1 00:00:04,300 --> 00:00:05,370 每年12月 2 00:00:05,370 --> 00:00:07,570 我最后一期节目 3 00:00:07,570 --> 00:00:12,770 都会选一款我玩过的年度最佳创新游戏 4 00:00:12,770 --> 00:00:17,100 前几年我选择了视频侦探剧《她的故事》 5 00:00:17,100 --> 00:00:20,050 诡异聊天机器人《Event[0]》 6 00:00:20,050 --> 00:00:22,420 蛇行模拟器《蛇道》 7 00:00:22,420 --> 00:00:26,170 以及时间倒流凶杀解谜《奥伯拉丁的回归》 8 00:00:26,170 --> 00:00:28,800 它们带来我从未见过的玩法 9 00:00:28,800 --> 00:00:32,620 无论创意和效果都令人印象深刻 10 00:00:32,620 --> 00:00:35,850 它们可能没法成为年度最佳游戏 11 00:00:35,850 --> 00:00:38,600 但说到立意新奇、实现出色 12 00:00:38,600 --> 00:00:40,870 我绝对会推荐它们 13 00:00:41,270 --> 00:00:44,620 其实我今年有许多游戏可选 14 00:00:44,620 --> 00:00:48,250 比如无战斗RPG《极乐迪斯科》 15 00:00:48,250 --> 00:00:51,250 滑稽整人游戏《鹅作剧》 16 00:00:51,250 --> 00:00:54,020 科幻考古游戏《星际拓荒》 17 00:00:54,020 --> 00:00:57,670 以及另一款科幻考古游戏《天堂之穹》 18 00:00:57,670 --> 00:00:58,870 但今年 19 00:00:58,870 --> 00:01:02,370 没什么能企及这款烧脑益智解谜 20 00:01:02,370 --> 00:01:03,770 《巴巴是你》 21 00:01:05,800 --> 00:01:06,520 那么 22 00:01:06,520 --> 00:01:07,470 乍一看 23 00:01:07,470 --> 00:01:09,170 游戏挺简单的 24 00:01:09,170 --> 00:01:11,550 你四处走动、移动障碍 25 00:01:11,550 --> 00:01:14,870 看着就像“推箱子”解谜的衍生 26 00:01:14,870 --> 00:01:17,070 源自日本经典游戏 27 00:01:17,070 --> 00:01:18,620 《仓库番》 28 00:01:18,620 --> 00:01:21,100 但接着游戏就有点奇怪了 29 00:01:21,100 --> 00:01:22,020 每一关 30 00:01:22,020 --> 00:01:25,640 游戏规则就是屏幕上的简单句子 31 00:01:25,640 --> 00:01:27,270 比如“Baba Is You” 32 00:01:27,270 --> 00:01:30,620 是指你控制着这只白色小不点“巴巴” 33 00:01:30,620 --> 00:01:32,350 34 00:01:32,350 --> 00:01:34,600 是指你不能穿过墙壁 35 00:01:34,600 --> 00:01:37,450 “Rock Is Push”是指你能推动石头 36 00:01:37,450 --> 00:01:38,900 而“Flag Is Win” 37 00:01:38,900 --> 00:01:41,470 是指碰到旗帜就通关 38 00:01:42,120 --> 00:01:44,050 然后关键来了 39 00:01:44,050 --> 00:01:46,270 这些规则本身 40 00:01:46,270 --> 00:01:48,050 也是能被移动的箱子 41 00:01:48,050 --> 00:01:51,400 你可以打破已有的关卡逻辑 42 00:01:51,400 --> 00:01:55,100 通过改写规则创造全新玩法 43 00:01:55,100 --> 00:01:58,570 比如推开“Wall Is Stop”的“Stop” 44 00:01:55,100 --> 00:01:58,570 (“遇墙即停”的“停”) 45 00:01:58,570 --> 00:02:01,030 你就能穿过墙壁 46 00:02:01,030 --> 00:02:04,250 把“Flag Is Win”变成“Rock Is Win” 47 00:02:04,250 --> 00:02:06,400 石头就成了通关目标 48 00:02:06,400 --> 00:02:08,270 要是把“Rock”推到这 49 00:02:06,400 --> 00:02:08,270 (“石头是你”) 50 00:02:08,270 --> 00:02:12,500 游戏主角就变成一块褐色小石头 51 00:02:12,500 --> 00:02:13,500 有趣 52 00:02:13,500 --> 00:02:15,850 所以在200多关中 