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The Importance of Nothing: Using Negative Space in Level Design

0:03
你们可能刚从午餐回来,稍微有点吃撑了,
As you all have probably come back from lunch and have a little bit of a food coma,
0:08
我想让你们的思维重新活跃起来,进行一些非常复杂的数学题。
I wanted to re-engage your brains a little bit with some highly complicated math.
0:12
所以一旦你知道下面这个问题的答案,请随时大声喊出来。我希望隔壁的人能听到。
So as soon as you know the answer to the following problem, please feel free to yell it out as loud as you like. I want the people next door to hear.
0:20
这很难。12减去5。这有点可悲,但有几个人得到了7。
This is hard. 12 minus 5. That's kind of pitiful, but a few people got 7.
0:26
好吧,这很好。我们会稍微提高一点。请随时插入。
All right, so that's good. So we'll step it up a little bit. Feel free to jump in here.
0:32
这一题,我需要你们用正确的格式回答。所以我们有三个点减去一个点等于?
And this one, I need you to answer in the proper format. So we have three dots minus one dot equals?
0:40
两个点。非常好。大家都清醒了。我喜欢这样。所以进入奖励环节。用正确的格式回答。
Two dots. Very good. So people are awake. I like this. So bonus round. Answer in the correct format.
0:48
我们有罗马数字四减去罗马数字四等于?
We have Roman numeral four minus Roman numeral four equals?
0:57
零,不,空,什么都没有。这似乎是一个简单的概念,对吧?你要么有东西,要么没有。东西在这里或不在。
Zero, not, null, nothing. This seems like a simple concept, right? You either have something or you don't. Something is there or it's not.
1:04
但显然我在这里误导了你,因为没有罗马数字表示零。
But obviously I've misled you a bit here because there is no Roman numeral for zero.
1:09
从纯哲学的角度来看,这是一个无法解决的问题。
At a purely philosophical level, this is an unsolvable problem.
1:13
历史上最伟大的思想家们无法解决这个问题,因为他们无法达成对“什么是空”的共识。
And the greatest minds in history have been unable to resolve it because they couldn't agree on what nothing actually was.
1:20
如果你把盒子里的所有东西都拿出来,你就剩下一个空洞。而这个空洞在理论上是某种东西。它有一个名字。
If you take everything out of a box, you're left with a void. And that void is theoretically something. It has a name.
1:27
它在概念上存在。以这种方式,空无变成了一种事物。
It conceptually exists. And in this way, nothing has become a thing.
1:34
这个将空无视为某种东西的想法正是希腊和罗马哲学家们无休止争论的内容。
And this idea of nothing as something is exactly what the Greek and Roman philosophers debated about endlessly.
1:40
因为如果空无是某种东西,那么它可以作为工具使用。
Because if nothing is something, then it can be used as a tool.
1:46
这正是我们所做的。设计是关于简单性。它是关于减少和清晰。
And that's exactly what we do. Design is about simplicity. It's about reduction and clarity.
1:53
它是关于空无的重要性。所以空无是我们可能无意识中一直使用的工具。
it's about the importance of nothing. So nothing is a tool that we use perhaps unconsciously all the time.
2:00
但如果我们能够有目的地应用它,那么我们可以合理地认为,我们可以让我们的地图和游戏变得更好。
But if we could apply it purposefully, then it stands to reason that we could make our maps and our games better.
2:07
随着技术的进步,我们有能力在游戏中添加越来越多的内容,使其与现实无异,突出每一个裂缝,
And as technology improves, we have the ability to add more and more to our games to make them indistinguishable from reality by highlighting every crack,
2:16
每一个毛孔,每一根头发,每一块几何图形。
every pore on the face, every strand of hair, every piece of geometry.
2:20
但我们常常忘记暂停,考虑空无的简单性和清晰性所固有的优势。
But we often forget to pause and consider the advantages inherent to the simplicity and clarity of nothing.
