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致我们的游戏开发者听众,你们是否在思考如何将游戏推向全球?
To our game dev listeners, are you wondering how to expand your game around the globe?
现在不用再猜想了。
Well, wonder no longer.
Xsolla 支付是一款专为全球游戏商业和变现打造的解决方案。
Xsolla Payments is a solution built for global game commerce and monetization.
它通过使用玩家偏好的支付方式,提供本地化的结账体验,提升玩家参与度。
It boosts player engagement with localized checkout experiences using your player's preferred payment methods.
简洁的用户界面让全球玩家都能按照自己想要的方式轻松支付游戏及游戏内内容。
The simple user interface makes it easy for gamers everywhere to pay for your games and in game content exactly how they want.
更棒的是,他们可以保存最爱的支付方式,以便快速购买,更快重返游戏。
Even better, they can save their favorite payment methods for quick purchases to help them get back in the game faster.
而且你会喜欢 Xsolla 支付,因为它提供可定制的结账界面和多种集成选项,支持侧边栏、iframe、字体和图片等,让支付流程仿佛成为游戏体验的自然延伸。
And you'll love Xsolla Payments because of its customizable checkout and integration options with everything from sidebars and iframes to fonts and images, making the buying process feel like an extension of your game experience for payers.
准备好进军全球市场了吗?
Ready to go global?
访问 xsolla.pro/aiasp,或点击我们播客描述中的链接以了解更多信息。
Visit xsolla.pro/aiasp, or click the link in our podcast description to learn more.
欢迎收听《游戏开发者笔记》,这是一档由游戏开发者参与的深度一对一对话播客,从细致而亲密的视角探讨互动娱乐的商业与创作。
Welcome to The Game Maker's Notebook, a podcast featuring a series of in-depth one on one conversations between game makers providing a thoughtful, intimate perspective on the business and craft of interactive entertainment.
《游戏开发者笔记》由互动艺术与科学学院主办,这是一个致力于认可与推动互动娱乐发展的会员制组织。
The Game Maker's Notebook is presented by the Academy of Interactive Arts and Sciences, a member driven organization dedicated to the recognition and advancement of interactive entertainment.
嘿,朋友们。
Hey, buds.
欢迎来到《游戏开发者笔记》。
Welcome to The Game Maker's Notebook.
你好。
Hello.
谢谢你们邀请我们。
Thanks for having us.
是的。
Yeah.
见到你们真好。
It's good to see you guys.
见到你真好,兄弟。
Good to see you, man.
你也是。
You too.
我期待这一期节目已经很久了。
I've been looking forward to this episode for a very long time.
你知道吗,从一开始我就在关注你们,一直为你们加油,真的非常期待——哦,谢谢。
You know, I've been I've been watching you guys from the beginning and rooting for you guys and really excited for Oh, thanks.
《Sleep Awake》这款游戏很棒。
The game, sleep awake, which is great.
我刚才还告诉罗宾,我昨晚刚玩完。
Just telling Robin earlier I finished it last night.
哦,太棒了。
Oh, awesome.
我
I'm
仍然很紧张。
still on edge.
我身后放着我的Sleep Awake情绪灯。
I've got my sleep awake mood light behind me.
而且,是的,我非常喜欢它。
And, yeah, I loved it.
我今天非常兴奋能和你们聊聊很多话题,主要是你们独特的创意方式,以及这如何最终催生了Sleep Awake——我必须说,我这辈子从未玩过这样的游戏。
And I'm excited to talk to you guys today about a bunch of stuff, mostly your unique approach to creativity and how that ended up with SLEEP AWAKE, which I gotta say, I've never played a game like that before in my whole life.
嗯。
Mhmm.
我故意不看预告片,也不读采访,或者任何类似的东西——我不想在体验之前知道任何信息,无论是电影、音乐,还是其他任何东西。
I I purposely don't watch trailers or read interviews or, like, I don't wanna know anything about stuff before I experience it, movies, music, anything.
我只是想被这种创意的追求迎面击中。
I just wanna I wanna be hit in the face with the with the creative pursuit.
这款游戏太疯狂了。
This game was wild.
我的意思是,我甚至都不太愿意称它为游戏,但我这么说并不是贬义,因为对我来说,它更像是一种互动体验,我根本无法摆脱它。
I mean, I I don't I I hesitate to even call it a game, and I don't say that as negative because it's to me, it was more like I guess, it was just, like, an interactive experience that I just can't really shake.
以一种非常好的方式无法摆脱。
Can't really shake it in a in a good way.
真的很棒。
It's really cool.
谢谢。
Thank you.
谢谢你,兄弟。
Thanks, man.
是的。
Yeah.
这是我的荣幸。
It's my pleasure.
我有太多笔记和问题了,我们根本不可能全部讲完。
There's so many I have I have an endless amount of notes and questions that we'll never get through.
我每期节目一开始通常只采访一个人,但你们俩的组合如此独特,而且这种搭配融入了你们的工作室和游戏,我觉得这会是一件非常酷的事情。
I start out all my episodes I'm usually only talking to one person, but because you guys have such a unique pairing and the way that works into your studio and your game, I think this is gonna be a really cool cool thing.
我通常会先问受访者,是什么最早的创意火花让他们踏入了创意领域,以及他们如何沿着这条线索一路走到我们现在讨论的项目——《Sleep Awake》。
I I I usually start out by asking the the people who I'm talking to about the the earliest kind of creative seed that kind of brought them into the creative world and how the pursuit of that how and try to follow the thread of that into the project we're talking about right now, which is to sleep awake.
当然,我们彼此都认识。
Obviously, we know each other.
是的。
Yeah.
科里,我非常敬佩你所做的一切,尤其是《特殊行动:一线生机》。
Cory, so much respect for the work that you've done, especially with Spec Ops: the Line.
罗宾,当然,你为许多我喜爱的乐队创作了音乐,这众所周知。
Robin, obviously, you know, Musical Dynamo for many of the bands I love.
我可能已经跟你说过了,但我估计已经现场看过你表演上百次了。
I've probably seen you I mean, I already told you this, but I've probably seen you live a 100 times at this
天啊,糟糕。
point Oh, shit.
在我的人生中。
In my life.
这对我来说是一集非常有趣的节目。
So this is a really fun episode for me.
正如我所说,我期待这集已经很久了。
Like I said, I've been looking forward to it for a long time.
很棒。
Cool.
那我们开始吧,我想先从科里开始。
So let's start I wanna start with Cory.
当然。
Sure.
你是从什么时候开始意识到的,无意冒犯,就是电子游戏这件事,哦,我可以创造这些,也许这就是我的人生?
Where did kind of where did you what was the thing that kind of woke you up, no pun intended, in terms of, like, video games and the idea that, oh, I can I can create these and and maybe this is what my life is?
对你来说,这一切是怎么开始的?
How did that start for you?
实际上,这在我还很小的时候就开始了。
Actually, it started out when I was really, really little.
我第一次玩PC游戏时,甚至在四五岁的时候,就已经能接触到电脑上的二维绘图软件了。
The the first few times that I played PC games, and then I started to have access to two d art applications on a computer when I was, you know, four and five years old even.
我爸爸的老电脑80、88,他让我自由地尝试。
On my dad's old 80, 88, he would let me basically experiment.
我逐渐意识到,我可以通过这些工具来讲故事,甚至创造属于自己的世界。
And I started to realize that I could start to tell stories and maybe I could even create worlds within this.
然后,技术开始迅速发展,显然,那时我们所有人都还很小。
And then technology started to progress quickly, obviously, since all of us were much younger.
所以整个八十年代,这些东西逐渐成为我从小就一直想接触的事物。
And so throughout the eighties, that stuff really kind of became something that I always wanted to be around even when I was really little.
最终,这引导我走向了三维领域。
And then that led me eventually into three d.
我觉得游戏拥有连接不同媒介的力量,能让我们做自己、作为玩家表达自我,这种感受让我自然而然地抓住每一个机会去投身其中。
And I think feeling the power that games have to kind of connect mediums and to allow us to, like, be ourselves and express ourselves as players, it started to to just be something that naturally I wanted to be doing every chance I got.
于是,这最终引导我走上了几条不同的道路,甚至进入了像三维建筑渲染这样的设计软件领域。
And so, eventually, that led me down several paths and even into drafting software, like three d architectural rendering.
那时,我并不知道游戏行业还能成为一个职业。
And at that time, I didn't know that there could be a job in games or something like that.
这仅仅是我非常热爱的事情,我想找一些朋友一起合作。
It was just something that I really loved and wanted to find friends to collaborate with on.
从那里,我最终去了建筑学院,我的教授们发现我当时也在进行游戏模组制作,于是告诉我:‘你应该用《半条命》编辑器来做你的某些建筑项目。’
From there, I I ended up going to architecture school and my professors there finding out that I was also, at that point, involved with, modding and letting me know, hey, you should use the Half Life editor for some of your architectural projects.
于是,这些事情在我身上逐渐融合在一起,他们对我说:‘不,’
And so that's where the the things sorta came together for me, and they told me, no.
这才是你应该一生去从事的事情。
This is what you should do for the rest of your life.
所以你
And so You
有建筑老师让你用Source引擎来展示你的建筑项目吗?
had architecture architecture teachers tell you to use Source to to show off your architecture projects?
用HAMR。
To use to use HAMR.
当我第一次用它做我的一个项目时,那是我们的期末项目之一。
And so and once I did that for my first project doing that was one of our it was one of our final projects.
但当我做完并收到反馈后,我意识到我想做的是关卡设计。
But once I did that and I received feedback on it, I realized that I wanted to be building levels, basically.
那才是我真正想构建和可视化的东西。
That's that's really what I wanted to be building and and and visualizing.
其他任何事情对我来说都像是退步,比如处理建筑规范,还有我们在建筑学院里接触到的一些内容,开始变得比我想要的缺乏创意。
And anything else would be sort of a downgrade for me, like dealing with building code and and some of the things that we were getting into in in architecture school were starting to be much less creative than I wanted.
是的。
And Right.
所以幸运的是,我有一些教授正在关注建筑行业,他们对游戏行业一无所知,或者可能比我还懂一点。
So so so luckily, I had some professors who were kind of looking around at at architecture as an industry, and they didn't know anything about the game industry or maybe they knew a little bit more than I did.
但他们只是说,你知道,这有未来,有潜力。
But they were just saying, you know, that's that has a future that has potential.
去追求这个吧。
Go for that.
于是我开始全职和朋友们一起专注于我做的模组,这最终让我取得了一些成功,并得以进入行业,找到一份工作。
So so I started focusing on the mods I was working on kinda full time with my friends that eventually led me into having some of those, have success and able to move into, you know, getting a job.
首先,我得说,很多人谈论用半条命的工具来制作东西。
First of I just gotta say, so many people talk about, like, you know, oh, you know, using the Half Life stuff to to make stuff.
