1 00:00:03,650 --> 00:00:07,600 每当数百款新游争相登陆Steam 2 00:00:07,600 --> 00:00:10,400 Switch eShop和PlayStation Store 3 00:00:10,400 --> 00:00:12,000 每月如此 4 00:00:12,000 --> 00:00:14,220 我都会感慨做游戏最难之处 5 00:00:14,220 --> 00:00:18,620 也许是怎样让人知道你的游戏 6 00:00:18,620 --> 00:00:21,870 如今强大的营销手段层出不穷 7 00:00:21,870 --> 00:00:25,350 但出色的预告片仍是关键 8 00:00:25,350 --> 00:00:30,120 这是一段连续90多秒的游戏镜头展示 9 00:00:30,120 --> 00:00:33,700 直接映入潜在玩家的眼球 10 00:00:33,700 --> 00:00:36,150 所以你最好别浪费机会 11 00:00:36,150 --> 00:00:38,750 而你这时肯定想问 12 00:00:38,750 --> 00:00:41,020 什么才是好的预告片? 13 00:00:41,420 --> 00:00:45,470 所以,理解预告片的实际目的很重要 14 00:00:45,470 --> 00:00:49,250 预告片不是游戏片段的随机剪辑 15 00:00:49,250 --> 00:00:51,700 也不是干巴巴的特色概要 16 00:00:51,700 --> 00:00:53,520 它不是游戏开场动画 17 00:00:53,520 --> 00:00:55,770 也绝不是无脑推销 18 00:00:55,770 --> 00:00:57,550 嘿,看这儿 19 00:00:57,550 --> 00:00:58,920 问你个问题 20 00:00:58,920 --> 00:01:01,600 喜欢炫酷的东西吗? 21 00:01:01,600 --> 00:01:03,000 那你得玩玩这款游戏,伙计 22 00:01:03,000 --> 00:01:04,170 它酷毙了 23 00:01:04,170 --> 00:01:05,570 还超上瘾 24 00:01:05,770 --> 00:01:06,420 呃 25 00:01:06,650 --> 00:01:10,670 相反,预告片的首要目的是告诉玩家 26 00:01:10,670 --> 00:01:13,100 你的游戏为何独特 27 00:01:13,100 --> 00:01:13,770 你也知道 28 00:01:13,770 --> 00:01:16,100 热门独立游戏都有个卖点 29 00:01:16,100 --> 00:01:20,400 《节奏地牢》开发者雷恩·克拉克这样描述它 30 00:01:20,400 --> 00:01:23,250 “一些有趣的游戏信息” 31 00:01:23,250 --> 00:01:26,450 “能推动人们去尝试或讨论” 32 00:01:26,450 --> 00:01:29,050 它可以是巧妙的游戏玩法,比如 33 00:01:29,050 --> 00:01:32,200 随音乐节奏移动的地牢探索 34 00:01:32,200 --> 00:01:35,750 或可以说服敌人停战的RPG 35 00:01:35,750 --> 00:01:38,200 它可以是精彩的类型混搭 36 00:01:38,200 --> 00:01:40,120 比如牌库构筑Roguelike 37 00:01:40,120 --> 00:01:41,750 或潜行平台跳跃 38 00:01:42,170 --> 00:01:46,320 它可以是独特的设定、全新的故事 39 00:01:46,320 --> 00:01:48,670 或尤为醒目的美术风格 40 00:01:48,670 --> 00:01:53,070 预告片是向玩家和媒体展现卖点的机会 41 00:01:53,070 --> 00:01:59,050 他们会通过聊天、推文、新闻报导等途径分享这些 42 00:01:59,050 --> 00:02:02,300 德里克·刘是当下最高产的预告片制作人之一 43 00:02:02,300 --> 00:02:02,970 他说 44 00:02:02,970 --> 00:02:08,070 “重点在于想象人们看完预告片后会怎样议论游戏” 45 00:02:08,070 --> 00:02:10,700 “让一个点子越容易分享” 46 00:02:10,700 --> 00:02:13,120 “它收获的分享就越多” 47 00:02:13,120 --> 00:02:17,370 那么像《GRIS》这样的游戏美丽不言自明 48 00:02:17,370 --> 00:02:19,670 但如果卖点是巧妙的玩法 49 00:02:19,670 --> 00:02:22,020 你就得好好解释一番 50 00:02:22,020 --> 00:02:24,300 如果创意特别复杂 51 00:02:24,300 --> 00:02:27,320 没法只通过视觉轻松表达 