1 00:00:00,170 --> 00:00:01,800 去年这时候 2 00:00:01,800 --> 00:00:03,900 我做了一系列节目,名为 3 00:00:03,900 --> 00:00:05,470 “如何善待残障玩家” 4 00:00:05,470 --> 00:00:09,450 我考察了一些可供开发者采纳的选项和思路 5 00:00:09,450 --> 00:00:13,350 它们能让游戏变得对残障玩家更友好 6 00:00:13,350 --> 00:00:15,820 我探讨了色盲配色 7 00:00:15,820 --> 00:00:17,220 声音可视化 8 00:00:17,220 --> 00:00:18,800 自定义操作 9 00:00:18,800 --> 00:00:20,300 和可选辅助模式 10 00:00:20,300 --> 00:00:25,400 很高兴看到有些游戏能通过选项减少障碍 11 00:00:25,400 --> 00:00:28,320 但也难过地看到某些游戏搞砸了 12 00:00:28,320 --> 00:00:30,320 把残障玩家拒之门外 13 00:00:31,050 --> 00:00:31,800 如今 14 00:00:31,800 --> 00:00:33,350 一年过去了 15 00:00:33,350 --> 00:00:35,770 我想是时候回头 16 00:00:35,770 --> 00:00:38,020 看看业界的表现 17 00:00:38,020 --> 00:00:39,970 所以过去几周 18 00:00:39,970 --> 00:00:45,420 我玩了50款2019年最受瞩目的游戏 19 00:00:45,420 --> 00:00:48,500 从最新大作,如《死亡搁浅》 20 00:00:48,500 --> 00:00:50,100 《幽灵行动:断点》 21 00:00:50,100 --> 00:00:52,420 到独立游戏《末日之旅》 22 00:00:52,420 --> 00:00:53,770 和《鹅作剧》 23 00:00:53,770 --> 00:00:55,970 我想知道在无障碍方面 24 00:00:55,970 --> 00:00:59,120 它们有哪些成功和不足 25 00:00:59,120 --> 00:01:01,920 以下是我的发现 26 00:01:02,770 --> 00:01:07,420 听觉方面 27 00:01:07,650 --> 00:01:10,520 2019年第一款大作 28 00:01:10,520 --> 00:01:14,500 是卡普空的恐怖游戏《生化危机2:重制版》 29 00:01:14,500 --> 00:01:17,070 它吓坏了一大批新玩家 30 00:01:17,070 --> 00:01:21,420 全因这个戴帽子的大块头“X先生” 31 00:01:21,420 --> 00:01:26,220 你会花很多时间躲避这个无法阻挡的梦魇 32 00:01:26,220 --> 00:01:31,870 只能聆听他沉重的脚步声来预测他的方位 33 00:01:31,870 --> 00:01:33,450 除非… 没错 34 00:01:33,450 --> 00:01:35,300 你是失聪或弱听玩家 35 00:01:35,300 --> 00:01:41,070 因为《生化危机2》没提供“X先生”脚步声的视觉强化选项 36 00:01:41,070 --> 00:01:46,170 所以有听觉障碍的玩家几乎没法追踪他 37 00:01:46,170 --> 00:01:48,470 CanIPlayThat.com评论道 38 00:01:48,470 --> 00:01:52,800 “失聪/弱听玩家一开始就没法玩” 39 00:01:52,800 --> 00:01:55,720 “无障碍设计零分” 40 00:01:56,620 --> 00:02:02,320 有些游戏则会设法将声音信息传达给听障玩家 41 00:02:02,320 --> 00:02:07,570 《孤岛惊魂:新曙光》为枪声和爆炸提供了声音字幕 42 00:02:07,570 --> 00:02:10,580 并用小箭头指向声音来源 43 00:02:10,580 --> 00:02:12,070 《战争机器5》里 44 00:02:12,070 --> 00:02:16,270 那个代表全歼敌人的标志性声响 45 00:02:16,270 --> 00:02:18,920 会显示为“music settles” 46 00:02:18,920 --> 00:02:20,020 而且游戏里 47 00:02:20,020 --> 00:02:24,920 敌人子弹轨迹默认显示为清晰的黄线弹道 48 00:02:24,920 --> 00:02:27,450 帮你看清哪在开枪 49 00:02:27,450 --> 00:02:31,750 