1 00:00:01,300 --> 00:00:04,220 本视频包含《黑暗之魂1》完整剧透 2 00:00:04,220 --> 00:00:08,420 《黑暗之魂》有很多令人回味的时刻 3 00:00:08,420 --> 00:00:12,520 但有那么一刻让我记忆犹新 4 00:00:12,520 --> 00:00:15,320 当你到达“传火祭祀场” 5 00:00:15,320 --> 00:00:17,870 深入“城外不死镇” 6 00:00:17,870 --> 00:00:20,120 在桥上打败“牛头恶魔” 7 00:00:20,120 --> 00:00:23,000 惊险躲过龙火炙烤 8 00:00:23,000 --> 00:00:25,120 来到“城外不死教区” 9 00:00:25,120 --> 00:00:27,770 与教堂的巨大骑士激战 10 00:00:27,770 --> 00:00:29,870 再乘电梯向下 11 00:00:29,870 --> 00:00:32,870 千辛万苦地回到了 12 00:00:32,870 --> 00:00:34,950 传火祭祀场 13 00:00:34,950 --> 00:00:38,520 那一刻你才意识到,《黑暗之魂》的世界 14 00:00:38,520 --> 00:00:41,550 与其它大多数游戏不同 15 00:00:41,550 --> 00:00:44,300 它不是一连串线性关卡 16 00:00:44,300 --> 00:00:48,950 而是迷宫般复杂、盘根错节的世界 17 00:00:48,950 --> 00:00:52,950 不同区域通过小路和电梯回环相扣 18 00:00:52,950 --> 00:00:56,820 仿佛一副奇特的三维拼图 19 00:00:56,820 --> 00:01:00,700 探索其中就像置身“银河战士”的关卡 20 00:01:00,700 --> 00:01:02,700 或“塞尔达传说”的地牢 21 00:01:02,700 --> 00:01:07,020 这就是为何我想让本期“Boss Keys”特别篇 22 00:01:07,020 --> 00:01:09,420 聚焦《黑暗之魂1》的世界 23 00:01:09,420 --> 00:01:12,250 我将探讨这个世界是如何构成 24 00:01:12,250 --> 00:01:15,820 探讨非线性世界设计的优缺点 25 00:01:15,820 --> 00:01:20,120 以及《黑暗之魂》与“塞尔达传说”有哪些意想不到的共鸣 26 00:01:20,120 --> 00:01:22,870 请准备好,与马克·布朗一起 27 00:01:22,870 --> 00:01:26,700 踏上梦幻的“罗德兰王国”之旅 28 00:01:29,570 --> 00:01:33,700 首先,我们要确定《黑暗之魂》的基本结构 29 00:01:33,700 --> 00:01:38,120 我认为游戏恰好分为各具特色的五幕 30 00:01:38,120 --> 00:01:40,320 序幕“北方的不死院” 31 00:01:40,320 --> 00:01:42,870 我们得熟悉操作,战胜第一个Boss 32 00:01:42,870 --> 00:01:44,420 不死院的恶魔 33 00:01:44,420 --> 00:01:47,270 第二幕“罗德兰地区” 34 00:01:47,270 --> 00:01:49,650 我们得敲响两口苏醒之钟 35 00:01:49,650 --> 00:01:54,070 一口在“城外不死教区”高处被“守钟石像鬼”看护 36 00:01:54,070 --> 00:01:57,150 另一口在“病村”底下的“魔女克拉格”身后 37 00:01:57,150 --> 00:01:58,750 敲钟的顺序任意 38 00:01:58,750 --> 00:02:02,220 但多数新玩家会先去教区 39 00:02:02,220 --> 00:02:03,750 第三幕 40 00:02:03,750 --> 00:02:07,100 你要步入“塞恩古城”,一座噩梦游乐场 41 00:02:07,100 --> 00:02:10,840 然后前往“亚诺尔隆德”,打败“翁斯坦”和“斯摩” 42 00:02:10,840 --> 00:02:13,350 获得“王器” 43 00:02:13,350 --> 00:02:14,670 第四幕 44 00:02:14,670 --> 00:02:17,920 你要取得“四王魂” 45 00:02:17,920 --> 00:02:22,120 你得击败四个新区域的Boss 46 00:02:22,120 --> 00:02:25,520 虽然某些区域你可能提前拜访过 47 00:02:25,520 --> 00:02:28,750 其中有“巨人墓地”的“墓王尼特” 48 00:02:28,750 --> 00:02:31,200 “公爵书库”的“无鳞者希斯” 49 00:02:31,200 --> 00:02:33,370 “小隆德遗迹”的“四王” 50 00:02:33,370 --> 00:02:36,020 和“废都伊札里斯”的“混沌温床” 51 00:02:36,020 --> 00:02:39,250 沿路还有其他Boss,比如“巨狼希夫” 52 00:02:39,250 --> 00:02:40,350 和“三帖家族” 53 00:02:40,350 --> 00:02:43,100 击杀顺序全凭喜好 54 00:02:43,100 --> 00:02:44,500 集齐王魂后 55 00:02:44,500 --> 00:02:47,420 最终Boss现身最后区域 56 00:02:47,420 --> 00:02:51,470 第五幕“乌薪王葛温” 57 00:02:51,470 --> 00:02:54,170 这种结构的效果相当好 58 00:02:54,170 --> 00:02:57,800 第一、三、五幕是线性流程 59 00:02:57,800 --> 00:03:00,020 推动玩家不断向前 60 00:03:00,020 --> 00:03:04,120 第二、四幕则是开放的多分支 61 00:03:04,120 --> 00:03:06,570 我们其实对这种交织结构 62 00:03:06,570 --> 00:03:08,400 相当熟悉 63 00:03:08,400 --> 00:03:13,250 所以《黑暗之魂》的基本轮廓非常近似于 64 00:03:13,250 --> 00:03:16,250 《塞尔达传说:众神的三角力量》 65 00:03:16,250 --> 00:03:18,200 后者也有序幕 66 00:03:18,200 --> 00:03:21,320 有可按不同顺序完成的早期地牢 67 00:03:21,320 --> 00:03:23,920 有线性的“海拉尔城堡” 68 00:03:23,920 --> 00:03:29,400 然后在你进入“黑暗世界”故地重游时分岔出众多路线 69 00:03:29,400 --> 00:03:33,220 允许你按任意顺序击破那些黑暗地牢 70 00:03:33,220 --> 00:03:37,100 最后回归线性,对战加侬 71 00:03:37,100 --> 00:03:40,820 这并不奇怪,毕竟“魂系列”制作人宫崎英高 72 00:03:40,820 --> 00:03:43,450 曾对塞尔达系列赞赏有加 73 00:03:43,450 --> 00:03:45,970 但我想这依然是种有趣对比 74 00:03:45,970 --> 00:03:49,570 虽然以上描绘了多数玩家的游戏流程 75 00:03:49,570 --> 00:03:54,120 但那并非对《黑暗之魂》结构的准确描述 76 00:03:54,120 --> 00:03:56,600 你能打破很多顺序 77 00:03:56,600 --> 00:04:00,250 比如到达“罗德兰”后就能杀“三帖家族” 78 00:04:00,250 --> 00:04:04,050 去“亚诺尔隆德”前就能杀“希夫”和“四王” 79 00:04:04,050 --> 00:04:08,170 干掉“克拉格”后就能杀“持续溃烂的生物” 80 00:04:08,170 --> 00:04:10,670 你还能完全跳过某些Boss 81 00:04:10,670 --> 00:04:13,950 比如走“黑森林盆地”的秘密小路去“病村” 82 00:04:13,950 --> 00:04:16,800 就能跳过“山羊头恶魔”和“贪食魔龙” 83 00:04:16,800 --> 00:04:20,920 帮助“索拉尔”,就能跳过“恶魔火焰祭司”和“百足恶魔” (太阳骑士索拉尔) 84 00:04:20,920 --> 00:04:22,920 如果开局选“万能钥匙”陪葬品 85 00:04:23,620 --> 00:04:25,750 甚至能躲过“牛头恶魔” 86 00:04:25,750 --> 00:04:27,370 这游戏有太多恶魔 87 00:04:27,370 --> 00:04:29,720 真应该叫恶魔之……当我没说 (“魂系列”首作就叫《恶魔之魂》) 88 00:04:29,720 --> 00:04:33,200 呃,游戏还有四个隐藏Boss 89 00:04:33,200 --> 00:04:34,500 月光蝶 90 00:04:34,500 --> 00:04:35,300 离群的恶魔 91 00:04:35,300 --> 00:04:36,520 半龙普莉希拉 92 00:04:36,520 --> 00:04:38,050 暗影太阳葛温德林 93 00:04:38,050 --> 00:04:41,050 它们对游戏结构毫无影响 94 00:04:41,050 --> 00:04:42,750 只会掉些宝物 95 00:04:42,750 --> 00:04:47,270 所以这张图才更好地描绘了游戏结构 (打Boss的路线图) 96 00:04:47,270 --> 00:04:49,050 没那么吸引人,对吧? 97 00:04:49,050 --> 00:04:54,600 但这很好地展现了《黑暗之魂》拥有多少分支路线 98 00:04:54,600 --> 00:04:58,070 从“城外不死教区”出发,你可以去教堂 99 00:04:58,070 --> 00:05:01,450 去“黑森林庭院”打月光蝶 100 00:05:01,450 --> 00:05:04,040 去“黑森林盆地”打九头蛇 101 00:05:04,040 --> 00:05:07,300 或探索“城外不死镇下层” 102 00:05:07,300 --> 00:05:10,320 最初到达“传火祭祀场”后 103 00:05:10,320 --> 00:05:13,100 你本来要去“城外不死镇” 104 00:05:13,100 --> 00:05:17,750 但也能一反其道,直奔“地下墓地”或“小隆德遗迹” 105 00:05:17,750 --> 00:05:22,110 这一切都让《黑暗之魂》充满自由的冒险感 106 00:05:22,110 --> 00:05:25,050 你很少感觉走在预定轨道上 107 00:05:25,050 --> 00:05:27,150 