WEBVTT 00:00:04.300 --> 00:00:05.370 每年12月 00:00:05.370 --> 00:00:07.570 我最后一期节目 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 00:00:12.770 --> 00:00:17.100 前几年我选择了视频侦探剧《她的故事》 00:00:17.100 --> 00:00:20.050 诡异聊天机器人《Event[0]》 00:00:20.050 --> 00:00:22.420 蛇行模拟器《蛇道》 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》 00:00:26.170 --> 00:00:28.800 它们带来我从未见过的玩法 00:00:28.800 --> 00:00:32.620 无论创意和效果都令人印象深刻 00:00:32.620 --> 00:00:35.850 它们可能没法成为年度最佳游戏 00:00:35.850 --> 00:00:38.600 但说到立意新奇、实现出色 00:00:38.600 --> 00:00:40.870 我绝对会推荐它们 00:00:41.270 --> 00:00:44.620 其实我今年有许多游戏可选 00:00:44.620 --> 00:00:48.250 比如无战斗RPG《极乐迪斯科》 00:00:48.250 --> 00:00:51.250 滑稽整人游戏《鹅作剧》 00:00:51.250 --> 00:00:54.020 科幻考古游戏《星际拓荒》 00:00:54.020 --> 00:00:57.670 以及另一款科幻考古游戏《天堂之穹》 00:00:57.670 --> 00:00:58.870 但今年 00:00:58.870 --> 00:01:02.370 没什么能企及这款烧脑益智解谜 00:01:02.370 --> 00:01:03.770 《巴巴是你》 00:01:05.800 --> 00:01:06.520 那么 00:01:06.520 --> 00:01:07.470 乍一看 00:01:07.470 --> 00:01:09.170 游戏挺简单的 00:01:09.170 --> 00:01:11.550 你四处走动、移动障碍 00:01:11.550 --> 00:01:14.870 看着就像“推箱子”解谜的衍生 00:01:14.870 --> 00:01:17.070 源自日本经典游戏 00:01:17.070 --> 00:01:18.620 《仓库番》 00:01:18.620 --> 00:01:21.100 但接着游戏就有点奇怪了 00:01:21.100 --> 00:01:22.020 每一关 00:01:22.020 --> 00:01:25.640 游戏规则就是屏幕上的简单句子 00:01:25.640 --> 00:01:27.270 比如“Baba Is You” 00:01:27.270 --> 00:01:30.620 是指你控制着这只白色小不点“巴巴” 00:01:30.620 --> 00:01:32.350 00:01:32.350 --> 00:01:34.600 是指你不能穿过墙壁 00:01:34.600 --> 00:01:37.450 “Rock Is Push”是指你能推动石头 00:01:37.450 --> 00:01:38.900 而“Flag Is Win” 00:01:38.900 --> 00:01:41.470 是指碰到旗帜就通关 00:01:42.120 --> 00:01:44.050 然后关键来了 00:01:44.050 --> 00:01:46.270 这些规则本身 00:01:46.270 --> 00:01:48.050 也是能被移动的箱子 00:01:48.050 --> 00:01:51.400 你可以打破已有的关卡逻辑 00:01:51.400 --> 00:01:55.100 通过改写规则创造全新玩法 00:01:55.100 --> 00:01:58.570 比如推开“Wall Is Stop”的“Stop” 00:01:55.100 --> 00:01:58.570 (“遇墙即停”的“停”) 00:01:58.570 --> 00:02:01.030 你就能穿过墙壁 00:02:01.030 --> 00:02:04.250 把“Flag Is Win”变成“Rock Is Win” 00:02:04.250 --> 00:02:06.400 石头就成了通关目标 00:02:06.400 --> 00:02:08.270 要是把“Rock”推到这 00:02:06.400 --> 00:02:08.270 (“石头是你”) 00:02:08.270 --> 00:02:12.500 游戏主角就变成一块褐色小石头 00:02:12.500 --> 00:02:13.500 有趣 00:02:13.500 --> 00:02:15.850 所以在200多关中 00:02:15.850 --> 00:02:18.770 解法通常不是直奔目标 00:02:18.770 --> 00:02:21.220 而是改写游戏规则 00:02:21.220 --> 00:02:24.850 直到目标变得唾手可及 00:02:24.850 --> 00:02:26.870 这过程脑洞无限 00:02:26.870 --> 00:02:28.250 惊喜无穷 00:02:28.250 --> 00:02:30.320 虽难,但远非不可能 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 00:02:35.470 --> 