《Apex英雄》及其高明的“标记系统”也值得一提 50 00:02:31,750 --> 00:02:35,500 它可以向队友高亮显示区域、敌人及物品 51 00:02:35,500 --> 00:02:39,170 包括字幕化语音和视觉提示 52 00:02:39,170 --> 00:02:44,750 让玩家在多人游戏时能无声地交流重要信息 53 00:02:44,750 --> 00:02:49,120 当然,对失聪和弱听玩家很重要的一个功能 54 00:02:49,120 --> 00:02:51,820 是对白字幕 55 00:02:51,820 --> 00:02:55,970 今年一些出色范例都有着美观大字体 56 00:02:55,970 --> 00:02:56,920 说话者名字 57 00:02:56,920 --> 00:02:58,950 和高对比度背景 58 00:02:58,950 --> 00:03:04,370 比如Remedy的烧脑射击游戏《控制》字幕非常清晰 59 00:03:04,370 --> 00:03:08,870 《星球大战绝地:陨落的武士团》提供了超大字幕选项 60 00:03:08,870 --> 00:03:13,470 《地铁:离去》的字幕也有黑底和说话者名字 61 00:03:13,470 --> 00:03:16,670 大多数游戏让你自定义字幕 62 00:03:16,670 --> 00:03:19,170 菜单选项应有尽有 63 00:03:19,170 --> 00:03:20,220 而且今年 64 00:03:20,220 --> 00:03:23,650 育碧尝试默认开启字幕 65 00:03:23,650 --> 00:03:26,070 他们发现在《孤岛惊魂:新曙光》中 66 00:03:26,070 --> 00:03:30,100 高达97%的玩家一直开着字幕 67 00:03:30,100 --> 00:03:34,570 有些游戏甚至在开始前就提示开启字幕 68 00:03:34,570 --> 00:03:39,250 值得注意的是,今年我玩的每款游戏都带字幕 69 00:03:39,250 --> 00:03:41,120 虽然不算什么大事 70 00:03:41,120 --> 00:03:43,450 但2018年末 71 00:03:43,450 --> 00:03:46,670 动视发行的《小龙斯派罗:重燃三部曲》 72 00:03:46,670 --> 00:03:49,950 主要过场动画却欠缺字幕 73 00:03:49,950 --> 00:03:53,050 幸亏,他们今年加了字幕补丁 74 00:03:53,050 --> 00:03:57,320 不过,还是有许多游戏字幕做得不够理想 75 00:03:57,320 --> 00:04:02,370 它们没用标签或颜色标出说话者名字 76 00:04:02,370 --> 00:04:05,370 像《无主之地3》和《狂怒2》 77 00:04:05,370 --> 00:04:07,720 则把每行塞得太满 78 00:04:07,720 --> 00:04:12,050 逼着你扫过整个屏幕才能看全 79 00:04:12,050 --> 00:04:14,770 有些游戏文本与音频不符 80 00:04:14,770 --> 00:04:18,270 比如《动物园之星》的角色说“交易中心” 81 00:04:18,270 --> 00:04:20,900 字幕却显示“动物仓库” 82 00:04:20,900 --> 00:04:25,220 有些游戏并未给所有内容加上字幕 83 00:04:25,220 --> 00:04:28,350 如《FIFA 20》,解说没有字幕 84 00:04:28,350 --> 00:04:31,670 《狂怒2》的开场动画也没字幕 85 00:04:31,670 --> 00:04:35,250 《幽灵行动:断点》没有描述某些敌人声响 86 00:04:35,250 --> 00:04:37,420 让敌人有机可乘 87 00:04:37,420 --> 00:04:41,050 此外,有些游戏仍使用特殊字体 88 00:04:41,050 --> 00:04:43,420 而非清晰的无衬线字体 89 00:04:43,420 --> 00:04:47,770 虽然《鬼泣5》和《只狼:影逝二度》看着还行 90 00:04:47,770 --> 00:04:51,050 但《神之亵渎》像素化的哥特体… 91 00:04:51,050 --> 00:04:51,770 呃 92 00:04:51,770 --> 00:04:53,770 太亵渎了 93 00:04:53,770 --> 00:04:58,500 最后是最常见的问题:字幕太小 94 00:04:58,500 --> 00:05:03,420 《除暴战警3》打坏人时的文本非常迷你 95 00:05:03,420 --> 00:05:07,200 《迸发2》的字幕也很袖珍 96 00:05:07,200 --> 00:05:10,850 但字体过小的问题还不只是字幕 97 00:05:10,850 --> 00:05:13,170 请看第二部分 98 00:05:14,700 --> 00:05:18,050 视觉方面 99 00:05:18,050 --> 00:05:23,250 字体大小是无障碍设计里最容易失败的地方 100 00:05:23,250 --> 00:05:26,800 除了字幕,它还反映在游戏UI 101 00:05:26,800 --> 00:05:28,150 可收集文件 102 00:05:28,150 --> 00:05:29,920 和HUD上 103 00:05:29,920 --> 00:05:33,350 比如《天外世界》要眯着眼才能看清 104 00:05:33,350 --> 00:05:36,820 因为它满屏文字都很小 105 00:05:36,820 --> 00:05:41,020 《火焰之纹章:风花雪月》的字在电视上已经很小 106 00:05:41,020 --> 00:05:42,870 在Switch上就更小了 107 00:05:42,870 --> 00:05:46,620 《死亡搁浅》试图打造光滑简洁的UI 108 00:05:46,620 --> 00:05:49,100 但你离得远就看不清 109 00:05:49,100 --> 00:05:51,720 今年做得最差的 110 00:05:51,720 --> 00:05:54,300 是杀神模拟策略游戏 111 00:05:54,300 --> 00:05:55,670 《疾速追杀Hex》 112 00:05:55,670 --> 00:06:00,690 许多关键文本信息只用了12字号 113 00:06:00,690 --> 00:06:04,620 庆幸的是,有些游戏字号要大得多 114 00:06:04,620 --> 00:06:06,100 比如《星际拓荒》 115 00:06:06,100 --> 00:06:10,590 说明文字离得很远都能看清 116 00:06:10,590 --> 00:06:14,400 这样的例子还有《王国之心3》的用户界面 117 00:06:14,400 --> 00:06:17,100 和《天堂之穹》的翻译界面 118 00:06:17,100 --> 00:06:19,970 有些游戏允许自定义字体大小 119 00:06:19,970 --> 00:06:23,400 比如存在主义侦探游戏《极乐迪斯科》 120 00:06:23,400 --> 00:06:26,770 哥特风恐怖冒险游戏《无光之空》 121 00:06:27,120 --> 00:06:28,020 《动物园之星》 122 00:06:28,020 --> 00:06:29,270 《幽灵行动:断点》 123 00:06:29,270 --> 00:06:30,720 和《无主之地3》 124 00:06:30,720 --> 00:06:33,150 允许玩家调节整个UI尺寸 125 00:06:33,150 --> 00:06:36,550 让文本与图标更易看清 126 00:06:36,550 --> 00:06:39,570 这里的好处不只在于无障碍设计,因为 127 00:06:39,570 --> 00:06:45,900 随着我们的游戏要同时适配大电视和手机小屏幕 128 00:06:45,900 --> 00:06:49,820 可伸缩UI界面势必成为主流 129 00:06:50,370 --> 00:06:52,900 有些游戏则从其它方面改进 130 00:06:52,900 --> 00:06:56,250 它们提供了选项,将特殊字体… 131 00:06:56,250 --> 00:06:58,670 换成简单易读字体 132 00:06:58,670 --> 00:07:04,150 《鹅作剧》允许玩家把恶搞事项的草书变成普通字体 133 00:07:04,150 --> 00:07:06,720 《末日之旅》是今年仅有的 134 00:07:06,720 --> 00:07:11,500 为失读症玩家提供字体选择的游戏 135 00:07:11,500 --> 00:07:15,570 一些游戏还内置了读屏技术 136 00:07:15,570 --> 00:07:18,370 让游戏把文本读出来 137 00:07:18,370 --> 00:07:21,770 这是《鹰之岛》点击菜单时的效果 138 00:07:21,770 --> 00:07:22,870 控制设置 139 00:07:22,870 --> 00:07:23,870 保存 140 00:07:23,870 --> 00:07:24,420 游戏… 141 00:07:24,420 --> 00:07:25,570 使用右摇杆 142 00:07:25,570 --> 00:07:29,100 而《Apex英雄》能把聊天文字变语音 143 00:07:29,100 --> 00:07:31,220 或把语音变文字 144 