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为什么美国人喜欢第一人称视角射击游戏?

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We've often been asked why the US produces so many more first person shooters than Japan in the past. I've always given the standard industry.

过去经常有人问我们,为什么美国生产的第一人称视角射击游戏比日本多得多。我一直给出的是标准的业界标准。

The first person shooter originated in the US with companies like ID and engine creators like Epic based in the States.

第一个人称视角射击游戏起源于美国的ID等公司和 Epic 等引擎开发商。

It's simply always been easier to recruit the talent needed and get the support required to build 1/1 person shooter here than anywhere else, but that answer has always left me a little unsatisfied. Is the answer true?

简单地说,在这里招募所需的人才和获得所需的支持比在其他任何地方都更容易建立1/1人射击游戏,但这个答案总是让我有点不满意。答案是真的吗?

Well, yeah, does it explain why we create more first person shooters in the US than the rest of the world combined? Sure, but it doesn't answer the fundamental.

是的,这解释了为什么我们在美国创造的第一人称射击游戏比世界其他地方加起来的还要多吗?当然,但这并不能回答基本问题。

Why did we invent the first person shooter in the first place?

为什么我们首先要发明第一人称射击游戏?

What caused game creators in the United States to look to first person shooting while the game makers in other countries were looking elsewhere?

是什么原因让美国的游戏制作人把目光投向第一人称射击游戏,而其他国家的游戏制作人却把目光投向了其他地方?

To find the answer,we have to go back to the nativity of the first person shooter and take a good hard look at the 2 great game developing nations of the time, Japan and the United States.

为了找到答案,我们必须回到第一人称射击游戏诞生的时候,仔细看看当时最伟大的两个游戏发展国--日本和美国。

Because the answer lies in how each culture sees warfare, conflict, and the gun.

因为答案在于每种文化如何看待战争、冲突和枪支。

In the hagakure Yamamoto Tunatomo, a samurai turned monk, quotes Lord Sonninori saying in the midst of a single breath where perversity cannot be held is the way of the samurai.

在羽衣山中,武士出身的僧侣山本图纳托摩引用了宗宁公的话:“在一息之间,不能有丝毫的反常,这就是武士之道”。

Thomas Payne, revolutionary pamphleteer and inventor, said in his crisis series, those who expect to reap the blessings of freedom, must, like men, undergo the fatigues of supporting it.

革命性的小册子作家和发明家托马斯·佩恩在他的危机系列中说,那些希望收获自由的祝福的人,必须像人一样,经历支持自由的疲惫。

These quotes show us a contrast. The martial philosophy of Japan comes out of Shinto and Buddhist traditions, and so is focused on spiritual attainment and mastery.

这些引语向我们展示了一个反差。日本的军事哲学源于神道和佛教传统,因此注重精神修养和掌握。

This philosophy is the legacy of a warrior culture which greatly predates the advent of the gun and has itself intimately tied with the spiritual life of the nation.

这种哲学是武士文化的遗产,这种文化大大早于枪支的出现,本身就与国家的精神生活密切相关。

The martial ideals of the United States, on the other hand, are the product of Enlightenment philosophy and thus focus on personal freedom.

另一方面,美国的军事理想是启蒙哲学的产物,因此关注个人自由。

The nation itself was born by the gun in support of just such principles, but what do these varying cultural outlooks mean for gaming?quite a lot really.

这个国家本身就是为支持这些原则而生的,但这些不同的文化观对游戏意味着什么?

quite a lot really. Because whether they realize it or not, the cultures in which these developers grew up often influence their games.

意义重大。因为无论他们是否意识到这一点,这些开发者成长的文化往往会影响他们的游戏。

In Japanese games, the gun isn't so much a gun as an extension of the self, the gun is a part of the person, the suit or the vehicle, and as a representation of internal force rather than a mere firearm.

在日本的游戏中,枪与其说是枪,不如说是自我的延伸,枪是人、衣服或车辆的一部分,是内力的代表,而不仅仅是枪支。

When an actual gun is given to a person, it's often a tool for survival whose use indicates that everything else has gone wrong.