00:02:37.010 如果你还没玩过 00:02:37.010 --> 00:02:39.300 现在就暂停视频 00:02:39.300 --> 00:02:41.550 去Steam或Switch eShop 00:02:41.550 --> 00:02:42.840 买来试试 00:02:42.840 --> 00:02:44.550 希望你会喜欢 00:02:44.550 --> 00:02:46.620 但玩完后记得回来 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 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 00:02:56.920 --> 00:02:58.870 他4月回邮件告诉我 00:02:58.870 --> 00:03:03.870 游戏点子源自2017年的北欧Game Jam 00:03:03.870 --> 00:03:06.270 当时主题是“Not There(不在那)” 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 00:03:10.850 --> 00:03:14.100 结合推箱子解谜玩法,如《蛇鹈鸟》 00:03:14.100 --> 00:03:15.600 和《史蒂芬的香肠卷》 00:03:15.600 --> 00:03:21.030 他想到了“冰不会在岩浆里融化”的画面 00:03:21.030 --> 00:03:24.050 “因为有命题‘冰不融化’” 00:03:24.050 --> 00:03:28.370 这款简陋的游戏原型最终赢得冠军 00:03:28.370 --> 00:03:30.120 因为反响热烈 00:03:30.120 --> 00:03:33.270 Teikari决定把这款不成熟的参赛作品 00:03:33.270 --> 00:03:35.570 做成完整的商业产品 00:03:35.570 --> 00:03:36.520 两年后 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 00:03:41.550 --> 00:03:43.620 那么说到底 00:03:43.620 --> 00:03:46.050 《巴巴是你》的关卡是如何设计? 00:03:46.670 --> 00:03:47.620 首先 00:03:47.620 --> 00:03:52.050 Teikari基于游戏世界丰富的语法规则 00:03:52.050 --> 00:03:56.100 想出一个有趣的交互或场景 00:03:56.100 --> 00:03:57.350 比如“Pull(拖)” 00:03:57.350 --> 00:04:01.500 就让他想到Keke拖着钥匙穿过湖面 00:03:57.350 --> 00:04:01.500 (Keke是粉红小人) 00:04:01.500 --> 00:04:04.320 比如“Tele(传送)”不一定传送物体 00:04:04.320 --> 00:04:07.670 而是用来传送词语改变规则 00:04:07.670 --> 00:04:09.100 而“Has(拥有)” 00:04:09.100 --> 00:04:13.150 则带来这关:每次Keke死亡就掉落木箱 00:04:13.150 --> 00:04:16.000 而木箱又会立刻变成Keke 00:04:16.000 --> 00:04:16.750 厉害 00:04:17.050 --> 00:04:20.320 在今年巴塞罗那Gamelab Conference上 00:04:20.320 --> 00:04:21.420 Teikari说 00:04:21.420 --> 00:04:25.220 如果我觉得“嘿,这点子做进关卡很酷” 00:04:25.220 --> 00:04:26.770 我就会琢磨 00:04:26.770 --> 00:04:28.850 关卡要做成什么样 00:04:28.850 --> 00:04:31.570 才能让玩家游玩时 00:04:31.570 --> 00:04:34.100 必须用到那个点子 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 00:04:38.050 --> 00:04:38.550 因为 00:04:38.550 --> 00:04:42.600 虽然它看似提供数不清的通关可能 00:04:42.600 --> 00:04:46.350 谜题的精髓却在于“你不能做什么” 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 00:04:50.470 --> 00:04:52.300 玩起来却太简单 00:04:52.300 --> 00:04:53.450 如《涂鸦冒险家》 00:04:53.450 --> 00:04:57.500 一半关卡都能输入“jetpack(喷气书包)”通关 00:04:57.500 --> 00:05:00.570 所以设计师需要约束玩家 00:05:00.570 --> 00:05:02.470 限制玩家 00:05:02.470 --> 00:05:03.770 在游戏中 00:05:03.770 --> 00:05:07.220 这些限制体现于关卡词汇的选择 00:05:07.220 --> 00:05:09.470 某些语句被推到墙角 00:05:09.470 --> 00:05:11.050 或被障碍围住 00:05:11.050 --> 00:05:14.000 以及限制你行动的幽闭迷宫阵 