但我从来没听过有建筑师说,是的。
I've I've never heard it flipped around for the architect telling Yeah.
这还是头一回听说。
Telling that that's that's a new one.
这真不错。
That's a good one.
那么,从那以后你是怎么进入这个行业的?又是如何一步步走到今天,做了这么多事情的呢?是的。
So then how'd you get into the industry from that point and then kind of, like, you know, move through the stuff you've done, especially Yeah.
我们当然想停一下聊聊《特种作战》。
We wanna take a stop off at at Spec Ops, obviously.
是的。
Yeah.
从小到大,我一直很喜欢各种第一人称游戏。
All growing up, I had been a fan of several different, mostly first person games.
但有一个工作室我一直关注着,你刚才提到了Valve。
But one studio that I was following, you well, you mentioned Valve.
他们绝对是其中之一。
They were definitely one of them.
另一个是Monolith。
Another one was Monolith.
我参与了《异形大战铁血战士2》的模组社区,甚至更早之前还参与过《Blood 2》的模组制作。
And I was part of the modding community for Alien versus Predator two, and even before that, for, Blood two as well.
因此,我一直是Monolith的铁杆粉丝。
And so I was a huge fan of Monolith.
能有机会在Monolith工作一直是我的梦想。
It was a dream of mine to get the chance to work at Monolith.
当然,一旦我有了机会,并且准备好了自己制作的关卡和作品集,我就向那里投了简历。
I of course, I applied there, once I had the chance and I had a portfolio of of levels I'd built and things like that.
所以我实际上是从参与《恐惧》和《定罪》项目开始的,那是一段很棒的经历。
So that's where I started out actually, working on the fear and condemned projects, and that was an amazing experience.
那是一家非常专注于制作黑暗、成熟且总能带来某种震撼体验的游戏工作室。
It was a studio that was really focused on creating dark, mature games that were always, you know, mind bending in some way.
我想,Robin也会跟你聊聊他的灵感来源。
And I think, you know, Robin will tell you about his inspirations as well.
但作为一个工作室,Eyes Out,我觉得我们正朝着同样的方向前进,甚至走得更远。
But as a studio, Eyes Out, I think we're we're kind of heading down that same path, but maybe even further.
因此,我有机会参与到一些我非常喜爱的《恐惧》和《定罪》系列游戏中。
And so I have the chance to jump in on some games that I that I really loved working on in in the Fear and Condemned universe.
嗯。
Mhmm.
很棒的游戏。
Great games.
很棒的游戏。
Great games.
然后谢谢。
And then thank you.
在那之后,我刚加入时,确实是团队里的新人。
And then after those and I was I kind of started out I was, like, I was definitely the rookie on the team.
我当时到处帮忙,尽我所能去协助任何人,同时努力学习,因为我之前用的工具已经落后几年了,我一直在用模组工具之类的东西。
I was, like, running around just trying to help anybody with anything that I could and trying to learn as much as I could as well because I was coming from tools that were, like, a couple years older because I've been using the mod tools and things like that.
但我有机会参与从灯光、几何体到AI脚本再到性能优化的所有工作。
But I had the chance to work on everything from lighting to, you know, geometry to AI scripting to performance.
《恐惧》和《谴责》这两款游戏的性能问题非常严重,因为那时实时光照技术刚刚兴起,引擎根本吃不消。
Performance was a huge issue for both the Fear and Condemn games because it was, like, right around the time when real time lighting just started and the the engine was really struggling.
所以即使我不太理解某人正在做的具体工作,我依然能找到办法提供帮助。
And so I I could find ways to help out even when I didn't understand, you know, maybe a certain part of what someone was working on.
我可以帮他们优化它,还有类似的事情。
I could help them optimize it and things like that.
但在《恐惧2》期间或之后,我升任为设计团队的负责人。
But then after Fear two or during Fear two, I moved up to being a lead there on the design team.
《恐惧2》之后,我觉得是时候做出改变了。
And then after Fear two, I kind of felt like it was time for a change.
Monolith公司当时正在经历许多转型。
Monolith was going through a lot of transitions.
他们开始着手非恐怖类的IP和其他项目。
They were starting to work on non horror IPs and stuff like that.
所以在我们完成一个里程碑后,我外出旅行时,收到了Two K的联系。
And so I was actually traveling after we had hit a milestone, and I got I got contacted by two k.
他们说,嘿。
And they said, hey.
我们听说过你的工作。
We've we've heard about your work.
你愿意参加一次面试吗?
Would you like to have an interview?
所以我跟他们进行了电话面试。
So I had a phone interview with them.
他们告诉我他们正在做一个有趣的项目,而我当时正好在返回西雅图的途中飞经旧金山。
They let me know they had something interesting going on, and I happened to be flying through San Francisco on my way back to Seattle.
我顺道去了一趟,他们告诉我他们想制作一部《黑暗之心》的黑暗风格改编作品。
I stopped in, and they let me know that they wanted to make a dark adaptation of the heart of darkness.
这正是我之前已经反复思考过的内容。
And that was really something I had been thinking a lot about already.
我非常喜爱这部作品,以及像《现代启示录》这样受它启发的其他作品。
I'm a huge fan of of that work as well as what like, some of the things that have been inspired by it, like Apocalypse Now, for example.
我立刻就能看到我们可能走的方向。
And I could sort of instantly see a possible direction for us to head in.
从那以后,我有机会去了柏林。
And then I had from there, I had a chance to visit Berlin.
一旦我这么做了,并见到了Jaeger公司那支小团队的几个人,我就意识到这将是一次特别的机会。
And once I did that and I met, like, the few people that were on the small team there at Jaeger, I could tell it was gonna be a special opportunity.
他们对军事冲突的看法让我大为震撼,而作为美国人,我对这些冲突的看法可能和他们不同。
And I was I was blown away by the the things I was learning from them about their take on, military conflicts that, as an American, I had maybe a different perspective than them on.
这类问题,比如:这会是一款反战游戏吗?
This kind of question, like, will this be an anti war game?
我们该如何在德国描绘暴力,又不至于被禁?
And, how do we depict violence in Germany and not get banned?
我们必须真正做些有意义的事,通过探讨战争与暴力,邀请人们重新思考他们对这些问题的立场。
We have to really be doing something that is meaningful and that's utilizing a conversation about war and violence and inviting people to kind of reconsider their positions on on those things.
而且
And
以一种前所未有的方式,也许至今仍无出其右。
so In in a way that no game had ever really done before, and maybe since.
谢谢。
Thanks.
是的
Yeah.
这其实是文化、历史和意识形态之间一场疯狂碰撞的结合。
It was it was it was a combination of this just this kind of crazy, just clash of cultures and history and ideology.
我认为,当我离开时,参与这个项目的有16个不同国籍的人。
And I think motivations there were 16 different nationalities working on the project by the time that I left there.
我在那里待了五年。
I was there for five years.
在柏林开发一款游戏,我认为会带你走向一些黑暗的路径。
And developing a game in Berlin, I think, leads you down some dark paths.
但这也是积极的,因为柏林是个非常有创造力的地方,但它也多次被撕裂了内心。
And in a good way, though, it's also it's a very creative place, but it's also one that has had its heart torn from it several times.
它一直是个艺术家和自由思想者的堡垒,但却总被拉扯进去并遭到压制。
It's always kind of been a bastion of artists and, you know, free thinkers, but seems to get roped in and and crushed.
我敢说,我团队里的每个人都对我们在《特殊行动:一线生机》中讨论的主题有很多看法。
I I swear everybody on my team had a had a lot to say about the topics that we discussed in Spec Ops: The Line.
这是一次宝贵的学习经历,也是我首次担任创意总监,有机会掌控项目的走向,这正是我当时非常渴望的。
And so it was a learning experience and it was my first opportunity to be the creative director where I had the chance to, you know, kind of control my own destiny in terms of where the project went, which was something I I I was really looking for at that at that point.
是的。
Yeah.
团队从最初只有五位核心成员和大约十名其他开发者,增长到项目结束时的170人。
The team grew from just, you know, five owners and maybe, like, 10 other developers to, like, a 170 by the end of the project.
因此,这就像是一次全新工作室的诞生,不仅在柏林,在整个德国也从未有过如此制作方式的游戏。
And so it was this, like, huge kind of birth of a new studio, not just in Berlin, but there never been a game developed like this in Germany at all.
这是柏林最早的游戏工作室之一。
One one of the first game studios ever in Berlin.
这真是一次令人眼界大开的经历。
So it was it was a it was a it was a really eye opening experience.
我学到了很多。
I learned a lot.
我非常珍惜在那与团队共度的每一刻。
And I I loved my every minute I had there with that team.
是的
Yeah.
我的意思是,我至今仍清晰地记得玩这款游戏对我产生的深远影响。
I mean, I I still vividly remember playing that game had a definite effect on me.
对于一些可能较年轻的播客听众或观众,你们应该去找《特殊行动:一线生机》来玩一玩。
And and for for some of the maybe younger listeners, viewers of this podcast, you should find Spec Ops: The Line and play it.
从某种意义上说,这款游戏具有持久的生命力。
It is it's pretty timeless in that way.
毫无疑问,这是有史以来最棒的游戏之一。
One of the best games ever made, for sure.
你知道,这对我来说确实是一次改变人生的经历,因为我意识到,一款游戏可以在开发过程中以如此纯粹的方式进行对话和创作。
You know, it it was kind of a it it was definitely a life changing experience for me because I realized that a game could be made with this sort of purity in terms of the conversations happening behind the scenes in development.
这也是一次巨大的学习经历,让我明白我的视角只是其中之一,而真正的卓越往往源于协作。
And that's also just a huge learning experience in terms of, the fact that my perspective is only one, and, collaboration is where a lot of the greatness comes from.
但从那时起,我就知道自己最终会回到美国,而当时索尼圣莫尼卡工作室以及我们那边的一些朋友正在推出许多令人兴奋的游戏。
But from there, I knew I'd eventually be heading back to The US, and, there were a lot of games coming out that were really exciting at the time from Sony Santa Monica, some of our friends there.
所以真正吸引我回到美国的是有机会参与一款较小但富有创意的游戏,并能再次以我想要的方式亲自动手参与开发。
So so that's what really attracted me back to The US was the chance to work on a smaller game that was that was creative and where I could get hands on again in the way that I wanted.
于是我在洛杉矶创办了一家名为Tangent Games的工作室。
And so started a studio here in LA called Tangent Games.
在接下来的几年里,我们是索尼圣莫尼卡团队中的一员。
We were one of the Sony's Santa Monica kind of household there for for several years.
美好的旧时光。
Good old days.
是的。
Yeah.
开发那款游戏时玩得非常开心。
Had a blast developing that game.
那是我第一次完全独立担任恐怖游戏的导演。
That was my my first chance to to be a director on a on a horror game entirely.
