通关之后不想写长评,只想引用这样一段话。
Part of it is not trying to be professional, like a lot of people come in to indie games, trying to be like a big company. What those game companies do is to create highly polished things, that serve as large of an audience as possible. The way that you do that is by filling all the bumps on something. If there is a sharp corner, you are going to make sure that it is not going to hurt anybody if they bump into it or whatever. That creation of making some highly glossy commercial product, is the opposite of making something personal.
Things that are personal have flaws. It has vulnerabilities. If you don't see a vulnerability in somebody, you're not probably relating to them on a very personal level. So it's the same with the game design. Making it was about, let me take my deepest flaws and vulnerabilities and put them in the game. And Let's see what happens.
——Jonathan Blow
(这项事业的)一部分,在于不要显得太“专业”,不要像一些独立游戏人那样,以大公司的水平要求自己。那些大游戏公司在做的都是精心打磨过的东西,用来取悦尽可能多的玩家。想要做到这样,你就需要格外地注意游戏的棱角。你必须保证没有人会在你的游戏里磕磕碰碰受到伤害或是别的什么。而制作这种磨掉棱角的商业游戏,与制作一些个人化的东西,是背道而驰的。
任何个人化的东西都是有谬误的,也都是有脆弱之处的。如果你看不到一个人脆弱的地方,那么说明你和他的关系还不够“个人”。对于游戏设计也是一样。制作这样的游戏,其实就是把我个人最深藏的谬误和脆弱之处放到我的游戏里。然后看看会发生什么。
以上是独立游戏大电影中,《时空幻境》作者Jonathan Blow的访谈中的一段话。因为本身是比较口语化的内容,我也就随便翻译了一下。至今怀念他在镜头前说出这些话时的从容。感觉除此以外没有什么值得拿来表示我对这款游戏的敬意。
I do feel your flaws Jon.