00:05:14.000 --> 00:05:15.900 借助这些限制 00:05:15.900 --> 00:05:18.300 设计师就能屏蔽简单解法 00:05:18.300 --> 00:05:22.000 逼你找到揭开谜底的关键步骤 00:05:22.000 --> 00:05:25.000 Teikari称之为“逆向工程” 00:05:25.000 --> 00:05:27.120 就是从谜底出发 00:05:27.120 --> 00:05:28.520 然后往前推 00:05:28.520 --> 00:05:30.100 加入限制 00:05:30.100 --> 00:05:32.250 并造就一道谜题 00:05:32.250 --> 00:05:33.450 举个例子 00:05:33.450 --> 00:05:36.350 请看关卡“Baba Doesn't Respond” 00:05:36.350 --> 00:05:38.600 这关你扮演Keke 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 00:05:42.770 --> 00:05:46.150 那设计师是怎样逼你想到的? 00:05:46.150 --> 00:05:46.720 好 00:05:46.720 --> 00:05:51.970 首先用墙壁和上锁的门隔开Keke与旗帜 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)” 00:05:55.850 --> 00:05:57.820 我们把“Shut”推进去 00:05:57.820 --> 00:05:59.950 就能去旗帜那了 00:06:03.720 --> 00:06:05.920 但如果在这放芦苇 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 00:06:11.450 --> 00:06:13.950 Keke就会突然受困 00:06:14.400 --> 00:06:18.220 所以门开了你也过不去 00:06:18.220 --> 00:06:18.820 唔 00:06:18.820 --> 00:06:20.750 有意思 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 00:06:25.900 --> 00:06:27.550 再去触发规则 00:06:27.550 --> 00:06:31.720 所以他们要想:如何从远处触发规则 00:06:31.720 --> 00:06:33.870 答案是:巴巴会移动 00:06:33.870 --> 00:06:37.670 但关卡可能太简单:如果把巴巴放这 00:06:37.670 --> 00:06:39.250 组成“Baba Is Move” 00:06:39.250 --> 00:06:40.800 右移到门与芦苇间 00:06:40.800 --> 00:06:43.650 等巴巴把“Shut”推进去 00:06:44.170 --> 00:06:46.750 所以,得加些限制 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 00:06:50.470 --> 00:06:53.920 然后把“Move(移动)”放角落,意味着它不能… 00:06:53.920 --> 00:06:54.770 呃,移动 00:06:54.770 --> 00:06:56.770 因此“Baba Is Move” 00:06:56.770 --> 00:07:00.000 必须在屏幕左下角组装 00:07:00.000 --> 00:07:04.150 这两点让玩家无法在拼出“Baba Is Move”后 00:07:04.150 --> 00:07:06.220 及时走到那个关键位置 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)” 00:07:10.600 --> 00:07:11.420 所以 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 00:07:15.900 --> 00:07:17.100 即《咻咻火箭》模式 00:07:15.900 --> 00:07:17.100 (世嘉1999年在Dreamcast上推出的益智游戏) 00:07:17.100 --> 00:07:19.650 先给你足够时间穿越地图 00:07:19.650 --> 00:07:22.220 再让巴巴触发规则改变 00:07:22.220 --> 00:07:25.370 最后就是为关卡加点装饰 00:07:25.370 --> 00:07:27.870 还有些元素用于限制玩家行动 00:07:27.870 --> 00:07:30.170 或防止意外解法 00:07:30.170 --> 00:07:32.800 不过,很多意外解法会被保留 00:07:32.800 --> 00:07:35.920 前提是不破坏核心解法 00:07:38.950 --> 00:07:40.370 所以如你所见 00:07:40.370 --> 00:07:43.120 谜题的解法其实很简单 00:07:43.120 --> 00:07:46.470 但通过把谜底藏在一系列障碍之后 00:07:46.470 --> 00:07:48.570 我们看到了这种有趣现象 00:07:48.570 --> 00:07:51.170 Teikari从谜底逆流而上 00:07:51.170 --> 00:07:54.650 