Open World E07 Ft. Kate Edwards – LocFact #TheSims

开放世界E07英尺。Kate Edwards-Locfact#Thesims

2021-10-05 15:44 multilingual

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Alexis: Hi, everyone. Welcome to another LocFact. Loretta: Hi, guys. For today’s LocFact, we will be talking about a game that has sold enough copies to fill a small country, not to mention the childhoods of an entire generation, The Sims. Alexis: Now, along with the game, a language was created. We’re talking about Simlish. Although the Sims weren’t real, their voices most certainly were. The voice actors were in charge of recording arguably one of the most famous fictional languages. Loretta: Absolutely. Simlish was invented by Will Wright, the creator of The Sims. He knew that the game needed dialogue but thought that using real-life languages such as English would cause the dialogue to be repetitive and would eventually be expensive when it came to translating all of that Sims dialogue. Alexis: In fact, Wright considered experimenting with Navajo, a Native American language, but decided that it would be a better idea to use a nonsense language that couldn’t be translated because the meaning would be left to the player’s imagination. Loretta: Fans say that it may be a mixture of Ukrainian, Navajo, Romanian, Irish, Tagalog, and yes, even gibberish, but that has not been confirmed by the Sims team. Apologies to all you internet sleuths. Alexis: The Sims has a variety of Simlish phrases that are widely recognized among fans. Sul sul and dag dag are standard greetings, and Sims often say vadish when saying thanks. However, Sims also shorten greetings into just dag or sul. Loretta: Sims cutting linguistic corners just like the rest of us. Other common phrases include– Speaker 1: [Simlish language] Speaker 2: [Simlish language] Speaker 1: [Simlish language] Speaker 2: [Simlish language] Loretta: Sims can even use what’s called the respectful greeting or demonstrate the proper trait to greet each other more politely, if they so choose. Alexis: Simlish is a universal language and it’s beloved worldwide. You can understand it but not quite speak it. It really does help you play this legendary simulation game. We can thank both Wright and also Claire Curtin, the audio director of the very first version of The Sims, for making the magic happen. No one knows Simlish better than they do. Loretta: The Sims even have many renditions of popular songs sung by the original artists in Simlish. Some have music videos created by EA, such as Lily Allen’s Smile or Katy Perry’s Hot N Cold. There are other songs that don’t feature music videos, but they can still be found in various radio stations throughout the game, such as Lizzo’s Worship or Kim Petra’s Malibu. Alexis: Simlish isn’t a language with strict grammar rules and a vocabulary. It’s situational. The only phrases that exist are the ones Sims will use in the game. Players might know some words, but that doesn’t mean there’s a literal translation for everything or for anything, for that matter. Loretta: Right, and The Sims isn’t just popular in any specific culture or country. It’s a worldwide phenomenon. Chances are, if you’re watching this right now, you’ve escaped reality at least temporarily through The Sims at some point. One of the first life simulation video games, it allows players to live vicariously through virtual characters and is played by people from all over the world. The Sims appeals to all of us on a human level regardless of our cultural background so it makes sense that the characters speak a fictional language that everyone can understand. Alexis: Now, on that note, we’ll say dag dag to you all. Thanks for joining us. We hope that you hop over to the comments section and let us know what drew you to The Sims in the first place. Was it the lofty goal of owning and designing your own home, or the ability to wake up actually feeling rested? We definitely want to know. Loretta: Imagine that. See you in the next LocFact. [music] Florencia: Hello, everyone. Welcome to this new episode of Open World. Today, we have Kate Edwards with us. Kate Edwards is the CEO and principal consultant of Geogrify, a consultancy that pioneered content culturalization. She’s also a board member of Take This and is the former Executive Director of the International Game Developers Association, that’s IGDA, from 2012 to 2017. In addition to being an outspoken advocate who serves in several advisory board roles, she is a geographer, writer, and corporate strategist. Following 13 years at Microsoft, she has consulted on many game and nongame projects for BioWare, Google, Amazon, Facebook, and many other companies. Fortune magazine named her as one of the 10 most powerful women in the game industry in 2013. In 2014, she was named by GamesIndustry.biz as one of their six People of the Year. In 2018, she was honored with Reboot Develop’s annual Hero Award, and also presented with IndieCade’s annual Game Changer Award. She’s also profiled in the December 2018 publication, Women in Gaming among 100 Professionals of Play. She’s worked on many game franchises including Halo, Fable, Age of Empires, Dragon Age, Modern Warfare, Mass Effect, and many others. Wow, that’s a very impressive background. We’re so excited to have you here. Welcome, Kate. Kate: Thank you. One thing I would add is I’m also currently the Executive Director of the Global Game Jam. Florencia: Yes, we also know that and we want to hear all about it because how do you do it? It’s remarkable, honestly. Kate: I wonder that too, sometimes. [laughter] Alexis: What can we expect for next year’s Game Global Jam 2022? Florencia: Yes, can you share more details on what it is? Kate: Yes, of course. When we had our Jam just before the pandemic hit in 2020, it was another record-breaking year for us. We had about 49,000 people in 118 countries at 934 live sites, and they made about 9600 games in that Global Game Jam last year. Then, of course, with the pandemic, we had to pivot to an all-virtual format for 2021, which is something we had never done before. That was challenging. It was not easy because so many people associate the Global Game Jam with that live experience, working shoulder to shoulder with people. It’s really hard to replicate that online. We did our best. Our numbers were down, but we still had overall about 60% to 70% of the people that we had in 2020. We were very happy about that. We were hoping to get at least 50% and we easily got that. Of course, looking forward to 2022, I think all of us are hoping it’ll be on-site again. The pandemic will be past. I think most of us will be vaccinated by that point, hopefully. Right now, we’re basically expecting it to probably be mostly an on-site event, although one of the things we learned in 2021, doing the virtual event, is that there’s a lot of value in having the virtual access for some people because obviously, a lot of people, they live in rural areas and it’s not easy for them to get to game jam sites that tend to be in urban areas. Or, of course, there’s people with accessibility issues that prevent them from traveling or prevent them from going on a daily basis. We’re going to figure out a way to basically– we’ll probably mostly have it live, but we’ll figure out a way to also include people who are virtual. Florencia: That’s incredible. I bet that your numbers are going to go up if you go hybrid. Actually, today, I heard that gamescom is going hybrid as well. I think that’s going to be the future for most events. Kate: I think so too. I advise on a lot of events like gamescom. I’m on the GDC advisory board and several others and I think they all learned last year that regardless, if you go back to an on-site format, you’re going to have to provide some kind of virtual offer as well. Florencia: Absolutely. Alexis: It’s the new normal, I think. Kate: It is. I agree. Loretta: It’s the best of both worlds then. Kate: Yes, I think so too. The biggest challenge there is if you can do this, how do you get the virtual people interacting with the live people, because they tend to be split. I think that’s one of the key challenges that events have to think about is how do you get those two different groups interacting with each other. Florencia: Yes. I can’t wait to see what come ups from there. Alexis: Yes. It’s a nice thing. Loretta: Another question we had for you. We know, obviously, you are an expert in culturalization. For argument’s sake, let’s pretend that we are a group of game devs who are working on our first game and we have no idea about culturalization. Not a thing. What advice would you give us to make our game global? I guess, more specifically, how does localization complement culturalization in a video game? Kate: That is a great question. The way I would put it is that I think for most people, they understand what localization is. I think the way that I see localization is essentially, it’s mostly language translation. I know there’s other parts to it as well, but it’s mostly focused on language translation, which obviously is very, very important for making sure your content is legible in other markets around the world. Where culturalization comes in is another level of that where it’s not focused as much on language translation. Its focus is on, basically, concept translation and culture translation. That’s where the culturalization part comes in. For example, whereas localization may not focus on the design of a specific character and the outfit that they’re wearing and the symbols that are on their outfit or things like that, that’s what I focus on. I’m trying to see, are there any cultural influences in the game, whether it’s in the architecture or the character design or even in the story because of a lot of game narratives will borrow from real-world history, for example, but then they’ll dress up the scenario to be something different. Maybe they’ll take the battle at Pearl Harbor from World War II, but then they’ll dress it up in a different way. A lot of players could say, “Well, I think that’s Pearl Harbor is what they’re showing,” but it’s between orcs and humans. That’s the use of allegory. Allegory is a very, very powerful narrative tool that helps us express concepts and