1 00:00:03,950 --> 00:00:05,720 嗨,我是马克·布朗 2 00:00:05,720 --> 00:00:08,720 这是“游戏制作工具箱” 3 00:00:08,720 --> 00:00:13,170 大多数电子游戏的时间感都很奇怪 4 00:00:13,170 --> 00:00:14,970 如果你留意过的话 5 00:00:14,970 --> 00:00:19,250 虽然有太阳起落表示昼夜循环 6 00:00:19,250 --> 00:00:23,220 有些角色会日出而作,日落而息 7 00:00:23,220 --> 00:00:26,200 但总的来说,时间止步不前 8 00:00:26,200 --> 00:00:28,870 角色被困在离奇的时空里 9 00:00:28,870 --> 00:00:31,220 直到你有所行动 10 00:00:31,220 --> 00:00:33,320 比如哥谭市的坏蛋 11 00:00:33,320 --> 00:00:36,470 会老实地等蝙蝠侠完成支线任务 12 00:00:36,470 --> 00:00:38,700 才开始大肆杀戮 13 00:00:38,700 --> 00:00:40,870 被绑的人质会乖乖坐着 14 00:00:40,870 --> 00:00:43,420 直到你现身营救 15 00:00:43,420 --> 00:00:46,970 但有些游戏决定另辟蹊径 16 00:00:46,970 --> 00:00:49,850 在真实时间下模拟 17 00:00:49,850 --> 00:00:51,820 角色有自己的时间表 18 00:00:51,820 --> 00:00:55,270 事件会在特定时刻自动触发 19 00:00:55,270 --> 00:00:57,420 我想称之为“真实时间游戏” 20 00:00:57,420 --> 00:00:59,170 但这不够贴切 21 00:00:59,170 --> 00:01:01,900 还是称为“时钟游戏”吧 22 00:01:01,900 --> 00:01:05,770 事实证明,这种设计有不少引人注目的优点 23 00:01:06,520 --> 00:01:09,270 整个夏天我都在玩《星际拓荒》 24 00:01:09,270 --> 00:01:11,670 这是款星际考古游戏 25 00:01:11,670 --> 00:01:14,850 你要驾驶一艘摇晃木船在行星间穿梭 26 00:01:14,850 --> 00:01:17,520 寻找所处宇宙的真相 27 00:01:17,520 --> 00:01:19,920 游戏的特别之处 28 00:01:19,920 --> 00:01:25,070 是整个太阳系会随时间推移不断变化 29 00:01:25,070 --> 00:01:30,020 以这对行星为例,它们被称作“沙漏双星” 30 00:01:30,020 --> 00:01:36,170 游戏刚开始,“灰烬星”被密不透风的厚沙层覆盖 31 00:01:36,170 --> 00:01:41,220 “余烬星”则有错综复杂的地下隧道 32 00:01:41,220 --> 00:01:45,600 随着时间流逝,沙子会在星间转移 33 00:01:45,600 --> 00:01:48,250 “余烬星”的隧道会被堵死 34 00:01:48,250 --> 00:01:52,320 “灰烬星”表面则露出许多高塔 35 00:01:52,320 --> 00:01:56,550 同样,“碎空星”一开始是完整的 36 00:01:56,550 --> 00:02:00,600 但被吸进黑洞后会慢慢解体 37 00:02:00,600 --> 00:02:04,720 此外还有一颗绕着太阳转的彗星 38 00:02:04,720 --> 00:02:07,770 这带来了令人着迷的可能性 39 00:02:07,770 --> 00:02:10,900 其一,正如《星际拓荒》开发者所说 40 00:02:10,900 --> 00:02:13,920 “探险因此有了新维度” 41 00:02:13,920 --> 00:02:18,770 “何时行动变得跟何处行动一样重要” 42 00:02:18,770 --> 00:02:21,850 你不仅要从空间上观察宇宙 43 00:02:21,850 --> 00:02:24,950 还要从时间上考虑 44 00:02:24,950 --> 00:02:28,800 