所以,我说过,《Spec Ops: The Line》确实有这些元素,但《Here They Lie》也是。
And so, I mean, Spec Ops: The Line definitely has those elements, but Here They Lie.
我们在那里开发的游戏是我的原创概念,开发过程非常愉快。
The game that we created there was my original concept, and it was a blast developing that.
我真希望当时VR部分能与项目保持更独立一些。
I wish that the VR stuff could've maybe stayed a little bit more separate from the project at the time.
每当我回想起那段时光,这总是我一直在思考的一点。
That's one thing I always think about when I look back.
但那确实是一段美好的时光。
But but it was a great time.
在那段时期快结束时,这位先生——我刚才聊了一个小时的罗宾——加入了工作室。
And towards the end of that, this fella here who's who I've been talking over for an hour, Robin, into the studio.
首先,从我还是个孩子起,我就一直是罗宾作品的忠实粉丝。
And first, we had a well, first of all, I've been a huge fan of Robin's work since I was a kid.
当我构思故事、踏上进入这个行业之路时,我一直在听他的音乐,它给了我动力。
As I was, you know, thinking of the stories I would tell, and, as I was making my journey kind of into the industry, I was listening to his music, and it fueled me.
实际上,我能想起好几个年轻时的时刻,比如我在割草时,他的音乐给了我灵感。
I can think of several moments actually when I was mowing the lawn or something like that where it gave me an idea when I was when I was young.
并不是说我们还年轻,但最初我们是通过音乐建立联系的。
Not to say that, you know, we're not still young, but we connected on music to begin with.
然后我真正发现,我们对游戏这种媒介的强大影响力有着相似的理解。
And then really, I found that we kinda shared this understanding that the that the medium of games is so powerful.
而且这种媒介还有很大的潜力未被开发,我们可以联手将它推向更远。
And it's and it's somewhat untapped and that we could join together and and take it further.
我非常兴奋能有机会去
I was so excited to have have the chance to to
认识罗宾。
meet Robin.
谢谢,亚当。
Thanks, Adam.
罗宾,你呢?
What about you, Robin?
我知道,你的经历完全不一样。
I know I mean, it's very different story you have.
但你是怎么开始培养创造力的呢?
But, like, how did creativity begin for you?
具体来说,是关于游戏开发。
Well, specifically to game dev.
我其实更想了解你非游戏开发方面的创造力,因为你是以一种非常独特的方式走向它的。
I'm actually more interested in in your non game dev creativity because the way you come to it is so interesting.
你有着漫长的音乐生涯,我非常想听听,音乐是如何引导你和科里一起进入游戏开发领域的。
You've had a long career in music, and I'm really interested in hearing how that drove you into into into game development with Cory.
这其实是一条完全不同的道路,你知道,我和科里能相遇并走到一起,真是非常幸运。
Well, it is it's such a different walk, you know, for to get to where Cory and I were so fortunate to have met and to, you know, linked up into all this.
我得先给你讲一点背景故事。
Really, I'd have to give you a little bit of backstory.
事实上,我认识了一个叫迈克·威尔逊的人,他是Devolver Digital的创始人之一。
The fact is I had met a guy called Mike Wilson, who was one of the founders of Devolver Digital.
我和他在火人节上相遇的。
And he and I met on the play at Burning Man.
我们当时并没有谈论游戏,但建立了友谊,尽管这段关系相隔遥远。
We weren't talking about games, but we forged a friendship, albeit it was somewhat long distance.
他在奥斯汀,我在加州,但我经常巡演,每次经过那里,他都会重新联系我,我们一起在演出前后相聚,然后我又离开。几年下来,我逐渐与他的家人也熟络起来,而我们从未聊过游戏,那时我甚至不知道Devolver Digital是做什么的。
He was in Austin, I was in California, but I was touring a lot and anytime I'd come through town, he'd reconnect and we'd have a time around the show and then I'd be gone and then eventually got to befriend his family and things like this over the course several years, and we never talked about games, and I wouldn't have known what Devolver Digital was at that time.
在2000年代中期,二月的时候,有一段时期。
There was a time in the mid two thousands, February.
我很难分享这件事,因为我觉得听起来有点难以置信,但它确实完全不合常理。
I have a hard time sharing this because I feel like it's somewhat unbelievable, but because it's it's it's wholly unreasonable.
但那段时间,我长期处于一种静默的状态,非常愿意去结识并参与一群致力于共同目标的艺术家。
But I really was in a silent space time and again for quite a stretch, and I really was open to meeting and participating in a larger group of artists that were working towards a common thing.
我其实并没有特别关注游戏。
And I I I didn't really I wasn't fixated on on on games.
我应该先说明的是,我并没有像科里那样从小就是游戏玩家。
I I should have predicated all this by I didn't grow up a gamer like Cory did.
所以当时我并没有特别专注于游戏。
So I wasn't really, you know, pointedly focused at games at this time.
我的兴趣非常广泛。
I was very broad.
我完全开放。
I was wide open.
就在这片寂静中,毫无预兆地,电话响了,是迈克·威尔逊打来的,就是我在火人节认识的那个人,我们大约每两年见一次。
Out of that silence, out of the clear blue, phone rang and it was Mike Wilson, the guy I'd met at Burning Man whom I'd see, you know, every other year.
他打电话来问我是否感兴趣,还稍微多讲了一点他实际在做什么,但我们之前从未深入聊过这些。
He called to ask me if I'd be interested in he told me more a little bit more about what what it is that he actually does, which we never really got into.
他问我是否愿意为他们新签约的游戏导演创作游戏音乐。
He asked me if I'd be interested in providing music for game directors that they had recently signed that needed for games that needed music.
正如我所说,我当时还没有真正融入这个领域。
Like I said, I I wasn't really immersed in that yet.
我第一反应是:我不确定我是合适的人选。
My immediate reaction to him was, I don't know that I'm your guy.
你知道,我对游戏制作了解不多。
I, you know, I don't know a whole lot about making games.
所以,你知道,我不想把你的项目搞砸了。
And so, you know, I don't wanna screw up your project.
你可能应该找别人,你知道,你大概在找其他人。
You probably should be you know, you're probably looking for somebody else.
我挂了电话后,立刻感到胃里一阵难受,因为我知道我拒绝的唯一原因是我缺乏自信,我拒绝了这个像邀请一样的伟大冒险。
And I hang up the phone and I immediately felt this terrible knot in my stomach because I knew that the only reason I said no is I was you know, I had lacked confidence and I said no to this great adventure that had been like, you know, this invitation.
我立刻给他回了电话,把拒绝变成了同意。
I called him back immediately and turned that no around to a yes.
我很幸运地踏入了这个经历,认识了一位导演,然后又认识了另一位,我被我遇到的这些人深深吸引,他们充满激情、聪明睿智。
And I I I really was fortunate to toe into the experience and I met a director and then another and I was really turned on by the people I was meeting, was jazzed about their they were inspired and they were smart.
这对我来说是一个全新的领域,我非常兴奋于认识的这些人以及我们之间的对话。
It was a new scene for me, and I was really excited about the people I was meeting and about the conversations we were having.
我在这里提供了一点音乐,那里也提供了一点音乐。
I did provide a little bit of music here and a little bit of music there.
我真正投入到了这个过程中。
I really got into the process.
我真正沉浸在其中,很快便意识到这个项目蕴含的故事潜力。
I really got into the immersion, and I got to see real quick the opportunity for story.
后来我才明白,这恰恰是我曾经构想过的那种感觉,只是当时我并没有真正理解它。
It it dawned on me later that this feels like exactly what I had been kind of visioning, albeit I I didn't really understand it.
我感觉自己正在跟上节奏,很多事情开始变得清晰起来。
I felt like I was catching up with, you know, things were coming to focus for me.
我对这件事越来越兴奋。
I was getting really excited about it.
于是,我通过迈克和其他人,开始结识越来越多的游戏开发领域的人。
And so I started to meet more and more people in the game development circles by way of Mike and and and others.
我开始独自参加各种会议,并主动向他人介绍自己。
I started to go to the conferences on my own and introduce myself.
当时我主要专注于音频设计和配乐,但很快我就意识到,我对音频和音乐之外的东西——比如故事、角色塑造和世界观构建——有着更深层的兴趣。
Mostly I was I thought I was well at the time, I was focused on audio design and score, but real soon I got to see that I'm I have a deeper kind of interest in beyond audio and and music into story and character development and world building.
正如科里提到的,有那么一天,我受邀去索尼圣莫尼卡体验《Here They Lie》的试玩版。我去玩了这款游戏,被它的氛围和世界深深震撼,而与科里交流之后,这种感受更加强烈。
And one fateful day, as Cory made mention, I was invited to playtest the Here They Lie experience at Sony Santa Monica, and I went down and I played the game and I was really knocked out by the the tone and and the the world that I was experiencing there, and even more so by getting to speak with Cory about it.
他和我聊了很多让我深受启发的事情,我们交换了信息,并立刻开始互相联系。
He and I really touched about a lot of, I don't know, things that were inspiring to me, and we exchanged information and we kind of immediately used it to call one another.
我们后来见面了,你知道的,我们对音乐、电影、游戏,以及更多东西都充满热情。
And we got together and, you know, we were excited about music and movies and and and games and and more than that.
这种逐渐形成的友谊,以及某种程度上的合作关系,最初围绕着科里之前推动的音乐项目开始萌芽。
And this kind of gradual friendship and something of a like a working collaboration started to emerge, first around music with previous projects that Cory was heralding.
然后我们开始构思一个新的故事、一个新的世界,并由此萌生了共同创办一家工作室的想法。
And then we we began to ideate on a new story, a new world, and with it, the idea of starting a studio together.
这真的是一步一步来的。
It really was kinda one foot in front of the other.
事情是自然而然发生的。
It happened kinda naturally.
对我来说,这一切发生得相当快。
It happened kinda quick for me.
科里和我在2018年底做出了承诺,共同创立了Eyes Out,最终发展为Sleep Awake,从那以后我们一直并肩前行。
And Cory and I made a commitment to what has become Eyes Out and ultimately Sleep Awake in very late twenty eighteen and we have been at it together ever since.
是的
Yeah.
你们以如此自然的方式走到一起,这真是太棒了。
And that's that's amazing how how you guys have come together in the most natural way.
我一向很喜欢我们聚在一起的时候,你们两人之间有一种非常自然的默契,这种感觉在我们闲逛时也会流露出来。
I've always loved when we're all hanging out, you guys have a an energy between the two of you that is really natural, and it comes out when we're just hanging out.
很明显,你们是基于某种共同的根基自然而然地走到了一起,这正是我们这些了解你们的人看到这一切如何发生、最终演变成如此奇妙、疯狂、超现实的‘Sleep Awake’时感到如此兴奋的原因。
And it's clear that you guys have naturally come together with on this kind of common ground, and that's why it's been so exciting for all of us who know you guys to see what's how it's happened and and what's what it's come out to be, which is this amazing, crazy, surreal thing called SLEEP AWAKE.
