Do you see the difference between these two games?
看出这俩游戏的区别了吗?
It's not just the quality of the graphics.
不仅仅是图画质量的区别。
Look at the ways you can look around.
看看你能环顾的方式。
Side to side. Side to side and up and down.
一个只能左右看。另一个则不仅能左右看,还能上下看。
The advent of 3D games that utilize all the dimensions didn't just require better graphics cards.
利用了所有维度的3D游戏的出现不仅对显卡有了更高的要求。
It required a way to control movement and vision quickly and easily.
它还要求有快速且轻松地控制运动和视线的方法。
When you look at the manual for Quake, one of the first games to really utilize what's called "freelook,"
看看第一批真正利用了所谓“自由视角”的游戏之一——《雷神之锤》的玩家手册,
you see that the developers didn't really know how to do it either.
你就会发现,开发们自己都不知道该怎么做。
Some people still used the keyboard to look up and down.
有些人上下切换的时候用的还是键盘。
And to move forward and backward? Arrow keys.
前进和后退呢?方向键。
But on computers today, a game as popular as Fortnite—
然而,在今天的电脑上,《堡垒之夜》之类的热门游戏——
a game so mainstream that journalists trying to seem hip add Fortnite to their videos—
这款游戏实在是太火了,以致于那些赶时髦的记者都会把这个游戏放到他们的视频里——
even Fortnite defaults movement controls to the same four keys.
都将运动控制默认为相同的四个键。
Not the arrow keys, but WASD. Why?
不是箭头键,而是WASD这四个键。为什么?
The answer involves gaming's first superstar and it shows how a legend can actually change the mechanics of play.
答案就在游戏圈第一个超级巨星身上,同时也展示了一个传奇如何切实改变了游戏的机制。
On Monday August 26th, 1996, the Wall Street Journal featured an article about a presidential campaign and the first professional gamer, Dennis "Thresh" Fong.
1996年8月26日,星期一,《华尔街日报》刊登了一篇关于总统竞选和首位职业游戏玩家方镛钦的文章。
"They ended up doing that little stencil drawing of me.
“他们最后还配了一张我的肖像画。
I think it was me and I think it was Bill Clinton.
我觉得他们画的是我,还有比尔·克林顿。
What got me into gaming initially were called MUDS — Multi-user dungeons —
我进入游戏界最初是因为所谓的“MUDS”——也就是多人历险游戏——
think of it like World of Warcraft, but text-based World of Warcraft.
大家可以把它想象成《魔兽世界》只不过是基于文本的《魔兽世界》。
So like, if you wanted to walk in this game you would have to literally write like Walk north. Walk south."
因为,如果你想要在这个游戏中移动,你就必须打出来。向南走就要打‘往南走’。”
But Thresh didn't build his reputation on text-based games.
然而,“锤石”并不是因为这种游戏成名的。
It was playing the 3D game Quake -- released in 1996.
而是因为玩儿1996年发布的3D游戏《雷神之锤》火的。
He never lost a tournament.
他从未输过一场比赛。
But the game did present some new control challenges for all players.
然而,这款游戏也确实给所有的玩家带来了一些新的控制挑战。
"When most people started playing games back in those days, you just used a keyboard.
“那个时候大多数人开始玩儿游戏都只是用键盘。
And then over time, people realized the keyboard had a fixed rate of turn.
然后慢慢地,大家意识到键盘的机动速率是固定的。
So if you wanted to turn left, it would kinda go like that—so you wouldn't be able to flick.
你要往左转的话,就得这样,这样你就没有办法一下子跳过去。
I eventually switched to a mouse."
我最后就改用鼠标了。”
A keyboard and mouse combo were necessary by the late 90s,
到了90年代晚期,用鼠标配合键盘已经变成一种必须了,
so it was crucial to find a way to use the mouse to look and the keyboard to move the player.
所以,找到用鼠标看,用键盘移动角色的办法就变得至关重要了。
But the programmers didn't figure out the best way to do it.
但是,程序员也没弄清楚怎样结合才最好。
The players did.
不过,玩家们想到了。
"Some people used arrow keys, which were on the right hand side of the keyboard, and the mouse,
“有些人用位于右手控制范围的方向键,以及鼠标,
some people would only use a keyboard,
有些人则只会用键盘,
some people would use kind of a horizontal row, like ASDF.
还有一些人则会用排在同一排的组合键,比如ASDF这四个键。
There were literally probably hundreds of different combinations that people used.
毫不夸张地说,当时大家用的组合可能有好几百种。
I found WASD on my left hand, and then using the mouse on my right hand to be the most comfortable.
我发现用在我左手控制的范围内的WASD组合键,同时用右手控制鼠标操作起来最顺手。
By default, the weapons, you have to hit the numbers to switch weapons."
默认的情况下,还是要用数字键来更换武器。”
The arrow keys were far from weapons switching numbers and other important keys like control and shift.
方向键距离更换武器的数字键以及其他比较重要的控制键,比如回车和shift都比较远。
To strafe- or step sideways, you often needed to hit a side directional key and shift at the same time.
扫射或者横向移动的时候,玩家经常需要按侧方向键同时按住shift键。
That was easier with WASD than arrows.
这个时候,WASD就比用方向键更顺手。
But ESDF, or RDFG might have accomplished the same thing.
虽然ESDF或者RDFG或许也能做到这一点。
It was Thresh's influence that made WASD a standard.
但在“锤石”的影响下,WASD变成了标准操作。
"People started copying and using WASD and the mouse as their standard key configuration.
“大家便开始跟风,把WASD和鼠标作为他们的标准操作了。
I think enough people started using it, it became really popular,
这么用的人应该是足够多了,才会让它变得如此受欢迎,
where the games just started making that the default key combination and configuration for a lot of games like Quake."
以致于包括《雷神之锤》在内的很多游戏都开始把这个组合变成他们的默认组合吧。”
Programmer John Carmack built Thresh's configuration into a special command in the sequel, Quake II.
程序员约翰·卡马克将“锤石”的配置写入了《雷神之锤II》的特殊命令。
Anybody could use the same controls as Thresh.
大家都能像“锤石”一样操作这些控制键了。
That included sensitivity and speed, but also W, A, S, and D.
包括灵敏度,速度,以及WASD组合键。
That layout spread from the leading game and player in just a couple of years.
短短几年时间,这一设计就从这款领队游戏及其玩家那里传播出去,
It quickly showed up in the manuals as defaults for an early multiplayer shooter, Starsiege Tribes,
并很快作为默认组合出现在了早期的多人射击游戏《星际围攻》的游戏手册里,
and the once-in-a-generation hit, Half-Life, which assumed players would use a keyboard, mouse, and WASD.
曾经千载难逢,轰动一时的《半条命》还默认玩家会使用键盘,鼠标和WASD组合键。
"I can't say that I, like, invented it — it was just what was comfortable for me,
“我不能说这个是我发明的,只是我觉得这么用顺手而已,
and as the top player in my generation, people just wanted to use what I used.
作为我们这一代玩家里的顶级玩家,大家也只是想学我而已。
It's kinda cool that it's the standard today.
不过,它能变成今天的标准组合确实挺酷的。