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An Approach to Holistic Level Design

0:06
好的,我想我很快就要开始了。
Okay, I think I'm going to get started soon.
0:11
大家好,我是史蒂夫·李。今天的演讲题目是《整体关卡设计的方法》。
Hello, everyone. I'm Steve Lee. This talk is called An Approach to Holistic Level Design.
0:16
在我开始之前,我想提醒大家关闭手机,并确保在演讲结束后填写反馈表。
Before I get started, I'd like to remind everyone to turn off your phones and make sure you fill in your review forms after the talk.
0:23
尤其是如果你们是从上一个演讲留下来的,我想你们需要离开房间,
Especially if you stayed in from the last talk, I think you need to leave the room and
0:29
并确保在演讲结束时,确保你们被扫描,这样你们才能收到反馈通知。
And make sure you, at the end of the talk, make sure you get scanned so that you can receive the notification to review the talk.
0:37
最后,如果,哦,我们看起来相当向前,但一般来说,如果你们能坐得离中间近一点,那就很好,这样如果有人在演讲期间进来,坐下会更容易。
Finally, if, oh, we're looking fairly forward, but in general it's cool if you can sit closer to the middle so it's easier for people to sit down if they enter during the talk.
0:45
还有,嗯,我被告知在演讲开始后的前五分钟之后不允许拍摄。
And also, yeah, there's no filming allowed after like the first five minutes of the talk, I've been told.
0:53
好的,关于我一点点。我在这个行业做关卡设计师已经大约十年了,发布了这四款游戏。
Okay, so a little bit about me. I've been a level designer in the industry for about 10 years now, shipping these four games.
1:02
列表中的第一款是一个开放世界的动作驾驶游戏,
The first one in the list is an open-world action-driving game,
1:06
但从那时起,我有意向第一人称游戏和在关卡设计上采取越来越整体的方法的游戏转移。
but since then I've kind of deliberately made moves towards first-person games and games with an increasingly kind of holistic approach to level design in terms of how I see it
1:17
这些游戏满足了一定的价值观。特别是最后两款,《生化危机》和特别是《羞辱2》,
that satisfy a particular set of values. Particularly the last two, Bioshock, and especially Dishonored 2,
1:25
这些游戏属于一种被称为沉浸式模拟的类型,我会多谈到这个。
which are games that belong to this genre known as Immersive Sims, which I'll touch on a lot.
1:29
我将讨论许多与这个类型相关的想法。
I'll kind of discuss a lot of ideas kind of connected to that genre.
1:35
所以要记住的一件事是,虽然我希望我在这个演讲中谈到的想法与许多类型的游戏相关,
So one thing to bear in mind is that while I hope the ideas I talk about in this presentation are kind of relevant to many kinds of games,
1:43
我应该说这三款游戏是我最喜欢的游戏,它们在很大程度上影响了我的演讲。
I should say that these three games are three of my favorites of all time, and they kind of, you know, this talk is very much informed by their sensibilities.
1:52
好的,那么我所说的整体关卡设计是什么意思?
Okay, so what do I mean by holistic level design? the
1:55
字典说它将谈论整体思维通常是如何看待设计的每个部分,以及它如何影响整体,整体如何大于部分之和。
dictionary says it will talk about how holistic thinking is generally about seeing everything every part of a design in terms of how it affects the whole and how the whole can be much greater than the sum of its parts
2:08
我最喜欢的这个想法的总结是来自一本叫《建筑学校我学到的101件事》的书,
my favourite summary of this idea is a quote from this great book called 101
2:12
我在建筑学校学到的东西,这不是一本关乎关卡设计的书,但我推荐给所有关卡设计师,它有很多与此有很强相似之处的内容。
Things I Learned at Architecture School which isn't a level design book but I recommend it to all level designers, it's got a lot of stuff that's very has very strong parallels to the
2:22
创造过程以及类似的事情。这句话是关于美的本质,内容如下。
creative process and that kind of thing The quote is about the nature of beauty, and it goes like this.
