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欢迎收听《游戏学》,这是一档探讨游戏背后原因的播客。
Welcome to Ludology, a podcast about the why of gaming.
好的,各位。
Alright, everybody.
嘿。
Hey.
今天我们特别邀请到客座主持道格·莱万多夫斯基,以及特别嘉宾诺克斯。
We're here today with special guest host, Doug Levandowski, and special guest guest, Knox.
在开始之前,诺克斯,你能向我们的听众和《游戏学》的其他观众介绍一下自己吗?
Before we get started, Knox, can you introduce yourself to us and to the rest of the podcast listeners for Ludology?
好的。
Yeah.
当然。
Absolutely.
首先感谢邀请我。
Thanks for having me first of all.
我叫诺克斯,是亨特娱乐公司的创意总监。
My name is Knox, and I am the creative director at Hunters Entertainment.
我还是一名游戏设计师和艺术家。
I am also a game designer and an artist.
我住在洛杉矶,现在也常去北部,经常往返两地。
I live in LA and also now kind of up north, and I bounce around quite a bit.
不过目前手头有很多工作在进行。
But I'm doing a lot right now.
其中一项是与亨特娱乐合作,正在为《树荫之下》发起Kickstarter众筹,我想你们马上要谈到这个项目。
One of the things that we're doing is with Hunters, we're we're doing a Kickstarter for for Beneath the Trees, which I think you're about to talk about.
道格,作为今天的特邀主持嘉宾,你能介绍一下自己吗?
And Doug, as our our special guest host today, can you introduce yourself?
当然。
Sure.
我是道格·莱万多夫斯基。
My name is Doug Levandowski.
我是一名游戏设计师,来自美国最棒的州——新泽西。
I'm a game designer from the best state in the union, New Jersey.
我们真的要讨论这个吗?
Are we even gonna go there?
我就是要说这个。
I am gonna go there.
好吧。
Okay.
好吧。
Okay.
我必须得说。
I have to.
新泽西的骄傲,宝贝。
Jersey pride, baby.
我觉得加州正在吞并你们,所以不幸的是,你们已经不算我们国家的一部分了。
I think California is annexing, so you're not really part of my country anymore, unfortunately.
是啊。
Yeah.
我是说,诺克斯很快就会成为我国的一部分了,所以
I mean, Knox is gonna be part of my country soon, so
我不...我们完全支持。
I don't We're we're all for it.
我们完全支持。
We're all for it.
没错。
Yeah.
我之前设计过一些角色扮演游戏,早期也做过桌游,但现在几乎只做角色扮演游戏了。
And I've designed some role playing games and earlier some board games, but now almost exclusively role playing games.
对。
Right.
今天我们和诺克斯讨论的是亨特当前的项目,这个项目基于一个对我们双方都意义非凡的特殊IP。
And today we're talking with Knox about Hunter's current project, which is based on a very special IP that is near and dear to both our hearts.
道格,不如你先谈谈这个IP吧,毕竟是你介绍给我的。
So Doug, why don't you talk about the IP first because you're the one who introduced me to it.
好的。
Yeah.
这是IDW出版的一部漫画系列,名为《无人目睹的树下》,它简直太精彩了。
So this is a comic series from IDW called Beneath the Trees Where Nobody Sees, and it's this it's just brilliant.
漫画由独立创作者帕特里克·霍瓦特编写并绘制,讲述了一个美丽如画的田园小镇,那里的拟人化动物们都善良友好,彼此和睦相处。
So it's written and illustrated by Patrick Horvath, who's an independent creator, and it's the story of this beautiful idyllic town where these anthropomorphic animals are all wonderful and kind and good to each other.
而我们的主角萨曼莎是一只经营五金店的熊,她有时会开车去附近城市从事她的爱好——连环杀人。
And our main character, Samantha, is a bear who runs a hardware store and also sometimes drives into nearby cities and does her her hobby, which is serial killing.
没错。
Right.
没错。
Right.
没错。
Right.
在第一期里,有人入侵了她的城镇领地并在那里犯下了一起谋杀案。
And in the first issue, someone invades her town space and commits a murder there.
第一个故事线就是她试图查明是谁干的、为什么这么做,并阻止他们打破她的铁律——镇上不准有谋杀。
And the first arc is her trying to unravel who is doing this and why and stopping them from breaking her cardinal rule, is no murders in town.
它的画风非常精美,充满温馨的家庭氛围,是我读过的最好的谋杀悬疑猫鼠游戏推理故事之一。
And it's it's this gorgeous, like, really homey, warm art, and it is one of the one of the best, like, murder mystery cat and mouse whodunit stories that I've ever read.
当第一期刚出版时,我曾在书架上看到过,我通常习惯等合集出来再读。
When the first when the first issue came out, I was sort of looking at it on the shelves, and I tend to read stuff when it's in trade.
我常去的那家漫画店的弗洛伊德对我说:'你会想一期一期追着看的'。
And Floyd, my my guy at the comic shop said, you're gonna wanna read that one like issue by issue.
我说:'我打算等合集'。
And I said, I'm gonna wait for the trade.
我很庆幸这么做了,因为我坐下来一口气就读完了整本。
And I'm glad I did because I sat and I literally read it in one sitting.
我几乎从不会这样看书,但这次确实如此。
I almost never do that with books, but but yeah.
这本书我是一口气读完的,它成功避开了这类题材容易陷入的一些陈词滥调,全程都让我感到惊喜。
That one I went straight through and it's got it avoids some of the cliches that I think stuff like that can fall into and surprised me consistently.
这是我向所有能接受些许血腥与紧张氛围的读者强烈推荐的头号作品。
It is my absolute number one most recommended book to people who can stomach a little gore and tension.
嗯。
Mhmm.
现在他们正在连载第二部系列《春之祭》,讲述山姆某位受害者的兄弟试图追查杀害自己兄长的真凶。
And they're now on a second series called Rite of Spring where one of the victims of the sibling of one of Sam's victims are trying to find who killed their brother.
哦,我不知道还有衍生作品。
Oh, I did not know there was a spin off.
噢,是的。
Oh, yeah.
没错。
Yeah.
现在正在连载中。
That's happening right now.
是的。
Yeah.
我认为已经出了三期,而且非常精彩。
I think there are three issues in and it's fantastic.
那么,诺克斯,告诉我们你是如何选择这个知识产权、这本漫画书、这个图像系列来制作游戏的?
So, Nox, tell us how did you pick this intellectual property, this comic book, this graphic series to make a game about?
比如,是什么驱使你,诺克斯,要制作一款关于理查德·斯凯瑞时代德克斯特的游戏?
Like, what what possesses you, Nox, to make a game about Richard Scarry times Dexter?
因为这就是它的本质,各位。
Because that's what this is, guys.
没错。
Yeah.
绝对是这样。
It absolutely is.
我们一直这样推销它:就像伯恩斯坦熊遇上了约翰·韦恩·盖西。
And that's how we've been pitching it is like it's it's Bernstein Bears, you know, meets John Wayne Gacy.
这是《嗜血法医》,里面有密码、连环杀手、谋杀这些元素。我觉得最吸引我的核心在于——我稍后会详细解释我们是如何获得这个IP的——但吸引我的是我们称之为‘温馨核心恐怖’的特质。
It's Dexter, and it's like there's there's like a code and like serial killers, and murder, and and it it it's I think that the core of it, like what drew me to it now, I'll tell you exactly how we came about the property in a minute, but what drew me to it was that it's what we've been calling cozy core horror.
我的意思是,它给人一种温暖舒适的感觉,但天哪,剧情走向却非常黑暗,帕特里克这个角色尤其扭曲。
I mean, it it feels warm and fuzzy, but man, do they go there, and Patrick is twisted.
其中一些谋杀场景的呈现方式极其写实,说实话,现在能让人震惊的东西已经不多了。
The some of these murders are so graphically displayed in a way that, you know, it's hard to be shocking anymore, I feel.
我感觉我们生活的媒体环境已经用大量低劣内容淹没了我们。
And I feel like we live with a lot of media that has just, you know, inundated us with like schlock.
然而,尽管这部作品非常写实,但它以自己独特的方式保持着优雅,艺术性很强,同时也极具挑战性。
And yet, while this is very graphic, it's very tasteful in its own way, and it's very artful, but it's also very challenging.
比如,我知道有些人拿起它就——
Like, I know people who picked it up and no.
不。
No.
不。
No.
不。
No.
不。
No.
然后立刻又放下了。
And set it right back down.
对吧?
Right?
我试图回想是否有其他作品或任何东西曾让我产生类似反应,在漫画领域里确实没有。
And I'm trying to think of properties or or anything really that I've had that kind of reaction to, and I I certainly, you know, in the comic book world, no.
我认为目前没有同类型作品能以这种方式挑战读者,虽然恐怖漫画起起落落,确实有些不错的作品。
I I don't think anyone is challenging readers in the same, like, genre because, you know, horror comics have been up and down, and and there's there's some good books out there.
但我觉得如果你随便问个路人,他们可能连一部都说不出来。
But I think if you press somebody there, you know, on the street, they'd have a hard time even naming one of them.
而这个作品真的很原创。
And this is really original.
是的。
Yeah.
唯一真正触及这一领域的其他作品,或者说唯一一部,我们聊聊漫画吧,它以不同的方式做到了这一点。
The only other property that really or the only, like let's talk comics comics that really touches and it's in a different way.
这是IDW的另一部作品。
It's another IDW thing.
《锁匙》会是另一部我认为堪称顶尖恐怖类漫画的作品。
It's lock and key would be the other one that I would think of as, like, the preeminent horror ish comic.
我不太喜欢低劣的恐怖作品。
I'm not a big fan of schlock horror.
我不太喜欢那种,嗯,就是我成长过程中接触的恐怖类型。
I'm not a big fan of, like like, the kind of well, it's the the horror that I grew up with.
我是八十年代的孩子。
I'm an eighties kid.
对吧?
Right?
所以我喜欢它的本质,但我不认为它算是恐怖类型。
So I like it for what it is, but I don't actually think it's horror.
它只是让我觉得好笑。
It just makes me laugh.
但霍瓦斯的艺术风格与他选择的配色方案,刻意营造出一种温暖、圆润、毛茸茸且轻松愉快的氛围。
But the combination of Horvath's art and the color palette he chose is so intentionally warm and round and fuzzy and, like, lighthearted.
而所有的谋杀场景却又如此冷静而冰冷。
And then all the murder scenes are so clinical and cold.
而且你知道,它们并不——我不会说是血腥或砍杀类的。
And, you know, they're not really I wouldn't say gory and slashery.
更像是你说的那样,它们被呈现得像艺术品。
They're more like you said, like, they're presented like works of art.
我唯一见过其他将谋杀作为艺术品呈现的,大概就是《汉尼拔》这类作品,但那在表现手法上完全是另一个层次。
The only other thing that I've ever really seen that presents murder as a work of art are things like Hannibal, right, where but that is that is, like, next level in those terms.
这个作品给我的感觉更原始、更真实,不像那些在海滩上创作的宏大仪式性艺术装置——顺便剧透一下,《汉尼拔》里经常出现这种场景。
This is more I find this more visceral and more real as opposed to being, like, some kind of big ritualistic art piece that is created on a beach, which is, you know, spoiler alert, kinda what happens in Hannibal a lot.
不过话说回来,我觉得这个系列在故事和视觉呈现上都特别吸引人。
But anyways, I I I find this series so compelling both in story and the visualization of it.
所以没错,我第一次拿起它时就完全被迷住了。
So, yeah, I'm I'm I was totally, like, suckered in the first time I picked it up.
道格把这本书推荐给我和查德——我们俩正和道格合作另一款游戏,当时我们都惊呼天哪。
So Doug recommended it to me and Chad, two of the people that are working on another game with Doug, and we're like, oh my gosh.