因为一些区域不等你到达就会关闭 45 00:02:28,800 --> 00:02:32,250 一些则要等很久才能进入 46 00:02:32,250 --> 00:02:36,520 另一个优点是,游戏因此变得自然而动感 47 00:02:36,520 --> 00:02:38,700 因为世界在不停变化 48 00:02:38,700 --> 00:02:41,800 当然,开放世界游戏不乏“变化” 49 00:02:41,800 --> 00:02:45,220 如《辐射3》核弹镇能从首都废土被抹去 50 00:02:45,220 --> 00:02:48,970 《旷野之息》一始村能从无到有建起 51 00:02:48,970 --> 00:02:54,700 但这些变化都取决于你的选择 52 00:02:54,700 --> 00:02:57,270 相反,在那些“时钟游戏”里 53 00:02:57,270 --> 00:03:00,020 世界的运转无关你的选择 54 00:03:00,020 --> 00:03:02,470 进度,甚至存在 55 00:03:02,470 --> 00:03:07,100 如果《星际拓荒》要表现宇宙的冷漠无情 56 00:03:07,100 --> 00:03:10,620 一切按钟走绝对是最佳办法 57 00:03:10,620 --> 00:03:14,450 另一个基于真实时间的系列是“丧尸围城” 58 00:03:14,450 --> 00:03:17,020 这系列…至少在那些佳作中 59 00:03:17,020 --> 00:03:18,750 你会经常看表 60 00:03:18,750 --> 00:03:21,000 因为事件会准时发生 61 00:03:21,000 --> 00:03:24,800 你即使不注意时间也无法阻止事情发生 62 00:03:24,800 --> 00:03:26,500 有些事可以错过 63 00:03:26,500 --> 00:03:31,120 比如因你来不及救助而被僵尸吃掉的人 64 00:03:31,120 --> 00:03:32,600 有些则很关键 65 00:03:32,600 --> 00:03:37,350 比如每隔24小时给女儿注射一支“僵立停” 66 00:03:32,600 --> 00:03:37,350 (这里作者貌似搞错名字了,需要注射药物的不是Stacey,而是女儿Katey) 67 00:03:37,350 --> 00:03:42,450 因此,除了僵尸这些不死怪物之外 68 00:03:42,450 --> 00:03:46,950 游戏成功把“时钟”打造成你最恐怖的梦魇 69 00:03:46,950 --> 00:03:50,500 时间压力让你充满危机与紧迫感 70 00:03:50,500 --> 00:03:54,150 因为你不能心情好才去四处救人 71 00:03:54,150 --> 00:03:56,100 你得立刻拯救他们 72 00:03:56,100 --> 00:04:00,450 你还得衡量选择救谁的后果 73 00:04:00,450 --> 00:04:03,520 因为你没时间救所有人 74 00:04:03,520 --> 00:04:06,300 “时间”成了宝贵资源 75 00:04:06,300 --> 00:04:09,170 得像弹药和生命值那样省着用 76 00:04:09,170 --> 00:04:13,120 闯进商店搜刮资源或许是聪明之举 77 00:04:13,120 --> 00:04:15,170 但也有可能浪费时间 78 00:04:15,170 --> 00:04:18,920 研究路线、捷径,并熟记传送点 79 00:04:18,920 --> 00:04:21,450 才能把时间利用率最大化 80 00:04:21,450 --> 00:04:26,850 每个决定都很重要,因为它们消耗着你最宝贵的资源 81 00:04:26,850 --> 00:04:28,270 时间 82 00:04:29,820 --> 00:04:32,470 但制作“时钟游戏”有个问题 83 00:04:32,470 --> 00:04:35,720 时间不可能一直延续 84 00:04:35,720 --> 00:04:39,450 开发者做不出无尽的事件与角色时间表 85 00:04:39,450 --> 00:04:44,270 而且为了剧情连贯,某些事件是不能错过的 86 00:04:44,270 --> 