ideas in games or film or anything else in a way that it mimics the real world situation without addressing the real-world issue. Some of the older media that a lot of us are familiar with, like the original Star Trek or the Twilight Zone episodes from the 1960s, they were experts at using allegory because at those times, back in the 1960s, you could not show these sensitive topics explicitly on television like talking about racism or talking about the Cold War or all of these kinds of things. Yet a lot of the Twilight Zone episodes and even the Star Trek episodes, they regularly were dealing with issues around racism and issues like that, but they couldn’t say it and they couldn’t explicitly show it. They had to do it in a way that was using allegory instead. In games, we do that a lot. In culturalization, that’s one of the things I look for a lot because culturalization also looks at the narrative, as well as the designs, as well as the overall concept in the world that is being built. Basically, my job is to see how compatible is this world going to be with the cultures who are going to be playing in this world. Are there things they’re going to see that may make them not be immersed in the experience? They’ll see something that relates to their culture or politics or something. Rather than being immersed in the game that you want them to play, all of a sudden, now they’re thinking about the real-world issue that you forced them to see. There’s a lot of layers to culturalization. There’s a lot of different things that you have to think about. Florencia: Yes. We also know that culturalization can be part of the whole development process, either from the beginning when they start working on the lore and the scripts on the characters, or at the very end where the product is finished and you need go back sometimes to the game developers and say, “Hey, this is not going to work very well.” As we already know, you’ve been helping for years publishers and game developers to avoid falling into any political or even cultural or diversity mistakes. Are there any common mistakes that you were able to identify through those years? Specifically when it comes to diversity, in your opinion, what are the games that got diversity right and why? Kate: Yes, that’s a great question too. Obviously, things have changed tremendously in all the time I’ve been in this industry because as of next month, April, it’ll be 28 years I’ve been working in the video game industry. Yes, I’m old. [laughs] Loretta: Experienced. Kate: Actually, what’s funny is I turned 56 last month so actually, that’ll be half my life. Alexis: That’s pretty damn awesome. Loretta: Happy milestone. [laughter] Kate: Yes, thanks. Anyway, in all that time, obviously, the way that we are sensitive to issues of diversity, inclusion has changed dramatically in society in a good way, I think in a very positive way compared to over 25 years ago. That’s really good. That’s something that I’ve seen that is really encouraging to me because back when I first started, when dealing with culturalization issues on a lot of the early games back in my days at Microsoft, it’s not that people didn’t really care. It’s that they just didn’t see how important it was. If you raise a red flag and say, “Why are all these characters white dudes?” Now, I’m not saying that’s always bad because if the narrative demands it, if you can justify that in the narrative, then maybe it makes sense, but then you always have to ask the other side of that question. Well, what if it doesn’t matter? Does it matter if one of the people is Black? Does it matter if one of the people is Hispanic or another race? Oftentimes, the answer is no, it doesn’t really matter to the narrative. They’re still the same group of characters that are going to go on a certain adventure together. Therefore, that’s where I would push the argument. Well, if it doesn’t affect the narrative or the gameplay, then why not be diverse? There’s nothing wrong with that. Making that argument 25 years ago was more difficult than today. Well, today, it’s almost the opposite, which is great because now, a lot of the companies I work with are being very determined and being very intentional about expressing underrepresented groups in their characters, especially wherever it makes sense. I think that’s fantastic. In a lot of the RPGs I’m working on, I’m working on Dragon Age 4 right now, there’s a huge effort to make sure when you a character, for example, that you can basically create any kind of character you want, anything including variable pronouns or whatever you want. I think that’s really the right path forward that gives the player complete freedom of expression within the game’s universe. Even though things have moved in a positive direction over the last many years, I think just being aware is number one. Some people say, “Well, that’s the easy part.” It’s actually not. It’s not the easy part. Alexis: Not really. Loretta: If it were that easy, we wouldn’t be talking about this. Alexis: We wouldn’t be discussing about it. Kate: Yes. All you have to do is go check out Twitter for five minutes and you’ll see that awareness is not the easy part. It’s actually very challenging to get people to come around and understand. Frankly, to be quite honest, it’s more challenging right now than it was even five years ago because I think we hit this really nice pinnacle of awareness and understanding but because of the last four years or various issues that we won’t go into, I think there’s been that greater polarization around these topics. Now, you’re getting more pushback from certain people who are just like, “Why should I care about this? Why should I think about this? What about me? What about my rights?” Alexis: Right. Kate: The bottom line is I still use the same argument I’ve used for many years, which is, for the context of games, does it change the narrative of the game? Does it change the player’s interaction with the world? Almost always, the answer is no, it doesn’t. Better representation does not really affect those things. In fact, it can enhance those things by allowing the player to be in somebody else’s cultural shoes, so to speak, or ethnic shoes, or whatever else it might be. I think one of the things that people need to understand, one of the baseline things, is you need to have that awareness and understand that your game is going to go out to a multicultural audience that is global. I think most game creators want that. They want people to enjoy their game, as many people as possible, and not just for money reasons. I think all of us, as creative people, you spend all that time making something and you want people to enjoy it. It’s that simple. If you want as many people as possible to enjoy it, you have to make sure that your game is going to be accessible, from a cultural standpoint, to as many people as possible. That requires a certain level of awareness. It doesn’t mean you completely change everything you’re doing in your creative vision, but it means you step back and make sure that everything you’re creating is done so intentionally. Why is this object in that environment? Why does the costume look like that? Where did we get the influence from? Why are we borrowing from this culture or that culture? There’s this level of being very intentional about what we create that is probably what, to me, one of the most important things that any developer can do rather than just get heads down, as we all do. We get in our creative zone and we just make stuff. Then maybe a month later, you realize, “Oh, maybe I should not have used that stereotype.” That’s the problem. A lot of people don’t take the time to stop and think about that. They just keep moving forward and creating. Alexis: Oh, it’s funny because we were talking about one of the LocFacts that we do. We did the brief and everything, and then we got back to it a month later. It was like, “This is such a good thing that we let it rest because we can tweak it for a bit.” We take a step back. Florencia: Even though it might be a slight change but the meaning, and how people interpret it, and how they perceive what we’re trying to say changes completely. That part should be a key for the creative process, right? Kate: I think so too, and you have to be willing to be critical of your own work. If you’re not capable of doing that, then you need to have somebody around you who can be. I don’t mean critical in a negative way. I mean critical– I always tell people when I give them feedback, whether I’m mentoring somebody or whether I’m talking to a development team, I will always be constructively blunt, which means I will tell you exactly what I’m thinking but I will tell you in a way that is hopefully going to be useful. I don’t want them to think of this process as a negative thing. Some people, they’re going to think that anyway. They’re like, “Oh, this is being politically correct and I don’t like that.” That’s a different issue. That’s a personality, worldview thing. I’m talking about specifically what’s best for the game, and what’s best for the company, and what’s best for the goals of this whole enterprise that we’re trying to do, and keep it focused on that. Alexis: Right. Yes. What’s best for the game, not what the developer thinks or an individual thinks. That brings me to something that– I had a hard time phrasing this question. How do you actually build the world in a video game? Bear with me here. It’s a multi-layer question. What aspects do you take into account, you named a few, to make the player’s experience as immersive as possible? Also, when do you think that that’s enough? You’re not over-easter egg everything or something like that. Kate: That’s a really challenging point that I think every game developer struggles with. If there’s one mistake I’ve seen many indie developers do is they overbuild their worlds when they start out, or they just have a vision that is so ambitious that’s way beyond their capability. Let me put it this way. Maybe they’re capable of it, but not in a reasonable timeframe. For example, I once met a three-person indie team who said they’re going to make an MMORPG. Three people going to make an MMO, and they’re going to do it with