这简直太棒了。
This is, like, amazing.
所以当我们发现你也有这本书,还要把它改编成游戏时,我们完全被吸引住了。
So when we saw that you had it and we were making a game out of it, we were completely intrigued.
快告诉我们,你是怎么联系上IDW和帕特里克作为猎手说'嘿'的?
So so do tell us, how did you link up with IDW and Patrick as hunters to say, hey.
我们要怎么处理这个超酷的东西?
What are we gonna do with this really cool thing?
公司合伙人伊万·范·诺曼和我之前一直在讨论,想在漫画和其他领域寻找一些授权机会引入游戏行业——毕竟在座的各位都心知肚明,现在市面上有些(恕我直言)非常糟糕的改编作品,那些纯粹为了圈钱的TRPG衍生品,生硬地套用其他系统,既不考虑游戏性也不思考市场需求,感觉就是在收割原作粉丝情怀,最终难以为继——因为这些游戏脱离原作IP就毫无存在意义。
One of the partners of the company, Ivan Van Norman, and I had been talking quite a bit about trying to find some licensed opportunities within comics and within other spaces that we could bring into gaming because I I think it's like no surprise to anyone in this call right now that, you know, there have been some really bad for for lack of a better word, there's there's just been some really bad adaptations and kind of cash grabby additions to the TTRPG space where it's like, hey, here's a game and it's based on this property and you know, it uses this other system and and it doesn't give a lot of thought to it or like why the space might want it, and it feels like it's just reaching out to the fans of the thing, and then it doesn't have a sustainability because the the game itself doesn't have a purpose outside of the property that it's trying to build.
所以我们一直在寻找这样的机会,不知道这样说是否清楚。
And so we were looking for if that makes sense.
我们真心希望能找到可以在此基础上开发的项目,制作出一款能与原作进行对话的游戏。
We were looking for things that honestly, felt like we could build on and actually make a game that is a conversation with the original property.
这样我们就能在保留授权内容、致敬图像小说的同时,创作出具有原创性的作品。
And and we would feel really good about making something original out of it, still using the license, still paying tribute to the the graphic novel.
IDW手上有几个项目,其中《树荫之下》显然是唾手可得的选择——当我们发现它可供开发时就立即决定了。
And IDW had a few things, and, I mean, just Beneath the Trees was was a no brainer when it kind of became clear that it was available and something that we could do.
我们想打造一款能体现Hunters特色的游戏,也就是融合多种机制系统和叙事玩法。
And we knew that we wanted to build a game that would play well with the kind of things that Hunters is known for, which is, you know, different types of mechanical systems and storytelling games.
因为我们并不认为这算严格意义上的角色扮演游戏。
Because we don't really consider this a role playing game per se.
我们更倾向于称其为叙事游戏——希望让那些听到'角色扮演'就联想到DND、厚重规则书和需要记忆180种法术的玩家也能轻松上手。
We've been calling it a storytelling game because we want it a to be accessible to anybody who feels like when they hear role playing game, they think D and D and they think giant books and tomes that they have to memorize and know that they have to know a 180 spells.
我们想做些不同的尝试,所以寻找能改编成《单车少年》《爱丽丝失踪》这类框架的项目——既保持开放性,又有让大众易于上手的引导机制。
Wanted to do something different, and so we were looking for something that we could adapt in a way that would follow the pathway of like kids on bikes or Alice is Missing or to give you a framework that was a little more open, but had guardrails that made it accessible to a wide audience.
对吧?
Right?
此外,Hunters 还以恐怖元素闻名。
And then the other thing that Hunters is really well known for is horror.
所以我们觉得这是个绝配。
And so we we thought this was a perfect match.
听众朋友们请注意,我们采访团队存在明显偏向性——我和道格都与Hunters合作开发过游戏,与Ivan及其相关项目有多年合作渊源,和Knox也渊源颇深。
And just so listeners out there are aware, we are a very biased interview team as both Doug and I have games with Hunters and a long a long history of working with Hunters and Ivan and all the things that Ivan has been related to over the years and that Knox has been related to.
就像和老朋友聊天一样,但我们确实很好奇这款游戏的开发内幕。
So it's like talking to old friends, but we are seriously wondering, you know, what is going on with this game?
因为这是款叙事游戏。
Because it's it's a storytelling game.
它不完全是角色扮演游戏。
It's not necessarily a role playing game.
那么道格,你听到这个定位时首先想到了什么?
So, Doug, when you heard that, what did you start thinking?
这是一款叙事游戏。
That's a storytelling game.
我们会看看你是否正确。
And we'll see if you're right.
说到叙事游戏,我总是在思考——我的意思是,我分别与两位都讨论过类似话题,比如类型的刻意性这类问题
So with storytelling games, I always think about what is I mean, I think I've I've had conversations with both of you separately about, like, the artificiality of genre and all that sort of
的东西。
stuff.
是的。
Yeah.
但你知道吗,当我想到叙事游戏时,我想到的是玩家对叙事有更大的控制权和更高的灵活性。
But, you know, when I think of storytelling games, I think of greater player control over narrative and greater flexibility.
那么,你们做了哪些设计决策来更倾向于叙事而非角色扮演呢?
So, like, what are some design decisions that you've made to lean more into the storytelling versus the role playing?
让我来简单介绍一下我们为这款游戏设计的结构。
Let me tell you a little bit about the structure of what we did with the game.
我知道收听你们播客的听众都理解机制复杂性,我会深入讲解,但会尽量控制在不至于让我们需要频繁暂停喘息的深度。
And I know that anybody who's listening to your podcast understands like mechanical crunch, and I'm gonna go deep, but I'm gonna try to not go so far that we're not taking breaks and coming up for air as it were.
所以请随时打断我。
So feel free to stop me.
如果我开始钻牛角尖讲得太细,请随时叫停。
Feel free to stop me if I start getting too into the weeds.
但当我设计游戏基础系统时,我明确了几点原则。
But when I was working on the game and kinda coming up with the base systems, I knew a couple of things.
首先我确定的是,骰子机制必须极简,仅作为叙事分歧的裁决手段,避免玩家对情节发展产生争执。
The first thing that I knew is that any dice rolling, I wanted to be very minimal, and I wanted to be included as a resolution to prevent people from having arguments about how to resolve their narrative.
这就是我对骰子的全部需求——长远来看骰子的本质就该如此。但实际中它们总被复杂化:增加骰子种类、使用方式、修正值等等层层堆砌。
That was the only purpose that I wanted out of dice, which in the long run, at the end of the day, that's what dice are for, but they get so convoluted by adding on to different types of dice, different types of uses of the dice, different types of modifiers to the dice, all of that kind of builds up.
因此我确定体验必须基于卡牌。
So I knew that the experience needed to be card based.
游戏时长需控制在两到三小时内,且不需要传统游戏主持人,只需设置阶段由引导员协助,之后玩家就能自主运作。
It needed to be contained within a, like, a two to maximum three hour period, and that it needed to be something where there was no game master, where there was a facilitator that would help set up the game, but then would be able to kind of just say, hey, I I know how this works.
我已经读过规则,我知道我们要这样摆放卡牌,然后按照提示进行。
I've I've read the rules, I know that we set the cards up this way, and then we follow the prompts.
所以有一系列提供提示的卡牌,玩家们——我们称他们为公民——都会拿到。
And so there are a series of cards that offer prompt pieces that the the players, all of them, we call them citizens.
每个公民都会根据他们在自己回合中的行动获得一个提示,对吧?
Every citizen gets a prompt, right, depending on what they're doing in their turn.
游戏中有三种提示输出方式。
And there are three outlets of the prompting for the game.
游戏中有事件卡,所有内容都构建在三幕结构中。
There are event cards, and everything is built into a three act structure.
你可以混合使用卡片,增减不同卡片,根据规则手册选择合适数量来调整游戏时长。
So you can mix your cards and have different cards in or out, pick the right number per the rule book to kind of tailor the general length of your session.
如果想进行短局游戏,可以每幕各用一张卡,这样进程会非常快。
So if you wanna have a short session, there'll be one act one card, one act two card, one act three card, and you're probably gonna blaze through it pretty quick.
但推荐玩法是每位玩家使用三张第一幕卡、两张第二幕卡和一张第三幕卡。
But the preferred and suggested method is three act one cards, two act two cards, and one act three card for each player.
对吧?
Right?
卡片上会给出需要执行的机制性操作,但更重要的是,我们会提供一个提问式的提示。
And on the cards, it would give you like a mechanical thing that needs to happen, but then more importantly, we give you a prompt that asks you questions.
这是第一种提示方式。
That's the first venue for prompting.
第二种方式我们称之为'尸体袋',里面装的是受害者被肢解的尸体卡片,这些尸体已抵达你们的世界。
The second venue is what we've been calling the body bag, And the body bag is a series of cards that you get that are the mutilated corpse of the victim that has arrived in your world.
游戏中的每位公民都是恶人。
Everybody in the game who's a citizen is a horrible person.
在座的没有一个人扮演的是好人。
Nobody at the table is playing a good person.
你们都藏着一个黑暗秘密,这些秘密以卡片形式存在,它们赋予你们动机,并且会被打乱分配。
You are all hiding a dark secret, and the dark secrets are cards, and they give you your motivation, and they get mixed up.
所以你可能会抽到'海象'卡并扮演海象医生。
So you might pick the walrus and play the walrus, Doctor.
沃伯斯沃斯,但每次你可能会有不同的黑暗秘密。
Warblesworth, but you might also then have a different dark secret each time.
所以你的沃伯斯沃斯会完全不同,取决于你是纵火犯还是病态说谎者。
So your Warblesworth would be completely different based on whether you're an arsonist or whether you're a pathological liar.
你知道,游戏玩法会立即改变,因为你要尝试做不同的事情。
You know, your gameplay immediately changes because you're trying to do different things.
比如病态说谎者的黑暗秘密要求你欺骗其他玩家,对一系列事情撒谎,然后在棋盘上移动卡片,当你完成并将所有东西放到正确位置时,你就完成了你的黑暗秘密。
Like the pathological liar dark secret asks you to deceive other players and to lie about a bunch of things and then move the cards around on the board, and once you do it and get everything in the right place, you've completed your dark secret.
因此,黑暗秘密中的动机是为了防止或给你一个非常明确的目标,从故事的开端到结局。
So the motivations are there in the dark secrets to prevent or to give you the the the very clear goal of going from a to b to the back end of the story.
如果你成功做到了这一点——顺便说一句,我们稍后会讨论结局,因为这是我对叙事游戏的另一种看法,它更开放一些。
If you succeed in in doing this, which by the way, we'll talk about kind of resolution in a minute because that's something else about kind of how I see storytelling games is that it's a little more open.
但它给了你一个具体的目标,让你在游戏过程中有所追求,这样你就不用太费心思考角色会做什么。
But it gives you a concrete goal to work towards at the table so that you're not thinking so hard about what your character would do.
你知道你的角色会做什么,因为黑暗秘密某种程度上告诉了你应该尝试做什么,如果你想遵循它的话。
You know what your character would do because the dark secret kinda tells you what you should be trying to do if you wanna follow that.
如果你成功了,游戏真正的胜利在于你的黑暗秘密未被揭露,镇上没人发现你是纵火犯、病态说谎者或潜在杀手——就像狼人或山屋惊魂那样,桌上可能有一人、两人或没人是杀手。
And if you succeed, the real winning of the game is that your dark secret isn't revealed and everybody in town doesn't find out that you're an arsonist or a pathological liar or potentially a killer because like werewolf or betrayal on House on the Hill, one person, two people, or no people at the table are killers.