你自己做决定 108 00:05:27,150 --> 00:05:29,820 随好奇心探索世界 109 00:05:29,820 --> 00:05:33,770 虽然在整体限制下,过早进入某些区域会碰到死路 110 00:05:33,770 --> 00:05:38,900 但凭借足够的勇气,你确实能提早获得一些游戏后期物品 111 00:05:38,900 --> 00:05:43,720 低等级玩家也能去“小隆德遗迹”拿到“防火女灵魂” 112 00:05:43,720 --> 00:05:45,720 然后夺命狂奔 113 00:05:45,720 --> 00:05:50,220 因为那片区域布满无法用普通武器杀死的幽灵 114 00:05:50,220 --> 00:05:53,420 同理,“地下墓地”充斥着不断重生的骷髅 115 00:05:53,420 --> 00:05:55,800 很可能让低等级的你痛不欲生 116 00:05:55,800 --> 00:05:59,970 但不断被杀是个加深印象的好办法 117 00:05:59,970 --> 00:06:02,770 如果你在“地下墓地”被骷髅们虐过 118 00:06:02,770 --> 00:06:04,620 那么接下来的10小时 119 00:06:04,620 --> 00:06:08,180 你都会惦记着要在练级后杀回去 120 00:06:08,180 --> 00:06:11,470 这很顺路,因为“墓王尼特”在那藏身 121 00:06:11,470 --> 00:06:14,570 我曾说过,罗德兰不仅有岔路 122 00:06:14,570 --> 00:06:16,420 还有回环 123 00:06:16,420 --> 00:06:19,820 它们连结了游戏的许多地点 124 00:06:19,820 --> 00:06:23,770 比如降下这梯子,你不仅能点燃一处营火 125 00:06:23,770 --> 00:06:28,350 还能躲过所有活尸士兵,轻松离开“城外不死镇” 126 00:06:28,350 --> 00:06:30,350 来到通往“城外不死教区”的桥上 127 00:06:30,350 --> 00:06:32,120 再看看“传火祭祀场” 128 00:06:32,120 --> 00:06:36,420 它最初连接着“城外不死镇”、“地下墓地”和“小隆德遗迹” 129 00:06:36,420 --> 00:06:41,070 之后,它也会连通“城外不死教区”和“城外不死镇下层” 130 00:06:41,070 --> 00:06:44,620 这是开启单向门才实现的 131 00:06:44,620 --> 00:06:48,250 第一次沿这条沟渠离开“传火祭祀场”时 132 00:06:48,250 --> 00:06:50,320 你会发现这扇锁住的门 133 00:06:50,320 --> 00:06:53,900 直到后期,你才能从另一侧打开门 134 00:06:53,900 --> 00:06:57,760 这让你在初期不会被过多的选项和岔路搞晕 135 00:06:57,760 --> 00:07:01,840 随着游戏进行,世界才渐渐变得复杂 136 00:07:01,840 --> 00:07:05,920 你很难记住《黑暗之魂》的整幅地图 137 00:07:05,920 --> 00:07:09,250 游戏也压根没有地图界面 138 00:07:09,250 --> 00:07:12,020 也许这是致敬NES经典,比如《银河战士1》 139 00:07:12,020 --> 00:07:13,350 和初代塞尔达 140 00:07:13,350 --> 00:07:18,750 但在复杂的王国中凭记忆寻路是很有成就感的事 141 00:07:18,750 --> 00:07:21,970 无论是找出两区域间的最佳通路 142 00:07:21,970 --> 00:07:25,250 还是熟记一些重要位置,比如“铁匠安德烈” 143 00:07:25,250 --> 00:07:27,620 和卖“解咒石”的商人 144 00:07:27,620 --> 00:07:31,220 然后琢磨如何安全高效地去那 145 00:07:31,220 --> 00:07:35,220 这种空间记忆的考验令我想起《生化危机1》 146 00:07:35,220 --> 00:07:40,770 其中的很大挑战就是在“斯宾塞洋馆”的不同区域间找出高效移动路径 147 00:07:40,770 --> 00:07:44,550 “魂系列”的其它作品都缺少这种感觉 148 00:07:44,550 --> 00:07:46,950 你在两地间轻松地“快速移动” 149 00:07:46,950 --> 00:07:51,700 传送回某个中央集市就能找齐所有商店和升级站 150 00:07:51,700 --> 00:07:54,470 我更赞赏《黑暗之魂1》的做法 151 00:07:54,470 --> 00:07:59,500 因为缺少传送能力会创造一种相当强烈的隔绝感 152 00:07:59,500 --> 00:08:04,320 或者说,冒险深入某些地区后“想家了” 153 00:08:04,320 --> 00:08:08,620 比如不断深入“地下墓地”或“病村” 154 00:08:08,620 --> 00:08:12,700 你会不由自主地紧张起来,因为你正不断失去 155 00:08:12,700 --> 00:08:14,550 安全感和熟悉感 156 00:08:14,550 --> 00:08:16,200 如果想回到地面 157 00:08:16,200 --> 00:08:20,070 你得亲自爬回去,没法传送 158 00:08:20,070 --> 00:08:24,470 我觉得,徒步探索让你对游戏世界的理解更加深刻 159 00:08:24,470 --> 00:08:25,960 那是多么宏大的世界 160 00:08:25,960 --> 00:08:28,600 罗德兰震撼的垂直景观 161 00:08:28,600 --> 00:08:32,200 让你第一眼就能领会那诱人深入的感觉 162 00:08:32,200 --> 00:08:35,700 游戏还挑逗你,故意给出一块叫“底层”的地方 163 00:08:35,700 --> 00:08:38,370 虽然它距离最深处还差得远 164 00:08:38,370 --> 00:08:40,270 从那儿往下到“病村” 165 00:08:40,270 --> 00:08:41,950 再往下到“恶魔遗迹” 166 00:08:41,950 --> 00:08:43,700 再到“废都伊札里斯” 167 00:08:43,700 --> 00:08:50,220 这带来一种真实历史感,一个个时代堆叠而起,仿佛地层 168 00:08:50,220 --> 00:08:54,300 “塞恩古城”和“亚诺尔隆德”与此形成了鲜明对比 169 00:08:54,300 --> 00:08:56,900 它们全都关于爬上越来越高的地方 170 00:08:56,900 --> 00:08:58,770 感觉截然不同 171 00:08:58,770 --> 00:09:01,270 你在上升中体会着升华 172 00:09:01,270 --> 00:09:02,870 英雄感油然而生 173 00:09:02,870 --> 00:09:04,020 宫崎英高曾说 174 00:09:04,020 --> 00:09:07,190 “在敲响两口大钟,并克服塞恩古城的陷阱后” 175 00:09:07,190 --> 00:09:09,320 “我很想让玩家感受到” 176 00:09:09,320 --> 00:09:11,900 “‘对!我做到了!’” 177 00:09:11,900 --> 00:09:16,550 值得注意的是,《黑暗之魂》的世界并非千篇一律 178 00:09:16,550 --> 00:09:20,090 哪怕所有游戏区域紧密相连 179 00:09:20,090 --> 00:09:22,500 每块区域仍然别出心裁 180 00:09:22,500 --> 00:09:25,470 无论在视觉还是玩法层面 181 00:09:25,470 --> 00:09:27,770 比如“巨人墓地”的一片漆黑 182 00:09:27,770 --> 00:09:30,510 “公爵书库”的廊回梯连 183 00:09:30,510 --> 00:09:32,970 “黑森林庭院”的曲径朦胧 184 00:09:32,970 --> 00:09:34,420 “塞恩古城”的机关 185 00:09:34,420 --> 00:09:35,770 “底层”的陷阱 186 00:09:35,770 --> 00:09:38,970 “结晶洞穴”那可恶的隐形路径 187 00:09:38,970 --> 00:09:43,120 然后是“亚诺尔隆德”,干净、古朴、与世隔绝 188 00:09:43,120 --> 00:09:46,020 与你之前所见的一切都截然不同 189 00:09:47,370 --> 00:09:53,650 好了,自由选择、非线性、多岔路和内连通共同造就了迷人的世界设计 190 00:09:53,650 --> 00:09:59,350 但也引出了这类游戏要面对的两大难题 191 00:09:59,350 --> 00:10:01,170 一是方向感 192 00:10:01,170 --> 00:10:05,870 如果游戏不够线性直观,甚至要走回头路 193 00:10:05,870 --> 00:10:07,970 那玩家如何确定方向感? 194 00:10:07,970 --> 00:10:11,050 《黑暗之魂》的隐晦是出了名的 195 00:10:11,050 --> 00:10:15,500 没有路标、罗盘,没有标着红叉的地图界面 196 00:10:15,500 --> 00:10:17,650 你得自己挖掘一切 197 00:10:17,650 --> 00:10:21,250 对于第一个主线任务“敲响两口复苏之钟” 198 00:10:21,250 --> 00:10:23,250 任务过程一言难尽 199 00:10:23,250 --> 00:10:25,460 第一口钟不难找 200 00:10:25,460 --> 00:10:28,250 通往“城外不死教区”的路线相当直观 201 00:10:28,250 --> 00:10:31,350 你会在教堂顶部轻易找到那口钟 202 00:10:31,350 --> 00:10:35,650 但第二口钟则要你深入地底,颇费功夫 203 00:10:35,650 --> 00:10:38,270 如果你盘问“传火祭祀场”那家伙 204 00:10:38,270 --> 00:10:39,250 他会说 205 00:10:39,250 --> 00:10:41,150 “有两口苏醒之钟” 206 00:10:41,150 --> 00:10:43,140 “一口在‘城外不死教区’的高处” 207 00:10:43,140 --> 00:10:47,090 “另一口则在很深很深的地下,在病村底下的遗迹中” 208 00:10:47,090 --> 00:10:49,960 但通往病村的路很难找 209 00:10:49,960 --> 00:10:54,100 你要先在一个偏僻地方找到这把钥匙 210 00:10:54,100 --> 00:10:58,270 然后在巨龙盘踞的桥上打开这扇不起眼的木门 211 00:10:58,270 --> 00:11:01,120 你看,如果想让玩家对一扇门印象深刻 212 00:11:01,120 --> 00:11:03,620 可以让它长得像“黑森林庭院”的装饰门 213 00:11:03,620 --> 00:11:06,600 或“塞恩古城”紧锁的巨门 214 00:11:06,600 --> 00:11:08,850 连洋葱骑士都说它锁得紧 215 00:11:08,850 --> 00:11:10,770 那些门令人难忘 216 00:11:10,770 --> 00:11:13,870 这扇小木门却会被轻易错过 217 00:11:13,870 --> 00:11:15,320 当然还有另一条路 218 00:11:15,320 --> 00:11:19,570 但你要找到“黑森林盆地”斜坡的一处半隐藏洞穴 219 00:11:19,570 --> 00:11:22,370 然后冲过非常危险的“飞龙之谷” 220 00:11:22,370 --> 00:11:23,770 有两条路可走,很好 221 00:11:23,770 --> 00:11:26,420 而且,迫使玩家去真正探索 222 00:11:26,420 --> 00:11:30,820 去阅读道具描述,并大胆深入未知区域,也很有趣 223 00:11:30,820 --> 00:11:35,450 但我想说,这有点太隐晦了,很容易让玩家直奔攻略 224 00:11:35,450 --> 00:11:38,220 完成“亚诺尔隆德”后也有类似问题 225 00:11:38,220 --> 00:11:42,220 你会看到一段简短、晦涩又不能重播的过场动画 226 00:11:42,220 --> 00:11:45,670 展示了三处橙色雾门的消失 227 00:11:45,670 --> 00:11:50,270 这是在说,在罗德兰全境的三处什么地方,通往新区域的门打开了 (对于普通玩家,此时可能并没见过这三处地方) 228 00:11:50,270 --> 00:11:52,600 你可以去打“四王魂”了 229 00:11:52,600 --> 00:11:54,850 希望你有点头绪 230 00:11:54,850 --> 00:11:58,700 不过,也许你在游戏中已早早探索过很多地方 231 00:11:58,700 --> 00:12:02,770 又夹着尾巴从那些地方落荒而逃,比如“小隆德遗迹” 232 00:12:02,770 --> 00:12:04,900 “恶魔遗迹”和“地下墓地” 233 00:12:04,900 --> 00:12:06,470 现在你无所事事 234 00:12:06,470 --> 00:12:11,000 但打败“翁斯坦”和“斯摩”让你兴致高涨,想再试试身手 (“亚诺尔隆德”的两个Boss) 235 00:12:11,000 --> 00:12:13,150 于是你回到那些地方 236 00:12:13,150 --> 00:12:16,200 偶然闯入了游戏的下一区域 237 00:12:16,200 --> 00:12:17,750 碰到了“四王魂” 238 00:12:17,750 --> 00:12:20,670 我觉得,如果游戏加入一些神秘线索 239 00:12:20,670 --> 00:12:23,900 或让NPC贩卖消息之类,会更好 240 00:12:23,900 --> 00:12:26,920 为寻找下一区域而四处奔波的趣味 241 00:12:26,920 --> 00:12:29,850 会在你向攻略投降的一刻戛然而止,那时 242 00:12:29,850 --> 00:12:32,570 游戏的神秘感也烟消云散 243 00:12:32,920 --> 00:12:33,470 不过 244 00:12:33,470 --> 00:12:36,900 游戏进行至此,你可能已解锁某个特殊物品 245 00:12:36,900 --> 00:12:38,550 就像经典的塞尔达作品那样 246 00:12:38,550 --> 00:12:41,370 你最终获得了“快速移动”能力 247 00:12:41,370 --> 00:12:44,740 用“王器”在营火之间瞬移 248 00:12:44,740 --> 00:12:45,970 也许这没什么 249 00:12:45,970 --> 00:12:47,900 随着游戏接近尾声 250 00:12:47,900 --> 00:12:52,570 你可能不想再重访旧地,重走那些已完成的区域 251 00:12:52,570 --> 00:12:54,320 你只想做点新鲜事 252 00:12:54,320 --> 00:12:58,150 但我觉得,这可能是让《黑暗之魂》少了点魔力的地方 253 00:12:58,150 --> 00:13:00,850 游戏的前半段就像现实世界 254 00:13:00,850 --> 00:13:03,450 我得为自己的行程精打细算 255 00:13:03,450 --> 00:13:06,470 游戏的后半段却像一堆割裂的关卡 256 00:13:06,470 --> 00:13:10,620 某种程度上,“快速旅行”就像游戏设计的功亏一篑 257 00:13:10,620 --> 00:13:13,620 因为它自己早已给出了更好办法 258 00:13:13,620 --> 00:13:14,900 飞龙之谷 259 00:13:14,900 --> 00:13:17,670 