their own game engine that they’re creating. I’m just like, “Okay.” Florencia: Ambitious people. Alexis: Ambitious Kate: Very ambitious. I gave them points for being ambitious and being confident because I think that’s really cool. Also, I tried to bring a sense of reality to them, that what they’re setting out to do, it’s going to really be a problem for them in the long run. They’re going to get discouraged. It’s going to be a challenge. I’m not saying they shouldn’t try it, but I kept encouraging them, “You need to get more people. You really need to get a lot more people, and maybe not do an MMO, and maybe not make this massive online world. Just don’t do that.” Anyway, world-building, it really comes down to a couple of key factors. I mentioned them already but I’m going to repeat them again. I like to call it world realization sometimes. When you realize a world, it’s basically bringing to life that vision that’s in your head. Writers do it through the written page. Of course, filmmakers do it on-screen with camera and CG and all that fun stuff. We do it through game engines and our capability. All of that world-building process at its core is the same. It’s basically deciding, first of all, what’s the narrative you’re going to tell. Every game, in my view, has some kind of narrative. Even Angry Birds has a narrative. It’s super simple. It’s birds versus pigs but there’s still a narrative there. They’ve actually explored that through other media like film and comic books and things like that. In the game itself, there is a narrative even though the narrative is super simple and it’s right there in front of you, there’s really not much more to it, but there’s still a narrative behind it. That’s true, I think, of every game. There’s some kind of thread of a story that is being told. I think most people, when we talk about video games, they’re thinking about narrative in the real sense like Skyrim, and Breath of the Wild, and Grand Theft Auto. Alexis: They go big. Kate: Yes. Huge, expansive narratives that are multi-layered and all these different paths. Cyberpunk 2077 and all that kind of stuff. That, I think, is more typical of what people think about when you think about a narrative for a video game. The point being is that you have a narrative, and then you have the experience. You’ve got narrative goals. What’s the story you’re going to tell? You’ve got experience goals. What is the player actually doing in that narrative? Is it a first-person shooter? Is it an RPG? There’s the genre type, but then there’s also, within that, of course, there’s all kinds of different variables about what kind of things the player is actually going to be doing. Those two things are the most fundamental thing you have to think about to decide how much world do I need to build to fulfill the narrative goal and the experience goal. What I see a lot of times is developers will overbuild because they feel that in order to create this full experience for the player, they need to create this. They need a climate system and we need topography like mountains and all that kind of stuff. Then we need an economy and we need a political system and just all these different things that fill out the world. I’ve worked on some big games where, for example, they spent a lot of time creating an in-game economy, how the economy works in that world with a money system and everything like that. Then the player almost never interacted with it. I’m like, “What a tremendous waste of time,” because the narrative didn’t really require the player to interact with an economic system, and yet the developers felt that they wanted to have an economic system that was a sub-layer in that world that you don’t really interact with much. I’m like, “Why bother?” I understand from a creative perspective that you’re like, “I want to know everything going on in this world.” They actually spent time coding an economic system that was never really used. That’s a complete waste of time, in my view. I’ve seen games, for example, building weather systems into their environments. Some of these games, the weather has no bearing on the gameplay at all. It makes no difference. All it’s there is just for atmospheric purposes, which is useful too. Then if you look at a game like Breath of the Wild, their atmospheric system directly impacts gameplay. It has a great deal to do with gameplay. He can’t climb the slippery rocks when it’s raining. You know when the lightning’s about to strike you, which really sucks, but it has that direct impact on you. Was that time well spent? Of course it was, because they actually used that mechanism in the world-building itself. That’s one of the areas where I see a lot of developers, they fail right from the start because they just want to make all of this stuff. They want to make all this really cool stuff to make their world really fleshed out, but you don’t need to. If you look at games, again, go back to simple games. A lot of these tend to be mobile games, but I think we can learn lessons from them. If you remember the game Limbo, way back when, that really dark environment and everything. Really, they did a tremendous job of establishing the world and the tone and the feeling of the world, and yet they didn’t overbuild at all. They created visually exactly what they needed and the gameplay itself was fairly simple, side-scroller. They did a really good job using a minimalist approach, and yet the game was super popular and did very, very well. Thinking that I have to build all this stuff in order to be successful in my game is one of those fallacies that I think a lot of people starting out don’t realize. Alexis: While I was listening to you say this, I can remember many games that have these features that you end up not even using. I’m not going to say any examples, but I can picture quite a few. Kate: I think as players, we always appreciate depth. I think for a lot of players, they’re not going to turn– The economic system example, if I have a hint of that in the game I’m playing but I never interact with it, I’m not going to complain about it. I’m not going to say, “Why did you build this economic system?” I think from a player standpoint, it’s not wasted time because they have no idea how much time was spent on that. We’re obviously talking very much from a production standpoint, not from a consumer standpoint. Florencia: That’s great advice for game devs right there. Alexis: For devs, exactly. Loretta: Absolutely. Similarly, but also focusing a little bit more on your skills and knowledge as a geographer– By the way, for anybody who has not seen Kate’s video or her GDC talk on world-building as a geographer, I would highly recommend checking it out right away because it is- Kate: Thank you. Loretta: -very, very cool and educational. When you enter into a game world, there are all those little things or maybe those not-so-subtle things that tell you where exactly in the real world you are actually standing. I’m curious, from your point of view, what does the process of coming with those references look like, because I would imagine that culturalization, as well as a bunch of market research, must go into that. Kate: There is, yes. That’s often a collaboration with several aspects of the team. Obviously, like you said, with marketing, certainly with the game designers, and being very careful about where I come into it. If they’re going to have some kind of object in the game, a special object or something, or whatever it might be, a weapon, who knows, that’s where I come in to make sure that whatever is being added to the game for that purpose is something that fits the universe, it makes sense. It’s not something that’s going to be seen out of context for that particular world unless, again, you have a very specific reason why it’s out of context. Basically, it’s that interplay between those areas because you’re anticipating how the players are going to react to something, but then, also, you’re trying to stay true to the creative vision, but then you also have to be sensitive to the local culture that you’re dealing with. It’s really complicated. There’s times on different games I’ve worked on where it takes place in a very clear cultural environment that’s obviously related to the real world, like when I worked on the Jade Empire game from BioWare. That was years ago. It was an Asian fantasy world. In much the same way that most fantasy games we play today are based on European medieval culture, this was a game that was attempting to make a fantasy game that’s based on East Asian medieval culture, which I thought was really ambitious. It was super fun to work on this game, but it was really, really complicated because what they did initially is they grabbed a huge chunk of Chinese culture to be the foundation for the game’s in-game culture. Again, remember, this is not supposed to be related to the real world whatsoever. Then they grabbed pieces of Korean culture, pieces of Japanese culture, and a little bit of South Asian, Indian culture. It’s almost like they threw them all into this big pot and stirred it around, and then threw it onto the table and said, “Okay, here’s our Jade Empire culture.” That approach was not really the best. I would not recommend that approach because we had to think a lot more carefully about the objects that we were pulling from these different cultures, first of all recognizing the fact that if you take China, Japan, and Korea, there is a lot of socio-historical tension between these three countries, tremendous amount of tension, so we have to be super careful about that. One of the things that you do when you throw all of these different cultural artifacts into the same pot and then you mix it up and pretend it’s this new culture, for one thing, you’re saying all of these cultures are equivalent. I think, from today’s perspective, that can be seen not only as insensitive but actually borderline racist by basically saying, “Japanese culture, Korean culture, Chinese, they’re all the same,”- Florencia: “They’re the same.” Yes. Kate: -which is just incredibly inappropriate. That’s why, when we have games that borrow objects or we have things that we put into the game, we have to be incredibly sensitive