2:27
几个月前,当我们坐在办公室时,我们讨论了关于关卡清晰度的话题,
And a few months ago, as we were sitting around the office, we had this discussion about level clarity,
2:32
这激励我回去重新审视一些基本设计原则,从过去汲取教训,看看我们如何将其带入未来。
and it kind of inspired me to go back and revisit some of the basic design principles to take some lessons from the past and see how we might carry them forward into the future.
2:43
现在,在Epic,我们很幸运地拥有一些成功的游戏。
Now, at Epic, we've been fortunate enough to have had some successful games.
2:47
在这些游戏中,有一张地图特别突出,那就是我们有史以来最受欢迎的地图之一,面对世界。
And within those games, there's one map that really stands out is what is quite possibly our most popular map of all time, and that is Facing Worlds.
2:57
面对世界,或简称CTF Face,是简约的杰作。
Facing Worlds, or just CTF Face as it's commonly known, was a masterpiece of simplicity.
3:03
在我看来,它代表了一代设计技术,而我们正开始偏离这些技术。
It stands out to me as representative of a generation of design techniques that we're kind of starting to stray from.
3:11
它在空间使用、视觉清晰度和流畅性方面非常干净,
It has a really clean use of space, visual clarity, and flow,
3:15
这在很大程度上归功于它对负空间的巧妙运用,体现了应用虚无的伟大。
and it's all due in large part to its great use of applied nothingness by way of negative space.
3:23
现在,《面对世界》的受欢迎程度令人印象深刻,也让人感到谦卑。
Now, the popularity of Facing Worlds is impressive and humbling, really.
3:27
如果你在谷歌上搜索面对世界,你会得到超过3700万的结果。
If you Google Facing Worlds, you'll get over 37 million hits.
3:33
我见过数百个,甚至上千个受FACE启发的复制品、重制品和地图。
And I've seen copies, remakes, refactors, maps inspired by FACE by the hundreds, if not the thousands.
3:39
你会看到自制版本在《虫子》中出现,真是出乎意料。
You'll see homebrew versions popping up in Worms, of all places.
3:44
《光环》、《星际争霸》、《狼堡城堡》和《TF2》,《我的世界》,任何允许玩家修改和创造的游戏。
Halo, StarCraft, Castle Wolfenstein, and TF2, Minecraft, any number of games that allow their players to mod and create.
3:52
就在去年,《PC Gamer》对这张地图进行了专题报道,称其为有史以来最好的多人游戏地图之一。
As recently as last year, PC Gamer did a feature on the map calling it one of the best multiplayer maps ever.
3:59
我在网上随机找到的一个粉丝页面上,有超过二十个版本可供下载。
Just this one fan page that I found randomly on the internet has over two dozen versions available for download.
4:08
我想知道他们中有多少人能够重新找回那种简单和美丽。
I wonder how many of them were able to recapture that same simplicity and beauty.
4:12
有多少人试图更新地图,却没有真正意识到是什么让它有效。
How many of them tried to update the map without really realizing what made it work in the first place.
4:18
因为这是我们在内部版本和官方更新中也曾面临的挑战。
Because this is something that even we have struggled with in our own internal versions and official updates.
4:25
在多个版本的虚幻引擎中,Face在多个世代的Epyx游戏中得到了体现。
Face has been represented in multiple generations of Epyx games across multiple versions of the Unreal Engine.
4:31
因此,我们可以追踪这些技术是如何变化的,并清楚地理解它们对地图历史演变的影响。
So we can track how those techniques changed and get a clear understanding of the impact that had on the history of the map as it evolved.
4:40
那么,是什么让它有效呢?在很大程度上,我认为是负空间。
So what did make it work? To a large degree, I'm saying it was negative space.
4:48
从技术上讲,负空间是事物不存在的空间,或者是物体之间的空间。
Now, technically speaking, negative space is the space where things aren't present, or the space between objects.
4:56
负空间已经被使用了几千年。它在土著和旧石器时代的洞穴艺术中都有体现。
And negative space has been used for millennia. It's found both in Aboriginal and Paleolithic cave art.

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