所以可能会有两个连环杀手在互相竞争却浑然不知,或者根据抽卡结果根本没有杀手,而你们却在自相残杀,真正的凶手另有其人却无人知晓。
So there might be two serial killers that are like competing against each other and don't realize it, or depending on who drew what cards, there may be no serial killers and you're all just going after each other when the killer is somebody else and you don't even know it.
要知道,你们做了太多假设。
You know, you're assuming a lot of things.
因此尸袋是第二个场景——因为摊在桌上的每个尸体部位背面都藏着一个启示,这些启示会为事件带来转折。
So so the body bag is the second venue because on the other side of each of the body parts that are laid out on the table is a revelation, and that revelation is like a twist to what's happening.
它还会提供更多提示,这些大多与受害者相关。
And it also has more prompts, which is like, tell us and mostly those are related to the victim.
如果你选择与尸袋互动,就需要在特定情境下讲述你与受害者的关系故事。
So if you went and interacted with a body bag, you would be asked to tell a story about your relationship to the victim in a specific situation.
例如你可能会说,你曾与受害者发生过公开冲突。
So for instance, you might say you had a a public confrontation with the victim.
向大家解释当时发生了什么。
Explain to everybody what had happened.
游戏中我们有一个经济系统,叫做'杠杆',玩家可以消耗杠杆点数来让你的故事变得更复杂。
And we have an economy within the game, which is called leverage, and people can spend leverage to complicate your story.
所以他们可以添加或删减情节,或者像这样'不,不,不'。
So they can add or subtract or like, hey, no, no, no.
实际上应该说,把这个元素加进你的故事里。
Let's actually say that that, you know, this add this to your story.
于是玩家们就这样来回调整故事细节。
And so people go around and those make adjustments.
第三种讲述故事的场所是小镇,你们会一起摆放小镇卡牌并共同构建这个小镇,因为这里不一定是伍德布鲁克。
And the third kind of venue for your storytelling is the town, and the town cards are put out, and you build the town together because this isn't necessarily Woodbrook.
如果你想的话也可以是伍德布鲁克,但实际上是你们桌上玩家共同决定的任何小镇,每张小镇卡牌都代表一个地点,上面记载着关于该地点的小故事。
It can be Woodbrook if you want it to be Woodbrook, but it is any town that you and your table decide on, and every town card is a location and it has on it a little story about the town location.
所以这可能是像Bongo玩具礼品店,而你发现这个地方后面有个秘密扑克牌局,非常可疑,尽管它表面上是个玩具店。
So it might be like Bongo's Toys and Gifts, and you find out that there's a backroom poker game that happens at this location, and that it's really shady, and yet it's a toy store.
因此这将引导你将自己的角色置于那种情境中,因为当你在棋盘上移动时,你在收集物品、积累筹码,并获得与尸袋互动的能力,从而推动游戏进程。
And so that will lend you to kind of like putting your character into that position because as you move around this board, you're collecting items, you're collecting leverage, and you're collecting the ability to interact with the body bag, which allows you to move forward.
简而言之,这些卡片是在创造提示。
So long and short of it, these cards are creating prompts.
正如我之前提到的,骰子——我们唯一希望它发挥作用的地方是在解决环节。
And as I mentioned before, dice, the only place that we wanted that to be kind of a thing was in resolution.
对吧?
Right?
比如你可能会挑战一个地点并掷骰子,我们只用一颗12面骰。
So you might challenge a location and you might roll a dice, and we just use a one one d 12.
我们只有一颗12面骰。
That's all that we have is a d 12.
你的角色卡上有一些属性值,显示四项属性中某项的数值,然后你只需把相关数值相加。
And so you you do have some like characteristics on your card to tell you whether one of four characteristics is at a certain number, and then you just add stuff together.
就像这样:我有这件物品,在这个地点,看到符号后把它们相加,然后掷骰试图低于目标值。
So it's like I've got this item, I'm at this location, I see the symbols, I'm gonna add them up, and then I'm rolling trying to get under that number.
所以你收集的物品越多,花费的杠杆越多,累积的优势就越大,直到你的掷骰几乎必定成功。
So the more stuff that you gather together, the more leverage that you spend, the more stuff that you have gets you higher and higher until your roll is pretty much guaranteed.
当然,无论怎样,掷出1点或12点都意味着立即成功或立即失败。
Of course, a one or a 12 is either an immediate success or immediate failure no matter what.
简而言之,这就是游戏机制。
So long and short, those are the mechanics.
其运作方式在于玩家自主性,既关乎角色个人,也关乎团队共同推进故事发展,在轮流行动中协作增减故事内容。
And and and and the way that it works is that it is on player agency and it is about this character, but it's also about fulfilling the story as a group and adding and subtracting to the story together collaboratively as you're going around and taking turns.
对。
Right.
所以它确实首先侧重于叙事虚构,倾向于这方面。
So it really does focus on the narrative fiction first, of leaning towards that.
而且每次使用杠杆时,你必须认真听其他玩家讲述的故事内容。
And anytime you're using leverage, you actually have to listen to the story that other people are telling.
所以你不能随便糊弄,这里那里随意加点杠杆。
So it's not like, you know, you can goof off and just throw in some leverage here and there.
它必须在一定程度上合乎逻辑。
It has to kinda make, you know, sense.
我觉得这真的非常有趣。
I think this is really fascinating.
其中我最喜欢的一点是,每个人都很糟糕。
And one of the things that I like the best about it is that everybody is horrible.
市面上很多游戏,当你设计游戏时,即使在角色扮演游戏中,我通常也非常非常中立,不知道为什么,但我很不愿意把角色设定得很坏。
So many games out there when you are, you know, making a game, I am usually very, very, very even in role playing games, I don't know why, but I'm very remiss to make people bad.
但当所有人都很坏时,那就是游戏的本色,这样反而很酷。
But I think when everybody's bad, then that's that's that's what it that's what the way it is and that's cool.
所以我真的觉得这很有意思。
So I really I really think that's interesting.
我们的一期子节目中,Sarah Ship曾谈到游戏许可机制,以及游戏如何赋予人们做某些事的权限。
There was just an episode of, one of our subshows where Sarah Ship was talking about permissions and how games give people permission to do things.
这就是一个很典型的例子,说明游戏如何允许玩家表现得像...呃...混蛋一样。
And this is a very clear example of how a game is giving the players permissions to be, like, pieces of poop, really.
对吧?
Right?
比如,真正意义上的坏人,甚至可能是杀人犯。
Like, really bad people and murderers potentially.
我觉得在游戏世界里这没什么问题,只要所有人都是这样,而不是强迫某个人成为坏人。
And I think that's that's kind of an okay thing in a in a game world as long as everybody is that and you're not forcing one person to be that.
不过,我的意思是,如果有人是杀人犯,那他们确实比其他人更恶劣——毕竟从撒谎到杀人,这中间还是有程度区别的。
Although, I mean, one person is worse than the others if they're if they're murderers, you know, on a a scale of, you know, lying to murder.
杀人确实非常恶劣。
Murder's pretty bad.
杀人确实非常恶劣。
Murder's pretty bad.
对我来说,在长期角色扮演游戏中,比如多回合的战役类游戏,我发现自己根本无法扮演邪恶角色。
For me, with long form role playing games, you know, multi session kind of things, campaign sort of stuff, I always have I find it impossible to be evil.
对吧?
Right?
我几乎对所有游戏都说过:我作为GM的规则之一就是不为邪恶角色主持游戏。
And I've said for almost every other game, one of my, like, GM rules is I don't GM for evil characters.
对吧?
Right?
因为第一,我觉得人们实际上从未真正全身心投入这种角色。
Because one, I think people never actually lean into it fully.
对吧?
Right?
而且对我来说,追随这些角色并为他们加油感觉很不舒服。
And it just feels icky to me to follow these characters and root for them.
但我又很喜欢《大混乱》这种游戏,里面全是坏人。
But also I love me some fiasco where it's like these are all bad people.
他们都会遭遇不幸,而我很期待看到这些。
They're all gonna get bad things happening to them and I'm excited to watch that.
对吧?
Right?
我认为设计成两到三小时的游戏非常棒,因为我可以短暂地沉浸在这个说谎者、纵火犯甚至可能是杀手的角色里,体验一番,然后知道游戏就会结束。
And I think the it's brilliant to have this be a two to three hour game because I can lean into this character being a liar, being an arsonist, being maybe a killer for a little while, play around with that, and then know that's gonna be done.
对吧?
Right?
嗯。
Mhmm.
你可以很容易地抽离出来,因为它就像...没错。
You can deroll really easily because it's like a Exactly.
是的。
Yeah.
三小时的游戏时间。
A three hour session.
对吧?
Right?
对。
Right.
这不是那种会在你脑海里免费住上五年——比如整个战役期间——挥之不去的东西。
It's not something that lives in your head rent free for the next, like, five years that the campaign runs.
对。
Right.
我可不想支持这个纵火犯整整五年。
I'm not pulling for this this arsonist for five years.
对吧?
Right?
是啊。
Yeah.
希望它能带来一些宣泄的时刻,你知道的。
Hopefully, it's gonna offer some you know, cathartic moments, know.
对我来说,扮演这类有缺陷的人最吸引人的地方在于,你可以尝试在他们身上找到闪光点,理解他们行为的动机,并试图为之辩解——尽管你心里清楚作为普通人,这些行为很可怕。
And I I think that the for me what's always fascinating about playing flawed people like that is that, you know, you you can try to find the good in them when you're playing them and why they're doing the things they're doing and try to justify it even though you know as a person, this is horrible.
比如,因为无法控制想看着东西燃烧的冲动就去放火烧楼,这绝对不行。
Like, you know, setting fire to buildings because you have a compulsion to watch things burn is not okay.
这种行为应该寻求专业帮助,但这个人却仍在继续并隐瞒着这个秘密。
You know, that that's something that you should seek help for, but yet this person is still doing it and hiding their secret.
我们该如何探索这一点,并讲述这样一个故事:或许一个坏人通过故事的发展逐渐意识到,也许我不该这样做,或者,我是个杀手,但我不想被抓,却想帮忙找到真凶让这一切停止,你懂吗?
How do we explore that and sort of tell the story of, you know, maybe even a bad person coming to either through the story, the resolution of like, maybe I shouldn't be doing this or, you know, I'm I I am there's a killer, like, but I don't wanna get caught, but I wanna help find the killer so that this stops, you know?
这很有趣。
It is interesting.
道格,我喜欢你说的那些话,当你谈到几乎像是报应,所有坏人最终都会——尤其是在闹剧中。
I I like the words that you're saying, Doug, when you talked about, you know, comeuppance almost, like, that all the bad people will eventually especially in fiasco.
对吧?
You know?
这些行为终将遭到报应,对这些。
There's gonna be some comeuppance, right, to these actions, to these.
而且,在闹剧里,并非所有人都是彻头彻尾的坏人,他们只是不够好。
And and and, you know, in fiasco, not everybody's exactly bad, but they're just not good.
尽管控制。
Even though Control.
我不喜欢用对立面定义人或事,但,事实就是如此。
Don't like to define people by or anything by the opposite, but, you know, it's what it is.
在《林间低语》中也会发生同样的事吗?那些故事会有个结局,坏人得到报应,有些人则侥幸逃脱,是吗?
And I is the same thing gonna happen in Beneath the Trees, Knocks, where there is gonna be, like, a resolution to all these stories where some bad people get their comeuppance, some people get away with it, and that's okay.
但我们能听到游戏主线之外的角色故事。
But we get to hear, like, about the characters past the story that the game's about.
会有个结局吗?
Is there like a denouement?
是的。
Yeah.
游戏中有很多提示要求玩家围绕他们行为动机构建叙事,但在第三幕结尾处却非常明确。
There's a lot of prompts that kind of ask the players to build a narrative around why they're doing the things they're doing, but also at the end in act three, it's very definitive.
