1 00:00:03,050 --> 00:00:06,000 当人们谈论《地铁:离去》时 2 00:00:06,000 --> 00:00:07,520 他们总会用一个词 3 00:00:07,520 --> 00:00:09,170 “沉浸感” 4 00:00:09,170 --> 00:00:12,550 但我们到底用这个词来形容什么? 5 00:00:12,550 --> 00:00:16,570 因为,这个词并没有准确定义 6 00:00:16,570 --> 00:00:20,400 我见过它被用于形容画面超真实的游戏 7 00:00:20,400 --> 00:00:21,800 生存恐怖游戏 8 00:00:21,800 --> 00:00:23,120 VR游戏 9 00:00:23,120 --> 00:00:24,500 和沉浸模拟 10 00:00:24,500 --> 00:00:27,970 我也见人们用它形容一款游戏如此令人着迷 11 00:00:27,970 --> 00:00:30,420 以至于让你忘记现实 12 00:00:30,420 --> 00:00:32,400 这是个含糊不清的词 13 00:00:32,400 --> 00:00:35,500 它经常被用于营销口号 14 00:00:35,500 --> 00:00:37,850 而非游戏设计术语 15 00:00:37,850 --> 00:00:38,770 不过 16 00:00:38,770 --> 00:00:43,470 我完全明白人们说《地铁:离去》富有沉浸感的意思 17 00:00:43,470 --> 00:00:47,550 因为这款游戏实现了某种并不常见的效果 18 00:00:47,550 --> 00:00:52,120 让我真的感觉自己仿佛身处那个游戏世界 19 00:00:52,120 --> 00:00:55,070 其实,我以前只有几次类似感觉 20 00:00:55,070 --> 00:00:57,150 比如《深海迷航》 21 00:00:57,150 --> 00:00:58,900 《潜行者:切尔诺贝利的阴影》 22 00:00:58,900 --> 00:01:00,000 23 00:01:00,000 --> 00:01:01,470 《孤岛惊魂2》 24 00:01:01,470 --> 00:01:05,800 它也不是指我忘了自己坐在电视前 25 00:01:05,800 --> 00:01:09,970 打心底地相信自己正漫步非洲或末日后的俄国 26 00:01:09,970 --> 00:01:12,310 我还没傻成那样 27 00:01:12,310 --> 00:01:15,750 但它给了我身临其境的体验 28 00:01:15,750 --> 00:01:19,670 比大多数游戏都要带感得多 29 00:01:19,670 --> 00:01:23,300 在这大作纷呈迭出的年度 30 00:01:23,300 --> 00:01:28,400 有制造系统和可驾驶载具的后启示录开放世界游戏并不少见 31 00:01:28,400 --> 00:01:35,420 《地铁:离去》是其中唯一真正能让人感觉身临核战废土的作品 32 00:01:35,420 --> 00:01:36,570 所以本期节目 33 00:01:36,570 --> 00:01:38,700 我想抛开营销话术 34 00:01:38,700 --> 00:01:43,170 考察其中一些具体可行的设计决策 35 00:01:43,170 --> 00:01:45,720 开发商4A Games正是借此 36 00:01:45,720 --> 00:01:49,450 将我们引入《地铁:离去》的世界 37 00:01:52,820 --> 00:01:54,400 先介绍下背景 38 00:01:54,400 --> 00:01:56,100 最初两款“地铁”游戏 39 00:01:56,100 --> 00:01:59,400 《地铁2033》和《地铁:最后的曙光》 40 00:01:59,400 --> 00:02:04,270 发生在核战浩劫后的莫斯科废墟 41 00:02:04,270 --> 00:02:09,420 地表成了辐射致命的地狱,充斥着变异生物 42 00:02:09,420 --> 00:02:14,100 但地下地铁管道却安全、温暖、充满生机 43 00:02:14,100 --> 00:02:16,800 前作主要是线性流程射击 44 00:02:16,800 --> 00:02:19,220 但《离去》截然不同 45 00:02:19,220 --> 00:02:20,020 在本作中 46 00:02:20,020 --> 00:02:23,920 主角阿尔乔姆和他的伙伴决定离开地铁 47 00:02:23,920 --> 00:02:28,170 穿越战后的俄国去寻找安全居住地 48 00:02:28,170 --> 00:02:29,420 地面上的 49 00:02:29,420 --> 00:02:30,950 他们先是徒步 50 00:02:30,950 --> 00:02:33,070 然后乘火车 51 00:02:33,450 --> 00:02:36,650 旅途中,你会在不同地点短暂停留 52 00:02:36,650 --> 00:02:41,050 有时那是彷如前作的线性流程关卡 53 00:02:41,050 --> 00:02:44,850 但其它时候,你会被送入小型开放世界 54 00:02:44,850 --> 00:02:47,450 比如伏尔加河的冰岸 55 00:02:47,450 --> 00:02:52,000 或人烟稀少的沙漠:其实那是干涸的里海 56 00:02:52,000 --> 00:02:57,520 正是这些小型开放世界呈现了《地铁:离去》最沉浸感的一面 57 00:02:58,520 --> 00:03:02,970 首先,《地铁:离去》营造沉浸感最明显的手法 58 00:03:02,970 --> 00:03:06,900 就是尽量确保游戏不让你出戏 59 00:03:06,900 --> 00:03:09,800 所以你的地图被封在皮套里 60 00:03:09,800 --> 00:03:13,300 你的任务标记显示在手腕指南针上 61 00:03:13,300 --> 00:03:14,920 当你制作物品时 62 00:03:14,920 --> 00:03:19,150 你得将背包卸到地上,拿出材料 63 00:03:19,150 --> 00:03:23,900 当别的游戏直接将这些做成菜单或HUD元素时 64 00:03:23,900 --> 00:03:27,650 《离去》却让它们物理化地融入世界 65 00:03:27,650 --> 00:03:32,120 所以你从游戏世界抽离的唯一时刻,就是暂停游戏 66 00:03:32,120 --> 00:03:34,370 或偶然碰上加载画面 67 00:03:34,370 --> 00:03:37,120 这一决策有个有趣副产物 68 00:03:37,120 --> 00:03:41,000 当你进行操作时,你仍会遭受攻击 69 00:03:41,000 --> 00:03:44,670 你没法暂停游戏,在菜单中安全地制作物品 70 00:03:44,670 --> 00:03:47,650 你得在游戏世界实时操作 71 00:03:47,650 --> 00:03:50,650 所以如果在战斗中急需造个医疗包 72 00:03:50,650 --> 00:03:54,120 你得找个安全点,匆忙卸下背包 73 00:03:54,120 --> 00:03:57,420 赶紧拼出一个速效药包 74 00:03:57,420 --> 00:04:01,340 当然,这种设计也可能做过火 75 00:04:01,340 --> 00:04:03,850 比如《荒野大镖客:救赎2》 76 00:04:03,850 --> 00:04:08,400 相当注重于角色与世界的真实物理交互 77 00:04:08,400 --> 00:04:10,720 动画细腻无比,而且 78 00:04:10,720 --> 00:04:14,670 游戏菜单是各种供你翻阅、考据翔实的商品册 79 00:04:14,670 --> 00:04:16,250 但某些时候 80 00:04:16,250 --> 00:04:18,470 它会变得重复乏味 81 00:04:18,470 --> 00:04:23,520 而且其中很少产生实际有趣的玩法效果 82 00:04:23,520 --> 00:04:26,050 但《离去》的具象设计不限于此 83 00:04:26,050 --> 00:04:29,650 “升级系统”是开放世界游戏的常客 84 00:04:29,650 --> 00:04:32,020 你在游戏中收集技能点 85 00:04:32,020 --> 00:04:34,500 然后打开菜单解锁新技能 86 00:04:34,500 --> 00:04:37,570 从基本动作到超能力 87 00:04:37,570 --> 00:04:41,000 同样的,《离去》让这些融入游戏世界 88 00:04:41,000 --> 00:04:45,520 你唯一能做的角色升级都来自实际能找的东西 89 00:04:45,520 --> 00:04:49,470 