about where we’re getting these things from and what role they play in the game, especially today. We just have to think very hard about that, not just randomly put stuff in there because we think it’s going to look good or we think it’s going to serve a specific purpose for marketing or whatever. Oftentimes, that’s what I call the process of backfilling the game, which is basically when the artists and everybody else doing their work during the main production cycle– They’re just making stuff every day and just throwing it in, just putting all kinds of stuff into the environment. A lot of times, again, it’s done without as much intention as it should be. Alexis: You have to be mindful of what you’re doing. Again, take a step back, then go back to see if you got it right. Florencia: Or have another set of eyes. Someone that’s fresh and is objective and can bring a new perspective to the table. Before we go to our last section, the meme section, I wanted to know what was your favorite project so far? Kate: Oh, that’s so– Florencia: I know that’s a hard question. [laughs] Kate: That is so hard to answer. I’ve worked on so many games. Well, let’s see. Alexis: You must have your favorite. Kate: Well, there’s favorites for different reasons. I’ll tell you the favorite from a very personal reason, and that was working on Star Wars: The Old Republic. I got to work on Star Wars: The Old Republic for four years. It’s not just because I’m a huge Star Wars geek, but it’s also because when I left high school to go out into the world, beyond my first aspiration wanting to be an astronaut, the next thing I really wanted to do was I wanted to be a conceptual artist for Lucasfilm because I wanted to work on a Star Wars movie really, really bad. I had the artistic skill, so I pursued that academically doing industrial design, but then I changed to geography and the rest is history. I could still use my artistic skill with cartography and map-making and all that, but that desire to work on something Star Wars, obviously, it’s still there. When I had the chance to work on that game, personally, it was very fulfilling. As they say in Star Wars, the circle is now complete. That felt really good to be able to work on that. I think, more from the geographer’s side of my brain, working on stuff like Age of Empires has been immensely fun because you’re dealing with real history and real geography. I’m working on Age of Empires 4 right now. We’re wrapping that up pretty soon. Florencia: Big fans over here, by the way. Kate: It is fun. I’ve worked on all the original Age of Empires and Age of Mythology, and it was just so much fun to work on those games. It’s also really, really challenging because it’s a pretty strong intellectual challenge to think about how you’re going to take this real-world event, which was a contentious event, and put it into a game format that, frankly, it’s going to be fun for players to do this challenge. That can be complicated at times, but they’re always fun to work on, Age of Empires. It’s such a great franchise. There’s a lot of other games. I think, also from a personal level, just because I’m such a huge fan of the universe, the fact that I’ve worked on several of the Halo games– I’m a huge Halo geek. When I have extra time to actually play a game, oftentimes when I want to relax, I’ll still play Halo multiplayer. I love playing that game. I’m very big into it still. I think that was also super fun to work on those. Florencia: We’d love to see you streaming Halo, by the way. Have you ever tried that? Kate: No, I haven’t. It’s funny because I played, really, a ton of multiplayer for years and years after the game came out, and then I dropped out because I was busy and everything. Then, of course, I started up again, especially when they finally had The Master Chief Collection on Steam, it makes it a lot more accessible for me to just, basically, not work. I can just turn over here and start playing, which is dangerous. Of course, my 56-year-old reflexes are not what they used to be. I can do okay but it takes me several matches to get back into it. If I play maybe five matches, maybe I can get maybe the top five or so. Now I play it just for fun. The competitive part of it, I don’t think about that as much. Now I just go, “If I get killed, I don’t care.” I’ve been killed many times before. Florencia: That’s the best attitude to approach it, especially when you don’t have that much time to practice, right? Kate: Yes, I don’t. I’ve had very little time. Alexis: I’m sorry, Flor. Before we go to the memes, I want to take one moment to speak about Age of Empires because this is something that was brought up when we were preparing your interview. I want to thank you because the amount of things that I’ve learned with Age of Empires- Florencia: Yes. Same here. Alexis: -I’ve literally passed tests- Kate: Nice. Alexis: -by doing Age of Empire campaigns. Kate: [laughs] That’s awesome. Alexis: Literally, so thank you. [chuckles] Kate: Oh, that’s fantastic. I love hearing that. That’s so cool. Well, it’s the same reason why one of my favorite franchises is Assassin’s Creed. I have not worked on an Assassin’s Creed game, even though I have advised Ubisoft, but I haven’t specifically worked on Assassin’s Creed. That would be a dream project for me because I love the melding of history and geography in those games as well. They’re so well done. I just have so much fun with those games. Alexis: You should check out one of the LocFacts that we did. We did a LocFact about the last three Assassin’s Creed, actually- Kate: Oh, cool. Awesome. Alexis: -about the culturalization of Egypt, of ancient Greece, and of the Northern– Kate: Excellent, I will. Alexis: You should check it out. I’m going to send you the link afterwards. Kate: Please do. Awesome. Florencia: Great. Now we’re going to go to– After the fun moment [chuckles] We’re going to go to the meme section because we always like to end in a high note. Yes, here we are. Well, here’s the Star Wars fan. The first one that you shared was great reference. Alexis: I could almost imagine one of us getting choked on an interview. It’s like, “How did you say that?” Loretta: One too many questions. Alexis: I think, like many people, I laugh at the dumbest stuff. I thought this was hilarious, though. It’s so funny. Florencia: I watched this movie, of course, when I was a kid, and I was so scared of this scene. Now– Kate: Yes, of course. [laughs] I love it. This one is so dumb, but I laughed so hard when I first saw this. It’s just dumb, but it’s funny. Florencia: It’s like the dad joke. We love the Caps memes. They’re great. Alexis: In Greece. I love it. Kate: So funny. Loretta: I’m going to steal that. Florencia: We have a ton of this. I have a lot. I actually have a special folder of Caps memes. Alexis: Oh, nice. Florencia: I can spare more with you, if you want. It’s a thing between some of our team members at Terra. Kate: I love it. Alexis: Well, this is very, very accurate, actually. Now, this is a great movie that I could watch. Kate: A friend of mine sent me this because I know the stuff he collects. Look at my room. I collect a lot of stuff too. Alexis: I’m eyeballing that Stormbringer since the first moment that you opened the camera. Kate: Oh, yes. It’s part of my Thor cosplay. I thought this was really funny. This actually is a more realistic version of this film. [laughs] Alexis: I agree. Florencia: Oh, and this one, too. Kate: Oh, yes. I like this one. I thought it was a nice relevant meme here. Florencia: Yes. Thank you for bringing this one. Loretta: Absolutely. Kate: I know there’s people in my circles who would not like this one, but I don’t care. Loretta: Same here. I’m happy to see it. [laughs] Alexis: No, we don’t. [chuckles] Florencia: That’s why we’re sharing it and we respect everyone’s opinions here. We appreciate you bringing this because this is also important for us. Thank you. Kate: I showed this one to a friend of mine who collects everything. It just does not need that extra adapter for that object they threw away years ago. I sent this to them because I said, “This is you.” [laughs] Florencia: I think I have a drawer full of cables and adapters. Alexis: A drawer. Loretta: Of course. One drawer? You should see my basement. [laughter] Kate: Hey, we’re all guilty of this. Loretta: Oh, yes. Florencia: Oh, yes, for sure. Alexis: Totally. Florencia: You never know when you’re going to need it, right? [chuckles] Kate: Especially in my case. I don’t remember what it’s for and I may or may not still have that thing. Alexis: I might need it. Loretta: It’s safer to keep it all. Kate: Yes, exactly. This one. This showed up earlier in the year, around New Year’s. I thought this was very appropriate. Well, hopefully, it’s not going to turn out this way. [laughter] Alexis: I don’t know which one is worse, though- Kate: I don’t know either. Alexis: -the Joker or It. Kate: I don’t know. [chuckles] Florencia: It’s already March when we’re recording this, by the way. Things are looking promising so [crosstalk] this year. Kate: Yes. There’s reasons for hope. This one too. [laughter] Loretta: Oh, my God, I love it. Alexis: No one sells Bitcoins. I think that’s the magic of it, right? Kate: I saw this one floating around whenever it was– What is it? A month ago or so during the Gamestop stock, when the Gamestop stock was driven upward. People were basically having the same attitude. They’re like, “Take the profit. Sell your stock.” They’re like, “No, I’m going to hang on to it.” [laughs] Florencia: They tried to do the same with Dogecoin but it didn’t work. It would have been amazing. The ultimate joke. [laughter] Loretta: Fantastic meme fodder, that’s for sure. Florencia: That was all for the meme round. Loretta: Oh, no. Florencia: I know. They always seem so short. Well, thank you so much, Kate, for sharing what cracks you up because we had a lot of fun with those memes. Thank you for joining us on this new episode. I personally had a lot of fun and I learned a lot. Thank you for sharing your knowledge and your experience with us. Kate: Well, thank you so much. Thanks for having me here. This was super fun. This transcription of Open World E07 was provided by Videolocalize.