53 00:02:15,850 --> 00:02:18,770 解法通常不是直奔目标 54 00:02:18,770 --> 00:02:21,220 而是改写游戏规则 55 00:02:21,220 --> 00:02:24,850 直到目标变得唾手可及 56 00:02:24,850 --> 00:02:26,870 这过程脑洞无限 57 00:02:26,870 --> 00:02:28,250 惊喜无穷 58 00:02:28,250 --> 00:02:30,320 虽难,但远非不可能 59 00:02:30,320 --> 00:02:35,470 每一关都是启发之旅,伴随令人满足的顿悟 60 00:02:35,470 --> 00:02:37,010 如果你还没玩过 61 00:02:37,010 --> 00:02:39,300 现在就暂停视频 62 00:02:39,300 --> 00:02:41,550 去Steam或Switch eShop 63 00:02:41,550 --> 00:02:42,840 买来试试 64 00:02:42,840 --> 00:02:44,550 希望你会喜欢 65 00:02:44,550 --> 00:02:46,620 但玩完后记得回来 66 00:02:46,620 --> 00:02:50,500 我们会聊聊这些烧脑谜题是如何设计的 67 00:02:51,970 --> 00:02:56,920 《巴巴是你》是芬兰独立开发者Arvi Teikari的智慧结晶 68 00:02:56,920 --> 00:02:58,870 他4月回邮件告诉我 69 00:02:58,870 --> 00:03:03,870 游戏点子源自2017年的北欧Game Jam 70 00:03:03,870 --> 00:03:06,270 当时主题是“Not There(不在那)” 71 00:03:06,270 --> 00:03:10,850 “Not”一词让他想到编程语言里的逻辑运算符 72 00:03:10,850 --> 00:03:14,100 结合推箱子解谜玩法,如《蛇鹈鸟》 73 00:03:14,100 --> 00:03:15,600 和《史蒂芬的香肠卷》 74 00:03:15,600 --> 00:03:21,030 他想到了“冰不会在岩浆里融化”的画面 75 00:03:21,030 --> 00:03:24,050 “因为有命题‘冰不融化’” 76 00:03:24,050 --> 00:03:28,370 这款简陋的游戏原型最终赢得冠军 77 00:03:28,370 --> 00:03:30,120 因为反响热烈 78 00:03:30,120 --> 00:03:33,270 Teikari决定把这款不成熟的参赛作品 79 00:03:33,270 --> 00:03:35,570 做成完整的商业产品 80 00:03:35,570 --> 00:03:36,520 两年后 81 00:03:36,520 --> 00:03:41,550 他为玩家带来了219个精妙绝伦的关卡挑战 82 00:03:41,550 --> 00:03:43,620 那么说到底 83 00:03:43,620 --> 00:03:46,050 《巴巴是你》的关卡是如何设计? 84 00:03:46,670 --> 00:03:47,620 首先 85 00:03:47,620 --> 00:03:52,050 Teikari基于游戏世界丰富的语法规则 86 00:03:52,050 --> 00:03:56,100 想出一个有趣的交互或场景 87 00:03:56,100 --> 00:03:57,350 比如“Pull(拖)” 88 00:03:57,350 --> 00:04:01,500 就让他想到Keke拖着钥匙穿过湖面 89 00:03:57,350 --> 00:04:01,500 (Keke是粉红小人) 90 00:04:01,500 --> 00:04:04,320 比如“Tele(传送)”不一定传送物体 91 00:04:04,320 --> 00:04:07,670 而是用来传送词语改变规则 92 00:04:07,670 --> 00:04:09,100 而“Has(拥有)” 93 00:04:09,100 --> 00:04:13,150 则带来这关:每次Keke死亡就掉落木箱 94 00:04:13,150 --> 00:04:16,000 而木箱又会立刻变成Keke 95 00:04:16,000 --> 00:04:16,750 厉害 96 00:04:17,050 --> 00:04:20,320 在今年巴塞罗那Gamelab Conference上 97 00:04:20,320 --> 00:04:21,420 Teikari说 98 00:04:21,420 --> 00:04:25,220 如果我觉得“嘿,这点子做进关卡很酷” 99 00:04:25,220 --> 00:04:26,770 我就会琢磨 100 00:04:26,770 --> 00:04:28,850 关卡要做成什么样 101 00:04:28,850 --> 00:04:31,570 才能让玩家游玩时 102 00:04:31,570 --> 00:04:34,100 必须用到那个点子 103 