Well, this one's been a long time coming.
嗯,这一集已经酝酿了很长时间了。
No, it's not the voice acting episode that one's tangled up in the process of getting real voice actors on board, which I think we might actually have pulled off, but no.
不,这不是有配音演员参与的那集,我们还在努力争取真正的配音演员,我想我们可能已经成功了,但不是这集。
Today we're gonna talk about female characters in games.
今天我们要谈论的是游戏中的女性角色。
The reason this particular topic has been so long in coming is that we've been waiting for the industry to provide us with a good topical example of a well done female character, but unfortunately nothing really helpful has come out.
这个特定主题之所以拖延了这么久,是因为我们一直在等待业界为我们提供一个很好的女性角色题材范例,但遗憾的是,没有任何真正有用的素材问世。
And the AAA release lineup has been pretty barren for the last few months. anyway,so screw it, let's just do this thing.
而且在过去的几个月里,AAA的发布阵容相当匮乏。不管怎样,去他的,我们就这么做吧。
Alright, so Women in Games now we could spend this whole episode ranting about top-heavy genetic anomalies or just going off on other M for 6 and a half minutes.
好吧,那么现在我们可以在这一整集中都在吐槽那些头重脚轻的基因异常,或者只是在其他M上吐槽6分半钟。
But rather than spending all of our time whining about what makes for a bad female character, let's try to be a little more constructive and see if we can pinpoint what makes for a good one.
但是,与其把我们所有的时间都花在抱怨什么造就了一个糟糕的女性角色上,不如让我们尝试更有建设性一点,看看我们是否能够确定什么造就了一个好的女性角色。
We've talked a little about what makes a good character before and we'd probably need a full episode or 2 to completely flesh out the subject, but for today let's stick with female characters specifically.
我们之前已经稍微讨论过了是什么造就了一个好的角色,我们可能需要一整集或两集来完全充实这个主题,但今天让我们具体谈谈女性角色。
This distinction is a little tricky because for the majority of great characters their gender doesn't really matter. Gender doesn't really inform who they are.
这种区分有点棘手,因为对于大多数伟大的人物来说,他们的性别并不重要。性别并不能真正说明他们是谁。
It's not what defines the character or makes them interesting.
这并不是定义角色或使他们变得有趣的东西。
I mean, if Sonic were female instead of male, and I'd really rather not get into that again.
我的意思是,如果索尼克是女性而不是男性,我真的不想再讨论这个了。
Would it really have added anything to or taken anything away from the character?
这真的会给这个角色增添或减少任何东西吗?
Would making Gordon Freeman female really change anything about him? Not really.
如果把戈登·弗里曼变成女性,他真的会有什么改变吗?其实并没有。
But there are still some facets of character that are specific to gender, and those facets are very rarely explored in gaming.
但是,角色的某些方面仍然与性别有关,而这些方面在游戏中很少被探索。
So what's the difference between creating a good character and creating a good female character?
那么,创造一个好角色和创造一个好的女性角色之间有什么区别呢?
To answer that we have to tackle the somewhat controversial topic, how are men and women different?
为了回答这个问题,我们必须探讨一个有点争议的话题,即男人和女人有何不同?
I suspect a few of you are snickering at this point, so I'll give you a moment.
我猜你们中的一些人现在正在偷笑,所以我给你们一点时间。
We good? Alright, when discussing the differences between men and women for the purposes of character creation,one thing the game development community is always forgetting is that there are 2 principal categories of differences between genders:Genetic and societal.
没事了吧?好的,当我们讨论为了角色创作而进行的男女差异时,游戏开发社区总是忘记一件事,那就是性别之间存在两种主要差异类别:遗传和社会。
Genetic differences are innate and ubiquitous across cultures.
遗传差异是先天的,在各种文化中普遍存在。
They're the ways in which men and women differ on the most basic biological level.
它们是男性和女性在最基本的生物学层面上存在差异的方式。
Societal differences are the pressures that societal gender roles exert on individuals of a given gender.
社会差异是社会性别角色对特定性别的个人施加的压力
Let's start by looking a little closer at the genetic factors.
让我们先更仔细地研究一下遗传因素。
Genetic differences have proven difficult for games to address in ways that aren't superficial.
基因差异已被证明是游戏难以解决的问题,而且解决方式也不是表面上的。
Women tend to be more dexterous than men and generally have a higher threshold for pain, while men tend to be physically larger and have more muscle mass.