当一把真枪被送给一个人时,它通常是一种生存工具,它的使用表明其他一切都出了问题。

Of course, there will always be exceptions, though interestingly, these exceptions usually star American heroes rather than Japanese ones.

当然,总会有例外,尽管有趣的是,这些例外通常是美国英雄的主角,而不是日本英雄。

This idea of the weapon has an extension of the self of channeling inner force rather than relying on external power is distinctly a Shinto in Buddhist conceptualization.

这种兵器观念具有自我引导力的外延,而不是依靠外力,这显然是佛教概念化中的神道。

It allows for concepts, like Mega man's internalization of new powers and his need to become a unified whole before he can put the world back to the way it was and restore peace.

它允许一些概念的存在,比如 “洛克人 ”对新力量的内化,以及他需要成为一个统一的整体,然后才能让世界回到原来的样子,恢复和平。

It even allows for games about martial artists who can project fireballs due to their mastery of their art.

它甚至允许关于武术艺术家的游戏,由于他们对艺术的掌握,他们可以投射火球。

What it doesn't facilitate is the first person shooter. For the FPS, you need a different conceptualization of the gun.

它不能促进的是第一人称射击。对于FPS,你需要对枪有一个不同的概念。

First, you need to see the gun as a symbol of independence.

首先,你需要把枪视为独立的象征。

You need to be able to view the gun as a tool that enables its owner to ensure that the expression of their will is not unduly constrained.

你需要能够将枪支视为一种工具,使其所有者能够确保其意愿的表达不会受到不适当的限制。

Here the gun empowers the man rather than as a part of the man.

在这里,枪赋予了人权力,而不是作为人的一部分。

This is the American conceptualization of the gun, hammered home from our revolutionary origins to our Pioneer expansion.

这是美国人对枪的概念化,从我们的革命起源到我们的扩张都被反复灌输。

It's what lets us put the gun in the hands of the player, but have that gun be infinitely replaceable. In this case, an individual weapon is meaningless.

这让我们可以把枪交到玩家手中,但这把枪又可以无限替换。在这种情况下,单个武器毫无意义。

All that has meaning is what that weapon lets you do.

唯一有意义的是那件武器让你做什么。

Second, for the FPS, you need the idea that anyone can be a warrio.

其次,对于FPS,你需要一个想法,任何人都可以成为一名战士。

And that it's not limited by training or by cast, but rather simply by determination and the weapons available,

它不受训练或演员阵容的限制,而是简单地受到决心和可用的武器的限制。

Even though it's been almost 50 years since the last U. S. Draft, in the States, we have the heroic concept of the Citizen Soldier, every man who will rise up and fight for his ideals, needing only a weapon and a cause.

尽管距离上一次美国征兵已经过去了近50年,在美国,我们有公民士兵的英雄概念,每个人都会站出来为自己的理想而战,只需要一件武器和一项事业。

This conceptualization of what the true warrior is is what allowed us developers to get rid of surrogate heroes like Solid Snake and instead have the player jump in and be the hero acting directly from the hero's perspective.

正是这种 “真正勇士 ”的概念,让我们的开发人员摆脱了 “固蛇”这样的代理英雄,而是让玩家直接从英雄的视角来扮演英雄。

3rd, we need a deeply instilled idea of personal freedoms and the value of individuality as a justification for violence.

第三,我们需要一种深深灌输的个人自由和个性价值的观念,作为暴力的正当理由。

If you look at early first person shooters, you never see another person on your side.

如果你观察早期的第一人称射击,你永远不会看到另一个人站在你这边。

Most of these games had human characters available but never used them as anything but enemies.

这些游戏中的大多数都有人类角色,但从未将他们用作敌人。

Having actual teammates or even writing rudimentary AI might have been more than what developers wanted to deal with at the time, but they never have you so much as talk to other characters or see a captured prisoner.