谢谢你这么说。
Well, thanks for saying that.
谢谢你这样说,不过我得坦白一下。
Thanks for saying it so I have to come clean, though.
我总是感觉很不自在。
I feel so awkward all the time.
我的意思是,你知道的?
So I mean You know?
你别这样
You Don't be
你根本看不出来。
you'd never know it.
你根本看不出来。
You'd never know it.
每个人都有自己的尴尬之处。
We're all awkward in our own ways.
你知道,我们经常说这个,我肯定你以前也听过,但不管什么创意媒介都是这样。
You know, when we we I'm sure you've heard this before, but, like, we say it all the time, you know, and it it it goes for any creative medium.
就像,说真的,任何电子游戏能做出来都是个奇迹。
Like, you know, like, it's a miracle any video game gets made.
确实如此。
True that.
完全对。
Totally.
这真是个奇迹。
It's a miracle.
天哪。
Oh my god.
对吧?
Right?
哦,是的。
Oh, yeah.
这恰恰证明了是某种宇宙力量将你们聚在了一起。
And and it's just a testament to the kind of cosmic forces that brought you guys together.
是的。
Yeah.
能见证这一切,成为你们的朋友,为你们加油,真的太棒了。
And it's just it's just been so awesome to to watch it and be your friend and root for you guys.
非常感谢你们。
Thank you so much.
跟你聊聊这件事。
Talk to you talk to you about it.
每次和你们在一起时,你们的能量总是把我们推向一个积极的方向。
And your your energy every time we're around you, it's it's always pushed us in such a positive direction.
每次和你们交谈时,你们总是提到我认为最贴近我们所有人内心的事情,关于这个项目。
Like, every time that we've spoken with you, you've always brought up the things that I think are closest to all of our hearts in terms of this project.
在你们看到它之前,你们就已经给了我们很多鼓励。
And before you even saw it, you were giving us lots of encouragement.
所以这些直接融入了游戏之中。
And so that that went straight into the game.
我
I
非常感谢。
really appreciate it.
嗯,我记得有几次被问到是否想参与测试,我记得每次都回答了不。
Well, I I I do remember being asked a couple times if I wanted to test, and I do remember saying no each time.
这是因为我不参与早期试玩。
It's because I I don't I don't do early playtests either.
我想等到它完成后再去看。
I wanna I wanna see the thing when it's done.
Anyway,咱们来聊聊这个游戏吧。
Anyways, so let's let's talk about the game.
我其实不太想称它为游戏,因为它远不止是一个游戏。
I don't really wanna call it a game because it's so much more than that.
我的意思是,你们完成了一件非常罕见的事——你们在一种媒介中创造出了某种东西,仿佛完全违背了该媒介的规则,而且是以最出色的方式。
I mean, you guys have achieved something really rare, which is you've created something in a medium that feels like you completely disobeyed the rules of the medium in in in the best way.
在过去两天里,我玩到的很多片段都让我紧绷不已,甚至感到一种奇特的不安。
There's so many instances of the thing that I played over the last two days that were just, like, had me on edge, and I'm I'm uncomfortable in a in a weird way.
同时,我也完全沉浸于这个游戏的主题,以及你们如何将互动性围绕故事进行塑造,而这一切很大程度上得益于我近年来在游戏里听到的最出色、最动人的音乐。
And then I'm also, like, totally keying in on the themes of this thing and the way you guys kinda molded the it feels like the interactivity was molded around the story, and and a lot of this was driven by some of the most amazing and wonderful music I've heard in the game in a long time.
哦,对了。
And Oh, yeah.
我原本期待音乐风格会大不相同,但一次次地,我收获了惊喜。
And I was expecting something a lot different musically, and I was rewarded with surprise after time and time again.
我想聊聊《睡眠与觉醒》的主题,因为这是一个非常有趣的故事。
So I wanna talk about, like, the themes of of sleep awake, because it's it's a really interesting story.
这种类似邪教式政府组织对一切事物施加铁腕控制的设定,在我们国家这个特定的星期里,显得格外有力。
The idea of this kind of cult government type group slamming down their the iron fist around all this stuff was incredibly powerful with what's going on in the world in our country this particular week.
是的。
Yeah.
确实如此。
And It's true.
当我玩《睡眠与觉醒》时,它对我产生了深远的影响。
That had a real powerful effect on me when I was playing sleep awake.
你知道,故事中蕴含了大量你想传达的内容和探讨的主题。
You know, there's so much stuff, like, of of the story that you're trying to tell and the themes you're talking about.
我不确定你们在游戏中是否真的在探讨梦境。
I don't necessarily know that you guys were actually talking about dreams in the game.
也许你们是,但我对梦境有一种非常强烈的感觉和共鸣。
Maybe you were, but I got a really strong current and feeling about dreams.
玩这个游戏的时候,它让我反复思考梦境。
It made me think about dreams a lot when I was playing the game.
我只是想问问你们,梦境是主题的重要部分吗?
I just I wanna ask you guys, like, are were dreams a big part of the theme?
因为我理解你们在故事中呈现的其他所有主题。
Because I I understand all the other kind of themes that you presented around that and the story.
这是不是这个作品的核心部分,还是我只是疯了,捕捉到了别人没注意到的奇怪信号?
And, like, is that a big part of this, or am I just insane and picking up some weird frequency that no one else did?
不是。
No.
我觉得我们经常在讨论自己的梦境。
I think we we were talking about our own dreams quite frequently.
我觉得我们团队的每个人都分享过自己的梦境体验,也讨论过为什么梦境会是这样的。
I think everybody on our team was kind of sharing their dreamlike experiences and also discussing, like, why they are the way they are.
梦的感觉是什么?
What is the feeling of a dream?
梦的基调是什么?
What is the tone of a dream?
梦的节奏是怎样的?
What is the speed of a dream?
那些似乎对某些人反复出现的象征性物体和场景,背后的意义是什么?
And what is the meaning behind some of these these kind of symbolic objects and locations that seem to reoccur for some people?
这引出了一个讨论:梦境与死亡之间似乎存在一道微妙的界限。
That leading to a discussion of of how there's seems to be some, you know, razor's edge between a dream and death.
事实真的是这样吗?
Is that actually the case?
是的。
Is Yeah.
死亡是否与我们的梦境有关?
Is does is death tied into our dreams?
在睡眠与死亡之间,是否存在一个空间?
Is there a place that exists between sleep and death?
所以我认为,罗宾和我感兴趣的很多东西,虽然会稍微突破界限,但通常都处于这个微妙的边缘——这到底算不算一个游戏?
So I think a lot of the things that are interesting to Robin and I, they do push the boundaries a little bit, but they they usually sit on on this razor's edge of is it a game or is it not a game?
这关乎死亡,还是关乎睡眠?
Is this about death or is this about sleep?
这关乎未来,还是关乎当下?
Is this about the future or is this about now?
因此,是的,整个工作室的理念就坐落在这个微妙的边缘上。
And so, yeah, I I the kind of philosophy of the whole studio sits on that razor's edge.
我认为我们一直在不断寻找它。
I think we're constantly seeking it out.
但梦境是一种美丽,却常常令人恐惧、且极具影响力的生命体验。
But dreams are this, like, just kind of beautiful, but often frightening and often extremely impactful part of our lives.
我被梦境这部分深深吸引了,至少对我来说是这样,因为我喜欢体验他人所经历的各种梦境。
I was really taken by the dream part, at least for me, because I love experiencing other types of dreams that people have.
我就是那种只有两种梦的人。
I'm I'm like one of these people I only have two types of dreams.
我的梦总是:我还没准备好上台演出。
My my my dreams are I'm not prepared for the gig.
我找不到拨片了。
I can't find my no picks.
吉他上没有琴弦。
There's no strings on the guitar.
我明明已经准备好去面对最疯狂的状况了,却找不到一根线缆。
Like, I'm ready to go in the most insane situation, but I can't find a cable.
另一个梦是
And the other one is
太可怕了。
That's horrible.
真是噩梦。
What a nightmare.
天啊。
God.
另一个梦就是死亡。
And the other the other one is is is death.
昨晚我做了个这样的梦。
And, like, I had this dream last night.
我敢肯定这跟我玩你的游戏有关,但我身处一个非常奇怪、老旧、昏暗的公寓里,根本站不直,感觉特别不舒服。
I'm sure it was influenced by by playing your game, but I was in this in this, like, really weird, old, dingy apartment, and I was, like I couldn't really stand up right or stand up straight, and I was just it was uncomfortable.
然后我走到窗边,拉开窗帘,看到了一片巨大的城市景观。
And, like, I went over to the window, and I I I pulled the curtain open, and I saw a giant cityscape.
我这才意识到自己在一架飞机上,飞机即将坠入大海,也就是那座城市。
And I was I realized I was in an airplane, and it was about to crash into the sea you know, into the city.
我当时就想:好吧,这就完了。
And I just went, oh, that's it then.
然后我就醒了。
And then I woke up.
展开剩余字幕(还有 346 条)
哇哦。
Woah.
我特别喜欢这种关于梦境、睡眠以及你提到的两者之间那片空间的超现实探索,你的游戏在这方面做得太棒了,因为我在现实生活中根本无法体验到这些。
And and what I love about these kind of surrealist explorations about dreams and sleep and the that that space in between that you talk about that was done so well in your game is that I don't get to experience those in my real life.
能在《Sleep Awake》中体验到这些,真是太酷了。
It was it was so cool to be able to experience that in SLEEP AWAKE.
这真的非常,非常有趣,而且
It was really, really I interesting and
我觉得,亚当,你之前提到‘调频’的时候,我想特别强调一下,你用这种方式表达很有趣。
think, Adam, it it's you said something that I want to shine a light on earlier when you said you tuned to the frequencies, and it's interesting that you said that that way.
在我们讨论的许多内容的最初阶段,我们花了相当多的时间探讨这些。
We had spent quite a bit of time at the genesis of a lot quite a bit of what we were talking about.
我们谈论了不可见世界的现实性,讨论了振动频率的重要性,以及它如何体现在物质世界中,特别是它如何影响我们对现实的认知。
We were talking about the reality of an unseen world and we were talking about the significance of vibrational frequency and how that shows up in the material world specifically, you know, as it influences a concept of our reality.
我们探讨了生物节律、生物节律反馈,检测这些脉冲——实际上是不同强度、不同频率的振动,研究德尔塔波这类现象,作为能引发物理世界体验的力量。
We were playing with ideas of biorhythms, biorhythmic feedback, detecting these kind of pulses, really vibrations of different magnitudes, different frequencies, playing with delta waves and these types of issues as forces that would bring about an experience in the physical world.
