標題: [心得][轉載] 一篇發人深省的網路創世紀(Uo)文章
時間: Mon Mar 31 13:52:26 2003
原作者已同意轉載,內容與英雄式網路遊戲有關
希望能帶給網路遊戲一個全新方向
===========================================
※ 引述《KAW (悶殺仕置人)》之銘言:
前些日子有聖者提過這是篇發人省思的好文章
拙者不才斗膽野人獻曝翻譯以供大家一起仔細想想
這篇文章的原作者是Dark_Vengeance
原作於2002年3月5日 11:58 PM 刊登於OSI官方留言板的Development留言板
我已經取得原作者同意翻譯這篇文章
在此特別謝謝他同意和我們分享他的感想
為了怕翻譯詞不達意我也特別附上原文以供對照
如有未盡之處還請多多指教
原文,譯文版權各自為原作者與譯者所有
Original posted by Dark_Vengeance
03/05/02 11:58 PM on UO official site Develepment board.
I have taken the author's permission to translte this article into
Traditonal Chinese.
Thanks to him for allowing us to share his feeling.
OSI你們知道嗎? 這個遊戲在1997年就已經消逝了
OSI you know what this game LOST since 1997?
我從這個遊戲的Beta測試時期就開始玩這個遊戲,就在大概去年以來,我已經
變得對網路創世紀或是它的開發團隊完全不抱任何期望。所以幾乎整整一年的
時間,我一直在嘗試把我所懷念的”往日時光”透過指尖表達出來。
最近,我在一瞬間的清醒時忽然明白了。
I have been playing this game since beta, and over the past year or so,
I became genuinely disenchanted with both Ultima Online, and its
Development Team. So for almost a full year, I have been trying to
put my finger on specifically what I miss about the "old days".
Recently, I realized it in a single moment of clarity.
在網路創世紀的早期,玩家們必須互相倚賴來完成大部分的工作。技能提昇是
那麼地緩慢所以不是每個人都”能夠”有一個宗師(GM)級的鐵匠,即便是
每個人都想要有一個。不是每個人都能成為一個抄寫宗師,或是裁縫宗師……
而且只有極少數人能夠有多重的”工匠”角色達到夠高的技能足以完全提供自
己所有角色的需求。要是像那樣的技能提昇速率的話,即便是五年也不太可能
看到有人一個帳號裡面同時有一個工匠加上四個冒險者角色。
先別緊張,這不是篇沒耐心的玩家要來數落快速提昇技能和不經大腦想出來的黃
金時間系統的文章。
In the early days of UO, players had to rely upon each other to
accomplish most tasks. Skill gain was so slow that not everyone COULD
have a GM smith...although everyone certainly wanted one. Not everyone
COULD become a GM scribe, or tailor.....and very few could get
multiple "mule" characters to high enough skill levels to completely
supply their characters. Given the rate of skill gain, even after 5
years, you STILL wouldn't have been likely to see people with accounts
that have a single "mule" and 4 adventurers.
Don't worry, this isn't about the rapid skill gain brought on by
impatient players and a poorly-conceived powerhour system.
在古早以前,你可以看到一票Dread Lord們在鄉野中盯著你瞧,等待一有機會就
把擋他們前面的人殺個精光。就算只是離開城鎮也是危機四伏……而地城更是集
所有衝突於一身。你可以發現友誼在爭戰的雙方之中快速滋長……因為你需要朋
友才能活下去。
先別緊張,這篇不是爭執死掉扣技能或是Tremmel,不是持續抱怨PK*玩家們
所不斷提出要求改變的文章,儘管死掉扣技能出現後已經消滅了95%的紅名
角色了。更不是關於匆促提出減緩建地短缺問題的愚蠢”解答”,或是創造一
個放諸四海皆準的PVP*開關的文章。
In the old days, you had scores of Dread Lords stalking the countryside,
looking to slay anyone in their path. Even leaving town was
dangerous.....and dungeons were a central point of conflict. You
found friendship fast on either side of the war....because you needed
friends to survive.
Don't worry, isn't about statloss or Trammel. It's not about the
changes brought on by players who continued to complain about PKs,
even after statloss eliminated 95% of all red characters. And it's
certainly not about the rushed, inane "solution" to alleviate the
housing shortage, and create a geographical PvP switch.
*PK 指Player Kill ,通常是玩家扮演殺人越貨,或是兇殘嗜血者,不擇手段
殺害玩家,滿足其欲望。
*PVP 指在事前約定好決鬥規擇、日期、地點,
雙方(或以上) 公開公平公正以實力決勝負。
這篇文章要講的是被”需要”。
讓我再強調一次,
這篇文章要講的是被”需要”。
It's about being NEEDED.
Let me say it again.
It's about being NEEDED.