这是一个由道路和桥梁组成的地下网络 260 00:13:17,670 --> 00:13:21,250 连接着“小隆德遗迹”、“病村”和“黑森林盆地” 261 00:13:21,250 --> 00:13:23,600 还有一条小路带你回到“传火祭祀场” 262 00:13:23,600 --> 00:13:27,450 这里的敌人难度意味着新人难以入内 263 00:13:27,450 --> 00:13:30,850 但有经验的玩家却能因此抄条近路 264 00:13:30,850 --> 00:13:33,520 不过,当有能力打败那些飞龙时 265 00:13:33,520 --> 00:13:34,820 你已经解锁“快速旅行”了 266 00:13:34,820 --> 00:13:39,940 这导致“飞龙之谷”除了跑一趟搜集物品外,并没多少价值 267 00:13:39,940 --> 00:13:43,400 其实设计师还能引入更多小路和连接点 268 00:13:43,400 --> 00:13:46,870 比如为“亚诺尔隆德”加一条回地面的快速通道 269 00:13:46,870 --> 00:13:50,320 “快速旅行”还破坏了“银河恶魔城”的一个重要魅力 270 00:13:50,320 --> 00:13:55,420 就是玩家成长后重游故地时的兴奋感 271 00:13:55,420 --> 00:13:58,670 在一周目中,我必须重游“病村” 272 00:13:58,670 --> 00:14:01,250 因为“克拉格”附近的营火传送点 273 00:14:01,250 --> 00:14:04,490 藏在一堵幻影墙壁后,被我完全忽略了 274 00:14:04,490 --> 00:14:08,320 所以我要徒步回到那,前往“恶魔遗迹” 275 00:14:08,320 --> 00:14:09,490 你猜怎么着? 276 00:14:09,490 --> 00:14:14,000 在曾给我带来很多麻烦的地方杀出血路,感觉真好 277 00:14:14,000 --> 00:14:17,170 这种感觉在游戏后期并不常见 278 00:14:17,170 --> 00:14:20,750 不过我要说明,之所以能做到这点,还因为那些旧Boss 279 00:14:20,750 --> 00:14:22,550 都变成了普通敌人 280 00:14:22,550 --> 00:14:25,150 两刀干掉“山羊头恶魔” 281 00:14:25,150 --> 00:14:28,750 四刀摆平“牛头恶魔”,感觉不赖 282 00:14:28,750 --> 00:14:31,220 并非每处营火都是传送点 283 00:14:31,220 --> 00:14:33,650 所以游戏还是保留了一些徒步机会 284 00:14:33,650 --> 00:14:38,000 也让你斟酌哪些营火才值得花费“人性” 285 00:14:38,400 --> 00:14:42,350 好,那么制作非线性游戏必须克服的另一挑战 286 00:14:42,350 --> 00:14:44,700 就是难度曲线的处理 287 00:14:44,700 --> 00:14:45,600 《黑暗之魂》中 288 00:14:45,600 --> 00:14:50,500 “四王魂”和他们各自区域的难度大致相同 289 00:14:50,500 --> 00:14:53,450 所以你可以按任意顺序解决他们 290 00:14:53,450 --> 00:14:57,750 但你的角色会一路升级,当你打到最后一个“王魂”时 291 00:14:57,750 --> 00:14:59,220 会特别轻松 292 00:14:59,220 --> 00:15:01,950 不过,还有别的选择吗? 293 00:15:01,950 --> 00:15:04,400 你可以让Boss们难度各异 294 00:15:04,400 --> 00:15:08,920 但如果玩家先打了最难的Boss,很容易郁闷不已 295 00:15:08,920 --> 00:15:12,400 这会固化人们的攻略路线 296 00:15:12,400 --> 00:15:15,720 哪怕那本该是一段完全非线性的流程 297 00:15:15,720 --> 00:15:20,020 其实理论上,你可以让Boss难度随玩家当前等级变化 298 00:15:20,020 --> 00:15:23,400 我曾谈过《神秘海域:失落的遗产》是如何实现这点的 (参考“【游戏制作工具箱】2017年五大精彩关卡”) 299 00:15:23,400 --> 00:15:25,720 在“西高止山脉”那章 300 00:15:25,720 --> 00:15:28,600 无论你爬三座塔的顺序如何 301 00:15:28,600 --> 00:15:32,150 你总会面对越来越难的谜题变化 302 00:15:32,150 --> 00:15:36,770 因为顽皮狗在你登顶前对谜题做了神奇的置换 303 00:15:36,770 --> 00:15:39,200 也许《黑暗之魂》也能采取类似手法 304 00:15:39,200 --> 00:15:44,620 但无论如何,游戏实际上将这一幕的难度曲线做得相当平缓 305 00:15:44,620 --> 00:15:47,570 尽管某些区域被认为略难一些 306 00:15:47,570 --> 00:15:51,500 这种设计赋予了玩家探索的自由 307 00:15:51,500 --> 00:15:54,800 但在亲身体验中,我很快破坏了游戏的挑战预期 308 00:15:54,800 --> 00:15:59,050 在“废都伊札里斯”像Boss一样横冲直撞 309 00:16:01,320 --> 00:16:05,000 本期节目主要探讨罗德兰的整体关卡设计 310 00:16:05,000 --> 00:16:08,120 探讨游戏结构、非线性和方向感问题 311 00:16:08,120 --> 00:16:11,520 但我还想简单谈谈一些局部设计 312 00:16:11,520 --> 00:16:14,020 我认为《黑暗之魂》最典型的设计哲学 313 00:16:14,020 --> 00:16:17,920 就是设计师想抓住一切机会来跟你作对 314 00:16:17,920 --> 00:16:19,550 看看“城外不死镇” 315 00:16:19,550 --> 00:16:21,550 这个敌人远远对你放箭 316 00:16:21,550 --> 00:16:24,150 迫使你要么防御要么进攻 317 00:16:24,150 --> 00:16:26,800 但过于冒进会让你踏入陷阱 318 00:16:26,800 --> 00:16:29,170 因为这家伙会从墙后冲出来 319 00:16:29,170 --> 00:16:33,800 有个地方,为了躲避火焰壶,你必须沿桥飞奔,进入城堡 320 00:16:33,800 --> 00:16:36,170 但随后就会陷入多个敌人的包围 321 00:16:36,170 --> 00:16:39,300 有栋建筑,敌人会从角落里杀出 322 00:16:39,300 --> 00:16:41,410 还有沿楼梯滚下的火焰机关 323 00:16:41,410 --> 00:16:43,540 从高塔顶瞄准你的弓箭手 324 00:16:43,540 --> 00:16:44,660 真是场噩梦! 325 00:16:44,660 --> 00:16:48,370 《黑暗之魂》的理想玩法就是缓慢谨慎地前行 326 00:16:48,370 --> 00:16:52,470 在空间充足的地方,一对一地解决敌人 327 00:16:52,470 --> 00:16:56,270 但关卡设计和敌人布置处处针对这点 328 00:16:56,270 --> 00:17:02,320 细长的走道、弓箭手、法师、陷阱、狭窄的走廊等等 329 00:17:02,320 --> 00:17:05,650 《黑暗之魂》设计师要考虑的另一问题 330 00:17:05,650 --> 00:17:07,900 就是营火的位置 331 00:17:07,900 --> 00:17:10,480 游戏初期的营火数量相当慷慨 332 00:17:10,480 --> 00:17:14,470 但随着游戏进行,营火变得越来越稀疏 333 00:17:14,470 --> 00:17:17,420 “小隆德遗迹”没有营火,令人难受 334 00:17:17,420 --> 00:17:20,650 “塞恩古城”也只在高处设了一个 335 00:17:20,650 --> 00:17:24,550 让整场考验变得更加危险紧张 336 00:17:25,540 --> 00:17:27,850 游戏世界四处点缀着秘密 337 00:17:27,850 --> 00:17:31,570 每次的努力探索几乎都会有所收获 338 00:17:31,570 --> 00:17:34,850 还有发光的白色标记考验高难度跳跃 339 00:17:34,850 --> 00:17:36,680 或引你进入埋伏 340 00:17:36,680 --> 00:17:39,720 游戏的一个最大秘密就是幻影墙壁 341 00:17:39,720 --> 00:17:42,870 这些看似普通的墙壁会在一次击打后消失 342 00:17:42,870 --> 00:17:46,250 它们很像《塞尔达传说1》中可炸开的墙壁 343 00:17:46,250 --> 00:17:51,250 那些是真正的秘密,不会被标识为“秘密” (因为当年没有上网查攻略这种捷径) 344 00:17:51,250 --> 00:17:53,500 但自1986已经过了很多年 345 00:17:53,500 --> 00:17:54,920 不用浪费炸弹了 346 00:17:54,920 --> 00:17:57,970 但击打墙壁会损耗武器 347 00:17:57,970 --> 00:18:01,480 所以不能把墙壁都敲个遍 348 00:18:01,480 --> 00:18:03,320 这一切都是可选 349 00:18:03,320 --> 00:18:06,820 无需敲开任何幻影墙壁也能通关 350 00:18:06,820 --> 00:18:08,450 还有联机标记系统 351 00:18:08,450 --> 00:18:11,370 其他玩家可标记出这些幻影墙壁 352 00:18:11,370 --> 00:18:14,250 或“好心肠”地骗骗你 353 00:18:14,250 --> 00:18:19,270 这些墙壁不仅藏着营火和珍宝,也可能藏了整片区域 354 00:18:19,270 --> 00:18:22,070 比如“大树洞”和“灰烬湖” 355 00:18:22,070 --> 00:18:24,850 说实话,《黑暗之魂》最棒的特色之一 356 00:18:24,850 --> 00:18:30,350 就是它乐于将海量内容藏在很多玩家压根找不到的地方 357 00:18:30,350 --> 00:18:32,270 比如“艾雷米雅斯的绘画世界” 358 00:18:32,270 --> 00:18:36,050 一个游戏中最迷人的地方,但为了去那 359 