52 00:02:27,320 --> 00:02:30,100 比如分支叙事和随机生成 53 00:02:30,100 --> 00:02:33,500 那也许明说会更好 54 00:02:33,500 --> 00:02:37,020 你可以弹出文字标题卡片 55 00:02:37,020 --> 00:02:38,800 或加入旁白 56 00:02:38,800 --> 00:02:41,900 举个例子,听听《天堂之穹》的预告 57 00:02:42,250 --> 00:02:43,820 我是考古学家 58 00:02:44,250 --> 00:02:45,300 我挖掘古迹 59 00:02:46,100 --> 00:02:49,450 我破译的每段远古铭文 60 00:02:49,450 --> 00:02:51,850 都是揭秘文明的线索 61 00:02:51,850 --> 00:02:54,420 我踏足的每个星球 62 00:02:55,270 --> 00:02:57,900 都是探索未知的新路 63 00:02:59,150 --> 00:03:01,550 我的每个新发现 64 00:03:03,350 --> 00:03:06,820 都会让故事截然不同 65 00:03:07,950 --> 00:03:12,310 短短几句话就揭示了游戏核心 66 00:03:12,310 --> 00:03:13,620 你扮演考古学家 67 00:03:13,620 --> 00:03:15,300 你要翻译铭文 68 00:03:15,300 --> 00:03:16,620 你在太空旅行 69 00:03:16,620 --> 00:03:19,350 故事还会随你的行动而变 70 00:03:19,350 --> 00:03:21,670 这不是随机拼凑台词 71 00:03:21,670 --> 00:03:24,120 而是清晰描述游戏创意 72 00:03:24,120 --> 00:03:25,100 最重要的是 73 00:03:25,100 --> 00:03:29,220 开发者让主角的配音演员来念台词 74 00:03:29,220 --> 00:03:32,000 这听着更自然,不像推销语 75 00:03:32,000 --> 00:03:35,300 也让我们认识了一名游戏角色 76 00:03:35,300 --> 00:03:37,400 但如果游戏不言自明 77 00:03:37,400 --> 00:03:39,650 那最好别画蛇添足 78 00:03:39,650 --> 00:03:42,700 如果让观众自己看懂游戏玩法 79 00:03:42,700 --> 00:03:45,550 我觉得他们会更积极地看完预告片 80 00:03:45,550 --> 00:03:47,120 这更有参与感 81 00:03:47,120 --> 00:03:51,800 你只需清晰简明地展示游戏玩法即可 82 00:03:51,800 --> 00:03:56,200 在脑洞大开的解谜游戏《Baba is You》预告片里 83 00:03:56,200 --> 00:04:01,000 我们首先看到句子“Baba是你”变成“石头是你” 84 00:04:01,000 --> 00:04:03,470 然后石头开始四处移动 85 00:04:03,470 --> 00:04:08,850 这精妙地概括了玩家可以如何摆弄游戏基础规则 86 00:04:08,860 --> 00:04:11,570 还有一款游戏《被动拳之道》 87 00:04:11,570 --> 00:04:14,950 玩家要格挡攻击直至敌人精疲力尽 88 00:04:14,950 --> 00:04:17,790 然后轻轻一碰击倒敌人 89 00:04:17,800 --> 00:04:23,020 为此,预告片前10秒展现主角抵御攻击的画面 90 00:04:24,570 --> 00:04:27,400 然后动作变慢,音乐停止 91 00:04:27,400 --> 00:04:32,000 主角轻轻一戳,就把疲惫的敌人整个击飞 92 00:04:32,000 --> 00:04:35,120 接着再看《奥伯拉丁的回归》预告片 93 00:04:35,120 --> 00:04:36,350 我们看到尸体 94 00:04:36,350 --> 00:04:37,500 怀表 95 00:04:37,500 --> 00:04:39,820 一些死亡场景,以及 96 00:04:39,820 --> 00:04:43,920 在航海日志上记录的死亡信息 97 00:04:43,920 --> 00:04:47,220 你用不着把预告片做成教程 98 00:04:47,220 --> 00:04:51,410 但也不应让玩家对游戏玩法感到困惑 99 00:04:51,410 --> 00:04:53,620 预告片制作人M·约书亚说 100 00:04:53,620 --> 00:04:56,220 “这是你的首要障碍” 101 00:04:56,220 --> 00:05:01,100 “玩家不会碰他们看不懂的游戏” 102 00:05:02,250 --> 00:05:06,900 