我们在游戏空间中,明确地、最终地在现实世界中的‘压碎’——地球上最后已知的城市——与另一个超现实的象征性领域‘深海’之间来回穿梭。
And we were playing in the game space, decidedly, eventually, between the physical space of the Crush, the last known city on Earth, and this otherworldly symbolic realm referred to as the Fathom.
这种在不同环境或游戏空间中穿梭的行为,持续推动着叙事、主角体验以及玩家体验。
That kind of navigating in and out of these environments or, you know, play spaces really continue to drive the narrative and the protagonist experience and so and so the player experience.
是的。
Yeah.
这些元素确实以一种非常有意义且有趣的方式融入了游戏的互动体验中,我非常喜欢。
That stuff definitely found its way into the interactive experience of the game in a really meaningful and interesting way that I really liked.
当我们谈论梦境的平行现实时,第三个组成部分是过场动画,也就是全动态视频。
The third component that when when we talk about, you know, that parallel reality of dreams is the the the FMV, the the transitional films, the the full motion video.
在游戏中,这些全动态视频片段不仅仅是过渡,它们在我看来,某种意义上像是梦境的负片。
In in the game, not not only as transitions, but these FMV sequences to me are, like, a negative imprint of a dream in a in a weird way.
它们与故事、角色和环境紧密呼应。
They they feel like they're tandem to the story and the characters and the environments.
它们并非对现实的一一重现或直接复制,但就像梦境一样,它们显然沿着相似的轨迹展开。
They're they're not a one to one reenactment or a direct carbon copy, but like dreams, they're certainly are on a similar trajectory.
是的。
Yeah.
我真的很喜欢游戏中的这个元素,原因有几个。
I I I really loved that element of the game for a couple reasons.
第一,它让《SLEEP AWAKE》这款游戏仿佛回到了过去,感觉像是一个非常酷的致敬。
Number one, it just kind of it took SLEEP AWAKE as as a game back in time a little bit that felt like, you know, a really a really cool nod.
在我职业生涯的早期,我参与过一部《X档案》的FMV游戏。
Way back in the beginning of my career, I worked on this X Files FMV game.
哦,
Oh,
对。
yeah.
我觉得那些东西太酷了。
And I I just like, that stuff was so cool.
而且,我在体验上觉得它们与我熟悉的九寸钉乐队的视觉风格非常相似。
Also, there I I found those experientially parallel to I'm very familiar with that kind of stuff from, you know, maybe the visual aspect of of what goes on with Nine Inch Nails.
这种呈现方式和叙事方式让我非常感兴趣。
That kind of presentation and storytelling is really interesting to me.
我不希望你告诉我这个问题的答案。
I don't want you to tell me the answer to this.
也许根本就没有答案。
Maybe there's no answer.
但我完全被那个戴着面罩的女人以及她身上流动的蓝色光效所吸引,这些元素对故事意味着什么。
But I was just completely entranced by the woman with the the face mask and the and all the cool, like, blue stuff going through and what that meant to the story.
这真的很有趣,因为我在游戏早期就注意到了这一点,当时我根本没想到游戏会以这三种截然不同的世界呈现方式转变。
And it's really interesting because I started seeing that early on in the game, and I was not expecting the game to shift in these three very kind of separate world presentations.
当我们进入游戏的最后三分之一时,它开始变得……是的。
And then when we got when we get to the the last third of the game, it starts Yeah.
即使它没有明确地连接和解释清楚,但它依然说得通。
Even if it's not overtly connecting and making sense, it's making sense.
我非常欣赏这一点。
And I really appreciated that.
而且,你们将实拍影像和三维画面巧妙地融合在一起,感觉既非常专业,又像是你们真的在沙漠里胡乱捣鼓出来的。
And there was a great mix of mixing FMV and three d in a way that was it just felt really, like, really pro, but also really, like, you know, like you guys were out in the desert making shit.
你知道的?
You know?
是的。
Yeah.
那种感觉真的很酷。
And it just felt really cool like that.
我希望你们中的某一位——不管是哪一位——能简单说说,你们已经做了这么多关于这款游戏的访谈,当然,你们亲手打造了它,这是你们的创意愿景。
I I want one of you guys, could be either one of you guys, just to give you've done enough interviews about the game, and obviously, you've made the game and it's your creative vision.
但对那些只是听这段对话、还没去购买并玩过这款游戏的人来说呢?
But, like, someone who is just listening to this and hasn't hasn't gone out and picked this up yet and played it.
你会怎么向他们推荐这款游戏?
What what is the pitch for this game?
《睡眠与觉醒》是一场感官的幻觉之旅。
Well, SLEEP AWAKE is a hallucinogenic trip of the senses.
故事发生在未来,地球上最后一座城市中,人类最后的幸存者被迫聚集于此。
It's one that takes place in the future in a world in the last known city on Earth where the the last remnants of humanity have been forced together.
你可以想象,当地球上所有已知的幸存者都被迫困在这座名为‘压碎城’的城市里时,那会是多么可怕的情景。
If you can imagine how horrifying that would be in terms of every single last person that's known to be living on Earth forced into this city called the Crush.
如果这还不够恐怖,当他们抵达后,一种力量开始在他们体内滋生,任何敢于入睡的人都会永远消失。
And if if that's not terrifying enough, once they arrive, an element begins to rise up within them that causes anyone who dares to fall asleep to disappear forever.
他们实际上在睡梦中被这种力量带走,这种力量后来被称为‘寂静’。
And they're actually taken in their in their sleep by this element that that's that becomes known as the hush.
由于人们彼此过于接近,加上意识形态的崩塌,人类社会开始迅速崩溃,人们试图弄清楚为何有人会在睡梦中消失。
So society spirals downward in this moment because of their proximity to one another and then kind of a shattering of ideologies as as humanity tries to figure out why people are disappearing in their sleep.
我们可以扮演一位名叫卡查的女性,她在这座地球上最后的城市——压碎城中长大。
We have the chance to play as a woman named Catcha who grew up in this last city on Earth in the crush.
我们通过她的眼睛看世界,她的所作所为与压碎城中逐渐崩溃的社会截然不同。
We see through her eyes, she does things quite a bit differently than the kind of spiraling society that surrounds her in the crush.
压碎城已陷入极端意识形态,人们尝试各种极端甚至致命的方法来保持清醒,并分裂成了多个死亡教派。
Crush has has fallen into extreme ideology and tried to find ways to stay awake that are extremely dangerous, even, deadly, and they've, splintered into death cults.
但卡查通过一种迷幻与科学相结合的方式应对这一问题,并追随她父亲的脚步,她父亲是一位睡眠科学家。
But Katcha approaches this through a blend of psychedelic and scientific means, and she follows in the path of her father, who was a sleep scientist.
随着卡查被迫深入探索胡什之谜,你开始一层层揭开真相。
Really, you start to peel up layer by layer as Katcha is forced to go deeper into this mystery of the hush.
你提到的那些FMV视频,在我看来,几乎就像我们在见证她在这段旅程中所经历的梦境,这段旅程充满了噩梦,同时也夹杂着令人惊喜的绚丽与美好时刻。
Those FMV videos you're talking about, to me, are almost like we're we're seeing her dreams that she's experiencing through this journey that she's on as well, which is one that's just kind of full of nightmares and and also blissful moments where we're surprised with vibrancy and beauty as well.
我的意思是,这很好地解释了这种体验。
I mean, that's a great explanation of of the experience.
在我的研究中,以及当然,了解你们之后,我对电子游戏这一艺术形式中以音频为先的创作理念完全支持,任何以不同方式使用这一媒介的做法都让我倍感欢迎,这一点在屏幕上也得到了充分体现。
In my research and, obviously, knowing you guys, this idea of audio first creativity in the art form of of video games, I'm obviously totally supportive of that, and doing doing anything in this medium differently is always a welcome thing to me, and it it it definitely translated to to the screen.
你们能谈谈你们是如何以音频为先来制作游戏的吗?
So can you guys talk about, like, how you approached audio first game creation?
因为我觉得这太有趣了,你们真的太棒了。
Because I just think that's so interesting and so you guys.
科里和我早期的一次会面,我们去了约书亚树,断开了网络连接。
One of the early sessions Cory and I had, we went off grid in Joshua Tree.
我们装了两辆面包车,科里的大众巴士和另一辆塞满太多设备的面包车。
We packed two vans, Cory's VW bus and another van full of way too much gear.
我们一起在这栋房子内外布置了几个星期。
Set it up all in and around this house together for a couple of weeks.
我们带着一些想法、对话和一些音乐模板出发,但主要还是期待在那里发生某种奇妙的事情。
We went with seeds of ideas, conversations, some music templates, but mostly we went with an expectation of something magical happening out there.
我们去那里是为了倾听,让自己变得更加开放,比我在家、在城市里或在其他工作室时更开放。
We went out there to listen and to become open more open than I can be when I'm here at home or even in the city or in some other studio.
我们制造了巨大的噪音,也制造了很多细微的声响,并且把一切都录了下来。
We made a big noise, and we made a lot of small noises and we we we recorded everything.
这非常有趣。
It was it was fun.
这是一次真正的探索。
It was real exploration.
这是一次真正的放手。
It was a real let go.
我觉得我和科里因为彼此支持而更加亲近,我们一起面对这一切,包括那些不美好的部分,只是观察和倾听,让那段时光自然呈现。对我来说,能够创造这样一个空间,保持专注并不断录音,真的实现了我的梦想。
I feel like Cory and I became closer just having one another's back, us together to kind of move through that with all the ugly stuff too, you know, and just like watch and listen as as that time presented itself, and it really was a dream come true for me to to allow that space to just show up and be present and record, record, record.
你知道,我们在那里的时候,整天都围绕着太阳和月亮。
You know, and while we were there, we, you know, we were just around the sun and moon.
我们讨论了迄今为止关于游戏、角色和世界的想法,以及它可能走向何方,将我们引向何处。
We were talking about the ideas thus far about the game and about the characters and about the world and where it could go and where it was leading us.
那是一次深刻的体验。
That was a profound experience.
后来我们回到家,花了数月乃至数年的时间翻查那些文件,寻找那些偶然的惊喜。
Now then we came home and I was you know, we were climbing through those folders for months and years mining for happy accidents.
它们确实存在,但并不总是容易被发现。
And they were there to be found, but they were they weren't always easy to find.
这不仅为音乐定下了基调,因为我们有文件、有音频可以聆听,更重要的是,我们参与其中的沉浸式声音体验,帮助我们巩固了之前讨论的一些基础元素,并催生了《New》和其他作品。
That set a tone, not only musically because we had files or we had audio to hear, but I think the pursuit or the immersive experience of the sound that we were participating in led us to solidify some of the foundational elements that we were discussing and gave birth to New and others.
在第一次沙漠实验中,有没有什么直接演变成了《SLEEP AWAKE》里的内容?