00:18:36,050 --> 00:18:38,200 你得中途跳出一部电梯 360 00:18:38,200 --> 00:18:40,120 做出高难度跳跃 361 00:18:40,120 --> 00:18:42,270 然后在鸟巢缩成一团 (伪装成鸟蛋) 362 00:18:42,270 --> 00:18:44,070 这让你找到一个隐藏Boss 363 00:18:44,070 --> 00:18:45,450 获得一个特殊道具 364 00:18:45,450 --> 00:18:48,540 然后带着它到世界另一端的一幅画前 365 00:18:48,540 --> 00:18:51,220 虽然你最终会在网上找到一切 366 00:18:51,220 --> 00:18:52,570 但这依然很酷 367 00:18:52,570 --> 00:18:56,320 为游戏平添了神秘和惊奇感 368 00:18:59,050 --> 00:19:02,500 所以《黑暗之魂1》的世界相当特别 369 00:19:02,500 --> 00:19:06,240 岔路让你能随心探索 370 00:19:06,240 --> 00:19:08,900 “非线性”让你谱写自己的冒险历程 371 00:19:08,900 --> 00:19:12,300 并为二周目和速通玩法打下基础 372 00:19:12,300 --> 00:19:18,020 内连通的路径鼓励你去记忆游戏世界的地理和结构 373 00:19:18,020 --> 00:19:21,320 “快速旅行”的缺失让每场旅途都更具风险 374 00:19:21,320 --> 00:19:23,220 还有游戏交织的结构 375 00:19:23,220 --> 00:19:25,450 既带来探索的时刻 376 00:19:25,450 --> 00:19:27,520 也呈现推进的激情 377 00:19:27,520 --> 00:19:31,000 但这些设计也向设计师提出了难题 378 00:19:31,000 --> 00:19:33,620 比如“难度曲线”和“方向感” 379 00:19:33,620 --> 00:19:36,770 而《黑暗之魂》的处理并不完美 380 00:19:36,770 --> 00:19:39,070 另外,游戏后期加入的“快速旅行” 381 00:19:39,070 --> 00:19:42,520 抹去了游戏最有趣的一大特色 382 00:19:42,520 --> 00:19:45,900 在后续游戏中,这种结构并未得到进一步完善 383 00:19:45,900 --> 00:19:49,400 From Software很大程度放弃了这种内连通的世界设计 384 00:19:49,400 --> 00:19:52,120 “黑魂”续作和《血源诅咒》皆是如此 385 00:19:52,120 --> 00:19:55,100 那些游戏的关卡设计依然优秀 386 00:19:55,100 --> 00:19:58,600 从局部看,那些续作的设计更复杂 387 00:19:58,600 --> 00:20:03,800 比如《血源诅咒》的“雅南”是个迷宫般的微型“罗德兰” 388 00:20:03,800 --> 00:20:07,270 但全局设计变得更线性了 389 00:20:07,270 --> 00:20:10,920 里面也有很多带你回到营火和路灯的捷径 390 00:20:10,920 --> 00:20:14,350 给你带来忽然想起身处何方的恍惚感 391 00:20:14,350 --> 00:20:16,500 里面还有很多可选Boss 392 00:20:16,500 --> 00:20:20,150 很多非线性体验和走回头路的机会 393 00:20:20,150 --> 00:20:23,520 但再也没有《黑暗之魂1》的那种味道了 394 00:20:23,520 --> 00:20:27,670 你不再需要动脑琢磨出一条最快路线,从“黑森林庭院” 395 00:20:27,670 --> 00:20:29,320 到“小隆德遗迹” 396 00:20:29,320 --> 00:20:33,450 或偶遇某个不起眼洞穴,意外跳过两场Boss战 397 00:20:33,450 --> 00:20:35,920 或乘坐“城外不死教区”的电梯 398 00:20:35,920 --> 00:20:37,850 突然发现自己回到了 399 00:20:37,850 --> 00:20:40,810 传火祭祀场 400 00:20:40,810 --> 00:20:42,650 所以我期待有一天 401 00:20:42,650 --> 00:20:48,060 From Software会重拾这别具风味的世界设计,就像 402 00:20:48,060 --> 00:20:49,670 罗德兰 403 00:20:50,680 --> 00:20:51,850 嘿,感谢收看 404 00:20:51,920 --> 00:20:54,050 这是一期单独节目 405 00:20:54,050 --> 00:20:57,770 不要期望还有更多“魂系列”的世界设计节目,比如《恶魔之魂》 406 00:20:57,770 --> 00:21:00,170 《黑暗之魂3》或《血源诅咒》等等 407 00:21:00,170 --> 00:21:03,000 这当然不是绝对,但我暂时没计划 408 00:21:03,000 --> 00:21:07,820 我将在“Boss Keys”第二季剖析一个不同的系列 409 00:21:07,820 --> 00:21:12,420 我们到时见,感谢我的赞助者使这些成为可能