在我玩網路創世紀的早期,我給我在Chesapeake創的角色一個遠大的夢想,用
我在玩桌上角色扮演遊戲時最喜歡的角色命名。這是一個致力於實現他心中所
有的良善特徵的人。他不因享受而殺戮,殺死不死生物只為了將他們的靈魂自
無窮的折磨中解放出來,殺死Cove的半獸人只為保衛城鎮安全,殺死PK只為
了保護那些無法保護自己的人。他是一個沉默而悲哀的人……一個厭惡自己不
得不為之事,但是因為人們的”需要”而盡職完成的人。如果他不作,誰要來
殺那些入侵Vesper的食人巨魔?誰要趕跑在貪婪地城門口那個喪心病狂的殺人
瘋子?又是誰要來回應不知是誰發自肺腑深處的那聲”救命!”的呼喚?
In my early days of UO, I had grand dreams for my original character
on Chesapeake. He is a swordsman, named for my favorite character
from my tabletop roleplaying days. This is a man that strives to
embody all of the traits of goodness in his heart. He killed without
enjoyment, slaying undead to release them from torment, slaying Orcs
at Cove to protect the town, and slaying PKs to defend those who
couldn't defend themselves. He is a quiet, sad man....one that detests
what he must do, but dutifully complies because the people NEED him.
Without him, who will slay the ogres invading Vesper? Who will chase
off the madmen murdering gleefully at the entrance to Covetous? Who
will answer the clarion call of someone shouting "HELP ME!" in earnest?
往日時光早已消逝了。
人們現在能得到他們想要的任何東西。技能提昇可以在短短數天之內讓角色能力
登峰造極,而每個新劇情或是更新總是包含一些新東西或是改變能讓某些人”更
加”強大。就在人們能力不斷增強的同時,人與人間的互動也就相對的降低了。
Those days are long since past.
Players now are getting everything they ever wanted. Skill gains that
allow maxxed characters in days, and each new scenario or patch seems
to contain some new item or change that makes someone MORE powerful.
As player powers increase, interaction decreases proportionately.
美德系統徹底違反了原本創世紀四代中的精神……濫用無私的名目描述以遂行
鼓勵人們追逐以自利為出發點對強大力量貪欲的渴望,卻沒有任何配套的約束
。稱之為脫韁野馬般的野心系統還比較差不多。
The Virtue system literally defies the spirit of Ultima 4.....using
the names of selfless attributes to describe tasks that players are
encouraged to pursue out of self-interest and lust for greater powers,
without any appreciable drawbacks. The Unbridled Ambition system is
more like it.
Tremmel*的存在已經讓人們的互動變質。你已經無法再看到人們拼命逃離怪物高
喊著”救命!”,並且心存感激來回報援助。取而代之的是,他們現在只說”
補命”或”我的”。
Trammel's very existence has driven down player interaction. No
longer do you see people running from monsters screaming "Help!" and
responding with gratitude for assisting, instead they say "heal" and
"mine".
* Tremmel 為Uo中non-pk的世界
各個帳號中”工匠角色”串成的網路已經讓NPC成為廢物……其他的玩家?
省省吧。如果你還需要什麼自己沒辦法生出來的東西,每個世界上都還有成千
上萬的玩家小販讓你選。和你的客人熟不熟絡已經不是重點……反正最後錢有
入袋就好了,不是嗎?
The network of "mules" on various accounts has made NPCs all but
useless.....and other players? Bah. If you need something you can't
make, you've got thousands of player vendors across each shard. It
doesn't really matter if you actually got to know your customer....
after all, you got your gold, right?
Ebay(知名拍賣網站)更加繁榮,主要是因為他減少了”帳號洗牌”。賣
出的帳號被買主重新啟動,而且持續更加長久……最後老玩家獎勵真正獎賞的
都是那些在Ebay買帳號的人,而不是那些真正從商店貨架上買遊戲的人。
在此同時,資源商人幾乎讓所有能想像得到的東西都買得到……只要開個價。
五百萬金幣比日薪還低……百萬黃金比某些客人一週開銷的零頭都還不如。
Ebay runs as rampant as ever, primarily because it reduces "account
churn". Sold accounts are reactivated, and stay open longer....and
Veteran Rewards actually rewards the players who buy accounts on
Ebay, over those that buy the game from a store shelf. Meanwhile,
resource sellers have made every conceivable item available...for a
price. 5 million gold is less than a day's pay.....1 million gold
costs less than some customers weekly allowances.
還有一堆人抱怨只有60%的機會可以挑撥兩隻龍自相殘殺!!剩下的那些人
是在抱怨只能用一頭龍當作戰鬥時的傀儡。再說到巨像鐵人,真不知道有了他
們以後還有誰需要自己動手來打的……更別提是要替別人或是其他的什麼來動
手的。
You have masses of people complaining about only getting a 60% chance
to provoke two dragons onto each other!! Yet others are complaining
about only being able to use a single dragon as a puppet in battle.