亚历克西斯:大家好。欢迎来到另一个地方。 洛雷塔:嗨,伙计们。在今天的LocFact中,我们将谈论的是一款销量足以填满一个小国的游戏,更不要说整个一代人的童年了,这就是《模拟人生》。 Alexis:现在,伴随着游戏,一种语言也被创造出来了。我们说的是模拟英语。虽然模拟人生不是真实的,但他们的声音却是真实的。配音演员负责录制最著名的虚构语言之一。 洛雷塔:当然。《模拟人生》是由《模拟人生》的创造者Will Wright发明的。他知道游戏需要对话,但认为使用英语等现实生活语言会导致对话重复,翻译所有《模拟人生》对话的成本最终会很高。 Alexis:事实上,Wright曾考虑使用一种美国土著语言Navajo进行实验,但他最终决定使用一种无法翻译的无意义语言,因为这将留给玩家自己想象的意义。 Loretta:粉丝们说它可能是乌克兰语、纳瓦霍语、罗马尼亚语、爱尔兰语、他加禄语,是的,甚至是胡言乱语的混合体,但这还没有得到《模拟人生》团队的证实。向你们这些网络侦探们道歉。 亚历克西斯:《模拟人生》中有各种各样的模拟英语短语,粉丝们都很熟悉。“Sul”和“dag dag”是标准的问候语,西姆斯在表示感谢时经常用“vadish”。然而,西姆斯也把问候语缩短为“dag”或“sul”。 洛蕾塔:模拟人生就像我们一样在语言上走弯路。其他常用短语包括- 演讲者1:[简单的语言] 演讲者2:[简单的语言] 演讲者1:[简单的语言] 演讲者2:[简单的语言] 洛蕾塔:如果他们愿意,模拟市民甚至可以使用所谓的恭敬问候,或者展示出适当的特质,以更礼貌地问候对方。 亚历克西斯:模拟英语是一种通用语言,全世界都喜欢它。你能听懂,但说不出来。它真的可以帮助你玩这个传奇的模拟游戏。我们要感谢Wright和《模拟人生》第一个版本的音频总监Claire Curtin,是他们创造了奇迹。没有人比他们更了解模拟英语了。 洛蕾塔:《模拟人生》甚至有许多原创歌手用模拟英语演唱的流行歌曲。还有一些是EA制作的音乐视频,如莉莉·艾伦的《微笑》或凯蒂·佩里的《Hot N Cold》。还有一些歌曲并未出现在音乐视频中,但它们仍然能够出现在游戏中的各种广播电台中,如Lizzo 's Worship或Kim Petra 's Malibu。 亚历克西斯:模拟英语并不是一种有严格语法规则和词汇的语言。情境。唯一存在的短语是Sims将在游戏中使用的。玩家可能知道一些单词,但这并不意味着所有单词都有字面翻译。 Loretta:是的,《模拟人生》并不只是在任何特定的文化或国家中流行。这是一个世界性的现象。如果你现在正在看这篇文章,那么你可能已经暂时逃离了现实世界,至少在某些时候是通过《模拟人生》。这是第一个模拟生活的电子游戏,它允许玩家通过虚拟角色来代替他人的生活,世界各地的人都在玩它。无论我们的文化背景如何,《模拟人生》都能够吸引我们所有人的注意,所以游戏角色使用一种人人都能理解的虚构语言也就合情合理了。 阿丽克西斯:现在,就这一点,我们要对你们所有人说“达达”。感谢收看我们的节目。我们希望你能跳到评论部分,让我们知道是什么吸引你来到《模拟人生》。是拥有和设计自己的房子的崇高目标,还是一觉醒来就能感到休息好?我们当然想知道。 洛蕾塔:想象一下。下一个地点见。 [音乐] 弗洛伦西亚:你好,每个人。欢迎收看新一期的《开放世界》。今天,我们请来了凯特·爱德华兹。凯特·爱德华兹是Geogrify公司的首席执行官和首席顾问,该公司是一家倡导内容文化化的咨询公司。她也是Take This的董事会成员,也是国际游戏开发者协会(IGDA)的前执行董事(从2012年到2017年)。 她不仅是一个直言不讳的倡导者,在几个咨询委员会担任职务,还是一个地理学家,作家和企业战略家。在微软工作13年后,她曾为BioWare,谷歌,亚马逊,Facebook和许多其他公司的游戏和非游戏项目提供咨询。《财富》杂志评选她为2013年游戏行业最具权势的10位女性之一。2014年,她被GamesIndustry.biz评为年度六人之一。 2018年,她获得了Reboot Developer年度英雄奖,同时也获得了Indiecade年度游戏改变者奖。她还在2018年12月出版的《100位专业玩家中的游戏女性》中做了介绍。她曾参与过许多游戏系列,包括《光环》,《寓言》,《帝国时代》,《龙纪》,《现代战争》,《质量效应》等。哇,这是一个令人印象深刻的背景。你能来我们很兴奋。欢迎,凯特。 凯特:谢谢。有一件事我要补充的是,我目前也是全球游戏果酱的执行董事。 弗洛伦西亚:是的,我们也知道这一点,我们想要听到所有关于这一点的消息,因为你是怎么做到的?真的很了不起。 凯特:有时候我也很奇怪。 [笑声] Alexis:我们对明年的2022全球果酱游戏有什么期待呢? 弗洛伦西亚:是的,你能分享更多关于它是什么的细节吗? 凯特:是的,当然。当我们在2020年大流行来临之前吃到果酱的时候,对我们来说又是一个破纪录的一年。我们在118个国家的934个直播网站上有大约49,000人,他们在去年的全球游戏盛会上制作了大约9600个游戏。然后,当然,随着大流行,我们不得不在2021年转向一个全虚拟的模式,这是我们以前从未做过的事情。这很有挑战性。这并不容易,因为很多人都将全球游戏与现场体验联系在一起,与人们肩并肩地工作。这在网上很难复制。 我们尽了最大努力。我们的人数下降了,但总体上仍有2020年的60%到70%的人口。我们对此感到非常高兴。我们希望得到至少50%,我们很容易就得到了。当然,展望2022年,我想我们所有人都希望它能再次出现在现场。大流行将会过去。我想我们中的大多数人都能在那时接种疫苗,希望如此。 现在,我们基本上预计它可能主要是一个现场活动,虽然我们在2021年学到的一件事,做虚拟活动,是有很多的价值,让一些人有虚拟访问,因为很明显,很多人,他们生活在农村地区,他们不容易到游戏果酱网站往往在城市地区。或者,当然,有些人有无障碍的问题,使他们无法旅行或无法日常出行。我们将找到一种方法,基本上--我们可能大部分都是直播的,但我们也会找到一种方法,让虚拟的人也参与进来。 弗洛伦西亚:太不可思议了。我敢打赌,如果你去混血的话,你的数字会上升的。事实上,今天,我听说gamescom也在搞混业经营。我认为这将是大多数赛事的未来。 凯特:我也这么想。我为很多像Gamescom这样的活动提供建议。我是GDC顾问委员会的成员,我想他们去年都学到了,不管怎么说,如果你回到现场形式,你必须提供某种形式的虚拟报价。 弗洛伦西亚:当然。 亚历克西斯:我想这是新常态。 凯特:是的。我同意。 洛蕾塔:那真是两全其美。 凯特:是的,我也这么想。最大的挑战是,如果你能做到这一点,你如何让虚拟的人和活人互动,因为他们往往是分裂的。我认为,这是一个关键的挑战,事件必须考虑的是,你如何让这两个不同的群体彼此互动。 弗洛伦西亚:是的。我迫不及待想看看会发生什么。 亚历克西斯:是的。这是件好事。 洛蕾塔:我们还有一个问题要问你。我们知道,很明显,你是文化化方面的专家。为了争论起见,让我们假装我们是一群游戏开发人员,他们正在做我们的第一款游戏,我们对文化化一无所知。什么都没有。你会给我们什么建议,使我们的游戏全球化?我猜,更具体地说,在一个视频游戏中,本地化如何补充文化化? 凯特:这是一个很好的问题。我要说的是,我认为对于大多数人来说,他们理解什么是本地化。我认为我所看到的本地化本质上是,它主要是语言翻译。我知道它还有其他部分,但它主要集中在语言翻译上,这显然是非常非常重要的,以确保你的内容在世界其他市场上是清晰可辨的。文化化是另一个层面,而不是把重点放在语言翻译上。其重点主要是概念翻译和文化翻译。这就是文化化的部分。 例如,本地化可能并不关注特定角色的设计,他们所穿的服装,以及服装上的符号等等,但这才是我所关注的。我试着看看,游戏中有没有文化的影响,无论是在建筑还是角色设计,甚至在故事中,因为很多游戏的叙述都是从现实世界的历史中借鉴的,但是他们会把场景装扮成不同的东西。