm at wizards.

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我很期待聊生物,但让我先总结一下。

I'm just excited for talking about creatures, but let me just wrap up.

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所以今天我最想说的就是,生物太棒了。

So mostly what I wanna say today is creatures are awesome.

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它们对游戏贡献很大。

They do a lot for the game.

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就像我说的,它们对游戏设计的各个不同方面都有很大帮助。

They do a lot for, like I said, all these different elements of game design.

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它们让游戏变得有趣、刺激、充满变化,而且,你知道的,要掌握怎么用它们是有个学习过程的。

They just make the game fun and exciting and dynamic, and, you know, there's a learning curve to understand how to use them.

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但是它们也,你知道的,你可以让场上只有简单的生物,那虽然不会让人感到压力太大,但玩法上绝对还是有深度的。

But they also you know, you can make if the the board's nothing but simple creatures, that is not overwhelming, but definitely still has depth to it in gameplay.

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总之,生物能带来很多很棒的东西。

Anyway, creatures do so much awesome things.

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所以这就是我今天想说的。

So that was my message today.

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我开车三十分钟里想说的就是,生物太棒了。

My message in my thirty minute drive is creatures are awesome.

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所以,总之,希望你们能明白我的意思。

So, anyway, hopefully, you got that message.

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好了,我得走了。

Anyway, I gotta go.

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聊生物很有趣,我以后还会回来聊其他类型的卡牌。

So it was fun talking about creatures, and I'll be back at some point talking about the other car types.

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是时候去创造奇迹了。

So it's time to go make the magic.

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