有人能逃脱。
People can get away.
杀手可以逃脱。
The killer can get away.
你知道,他们完全可以逃脱,这让游戏以一种好坏参半的音符结束——既觉得'这太可怕了'。
You know, they can definitely escape, and that ends the game on a kind of a like a a good bad note where it's like, this is horrible.
发生这种事真是太恶心了,但凶手却逍遥法外。
This is so disgusting that this happened, but yet the killer's free.
我是说,山姆·斯特朗还在四处游荡。
I mean, Sam Strong is still walking around.
我所做的一切都希望能呼应漫画的伦理观——这非常有趣且复杂,你既会支持山姆,又不想这么做。
Again, everything that I've done, hopefully, I've been able to kind of echo the comic and sort of the ethics of the comic, which is really interesting and complex in that, you know, you're rooting for Sam, but you don't want to.
山姆是个令人作呕的角色。
Sam is disgusting, you know.
她把人剁碎装进油漆罐埋掉,你知道,这都是出于她的强迫症。
She's she's chopping people up and putting them into paint cans and burying them, you know, be because she has a compulsion.
但现在有人在她的地盘上作案,却毫无准则可言。
But yet, somebody's doing it without in her space without having a code.
对吧?
Right?
那么这种准则究竟让事情变好还是更糟了?
And so does the code make this better or worse?
这个人是否只是随机行事且动机不纯,而现在萨姆却成了判断什么可做、什么不可做的道德警察?
Is this person just randomly doing this and they're doing it for the wrong reasons, and now Sam is the ethical police on what is okay to do and what isn't?
这一切都非常复杂。
It's all very complex.
所以我们想要呼应这一点。
So we wanted to echo that.
尤其是游戏第三幕中的提示都非常复杂。
And and the prompts in the game, especially in act three, are very complicated.
我们不想告诉玩家在那里该怎么做。
We don't wanna tell people what to do with there.
他们可以根据提示内容做出选择。
Like, they can make choices based on what the prompts are asking.
但最终,玩家必须做出决定性选择。
But at the end of the day, the players have to make the the definitive choice.
能举个第三幕提示的例子吗?
What would be an example of like an act three prompt?
是的。
Yeah.
所以有一个提示。
So there's a prompt.
天啊,那个叫什么来着?
Gosh, what what was the name of it?
好吧,我给你两个选项。
Well, I'll give you two option two things here.
一个是红鲱鱼选项,你可以调换一些材料来陷害别人,这样故事结局就会是别人为你的罪行付出代价。
One is red herring, where you're able to kinda switch some materials and frame somebody else, and so you can actually have the story end with somebody else paying the price for your crimes.
另一个是'夜晚终结'。
And then another one is end of the night.
它叫'夜晚终
It's called end of
结',卡片会给你几个不同的提示。
the night, and the card gives you a couple different prompts.
但提示的机制部分是每个人轮流决定,他们可以选择尝试逃跑。
But the the mechanical part of the prompt is everybody goes around the table and they can decide to try to escape.
如果他们这么做了,就会离开小镇,从此杳无音信,带着他们试图隐藏的一切逍遥法外。
And if they do, they leave town and nobody ever hears from them again, and they get away with whatever they were trying to hide.
即使真相大白,比如,哦,没错,你就是纵火犯,或者是的,你就是连环杀手,但他们已经消失,他们不会为自己的罪行付出代价,因为他们已经逃脱,现在正在逃亡路上。
Even if it's discovered, you know, like, oh, yeah, you're an arsonist or yes, you're a serial killer, but they're gone, and they don't they don't pay for their crimes because they've escaped and now they're hiding and they're on the lam, you know.
这一切都归结于利用你在游戏中积累的所有优势,然后进行一次掷骰。
And it it all comes down to, like, using all the benefits that you've built up over the game and then making a single roll.
在那一次掷骰中,如果你被抓到,就是你左边的人抓到了你。
And in that single roll, if you get caught, the person to your left catches you.
哦。
Oh.
然后由他们来叙述你当时正要上车永远离开,但他们阻止了你。
And you and then they get to narrate how you were about to get into the car and drive away forever, but they stopped you.
非常酷。
Very cool.
我太喜欢这个设计了。
I love it.
道格,这太好笑了——听众朋友们,我们是用Zencaster录节目的。
Doug, it's hilarious because listeners out there, we we do our shows on Zencasters.
所以能互相看到视频画面。
So we see video of each other.
主要就是为了看诺克斯或道格什么时候说完话,我好插嘴。
It's mostly just so I can see when Knox or or Doug stops talking so I can interject.
但刚才诺克斯描述第三幕卡牌时,道格全程在笑啊各位。
But when Knox was just describing all of the third act cards, Doug was smiling everybody.
我觉得他声称不喜欢邪恶角色、不会主持邪恶阵营游戏可能是个病态谎言。
So I think he might actually be a pathological liar about not liking, you know, evil characters and I can't GM for evil.
他绝对在撒谎,因为诺克斯说'你能逍遥法外'时他嘴角都快咧到耳根了。
I think he's a liar guys because he was like, literally smiling when Nox says, and you can get away with it.
这就是他不为人知的黑暗秘密。
That's his dark secret.
是啊。
Yeah.
你正在揭露道格不为人知的阴暗面,嗯哼。
You're breaking open Doug's dark secret Mhmm.
就在此刻的录音现场。
Right now live on recording.
没错。
Yes.
这正是我在做的事。
That's what I'm doing.
所以这听起来真的非常非常有趣,因为它确实让我们能够探索那种——成为那样的人或做那样的事、怀揣那种阴暗秘密会是怎样的体验?
So this sounds really, really, really fun because it does allow us to, like, play within that space of what would it like to be or to do that or have that dark secret?
希望你们中没有纵火犯、杀人犯或病态说谎者。
I'm hoping none of you are arsonists or murderers, pathological liars.
也许你能应付那种情况。
Maybe you can deal with that.
但你知道,我们大多数人一生中并没有那样重大的阴暗秘密。
But, you know, a lot of us don't have that big dark secret during life.
那会是什么感觉呢?
What would it be like?
我认为这正是角色扮演游戏的妙处,无论你称它为角色扮演还是叙事游戏。
And I think that's the neat thing about role playing games, whether you're gonna call this one or a storytelling game.
你可以将自己代入一个可能与你截然不同的人的位置,真正去思考,你知道,会发生什么?
You get to put yourself in the place of somebody else who is totally unlike you perhaps and really, like, think about, you know, what what would happen?
那个故事会如何展开?
How would that story unfold?
我认为这类游戏最强大也最有趣的地方在于,它让你能在一个安全的空间里思考这类事情,对吧?那里没有真正的谋杀发生,我希望如此。
And I think that is the most powerful and and interesting thing about these types of games that it allows you to to think about this kind of stuff within a safe space, right, where murders aren't really happening, I I hope.
是的,这确实挺有意思的。
And, yeah, that's that's kinda neat.
魔法圈可不包括谋杀。
The magic circle excludes murder.
对吧?
Right?
没错。
Right.
是的。
Yeah.
我是说,至少应该如此。
I mean, it should anyway.
只要你知道,就像阿莱斯特·克劳利那种魔法圈。
As long as you know, like, Alistair Crowley kind of magic circle.
对吧?
Right?
所以,道格,我想问你,因为你又是我认识的最狂热的漫画迷之一。
So so, Doug, I I wanted to ask you because you are, again, you know, one of the the comics biggest fans that I know.
诺克斯描述的内容是否符合你对这个IP改编游戏的期待?
Is what Nox is describing meeting your expectations of what a game about this IP would be?
哦,百分之百。
Oh, 100%.
对吧?
Right?
我认为这不是一个单人游戏。
I think a game that isn't a solo game.
对吧?
Right?
因为我觉得这是其中一个有趣的挑战。
Because the I think that's one of the interesting challenges for this.
我本来想问你们是如何围绕漫画以Sam为核心来设计的。
And I was gonna ask about how you designed around, you know, the the comic being Sam focused.
对吧?
Right?
嗯哼。
Mhmm.
展开剩余字幕(还有 480 条)
但你知道,当每个人都藏着秘密并想保守它们时,我觉得这真是个绝妙的处理方式。
But, you know, with everyone having these secrets and wanting to keep them, I think, you know, that that's a brilliant way to do it.
不过确实,我认为它很好地解决了这个问题,而我唯一质疑的点就是,如果是多人游戏的话,可能很难保持同样的感觉。
But, yeah, I think it it solves that problem really well, and that's the only point where I would coming in was sort of like, well, I don't know if it could really be similar if it's multiple.
对吧?
Right?
但正如诺克所说,这部漫画的整体氛围就是如此。
But, yeah, I mean, the the vibe of the comic is like Knock said.
你知道,你会发现自己不由自主地为萨曼莎加油,尽管你希望她能停下来。
You know, you find yourself rooting for Samantha even though you wish she would stop.
对吧?
Right?
嗯。
Mhmm.
或者有人能阻止她。
Or or someone would stop her.
不过,我觉得这确实契合主题,而且卡牌上的艺术设计——取决于如何指导——会很大程度上传达出那种温馨氛围和平面设计的风格。
But, yeah, it I think matches the and I think the the art on the cards depending on how that's directed, you know, will say a lot to the to the cozy vibes and the and the graphic design.
你看过目前在Kickstarter页面上的艺术设计了吗?
Have you seen the art from what's on the Kickstarter page right now?
看过。
Yeah.
对。
Right.
没错。
Exactly.
我想特别提一下和我们合作的这位艺术家。
I mean, I I I wanna just shout out right now the artist who was working with us on this.
米格尔是个非常迷人的艺术家,他就像变色龙一样,能吸收他人的艺术风格进行过滤,同时保留个人特色,完美融入特定的基调和氛围。
Miguel is like a really fascinating artist in that he's a chameleon, and he's able to kind of take other people's art and filter it and still make it his own, but like fit it within a tone and a and a vibe.
他就像帕特里克一样出色,IDW的每个人都对他赞不绝口,他真的把精髓把握得淋漓尽致。
And he has done like Patrick, like everybody at IDW is really happy, but I mean he has managed to really really really capture it.
而且还能做出一些非常酷炫的东西,但这些角色,你一看就知道是谁。
And and like still like do some really cool stuff, but like these characters, like you know who the character is just by looking at it.
我认为这充分证明了他的才华。
And I think you know, that's that's a testament to his his talent.
是啊。
Yeah.
没错。
Yeah.
这些角色就像是会出现在下一期《春之祭》里的样子。
The the characters are like if those appeared in the next issue of Rite of Spring.
完美契合。
It fit right in.
对。
Yeah.
确实。
Yeah.
诺克斯,你能给我们讲讲这个吗?
So can you tell us a little bit about that, Nox?
比如那些新角色,对所有人来说都是全新的,是由你创造的吗?
Like, the characters that are are new, they're new to everybody, they were made up by you?
所以你需要补充背景故事。
So you got to add the lore.
是的。
Yeah.
我设计了这些角色,并为他们撰写了背景故事,还写了简要说明,描述他们的特征和我想要的效果,然后把这些交给了米格尔。
I designed the characters and I I wrote back stories for them, and I wrote briefs, like, describe them, what I was looking for, and then I gave them to Miguel.
米格尔和我合作已久,我们之间已经形成了一种默契。
And Miguel like, we have a long standing collaboration, so we have kind of a shorthand.
但我的意思是,我给他足够的提示后,他就能在此基础上自由发挥,明白吗?
But, mean, like, I give him enough that he then runs with it, you know?
比如我不会过多干涉——只有在颜色很重要时才会偶尔提一下,通常我只是给出大致框架,由他来填补细节,而他总能很好地领会并发挥创意。
Like, I didn't I don't talk a like, I'll mention a color here or there when it's important, but I usually am just like, here's the general form and you you fill in the gaps, and he he takes it and runs with it.