00:04:48,420 所以“时钟游戏”大多有个固定的终点 87 00:04:48,420 --> 00:04:51,820 比如《星际拓荒》里每隔22分钟 88 00:04:51,820 --> 00:04:54,170 太阳会变成超新星 89 00:04:54,170 --> 00:04:56,350 摧毁目力所及的一切 90 00:04:56,350 --> 00:05:00,670 《丧尸围城1》里,弗兰克会在72小时后被直升机救起 91 00:05:00,670 --> 00:05:02,750 相当于现实世界6小时 92 00:05:02,750 --> 00:05:03,720 还有《梅祖拉的假面》 93 00:05:03,750 --> 00:05:06,720 它也许是“时钟游戏”的完美诠释 94 00:05:06,720 --> 00:05:09,550 月亮会在三天后撞地球 95 00:05:09,550 --> 00:05:13,700 大约是现实世界的1小时 96 00:05:13,700 --> 00:05:16,370 这时,我们一般会做的 97 00:05:16,370 --> 00:05:19,700 就是仿照电影《土拨鼠之日》 98 00:05:19,700 --> 00:05:23,370 让时间回归起点 99 00:05:26,620 --> 00:05:28,420 嗨,我是马克·布朗 100 00:05:28,420 --> 00:05:31,170 这是“游戏制作工具箱” 101 00:05:31,170 --> 00:05:34,150 时间循环是非常高明的玩法 102 00:05:34,150 --> 00:05:35,700 以《迷人的残酷》为例 103 00:05:35,700 --> 00:05:41,270 这个悬疑游戏发生在按预定时钟运转的赌场里 104 00:05:41,270 --> 00:05:43,450 在游戏最开头 105 00:05:43,450 --> 00:05:48,900 雷吉纳徳·希斯潘被一个神秘蒙面男开枪射死 106 00:05:50,220 --> 00:05:52,320 但时光倒流后 107 00:05:52,320 --> 00:05:55,020 你可以在枪里放入空包弹 108 00:05:55,020 --> 00:05:58,550 通过连锁反应救下希斯潘 109 00:06:00,970 --> 00:06:04,520 所以“循环”是这个游戏的核心设定 110 00:06:04,520 --> 00:06:08,100 你要反复观摩凶案来获取信息 111 00:06:08,100 --> 00:06:10,050 然后像扳手那样 112 00:06:10,050 --> 00:06:13,650 在正确时点暗中调校 113 00:06:13,650 --> 00:06:16,750 时间循环呈现了一道时间谜题 114 00:06:16,750 --> 00:06:19,000 你要详细了解一系列事件 115 00:06:19,000 --> 00:06:21,720 然后用所知信息解决问题 116 00:06:21,720 --> 00:06:26,100 还有一款改编自莎士比亚名剧的时钟冒险游戏 117 00:06:26,100 --> 00:06:27,220 《埃尔西诺》 118 00:06:27,220 --> 00:06:28,900 玩家扮演奥菲莉娅 119 00:06:28,900 --> 00:06:30,800 游戏中几天后 120 00:06:30,800 --> 00:06:32,200 哈姆雷特杀了你父亲 121 00:06:32,200 --> 00:06:34,700 神秘刺客了结你生命 122 00:06:34,700 --> 00:06:36,950 幸运的是,时间能倒流 123 00:06:36,950 --> 00:06:42,250 这回,借助预知信息和便捷的时间线菜单 124 00:06:42,250 --> 00:06:45,850 你可以说服或操纵角色做不同的事 125 00:06:45,850 --> 00:06:46,900 比如这里 126 00:06:46,900 --> 00:06:49,550 我给哈姆雷特看了他母亲不忠的证据 127 00:06:49,550 --> 00:06:52,220 和他叔叔杀人的供词 128 00:06:52,220 --> 00:06:55,500 最终让哈姆雷特在与国王的决斗中被杀 129 00:06:55,500 --> 00:06:57,270 