请注意:本期播客含有对《塞尔达传说》、《战神5:诸神黄昏》、《血源诅咒》、《黑暗之魂》、《瘟疫传说:安魂曲》、《荒野大镖客》、《最后生还者》、《Undertale》等诸游戏的剧透,请想要游玩这系列游戏的玩家谨慎收听 💡内容高亮:05:40 游戏对玩家的期待。06:15 当下游戏普遍存在的问题:默认玩家有游戏经验,会跳过基础的游戏引导。09:24 开放世界下,玩家探索世界的动力是好奇心。11:55 《王国之泪》当中“神庙解谜”的设计。14:00 《王国之泪》的“取巧”:被隐藏的等级系统。17:06 《死亡搁浅》的电影化叙事。19:26 比起电影,更像是美剧。20:10 电影的语态:过去时?现在时?20:27 电影是一种已经完成了的叙事,而游戏是一种进行中的叙事:“如果你没有游玩结束,那么对于你来说这个故事就永远没有被完成。”22:13 “艺术电影”和“娱乐电影”。24:50 村上春树《After Dark》开篇的时态,和这种时态带来的视觉体验。26:47 《After Dark》开篇的段落。28:16 真正影响玩家在游戏中自我认知的是玩家的“化身”29:30 以《街头霸王6》为例讲讲“捏脸”系统。31:06 以《女神异闻录》为例讲讲玩家的代入感与文化语境。31:50 游戏中主角的失忆,其实有助于帮助玩家和主角“认知一致”:我们都对这个世界一无所知。33:59 电影当中还会使用“失忆”这个桥段吗?好像很老套!37:34 游戏怎么解决“抽离感”的问题?什么是“QTE”,QTE在游戏设计上有什么用?游戏中的沉浸式体验是怎么得来的?42:49 以《黑暗之魂》为例讲讲“抽离感”的消失。 “黑魂的魅力在于它告诉了你游戏中的这个世界和现实一样残忍。”49:02 以《战神》为例讲讲游戏中的表叙事与里叙事。56:09 “预言”机制对叙事的推动。56:42 《瘟疫传说》当中的叙事运动。57:42 “自我实现的预言”01:03:23 游戏中的“决策”和玩家对自我的否定。01:04:33 以《最后生还者》讲讲玩家的“自我否定”过程。01:10:55 以《Undertale》讲讲游戏如何逼迫玩家进行“自我否定”01:14:03 每个人不同的《王国之泪》游玩体验。01:22:03 游戏推荐:《底特律变人》01:22:55 游戏推荐:《极乐迪斯科》01:25:29 游戏推荐:《Papers, please》--村上春树《After Dark》选段:Eyes mark the shape of the city.Through the eyes of a high-flying night bird, we take in the scene from midair. In our broad sweep, the city looks like a single gigantic creature—or more like a single collective entity created by many intertwining organisms. [...]Our line of sight chooses an area of concentrated brightness and, focusing there, silently descends to it—a sea of neon colors. [...]We are inside a Denny's.Unremarkable but adequate lighting; expressionless decor and tableware; floor plan designed to the last detail by management engineers; [...]After a quick survey of the interior, our eyes come to rest on a girl sitting by the front window. Why her? Why not someone else? Hard to say. But, for some reason, she attracts our attention—very naturally...--感谢收听!如果有任何想对我们说的话,欢迎给我们写信,我们的邮箱📮Mila:[email protected]大绿:[email protected]片头/片尾:Nemo's Dreamscapes - It's summer 1949, you're reading by the lake剪辑:大绿后期:Mila
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