举个好例子,还是说回沃伯斯沃斯吧,那个心理学家角色。
Like, a good example is like Warblesworth again, psychologist.
他是只海象,你知道的。
He's a walrus, you know.
当然这意味着要有一定的体型,穿着西装之类的,但他找到了这种棕色色调,让我立刻联想到《欢乐一家亲》里的Fraser Crane,我当时就觉得,哇,简直完美。
And of course, that means a certain amount of girth and like a like a suit and everything like that, but you know, he he found this really brown tone that just kind of to me said Fraser Crane, And I was like, oh, that's kinda perfect.
然后他在鼻梁上加了副小眼镜,立刻增添了一种自命不凡的权威感,我就知道这就是这个角色需要的。
And then he put these little glasses on his nose, and it just like added immediately this level of like pompous authority, you know, that I was like, that's what that character needed.
我原本没意识到这点,但现在明白了。
I I didn't know it, but now I do.
所以虽然这些设定都是我写的,但必须说米格尔功不可没,是他真正把这些角色鲜活地呈现出来。
And so I got to write all of that, but I I I think, you know, Miguel needs to be credited with like, you know, taking it home and and making them visibly real, you know.
不过有趣的是——让我稍微岔开下话题——我们之所以创造原创角色和场景,是因为以为IDW和派拉蒙会要求我们避开所有正史内容。
But the funny thing though, if I can if I can spin off here, we created original characters and we created original spaces because we assumed that Patrick and IDW would want us to avoid any canon.
他们应该会希望我们远离任何可能干扰主线剧情的元素。
And that they would want us to stay away from anything that might interfere with stuff that was happening.
所以我们不想让故事必然发生在伍德布鲁克小镇,也不想让萨姆成为角色之一。
So we didn't wanna take have it necessarily taking place in Woodbrook during Sam, you know, and have Sam as a character.
首先,如果那样的话,我认为会存在问题——当某个角色是萨姆时,他们就变成了主角,而我们不想这么做。
First of all, if that were the case, I thought that it was problematic because, well, when one character is Sam, then they're the main character and we didn't wanna do that.
因此我们希望为每个人提供平等的机会成为主角。
So we wanted to make it equal opportunity for everybody to be the main character.
而且每个人都应该是主角,因为在我看来,如果我的工作到位,每个人都应该感到些许孤立,仿佛自己是《无人知晓的树下》故事里唯一的主角。
And and everybody should be the main character because in my mind, if I've done my job right, everyone should feel a little isolated and like they're the solo main protagonist of their own beneath the trees where nobody sees.
就像萨姆的处境一样——你知道的,萨姆非常孤独。
And the same way that Sam is, you know, because Sam is very isolated.
尽管所有人都在互相交流,他们既是彼此故事的一部分,却又试图隐藏那个让他们与其他人疏离的黑暗秘密,他们无法敞开心扉。
And even though everybody is interacting with each other, they're all part of each other's story and yet trying to hide this dark secret which keeps them removed from everybody else, and they they can't open up.
他们无处可去。
They have nowhere to go.
所以我们觉得——没错就该这么写,我很庆幸这个决定,因为它为游戏创造了真正开放的可能性。
And so we thought, yeah, that's how to go, and I'm glad we did because it created, I think, really good, like, open opportunity for the game.
但当我们开始与IDW沟通并获得所有许可后,他们第一个问题就是:山姆在哪?
But when we started talking to IDW and we got all of our clearances in, the first question they asked is, where's Sam?
而且显然,帕特里克也有同样的想法。
And and and apparently, Patrick thought the same thing.
他说:'我们希望看到山姆成为《林间隐踪》游戏的角色'。
He's like, well, we'd like to see Sam as a beneath the trees game.
比如:'我们必须要有山姆这个角色'。
Like, we need to have Sam.
我当时就说:'我知道该怎么实现'。
And I was like, well, I know how to do that.
我只是没想到你们会提出这个要求。
I just didn't think you'd ever want us to.
他们回答:'不,请务必这样做'。
And they're like, no, please do.
所以现在我们有了这个机制,虽然我还在微调细节,但效果非常理想。
So now we have a mechanic, and I'm I'm I'm still finessing it a little bit, but it's working really well.
作为玩家,你可以触发山姆进入游戏、进入城市的机制。
You, as a player, can trigger Sam's entry into the game, into the city.
而山姆在游戏中做的事和漫画里一样——猎杀杀手。
And and Sam is doing the same thing that Sam does in the comics, which is kill the killers.
所以实际上山姆会出现在你的小镇版图上,如果你不是杀手,你可以引导山姆去你认为的杀手那里,她可能会杀死那个杀手。
And so you actually have Sam who arrives on your little town board, And if you're not the killer, you can actually lead Sam to who you think is the killer, and she might kill the killer.
哇。
Wow.
是啊。
Yeah.
所以我们设计了这个来回机制:特定卡牌会触发山姆入场,作为玩家你可以稍微操控山姆的路线,但你绝对不想和山姆单独困在同一个房间里。
So so we've got this kinda like back and forth working where certain cards will trigger Sam's entry, and then you can kind of manipulate Sam a little bit as a player to kind of guide Sam on the way, but you don't wanna get stuck in a room with Sam alone.
没错。
Right.
那可不是什么好事,懂吧?
That's not like a good thing, you know?
所以这很危险。
So it's dangerous.
就像一把大家都在玩的双刃剑。
It's like a double edged sword that everybody's playing with.
太棒了。
Love it.
对于有兴趣涉足IP创作的创作者们来说,这或许是一个值得研究的案例。
So for creators out there who are ever interested in working in IP, this may be a a case study for you.
当我们进行IP创作时,通常关注的是所谓的品牌延伸,也就是要展现品牌特色。
When we work in IP, we're typically looking at what's termed like brand extension, right, where we want to show off the brand.
我们既要尊重品牌原有的特质,又不必完全复刻原作——毕竟想看原版直接读漫画就行。
We wanna honor the brand as it was, but we don't necessarily wanna replicate exactly what happened because you could just read the comic.
对吧?
Right?
我们想创造的是能注入新活力、拓展新空间的作品,在原作基础上有所突破。
We wanna create something that breathes maybe some new life, some new space, create something a little bit beyond the scope of the original piece of media.
诺克斯,根据我所听到的,你告诉我这确实会推动故事进一步发展,并在漫画原著中已知的两个地点之外,进一步拓展这个世界的版图。
And I think, Knox, that from what I'm hearing, you tell me that this is really gonna propel the story further and build the world out a little bit more than the two places that we know from the comic book, at least the original one.
对吧?
Right?
就是城市和伍德布鲁克。
The city and and Woodbrook.
这是我们已知的全部。
That's what we know.
我认为新增那些背景故事更丰富的角色,不仅能激发玩家的想象力,更能为熟悉故事的玩家提供足够的切入点参与游戏——尤其对不熟悉故事的玩家而言更是如此。
And I I think that even the addition of new characters that have a little more backstory that's going to, you know, fuel people's imaginations and just give them all the hooks that they need to really play in the game if they know the story already, but especially if they don't.
我觉得更重要的是,你给了人们一个去阅读原著的理由。
I think I think that's even more important that you've given people a reason to go read the book.
那么道格,你对萨姆以这种方式加入游戏有什么看法?
So, Doug, what are your thoughts on having Sam come in the game that way?
我从未参与过能公开讨论的IP项目。
I've never done IP work that got to a point where I could talk about it.
对吧?
Right?
但我认为这正是挑战之一。
But I think that's one of one of the challenges.
对吗?
Right?
你如何平衡创意和你对项目的愿景与他们所说的‘你必须这样做’的要求?
How do you balance the the creativity and your vision for what you want there and what they're saying, you know, thus thou must do?
对吧?
Right?
在进行IP创作时,你的游戏愿景与公司要求之间总存在这种张力。
With IP work, there's the the tension between your vision for the game and what the company says, you've gotta do this.
对吗?
Right?
听起来这真是个绝妙的实施方案。
And it I mean, it sounds like that's just a a brilliant implementation.
对吧?
Right?
她是个潜在的威胁,或许你能稍微引导她走向正确的方向,但山姆可是个自然之力般的存在。
She's this menacing threat that maybe you can sort of nudge in the right direction, but I mean Sam is a force of nature.
对吧?
Right?
嗯。
Mhmm.
我认为这体现了她在书中的形象。
I think that speaks to her kind of embodiment in the book.
她是个势不可挡的存在。
She's she's the juggernaut.
对吧?
Right?
至少到目前为止,没有什么能阻止她。
Like, nothing at least so far stops her.
嗯
Mhmm.
而且,听起来确实很棒,这让我很想玩这个游戏。
And, yeah, I mean, sounds it sounds brilliant, and it makes her this like I'm thinking about playing the game.
我迫不及待想玩了。
I I can't wait to.
我第一天就支持了。
I I backed day one.
我超级兴奋。
I'm super excited.
谢谢。
Thank you.
是啊。
Yeah.
当然。
Of course.
我已经开始想象那种恐惧感了,如果萨姆出现在棋盘上,或者当...
And I'm already thinking like like the the fear that I would feel for my character if Sam showed up on the board or when
如果你是凶手的话。
if you were the murderer.
尤其当我自己就是凶手时。
Especially if I were the murderer.
对吧?
Right?
但即便我不是凶手
But even if I wasn't
你已经在玩杂耍刀了。
You're already juggling knives.
你知道,你要隐藏身份,还要试图嫁祸他人。
Know, you're like hiding your identity, you're trying to implicate other people.
没错。
Right.
你正在和其他玩家玩一场非常危险的游戏,突然间武士出现了。
You're you're playing this really dangerous game with the other players at the table and then all of a sudden Samurai's.
是啊。
Yeah.
就像是一个‘哇靠’的震撼时刻。
It's like a big oh snap moment.
没错。
Yeah.
对。
Right.
我是说,这听起来像是个超棒的补充,也是个完美融合他们需求的好方法。
It's I mean it sounds like an like an awesome addition and a and a great way to integrate what they asked for.
确实。
Yeah.
这真的很酷。
It's really cool.
整个过程只需要两到四个小时。
All in the span of two to four hours.
对吧?
Right?
这又是另一个非常酷的地方。
Which is which is another really cool thing.
我非常喜欢单次冒险游戏,喜欢的原因在于你完全不用操心升级、统计数据这些传统RPG里常见的繁琐机制。
I I love one shots, and I love one shots because you can really kind of you're you're not really caring about, you know, leveling up, and you're not really caring about statistics, and you're not really caring about all these things that are very couched within trad RPG.
这也不是什么力量幻想。
And it's not a power fantasy.
它是完全不同的体验。
It's it's it's kinda totally different.
我真的很期待看到这款游戏,和大家一起玩,让没看过漫画的人通过游戏发现这部漫画。
And I I'm really looking forward to seeing this game and having people play it with me and people who haven't read the comic book find the comic book through the game.
嗯。
Mhmm.
我认为在知识产权领域工作最让我着迷的一点,尤其是在独立漫画行业,就是当我们几乎能通过让其他人说‘我从没听说过这个’来促成加印。
I think that's one of my favorite parts about working in IP, especially in indie comics, is when we can almost force another print run, you know, by making other people say, I've never heard of this.
这真的相当有趣。
And it's really quite funny.
我不明白为什么会这样,Noxie,你可能有独到见解。
I don't know why it's like this, and, Noxie, you might have some insight.
但漫画买家——我们都是漫画买家,同时也是游戏玩家。
But comic book buyers who we are all comic book buyers, but we're also gamers.