Was there anything in that first desert session experiment that directly turned into something in SLEEP AWAKE?
是的。
Yes.
相当多。
Quite a bit.
可以辨认。
Identifiable.
对。
Yeah.
是的。
Yeah.
你知道,很多都是跟着节拍器来的,但不是全部。
You know, a lot of it was to click track, not all of it.
是的。
Yeah.
我们很多都是在原有基础上添加的,你知道,我们会基于当时麦克风录下的内容,然后我,你知道,可能一年、两年甚至更久之后,再从中筛选出一些片段、乐器,我尽量做了笔记,我知道自己迟早要重新整理这些海量的会话文件。
A lot of it we add, you know, we would build upon whatever the mics were picking up from that time, and then I, you know, kinda add, you know, maybe a year or two or more later, culling for moments, instrumentation, you know, I made notes best I could, you know, knew I was gonna have to revisit all these gigabytes of, you know, sessions.
是的,其中一些被用到了游戏引擎里,也就是游戏中的音乐,但还有很多没用上,我的意思是,大部分都没用,不过确实有一部分我们反复打磨过,有时灵感来自那些时刻,或者来自其他录音环节,我有时会特别有灵感,去追求一些我喜欢的音乐,试着把它完成,但第二天醒来还是觉得不错,可一旦放进游戏世界里,却并不总是奏效,你知道的。
Yeah, some of it, some of it is made it into the, you know, is in the engine, is in the game, and then some of it isn't, know, mean, course, a lot of it isn't, but I mean, some of it was, we would iterate with some, and and and sometimes, you know, whether it was from that from from those moments or or any of the other recording sessions, Sometimes I'd get really inspired and be pursuing some music that I like and try to see it to some end and wake up the next day, still like the music, but then setting it inside the game, inside the the world, and it didn't always work, you know.
是的。
Yeah.
这确实很难。
It's that's a tough So
在制作过程中,我们反复权衡,要不要舍弃一些好音乐,因为它们会打断我们的沉浸式体验,你知道的。
there was a lot of iteration about, you know, letting good music go, because it would it would take me out it take us out of the immersive experience, you know.
有时候,如果某段音乐的和弦进行太强烈,或者节奏、拍子、甚至某个转折出现得不是时候。
Sometimes if something had too strong a chord progression or or even a cadence or or tempo, time signature, or some kind of turnaround at the wrong time.
会让人感觉:她穿的是什么?
It'd feel like, what is she wearing?
耳机?
Headphones?
现在呢,你知道,音乐太偏向歌曲化了。
And now we're you know, it's it's just too song oriented.
所以,要绕过这个问题对我来说是个巨大的挑战。
So that was a big challenge for me to get kind of around that.
实际上,根据我玩和听的经验,我发现使用主题性片段是很正常的做法。
I actually think in my experience playing and listening, I've I found I found the use of thematic kind of pieces, which is a normal thing.
但我要再次指出,这些片段总是以某种方式让我感到意外。
But once again, I would point out that they were always surprising to me in a way.
比如,我对自己的预期有一定的想法。
Like, I had an expectation of what I thought.
罗宾这次会产出什么?
What's Robin gonna churn out here?
它到底会是什么样子?
Like, what what's what's it gonna be?
我总是会惊叹,哇。
And I was I was always like, wow.
这完全不是我预料到的。
That's not what I expected at all.
就像,音乐里有太多美妙、丰富的合成器音色,我超爱,但我根本没料到会这样。
Like, there are so many, like, beautiful, juicy synths in the music that I've just loved, but I was not expecting that.
所以我觉得,这实际上为这种媒介带来了一种全新的体验。
So I think that actually added to, like, this is a really new type of experience in this medium.
而且即使当你把节奏提升起来的时候,所以——
And even when you did ratchet it up, So
说实话,我也很惊讶。
was surprised too, you know, to be honest.
我后来经历了很多,你知道,从沙漠回来之后,我们一直在推进,有相当紧张的制作计划、冲刺周期,还有各个部门努力协同支持开发。
I went into a lot of you know, after we came back from the desert and, you know, we're we're we're working towards you know, we've got quite a production schedule and sprints and all the, you know, all that and all the different departments trying to come together and support the development.
顺便问一下,对你来说那是什么感觉?
What was that like for you, by the way?
就像,突然被扔进那样的环境里,对你来说是什么感受?
Like, being thrust into that, what was that like for you?
对我来说压力很大,每一天都是全新的,我好长一段时间都在拼命挣扎着不沉下去。
Well, it was a lot for me, and every day was brand new, and I was treading water for a long mile there.
但这很令人兴奋。
But it was exciting.
一切都同时发生了。
It was kind of all at once.
在创作这些东西时,很难打下基础。
There was there was it's hard to establish foundation when creating these.
冲刺的目的是为了提升游戏体验,但说实话,一次又一次地,每个部门似乎都需要其他部门先完成,我们才能进入开发的下一阶段。
The sprints are meant to culminate in, you know, furthering the experience of gameplay, but there's, you know, if it it did feel like, boy, time and again, it's like every department is kind of is is is needing the other to finalize before we can move to the next phase of development.
确实有一些两难的时刻,你知道的。
If there there was some catch 22 kind of moments, you know.
你知道,我们到了一个阶段,前期制作已经相当充分了。
You know, we got to a place where, you know, there was quite a bit of pre production.
有很多概念设计,你知道的。
There was quite a lot of, you know, concept.
我们当时有个什么来着?
We had a what was that?
那种艺术指南,我们当时管那个东西叫什么来着?
The kind of art bible, what were we calling that that thing?
我们的世界,是的。
Our world Yeah.
对。
Yeah.
我在片尾字幕里注意到,你们和我在布鲁克林的朋友们在Weta合作过,哦,对。
Noticed I noticed in the credits, you guys worked with my friends at at Weta, Brooklyn, and Oh, yeah.
那些家伙。
Those cats.
对。
Yeah.
所以我们知道,确实探索了不少丰富的概念,无论是角色设计、环境设计还是玩法,但这些内容也是一边推进一边创作的,很多时候我们会调整方向,或者不得不做出删减,原因多种多样,这确实让人不安。
So we knew we really knew there were there were some some rich concept explored, whether it be character development, or environmental development or gameplay, but it was also it was also being, you know, kinda created as we're moving through it You know, where there was many times where we would pivot and or many times where we'd have to make cuts, multiple reasons, and so that could get, you know, that's unnerving.
是的。
Yeah.
知道吗,
Know,
建造起来很难,我的意思是,有太多方式可以形容它,但简直就像弹珠机。
it's It's it's hard to build it's like, I mean, there's so many ways to describe it, but, like, it's almost like pinball.
你可以任意想象一切。
It's like, you can dream everything up.
你可以去沙漠里迷失自己,然后回来,进入前期制作、概念设计,所有这些。
You can go out in the desert, get lost, come in, preproduction, concept, all that.
而在这整个过程中,你只是不断地拉回弹珠机的拉杆。
And it that whole time, you're just you're you're pulling that lever back.
是的。
Yeah.
然后,当真正开始的时候,你就松手了。
And then and then when it's time to start it, you let it go.
球就会飞出去,你知道的,落在板子上,却从不会落在你希望它落的地方。
And the ball goes out, you know, on the board, and it never comes and lands where you want it to.
但当然了。
But Absolutely.
你知道,那些意外的惊喜,正是游戏得以诞生的方式。
You know, those happy accidents, that's how, you know, that's how games get made.
而且我,你知道吗?
And I you know?
是的。
Yeah.
我一直觉得,制作唱片和制作游戏在某些方面是相似的。
I've always thought that making records and making games are similar in ways.
制作游戏可能涉及更多的人,你知道。
This thing may be, you know, more people involved in in making a game.
我的意思是,这取决于唱片的类型。
I mean, I guess it depends on the record.
但多年来,我发现两者之间有很多相似之处。
But there's a lot of similarity that I've found over the years in that myself.
我想说的是,音乐方面的迭代工作和其他方面一样持续进行着。
One thing I I'd say is that the the iterative work on the music continued just like everything else.
但正是因为我们从那里开始,带着那种推动力,让我们走上了原本不会选择的另一条路。
But just the fact that we started there, like, with that with that push, it put us into a different direction than we would have gone otherwise.
它帮助了那些没有参加最初会议、新加入我们团队的人,当我们按下弹珠机按钮的那一刻,大家的心都朝着同一个方向、同一个目标跳动。
And it helped people that weren't at the session that were new on our team as we kind of hit that moment where we where we hit the button on the pinball machine, it set our hearts in the same direction, in the same place.
因此,‘Crush’和‘Fathom’这两个概念都开始从我们当时所做的工作、以及Robin在团队扩充后进一步深化的内容中,逐渐获得了一致的基调和生命力。
And so the this this location of the crush started and the fathom, both of them, started to kinda live and breathe tonally through what we had done there and through what Robin had furthered as we brought people onto the team.
对我来说,这是一种非常令人兴奋的方式来开发一个独特的概念。
And it was it's it's to me, it's it's a a really exciting way to develop a a unique concept.
你最终一定会到达一个意想不到的地方,而且很可能是一个更接近我们梦想的地方——它甚至能让我们开发者自己去思考所创造事物的象征意义之类的东西。
And you're definitely gonna you're gonna end up someplace you didn't expect and probably someplace that is a lot more like our dreams that, you know, invites even us as developers to consider the the symbolic nature of what we've created and things like that.
但我们最初是从声音入手的,有些声音只是破碎的玻璃、生锈的金属,还有我们在废品场里敲打的各种东西。
But the the way that we started with the sound of it and some some of the sound is just broken glass and rusted metal and, you know, stuff that we were banging on in a junkyard even.
但这种协作方式,只是让我们自然而然地踏上了一条特定的道路。
But that collaboration, it just kinda set us off onto a certain path.
我知道,如果我们一开始更专注于某种解谜机制或其他类似的东西,我们最终会走上一条完全不同的道路。
And I know we would have ended up in a completely different direction if we would have been focused more heavily at the start on some sort of puzzle mechanic or something like that or anything.
对。
Right.
对。
Right.
这跟任何其他东西都不一样。
It's it's it's different than anything else.
是的。
Yeah.
它跟我之前做过的优秀机制原型完全不同。
It's much different than I've I've got a great mechanic prototype.
让我们围绕这个来开发一款游戏。
Let's build a game around this.
是的。
Yeah.
是的。
Yeah.
我想这有点像我一开始说的。
I think that's kinda what I was saying at the beginning.
就像,你们所做的一切似乎都偏离了常规流程,但却行得通。
Like, the kind of, like, it seems like everything you guys have done has been outside of of the normal process, and and it works.
它行得通。
It works.
太棒了。
It's great.
对我来说,这个项目和《Eyes Out》最令人兴奋的一点就是罗宾的视角。
For me, that's been that's been one of the most exciting things about the project and about Eyes Out in general is, like, Robin's perspective.