换来父亲的安全 130 00:06:58,400 --> 00:07:02,070 不过,这款游戏不只是时钟谜题吸引我 131 00:07:02,070 --> 00:07:05,000 我发现时间循环像个安全网 132 00:07:05,000 --> 00:07:08,920 给了我试验各种方案和创意的自由 133 00:07:08,920 --> 00:07:11,300 如果某个办法不管用,那么 134 00:07:11,300 --> 00:07:13,100 我可以很快再试一次 135 00:07:13,100 --> 00:07:17,120 或者再去搜罗新信息,留着以后用 136 00:07:17,620 --> 00:07:21,820 还有些游戏,玩家要掌握并最大化利用循环 137 00:07:21,820 --> 00:07:24,470 《Minit》的时间循环是最短的 138 00:07:24,470 --> 00:07:25,650 只有60秒 139 00:07:25,650 --> 00:07:30,070 确实不足以通关这款塞尔达式冒险游戏 140 00:07:30,070 --> 00:07:32,100 但借助新的重生点 141 00:07:32,100 --> 00:07:33,200 新道具 142 00:07:33,200 --> 00:07:36,070 开辟新捷径并快速穿越地图 143 00:07:36,070 --> 00:07:39,910 你最终还是能在一分钟内完成游戏 144 00:07:39,910 --> 00:07:42,920 同样,还有款冷门的银河恶魔城游戏 145 00:07:42,920 --> 00:07:44,600 146 00:07:44,600 --> 00:07:48,170 你只有20分钟拯救一个濒临毁灭的星球 147 00:07:48,170 --> 00:07:51,500 游戏存档点就像时间线上的标记 148 00:07:51,500 --> 00:07:53,650 你不能在地图上快速旅行 149 00:07:53,650 --> 00:07:57,500 而是回溯到之前的冒险时刻重来 150 00:07:57,500 --> 00:08:01,270 某些元素会保留,比如新技能和密码 151 00:08:01,270 --> 00:08:03,470 某些元素,如额外的血槽 152 00:08:03,470 --> 00:08:07,550 回溯后会消失,需要的话只能重捡 153 00:08:07,550 --> 00:08:12,600 游戏的部分乐趣在于精心规划时间标记的创建 154 00:08:12,600 --> 00:08:17,400 比如有次,我深入星球内部去启动一台机器 155 00:08:17,400 --> 00:08:19,930 然后一路走回星球表面 156 00:08:19,930 --> 00:08:24,000 重点是,一去一回后我还有12分钟 157 00:08:24,000 --> 00:08:27,450 通关游戏剩下的流程会有点紧张 158 00:08:27,450 --> 00:08:28,920 于是我重来 159 00:08:28,920 --> 00:08:31,420 这回我一路狂奔然后折返 160 00:08:31,420 --> 00:08:35,020 借助之前的经验和地图帮助 161 00:08:35,020 --> 00:08:37,950 回来时我还有16分钟 162 00:08:37,950 --> 00:08:41,180 成功创建一个时间充裕的标记 163 00:08:41,180 --> 00:08:43,020 感觉真棒 164 00:08:44,000 --> 00:08:46,270 设计时间循环时 165 00:08:46,270 --> 00:08:48,520 时长是关键 166 00:08:48,520 --> 00:08:52,150 《星际拓荒》设计师兼制作人Loan Verneau曾说 167 00:08:52,150 --> 00:08:56,900 “我们希望时长足够短,这样失败与死亡不会令人沮丧” 168 00:08:56,900 --> 00:09:00,920 “但我们也不想让玩家觉得时间总是不够” 169 00:09:00,920 --> 00:09:05,000 而且,如果想让玩家把时间线熟记于心 170 00:09:05,000 --> 00:09:07,570 流程就得相对变短 171 00:09:07,570 --> 