00:07:31,220 --> 00:07:34,470 所以你不会错过人们吐槽你的低等级 145 00:07:34,470 --> 00:07:36,020 TADEthePRO说 146 00:07:36,670 --> 00:07:37,780 才2级 147 00:07:38,070 --> 00:07:38,920 我的天 148 00:07:39,620 --> 00:07:40,320 为什么?! 149 00:07:41,050 --> 00:07:42,130 最后 150 00:07:42,130 --> 00:07:46,530 越来越多游戏允许玩家按自己的节奏阅读 151 00:07:46,550 --> 00:07:50,350 《血污》要按键才会显示下一行对白 152 00:07:50,350 --> 00:07:54,020 《缠结塔》可以随时暂停对话 153 00:07:54,020 --> 00:07:58,150 尽管太空时钟游戏《星际拓荒》的时间不断流逝 154 00:07:58,150 --> 00:08:00,870 但你阅读文本时游戏会暂停 155 00:08:00,870 --> 00:08:05,370 而《王国之心3》则在玩家点击菜单时放慢速度 156 00:08:08,470 --> 00:08:13,200 视觉无障碍设计的另一大挑战在于“色盲” 157 00:08:13,200 --> 00:08:16,420 今年你能看到不少出色改进 158 00:08:16,420 --> 00:08:20,150 《塞尔达传说:梦见岛DX》的彩色地牢 159 00:08:20,150 --> 00:08:23,400 对绿色盲玩家而言并不有趣 160 00:08:23,400 --> 00:08:27,750 但今年的Switch重制版新增了形状不同的敌人 161 00:08:27,750 --> 00:08:29,900 裂纹有差异的地砖 162 00:08:29,900 --> 00:08:32,700 帮助色盲玩家进行区分 163 00:08:32,700 --> 00:08:35,900 《孤岛惊魂:新曙光》展示了另一种简单办法 164 00:08:35,900 --> 00:08:39,370 它将屏幕上的关键信息染成粉色和黄色 165 00:08:39,370 --> 00:08:44,020 《全面战争:三国》允许修改游戏各模块的配色 166 00:08:44,020 --> 00:08:47,900 《生化危机2》则允许玩家选择激光瞄准点的颜色 167 00:08:47,900 --> 00:08:50,050 使之与背景区分开 168 00:08:50,050 --> 00:08:52,270 《Apex英雄》这方面做得更好 169 00:08:52,270 --> 00:08:53,870 它有三套配色 170 00:08:53,870 --> 00:08:57,970 你还能在菜单中立刻看到新配色效果 171 00:08:57,970 --> 00:09:02,970 《天外世界》则在设计上避免通过颜色传达信息 172 00:09:02,970 --> 00:09:06,500 因为公司一位总监就是色盲 173 00:09:07,620 --> 00:09:11,170 不过有些游戏仍在用全屏滤镜 174 00:09:11,170 --> 00:09:13,450 效果通常不尽人意 175 00:09:13,450 --> 00:09:17,200 只换来又丑又恶心的画面观感 176 00:09:17,920 --> 00:09:21,870 比如《使命召喚:现代战争》的红色盲全屏滤镜 177 00:09:21,870 --> 00:09:26,450 会在关键时刻让敌人的红色名字混入背景 178 00:09:26,450 --> 00:09:31,150 庆幸的是,“使命召唤”很早就把红绿队 179 00:09:31,150 --> 00:09:32,720 改成红蓝队 180 00:09:32,720 --> 00:09:37,700 有些游戏仍然把颜色作为传递信息的唯一途径 181 00:09:37,700 --> 00:09:39,100 《死亡搁浅》里 182 00:09:39,100 --> 00:09:44,400 包裹封条按黄到红表示货物的损坏程度 183 00:09:44,400 --> 00:09:46,750 再加些小磨损和刮痕 184 00:09:46,750 --> 00:09:51,900 而这些封条颜色在特定色盲眼中看着差不多 185 00:09:51,900 --> 00:09:55,500 感谢Twitter用户RazorBeamz指出这点 186 00:09:57,070 --> 00:10:02,050 提供更多视觉强化选项不仅能缓解色盲问题 187 00:10:02,050 --> 00:10:04,350 还能帮助其他视障玩家 188 00:10:04,350 --> 00:10:05,620 《鹰之岛》里 189 00:10:05,620 --> 