那些纯粹的漫画买家,通常当你对他们说‘嘿’的时候——
But people who are strict comic book buyers, typically, if you say, hey.
这里有款40、50美元的游戏还原了你最爱的漫画IP,你应该买。
There's this, you know, $40, $50 game that represents your IP with the, you know, the comic you love, you should buy it.
他们会回答‘不用了,这会占用我的漫画预算’。
They're like, no thanks because that cuts into my comic budget.
但如果你告诉一群游戏玩家‘嘿’——
But if you tell a bunch of gamers, hey.
你喜欢的这款游戏,其实还有配套漫画。
This game you like, there's also a comic.
他们会说:把全套都给我寄来。
They're like, send me every single copy.
我现在就上亚马逊把所有合订本全买了。
I'll go on Amazon right now and buy every omnibus.
为什么游戏玩家会这样,而漫画读者却不太会这样?
Why are why are gamers like that, but comic book player comic book readers aren't like that as much?
诺克斯,你怎么看?
What do you think, Knox?
呃,我手头可没有能回答这个问题的魔法八号球,只能说这是个挺难的问题——
Well, I don't I don't have the Magic eight Ball that's gonna be able to answer that other than to say, I think it's it's a challenging question of, hey.
这边是需要高度主动参与的游戏体验,那边则是相对放松的被动体验。看漫画或图像小说时,你更像是在看电影。
Here is a experience that requires a lot of active participation, and here is an experience that is kind of a relaxing backseat experience, where if you're reading a comic or you're reading a graphic novel, you're kind of watching a movie.
对吧?
Right?
你你你你坐在副驾驶的位置上。
You're you're you're you're in the the passenger side seat.
你并不是驾驶员。
You're not driving.
当你玩游戏时,即使是桌游,你也是一个积极的参与者。
When you are playing a game, even a board game, you know, you're an active participant.
你置身其中。
You're in the middle of it.
嗯。
Mhmm.
我认为这可能有些道理——再次声明这只是我的推测——那些忠实的漫画迷可能更倾向于以被动的方式放松享受闲暇时光,而游戏玩家在我看来往往更为狂热,他们充满探索精神,渴望冒险并深入其中,而不仅仅是旁观。
And I think there might be something to be said, and again, this is just conjecture on my part, but there might be something to say about people who are dedicated comic fans who are much more passive in the way that they wish to relax and enjoy their free time, as opposed to gamers who are kind of ravenous in my experience, and also very exploratory and like adventure and like wanna dig in and not just witness something.
他们想成为其中的一部分。
They wanna be a part of it.
对吧?
Right?
这个观点不错。
It's a good take.
我喜欢这个观点。
I like it.
我在想这是否源于同样的心理,比如我有个邻居非常沉迷战锤,既玩桌游也看相关小说。
I wonder if it comes from the same place as, like, you know, I have a neighbor who's very into Warhammer, both playing and the novels.
对吧?
Right?
我在想这是否来自相似的动机。
I I wonder if that comes from a similar place.
不过,在这种情况下,小说其实是游戏的衍生品。
Although, mean, in that case, the the novels are after the game.
对吧?
Right?
或者在你涂装模型的时候。
Or during your paint sessions.
就像,我也是个战锤迷。
Like, the the way that I'm I'm also a Warhammer fan.
而且,我在涂装时会听有声书,你知道的,我喜欢听背景故事。
And, like, I I listen to audiobooks while I'm painting, you know, And I like hearing the lore.
这些背景故事某种程度上也是我这么做的原因之一。
And the the lore is kind of part of the reason to do it.
对吧?
Right?
没错。
Right.
因为我觉得战锤玩家或一般战棋玩家作为故事讲述者,他们应得的认可并没有得到。
Because you're telling I I I don't think Warhammer players or just Wargame players in general get the credit that they deserve for being storytellers.
完全同意。
Absolutely.
因为当它做得好时,就不只是竞技性的套路比拼,你知道的,这完全是关于讲故事的。
Because when when it's done right and it's not just competitive meta listing, you know, it's all about storytelling.
我最喜欢的战争游戏其实是Mordheim,如果你没听说过的话,它是战锤二三十年前推出的一款遭遇战游戏,现在大家用的还是最初那本规则书。
My favorite war game is actually Mordheim, which if you've never heard of it, it's a a skirmish game that Warhammer made twenty, thirty years ago, and everybody's using the same book from the original thing.
他们只是稍微做了些补充。
They've just added to it a little bit.
嗯。
Mhmm.
但基本上它从未改变过,也从未销售过模型,这就是为什么游戏工坊目前不再支持它——嗯。
But for the most part, it's never changed, and it's never sold models, which is why Games Workshop doesn't currently support it because Mhmm.
它不像能持续产生新内容的游戏。
It's not a generator of like new content.
它就是原本的样子。
It's just what it is.
这是个一次性项目。
It was a one time thing.
做完就结束了。
It was made and it's done.
对此我表示尊重。
And and I respect that.
我理解他们需要盈利,但观众喜爱它的原因在于这是一个可以用微缩模型参与的叙事故事生成器。
I respect that they need to make money, but the the thing that the audience loves about it is that it's a narrative story generator that you use miniatures with.
而且,我认为你说得对,道格,这其中确实存在某种叙事元素和被动性。
And it's just, you know, I think I think that there is something to be said about that, that you're correct, Doug, that there's there's there's a storytelling element and and a passivity.
这大概像是两者之间的混合体。
Like, that's probably like the the the the mix between the two.
但我觉得漫画读者更偏向其中一方,而那些更喜欢参与游戏、阅读规则书,甚至摆弄大富翁棋盘的人——
But I'd say that comics readers kind of follow one side and that people who are more akin to kind of, like, getting into a game or reading a rule book or, setting up a monopoly board even.
你明白吗?
You know?
他们内心对娱乐参与方式的构想完全不同。
Like, their inner idea of engaging entertainment is totally different.
嗯。
Mhmm.
诺克斯,你能跟我们说说你为这个世界添加了哪些角色吗?
Can you tell us, Knox, about some of the characters that you did add to the world?
因为我们一直在讨论扩展这个品牌。
Because we've been talking about extending the brand.
我们提到过,比如那位心理学家。
We've talked about, you know, definitely the psychologist.
他是你最喜欢的角色吗?
Is he your favorite?
不是。
No.
哦,那你最喜欢的是谁?
Oh, who's your favorite?
我认为是梅西·庞珀尼克,一只博美犬,她的形象融合了《绝望主妇》维恩图中的金·卡戴珊和《泽西海岸》的斯努基,既有可爱的一面,又暗藏邪恶的深度。
I think Missy Pumpernickel, who is a Pomeranian, who is effectively like modeled off of the Desperate Housewives sort of Venn diagram of Kim Kardashian and Snooki from Jersey Shore, sort of like this mix of of just like cuteness, but with like this underlying depth of evil.
嗯。
Mhmm.
你知道,那种出人意料的邪恶是我最喜欢的东西之一。
You know, like unexpected unexpected evil is one of my favorite things.
对吧?
Right?
就像,哦,这是世界上最可爱的东西。
Where it's like, oh, that's the cutest thing in the world.
但它现在就要杀了你。
It's going to kill you now.
是的。
Yes.
它也很邪恶。
It's also evil.
没错。
Yeah.
它还非常邪恶。
It's also very evil.
但我们创造的其他角色,比如雷穆斯·小脚,他是一只经营冰淇淋店的北极熊。
But but the other characters that we created, let's see, there's Remus Littlefoot, who is a polar bear ice cream parlor owner.
嗯。
Mhmm.
这很合理。
That makes sense.
关键是,我写了这个简介,我说希望他拿着一个冰淇淋甜筒,但要让它稍微融化,滴到他的爪子上。
Here's the thing, is like I I wrote this brief and I was like, yeah, I want him to be holding an ice cream cone, but make sure it's melting a little so that it's dripping over his fingers.
然后米格尔交回来的画作里,这只穿着1950年代风格汽水店员制服的北极熊简直可爱极了,戴着帽子还有条纹装饰。
And Miguel came back with this art, and this is the cutest polar bear in a, like, a nineteen fifties style soda jerk outfit, but then with the hat and the stripes and everything.
但他拿着这个正在融化的甜筒,有种我特别喜欢的 sinister(阴森)感觉。
But then he's this cone and it's like melting and there's something so sinister about it that I love.
所以我真的很喜欢小脚的这个造型设计。
So I I love the art for Little Foot for sure.
是啊。
Yeah.
他那歪歪扭扭的小盆栽。
His little sideways plants.
我正在看Kickstarter页面。
I'm looking at the Kickstarter right now.
然后是乌龟邮差汤米·特恩巴克,这简直是我们对公共服务人员的态度宣言——多年来对邮局搞砸多次邮件交易的怨念,我想。
And then there's Tommy Turnbuckle, who is the turtle mailman, which is just like a whole mission statement on our part on I think public servants and being upset at the post office for for like ruining multiple mail transaction over the years, I guess.
所以我们的讽刺点在于:他是个乌龟。
So our slam is that there he's a turtle.
实际上我有机会在伯班克的Geeky Tea and Games(超棒的场地)玩过实况游戏。
I actually got to play we we did an actual play at Geeky Tea and Games in Burbank, which is a great venue.
如果在加州附近,一定要去Geeky Tees看看。
If anybody's in the California area, go check out Geeky Tees.
他们有个小型播客工作室,我们在Kickstarter前做了实况演示,好让大家了解玩法。
But they they have a little podcast studio, and we did an actual play before the Kickstarter so that we could show people how to play it.
我们有些超棒的玩家——A级阵容,这些人天生就该玩这个游戏。
And we had some amazing, like, a a tier, these people are the right people to play this.
乔迪·豪瑟,她创作过许多漫画作品,还有赞德·杰尼尔、珀耳塞福涅,还有音乐家惠特尼·阿瓦隆也参与了。
Jodie Houser, who's done a lot of comic work, Xander Genere, Persephone, and we had Whitney Avalon, who's a musician.
我们玩得非常开心。
And we had a great time.
每个人都迅速融入角色,立刻上手,并且大致理解了游戏走向。
Everybody jumped into the characters and played them right away and kinda understood where this was going.
还有另一个角色叫西比尔·蒙哥马利,她是一只算命鹦鹉。
There there's another character named Sybil Montgomery, and she is a parakeet fortune teller.
所以她是一只塔罗鹦鹉,我觉得这既俗气又蠢萌,但这就是我喜欢的幽默风格,你知道的,就像这种小小的眨眼暗示。
So she is a she's a tarot keet, which I think is really cheesy and dumb, but, like, that's the kind of humor that I like, you know, is is just like this little wink.
不过,她的原型其实是Miss Cleo,如果你是90年代的人,应该还记得当年电视上那些广告。
But, so she she was based off of Miss Cleo, if you're if you're from the nineties, and you're familiar with those commercials on on television back in the day.
现在就打电话给我。
Call me now.
没错。
Yeah.
我们以西比尔为原型创作了这个角色。
We based Sybil off of that.
我是说,有几个明显的参考点,你知道的,就是我们借鉴了一些角色,但我认为这正是这类作品的魅力所在,也是帕特里克在《树下》中创造的——故事发生在一个非常典型的城镇里,场景日常而平凡,甚至有些无聊,但转眼间就会陷入充满恶意仇恨与犯罪的可怕深渊。
I I mean, there's a couple, like, clear references, you know, to some of the characters that we use, but I think that's kind of the charm of the genre and sort of what Patrick created with Beneath the Trees, is that it's a very every town kind of situation where where the stories take place in a in a very familiar setting with familiar day to day mundane, even boring situations that turn on a dime into these like horrible depths of of of malicious hate and crime.
对。
Yeah.
你懂我意思吧?
You know?
我提到所有人了吗?
Did I mention everybody?