00:04:34,100 --> 00:04:38,050 这就是游戏内核最令人着迷的矛盾之美 104 00:04:38,050 --> 00:04:38,550 因为 105 00:04:38,550 --> 00:04:42,600 虽然它看似提供数不清的通关可能 106 00:04:42,600 --> 00:04:46,350 谜题的精髓却在于“你不能做什么” 107 00:04:46,350 --> 00:04:50,470 因为做个“开放式解谜游戏”只是听着不错 108 00:04:50,470 --> 00:04:52,300 玩起来却太简单 109 00:04:52,300 --> 00:04:53,450 如《涂鸦冒险家》 110 00:04:53,450 --> 00:04:57,500 一半关卡都能输入“jetpack(喷气书包)”通关 111 00:04:57,500 --> 00:05:00,570 所以设计师需要约束玩家 112 00:05:00,570 --> 00:05:02,470 限制玩家 113 00:05:02,470 --> 00:05:03,770 在游戏中 114 00:05:03,770 --> 00:05:07,220 这些限制体现于关卡词汇的选择 115 00:05:07,220 --> 00:05:09,470 某些语句被推到墙角 116 00:05:09,470 --> 00:05:11,050 或被障碍围住 117 00:05:11,050 --> 00:05:14,000 以及限制你行动的幽闭迷宫阵 118 00:05:14,000 --> 00:05:15,900 借助这些限制 119 00:05:15,900 --> 00:05:18,300 设计师就能屏蔽简单解法 120 00:05:18,300 --> 00:05:22,000 逼你找到揭开谜底的关键步骤 121 00:05:22,000 --> 00:05:25,000 Teikari称之为“逆向工程” 122 00:05:25,000 --> 00:05:27,120 就是从谜底出发 123 00:05:27,120 --> 00:05:28,520 然后往前推 124 00:05:28,520 --> 00:05:30,100 加入限制 125 00:05:30,100 --> 00:05:32,250 并造就一道谜题 126 00:05:32,250 --> 00:05:33,450 举个例子 127 00:05:33,450 --> 00:05:36,350 请看关卡“Baba Doesn't Respond” 128 00:05:36,350 --> 00:05:38,600 这关你扮演Keke 129 00:05:38,600 --> 00:05:42,770 解法是用两条传送带帮移动的巴巴转向 130 00:05:42,770 --> 00:05:46,150 那设计师是怎样逼你想到的? 131 00:05:46,150 --> 00:05:46,720 好 132 00:05:46,720 --> 00:05:51,970 首先用墙壁和上锁的门隔开Keke与旗帜 133 00:05:51,970 --> 00:05:55,850 然后加条规则,如“Door Is Shut And Open(门关上又打开)” 134 00:05:55,850 --> 00:05:57,820 我们把“Shut”推进去 135 00:05:57,820 --> 00:05:59,950 就能去旗帜那了 136 00:06:03,720 --> 00:06:05,920 但如果在这放芦苇 137 00:06:05,920 --> 00:06:11,450 触发第一条规则会让“Reed Is Defeat(芦苇即失败)”同时成立 138 00:06:11,450 --> 00:06:13,950 Keke就会突然受困 139 00:06:14,400 --> 00:06:18,220 所以门开了你也过不去 140 00:06:18,220 --> 00:06:18,820 唔 141 00:06:18,820 --> 00:06:20,750 有意思 142 00:06:20,750 --> 00:06:25,900 这时,玩家应该想到他们得先让Keke站在这个位置 143 00:06:25,900 --> 00:06:27,550 再去触发规则 144 00:06:27,550 --> 00:06:31,720 所以他们要想:如何从远处触发规则 145 00:06:31,720 --> 00:06:33,870 答案是:巴巴会移动 146 00:06:33,870 --> 00:06:37,670 但关卡可能太简单:如果把巴巴放这 147 00:06:37,670 --> 00:06:39,250 组成“Baba Is Move” 148 00:06:39,250 --> 00:06:40,800 右移到门与芦苇间 149 00:06:40,800 --> 00:06:43,650 等巴巴把“Shut”推进去 150 00:06:44,170 --> 00:06:46,750 所以,得加些限制 151 00:06:46,750 --> 00:06:50,470 这个树篱意味着巴巴只有很短的助跑距离 152 00:06:50,470 --> 00:06:53,920 