一步步关上门,直到做出开局的迷面 00:07:54.650 --> 00:07:57.570 然后玩家反向行动 00:07:57.570 --> 00:08:01.270 他们打开一扇扇门,直到揭开谜底 00:08:01.270 --> 00:08:03.650 通过这种设计方式 00:08:03.650 --> 00:08:07.500 玩家其实是被诱导着找到答案的 00:08:07.500 --> 00:08:11.650 每关都由一些看似无解的小障碍组成 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 00:08:16.050 --> 00:08:18.620 这些小障碍一环扣一环 00:08:18.620 --> 00:08:21.550 铺就一条指向谜底的路 00:08:21.550 --> 00:08:24.020 请看我最喜欢的一关 00:08:24.020 --> 00:08:25.250 00:08:25.250 --> 00:08:29.580 这一关,你要把“Win”从池塘里推出来 00:08:29.580 --> 00:08:31.650 水能“Shut(关闭)” 00:08:31.650 --> 00:08:33.900 巴巴能“Open(打开)” 00:08:33.900 --> 00:08:37.220 意味着你可以走进水里打开口子 00:08:37.220 --> 00:08:39.550 但巴巴会一命呜呼 00:08:39.550 --> 00:08:42.550 所以,只能另想办法 00:08:42.550 --> 00:08:44.000 我们还有两个词 00:08:44.000 --> 00:08:45.450 “Key(钥匙)”和“Flag(旗帜)” 00:08:45.450 --> 00:08:47.350 可以组成“Key Is Open(钥匙能打开)” 00:08:47.350 --> 00:08:49.020 但因为缺动词“Push(推)” 00:08:49.020 --> 00:08:50.910 钥匙动不了 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)” 00:08:53.850 --> 00:08:55.570 但后果跟刚才一样 00:08:55.570 --> 00:08:58.220 你一碰水就完蛋 00:08:59.570 --> 00:09:01.620 这时如果你能想到 00:09:01.620 --> 00:09:02.420 “好吧” 00:09:02.420 --> 00:09:05.920 “或许我得同时是钥匙和巴巴” 00:09:05.920 --> 00:09:06.420 “因为” 00:09:06.420 --> 00:09:09.470 “其中一个死了,我还能控制另一个” 00:09:09.470 --> 00:09:10.150 但可惜 00:09:10.150 --> 00:09:13.010 这里没有足够的词语组句 00:09:13.010 --> 00:09:13.720 然而 00:09:13.720 --> 00:09:16.420 经过一系列的逻辑跳跃思考 00:09:16.420 --> 00:09:18.820 你会发现只有一个可行办法: 00:09:18.820 --> 00:09:20.800 组合“Flag Is Key(旗帜是钥匙)” 00:09:20.800 --> 00:09:22.170 你得到两条钥匙 00:09:22.170 --> 00:09:24.300 接着组合“Key Is You(钥匙是你)” 00:09:24.300 --> 00:09:25.820 你就能控制两者 00:09:25.820 --> 00:09:28.220 牺牲一条在水里开个口 00:09:28.220 --> 00:09:31.020 然后用剩下那条通关 00:09:33.870 --> 00:09:35.800 这实在很妙 00:09:35.800 --> 00:09:37.570 这关卡布局 00:09:37.570 --> 00:09:40.520 让人很自然地想到解谜关键: 00:09:40.520 --> 00:09:41.900 我们要去开口子 00:09:41.900 --> 00:09:45.050 但又不能因此消灭自己 00:09:45.050 --> 00:09:49.020 所以我们走上了寻找答案的正道 00:09:49.020 --> 00:09:51.600 最终迎来顿悟一刻 00:09:52.470 --> 00:09:55.300 如果这是你在游戏里玩的第一关 00:09:55.300 --> 00:09:56.870 我觉得你会… 00:09:56.870 --> 00:09:58.220 一脸懵逼 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 00:10:03.070 --> 00:10:05.600 而不断加深 00:10:05.600 --> 00:10:09.070 “Tiny Pond”脱胎于关卡“Jelly Throne” 00:10:09.070 --> 00:10:11.800 后者教会你同时控制两个角色 00:10:11.800 --> 00:10:16.450 “Tiny Pond”的解法又会在“Unreachable Shores”复现 00:10:16.450 --> 00:10:18.400 你要牺牲一个Keke 00:10:18.400 --> 00:10:20.600 让幸存的Keke前进 00:10:20.600 --> 00:10:23.820 这种学习过程从游戏第零关就开始了 