还有温斯顿,他是个兔子园丁。
There's there's Winston who's a rabbit gardener.
这些都是Kickstarter上的角色。
Those are all the ones on the Kickstarter.
目前有三个已公布的角色。
There's three laid out ones.
我不知道你是否想讨论这个。
I don't know if you wanna talk about.
看起来像一头大象、一只豪猪和一只狐猴?
Looks like an elephant, a porcupine, and a lemur?
不是。
No.
所以这里还有另一个很酷的事情。
So here here's another cool thing.
好的。
Okay.
我要告诉你一件事。
I'll tell you something.
听众们将会在这里获得一些早期信息。
You guys are gonna whoever's listening to this is gonna get some, like, early information here.
所以我们有三个。
So we have three.
我不确定我们能否达成为他们设定的延伸目标。
I don't know that we're gonna hit the stretch goals that we put up for them.
虽然延伸目标非常雄心勃勃,但我们清楚必须通过IP达到某些利润标准。
Very ambitious stretch goals, but we also knew that we had to hit certain margins with an IP.
总之无论如何我们都会完成这款游戏。
So we're making the game no matter what.
我们目前进展确实很顺利。
We're we're definitely doing well.
我们仅用三天就完成了众筹。
We we funded it in three days.
对此我们感到非常满意。
We feel good about that.
不过在更高层级上,我们确实增加了额外角色,但这意味着更多卡牌、组件和成本。
But on some of the higher tiers, we did add extra characters, but that means extra cards, extra components, extra cost.
对吧?
Right?
因为我们还在加入微缩模型。
Because we're also adding miniatures.
是的。
Yes.
所以另一件事是,我们已经完成了它们。
So that's the other thing too is, like, we made and they're done.
实际上,我打算给其中一些上色,但我们已经完成了它们的原型。
Like, I actually have I'm gonna be painting some of them, but we've done the prototypes for them.
建模非常出色。
The modeling is great.
我的朋友加勒特是个很棒的雕塑家,他再次以米格尔的艺术为基础进行了创作。
My friend Garrett is an awesome sculptor and, again, just took Miguel's art and ran with it.
嗯。
Mhmm.
但如果你看那些轮廓,你肯定能看出其中一个是头大象。
But if you look at those outlines, you can definitely see one is an elephant.
这一点毋庸置疑。
There's no doubting that.
但这头大象的登场方式相当巧妙。
But how that elephant comes into play is pretty brilliant.
也许它本身不涉及政治,但很自然地与政治挂钩,毕竟角色设定是市长。
It's also maybe it's not political, but it is very understandably connected to politics because it's a mayor.
作为大象形象,要知道他属于那种典型的共和党播客主持人类型,不知道这样说能否让你想象出画面。
And as an elephant, you know, he's a very Republican podcaster type personality, if that paints any pictures for you.
再说一次,这艺术表现简直绝了。
And again, the art is just like, oh, yeah.
因为那种量身定制的西装、精心打理的发型,还有脸上那种自以为是的表情。
Because it's like like the tailored suit and the coif of hair and sort of the the smarmy look on the face.
重申一下,我并非在评判什么,但这种形象确实特别符合——尤其是YouTube上常见的那种共和党代言人的典型形象,我们当时就想:这种人当市长会是什么样?
And like, again, I'm not I'm not making any judgments here, but it's just definitely like there's a certain persona that you see on especially like YouTube that fits into this like ideal like talking head for the Republican Party, and that's kind of what we were like, what would that guy look like as a mayor?
嗯。
Mhmm.
因为我们当时想到《双峰》这类作品,以及那些关于事物如何失控的故事,觉得政客角色很契合这个主题,而且我们想保持小规模。
Because we were thinking like Twin Peaks and all the kind of things that you could tell stories about about like how things spiral out of control and a politician seemed to fit into it well, and we wanted to keep it small.
对吧?
Right?
所以政客角色——我不提名字了,但另外两个你猜对了。
So a politician, I'm not gonna say the name, but the other two, you're correct.
一个是豪猪,另一个是蝙蝠。
One is a porcupine, but the other one is a bat.
有趣的是那只蝙蝠,她是个会计,而且是只蝙蝠。
And the funny thing about the bat, she's she's an accountant, and she's a bat.
她非常书呆子气,就像你想象中会计该有的样子,但同时又带着某种阴险的特质。
And she's she's she's very bookish as you might expect an accountant to be, but there's something sinister about her as well.
帕特里克的世界观里原本没意识到这点。
So with Patrick's world, didn't realize this.
事实上,我认为直到我们开始提交非帕特里克创作的艺术作品时,帕特里克和IDW才意识到这一点。
And in fact, I don't think Patrick realized it or IDW realized it until we started submitting art from somebody other than Patrick.
《树林之下》里没有尾巴也没有翅膀。
There are no tails and no wings in Beneath the Trees.
所以我们给Missy设计了一条蓬松的大尾巴,因为我们以为它是博美犬。
So we submitted Missy with a big fluffy tail because we thought, oh, it's a Pomeranian.
我们想要一条蓬松的大尾巴。
We want a big fluffy tail back there.
然后他们说,我们和Patrick谈过,他看了这些设计才意识到这是个规则。
And then they were like, we spoke to Patrick, and I guess he didn't realize it was a rule until he looked at these, but there are no tails.
我们不用尾巴。
We don't use tails.
所以我们去掉了尾巴,这没问题。
And so we removed the tail, which is okay.
仍然可行。
It still works.
她显然还是只狗。
She's still clearly a dog.
是啊。
Yeah.
但蝙蝠显然没有翅膀。
But for the bat, obviously no wings.
它只有头部特征,鼻子那些部分。
It's just the kind of the head, but the nose and all that.
这绝对能看出是只蝙蝠。
It reads as a bat, definitely.
哦,所以这就是你以为它是狐猴的原因。
Oh, so that's why you thought it was a lemur.
对。
Yeah.
没错。
Yeah.
再看看漫画,观察一下其他不同类型的动物。
Look at the look at the comic again and look at some of the different types of animals.
我我只是觉得这很迷人。
I I just think it's fascinating.
这确实很迷人,就像这个世界有一条不成文的规则:无论你是什么动物,都没有翅膀和尾巴,因为拟人化的规则就是没有尾巴、没有翅膀,这完全没问题。
That is fascinating that it's like an unwritten, like, rule of the world that nobody has wings and nobody has tails regardless of what type of animal you are because it's it's the the rules of the anthropomorphization are no tails, no no wings, and that's that's fine.
但有趣的是他甚至没注意到自己在这么做。
But it's funny that he didn't even notice he was doing that.
我不想剧透,但我觉得第一部最让我震撼的场景之一是山姆在森林里遇到一只真正的熊。
I don't wanna spoil anything for anybody, but the I think one of the biggest things that blew my mind in the first series was when Sam is in the woods and encounters an actual bear.
对。
Right.
真正的熊。
Actual bear.
超爱那段。
Love that one.
就像是,等等。
It's like, wait.
山姆是只熊。
Sam's a bear.
这就像布鲁托和高飞的设定吗?
Is this like a Pluto Goofy statement?
因为我觉得就是如此。
Because I feel like it is.
就像高飞是狗,布鲁托也是狗。
It's like Goofy's a dog and Pluto's a dog.
对吧?
Right?
是的。
Yes.
这怎么解释得通呢?
How does that work?
就像那些广告里牛在唱关于吃牛排的歌。
It's like those those commercials where the cow is singing about eating steak.
是啊。
Yeah.
或者漫画里那只乌龟养了条狗的情节。
Or in the comic how the the turtle has a pet dog.
所以还有其他动物存在。
So there are other animals.
没错。
Yeah.
那这些到底是什么变异物种?
So like what makes are these mutants?
这些就像是...我也说不清。
Are these like I don't know.
最妙的是派大星完全无视这些,自顾自推进剧情,明显就是在戏弄我们所有人。
And the fact that Patrick ignores all this and just like goes through the story and like is clearly messing with all of us.
我简直爱死这个设定了。
I love it so much.
嗯。
Mhmm.
我有时候确实会想。
I I do wonder sometimes.
对吧?
Right?
因为我多年来一直对拟人化的动物形象深深着迷。
Because I I I have been fascinated with anthropomorphized animals for for years and years and years.
不知为何,我最喜欢的漫画其实都是关于拟人化动物的。
Like, my favorite comics are actually all about anthropomorphized animals for some reason.
我也喜欢超级英雄,但不知为何就是更钟爱那些有趣的动物角色。
I like superheroes fine, but I really love the funny animals for some reason.
比如《兔兔仁波切》,这是IDW现在出的另一部作品。
So, like, Usagyu Jimbo, another IDW title currently.
我太喜欢这个了。
I love it so much.
很可能是我最喜欢的《黑猫侦探》。
Quite possibly my favorite, Black Sad.
如果你喜欢新黑色风格,或者西班牙漫画,这是全球最棒的漫画之一,作者曾是迪士尼动画师。
If you're into neo noir, if you're into Spanish comics, one of the best comics in the world, he the artist is like an ex Disney animator.
艺术表现简直绝妙。
Just brilliant art.
如果你们还没读过《黑猫侦探》,应该去读读——你们看过《黑猫侦探》吗?
You should if you haven't read any Black Sad have you guys read Blacksad?
没有。
No.
没有。
No.
快去读《黑猫侦探》。
Go read Blacksad.
现在就去。
Right now.
快去读《黑猫侦探》吧。
Go read Blacksad.
另一个我特别喜欢的角色是格兰维尔,它又是一部带有黑色风格的蒸汽朋克作品,主角格兰维尔是一只侦探獾。
And then another one that I really like is Granville, which is like another noirish kind of steampunk ish thing where Granville is a badger who's a detective.
而在《黑猫侦探》里,主角是一只侦探黑豹。
And in Blackside, Blackside is a panther who's a detective.
所以我喜欢黑色风格的作品。
So I like noir.
我想我也喜欢动物题材吧。
I like animals, I guess.
还有《猫咪拉卡黛西》,讲的是猫咪经营一家...哦对。
And then Lacadaisy, which is about cats who run a Oh, yeah.
背景设定在咆哮的二十年代。
Easy in, like, the roaring twenties.
所以
So
是啊。
Yeah.
挺酷的。
It's cool.
比如,有些作品明确设定猫就是动物,但像人类一样。
Like, some of them are definitely like you are cats that are like animals, but like humans.
而另一些则完全不是这样。
And then some of them are like, no.
这只是我们通过动物特征来表现不同人群的方式,但它们实际上并不是动物。
This is just the way we're representing different people through animal like characteristics, but you're not actually animals.
除了像《忍者神龟》这种明确设定——动物变异成类人生物的作品外,我不知道该如何区分这两种类型。
And I don't know how to differentiate between the two except for, like, very clear ones like teenage mutant ninja turtles where they are animals that are just, you know, mutated into things that are like humans.
但其他很多作品,我其实不太确定。
But a lot of the other ones, I'm I'm not actually sure.
比如,斯坦·坂井当初是怎么构思的?
Like, what did Stan Sakai have in mind?
我不知道。
I don't know.
我明白了。
I got it.
我觉得这很有意思。
I like, that's fascinating.
比如我最初是从蝙蝠侠入坑的。
Like I started with Batman.
我开始读蝙蝠侠,但很快就迷上了沼泽怪物。
I started reading Batman, but then I quickly found Swamp Thing.
对。
Yeah.
然后通过沼泽怪物,我又接触到了《忍者神龟》的漫画。
And then from Swamp Thing, I found Teenage Mutant Ninja Turtles, the comics.
嗯。
Mhmm.
就像大家都知道动画片之类的,但我发现了最初的黑白漫画。
Like everybody knew the cartoons and stuff, but I found the black and white original comics.
说到黑色电影风格。
And talk about noir.