然后把“Move(移动)”放角落,意味着它不能… 153 00:06:53,920 --> 00:06:54,770 呃,移动 154 00:06:54,770 --> 00:06:56,770 因此“Baba Is Move” 155 00:06:56,770 --> 00:07:00,000 必须在屏幕左下角组装 156 00:07:00,000 --> 00:07:04,150 这两点让玩家无法在拼出“Baba Is Move”后 157 00:07:04,150 --> 00:07:06,220 及时走到那个关键位置 158 00:07:06,220 --> 00:07:10,600 因为Keke到那之前,巴巴早已激活“Read is Defeat(芦苇即失败)” 159 00:07:10,600 --> 00:07:11,420 所以 160 00:07:11,420 --> 00:07:15,900 你必须用传送带为巴巴创建一条更长的助跑路径 161 00:07:15,900 --> 00:07:17,100 即《咻咻火箭》模式 162 00:07:15,900 --> 00:07:17,100 (世嘉1999年在Dreamcast上推出的益智游戏) 163 00:07:17,100 --> 00:07:19,650 先给你足够时间穿越地图 164 00:07:19,650 --> 00:07:22,220 再让巴巴触发规则改变 165 00:07:22,220 --> 00:07:25,370 最后就是为关卡加点装饰 166 00:07:25,370 --> 00:07:27,870 还有些元素用于限制玩家行动 167 00:07:27,870 --> 00:07:30,170 或防止意外解法 168 00:07:30,170 --> 00:07:32,800 不过,很多意外解法会被保留 169 00:07:32,800 --> 00:07:35,920 前提是不破坏核心解法 170 00:07:38,950 --> 00:07:40,370 所以如你所见 171 00:07:40,370 --> 00:07:43,120 谜题的解法其实很简单 172 00:07:43,120 --> 00:07:46,470 但通过把谜底藏在一系列障碍之后 173 00:07:46,470 --> 00:07:48,570 我们看到了这种有趣现象 174 00:07:48,570 --> 00:07:51,170 Teikari从谜底逆流而上 175 00:07:51,170 --> 00:07:54,650 一步步关上门,直到做出开局的迷面 176 00:07:54,650 --> 00:07:57,570 然后玩家反向行动 177 00:07:57,570 --> 00:08:01,270 他们打开一扇扇门,直到揭开谜底 178 00:08:01,270 --> 00:08:03,650 通过这种设计方式 179 00:08:03,650 --> 00:08:07,500 玩家其实是被诱导着找到答案的 180 00:08:07,500 --> 00:08:11,650 每关都由一些看似无解的小障碍组成 181 00:08:11,650 --> 00:08:16,050 迫使玩家从不同角度、用更富创意的方式去思考 182 00:08:16,050 --> 00:08:18,620 这些小障碍一环扣一环 183 00:08:18,620 --> 00:08:21,550 铺就一条指向谜底的路 184 00:08:21,550 --> 00:08:24,020 请看我最喜欢的一关 185 00:08:24,020 --> 00:08:25,250 186 00:08:25,250 --> 00:08:29,580 这一关,你要把“Win”从池塘里推出来 187 00:08:29,580 --> 00:08:31,650 水能“Shut(关闭)” 188 00:08:31,650 --> 00:08:33,900 巴巴能“Open(打开)” 189 00:08:33,900 --> 00:08:37,220 意味着你可以走进水里打开口子 190 00:08:37,220 --> 00:08:39,550 但巴巴会一命呜呼 191 00:08:39,550 --> 00:08:42,550 所以,只能另想办法 192 00:08:42,550 --> 00:08:44,000 我们还有两个词 193 00:08:44,000 --> 00:08:45,450 “Key(钥匙)”和“Flag(旗帜)” 194 00:08:45,450 --> 00:08:47,350 可以组成“Key Is Open(钥匙能打开)” 195 00:08:47,350 --> 00:08:49,020 但因为缺动词“Push(推)” 196 00:08:49,020 --> 00:08:50,910 钥匙动不了 197 00:08:50,910 --> 00:08:53,850 移动钥匙的唯一办法是组成“Key Is You(钥匙是你)” 198 00:08:53,850 --> 00:08:55,570 但后果跟刚才一样 199 00:08:55,570 --> 00:08:58,220 你一碰水就完蛋 200 00:08:59,570 --> 00:09:01,620 这时如果你能想到 201 00:09:01,620 --> 00:09:02,420 “好吧” 202 00:09:02,420 --> 00:09:05,920 “或许我得同时是钥匙和巴巴” 203 00:09:05,920 --> 00:09:06,420 “因为” 204 00:09:06,420 --> 00:09:09,470 “其中一个死了,我还能控制另一个” 205 00:09:09,470 --> 00:09:10,150 但可惜 206 00:09:10,150 --> 00:09:13,010 这里没有足够的词语组句 207 00:09:13,010 --> 00:09:13,720 然而 208 00:09:13,720 --> 00:09:16,420 经过一系列的逻辑跳跃思考 209 00:09:16,420 --> 00:09:18,820 你会发现只有一个可行办法: 210 00:09:18,820 --> 00:09:20,800 组合“Flag Is Key(旗帜是钥匙)” 211 00:09:20,800 --> 00:09:22,170 你得到两条钥匙 212 00:09:22,170 --> 00:09:24,300 接着组合“Key Is You(钥匙是你)” 213 00:09:24,300 --> 00:09:25,820 你就能控制两者 214 00:09:25,820 --> 00:09:28,220 牺牲一条在水里开个口 215 00:09:28,220 --> 00:09:31,020 然后用剩下那条通关 216 00:09:33,870 --> 00:09:35,800 这实在很妙 217 00:09:35,800 --> 00:09:37,570 这关卡布局 218 00:09:37,570 --> 00:09:40,520 让人很自然地想到解谜关键: 219 00:09:40,520 --> 00:09:41,900 我们要去开口子 220 00:09:41,900 --> 00:09:45,050 但又不能因此消灭自己 221 00:09:45,050 --> 00:09:49,020 所以我们走上了寻找答案的正道 222 00:09:49,020 --> 00:09:51,600 最终迎来顿悟一刻 223 00:09:52,470 --> 00:09:55,300 如果这是你在游戏里玩的第一关 224 00:09:55,300 --> 00:09:56,870 我觉得你会… 225 00:09:56,870 --> 00:09:58,220 一脸懵逼 226 00:09:58,220 --> 00:10:03,070 但幸运的是,你对《巴巴是你》的认识会随着关卡进行 227 00:10:03,070 --> 00:10:05,600 而不断加深 228 00:10:05,600 --> 00:10:09,070 “Tiny Pond”脱胎于关卡“Jelly Throne” 229 00:10:09,070 --> 00:10:11,800 后者教会你同时控制两个角色 230 00:10:11,800 --> 00:10:16,450 “Tiny Pond”的解法又会在“Unreachable Shores”复现 231 00:10:16,450 --> 00:10:18,400 你要牺牲一个Keke 232 00:10:18,400 --> 00:10:20,600 让幸存的Keke前进 233 00:10:20,600 --> 00:10:23,820 这种学习过程从游戏第零关就开始了 234 00:10:23,820 --> 00:10:27,150 虽然《巴巴是你》是个相当复杂的解谜游戏 235 00:10:27,150 --> 00:10:29,470 其中也没有专门教程 236 00:10:29,470 --> 00:10:34,550 但游戏最初几关却润物细无声地 237 00:10:34,550 --> 00:10:37,600 用关卡解法传授游戏机制 238 00:10:37,600 --> 00:10:40,600 第一关,你被困于一个小盒子 239 00:10:40,600 --> 00:10:42,050 脱困的唯一办法 240 00:10:42,050 --> 00:10:44,670 就是拆开“Wall is Stop(遇墙即停)” 241 00:10:44,670 --> 00:10:47,320 让墙壁不再挡路 242 00:10:47,320 --> 00:10:51,450 接着,组合出“Flag is Win(旗帜即赢)”就能通关 243 00:10:51,450 --> 00:10:53,920 拆解和组合语句 244 00:10:53,920 --> 00:10:56,870 游戏最基本的两个概念 245 00:10:56,870 --> 00:10:59,600 第二关布局完全一样 246 00:10:59,600 --> 00:11:01,450 但一切都错乱了 247 00:11:01,450 --> 00:11:02,900 你是一堵墙 248 00:11:02,900 --> 00:11:04,550 被旗帜挡住了 249 00:11:04,550 --> 00:11:06,520 巴巴不见踪影 250 00:11:06,520 --> 00:11:10,700 这是告诉玩家,游戏中的元素没有固定含义 251 