无论是废弃武器上拆下的瞄准镜和消音器 90 00:04:49,470 --> 00:04:52,350 还是旅途中捡到的趁手装置 91 00:04:52,350 --> 00:04:55,950 玩《地铁:离去》真的像在拾荒,然而 92 00:04:55,950 --> 00:04:59,100 其它这些游戏则更像… 嗯 93 00:04:59,100 --> 00:05:00,050 购物 94 00:05:02,000 --> 00:05:05,620 《地铁:离去》实现沉浸感的另一关键 95 00:05:05,620 --> 00:05:10,720 在于迫使你更留意周围环境和自身状态 96 00:05:10,720 --> 00:05:14,950 某种程度上,游戏做法是让你不断修东西 97 00:05:14,950 --> 00:05:18,750 所以防毒面具过一段时间就要换过滤器 98 00:05:18,750 --> 00:05:22,100 面罩上的破损和开洞都得及时修复 99 00:05:22,100 --> 00:05:23,950 你有一把气动步枪 100 00:05:23,950 --> 00:05:27,600 你得自己手动充气才能用 101 00:05:27,600 --> 00:05:29,570 你的枪支得定期清灰 102 00:05:29,570 --> 00:05:31,950 否则它们会在激战中卡壳 103 00:05:31,950 --> 00:05:35,020 你的电力装置,比如头灯和夜视镜 104 00:05:35,020 --> 00:05:38,400 得在电量不足时手摇充电 105 00:05:38,400 --> 00:05:39,970 你的血量不会自动恢复 106 00:05:39,970 --> 00:05:42,700 所以你得用医疗包回血 107 00:05:42,700 --> 00:05:45,650 正是这种定期个人保养 108 00:05:45,650 --> 00:05:49,570 迫使你必须时常考虑自身角色及其需求 109 00:05:49,570 --> 00:05:52,500 这种玩法常见于生存类游戏 110 00:05:52,500 --> 00:05:55,800 其中你会不断损耗能量、变得饥饿 111 00:05:55,800 --> 00:05:58,870 因为你得不停地考虑下一顿饭在哪 112 00:05:58,870 --> 00:06:01,500 所以你会更沉浸游戏 113 00:06:01,500 --> 00:06:05,650 不过我想说,很多这类游戏做过火了 114 00:06:05,650 --> 00:06:07,900 这些数字掉得太快 115 00:06:07,900 --> 00:06:11,350 以至于你整天为了温饱疲于奔命 116 00:06:11,350 --> 00:06:14,750 于是你不再觉得那是个真实世界 117 00:06:14,750 --> 00:06:19,700 而只是一堆“模拟人生”式需要不断填充的数值条 118 00:06:19,700 --> 00:06:22,200 《离去》的做法温和得多 119 00:06:22,200 --> 00:06:25,750 阿尔乔姆并不需要吃三明治或上厕所 120 00:06:25,750 --> 00:06:29,520 让东西坏掉的唯一惩罚也只是短暂遇挫 121 00:06:29,520 --> 00:06:33,450 但它足以在你脑海占据一席之地 122 00:06:33,450 --> 00:06:36,350 让你更关注自身 123 00:06:36,350 --> 00:06:39,070 资源稀缺的设计也是同理 124 00:06:39,070 --> 00:06:41,450 你在游戏中紧缺弹药的程度 125 00:06:41,450 --> 00:06:44,450 恰好能促使你在每次交战前清点子弹数 126 00:06:44,450 --> 00:06:47,700 因为你得确保有足够弹药活到最后 127 00:06:47,700 --> 00:06:50,850 也许放敌人一马会更好 128 00:06:50,850 --> 00:06:53,150 我说过你能造东西 129 00:06:53,150 --> 00:06:55,420 但其中也有限制 130 00:06:55,420 --> 00:07:00,100 毕竟你没法在这游戏中拼出直升机 131 00:07:00,100 --> 00:07:01,200 第一 132 00:07:01,200 --> 00:07:04,720 《地铁:离去》只有两种资源可造 133 00:07:04,720 --> 00:07:05,420 金属 134 00:07:05,420 --> 00:07:06,420 和化学品 135 00:07:06,420 --> 00:07:08,850 而且因为一切都依赖相同材料 136 00:07:08,850 --> 00:07:12,720 所以你总得抉择该把这些材料用在哪 137 00:07:12,720 --> 00:07:14,150 是造个血包? 