而且罗宾,是的。
And the fact that Robin yeah.
他是个音乐人,但如他所说,他也是一个讲故事的人。
He's a musician, but also, as he mentioned, he's a storyteller.
他是一位视觉艺术家。
He's a visual artist.
这让我也能退后一步,不再只是沿用我过去的做法,而是对游戏有了全新的视角。
And it it allowed me as well to kinda take a step back and not just do things in the way that I had done them previously, but to have this fresh perspective on on games.
如今游戏正在飞速发展,但在我看来,仍然需要进行大量进化。
As games are evolving like crazy right now, and there's still, in my opinion, a lot lot of evolution that needs to take place.
作为开发工作室和开发者,我们还有很多步骤需要完成。
There's a lot of steps that we still need to take as development studios and as developers.
哦,是的。
Oh, yeah.
我们还远没有走出困境。
We still haven't crawled out of the water yet.
是的。
Yeah.
没错。
Exactly.
是的。
And Yeah.
所以罗宾促使我去这么做,去重新审视许多常规的方法论,并用我们确立的这种情感基调和内心去重新思考它们。
So Robin kinda pushed me to do that and to and to reconsider a lot of the kind of standard methodologies and to reconsider them with my heart and with this tone that we had set.
整个项目过程中,这都是一段非常愉快的经历。
And so that was a blast throughout the project.
你之前提到过团队。
So you had talked about the team earlier.
我可以想象,招聘人员来这家工作室工作,与建立传统游戏开发工作室相比,是完全不同的事情。
I can imagine hiring people to work at this studio is a much different undertaking than, you know, traditional building game dev studio.
我的意思是,了解你们和你们从一开始就追求的目标,这可不是简单地筛选一百份简历,然后挑出最好的人来应聘职位。
I mean, just knowing you guys and and your you know, what you're going for from the beginning, that's not a let's sift through a 100 resumes and and find the best to ask for the seat.
对吧?
Right?
你必须招募那些理解如何将沙漠的体验转化为游戏的人,而不是
It's you have to bring people in who understand how it translates from from the desert into the game, and not
反过来。
the other way around.
我们能在Eyes Out与每一位同事共事,真是非常幸运。
We're we're so fortunate to be working with every one of us at at Eyes Out.
我们当时是一个相对较小的团队,开发人员不多。
We were relatively small crew, small dev team.
每个人都对这个项目充满热情。
Everyone was super passionate about the project.
我们每个人都身兼数职。
We we wore a lot of hats.
每个团队成员都提出了各种想法,无论他们来自哪个部门或具备何种专业专长。
There were ideas that came from each of us, you know, everyone on the team, whether they were from, you know, whichever kind of department or, you know, kind of specialty in it.
每个人都主动提出关于场景、角色或叙事的想法,好点子来自方方面面,这些确实都非常真实。
Everyone was, you know, would come forward with ideas about environments or character or, you know, narrative ideas, and good ideas came from everywhere, you know, all that kind of stuff is was definitely very real.
所以
And So
你找到了你们最初所寻找的那种协作集体,也就是我们之前谈到的那种。
you found your collaborative collective that you were looking for or, you know, tuning into in the beginning we were talking about.
太棒了。
That's awesome.
我感兴趣的一点是,我想把从沙漠中诞生的某个草图,与你们团队,再到最终游戏的过程串联起来。
So one thing I'm interested in is I I I really wanna try to connect the dots from, you know, one of the sketches that originated in the desert to your team and then going through that into the game.
在Eyes Out,这个过程是怎么实现的呢?
Like, how does that work at Eyes Out?
因为这种方式在游戏行业里非常非传统,独特而有趣。
Because that is a very nontraditional, totally unique and interesting way to build stuff in the games business.
嗯,这个Josh Patrice的片段,我们是有意搞得很混乱的。
Well, this Josh Patrice episode, we very intentionally made a mess, you know.
当时情况相当疯狂,当我们回来后,更具体地通过游戏玩法和引擎体验来重新梳理时,这要求我们对音频、音乐提供支持——不一定是音乐本身,而是要设计这个世界的声音:什么时候该有音乐?什么时候该恰到好处地铺陈音乐?什么时候该控制整体的节奏?
I mean, it was it was kinda it was wild, and when we got back and reiterating now more specifically through gameplay and in, you know, more of a engine experience, boy, that demanded some, you know, support for, you know, audio support, music support, not always music necessarily, but, you know, the design of what does the world sound like, you know, when should there be music, when do we lay, you know, enough music for a moment, you know, when do we lay out, you know, what the the pacing of it all, you know.
我们回来后,当我逐个翻阅那些录音文件夹时,并不能总能找到我们需要的所有素材,当然,仍有许多内容需要创作,以支撑游戏体验和角色塑造,以及各个不同环境中的氛围营造。
In immediacy, after we had returned and I was kinda climbing through all that, all those folders of recordings, I wouldn't always find everything we need, of course, you know, and there there was there was still quite a bit to be created to support or to drive the gameplay experience and the character development in all the different environments and and such.
但在沙漠里那场自由发挥之后,我回到家就变得非常有条理。
But there was I so I did I did, you know, after we made that free for all in the desert, I did get really square when I got home.
我制定了一份音频设计文档,里面列出了每个角色——主角、反派、敌人——的乐器配置框架,我试图设定界限,因为这样更容易管理。
I had created what a audio design document that was would would lay out, you know, here's a self imposed kind of wireframe of instrumentation for each of the characters, protagonists, antagonists, enemies, and I I tried to create boundaries because it's a lot more manageable.
你指的是角色的音频原型吗?
You're talking about, like, audio archetypes for characters.
这真是一个非常有趣的概念。
That's that's just, like, a really interesting concept.
比如,
Like,
哇。
wow.
是的,没错。
Well, yeah.
而且我现在应该说,我制作了这些框架、表格、规则或线索,用来激发灵感,这样当我们进入一个新的两周冲刺周期,面对要完成的目标时,就能有据可依,知道需要什么样的音频和音乐。
And I I, you know, I had made now now I should I should go on to say I made all these wireframes or these kind of sheets or these these kind of rules or or ledger lines to inspire, you know, so I had something to turn to when we enter a new two week sprint and we've got whatever it is we're we're we're working to achieve at the end of this, and we need audio for it and probably music.
我有一张某种地图,一直遵循它,这在相当长的一段时间里都非常有用。
I had some kind of map, and I would stick to that, and it was very it was really useful for a good long while.
后来,我们还在继续做这个项目,我会发现自己有时会从别处获得灵感,这些灵感可能不符合我设定的框架,或者超出了我为某种场景所承诺使用的乐器范围。
And then, you know, we were still working on the thing, and and I would become you know, I would kind of allow I would witness or, you know, recognize that sometimes I get inspired elsewhere, and it wouldn't maybe fit inside the grid, or, you know, maybe it was just outside the instrumentation that I sworn to use for such a scenario or something.
所以,我们是有规则的。
And so there were rules.
有时候我们会打破规则,但拥有一个明确的目标方向很有帮助,即使我们得绕点路才能到达那里。
Sometimes we broke the rules, but it it it was good to have, you know, a flag in the distance that we were headed toward, even if we had to kinda zigzag to get there.
是的。
Yeah.
我觉得我们团队的一个有趣之处在于,罗宾提到我们每个人都身兼数职。
And I I think one of the interesting things about our team, Robin mentioned that we we wear a lot of hats.
尽管我们是个很小的团队,但可能我们拥有开发团队中最高比例的音乐人,这相当有趣。
Like, even though we're a really small group, we probably had you know, we found probably the highest percentage of musicians ever on a development team, is which is pretty interesting.
这完全是自然发生的,但我认为音乐家们看待事物的方式是这样的。
And that just kind of happened naturally, but I think musicians approach things.
我的意思是,每个音乐人都不一样,但我认为他们有着共同的语言。
I mean, every musician's different, but I think they have a a shared language.
我们很多人能够达成共识。
And a lot of us were able to see eye to eye.
我认为团队里的每个人,即使自己不是音乐人,也对音乐非常热爱,对音乐有很强的见解和丰富的了解。
I think everyone on the team, if they weren't a musician themselves, they're really into music and so very opinionated about music, very informed about music.
我们的艺术总监和副制作人甚至已经做了三十年的广播节目,他们当DJ,节目叫‘莫洛托夫鸡尾酒时刻’。
Our art director even and our associate producer have had a radio show for thirty years where they they DJ called the Molotov cocktail hour.
播放的都是些非常有趣、风格多样的音乐,你以前从来都没听过。
And just really interesting, eclectic stuff you never heard before.
我们团队里有几个鼓手、吉他手,还有一些人是因为游戏才爱上音乐的,比如我们的首席设计师克莱·韦斯廷。
Several drummers on our team, guitarists, people that got into music because of games, like our our lead designer, Clay Westing.
他其实是因为《吉他英雄》才开始学吉他的,这还挺有趣的。
He started playing guitar because of Guitar Hero, actually, which is pretty funny.
他从年轻时起,就一直专注于音乐和游戏,并且在整个求学过程中都如此。
Really kind of, you know, focused entirely throughout his studies on music and games starting with that since he was young.
你知道,我们团队里经常有人来找我们,说这个部分让我想起了某段音乐。
You know, a lot of times, we'd have people on our team hit us up and say, oh, this this this section reminds me of this music.
他们的参考非常专业,我们可以很好地加以利用。
And they it'd be a really well informed reference that we could use to our advantage.
我觉得我们大家确实共享着这种音乐语言。
And we I felt like we spoke that shared language together.
音乐之所以重要,是因为我们团队真的在乎它,而不是仅仅在最后才随便加进去。
Music just the fact that we care about it on the team and it's not something that we just, like, apply at the end Yeah.
我们把它融入了游戏开发的核心部分。
That we kind of made part of the the meat of the development of the game.
对。
Yeah.
因为你知道,在传统游戏开发的几乎所有情况下,音频总是被最忽视的。
Because as you know, in almost all scenarios of traditional game development, the audio gets the worst end of the stick.
是的。
Yeah.
对吧?
Right?
哦,我觉得我们最后还有一些时间可以处理音频。
Oh, I I think we have some time at the end to do the audio.
你知道的?
You know?
我们现在就加进去吧。
Let's add it now.
是的。
Yeah.
是的。
Yeah.
是的。
Yeah.
我经历过那种情况,但那不是我最喜欢的。
I've been through that and it's not my favorite.
就是这样。
It's Yeah.
直到你能感受到,我很难想象出最终体验的音调。
It always feels hollow until you can I have a hard time envisioning the final kind of tone of the experience?
不是,我不是故意的。
Not no pun intended.
但事情看起来可能很棒。
But things can look great.
直到我真正沉浸于音频体验中,我才真正有感觉。
And until I'm kind of immersed with the the audio experience, it doesn't kinda connect for me.