一旦观众失去兴趣,你的游戏展示就毫无意义了 103 00:05:06,900 --> 00:05:08,250 节奏是关键 104 00:05:08,250 --> 00:05:09,650 如果没把握好 105 00:05:09,650 --> 00:05:14,300 观众关掉预告片的速度会比弃坑《辐射76》更快 106 00:05:14,300 --> 00:05:15,500 为了把握节奏 107 00:05:15,500 --> 00:05:20,020 你不妨试着照抄德里克·刘的“强度变化图” 108 00:05:20,020 --> 00:05:21,820 看着像这样… 109 00:05:24,250 --> 00:05:26,410 第一步是“冷开场” 110 00:05:26,410 --> 00:05:29,270 预告片的开场是成功的关键 111 00:05:29,270 --> 00:05:32,600 所以德里克通常开门见山,比如激烈的镜头 112 00:05:32,600 --> 00:05:34,320 一段游玩剪辑 113 00:05:34,320 --> 00:05:35,870 甚至一个笑话 114 00:05:35,870 --> 00:05:39,520 国林署叫人们别往里面走太远,那里很危险 115 00:05:40,200 --> 00:05:41,120 你在里面,对吧? 116 00:05:41,120 --> 00:05:43,000 看着没那么危险… 哇 117 00:05:43,000 --> 00:05:44,250 啊!不! 118 00:05:44,250 --> 00:05:44,820 亨利! 119 00:05:44,820 --> 00:05:46,830 说真的,这里完全没问题 120 00:05:46,830 --> 00:05:47,550 可恶! 121 00:05:48,000 --> 00:05:51,780 别一开始就让你的观众感到无聊 122 00:05:51,780 --> 00:05:54,070 除非你已经真有点名气 123 00:05:54,070 --> 00:05:56,850 否则还是先把工作室Logo藏好 124 00:05:56,850 --> 00:06:00,220 “来自《FTL》制作人”确实是个卖点 125 00:06:00,220 --> 00:06:03,550 但“便秘猩猩工作室”就没啥意思了 126 00:06:03,550 --> 00:06:05,750 因为这是我编的 127 00:06:05,750 --> 00:06:10,400 但是,你不能让整部预告片从头燃到尾 128 00:06:10,400 --> 00:06:13,370 无休止的演出令人疲惫 129 00:06:13,370 --> 00:06:16,600 观众会开始麻木,不再上心 130 00:06:16,600 --> 00:06:18,050 所以现在是第二步 131 00:06:18,050 --> 00:06:19,250 引子 132 00:06:19,250 --> 00:06:21,950 这时,德里克会让观众缓一缓 133 00:06:21,950 --> 00:06:24,800 将他们的注意力引向更平和的事物 134 00:06:24,800 --> 00:06:28,900 现在你可以铺垫故事、介绍游戏世界,或者 135 00:06:28,900 --> 00:06:32,120 如之前所说,解释主要游戏机制 136 00:06:32,120 --> 00:06:35,000 通过“冷开场”确保观众注意力 137 00:06:35,000 --> 00:06:39,400 也让他们对展示内容有了基本理解后 138 00:06:39,400 --> 00:06:42,350 我们可以进行第三步:升温 139 00:06:42,350 --> 00:06:44,270 这时,我们开始酝酿 140 00:06:44,270 --> 00:06:46,850 我们可以慢慢提升强度 141 00:06:46,850 --> 00:06:48,320 加入更多机制 142 00:06:48,320 --> 00:06:49,570 展现更多表演 143 00:06:49,570 --> 00:06:51,100 点燃更多爆炸 144 00:06:51,100 --> 00:06:53,370 减少镜头间隔 145 00:06:53,370 --> 00:06:56,470 这里的关键在于多样化 146 00:06:56,470 --> 00:07:00,350 如果总是看到相同类型的敌人或场景 147 00:07:00,350 --> 00:07:01,850 观众会开始想 148 00:07:01,850 --> 00:07:03,320 “这就是全部?” 