00:11:10,700 --> 00:11:13,520 只有在规则中才被赋予意义 252 00:11:13,520 --> 00:11:16,600 这类引导贯穿游戏最初几关 253 00:11:16,600 --> 00:11:21,620 它通过解法向玩家展示之后会用到的基本概念 254 00:11:21,620 --> 00:11:26,200 这里的“Lava Is Push(岩浆能被推)”覆盖了“Lava Is Hot(岩浆是热的)” 255 00:11:26,200 --> 00:11:30,730 而这里,我们则学会用“Is”连接两个语句 256 00:11:30,730 --> 00:11:32,650 只要摆成十字即可 257 00:11:32,650 --> 00:11:37,400 游戏会继续在冒险过程中引入新点子和新概念 258 00:11:37,400 --> 00:11:39,670 而每回抛出新概念 259 00:11:39,670 --> 00:11:41,320 如连接词“And” 260 00:11:41,320 --> 00:11:43,400 或“Open”与“Shut” 261 00:11:43,400 --> 00:11:45,350 你都会迎来教学关 262 00:11:45,350 --> 00:11:48,050 为你清晰展示机制 263 00:11:48,050 --> 00:11:51,770 我问Teikari怎么做出这些教学关 264 00:11:51,770 --> 00:11:52,500 他说 265 00:11:52,500 --> 00:11:56,790 “如果我遍历元素间全部有意义的交互后” 266 00:11:56,790 --> 00:11:59,020 “某些关卡的解谜关键” 267 00:11:59,020 --> 00:12:03,700 “聚焦于一个特定元素的基础功能” 268 00:12:03,700 --> 00:12:06,020 “那它就会被放在章节开头” 269 00:12:06,020 --> 00:12:08,800 “作为后续关卡的教学” 270 00:12:09,770 --> 00:12:14,670 虽然《巴巴是你》会让你在每关刚上手时抓耳挠腮 271 00:12:14,670 --> 00:12:16,970 通关后又沾沾自喜 272 00:12:16,970 --> 00:12:21,710 但Teikari真正想营造的却是惊喜与欢笑的时刻 273 00:12:21,710 --> 00:12:24,620 哈哈哈… 274 00:12:24,620 --> 00:12:28,020 这里没规定“遇墙即停” 275 00:12:28,020 --> 00:12:30,070 哈哈哈… 276 00:12:30,070 --> 00:12:33,750 我傻不拉唧地把自己困在这小框里 277 00:12:33,750 --> 00:12:35,470 太不应该了 278 00:12:35,470 --> 00:12:37,500 你肯定也试过这样 279 00:12:37,500 --> 00:12:40,820 带着自己的惯性思维去玩 280 00:12:40,820 --> 00:12:42,350 以这关为例 281 00:12:42,350 --> 00:12:45,350 大多数玩家以为要打开的是门 282 00:12:45,350 --> 00:12:48,400 其实要打开的是墙 283 00:12:48,400 --> 00:12:52,720 游戏还有一些超脱基础设定的脑洞 284 00:12:52,720 --> 00:12:57,200 如“Empty”允许你控制或填补关卡空白的地方 285 00:12:57,200 --> 00:13:00,320 “Make”允许你边移动边制造物体 286 00:13:00,330 --> 00:13:04,450 “More”允许你复制钥匙,直到它们填满区域 287 00:13:04,450 --> 00:13:07,100 正如游戏最初的点子 288 00:13:04,450 --> 00:13:07,100 (“Ice Is Not Melt 冰不融化”) 289 00:13:07,100 --> 00:13:10,480 “Not”置于句子开头表示否定 290 00:13:10,480 --> 00:13:14,470 此外,为了充分挖掘每种交互可能 291 00:13:14,470 --> 00:13:18,650 (这跟乔纳森·布洛的《时空幻境》设计哲学类似) 292 00:13:18,650 --> 00:13:20,970 Teikari把“Text”加入词库 293 00:13:20,970 --> 00:13:23,770 允许你用规则来操纵“规则” 294 00:13:23,770 --> 00:13:26,120 引入“Level”后 295 00:13:26,120 --> 00:13:28,420 你不但能移动整个屏幕 296 00:13:28,420 --> 00:13:30,150 还能跳出关卡 297 00:13:30,150 --> 00:13:36,000 在地图页到处蹦跶,用元游戏的方式探索游戏底层逻辑 298 00:13:36,000 --> 00:13:38,700 