大彩蛋:游戏中的NPC竟然是他们扮演的

精华2018/06/15398 浏览综合
解谜者们
我们又见面啦
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前段时间,小迷收到了很多朋友的提问
大家说出了自己对游戏的一些好奇
大家问题都非常有意思
但是对小迷来说
这些问题真的是太难回答了
于是
小迷整理了一些大家的问题
通过神奇的互联网络
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成功发送给了大洋彼岸迷室制作人
Barry Meade先生
终于!!!
最近小迷收到了来自他的回信
他亲自解答了大家的疑问
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快来看一下,你关心的问题
是否在下面吧
1. 对于中国市场会不会出一些有中国特色的谜题?
我们欢迎任何可以帮助我们改进游戏的想法,但这些为了吸引特定受众的游戏设计,我们会谨慎考虑,因为我们希望游戏可以更加国际化。更重要的是,游戏设计是一个创意型工作,只有基于我们自身经历去设计内容,才有可能是合理的。在语言和文化层面上,我们几乎每个人都有所不同,但从人类的层面上来看,我们又是非常相似的。我们相信游戏已经成为一种国际化的媒介,因此我们希望不管你是美国人还是中国人,都能够理解和欣赏我们的产品。同样的,欧洲人也会欣赏中国电影,反之亦然。
We don’t rule in (or out!) any ideas that would help make our games better but we are cautious when imposing rules on our designs purely to appeal to a specific audience as we try to be universal. Moreover to us, creative work is only really legitimate when it is expressed honestly, and we can only honestly speak from our own experience. So on a language & culture level, yes we are different to almost everyone but on a human level we are very much the same. We believe games are already an international medium because of this, so we hope that anyone in China or America can understand our work on a basic level, in the same way Europeans can enjoy Chinese movies and vice versa.
2. 如何看待对于中国玩家对西洋文化了解不多(多数玩家并没有深入了解圣女贞德,十字军等等方面知识)而可能导致无法解题从而失去对游戏的兴趣这个问题?
你说的这种情况可能的确存在,但是换个角度说,正是这些产生于世界各地的艺术与文化的作品使我们彼此了解。我们担心的是,如果这款游戏摒除了一切文化元素,会让它失去个性,那也太无聊了,那不是我们想要的。所以我希望大家能够把游戏作为一个窗口,通过它你可以接触到更多的人、事物和想法。我觉得游戏具有一个很重要的,极具幻想的元素——它允许我们穿越到一个全新的世界,在那里待上几分钟或几个小时。如果我们把游戏做得跟玩家日常见到的内容太过相似,这其实也降低了游戏能带给他们的兴奋度。
Possibly, but on the other hand, consuming art & culture from different places is what makes us all learn about each other. Our worry would be if we try to make games appear like they come from nowhere, that have no strong flavours, we’d end up with a boring or tasteless experience. We don’t think gamers want that. So I would hope people see video games as a window through which you can experience new ideas, people & places. There is a fantasy element to gaming which I think is very important – people want to be swept away into another world for a few minutes or hours. If we make our games too familiar to players, we make it less exciting too.
3. 当oldsins在google play上架时,中国玩家纷纷吐槽“八国语言无中文”。为什么最近开始重视中国市场呢?
说实话一共有两个原因:首先,我们工作室是从一个小型的独立开发团队起步的,我们跟其他大型工作室不一样,没有一开始就打算要布局全球。目前,依然还有很多的国家还没有我们游戏的本地化版本,除了欧洲区的语言版本外,中文版是我们率先想要实现的版本之一。其次,当我们发现游戏的英语版本在中国和亚洲其他地区也很畅销的时候,我们也意识到我们应该更加重视中国市场。然而,我们必须找到一个合适的合作伙伴帮助我们将游戏带给中国玩家,现在我们已经找到了,它就是网易。
Two reasons really – first, we started as a small independent developer and it has taken us many years to begin to think globally, like bigger studios do. There are still many countries that don’t have a localised version of our games but beyond European languages, China was one of the first we wanted to make happen. Secondly, even our English language games sold well in China and the rest of Asia, so that was a signal to us that we should take China more seriously. However we had to find a partner that could help us push the game to Chinese gamers and we believe we have found that with Netease.
4. 第三部为什么安排四个结局?分别的用意是什么?