女性往往比男性更灵巧,通常对疼痛的阈值更高,而男性往往身体更大,肌肉量更多。
So I mean, hey, at least we got that part covered, sort of, actually come to think of it, games very rarely show women as being more dexterous, or that wasn't really the important part anyway.
所以我的意思是,嘿,至少我们在这方面有了一些进展,实际上仔细想想,游戏很少展示女性更加灵巧,或者说这并不是真正重要的部分。
On a genetic level, one of the principal differences is obviously the ability to bear children, but despite how obvious that difference is, we've yet to see a video game that really addresses themes of motherhood, fertility, or other childbearing issues in depth.
在基因层面上,主要差异之一显然是生育能力,但尽管这种差异是如此明显,我们还没有看到一款真正深入探讨母性、生育能力或其他生育问题主题的电子游戏。
Yeah, I know we've had plenty of games that have a mother character or a mother figure, or a character with mother issues or a character that just says mother all the time, but we've never really had a character explore motherhood as a theme in depth or put the player in a mother type role, at least not one that can be taken seriously and it's not like you couldn't make a great game out of that theme.
是的,我知道我们已经有很多游戏都有一个母亲角色或母亲形象,或者一个有母亲问题的角色,或者一个总是说母亲的角色,但我们从来没有一个角色真正深入探讨过母爱这个主题,或者让玩家扮演一个母亲类型的角色,至少不是一个可以认真对待的角色。
Hell, it could be pretty powerful. off the top of my head, the struggle of a mother trying to protect her children while crossing a war torn country.
天啊,这可能很强。我马上想到的是,一位母亲在穿越一个饱受战争蹂躏的国家时,努力保护她的孩子的斗争。
Now that could easily make for an exciting action title.
现在,这很容易成为一个令人兴奋的动作游戏标题。
But honestly the industry still haven't a hard enough time plumbing the emotional depths of conflicts that male designers can relate to.
但老实说,这个行业仍然没有足够努力地去挖掘男性设计师能够感同身受的冲突的情感深度。
So we've probably still got some growing up to do before we have any hope of successfully tackling subject matter like that, although I imagine that a well done game about a mother's sacrifice for her children could be a strong contender for the first game to really make your breakdown and cry, just saying.
因此,在我们有希望成功处理此类主题之前,我们可能还需要一些成长的过程,尽管我认为,一款关于母亲为孩子牺牲的出色游戏,可能会成为第一款真正让你崩溃和哭泣的游戏的有力竞争者,只是说说而已。
But alright, enough about genetic factors. Let's move to look at things which are societal.
但是好吧,关于遗传因素就讲这么多。让我们转而看看社会方面的因素。
The important thing to remember here is that these are malleable qualities.
这里要记住的重要一点是,这些都是可塑的品质。
The reason we so often fall into the trap of delivering female stereotypes in games rather than true believable female characters is because we tend to think of everything related to being female as inherent to being female.
我们之所以常常陷入在游戏中呈现女性刻板印象,而不是真实可信的女性角色的陷阱,是因为我们倾向于认为与女性相关的一切都是女性固有的。
We often assume things like girls like pink or girls are demure to be inherent female traits when these are really societal constructions.
我们常常认为女孩喜欢粉色或女孩端庄是女性固有的特征,但这些实际上是社会建构的。
When you take these as fundamental qualities of being female, when you assume that they just are, they become things that cannot be struggled against, things that can't be changed and change is where characters found.
当你把这些作为女性的基本特质时,当你认为它们就是女性的基本特质时,它们就成了无法与之抗争的东西,成为了无法改变的性格里的东西。
Looking at these things from the perspective that societal pressures encourage girls to like pink or encourage girls to be demure allows you the opportunity to flesh out your characters by showing their reactions to these pressures and fleshing out your society by understanding the pressures it puts on women.
从 “社会压力鼓励女孩喜欢粉色或鼓励女孩端庄 ”的角度来看待这些事情,可以让你有机会通过展现人物对这些压力的反应来丰满人物形象,并通过了解社会对女性施加的压力来丰满社会。
You could as easily have a society where girls like black and girls shoot first because these qualities are variable.
你可以很容易地想象一个社会,在这个社会中,女孩喜欢黑色,女孩可以先开枪,因为这些品质是可变的。
And let me tell you it would make for a totally different place than your girls like pink society.
而且我要告诉你,这会造就一个与你们女孩喜欢粉色的社会完全不同的地方。
Now I'm not saying that societal factors are totally independent of genetic ones, but they're a good place to start looking for how we can move from delivering cardboard stereotypes of women to delivering more fleshed out, more human female characters.