所以你的意思是,你雇了威尔?
So what you're saying is you hired Will?
是的。
Yeah.
当然。
Definitely.
而且我们真的非常幸运。
And and we and we were really fortunate.
恰好有一群人正等着抓住机会,让这件事变得特别。
There happened to be a group kind of waiting to to strike and make this something special.
所以,是的。
And so Yeah.
我的意思是,我肯定有很多开发者,他们多年在续作的艰苦工作中磨炼后,非常渴望做这样的项目。
Mean, I'm sure there's no shortage of developers out there who are thirsty to do something like this after, you know, grinding it out, you know, in the trenches on on the sequels for for years.
整个团队的氛围和能量确实完全不同。
Definitely a definitely a different type of vibe energy throughout the team.
而且,我们还把一个重点放在了招募那些彼此尊重、拥有独特视角和背景的人身上,这样在开发过程中,他们能促使我们反思自己的先入之见。
There's also just, you know, we we made it a priority to really bring in people that respected one another as human beings and to look for people that had a unique perspective and that had a unique background that could, you know, cause us to have those moments where we question our own preconceptions as well throughout development.
在我们时间用完之前,我想谈一下互动性。
One thing I wanna touch on before before we run out of time here is interactivity.
我想聊聊这个话题,因为它贯穿了我们整个对话,而且从我了解到的游戏开发情况来看,这与游戏的主题紧密相连——那个介于睡眠与死亡之间的炼狱世界,以及那种没有规则的奇异状态。
This is something I wanna talk about because it's been a theme throughout our conversation here, and at least from what I picked up on about the development in the game, it's like this idea of and it ties into the theme of the game, of course, like, you know, this purgatory world between sleep and death and and the weird kind of no rules thing.
在游戏的最后阶段,突然来一句‘管他呢’,这非常罕见。
It's very uncommon to be in the final moments of a game, and it's like, fuck it.
新机制,一种我们之前从未向你提及过的新型敌人。
New mechanic, different type of enemy that we haven't told you about ever before.
我特别喜欢这一点,因为这真的让我……我不想剧透。
And I love that because it just, like, I I don't wanna spoil it.
如果你不想被剧透,现在就别听了。
If if you're if you don't want me to spoil it, stop listening now.
但我屏住呼吸,蹑手蹑脚,因为这些新敌人——整个段落简直太炸了,就是‘砰’的一下。
But, like, the I'm holding my breath, and I'm tiptoeing because these guys these new enemies, like, that whole sequence was just so it just, like, boom.
然后它就发生了。
And it happened.
它完美契合了整个部分,因为游戏这一段本身也是一个巨大惊喜。
And it fits so well because that whole portion of the game was also a huge surprise also.
我真的特别喜欢你们就这么大胆地做了。
And and I really love that you guys just went with it.
就是这样。
And it's like, yep.
我们现在要做这件事了。
We're we're doing this thing now.
这并不像传统做法那样,我们之前用四五个小时逐步引导你掌握这些机制,然后在最后阶段让你得意地全部运用起来。
It's not traditional in the way that we've given you the breadcrumbs of these mechanics to master through over the last four or five hours, and now it's time to triumphantly use them all in in the very end.
我就喜欢你们直接对这种做法说去他的。
Like, I just love that you just said fuck it to that.
就是一次全新的体验。
Just had a new experience.
这不像有些游戏那样,发生这种事就糟了。
And and it wasn't like some games, that sucks when that happens.
对吧?
Right?
因为直到那一刻之前你都被一步步引导着,然后突然间,哦,我们没这么做。
Because you have been bread crumbed up until that moment, and then it's like, oh, we didn't do this.
但事实上,它完美契合,你们就直接来了个‘砰’。
But, like, it actually fit so well that you guys were just like, boom.
新东西。
New stuff.
我们在做这件事。
We're doing it.
它让人感觉就像《Sleep Awake》里那种疯狂的、任何事都可能发生的感觉。
And it felt like that whole kinda crazy anything can happen that was happening in this in in SLEEP AWAKE.
整个床的段落,那些成群的床和视觉效果,天啊,这对我来说将是一个永远难忘的游戏时刻。
The whole sequence with the beds, that just maelstrom of beds and the visual of that, like, I will never that's, like, a very memorable forever type of game moment for me.
而你们在那里需要进行的互动其实非常简单,但却意义非凡。
And and the the interactivity that you had to do there was really it's so simple, but it it was meaningful.
然后你们直接从那里进入其他场景,比如那些疯狂的卡车追着你们跑,整个情节。
And then you you go directly out of that into these other things where, you know, this, like, psychotic truck tractors chasing you, like, the whole thing.
整个过程中,你们始终忠于自己和自己的愿景。
It it felt like you guys were just super true to yourselves and your vision the whole time.
在电子游戏中做到这一点非常困难。
And that's very hard to do in video games.
非常困难。
Very hard.
非常感谢。
Thanks a lot.
所以,对于你们的第一款游戏、第一个工作室,以及你们共同发现的这种独特创意合作,我由衷地致敬。
So, like, huge props for your first game and your first studio and and, you know, you're you're finding out this really unique creative collaboration together.
我真的非常喜欢它。
I just really loved it.
我非常喜欢
I I loved
非常感谢。
Thank you so much.
我非常喜欢那个。
I loved that.
正如我所说,我很喜欢看你们一起经历整个过程。
Like I said, I loved watching you guys go through the whole experience of it together.
我希望人们去体验一下,因为首先,你实际上可以一次性完成它,这在如今大家都很欣赏。
And I I hope people check this out because, first of all, you can actually complete it in a a single sitting, which everyone appreciates nowadays.
尽管不知怎么的,我花了七个小时才通关这个游戏。
Although somehow it took me seven hours to complete the game.
我不知道为什么。
I don't know why.
我一分钟都没觉得糟糕,所以非常棒。
I didn't I didn't have a minute of bad times, so it was great.
我想我拿到了白金奖杯。
And I think I platinumed it.
是的。
Yeah.
我拿到了白金奖杯。
I get platinumed.
但我真的希望人们能发现这款游戏,因为整个游戏本身真的让人耳目一新,你们所实现的一切,画面简直令人惊叹,既壮丽又荒诞又恐怖。
But I I really hope people find this game because it just it's it's such a breath of fresh air, the whole the actual game itself, everything that you guys kind of pulled off, the visuals are just, like, astoundingly glorious and absurd and scary and
哦,谢谢。
Oh, thanks.
你知道吗,开头的城市和那个平房。
You know, you know, the city in the beginning and the and the flat.
那个地方让我特别不舒服。
That that place made me so uncomfortable.
我只想赶紧离开。
I just wanted to get out.
当我终于逃出来时,从那里进入下一个美丽世界的感觉简直太棒了。
And when I finally got out, the release of that into this next beautiful world was just was just awesome.
所以,你知道的。
So, you know
天啊。
Oh, man.
嗯,谢谢你们
Well, thank you
非常感谢。
so much.
你们真棒。
You guys.
谢谢。
Thanks.
致敬。
Kudos.
真的非常感谢。
It's Thank you so much.
你们提到的那些时刻对我们来说至关重要。
A lot of those moments you're mentioning were really key for us.
有趣的是,你提到的一些事情,好像我们是在开发后期才加入的,但实际上我们一开始就很奇怪、很超现实。
There it's funny because you you mentioned some of the things that maybe it seems like we did towards the end of development, but we kinda started in a very strange and surreal place.
那些就是你提到的地下迷宫,里面有奇怪的角色彼此分离,并使用回声定位来寻找你。
And those were some of like the the catacombs that you were mentioning with the strange characters that split from one another and and use echolocation to find you.
你提到的在深海中的床架场景,这两个地方,我想很多团队看到后都会觉得:我们没必要保留这些。
That moment you mentioned with the bed frames there in the fathom, both of those were places that I think a lot of teams might have looked at those and gone, we don't need this.
我们可以删掉这些。
We could cut this.
或者你知道,这并不会破坏故事。
Or, you know, this it doesn't ruin the story.
即使你没有体验这些内容,故事依然成立。
The story still works if if you don't experience these things.
但对我们来说,这些是非常珍贵的时刻。
But for us, those were really precious moments.
还有那个收割机,你提到的那台拖拉机。
The the thresher as well, that that tractor you were talking about.
所以,我们一开始就是从一个充满极致创意的万花筒式构想出发的。
So, you know, starting out with kind of a a kaleidoscope of our kinda most extremes is where we where we went to begin with.
你提到的这些时刻对我们来说也同样特别,所以我们很高兴你注意到了这些细节。
Some of those moments that you're mentioning are are really special to us too, so we love that you you noticed those things.
不注意到这些才怪了。
It'd be insane not to notice them.
它们太酷了,真的是一种独一无二的体验,伙计们。
They're they're crazy cool and just a really unique experience, guys.
我真的完全没料到会发生这些事。
Like, I was just not expecting any of what happened.
我为你们感到由衷地开心。
And I'm so I'm so happy for you guys.
我为你们感到无比自豪。
I'm so proud of you guys.
哦,谢谢。
Oh, thanks.
谢谢。
Thank you.
谢谢你们今天愿意和我聊这个话题,你们讲了一些非常独特的故事,这绝对是我的最爱剧集之一,不仅仅是因为我爱你们。
Thanks for for letting me talk to you about this today, and you guys told some really, really unique stories on this, and this is definitely one of my favorite episodes I've I've done, not just because I love you guys.
这真的让我很感动。
But That means a lot.
我们也爱你们。
We love you too.
我们感谢上帝。
We Thank god.
我们能在这里真是太幸运了。
We're so lucky to be here.
非常感谢你们邀请我们。
Thank you so much for having us.
好了,各位。
Alright, guys.
记得去购买《SLEEP AWAKE》,并关注Eyes Out这个工作室。
Make sure you go pick up SLEEP AWAKE and follow Eyes Out as a studio.
我迫不及待想看看你们接下来会做什么。
I can't can't wait to see what you guys do next.
不过,我要等到
Although, I won't see it until
你们发布之后才能看到。
you release it.
所以我们
So We
也等不及了。
can't wait either.
是的。
Yeah.
是的。
Yeah.
非常感谢你们在开发过程中以及现在一直给予我们的大力支持。
Thank you so much for for being such a big support to us throughout development and now.
是的。
Yeah.
这是我的荣幸,各位。
My pleasure, guys.
迫不及待想给你们看下一个作品。
Can't wait to show you what's next.
好的。
Alright.
谢谢。
Thanks.
非常感谢,兄弟。
Thanks so much, man.
祝你
Have a
晚安。
good night.
感谢您收看《游戏制作人笔记》。
Thank you for joining us for The Game Maker's Notebook.
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For more information on the Academy of Interactive Arts and Sciences, our podcasts, and our other initiatives, please visit www.interactive.org.
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