首先,我们希望不同的玩家可以获得不同的游戏体验。也许你和你的朋友都通关的游戏,但可能玩的是不同的故事。其次,这个设定也让游戏有了重玩的可能性,喜欢迷室(The Room)的玩家多了一个重新玩一遍游戏的理由。第三,我们也希望游戏能有一个部分要比正常的难度还要难一点,因为有很多的玩家很喜欢这样高难度的挑战。所以,对我们来说,设置三个结局似乎是实现以上三个目标最好的选择。
First we wanted varied players to have varied experiences, so they could finish the game & have a different experience and story to their friends. Secondly, it gave the game replay-ability – so now, players who love the game would have a reason to try play it again. Thirdly, we wanted the game to have a section that was much more difficult than normal, as some players really enjoy a hard challenge. So it was more work for us but multiple endings seemed the best way to achieve all three goals.
5. 皇家学院的合照是不是制作组用自己照片P的?
悄悄跟你说一个秘密哈:你在游戏中看到的所有的这些人物角色都是我们开发组团队成员扮演的,部分场景中还有我们的妻子和合作伙伴出镜,大家都穿着19世纪的服装。我们在自己的工作室内完成了所有的剪辑场景和现场动作拍摄,以一种简单(低成本)的方式编排,制作和出演。我认为这真的非常有趣,截至目前为止,我们工作室的每个人都在游戏中露过脸。
I’ll tell you a secret: all the human figures you see in our games are members of the development team, or in some cases our wives & partners, dressed up in 19th century clothing! We do all of our cut-scenes & live action filming ourselves in our studio, so in a small way we get to write, produce & star in our own games. This is great fun and I think by now, everyone in the studio has dressed up at least once to help make it happen.
6. 迷室的机关设计真的很巧妙,他们是怎样被设计出来的呢?
大量的研究和迭代。在制作游戏之前,我们的设计师对一些古董机械、历史潮流和古典建筑进行了大量研究。我们也深受19世纪科幻小说和恐怖小说的影响。 当我们第一次制作谜题时,它们都是非常基本的三维形状(例如正方形或长方形)。我们对谜题进行了反复的试玩和测试,不断优化和打磨。当我们觉得谜题的难度达到合适标准的时候,我们就会从头开始更为精细的3D建模工作。在这之后,我们只能期待玩家会喜欢这些谜题。关于游戏,你有哪些认可的地方,只要你愿意分享,我们一定会认真聆听。
A lot of research and a lot of iteration. Our designers do a lot of study on historic machines, fashions, architecture before we make our games. We also are very influenced by 19th century science fiction & horror novels. When we first make the puzzles they are in very basic 3D shapes (such as squares or rectangles) and we do a lot of playing & testing of the puzzles to hone the design. Then when we are happy the puzzle is up to the correct standard, we rebuild it from scratch into much more detailed 3D graphics. After tha, we just hope players enjoy them, and we listen when they tell us what they liked.
7. Is it possible that there will be an official concept art book? And if there is possibility, will Netease still be the commercial agent for you or I can purchase it on Amazon? I also want to know the whole story‘s timeline Love your games and its gorgeous details!
我们暂时还没有这个计划,但我们也非常喜欢电子游戏的画册 - 也许我们应该与我们朋友的网易好好交流一下:P (小迷:来呀~~~)
This is not something we discussed but we are big fans of video game art books – perhaps we should speak with our friends at Netease :P
8. 有计划开发迷室的VR版本吗?
我们非常想针对VR平台研发一款迷室游戏,但是开发VR游戏目前对我们来说费用太高了,所以在VR游戏市场变得更大的之前,我们没有财力去支付启动这个项目。 但这会一直是我们的梦想,我们期待它会实现。
We would love to make a VR-exclusive Room game, however the Room games are very expensive for us to make and so until the VR market is bigger, we can’t afford to make a Room game for it just yet. However it remains a dream of ours to do that and we hope it will happen.
9. 除了解谜游戏,未来会尝试开发其他类型的游戏吗?
那必须的! 我们成立Fireproof之前,就在制作赛车和射击类的游戏方面有着很丰富的经验。所以对当时的我们来说,制作一款烧脑的游戏就是一次全新的挑战。 我们还制作了一款引以为傲的VR游戏叫做'Omega Agent',欢迎各位VR粉丝前来测评。 作为创意人,我们会继续进行更多尝试——迷室(TheRoom)也曾是我们的一个创新尝试,未来我们还会做更多。
Oh sure! Before we started Fireproof, we have a long history in making racing & shooter games so making puzzle games is like a break for us. We also made a VR game called ‘Omega Agent’ that we are proud of and we encourage VR fans to check out. But ultimately as creatives we like to experiment – The Room was an experiment for us and we hope to do new experiments in the future.
看完这些回答
小迷不得不说
我们的制作人先生真是个耿直Boy
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这下好了
你们全公司喜欢COSPLAY的事情
全中国人民都知道了
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