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 00:10:27.150 --> 00:10:29.470 其中也没有专门教程 00:10:29.470 --> 00:10:34.550 但游戏最初几关却润物细无声地 00:10:34.550 --> 00:10:37.600 用关卡解法传授游戏机制 00:10:37.600 --> 00:10:40.600 第一关,你被困于一个小盒子 00:10:40.600 --> 00:10:42.050 脱困的唯一办法 00:10:42.050 --> 00:10:44.670 就是拆开“Wall is Stop(遇墙即停)” 00:10:44.670 --> 00:10:47.320 让墙壁不再挡路 00:10:47.320 --> 00:10:51.450 接着,组合出“Flag is Win(旗帜即赢)”就能通关 00:10:51.450 --> 00:10:53.920 拆解和组合语句 00:10:53.920 --> 00:10:56.870 游戏最基本的两个概念 00:10:56.870 --> 00:10:59.600 第二关布局完全一样 00:10:59.600 --> 00:11:01.450 但一切都错乱了 00:11:01.450 --> 00:11:02.900 你是一堵墙 00:11:02.900 --> 00:11:04.550 被旗帜挡住了 00:11:04.550 --> 00:11:06.520 巴巴不见踪影 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 00:11:10.700 --> 00:11:13.520 只有在规则中才被赋予意义 00:11:13.520 --> 00:11:16.600 这类引导贯穿游戏最初几关 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 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)” 00:11:26.200 --> 00:11:30.730 而这里,我们则学会用“Is”连接两个语句 00:11:30.730 --> 00:11:32.650 只要摆成十字即可 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 00:11:37.400 --> 00:11:39.670 而每回抛出新概念 00:11:39.670 --> 00:11:41.320 如连接词“And” 00:11:41.320 --> 00:11:43.400 或“Open”与“Shut” 00:11:43.400 --> 00:11:45.350 你都会迎来教学关 00:11:45.350 --> 00:11:48.050 为你清晰展示机制 00:11:48.050 --> 00:11:51.770 我问Teikari怎么做出这些教学关 00:11:51.770 --> 00:11:52.500 他说 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” 00:11:56.790 --> 00:11:59.020 “某些关卡的解谜关键” 00:11:59.020 --> 00:12:03.700 “聚焦于一个特定元素的基础功能” 00:12:03.700 --> 00:12:06.020 “那它就会被放在章节开头” 00:12:06.020 --> 00:12:08.800 “作为后续关卡的教学” 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 00:12:14.670 --> 00:12:16.970 通关后又沾沾自喜 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 00:12:21.710 --> 00:12:24.620 哈哈哈… 00:12:24.620 --> 00:12:28.020 这里没规定“遇墙即停” 00:12:28.020 --> 00:12:30.070 哈哈哈… 00:12:30.070 --> 00:12:33.750 我傻不拉唧地把自己困在这小框里 00:12:33.750 --> 00:12:35.470 太不应该了 00:12:35.470 --> 00:12:37.500 你肯定也试过这样 00:12:37.500 --> 00:12:40.820 带着自己的惯性思维去玩 00:12:40.820 --> 00:12:42.350 以这关为例 00:12:42.350 --> 00:12:45.350 大多数玩家以为要打开的是门 00:12:45.350 --> 00:12:48.400 其实要打开的是墙 00:12:48.400 --> 00:12:52.720 游戏还有一些超脱基础设定的脑洞 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 00:12:57.200 --> 00:13:00.320 “Make”允许你边移动边制造物体 00:13:00.330 --> 00:13:04.450 “More”允许你复制钥匙,直到它们填满区域 00:13:04.450 --> 00:13:07.100 正如游戏最初的点子 00:13:04.450 --> 00:13:07.100 (“Ice Is Not Melt 冰不融化”) 00:13:07.100 --> 00:13:10.480 “Not”置于句子开头表示否定 00:13:10.480 --> 00:13:14.470 