也许他们会把珍珠港战役从第二次世界大战中拿来,但之后他们会用不同的方式来装扮它。 很多玩家可能会说,“嗯,我想他们展示的是珍珠港,”但这是兽人和人类之间的事。这就是寓言的用法。寓言是一种非常非常强大的叙事工具,它帮助我们在游戏,电影或其他任何东西中表达概念和想法,它以一种模拟现实世界情况的方式来表达,而不涉及现实世界的问题。 我们很多人都熟悉的一些老媒体,比如20世纪60年代的《星际迷航》或者《暮光之区》,他们是使用寓言的专家,因为在那个时候,回到20世纪60年代,你不能在电视上明确地展示这些敏感话题,比如谈论种族主义或者谈论冷战等等。然而,《暮光之区》甚至《星际迷航》中的很多剧集,都经常涉及种族主义之类的问题,但他们不能说出来,也不能明确地表现出来。他们不得不用寓言来代替。 在游戏中,我们经常这样做。在文化化方面,这是我非常关注的事情之一,因为文化化也关注叙事,设计,以及正在构建的世界的整体概念。 基本上,我的工作是看看这个世界与将要在这个世界上发挥作用的文化有多兼容。是否有一些他们将要看到的东西可能会使他们不沉浸在体验中?他们会看到一些与他们的文化或政治有关的东西。而不是沉浸在你想让他们玩的游戏中,突然之间,他们现在开始思考你强迫他们去看的现实问题。文化化有很多层面。你必须考虑很多不同的事情。 弗洛伦西亚:是的。我们也知道,文化化可以是整个开发过程的一部分,无论是从一开始,当他们开始研究知识和角色剧本的时候,还是在产品完成的最后,你有时需要回到游戏开发商那里说,“嘿,这不会很好用。”正如我们已经知道的,多年来,你一直在帮助发行商和游戏开发商避免陷入任何政治,甚至文化或多样性的错误。在那些年里,你有没有发现一些常见的错误?具体到多样性,在你看来,哪些游戏实现了多样性,为什么? 凯特:是的,这也是一个很好的问题。显然,在我进入这个行业的所有时间里,事情已经发生了巨大的变化,因为到下个月,也就是四月,我在视频游戏行业工作的时间将满28年。是的,我老了。[笑声] 洛蕾塔:经验丰富。 凯特:实际上,有趣的是我上个月就满56岁了,所以实际上,那将是我人生的一半。 亚历克西斯:那真是太棒了。 洛蕾塔:里程碑快乐。 [笑声] 凯特:是的,谢谢。总之,在所有这些时间里,很明显,我们对多样性和包容性问题的敏感方式在社会中发生了巨大的变化,我认为与25年前相比是一种非常积极的方式。那真的很好。这是我所看到的对我来说非常鼓舞的事情,因为当我刚开始工作的时候,当我在微软的时候,当我处理很多早期游戏中的文化问题时,人们并不是不关心这个问题。只是他们没有意识到这有多重要。如果你举个红旗说:“为什么这些角色都是白人?” 现在,我并不是说这总是不好的,因为如果叙述需要这样做,如果你能在叙述中证明这一点,那么这也许是有意义的,但是你总是要问问题的另一面。好吧,如果无关紧要呢?其中一个人是黑人有关系吗?其中一个人是西班牙裔还是其他种族有关系吗?通常情况下,答案是否定的,这对叙述来说并不重要。他们仍然是同一组将要一起进行一次冒险的角色。因此,这就是我要提出论点的地方。好吧,如果它不影响叙事或游戏性,那为什么不多样化呢?这没什么不好的。 25年前提出这一论点比今天更困难。好吧,今天,情况几乎正好相反,这很好,因为现在,我合作的很多公司都非常坚定,非常有意地在他们的角色中表达代表性不足的群体,尤其是在有意义的地方。我觉得那太棒了。 在我正在制作的很多RPG中,我现在正在制作《龙之纪4》,有一个巨大的努力来确保当你制作一个角色时,例如,你基本上可以创建你想要的任何类型的角色,包括可变代词或任何你想要的东西。我认为这是一条正确的道路,让玩家在游戏的世界里有完全的表达自由。尽管在过去的许多年里事情已经朝着积极的方向发展,但我认为意识到这一点才是第一位的。有些人说,“好吧,这是最容易的部分。”其实并非如此。这不是容易的部分。 亚历克西斯:没有。 洛蕾塔:如果真的那么简单,我们就不会讨论这个了。 亚历克西斯:我们就不会讨论这个了。 凯特:是的。你所要做的就是在Twitter上浏览五分钟,你就会发现意识并不是一件容易的事情。实际上,让人们接受并理解是非常有挑战性的。坦白地说,现在比五年前更具有挑战性,因为我认为我们达到了认识和理解的顶峰,但由于过去四年或我们不愿讨论的各种问题,我认为围绕这些话题出现了更大的两极分化。现在,你越来越受到某些人的指责,他们就像“我为什么要关心这个?”我为什么要考虑这些?那我呢?我的权利呢?“ 亚历克西斯:对。 凯特:最重要的是,我仍然使用多年来一直使用的论点,那就是,在游戏的背景下,它是否改变了游戏的叙事?是否改变了玩家与世界的互动?答案几乎总是否定的。更好的表现并不会真正影响到这些事情。事实上,它可以通过让玩家站在别人的文化立场,或者种族立场,或者其他任何可能的立场来增强这些东西。 我认为人们需要理解的一件事,也是最基本的一件事,就是你需要有这样的意识,明白你的比赛将面向全球的多元文化观众。我想大多数游戏创作者都希望这样。他们希望人们享受他们的游戏,尽可能多的人,而不仅仅是为了钱。我认为我们所有人,作为有创造力的人,你花所有的时间做一些东西,你想让人们享受它。就这么简单。 如果你想让尽可能多的人喜欢它,你必须确保你的游戏将是可访问的,从文化的角度来看,尽可能多的人。这需要一定程度的意识。这并不意味着你完全改变你在创作视野中所做的一切,但这意味着你退后一步,确保你所创作的一切都是有意为之的。为什么这个物体在那个环境中?为什么服装看起来是那样的?我们从哪里得到的影响?我们为什么要借用这个文化还是那个文化? 对于我们所创建的东西,有一种非常有意识的程度,对我来说,这可能是任何开发人员所能做的最重要的事情之一,而不是像我们所有人所做的那样只是埋头苦干。我们进入我们的创意区,我们只是做些东西。然后也许一个月后,你意识到,“哦,也许我不该用那种刻板印象。”这就是问题所在。很多人都没有花时间停下来思考这个问题。他们只是不断前进和创造。 Alexis:哦,这很有趣,因为我们在谈论我们所做的一个定位事实。我们做了简报和所有的事情,一个月后我们又重新开始了。就像是,“这是一个如此好的东西,我们让它休息,因为我们可以稍微调整一下。”我们后退一步。 弗洛伦西亚:尽管这可能是一个微小的变化,但它的意义,人们如何解释它,以及他们如何理解我们要说的东西,完全改变了。那部分应该是创作过程的关键,对吧? 凯特:我也这么认为,而且你必须愿意对你自己的工作提出批评。如果你做不到,那么你需要身边有一个可以做到的人。我并不是说以一种消极的方式批评。我的意思是批评--当我给人们反馈时,我总是告诉他们,不管我是在指导某人还是在与开发团队交谈,我总是建设性地直言不讳,这意味着我会确切地告诉你我在想什么,但我会以一种希望对你有用的方式告诉你。我不想让他们认为这个过程是一件消极的事情。 有些人,反正他们会这么想。他们说,“哦,这是政治正确,我不喜欢这样。”那是另一个问题。这是个性,世界观的问题。我说的是什么是对游戏最好的,什么是对公司最好的,什么是对我们正在努力实现的整个企业的目标最好的,并让它专注于此。 亚历克西斯:对。是的。什么是对游戏最好的,而不是开发者的想法或个人的想法。这就把我带到了一个-我很难表达这个问题。你是如何在电子游戏中建立世界的呢?在这里容忍我。这是一个多层次的问题。你考虑到了哪些方面,你说了几个,让玩家的体验尽可能的身临其境?还有,你觉得什么时候就够了?你不是过了复活节彩蛋之类的。 凯特:这是一个真正具有挑战性的点,我想每个游戏开发商都在纠结。我见过很多独立开发人员犯的一个错误是,他们一开始就把自己的世界建设得过于庞大,或者他们只是有一个雄心勃勃的愿景,远远超出了他们的能力。让我这么说吧。也许他们有能力,但不是在合理的时间框架内。例如,我曾经遇到过一个三人独立团队,他们说要做一个MMORPG。三个人要做一个MMO,他们要用他们自己的游戏引擎来做。我就说,“好吧。” 弗洛伦西亚:野心勃勃的人。 亚历克西斯:雄心勃勃 凯特:非常有野心。我给他们的分数是雄心勃勃和自信,因为我觉得这真的很酷。