00:10:09,270 你可以调暗背景,让前景更清楚 190 00:10:09,270 --> 00:10:13,550 此外,你还能给敌人和物品描边突出它们 191 00:10:13,550 --> 00:10:17,100 《FIFA 20》里,你可以调大球员指示箭头 192 00:10:17,100 --> 00:10:21,720 《幽灵行动:断点》里,你不但可以扩大UI尺寸 193 00:10:21,720 --> 00:10:24,670 还可以给箭头和标记加阴影 194 00:10:24,670 --> 00:10:27,770 让它们一目了然 195 00:10:29,270 --> 00:10:33,750 运动方面 196 00:10:33,750 --> 00:10:37,670 无障碍设计中一个需求最大的功能 197 00:10:37,670 --> 00:10:40,350 就是按键重映射 198 00:10:40,350 --> 00:10:45,770 它允许运动障碍玩家把关键按键设在顺手位置 199 00:10:45,770 --> 00:10:51,350 避免使用触摸板或按压摇杆等困难操作 200 00:10:51,350 --> 00:10:52,700 遗憾的是 201 00:10:52,700 --> 00:10:57,150 有些游戏仍没提供自定义操作选项 202 00:10:57,150 --> 00:10:58,820 包括重制版《塞尔达传说:织梦岛》 203 00:10:58,820 --> 00:11:02,100 前卫派邮差叔叔模拟器《死亡搁浅》 204 00:11:02,100 --> 00:11:04,800 和丧尸飞车党《往日不再》 205 00:11:04,800 --> 00:11:07,300 有些游戏提供按键预设 206 00:11:07,300 --> 00:11:08,350 如《除暴战警3》 207 00:11:08,350 --> 00:11:09,300 《天外世界》 208 00:11:09,300 --> 00:11:10,470 《生化危机2:重制版》 209 00:11:10,470 --> 00:11:12,300 和《德军总部:新血脉》 210 00:11:12,300 --> 00:11:15,950 你要选一个预设按键布局 211 00:11:15,950 --> 00:11:18,100 这不赖,但不够好 212 00:11:18,100 --> 00:11:23,200 但我很欣喜地看到今年有不少游戏提供了自定义按键功能 213 00:11:23,200 --> 00:11:24,400 《迸发2》 214 00:11:24,400 --> 00:11:25,770 《团队索尼克赛车》 215 00:11:25,770 --> 00:11:27,800 和《只狼:影逝二度》 216 00:11:27,800 --> 00:11:29,950 支持全键重映射 217 00:11:29,950 --> 00:11:34,170 《鬼泣5》则示范了这个功能对游玩体验有多重要 218 00:11:34,170 --> 00:11:36,970 它没有依赖系统级重映射 219 00:11:36,970 --> 00:11:41,850 而是允许玩家为三个不同角色单独设置按键映射 220 00:11:41,850 --> 00:11:44,190 尼禄、但丁和V 221 00:11:44,190 --> 00:11:47,820 《Apex英雄》和《无主之地3》更进一步 222 00:11:47,820 --> 00:11:49,800 除了按键自定义 223 00:11:49,800 --> 00:11:52,400 还允许设置深度参数 224 00:11:52,400 --> 00:11:55,850 比如镜头灵敏度、摇杆死区等 225 00:11:55,850 --> 00:11:58,770 外加辅助瞄准和自动锁定 226 00:11:58,770 --> 00:12:00,870 帮你选中目标 227 00:12:00,870 --> 00:12:02,770 《末日之旅》也值得一提 228 00:12:02,770 --> 00:12:05,920 整个游戏可以只需一只鼠标 229 00:12:05,920 --> 00:12:07,600 或一只手柄 230 00:12:07,600 --> 00:12:09,450 或一副键盘 231 00:12:09,450 --> 00:12:14,870 这些选项会让游戏为更多玩家敞开大门 232 00:12:15,350 --> 00:12:17,850 但今年做得最好的 233 00:12:17,850 --> 00:12:19,300 是《战争机器5》 234 00:12:19,300 --> 00:12:21,320 通过按键重映射 235 00:12:21,320 --> 00:12:24,520 让镜头紧随角色身后 236 00:12:24,520 --> 00:12:28,250 以及开镜时用左摇杆瞄准的选项 