00:09:11,550 缩短流程就得缩小世界规模 172 00:09:11,550 --> 00:09:13,000 这样无论往哪走 173 00:09:13,000 --> 00:09:15,600 你都能在有限时间收获乐趣 174 00:09:15,600 --> 00:09:19,950 精心设计的《Minit》让每个地方都能几秒到达 175 00:09:19,950 --> 00:09:24,400 由此打造出一个四通八达的紧凑世界 176 00:09:25,670 --> 00:09:28,820 时间循环无疑是个有用的机制 177 00:09:28,820 --> 00:09:32,850 它就像用蝴蝶结包裹了棘手的设计难题 178 00:09:32,850 --> 00:09:36,840 为玩家创造惊艳的游戏效果时,带来了时钟谜题 179 00:09:36,840 --> 00:09:38,100 自由试错 180 00:09:38,100 --> 00:09:39,950 和时间管理 181 00:09:39,950 --> 00:09:43,570 除了以上佳作,还有更多作品会面世 182 00:09:43,570 --> 00:09:46,450 比如只有一间房的悬疑游戏《12分钟》 183 00:09:43,570 --> 00:09:46,450 (预计2020年发布) 184 00:09:46,450 --> 00:09:50,340 和来自《耻辱》开发商的《死亡循环》 185 00:09:50,340 --> 00:09:53,920 但时间循环终究是种“诡计” 186 00:09:53,920 --> 00:09:58,750 它更像大声吆喝、引人注目的取巧手段 187 00:09:58,750 --> 00:10:00,800 虽然我觉得没什么 188 00:10:00,800 --> 00:10:05,750 但它终归没法适用于每种游戏类型和叙事 189 00:10:05,750 --> 00:10:11,720 所以我想,能否做出没有时间循环的“时钟游戏”? 190 00:10:11,720 --> 00:10:15,120 有个想法是运用不太明显的小循环 191 00:10:15,120 --> 00:10:18,000 让游戏不至于因重复而令人出戏 192 00:10:18,000 --> 00:10:20,720 “杀手”关卡就由许多小循环组成 193 00:10:20,720 --> 00:10:25,500 角色每隔5到10分钟会重复日程 194 00:10:25,500 --> 00:10:28,470 这种对现实的模拟令人信服 195 00:10:28,470 --> 00:10:32,420 又不会因时间循环贯穿整个关卡而产生混乱 196 00:10:32,420 --> 00:10:36,870 我还想到能否引入系统驱动和随机事件 197 00:10:36,870 --> 00:10:41,320 它们不由开发者预设,所以能持续下去 198 00:10:41,320 --> 00:10:44,800 比如《旷野之息》和《潜龙谍影5》的天气系统 199 00:10:44,800 --> 00:10:48,520 就营造了一种时间流逝不由你掌控的感觉 200 00:10:48,520 --> 00:10:52,820 同样,开放世界的交通系统及模拟游戏的NPC 201 00:10:52,820 --> 00:10:57,250 都利用了简单规则与系统互联来模拟真实世界 202 00:10:57,250 --> 00:11:00,270 而无需精巧的时间编排 203 00:11:00,270 --> 00:11:02,700 详见视频《“系统驱动型游戏”的崛起》 204 00:11:02,700 --> 00:11:04,870 还有更激进的做法 205 00:11:04,870 --> 00:11:08,550 比如《杀出重围:人类革命》的一个片段 206 00:11:08,550 --> 00:11:10,050 游戏开头 207 00:11:10,050 --> 00:11:12,220 你被告知要搭乘直升机 208 00:11:12,220 --> 00:11:15,570 迅速前往一幢办公楼解救人质 209 00:11:15,570 --> 00:11:19,890 这时,你可能以为恐怖分子会一直乖乖等着 210 00:11:19,890 --> 00:11:21,750 在你到达前无所事事 211 00:11:21,750 --> 00:11:24,930 毕竟,大部分游戏都这么设计 