此外,为了充分挖掘每种交互可能 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) 00:13:18.650 --> 00:13:20.970 Teikari把“Text”加入词库 00:13:20.970 --> 00:13:23.770 允许你用规则来操纵“规则” 00:13:23.770 --> 00:13:26.120 引入“Level”后 00:13:26.120 --> 00:13:28.420 你不但能移动整个屏幕 00:13:28.420 --> 00:13:30.150 还能跳出关卡 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 00:13:36.000 --> 00:13:38.700 当然,还有很多点子被砍掉了 00:13:38.700 --> 00:13:40.170 Teikari说词语“Stick” 00:13:40.170 --> 00:13:41.950 能把物体粘在一起 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 00:13:45.220 --> 00:13:48.320 “Safe”能让物体变得无敌 00:13:48.320 --> 00:13:52.600 因为用法模糊且无趣也被砍掉了 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 00:13:56.550 --> 00:13:58.920 有一关你要把Keke困在词语下方 00:13:58.920 --> 00:14:00.700 然后把词语推出来 00:14:00.700 --> 00:14:02.550 又困难又费解 00:14:02.550 --> 00:14:04.870 “Swap(交换)”与“Tele(传送)”类似 00:14:04.870 --> 00:14:06.020 却没那么酷 00:14:06.020 --> 00:14:08.070 不过游戏有200多关 00:14:08.070 --> 00:14:11.150 玩家无法参透一小部分关卡也很正常 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 00:14:15.450 --> 00:14:17.350 挖掘其它解法 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 00:14:21.270 --> 00:14:23.000 不看不知道,这群测试员 00:14:23.000 --> 00:14:25.450 都是旗鼓相当的谜题大师 00:14:25.450 --> 00:14:27.900 这些开发者来自《Ending》 00:14:27.900 --> 00:14:29.820 《雪人难堆》 00:14:29.820 --> 00:14:31.450 《推管天国》 00:14:31.450 --> 00:14:32.620 《白色深渊》 00:14:32.620 --> 00:14:33.400 00:14:33.400 --> 00:14:34.720 和《见证者》 00:14:37.420 --> 00:14:40.120 《巴巴是你》是款惊喜、搞笑 00:14:40.120 --> 00:14:42.620 令人绞尽脑汁的游戏 00:14:42.620 --> 00:14:46.070 它本可能会因难度太高 00:14:46.070 --> 00:14:47.820 深奥难懂 00:14:47.820 --> 00:14:50.800 或谜题设计糟糕而失败 00:14:50.800 --> 00:14:54.550 但Teikari证明了自己是个谜题设计大师 00:14:54.550 --> 00:14:58.850 他一步步巧妙地教会你复杂机制 00:14:58.850 --> 00:15:00.700 让人人都能上手 00:15:00.700 --> 00:15:02.670 借助“逆向工程” 00:15:02.670 --> 00:15:05.870 他把解谜诀窍藏于层层障碍之后 00:15:05.870 --> 00:15:08.550 但那绝不是转移视线的无聊伎俩 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 00:15:12.200 --> 00:15:16.120 而且Teikari热爱惊喜趣味胜于困难折磨 00:15:16.120 --> 00:15:18.170 希望游戏带给你欢乐 00:15:18.170 --> 00:15:20.270 远多于沮丧 00:15:20.270 --> 00:15:22.720 这款杰出的解谜游戏 00:15:22.720 --> 00:15:25.870 立意新奇,实现完美 00:15:25.870 --> 00:15:28.850 是当之无愧的年度创新 00:15:31.400 --> 00:15:33.650 嘿,感谢收看! 00:15:33.650 --> 00:15:37.500 我想说,感谢大家今年对我的支持 00:15:37.500 --> 00:15:39.500 我为自己的成果而自豪 00:15:39.500 --> 00:15:42.120 你们的支持意义重大 00:15:42.120 --> 00:15:45.170 我已经想到一大堆2020年的节目点子 00:15:45.170 --> 00:15:46.900 但现在先休息下 00:15:46.900 --> 00:15:49.220 祝大家圣诞快乐 00:15:49.220 --> 00:15:51.920 我们新年见