现在我并不是说社会因素与基因因素是完全独立的,但它们是一个很好的起点,可以让我们开始寻找如何从提供刻板的女性形象转变为提供更丰满、更人性化的女性角色。
Now this is fairly easy to do in larger epic narrative pieces, but you can get the job done with your gameplay setting and just a few telling moments.
现在,这在较大的史诗叙事作品中相当容易做到,但你也可以通过你的游戏设置和一些关键时刻来完成这项工作。
Despite our complaints regarding this thing, I'd argue that the Metroid series is one of the better examples of this.
尽管我们对这一点颇有微词,但我认为,《银河战士》系列是这方面的典范之一。
Even though the early Metroid games are pretty barebones when it comes to plot and story, there are a variety of subtle hints that can be drawn from the designer's choices.
尽管早期的《银河战士》游戏在情节和故事方面相当简单,但从设计师的选择中可以得出各种微妙的暗示。
Samus feels like a character because we know she stands apart from society.
萨姆斯感觉就像这样一个角色,因为我们知道她与社会格格不入。
We don't know much about her, but it's easy to tell that she's made choices that don't fully conform to whatever societal standards she comes from.
我们对她了解不多,但很容易看出,她做出的选择并不完全符合她所来自的任何社会标准。
That's what makes her interesting, that's what draws us in and compels us to try and fill in the blanks ourselves.
这就是她有趣的地方,这就是吸引我们的地方,迫使我们自己去尝试填补空白。
All of those great action heavy heroines we love most have this trait.
所有那些我们最爱的、伟大的、动作戏很多的女主角都有这个特点。
They neither fully accept nor fully reject the societal pressures exerted on them, and most importantly, they and their relationship to those societal pressures change as their circumstances change.
他们既不完全接受也不完全拒绝施加在他们身上的社会压力,最重要的是,他们以及他们与这些社会压力的关系会随着情况的变化而改变。
They're forced to reevaluate what they took for granted as they're placed in fantastic abnormal situations.
他们被迫重新评估他们认为理所当然的事情,因为他们被置于奇妙的异常情况中。
With these sort of characters, we see their personality and their struggles with expected norms come out through gameplay.
有了这些角色,我们可以看到他们的个性,以及他们在游戏过程中与规则的斗争。
We see each of these characters evolve in real time as they respond to the circumstances around them, their actions as much as their words demonstrate character growth.
我们看到这些角色实时演变,因为他们对周围的环境做出反应,他们的行动和言语一样展示了角色的成长。
Now it's important to note here that you're going to get just as stereotypical a character by having them reject all of society's gender pressures.
这里需要注意的是,如果让角色拒绝社会上所有的性别压力,就会让角色变得千篇一律。
There's as much depth to be found in understanding why a character agrees with or follows gender norms from their society as in why they reject them.
在理解一个角色为什么同意或遵循他们社会的性别规范,以及为什么他们拒绝这些规范方面,有同样多的深度可以挖掘。
All of the great characters we've discussed here are a blend of accepting and rejecting what society expects of their gender, because simply put, this is what real human beings do.
我们在这里讨论的所有伟大人物,都是既接受又拒绝社会对他们性别的期望,因为简单地说,这就是真实的人类所做的。
So if you want to create a truly great female character, you have to either be willing to brave those few issues which are truly unique to the feminine half of our species, or you have to give us a human being responding to ordinary societal pressures, perhaps under extraordinary circumstances, and coming to their own conclusions about how to integrate them.
因此,如果你想塑造一个真正伟大的女性角色,你就必须勇于面对少数几个问题,而这些问题确实是我们这个物种的女性所独有的;或者,你必须给我们一个人,让她对普通的社会压力做出反应,也许是在非同寻常的情况下,并得出她们自己的结论,即如何整合这些压力。
A great character doesn't have to be defined by their gender, but gender and the pressures that society exerts on us because of it are a big part of who we are.
伟大的人物不必由其性别来定义,但性别以及社会因其而施加给我们的压力是我们身份的重要组成部分。
So if you want to create a character that really feels real, consider all the factors that shaped them to be who they are at the point where the player first meets them. I guess that's about it.
因此,如果你想创造一个让人感觉真实的角色,那么在玩家第一次见到他们时,就要考虑塑造他们的所有因素。我想大概就是这样了。
With some luck we'll be seeing more truly great female characters in our game more often In the coming years,
运气好的话,接下来的几年里,我们会在我们的游戏中看到更多真正伟大的女性角色。
Cross your fingers and keep an eye out, later.
祝你好运,关注我们的节目,稍后见。