同时,我试着给他们带来一种现实的感觉,他们所要做的事情,从长远来看,对他们来说将是一个真正的问题。他们会气馁的。这将是一个挑战。我不是说他们不应该尝试,但我一直鼓励他们,“你需要找更多的人。你真的需要更多的人,也许不做一个MMO,也许不做这个庞大的网络世界。千万别那么做,“ 总之,世界的建立,它真的归结到几个关键因素。我已经提到过了,但我要再重复一遍。有时我喜欢称之为世界实现。当你意识到一个世界的时候,它基本上就是把你脑海中的愿景变成了现实。写作者通过写好的书页来做这件事。当然,电影制作人在银幕上用摄影机,CG和所有有趣的东西来完成它。我们通过游戏引擎和我们的能力来做。整个世界建设进程的核心都是一样的。它基本上决定,首先,你要讲的故事是什么。 在我看来,每一场比赛都有某种叙事。就连愤怒的小鸟也有叙事。超级简单。这是鸟对猪,但还是有故事的。实际上,他们已经通过其他媒体,比如电影,漫画书和其他类似的东西来探索这个问题。在游戏本身,有一个叙事,尽管叙事是超级简单的,它就在你面前,真的没有太多,但它的背后仍然有一个叙事。我认为每场比赛都是这样。这是一个故事的某种线索。我想大多数人,当我们谈论电子游戏时,他们会想到真正意义上的叙事,比如《天空之缘》,《野性之息》和《侠盗猎车手》。 亚历克西斯:他们变大了。 凯特:是的。巨大的,扩展的叙述,是多层次的和所有这些不同的路径。赛博朋克2077之类的东西。我认为,当你思考一个视频游戏的叙事时,这更典型地体现了人们的想法。存在的意义在于你有一个叙述,然后你有一个体验。你有叙事目标。你要讲什么故事?你有经验的目标。在叙述中,玩家实际上在做什么?是第一人称射手吗?是RPG吗?有流派类型,但也有,在这里面,当然,有各种不同的变量,关于玩家实际要做的事情。 那两件事是你要思考的最根本的事情,来决定我需要建立多少世界来完成叙事目标和体验目标。我经常看到的是,开发人员会过度构建,因为他们觉得为了给玩家创造这种完整的体验,他们需要创造这种体验。他们需要一个气候系统,而我们需要像山脉之类的地形。然后,我们需要一个经济体系,我们需要一个政治体系,以及所有这些充满世界的不同事物。 我曾参与过一些大型游戏,比如,他们花了很多时间创建游戏内的经济,以及经济在那个世界里是如何运作的,有一个货币系统,诸如此类的东西。那么玩家几乎从来没有和它互动过。我想,“真是浪费时间啊,”因为这个故事并不要求玩家与经济系统交互,而开发者却觉得他们想要一个经济系统,在这个世界里,它只是一个亚层,你很少与它交互。 我想,“为什么要麻烦呢?”我从创造性的角度理解,你想,“我想知道这个世界上发生的一切。”他们实际上花了时间编写一个从未真正使用过的经济系统。在我看来,那完全是浪费时间。我见过一些游戏,比如,把天气系统构建到他们的环境中。在这些游戏中,天气对游戏性没有任何影响。这没什么区别。它的存在只是为了大气的目的,这也是有用的。 那么如果你看一款像《野性之息》这样的游戏,他们的大气系统直接影响游戏性。这和游戏性有很大关系。下雨时他爬不上湿滑的岩石。你知道闪电什么时候会击中你,这真的很糟糕,但它会对你产生直接的影响。那段时间花得值吗?当然是,因为他们实际上在世界建设中使用了这种机制。 这是我看到很多开发人员的一个领域,他们从一开始就失败了,因为他们只想做所有这些东西。他们想要制造这些非常酷的东西,让他们的世界变得更加丰满,但你不需要这样做。如果你看游戏,再一次,回到简单的游戏。其中很多都倾向于手机游戏,但我认为我们可以从中吸取教训。 如果你还记得游戏《边缘地带》,很久以前的时候,那个非常黑暗的环境和一切。真的,他们做了巨大的工作,建立了世界,基调和世界的感觉,但他们没有过度建设。他们在视觉上创造了他们所需要的东西,而游戏本身也相当简单,侧向滚动。他们用极简主义的方法做了一个很好的工作,然而这款游戏非常受欢迎,做得非常非常好。认为我必须建立所有这些东西才能在我的游戏中获得成功,这是一个谬论,我想很多刚开始的人都没有意识到。 Alexis:当我听你这么说的时候,我记得有很多游戏都有这些功能,但你最终都不用。我不打算说任何例子,但我能想象出相当多的例子。 凯特:我认为作为球员,我们总是欣赏深度。我认为对于很多玩家来说,他们不会转向--经济系统的例子,如果我在游戏中有这方面的暗示,但我从不与之互动,我不会抱怨它。我不会说,“你为什么要建立这个经济体系?”我认为从玩家的角度来看,这并不是浪费时间,因为他们根本不知道在那上面花了多少时间。很明显,我们是从生产的角度,而不是从消费者的角度来谈的。 弗洛伦西亚:这对游戏开发者来说是个很好的建议。 亚历克西斯:对开发人员来说,没错。 洛蕾塔:当然。同样,但也要更多地关注你作为一个地理学家的技能和知识--顺便说一下,对于任何没有看过凯特的视频或她的GDC关于作为一个地理学家建设世界的演讲的人,我强烈建议你马上去看看,因为它是- 凯特:谢谢。 洛蕾塔:-非常非常酷而且很有教育意义。当你进入一个游戏世界时,会有一些很小的东西或者一些不那么微妙的东西告诉你在现实世界中你到底站在什么位置。我很好奇,从你的角度来看,提供这些参考资料的过程是什么样子的,因为我想文化化,以及一系列的市场调查,都必须涉及其中。 凯特:有,是的。这通常需要与团队的几个方面进行协作。很明显,就像你说的,在营销方面,当然是在游戏设计师方面,我会非常小心地去参与其中。如果他们要在游戏中使用某种物体,一个特殊的物体或者什么东西,或者什么东西,武器,谁知道呢,这就是我要做的事情,我要确保为了这个目的而添加到游戏中的东西是符合宇宙的,这是有意义的。对于那个特定的世界,它不会被断章取义,除非,你有一个非常具体的原因,为什么它会断章取义。 基本上,这是这些领域之间的相互作用,因为你要预测玩家对某件事的反应,但同时,你也要努力保持对创意愿景的忠实,但同时你也要对你所处理的当地文化保持敏感。真的很复杂。在我工作过的不同游戏中,有很多时候都是在一个非常清晰的文化环境中发生的,这些文化环境显然与现实世界有关,就像我在BioWare工作的《翡翠帝国》游戏一样。那是好几年前的事了。那是一个亚洲的幻想世界。 就像我们今天玩的大多数幻想游戏都是以欧洲中世纪文化为基础一样,这款游戏试图制作一款以东亚中世纪文化为基础的幻想游戏,我认为这真的很有野心。这款游戏非常有趣,但它真的非常复杂,因为他们最初所做的是抓住了中国文化的一大块来作为游戏内文化的基础。再一次,记住,这不应该与现实世界有任何关联。 然后他们抓住了韩国文化的碎片,日本文化的碎片,还有一点点南亚,印度文化。就好像他们把它们都扔到这个大锅里搅来搅去,然后扔到桌子上说:“好吧,这就是我们的玉帝国文化。”那样的做法真的不是最好的。我不会推荐这种方法,因为我们必须更仔细地考虑我们从这些不同文化中提取的东西,首先要认识到这样一个事实,如果你拿中国,日本和韩国来说,这三个国家之间存在着很多社会历史上的紧张关系,非常大的紧张关系,所以我们必须对此非常小心。 当你把所有这些不同的文化物品扔进同一个锅里,然后把它们混合起来,假装这是一种新的文化,首先,你说所有这些文化都是等价的。我认为,从今天的角度来看,这不仅可以被视为麻木不仁,而且实际上是一种近乎种族主义的说法,“日本文化,韩国文化,中国文化,它们都是一样的”- 弗洛伦西亚:“他们是一样的。”是的。 凯特:-这太不合适了。这就是为什么,当我们在游戏中借用物体或者我们在游戏中放入一些东西时,我们必须对这些东西的来源以及它们在游戏中扮演的角色非常敏感,尤其是在今天。我们必须认真考虑这一点,而不是因为我们认为它会看起来很好,或者我们认为它会服务于某个特定的市场营销目的,就随意地把东西放进去。 通常,这就是我所说的游戏的回填过程,这基本上是艺术家和其他人在主要的制作周期里做他们的工作--他们每天都在制作东西,然后把它扔进去,把各种各样的东西放到环境中。很多时候,这件事都是在没有应有意图的情况下完成的。 亚历克西斯:你必须留心你在做什么。再一次,退一步,然后再回去看看你是否做对了。 弗洛伦西亚:或者有另一双眼睛。一个新鲜的,客观的,能给我们带来新观点的人。