138 00:07:14,150 --> 00:07:16,700 还是弹药?过滤器?手榴弹? 139 00:07:16,700 --> 00:07:18,570 你没法拥有一切 140 00:07:18,570 --> 00:07:19,370 另外 141 00:07:19,370 --> 00:07:23,020 游戏根据你的位置限制你能造的东西 142 00:07:23,020 --> 00:07:27,220 因为尽管你在工作台上能造出各种子弹 143 00:07:27,220 --> 00:07:29,700 出门在外唯一能造的弹药 144 00:07:29,700 --> 00:07:32,250 是你气枪用的钢珠 145 00:07:32,250 --> 00:07:35,900 所以你得提前想好要带上哪些东西 146 00:07:35,900 --> 00:07:39,700 《离去》让你更留意周围环境的主要办法 147 00:07:39,700 --> 00:07:43,050 是避免大多数开放世界游戏的做法 148 00:07:43,050 --> 00:07:48,670 也就是给你的地图打满图标、问号和兴趣点 149 00:07:48,670 --> 00:07:49,320 不 150 00:07:49,320 --> 00:07:50,220 在《离去》中 151 00:07:50,220 --> 00:07:53,050 你的地图很干净(除了任务标记) 152 00:07:53,050 --> 00:07:55,120 怎么填满它由你决定 153 00:07:55,120 --> 00:07:57,350 如果想做标记,站在高处 154 00:07:57,350 --> 00:07:58,770 取出望远镜 155 00:07:58,770 --> 00:08:02,370 对焦到感兴趣的地方 156 00:08:02,370 --> 00:08:04,770 不过当你真正到达那儿时 157 00:08:04,770 --> 00:08:09,670 《离去》会又一次展现它有别寻常的一面 158 00:08:11,100 --> 00:08:14,270 那么《离去》诱惑你探索世界的第三个办法 159 00:08:14,270 --> 00:08:17,970 就是从不给你当下状况的全面信息 160 00:08:17,970 --> 00:08:20,800 你看,当你玩《狂怒2》时 161 00:08:20,800 --> 00:08:26,750 只要进入100米范围,它就会明确显示地图上每个区域是什么 162 00:08:26,750 --> 00:08:28,770 比如这是个土匪窝 163 00:08:28,770 --> 00:08:32,950 那么就像游戏中其它20多个土匪窝一样 164 00:08:32,950 --> 00:08:36,970 你知道这块地方有群坏蛋等着被干掉 165 00:08:36,970 --> 00:08:40,320 游戏甚至说明能在那找到什么资源,因为 166 00:08:40,320 --> 00:08:42,600 谁不喜欢照单办事? 167 00:08:42,600 --> 00:08:49,470 但《地铁:离去》正是从隐藏部分环境信息中获益良多 168 00:08:49,470 --> 00:08:53,600 比如这儿,我发现一间残破的飞机库 169 00:08:53,600 --> 00:08:57,920 机库外,我杀了一只飞行的石像鬼 170 00:08:59,350 --> 00:09:03,070 然后进入内部,发现一群怪物 171 00:09:03,070 --> 00:09:07,470 这时我突然听到一群土匪在外头停车,朝我叫喊 172 00:09:07,470 --> 00:09:11,970 然后我击败他们,直到最后一人投降 173 00:09:11,970 --> 00:09:14,000 我其实没搞清怎么回事 174 00:09:14,000 --> 00:09:15,850 也不知道会发生什么 175 00:09:15,850 --> 00:09:18,950 我不确定自己的战斗是否有奖励 176 00:09:18,950 --> 00:09:23,550 我只能全心专注于周围情况 177 00:09:23,550 --> 00:09:26,920 当开发者为游戏加入各种系统时 178 00:09:26,920 --> 00:09:30,450 他们要决定这些系统向玩家显露多少 179 00:09:30,450 --> 00:09:35,050 比如《狂怒2》和《孤岛惊魂:新曙光》就敞开一切 180 00:09:35,050 --> 00:09:38,420 但更富沉浸感的游戏应有所保留 181 00:09:38,420 --> 00:09:42,190 防止你总能预测接下来会发生什么 182 00:09:42,200 --> 00:09:45,370 比如当敌人投降,你会想… 183 00:09:45,370 --> 00:09:47,200 如果放过他们会怎样? 184 00:09:47,200 --> 00:09:50,120 他们会在我身后偷袭?还是逃跑? 185 00:09:50,120 --> 00:09:51,600 把他们杀了又怎样? 186 00:09:51,600 --> 00:09:54,000 你不知道 187 00:09:54,000 --> 00:09:55,220 还有个例子 188 00:09:55,220 --> 00:09:57,800 有一次在里海地区 189 00:09:57,800 --> 00:10:00,780 我被一辆卡车里的流匪埋伏 190 00:10:00,780 --> 00:10:04,000 被卷入一场沙尘漫天的疯狂枪战 191 00:10:04,000 --> 00:10:07,200 不久后,我躺在一间安全屋里 192 00:10:07,200 --> 00:10:11,050 被屋外守着的敌人吵醒了 193 00:10:11,050 --> 00:10:15,250 我现在都搞不清这些是编好的脚本事件 194 00:10:15,250 --> 00:10:18,150 还是AI系统驱动的结果 195 00:10:18,150 --> 00:10:21,200 但无所谓,因为效果一样 196 00:10:21,200 --> 00:10:26,420 它们都是令人惊讶、难以预测而紧张的时刻 197 00:10:26,420 --> 00:10:30,470 再看看《孤岛惊魂:新曙光》中的拾荒者 198 00:10:30,470 --> 00:10:34,600 他们头上有个图标,左下角还会弹出提示框 199 00:10:34,600 --> 00:10:39,200 游戏明白无误地告诉你,这是个设计好的特别内容 200 00:10:39,200 --> 00:10:41,920 今后还会一遍遍重演 201 00:10:41,920 --> 00:10:44,170 浓浓的游戏感 202 00:10:45,050 --> 00:10:47,520 当然,这里也有个度 203 00:10:47,520 --> 00:10:53,270 有些游戏把内部系统藏得如此严实,以至于它们令人费解 204 00:10:53,270 --> 00:10:56,970 玩家也需要一定量信息和可预测性 205 00:10:56,970 --> 00:11:00,570 才能制定有效计划、有目的地游玩 206 00:11:00,570 --> 00:11:03,100 所以我说的并非完全随机 207 00:11:03,100 --> 00:11:08,450 而是关于防止玩家察觉模拟世界的边界 208 00:11:10,250 --> 00:11:13,320 最后一个要素:回应玩家 209 00:11:13,320 --> 00:11:16,720 我觉得最逼真和令人沉浸的游戏世界 210 00:11:16,720 --> 00:11:21,250 是那些能对玩家存在和决策作出最有效反应的世界 211 00:11:21,250 --> 00:11:24,120 《地铁:离去》包含不少这类设计 212 00:11:24,120 --> 00:11:26,320 接近别人时可以收枪入套 213 00:11:26,320 --> 00:11:29,950 他们会察觉这点,甚至赞赏有加 214 00:11:29,950 --> 00:11:33,550 而选择营救角色,比如奴隶和被俘囚犯 215 00:11:33,550 --> 00:11:35,470 会产生后续影响 216 00:11:35,470 --> 00:11:37,320 在伏尔加河一处 217 00:11:37,320 --> 00:11:39,870 我救了些人,拿到一把钥匙 218 00:11:39,870 --> 00:11:44,350 后来,我用那把钥匙开了被淹火车站内的一扇门 219 00:11:44,350 --> 00:11:46,920 找到一副夜视镜 220 