拥有真正的队友,甚至编写基本的人工智能,可能已经超出了开发人员当时想要处理的范围,但他们从来没有让你与其他角色交谈或看到被俘的囚犯。

Why? Because first person shooters were about the individual versus the world, they were the rawest expression of the cowboy ideal of personal liberty.

为什么?因为第一人称射击是关于个人与世界的对抗,他们是牛仔个人自由理想的最新表达。

Unfortunately, many of the bad aspects of first person shooters come from the perversion of these ideas, personal liberty, used as a shield for the irresponsible lack of consideration for others, the ability to do violence as justification for doing violence, the universal right to bear arms as an excuse to not learn to respect weapons before choosing to use them, and so on, and so forth.

不幸的是,第一人称枪手的许多坏方面都来自于这些观念的扭曲,个人自由被用作不负责任的盾牌,缺乏对他人的考虑,有能力以暴力作为实施暴力的理由,普遍的携带武器的权利作为在选择使用武器之前不学习尊重武器的借口,等等。

The list goes on. We don't really need to flesh it out.

还有很多可以列出来。我们没必要列完。

All we have to do is look at the cultural context for these games to reveal ways to make better first person shooters and how to avoid many of the low points of the genre.

我们所要做的就是看看这些游戏的文化背景,以揭示如何让第一人称射击游戏变得更好,以及如何避免这种类型的许多低谷。

So why did the US begin building first person shooters before the rest of the world?

那么,为什么美国要在世界其他国家之前开始制造第一人称射击游戏呢?

Because of the way we see conflict and the cultural mythology we've built up around the gun.

因为我们看待冲突的方式和我们围绕枪支建立的文化神话。

But if you look closely even today you can see the effects of these cultural ideals on first and 3rd person shooters.

但如果你仔细观察,即使是今天,你也可以看到这些文化理想对第一和第三人称射击游戏的影响。

I'll leave you guys to find good examples from the US, but I'm gonna highly recommend checking out Vanquish. We came really close to putting it in our games. You might not have tried list.

我让你们去找美国的好例子,但我强烈推荐你们去看看《征服》。我们真的差点就把它放进我们的游戏里了。你可能还没试过

Not only is the gameplay interesting, but it's a fantastic modern example of the shooter through another cultural lens.

不仅游戏有趣,而且它是通过另一种文化镜头展示射击的一个奇妙的现代例子。

All of the powers are an extension of the characters being through a suit.

所有超能力都是角色通过套装获得的延伸。

Guns aren't really guns, but rather the conceptualization of guns manifested out of the self through the understanding of guns.

枪并不是真正的枪,而是通过对枪的理解而表现出的自我的枪的概念化。

Yeah, and to top it off, they still felt the need to make the protagonist American though that's probably just for marketing reasons.

是的,最重要的是,他们仍然觉得有必要让主角是美国人,尽管这可能只是出于营销原因。

Anyway, thanks for watching, and I hope that's giving you guys something to chew on while you shoot stuff. See you next week.

总之,谢谢你们的收看,希望你们在玩的时候能有所收获。下周见。

重点单词   查看全部解释    
prisoner ['prizənə]

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n. 囚犯

 
protagonist [prəu'tægənist]

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n. 主演,主角,主唱者

 
available [ə'veiləbl]

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adj. 可用的,可得到的,有用的,有效的

联想记忆
contrast ['kɔntræst,kən'træst]

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n. 差别,对比,对照物
v. 对比,成对照<

 
martial ['mɑ:ʃəl]

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adj. 军事的,战争的

联想记忆
surrogate ['sʌrəgit]

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n. 代理人,代用品,替身,继母

联想记忆
limited ['limitid]

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adj. 有限的,被限制的
动词limit的过

 
external [ik'stə:nl]

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adj. 外部的,外面的,外来的,表面的
n.

 
universal [.ju:ni'və:səl]

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adj. 普遍的,通用的,宇宙的,全体的,全世界的

 
independence [.indi'pendəns]

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n. 独立,自主,自立

 

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