237 00:12:28,250 --> 00:12:30,980 你基本上能单手操作 238 00:12:30,980 --> 00:12:32,370 难,但可能 239 00:12:32,370 --> 00:12:35,750 拜其丰富的辅助选项所赐 240 00:12:35,750 --> 00:12:38,300 《宝可梦:剑/盾》也值得一提 241 00:12:38,300 --> 00:12:39,970 它休闲的操控方案 242 00:12:39,970 --> 00:12:43,570 将所有重要按键映射到一个Switch Joy-Con上 243 00:12:43,570 --> 00:12:46,570 让单手游戏成为可能 244 00:12:46,570 --> 00:12:49,870 这个贴心设计颇受欢迎 245 00:12:49,870 --> 00:12:53,920 因为前作《精灵宝可梦Let's Go!》的体感超难用 246 00:12:53,920 --> 00:12:58,420 逼着玩家用又蠢又笨的姿势去扔精灵球 247 00:12:59,300 --> 00:13:00,920 “单击”也很关键 248 00:13:00,920 --> 00:13:03,520 比如《除暴战警3》的“锁定模式”选项 249 00:13:03,520 --> 00:13:07,370 《无主之地3》中有关瞄准、冲刺和蹲伏的选项 250 00:13:07,370 --> 00:13:09,200 还有《耀西的手工世界》里 251 00:13:09,200 --> 00:13:11,870 该如何投掷蛋的设定 252 00:13:11,870 --> 00:13:15,570 都是关于要“单击”还是“长按”瞄准按钮 253 00:13:15,570 --> 00:13:19,800 这样玩家就有办法避免长时间按键不放 254 00:13:19,800 --> 00:13:23,050 让某些运动障碍者也能畅玩 255 00:13:23,050 --> 00:13:26,170 但并非每款游戏都明白这点 256 00:13:26,170 --> 00:13:29,470 《鬼泣5》要求你长按锁定键 257 00:13:29,470 --> 00:13:34,850 《团队索尼克赛车》没有《马力欧赛车8豪华版》的自动驾驶功能 258 00:13:34,850 --> 00:13:39,300 如今大多数游戏都允许禁用这些“快速点击”QTE 259 00:13:39,300 --> 00:13:43,250 但《星球大战绝地:殒落的武士团》不行 260 00:13:43,250 --> 00:13:47,250 难度设置 261 00:13:47,250 --> 00:13:51,320 最后,我们花点时间谈谈游戏的难度设置 262 00:13:51,350 --> 00:13:53,350 提供更宽容的难度等级 263 00:13:53,350 --> 00:13:56,900 能让残障玩家更从容地应对挑战 264 00:13:56,900 --> 00:14:01,550 也能让技术水平各异的玩家享受游戏 265 00:14:01,550 --> 00:14:05,900 今年我们看到许多游戏设有多个难度等级 266 00:14:05,900 --> 00:14:09,300 这些难度的叫法也更高明 267 00:14:09,300 --> 00:14:12,550 它们不再揶揄简单模式玩家 268 00:14:12,550 --> 00:14:15,550 这些游戏会问你是想所向披靡 269 00:14:15,550 --> 00:14:18,270 或者只看剧情 270 00:14:18,270 --> 00:14:22,900 而且大多把各难度的详细设定写得清清楚楚 271 00:14:22,900 --> 00:14:26,720 比如《异界锁链》的“守护”模式会帮你打出高难度连击 272 00:14:26,720 --> 00:14:28,450 但最后不列入评价 273 00:14:28,450 --> 00:14:32,720 《生化危机2》的辅助模式会自动恢复玩家血量 274 00:14:32,720 --> 00:14:36,820 有些开发者还会标出哪种模式才是游戏的默认难度 275 00:14:36,820 --> 00:14:38,390 这点很棒 276 00:14:38,390 --> 00:14:42,270 任天堂《超级马力欧创作家2》也加入了辅助模式 277 00:14:42,270 --> 00:14:45,420 它会奉上一组砖块和道具 278 00:14:45,420 --> 00:14:47,970 让你借助这些砖块道具来通关 279 00:14:47,970 --> 00:14:52,420 而“飞行的耀西”模式让你能一路飞过关卡 280 00:14:52,420 --> 00:14:55,120 非常适合小朋友玩家 281 00:14:55,450 --> 00:14:58,650 