当然,还有很多点子被砍掉了 299 00:13:38,700 --> 00:13:40,170 Teikari说词语“Stick” 300 00:13:40,170 --> 00:13:41,950 能把物体粘在一起 301 00:13:41,950 --> 00:13:45,220 删除它是因为会产生噩梦般的编程问题 302 00:13:45,220 --> 00:13:48,320 “Safe”能让物体变得无敌 303 00:13:48,320 --> 00:13:52,600 因为用法模糊且无趣也被砍掉了 304 00:13:52,600 --> 00:13:56,550 但在我看来,并非所有入选的游戏元素都无懈可击 305 00:13:56,550 --> 00:13:58,920 有一关你要把Keke困在词语下方 306 00:13:58,920 --> 00:14:00,700 然后把词语推出来 307 00:14:00,700 --> 00:14:02,550 又困难又费解 308 00:14:02,550 --> 00:14:04,870 “Swap(交换)”与“Tele(传送)”类似 309 00:14:04,870 --> 00:14:06,020 却没那么酷 310 00:14:06,020 --> 00:14:08,070 不过游戏有200多关 311 00:14:08,070 --> 00:14:11,150 玩家无法参透一小部分关卡也很正常 312 00:14:11,150 --> 00:14:15,450 但Teikari找来一大批游戏测试员提供关卡反馈 313 00:14:15,450 --> 00:14:17,350 挖掘其它解法 314 00:14:17,350 --> 00:14:21,270 “非常感谢测试人员为游戏所做的一切”,他说 315 00:14:21,270 --> 00:14:23,000 不看不知道,这群测试员 316 00:14:23,000 --> 00:14:25,450 都是旗鼓相当的谜题大师 317 00:14:25,450 --> 00:14:27,900 这些开发者来自《Ending》 318 00:14:27,900 --> 00:14:29,820 《雪人难堆》 319 00:14:29,820 --> 00:14:31,450 《推管天国》 320 00:14:31,450 --> 00:14:32,620 《白色深渊》 321 00:14:32,620 --> 00:14:33,400 322 00:14:33,400 --> 00:14:34,720 和《见证者》 323 00:14:37,420 --> 00:14:40,120 《巴巴是你》是款惊喜、搞笑 324 00:14:40,120 --> 00:14:42,620 令人绞尽脑汁的游戏 325 00:14:42,620 --> 00:14:46,070 它本可能会因难度太高 326 00:14:46,070 --> 00:14:47,820 深奥难懂 327 00:14:47,820 --> 00:14:50,800 或谜题设计糟糕而失败 328 00:14:50,800 --> 00:14:54,550 但Teikari证明了自己是个谜题设计大师 329 00:14:54,550 --> 00:14:58,850 他一步步巧妙地教会你复杂机制 330 00:14:58,850 --> 00:15:00,700 让人人都能上手 331 00:15:00,700 --> 00:15:02,670 借助“逆向工程” 332 00:15:02,670 --> 00:15:05,870 他把解谜诀窍藏于层层障碍之后 333 00:15:05,870 --> 00:15:08,550 但那绝不是转移视线的无聊伎俩 334 00:15:08,550 --> 00:15:12,200 而是引导玩家深入谜题核心的精彩手段 335 00:15:12,200 --> 00:15:16,120 而且Teikari热爱惊喜趣味胜于困难折磨 336 00:15:16,120 --> 00:15:18,170 希望游戏带给你欢乐 337 00:15:18,170 --> 00:15:20,270 远多于沮丧 338 00:15:20,270 --> 00:15:22,720 这款杰出的解谜游戏 339 00:15:22,720 --> 00:15:25,870 立意新奇,实现完美 340 00:15:25,870 --> 00:15:28,850 是当之无愧的年度创新 341 00:15:31,400 --> 00:15:33,650 嘿,感谢收看! 342 00:15:33,650 --> 00:15:37,500 我想说,感谢大家今年对我的支持 343 00:15:37,500 --> 00:15:39,500 我为自己的成果而自豪 344 00:15:39,500 --> 00:15:42,120 你们的支持意义重大 345 00:15:42,120 --> 00:15:45,170 我已经想到一大堆2020年的节目点子 346 00:15:45,170 --> 00:15:46,900 但现在先休息下 347 00:15:46,900 --> 00:15:49,220 祝大家圣诞快乐 348 00:15:49,220 --> 00:15:51,920 我们新年见