212 00:11:24,930 --> 00:11:25,670 但实际上 213 00:11:25,670 --> 00:11:26,520 你错了 214 00:11:26,520 --> 00:11:29,370 如果简森有点…忙 215 00:11:29,370 --> 00:11:31,070 耽误了太久 216 00:11:31,070 --> 00:11:33,600 大部分人质会死亡 217 00:11:33,600 --> 00:11:35,560 八个人,亚当 218 00:11:35,560 --> 00:11:40,270 八个善良的男女,唯一的罪行就是今天来上班 219 00:11:40,270 --> 00:11:44,250 然后被亲人类纯净主义者屠杀了 220 00:11:44,250 --> 00:11:48,350 人质被杀不会导致游戏结束 221 00:11:48,350 --> 00:11:53,150 但你的不作为确实会改变剧情和你与其他角色的关系 222 00:11:53,150 --> 00:11:55,350 哪怕只是一点点 223 00:11:55,350 --> 00:11:58,700 所以这或许证明了,游戏也可以严肃 224 00:11:58,700 --> 00:12:02,050 只要游戏说明你得限时完成任务 225 00:12:02,050 --> 00:12:04,870 不能及时赶到会遭受惩罚 226 00:12:04,870 --> 00:12:07,640 比如用情节变化反映你的不作为 227 00:12:07,640 --> 00:12:10,950 或是让你错过一大段游戏内容 228 00:12:10,950 --> 00:12:11,900 但话说回来 229 00:12:11,900 --> 00:12:14,550 现代游戏有太多充数的内容 230 00:12:14,550 --> 00:12:17,500 我倒不觉得错过一些算多大的事 231 00:12:17,500 --> 00:12:20,420 因为玩家要忙别的 232 00:12:20,420 --> 00:12:25,420 试想有这么款蝙蝠侠或蜘蛛侠游戏,犯罪活动按真实时间进行 233 00:12:25,420 --> 00:12:26,720 作为超级英雄 234 00:12:26,720 --> 00:12:29,500 你要决定追捕哪个罪犯 235 00:12:29,500 --> 00:12:31,670 放过哪个罪犯 236 00:12:32,100 --> 00:12:35,550 当然,实现这样的系统并不容易 237 00:12:35,550 --> 00:12:39,120 时间限制引起玩家争议很正常 238 00:12:39,120 --> 00:12:42,050 因为它给玩家带来压力与紧迫感 239 00:12:42,050 --> 00:12:45,300 对很多人来说,错过某些游戏内容 240 00:12:45,300 --> 00:12:50,870 并不符合他们有条不紊地做完地图上每个任务的天性 241 00:12:50,870 --> 00:12:54,750 所以我知道这点子可能听起来糟透了 242 00:12:54,750 --> 00:12:58,970 不过,作为“时钟游戏”的独特优势 243 00:12:58,970 --> 00:13:00,650 也许“时间” 244 00:13:00,650 --> 00:13:07,120 正是市面上层出不穷而雷同的静态开放世界游戏所欠缺的要素 245 00:13:07,120 --> 00:13:10,500 请在评论里说说你的想法 246 00:13:11,950 --> 00:13:13,520 嘿,感谢收看 247 00:13:13,520 --> 00:13:16,870 欢迎在评论里写下你最爱的“时钟游戏” 248 00:13:16,870 --> 00:13:17,800 知道吗? 249 00:13:17,800 --> 00:13:25,300 你可以在Epic买游戏时输入标签“GMTOOLKIT”来支持GMTK 250 00:13:25,300 --> 00:13:27,570 这不会多花你一分钱 251 00:13:27,570 --> 00:13:30,820 但Epic会给我一点销售分成 252 00:13:30,820 --> 00:13:32,370 对我们都有好处 253 00:13:32,370 --> 00:13:34,370 不过你懂的,主要是对我…