是啊。
Yeah.
那些作品太棒了。
That stuff was So good.
阴暗。
Dark.
非常阴暗。
Very dark.
你读过《No》吗?
Have you read No.
《最后的浪人》?
The Last Ronin?
是的。
Yes.
那简直太
That is so
你知道我有多...我真的没法多谈这个。
Do know how much I I I don't think I can really talk about it.
但我得说,这是梦想中的项目。
How but I will say dream project.
对。
Yeah.
TTRPG《最后的浪人》。
TTRPG Last Ronin.
是啊。
Yeah.
它确实是
It is it is a
那是一个终极,那是一个终极,那那那是个梦想项目
that is a last that is a last that that that's a dream project
立刻马上。
right away.
所以,诺克斯,我只是说你与IDW有稳固的合作关系。
So, Knox, I'm I'm just saying you have an established relationship with IDW.
是啊。
Yeah.
真有趣。
That's funny.
确实如此。
That is true.
我我不确定。
I I don't know.
而且你也认识一些热衷于继续设计角色扮演游戏的人。
And and you know some folks who would love to keep designing role playing games.
嗯。
Yeah.
我们会试试。
We'll try.
我们会试试。
We'll try.
我们试着做吧。
Let's try to do it.
是啊。
Yeah.
那么,诺克斯,你和亨特斯接下来对这个IP有什么计划?
So, Knox, what's next for you and Hunters and this IP?
亨特斯还会为这个IP推出更多内容吗?
Is there more coming out for this IP from Hunters?
你们要等着看情况发展吗?
Are you gonna wait to see what happens?
你有什么能透露给我们的计划吗?
Do you got plans that you can tell us?
你接下来有什么打算?
What's what's next for you?
嗯,我知道有些大事即将发生。
Well, I I know some big things are coming down the tracks.
其他的我不能多说。
I can't say anything else.
但从我们这边来说,我们希望能有所补充——重申一下,这只是我们的期望。
But I will say from our side, what we'd like to see, and again, this is just what we'd like to see, is like we'd like to add to this.
尸体袋系统让你能反复玩这个游戏,每次都有不同的受害者,带来全新的线索。
The body bag system allows you to play this game over and over again, meaning you have a different victim, which has all new revelations on it.
你可以混搭城镇卡牌。
You can mix up the town cards.
最棒的是它不需要游戏主持人。
The great thing is is like it doesn't take a GM.
不需要太多准备工作。
It doesn't take a lot of prep.
只需要不同的卡牌组合。
It just takes different card packs.
对。
Right.
我非常希望能添加更多角色——我最喜欢的就是创造角色,你知道,就像我们之前说的,给人们讲故事的素材。
And I would love to add more care I love making the characters more than anything, you know, like tell like giving people the tools to tell stories like we were talking about.
比如会计师肩负重大责任,所以很容易联想到会计师可能犯下的可怕行径。嗯。
Like an accountant has a lot of responsibility, so it's really easy to start thinking about horrible things that an accountant could do Mhmm.
你知道,以及他们可能实施的犯罪。
You know, and and and crimes that they can commit.
市长或邮差这类角色也一样。
Same thing with like a mayor or, you know, the mail.
你想过你的邮递员在做什么吗?
You know, the what is your mailman doing?
你知道吗?
You know?
比如,我特别喜欢创造角色。
Like, I love creating the characters.
所以我希望能发布一些小扩展包,比如新增三个角色、两个新的尸体袋和一堆城镇卡牌,你可以把它们混入游戏,这样体验就完全不同了。
So I would love to be able to release little expansions where it's like, here's three more characters and two new body bags and a bunch of town cards that you can mix in, and now the experience is completely different.
是啊。
Yeah.
这非常酷。
That's very cool.
酷。
Cool.
不过目前除了这个,我们主要专注于《猎人们》,我们对'自然世界图书馆'这个项目特别兴奋,这是个持续更新的、与TTRPG无关的自然主题系列。
Just for this, but as far as anything else right now, we're at Hunters, we're really excited about the natural world library, which is an ongoing, like, nature series that's TTRPG agnostic.
我们正与'双重精通'的合作伙伴一起,目前正在完成所有其他游戏的发货工作。
And we work with our partners over at double proficiency, And we're gonna be, we're finishing up all the fulfillment, for all of our other games right now.
所以我们有即将开始发货的《真菌学家入门手册》,完成后就能接着推出《鸟类入门手册》。
So we have the Mycologist primer, which is gonna start fulfilling here soon, and then we're gonna, be able to launch once that's done, an avian primer.
我们要做一本关于鸟类的书。
So we're gonna do a book book on birds.
你知道吗?
You know?
我们非常期待与他们合作这个项目。
And we're really excited to do that with them.
我们与Pixel Table建立了合作伙伴关系,一直在开发许多数字产品。
We have partners with, Pixel Table, and we've been doing a lot of digital stuff.
嗯。
Mhmm.
我们对于继续为所有游戏创作内容感到非常兴奋。
So we're really excited about continuing to create stuff for all of our games.
我们制作了一款《爱丽丝失踪》的数字体验,我强烈推荐给大家。
We made an Alice is Missing digital experience that I highly recommend to people.
比如,我们非常喜欢Roll20平台。
Like, we went we love Roll20.
我们热爱所有的虚拟桌面平台。
We love all the VTTs out there.
但事实是,这些平台都不是为《爱丽丝失踪》这类游戏设计的。
But the fact of the matter is is that none of those platforms have been created for a game like Alice is Missing.
嗯。
Mhmm.
要还原《爱丽丝失踪》的游戏氛围,以及那些必须正确设置才能游玩的古怪技术细节——比如树下场景之类的——真的非常困难。
And it's really hard to capture the feeling of Alice is Missing and all the little weird technical stuff that you have to have set correctly to be able to play the game, also including, like, a beneath the trees or something like that.
所以我们决定自己开发。
But we so we wanted to create it.
我们与Pixel Table合作。
We worked with Pixel Table.
最终打造出了这个数字体验。
We made the experience.
它现在已经上线了,我们开始发布这些小型的DLC扩展包,就像我们在爱丽丝的世界里创作内容那样,为游戏添加新卡片和一些元素,与斯宾塞等人合作构建基于爱丽丝的体验,但仅限于数字平台,这样我们就能尝试那些因印刷限制而无法实现的内容。
It's online now, and we started to release these little DLC packs that are like us creating stuff that is, you know, within in the Alice world that adds cards to it, that adds some things, working with Spencer and other folks to, like, build experiences that build on Alice, but only through the digital side so that you can we can try things out there that we couldn't do because there's not a print run.
你知道吗?
You know?
太棒了。
Amazing.
我们对此感到非常兴奋。
We're excited about that.
太好了。
That's great.
我们下周——确切地说是下周三——要和斯宾塞谈谈。
We're we're talking to Spencer next week, actually, next Wednesday.
替我向他问好。
Tell tell him I said hello.
我会的。
I will.
我们确实是最难的。
We have the hardest yeah.
我们太忙了,都没时间聊天了。
We're so busy that we never get to talk anymore.
所以代我向...
So give my And
我们其实是要在Meeple Syrup上专门和他聊非桌游相关的话题,所以这个可能也会提到,挺不错的。
we're actually talking to him specifically on Meeple Syrup about gaming not around the table, and so this will probably come up then too, so that's cool.
好的,道格。
Alright, Doug.
对诺克斯还有什么最后的问题吗?
Any last questions for Nox?
我...有的。
I yeah.
我确实有一个问题。
I do have one.
游戏中是否有某个机制或部分,你尝试过但效果不如预期,最终被删掉了?
Was there a mechanic or a part of the game that you tried that didn't pan out the way you wanted it to that got cut?
是的。
Yeah.
花絮里都有些什么内容?
What's what's in the outtakes?
我一直对这些游戏的幕后花絮很着迷。
I'm always fascinated by the outtakes games.
就像我之前提到的,在没有阅读规则书的情况下,我简单向你们介绍过这个游戏的掷骰机制。
There's a like, I mentioned a little bit about the dicing without, like, like, reading the rule book to all of you.
我或多或少已经告诉过你们这个游戏是关于什么的。
I've more or less kinda told you what the game is about.
不过,游戏中有一个对抗系统可以让玩家互相影响,我意识到这个系统可能会被滥用——比如杀手在第一幕就开始杀人,这感觉非常糟糕。
However, there's a confrontation system that allows you to interact with each other, and I realized that it could be abused by allowing the killer to start killing people in act one, which feels real bad.
嗯。
Mhmm.
所以现在杀手唯一能真正淘汰玩家的时间是在第三幕。
And so now the only the the only time that the killer can actually knock anybody out of the game is on act three.
也就是说如果你被谋杀,那就是真的被淘汰了。
So if you are murdered, you can be murdered.
因为如果没有被谋杀的危险,这个设定就失去威慑力了。
Because if without the danger of being murdered, then there's no teeth to it.
所以我们必须在那个节点设定:杀手若想淘汰某人,就必须收集特定物品,将目标引至特定地点,并持有特定卡牌才能行动。
So we had to have it pretty much the at that point, the killer's motivation, if they wanna take somebody out, is they have to collect the right things, get them into the right space, and have the right cards to play.
而且他们会用一种隐蔽的方式实施,这样不会自动暴露杀手身份。
And then they do it, and they do it in a way that's kind of subverted so that you don't know it doesn't reveal who the killer is automatically.
不过到那时你可能已经产生更多怀疑了,但毕竟已经是第三幕了。
But at the same time, you might have more suspicions, but at that point, it's act three.
我们正在那个阶段推进故事结局。
And we're resolving the story at that point.
这不像...等等
It's not like, well, wait.
我要回去当侦探,你知道的,扮演侦探的角色。
I'm gonna go back and detect you know, be a detective.
不。
No.
我们已经过了那个阶段了。
We're past all that.
明白吗?
You know?
所以叙事会以某种方式自行解决,让杀手在最后阶段可以非常,你知道的,具有攻击性。
So the narrative kind of resolves itself in a way that allows the killer to be very, you know, aggressive at the very end.
即便如此,当你杀死某人时,他们仍有很多事要做,因为他们要解决自己的故事线。
And even then, when you do kill someone, they still have a lot to do because they're resolving their story.
只不过他们的故事是以死亡告终的。
It just so happens that their story is resolved with them dead.
所以他们就这样讲述那个故事。
And so they tell that story.
凶手不会讲述故事。
The killer doesn't tell the story.
没错。
Right.
受害者才是讲述者。
The the victim does.
明白吗?
You know?
这太有意思了。
That is fascinating.
所以回答你的问题,我认为我一开始就明白这个机制,但没意识到它会被滥用。
So I I think to answer your question, I learned like, I knew it initially, so I I but I didn't realize that it was gonna be abused.
在早期测试时,这种情况立刻发生了,我当时就想,这可不太妙。
And in some initial playtest, it immediately happened, and I was like, oh, that's not good.
确实不妙。
It's not.
这太棒了。
That is brilliant.
好了,各位。
Alright, everybody.
非常感谢诺克斯的到来,向我们详细介绍这款正在Kickstarter上众筹的游戏。
Thanks so much to Knox for coming on and telling us all about the game that's currently on Kickstarter.
我不太确定这期节目播出时具体是什么时候,但如果Kickstarter众筹还在进行,快去支持吧。
I'm not exactly sure when this show is going on, but if the Kickstarter is still on, go back it.
如果有后期支持选项,也快去支持吧。
If there's a late pledge, go back it.
会有后期支持选项的。
There will be a late pledge.
对。
Yeah.
我敢肯定节目播出时(除非你们拖到11月下旬才播)一定会有后期支持通道开放。
I'm sure that there'll be a late pledge running when this airs unless you air it deep in November.
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