149 00:07:03,320 --> 00:07:06,720 注意让每个镜头展示不同内容 150 00:07:06,720 --> 00:07:11,120 很多预告片制作人都会用一个有趣技巧:主角不动 151 00:07:11,120 --> 00:07:14,170 但背景、敌人或服饰不断变换 152 00:07:14,170 --> 00:07:16,300 以彰显内容丰富 153 00:07:16,300 --> 00:07:17,470 这有点老套 154 00:07:17,470 --> 00:07:20,070 但仍胜过一张卡片写着 155 00:07:20,070 --> 00:07:21,310 “60关” 156 00:07:21,820 --> 00:07:24,170 第四步是“高潮” 157 00:07:24,170 --> 00:07:27,770 所有演出积聚到最具张力的一刻 158 00:07:27,770 --> 00:07:28,520 然后戛然而止 159 00:07:29,150 --> 00:07:30,920 我们不想展示一切 160 00:07:30,920 --> 00:07:35,400 我们希望在观众脑海留下悬念 161 00:07:35,400 --> 00:07:39,100 这支《光明旅者》预告片以可怕的Boss战收尾 162 00:07:39,100 --> 00:07:43,620 而这段《看火人》预告片巧妙地设下谜团,让你想玩玩游戏 163 00:07:43,620 --> 00:07:45,370 看接下来发生什么 164 00:07:45,820 --> 00:07:47,550 等等,你已经到那了? 165 00:07:47,550 --> 00:07:49,100 你不在瞭望塔? 166 00:07:49,100 --> 00:07:50,500 我不在塔里 167 00:07:50,500 --> 00:07:51,920 那谁在那? 168 00:07:54,270 --> 00:07:58,150 到这里,我们终于可以揭示游戏名或Logo 169 00:07:58,150 --> 00:08:01,100 展示相关信息,比如平台和发行日期 170 00:08:01,100 --> 00:08:02,970 或者让大家买买买 171 00:08:02,970 --> 00:08:05,970 只不过别让观众陷入决策瘫痪 172 00:08:05,970 --> 00:08:09,100 让他们专注做一件事 173 00:08:09,100 --> 00:08:11,120 有时,还有第五步 174 00:08:11,120 --> 00:08:11,870 尾音 175 00:08:11,870 --> 00:08:14,620 一个额外笑话,一点特别演出 176 00:08:14,620 --> 00:08:17,100 或预告片结束后的挑逗 177 00:08:17,100 --> 00:08:20,370 毕竟,你想高调收场 178 00:08:27,500 --> 00:08:30,400 预告片的展现效果尤为重要 179 00:08:30,400 --> 00:08:32,000 这么短时间 180 00:08:32,000 --> 00:08:33,250 这么多快速镜头 181 00:08:33,250 --> 00:08:36,900 而第一印象又是你的一切时 182 00:08:36,900 --> 00:08:40,380 让每帧都有价值比以往更显重要 183 00:08:40,380 --> 00:08:43,620 最关键的是,让预告片一目了然 184 00:08:43,620 --> 00:08:45,450 这意味着减少杂乱 185 00:08:45,450 --> 00:08:49,020 让观众注意力聚焦于最重要的内容 186 00:08:49,020 --> 00:08:52,320 卢卡斯·波普可以这样展示《请出示文件》 187 00:08:52,320 --> 00:08:54,850 毕竟这就是游戏原貌 188 00:08:54,850 --> 00:08:56,300 三个不同窗口 189 00:08:56,300 --> 00:09:00,020 用大量信息噪音争夺你的注意力 190 00:09:00,020 --> 00:09:01,000 与此相反 191 00:09:01,000 --> 00:09:04,470 卢卡斯只裁出画面中他需要的部分 192 00:09:04,470 --> 00:09:05,770 移民队伍 193 00:09:05,770 --> 00:09:06,720 脸庞 194 00:09:06,720 --> 00:09:07,770 文件 195 00:09:07,770 --> 00:09:08,600 公章 196 00:09:08,600 --> 00:09:09,450 条例手册 197 00:09:09,450 --> 00:09:10,600 照片 198 00:09:11,020 --> 00:09:14,270 我们一般倾向于隐藏界面元素 199 00:09:14,270 --> 00:09:16,670 比如HUD和鼠标指针 200 00:09:16,670 --> 00:09:20,650 通过画面的裁剪、放大甚至修改 201 00:09:20,650 --> 00:09:22,620 来强调重要信息 202 00:09:22,620 --> 00:09:25,720 别让噪音干扰注意力 203 00:09:25,720 --> 00:09:28,850 清晰的镜头剪辑同样重要 204 00:09:28,850 --> 00:09:31,600 观众会去注视画面中某物 205 