2:28
美更多地取决于构图元素之间的和谐关系,而不是元素本身。
Beauty is due more to the harmonious relationships among the elements of a composition than to the elements themselves.
2:35
不必说,我认为这在关卡设计中往往是非常真实的。
And needless to say, I think this is often very true of level design.
2:40
说到构图的元素,这就是我将在游戏中讨论的三个元素,分别是表现、游戏玩法和故事。
So speaking of the elements of a composition, these are the three elements I'm going to talk about in games, which are, well, referred to, which are presentation, gameplay, and story.
2:51
如果你将游戏的所有不同部分分类为这三个主要支柱。
if you just categorize all the different parts of games into these three main pillars.
2:56
请注意,这里所说的表现,我通常是指游戏的所有音频、视觉输出,包括图形和声音,以及玩家所看到的一切,还有文本等。
And note here that by presentation, I generally mean all the audio, visual output of the game, and so graphics and sound, and everything the player sees, but also text and stuff like that.
3:06
稍后我会解释原因。现在,这三个重要元素各自都非常重要,都值得专门讨论。
And I'll get into why later. Now, these big three elements are all very important in their own right, all deserving of talks dedicated to each of them.
3:16
但这次演讲特别关注的是这些元素如何协同工作。
But this talk is specifically about how everything works together.
3:20
因此,我将专注于这些事物之间关系所产生的主题,而不是事物本身。
So I'm going to focus on topics that emerge from the relationships between these things instead of the things themselves.
3:26
为了说明我的意思,在游戏玩法和表现这两个支柱之间,我将讨论可供性和意图这两个概念。
So to explain what I mean by this, between these pillars of gameplay and presentation, I'm going to talk about these concepts of affordances and intentionality.
3:36
在我们讲述故事的方式中,出现了我们称之为世界构建的概念。
Between the way we present things in story emerges this idea we refer to as world building.
3:43
最后,在游戏玩法和故事之间,出现了互动叙事及相关概念。
And finally, between gameplay and story emerges this idea of interactive narrative and all that kind of thing.
3:51
因此,这次演讲旨在强调和总结这些内容,并提供一些关于如何在关卡设计中应用它们的建议。
So, yeah, so this is a talk to kind of highlight and summarize these things and give a few tips on what we can do to apply them in our level design.
3:59
首先,可供性和意图,这两个概念源于游戏玩法与我们呈现事物方式之间的关系。
So, first up, affordances and intentionality, two concepts which emerge from this relationship between gameplay and the way we present things.
4:08
我将首先讨论可供性,然后用它引入意图的概念,因为它们之间有很强的联系。
I'm going to talk about affordances first and then use that to lead into the concept of intentionality because they're very strongly connected.
4:16
所以可供性这个术语通常被认为来源于
so affordances is this term that is generally considered to come from the
4:19
工业设计领域,关于这个的好书是
world of industrial design a great book to read
4:22
《日常物品的设计》,作者是
about this is this one the design of everyday things by
4:25
唐·诺曼与经典
don norman and the classic
4:28
可供性在实际中的一个例子是门把手的设计,因此
example of affordances in action is the design of door handles so
4:32
如果你看看这张照片,你会看到两扇门,左边的应该推,右边的应该拉,问题在于这两扇门的把手看起来是一样的。
if you look at this photo you can see two doors and the one on the left should be pushed the one on the right should be pulled and the problem here is that the the handles for both of these doors look the same.
4:42
而且,它们都看起来应该被拉。你可以想象人们如何接近左边的门,直觉上拉而不是推,显得有些傻。
And also, they both look like they should be pulled. So you can imagine how people will approach the door on the left and intuitively pull it instead of pushing it and look like a bit of a fool.
4:52
在这里,我们可以说左边这些门把手的可供性设计得非常糟糕,因为它们具有误导性。
So here, we can say that the affordances of these door handles on the left are very poorly designed because they're misleading.

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