Switch上还有一款Roguelike节奏动作游戏 282 00:14:58,650 --> 00:15:00,100 《节奏海拉鲁》 283 00:15:00,100 --> 00:15:04,350 它要求玩家踩着节拍移动 284 00:15:04,350 --> 00:15:08,350 我不知道没节奏感算不算残障,但是 285 00:15:08,350 --> 00:15:11,970 我个人非常欣赏它的“固定节拍模式” 286 00:15:11,970 --> 00:15:15,920 你大可忽略音乐节奏自行移动 287 00:15:16,770 --> 00:15:19,570 但《只狼:影逝二度》除外 288 00:15:19,570 --> 00:15:21,250 对,你懂的 289 00:15:21,250 --> 00:15:25,750 虽然我不想重复游戏刚发布时网上的各种议论 290 00:15:25,750 --> 00:15:28,150 因为已经有太多文章 291 00:15:28,150 --> 00:15:28,800 视频 292 00:15:28,800 --> 00:15:30,310 和大量推文 293 00:15:30,320 --> 00:15:32,620 关于它是否该有“简单模式” 294 00:15:32,620 --> 00:15:37,470 但我想说,相比以难度著称的“黑暗之魂”和《血源诅咒》 295 00:15:37,470 --> 00:15:40,670 From Software这款新作其实更让人受苦 296 00:15:40,670 --> 00:15:43,350 因为它去掉了一些关键机制,例如 297 00:15:43,350 --> 00:15:45,420 角色升级 298 00:15:45,420 --> 00:15:48,880 或打Boss时请朋友来帮忙 299 00:15:48,880 --> 00:15:51,620 《只狼》其实也有些辅助选项 300 00:15:51,620 --> 00:15:54,300 比如全按键重映射和单击选项 301 00:15:54,300 --> 00:15:57,970 但这些都不会让游戏更轻松 302 00:15:57,970 --> 00:16:00,650 我觉得舆论之所以针对《只狼》 303 00:16:00,650 --> 00:16:06,220 是因为现在开发者都在努力打造更平易近人的游戏 304 00:16:06,220 --> 00:16:09,500 他们通常提供完整的可选辅助项 305 00:16:09,500 --> 00:16:13,920 同时不影响健全玩家和硬核玩家的体验 306 00:16:13,920 --> 00:16:16,100 这并不是说它们都已完美 307 00:16:16,130 --> 00:16:20,350 很明显游戏界在无障碍设计上还有长路要走 308 00:16:20,350 --> 00:16:23,320 还有各种疏忽,比如字体过小 309 00:16:23,320 --> 00:16:25,370 拒绝色盲玩家的机制 310 00:16:25,370 --> 00:16:30,970 以及如果大幅增加《无主之地3》的UI尺寸和字幕字号 311 00:16:30,970 --> 00:16:33,620 文本就会溢出屏幕的荒唐效果 312 00:16:33,620 --> 00:16:34,570 噢 313 00:16:34,570 --> 00:16:38,870 尤其让人恼火的是一些游戏某方面进步明显 314 00:16:38,870 --> 00:16:40,470 另一方面却差强人意 315 00:16:40,470 --> 00:16:43,120 比如《控制》的字幕够大 316 00:16:43,120 --> 00:16:44,950 UI文字却很小 317 00:16:44,950 --> 00:16:47,770 有些开发商无法保持一致水准 318 00:16:47,770 --> 00:16:51,000 最出名的是任天堂,它某些游戏选项贴心 319 00:16:51,000 --> 00:16:53,670 某些却选项全无 320 00:16:53,670 --> 00:16:55,570 此外有不少游戏 321 00:16:55,570 --> 00:17:02,500 发布数月后才把重要的辅助选项作为补丁添加到游戏里 322 00:17:02,500 --> 00:17:04,170 虽说聊胜于无 323 00:17:04,170 --> 00:17:10,200 但让某些残障玩家等上数月才能玩上索尼大作,真不好看 324 00:17:10,200 --> 00:17:12,220 比如《往日不再》 325 00:17:12,220 --> 00:17:13,150 话虽如此 326 00:17:13,150 --> 00:17:18,120 我还是对2019年的业界变化感到欣慰 327 00:17:18,120 --> 00:17:21,850 