00:09:31,600 --> 00:09:33,300 通常是玩家角色 206 00:09:33,300 --> 00:09:34,650 但镜头切换时 207 00:09:34,650 --> 00:09:37,100 他们就得去找新的关注点 208 00:09:37,100 --> 00:09:39,450 既累人又浪费时间 209 00:09:39,450 --> 00:09:40,270 所以 210 00:09:40,270 --> 00:09:44,770 在镜头切换时,试着将关注点保持在相近区域 211 00:09:44,770 --> 00:09:48,220 除了可读性,预告片还得吸引人 212 00:09:48,220 --> 00:09:52,120 所以要考虑构图,运用各种技巧比如“三分法” 213 00:09:52,120 --> 00:09:53,700 壮丽的风景画 214 00:09:53,700 --> 00:09:56,550 跟踪摄影和英雄人物特写 215 00:09:56,550 --> 00:09:58,870 让游戏看着美轮美奂 216 00:09:58,870 --> 00:10:01,020 记住作为预告片制作人 217 00:10:01,020 --> 00:10:03,120 你不仅是导演和剪辑师 218 00:10:03,120 --> 00:10:04,920 你也是演员 219 00:10:04,920 --> 00:10:08,270 所以你希望展现行云流水的游戏过程 220 00:10:08,270 --> 00:10:11,800 德里克会把一个动作录上几十遍,例如 221 00:10:11,800 --> 00:10:13,570 在《看火人》里扔这瓶子 222 00:10:13,570 --> 00:10:15,820 以获得完美素材 223 00:10:15,820 --> 00:10:18,000 除非是强调永久死亡 224 00:10:18,000 --> 00:10:21,820 否则你都不会想在录像时受伤或死掉 225 00:10:21,820 --> 00:10:23,970 声音也很重要 226 00:10:23,970 --> 00:10:27,670 音乐应该正好烘托画面中的氛围 227 00:10:27,670 --> 00:10:31,370 所以有时作曲家会专门为预告片写首歌 228 00:10:31,370 --> 00:10:34,900 有时是按营销需求裁剪原声配乐 229 00:10:34,900 --> 00:10:37,850 有时整部预告片都围绕音乐来剪 230 00:10:37,850 --> 00:10:39,820 踏着节奏剪辑很有趣 231 00:10:39,820 --> 00:10:42,370 踏着节奏演出也一样 232 00:10:45,220 --> 00:10:46,910 另外别忘了音效 233 00:10:46,920 --> 00:10:48,050 M·约书亚说 234 00:10:48,050 --> 00:10:52,720 “玩家会通过声音来感受游戏,虽然他们可能并未察觉” 235 00:10:52,720 --> 00:10:56,250 “如果你播的预告片只有音乐没有音效” 236 00:10:56,250 --> 00:10:59,450 “它很有可能枯燥乏味” 237 00:10:59,450 --> 00:11:03,020 你也知道音效对游戏本身有多重要 238 00:11:03,020 --> 00:11:06,000 所以别在预告片中禁音 239 00:11:07,250 --> 00:11:09,550 我们来看看这一切的实践 240 00:11:09,550 --> 00:11:13,350 这是《美丽水世界》的预告片,作者德里克·刘 241 00:11:13,350 --> 00:11:17,020 我们先看到12秒高强度画面 242 00:11:17,020 --> 00:11:18,030 爆炸 243 00:11:18,030 --> 00:11:18,570 火焰 244 00:11:18,570 --> 00:11:19,950 解体的船只 245 00:11:19,950 --> 00:11:21,450 激烈的音乐 246 00:11:21,450 --> 00:11:23,170 快速的剪辑 247 00:11:26,020 --> 00:11:29,120 然后我们换挡:引子 248 00:11:33,370 --> 00:11:34,820 一切平静下来 249 00:11:34,820 --> 00:11:38,150 我们也看到玩游戏时实际做些什么 250 00:11:38,150 --> 00:11:40,570 我们跳入大海,四处游荡 251 00:11:40,570 --> 00:11:42,570 戳戳这个,造造那个 252 00:11:46,600 --> 00:11:48,450 过了一会,旁白响起 253 00:11:48,450 --> 00:11:51,550 听着像我们空降舱里的AI语音 254 00:11:51,550 --> 00:11:54,500 它巧妙地解释了游戏核心循环 255 00:11:56,320 --> 00:12:00,370 