在我们进入最后一节,迷因节之前,我想知道到目前为止你最喜欢的项目是什么? 凯特:哦,那太- 弗洛伦西亚:我知道这是一个很难回答的问题。[笑声] 凯特:这太难回答了。我参与过很多游戏。嗯,让我看看。 亚历克西斯:你一定有你最喜欢的。 凯特:嗯,有不同原因的最爱。我将从一个非常私人的原因告诉你最受欢迎的作品,那就是《星球大战:旧共和国》。我在《星球大战:旧共和国》里工作了四年。这不仅仅是因为我是一个巨大的星战怪胎,还因为当我离开高中走向世界的时候,除了我的第一个愿望是成为一名宇航员外,我的下一个真正想做的事情就是成为卢卡斯影业的一名概念艺术家,因为我真的非常非常想拍一部星战电影。 我有艺术技能,所以我追求在学术上做工业设计,但后来我改学地理,剩下的是历史。我仍然可以用我的艺术技能来绘制地图和地图制作等等,但是很明显,想要在星球大战中做些什么的愿望仍然存在。当我有机会参与这个游戏的时候,我个人觉得很有成就感。就像《星球大战》里说的那样,这个圆圈现在已经完成了。能在这方面工作的感觉真的很好。 我认为,更多的是从地理学家的角度来看,像《帝国时代》这样的作品是非常有趣的,因为你要处理的是真实的历史和真实的地理。我现在正在做帝国时代4。我们很快就能搞定了。 弗洛伦西亚:顺便说一下,这里有很多球迷。 凯特:很好玩。我曾参与过《帝国纪元》和《神话纪元》的创作,在这些游戏中工作真是太有趣了。这也是非常非常具有挑战性的,因为这是一个很强的智力挑战,去思考如何接受这个有争议的现实事件,并把它变成游戏形式,坦白地说,这对玩家来说是很有趣的。有时可能会很复杂,但他们总是很有趣的工作,帝国时代。这是一个很棒的特许经营。 还有很多其他的游戏。我想,从个人的角度来说,因为我是《宇宙》的超级粉丝,我参与了好几个《光环》游戏--我是一个超级的《光环》极客。当我有额外的时间去玩游戏的时候,当我想放松的时候,我还是会玩光环多人游戏。我喜欢玩那个游戏。我还是很投入的。我认为这也是超级有趣的工作这些。 弗洛伦西亚:顺便说一句,我们很想看到你流光环。你试过吗? 凯特:没有,我没有。这很有趣,因为我玩了,真的,在游戏出来之后的很多年里,很多年的多人游戏,然后我退出了,因为我很忙。然后,当然,我又重新开始了,特别是当他们终于在Steam上有了Master Chief收集,这让我更容易接近,基本上,不工作。我可以在这里翻个身就开始玩了,这很危险。当然,我56岁的反射已经今非昔比。我可以做的很好,但是我需要几场比赛才能重新投入到比赛中。如果我打五场比赛,也许我能拿到前五名左右。现在我玩它只是为了好玩。竞争的部分,我不太想。现在我只是说,“如果我被杀了,我不在乎。”我以前被杀过很多次。 弗洛伦西亚:那是接近它的最好态度,尤其是当你没有那么多时间练习的时候,对吗? 凯特:是的,我没有。我没有多少时间。 亚历克西斯:对不起,弗洛。在我们讨论迷因之前,我想花一点时间谈谈帝国时代,因为这是我们在准备采访你的时候提到的。我要感谢你,因为我从帝国时代学到的东西- 弗洛伦西亚:是的。这里也一样。 亚历克西斯:-我确实通过了考试- 凯特:不错。 亚历克西斯:-做帝国时代的宣传。 凯特:(笑)太棒了。 亚历克西斯:字面意思,所以谢谢你。[咯咯笑] 凯特:哦,太棒了。我喜欢听你这么说。太酷了。好吧,这和我最喜欢的一个专营权是刺客信条的原因是一样的。我没有做过刺客信条游戏,尽管我给育碧出过主意,但我没有专门做过刺客信条。这对我来说将是一个梦想,因为我也喜欢历史和地理在这些游戏中的融合。他们做得太好了。我对那些游戏很感兴趣。 亚历克西斯:你应该看看我们做过的一个定位。我们做了一个关于最后三个刺客信条的现场记录,实际上- 凯特:哦,酷。太棒了。 关于埃及,古希腊和北方的文化- 凯特:太好了,我会的。 亚历克西斯:你应该去看看。之后我会把链接发给你。 凯特:请吧。太棒了。 弗洛伦西亚:太好了。现在我们要去--在有趣的时刻之后,我们要去meme部分,因为我们总是喜欢以高音结束。是的,我们到了。这是星战迷。你分享的第一个是很好的参考。 亚历克西斯:我几乎可以想象我们中的一个在面试时被呛到的情景。就像,“你怎么说的?” 洛蕾塔:问题太多了。 亚历克西斯:我想,像很多人一样,我会嘲笑最愚蠢的东西。不过,我觉得这很搞笑。太好笑了。 弗洛伦西亚:我看过这部电影,当然,当我还是个孩子的时候,我很害怕这一幕。现在- 凯特:是的,当然。[笑]我爱死它了。这个太傻了,但是我第一次看到这个的时候笑得太厉害了。只是很蠢,但很有趣。 弗洛伦西亚:就像爸爸的笑话。我们喜欢帽子模因。他们很棒。 亚历克西斯:在希腊。我爱死它了。 凯特:真有趣。 洛蕾塔:我要把它偷走。 弗洛伦西亚:我们有很多这样的东西。我有很多。实际上我有一个特殊的文件夹的大写模因。 亚历克西斯:哦,不错。 弗洛伦西亚:如果你愿意,我可以给你更多。这是我们在Terra的一些队员之间的事。 凯特:我喜欢。 亚历克西斯:嗯,这是非常非常准确的,实际上。现在,这是一部很棒的电影,我可以看。 凯特:我的一个朋友寄给我这个,因为我知道他收集的东西。看看我的房间。我也收集了很多东西。 亚历克西斯:从你打开摄影机的那一刻起,我就一直盯着那个暴风使者。 凯特:哦,是的。这是我托尔角色扮演的一部分。我觉得这真的很好笑。这实际上是这部电影的一个更现实的版本。[笑声] 亚历克西斯:我同意。 弗洛伦西亚:哦,还有这个。 凯特:哦,是的。我喜欢这个。我觉得这是一个很好的相关模因。 弗洛伦西亚:是的。谢谢你带来这个。 洛蕾塔:当然。 凯特:我知道我的圈子里有人不喜欢这个,但我不在乎。 洛蕾塔:我也是。我很高兴看到它。[笑声] 亚历克西斯:不,我们没有。[咯咯笑] 弗洛伦西亚:这就是为什么我们要分享它,我们尊重这里每个人的意见。我们很感激你带来这个,因为这对我们也很重要。谢谢。 凯特:我把这个拿给我的一个什么都收藏的朋友看。它只是不需要额外的适配器为对象,他们扔掉了几年前。我把这个发给他们是因为我说,“这就是你。”[笑] 弗洛伦西亚:我想我有一抽屉的电缆和适配器。 亚历克西斯:一个抽屉。 洛蕾塔:当然。一个抽屉?你应该看看我的地下室。 [笑声] 凯特:嘿,我们都为此感到内疚。 洛蕾塔:哦,是的。 弗洛伦西亚:哦,是的,当然。 亚历克西斯:完全正确。 弗洛伦西亚:你永远不知道什么时候你会需要它,对吗?[咯咯笑] 凯特:尤其是对我来说。我不记得它是干什么用的,我可能还留着它,也可能不留着它。 亚历克西斯:我可能需要它。 洛蕾塔:把它都留着比较安全。 凯特:是的,完全正确。这个。这在今年早些时候,也就是新年前后就出现了。我觉得这很合适。希望事情不会这样。 [笑声] 我不知道哪个更糟- 凯特:我也不知道。 亚历克西斯:-小丑还是它。 凯特:我不知道。[咯咯笑] 弗洛伦西亚:顺便说一句,我们录制这个节目的时候已经是三月份了。今年的事情看起来很有希望,所以(相声)。 凯特:是的。希望是有理由的。这个也是。 [笑声] 洛蕾塔:哦,天哪,我爱死它了。 亚历克西斯:没有人卖比特币。我觉得这就是它的魔力,对吧? 凯特:我看到这个东西随时都在飘来飘去--它是什么?大约一个月前,在Gamestop股票上涨的时候。人们基本上都有相同的态度。他们说,“拿利润吧。卖掉你的股票。“他们说,”不,我要继续持有它。“[笑] 弗洛伦西亚:他们试图用狗狗做同样的事情,但没有成功。那就太棒了。终极笑话。 [笑声] 洛蕾塔:非常棒的模因素材,这是肯定的。 弗洛伦西亚:这是所有的迷因回合。 洛蕾塔:哦,不。 弗洛伦西亚:我知道。它们看起来总是那么短。好吧,非常感谢你,凯特,感谢你分享让你开心的东西,因为我们在这些迷因上玩得很开心。感谢您加入我们的新节目。我个人玩得很开心,也学到了很多东西。感谢您与我们分享您的知识和经验。 凯特:嗯,太感谢你了。谢谢你邀请我来这里。这太好玩了。 开放世界E07的转录由VideoLocalize提供。

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