育碧依然是这方面的行业领军人物 328 00:17:21,850 --> 00:17:24,820 优秀的无障碍设计涵盖《孤岛惊魂:新曙光》 329 00:17:24,820 --> 00:17:25,820 《全境封锁2》 330 00:17:25,820 --> 00:17:27,450 和《幽灵行动:断点》 331 00:17:27,450 --> 00:17:29,420 微软也做得不错 332 00:17:29,420 --> 00:17:32,120 《战争机器5》有海量选项 333 00:17:32,120 --> 00:17:33,620 从色盲模式 334 00:17:33,620 --> 00:17:35,000 到按键重映射 335 00:17:35,000 --> 00:17:36,120 从按键单击 336 00:17:36,120 --> 00:17:37,650 到血腥和粗口过滤 337 00:17:37,650 --> 00:17:40,920 使其成为今年功能最齐全的游戏之一 338 00:17:40,920 --> 00:17:42,570 Respawn也很用心 339 00:17:42,570 --> 00:17:47,500 《Apex英雄》和《星球大战绝地:殒落的武士团》都有出色选项 340 00:17:47,500 --> 00:17:50,050 《无主之地3》也有很多贴心选项 341 00:17:50,050 --> 00:17:53,500 对于一个曾在这方面名声不佳的系列而言,是件好事 342 00:17:53,500 --> 00:17:58,070 《末日之旅》和《鹰之岛》辅助功能丰富 343 00:17:58,070 --> 00:18:01,070 哪怕是独立小团队制作 344 00:18:01,070 --> 00:18:03,750 而超有挑战性的硬核游戏 345 00:18:03,750 --> 00:18:06,650 如《鬼泣5》和《异界锁链》 346 00:18:06,650 --> 00:18:08,170 希望人人都能玩 347 00:18:08,170 --> 00:18:10,170 所以提供了练习区域 348 00:18:10,170 --> 00:18:11,200 连击辅助 349 00:18:11,200 --> 00:18:13,050 和简单难度 350 00:18:13,050 --> 00:18:16,750 但那些寻求挑战的玩家也不失乐趣 351 00:18:16,750 --> 00:18:17,800 最重要的是 352 00:18:17,800 --> 00:18:21,660 今年几乎所有大作 353 00:18:21,660 --> 00:18:24,350 都包含一定的辅助选项 354 00:18:24,350 --> 00:18:27,000 或完整的辅助菜单 355 00:18:27,000 --> 00:18:29,270 各大厂商如微软 356 00:18:29,270 --> 00:18:30,000 育碧 357 00:18:30,000 --> 00:18:30,870 和EA 358 00:18:30,870 --> 00:18:34,570 都在网上公示旗下游戏的无障碍设计信息 359 00:18:34,570 --> 00:18:37,620 供玩家购买时参详 360 00:18:37,620 --> 00:18:43,920 微软在今年超级碗投放了“Xbox自适应手柄”广告 361 00:18:43,920 --> 00:18:48,000 聋哑人Ewok加入《堡垒之夜》FaZe Clan战队 362 00:18:48,000 --> 00:18:52,920 她一路破关斩将,全因游戏巧妙的声音可视化功能 363 00:18:52,920 --> 00:18:55,350 因为电子游戏属于每个人 364 00:18:55,350 --> 00:19:00,120 只要开发者提供一些额外选项就行 365 00:19:01,350 --> 00:19:03,370 嘿,感谢收看 366 00:19:03,370 --> 00:19:07,320 掌声送给无障碍设计专家Ian Hamilton 367 00:19:07,320 --> 00:19:09,870 感谢他的帮助与智慧 368 00:19:09,870 --> 00:19:13,750 这也许是我成本最高的一期节目 369 00:19:13,750 --> 00:19:16,660 只是为了谈… 辅助选项? 370 00:19:16,660 --> 00:19:17,950 我是不是傻了? 371 00:19:17,950 --> 00:19:21,920 但这一切都归功于GMTK的支持者们 372 00:19:21,920 --> 00:19:23,470 他们在Patreon上赞助 373 00:19:23,470 --> 00:19:26,650 或在Teespring商店买GMTK纪念装 374 00:19:26,650 --> 00:19:30,100 相关链接请看下方简介