利用外星资源是种成熟的生存策略 256 00:12:00,370 --> 00:12:01,470 探索 257 00:12:01,470 --> 00:12:02,420 学习 258 00:12:02,420 --> 00:12:04,270 分类新物种 259 00:12:04,570 --> 00:12:06,570 保护食物和能源 260 00:12:06,570 --> 00:12:09,750 收集特殊现象的数据 261 00:12:10,050 --> 00:12:13,420 节奏开始慢慢升温 262 00:12:16,900 --> 00:12:21,050 音乐如泉涌,我们看到能在游戏里做多少事 263 00:12:21,050 --> 00:12:22,570 所有能造的东西 264 00:12:22,570 --> 00:12:25,170 所有试着干掉我们的生物 265 00:12:25,170 --> 00:12:26,720 深海巨骨 266 00:12:26,720 --> 00:12:28,370 还有:评价引用! 267 00:12:28,370 --> 00:12:30,450 如果有人赞美,炫耀吧 268 00:12:39,450 --> 00:12:41,320 然后到高潮 269 00:12:42,770 --> 00:12:43,870 不详的独白 270 00:12:43,870 --> 00:12:45,500 我们不该去那么深 271 00:12:45,500 --> 00:12:46,770 一处神秘建筑 272 00:12:49,270 --> 00:12:51,970 最后是游戏名和Logo 273 00:12:51,970 --> 00:12:52,900 喔! 274 00:12:52,900 --> 00:12:55,420 这预告片节奏拿捏得真好 275 00:12:55,420 --> 00:12:57,220 既解释了游戏怎么玩 276 00:12:57,220 --> 00:13:00,820 还留下未解之谜鼓舞你去亲身体验 277 00:13:00,820 --> 00:13:02,700 它有着多样化展示 278 00:13:02,700 --> 00:13:05,170 暗示游戏还有大量事物等你探索 279 00:13:05,170 --> 00:13:06,790 而《美丽水世界》的卖点 280 00:13:06,790 --> 00:13:11,870 关于你能打造大型建筑以在外星水下世界生存 281 00:13:11,870 --> 00:13:14,420 表达得非常清晰 282 00:13:14,420 --> 00:13:16,120 这预告片满分 283 00:13:17,320 --> 00:13:19,700 我想唯一还有顾虑的是 284 00:13:19,700 --> 00:13:22,270 如果你太依赖这套结构 285 00:13:22,270 --> 00:13:25,300 你的预告片会开始看着千篇一律 286 00:13:25,300 --> 00:13:27,100 于是又回到最初难题 287 00:13:27,100 --> 00:13:28,870 如何与众不同 288 00:13:28,870 --> 00:13:31,550 所以创造力和差异化很重要 289 00:13:31,550 --> 00:13:35,400 将上述结构作为参考,而非模板 290 00:13:35,400 --> 00:13:36,420 比方说 291 00:13:36,420 --> 00:13:39,020 看看《异星工厂》的精彩预告片 292 00:13:39,020 --> 00:13:41,000 它仍然展示了游戏卖点 293 00:13:41,000 --> 00:13:42,670 演示了游戏玩法 294 00:13:42,670 --> 00:13:45,220 也让画面情绪不断升温 295 00:13:45,220 --> 00:13:48,500 但它是用一个连续镜头做到的 296 00:13:50,370 --> 00:13:52,800 如果有疑虑,请个专家吧 297 00:13:52,800 --> 00:13:57,070 我在视频简介附上了所有预告片王牌制作人的网站链接 298 00:13:57,070 --> 00:14:01,470 以及各种额外资源,比如怎样录制高质量素材 299 00:14:01,470 --> 00:14:05,570 如何运用ESRB和PEGI标志等等 300 00:14:08,670 --> 00:14:10,320 嘿,感谢收看! 301 00:14:10,320 --> 00:14:13,820 显然本期节目与游戏设计无关 302 00:14:13,820 --> 00:14:19,900 但对于涉足独立游戏开发可怕世界的人们来说一样超级重要 303 00:14:19,900 --> 00:14:25,120 我想现在我该按前面总结的那样,怂恿你做些什么 304 00:14:25,120 --> 00:14:27,720 所以,这次我想让你… 305 00:14:27,720 --> 00:14:30,120 过个愉快的一天 306 00:14:30,120 --> 00:14:31,220 好,拜拜