00:11:46,920 --> 00:11:48,320 那感觉太美 221 00:11:48,320 --> 00:11:53,250 而这份收获成了我废土故事中一个有力的脚注 222 00:11:53,250 --> 00:11:56,420 《离去》中也有角色请你帮忙寻物 223 00:11:56,420 --> 00:11:59,070 比如找个吉他或泰迪熊 224 00:11:59,070 --> 00:12:01,800 但这并未变成一种清单式任务 225 00:12:01,800 --> 00:12:05,500 游戏对此也几乎没有实物奖励 226 00:12:05,500 --> 00:12:09,570 但游戏用动人的角色风采回应你的善意 227 00:12:09,570 --> 00:12:12,600 让你感到付出完全值得 228 00:12:12,600 --> 00:12:14,900 这些都影响着“道德系统” 229 00:12:14,900 --> 00:12:18,350 那是《地铁:离去》中表现较弱的部分 230 00:12:18,350 --> 00:12:23,370 它是指游戏中一个系统会衡量你的“善恶举动” 231 00:12:23,370 --> 00:12:27,050 然后依此播放“好或坏”的结局动画 232 00:12:27,050 --> 00:12:32,400 按照惯例,坏结局很可能会被系列下一作抛弃 233 00:12:32,400 --> 00:12:36,400 所以的确有些游戏在这方面胜于“地铁” 234 00:12:36,400 --> 00:12:38,500 这点以后再说 235 00:12:38,500 --> 00:12:42,650 但记住它是沉浸感的重要部分,绝对值得一谈 236 00:12:43,800 --> 00:12:48,700 所以《地铁:离去》展现了营造沉浸感的四个关键 237 00:12:48,700 --> 00:12:52,950 它努力保持事物具象,让你的所有交互物理化 238 00:12:52,950 --> 00:12:53,800 触觉化 239 00:12:53,800 --> 00:12:55,300 且融入世界 240 00:12:55,300 --> 00:12:58,770 它让玩家强烈感知自己的存在 241 00:12:58,770 --> 00:13:00,970 比如要求你保养装备 242 00:13:00,970 --> 00:13:04,000 通过望远镜侦察 243 00:13:04,000 --> 00:13:07,270 它让游戏底层系统的信息有所保留 244 00:13:07,270 --> 00:13:10,950 所以你感觉永远拿不准下个角落会出现什么 245 00:13:10,950 --> 00:13:12,220 它也会回应你 246 00:13:12,220 --> 00:13:16,470 比如对白评论、奖励、记住你的举动 247 00:13:16,470 --> 00:13:21,050 《地铁:离去》的沉浸体验不只限于画面逼真 248 00:13:21,050 --> 00:13:22,220 声效震撼 249 00:13:22,220 --> 00:13:25,570 或是你能开着俄语配音游玩 250 00:13:25,570 --> 00:13:29,820 我可不喜欢这鬼地方,只有沙尘和酷热… 251 00:13:29,820 --> 00:13:33,320 也不只是因为它是第一人称视角 252 00:13:33,320 --> 00:13:35,600 和有个沉默主角 253 00:13:35,600 --> 00:13:39,800 那些都很重要,但正是上述所有设计决策一起 254 00:13:39,800 --> 00:13:43,300 才让《地铁:离去》感觉不只是游戏 255 00:13:43,300 --> 00:13:49,620 而是你踏上了一片悲惨、未知和神秘的土地 256 00:13:52,170 --> 00:13:53,900 嘿,感谢收看 257 00:13:53,900 --> 00:13:57,720 别忘了GMTK Game Jam在八月开启 258 00:13:57,720 --> 00:14:01,120 下个月会公布具体细节 259 00:14:01,120 --> 00:14:06,120 GMTK由Patreon上的粉丝们赞助而成 260 00:14:06,120 --> 00:14:09,720 我由衷感激支持节目的每个人 261 00:14:09,720 --> 00:14:13,320 无论他们给予多少或多久 262 00:14:13,320 --> 00:14:14,120 谢谢