And with Golems, its debatable as to whether anyone needs to fight
for themselves anymore.....let alone to fight for anyone or anything
else.
你們招致了貪婪,恐懼,不學無術,殘酷,還有缺乏耐性。你們招致了那些只
想要立即得到滿足的人。你們招致了那些只想要在別人的悲慘境遇中取悅的人
……全部都隱藏在”天真無邪”的外表之中。你們招致了那些唯一的慾望就是
無止境成長的權力或財富的人……而且是以踩在他人頭上得來的。你們招致了
那些不想學習如何自保的人……也一併移除了他們需要其他任何人保護的需要
。人性中最基本的元素……某種最主要的本性,而且是公認人性道德上的特質
。
You have appealed to greed, fear, ignorance, cruelty, and impatience.
You've appealed to those that want instant gratification. You've
appealed to those whose sole aim is to find joy at the misery of
others...all behind a cloak of "innocence". You've appealed to those
whose only desire is for ever-growing power and wealth....and to lord
it over others. You've appealed to those who don't WANT to learn how
to protect themselves....and removed the need for anyone else to
protect them. The basest elements of human nature.....some of the
most primal and instinctual, and morally deplorable attributes of
mankind.
你們已經把這世界僅存的真正邪惡剝除殆盡,並且把我們都分成是傳說中的英
雄,或者是毫無招架之力的惡棍……任何一方已經沒有對抗另一的理由了。除
了貪婪,殘酷,缺乏耐性,恐懼,還有不學無術。我們要如何才能對抗這些邪
惡,這些存在我們所有人本身之中的邪惡?一點都沒錯,他們是僅存在網路創
世紀中的唯一邪惡了。
You've stripped the world of any true evil that is left, and turned
us all into either legendary heroes, or virtually impotent villains
....with no reason for one to oppose the other. None save greed,
cruelty, impatience, fear, and ignorance. How are we to fight those
evils, those that exist within us all? Make no mistake about it, they
are the only evils left in UO.
網路創世紀已經失去對英雄的需要了。它已經失去為其他人奉獻但不先想到回
報的需要……因為其他人根本就不需要。它已經失去幫助那些比自己不幸的人
的需要……因為已經不太有人還不夠幸福的。它已經失去人們為自己的信念奮
戰不懈的需要……除非你的信念只是以藍的,紅的,綠的,橙的,灰的或是黑
的顏色為中心。它已經失去保護弱者的需要……已經沒有人是弱者了。它已經
失去擊敗邪惡的需要……因為真正的邪惡已經在教條保護下形同無敵。
UO has lost its need for heroes. It has lost the need for people who
do things for others without thought of reward.....for others have no
need. It has lost the need for people to help those less fortunate
than themselves.....for there are few that aren't fortunate already.
It has lost the need for people who will steadfastly fight for a
cause to believe in.....unless, of course your beliefs revolve around
the colors blue, red, green, orange, grey, or black. It has lost the
need for those who will protect the weak....for none are weak any
longer. It has lost the need for those who will vanquish the wicked
.....for the truly wicked are invulnerable to the law-abiding.
給我一個能完成的英雄事蹟,我就會在那裡出現。給我一個真正的理想可以群
策群力的,我就願意向所有聽得到我聲音的人大聲宣揚它的益處。只要給我一
個理由就好了……不,給我世界上任何一個能”驅使”我一有機會就想立刻登
入的激情好了,我就會出現。給我”某種”讓我能覺得不列癲尼亞(還有
她的子民們)”需要我”的感覺,那麼我就會在那邊作所有我能辦到的事。
Give me a heroic deed to accomplish, and I will be there. Give me a
real cause to rally behind, and I will shout its merits to all who
can hear me. Give me a reason....no, a PASSION for anything within
the world that COMPELS me to log in at every opportunity, and I will.
Give me SOMETHING to make me feel like Britannia (and its people) NEED
ME, and I will be there to do all I can.
我們是英雄,被剝奪了完成英雄事蹟能力的英雄。我們是惡棍,被剝奪了所有
為惡能力的惡棍。我們是商人,是只有過剩資源能買賣的商人。
We are heroes that have been denied the ability to do heroic deeds.
We are villains that have been stripped of every capacity to be
villainous. We are merchants with wares that are available in surplus.
我們是二十萬”無從”向世界展現我們存在價值的人,除了稀有物,除了銀行
存款數字,除了惡魔骨甲,除了超越宗師級的技能名銜,除了美德等級,除了
名聲和因業值,除了純黑夢魘,除了英雄稱號,除了能簡單拿到的”分數”,
懸賞金,或是殺人指數。
We are 200,000 people with no "supported" means of showing our worth
to this world beyond rares, and bank balances, and daemon bone armor,
and above-Grandmaster skill titles, and Virtue levels, and fame &
karma, and pure mares, and Champion titles, and easily-manipulated
"showscores", bounties, or murder counts.
什麼時候網路創世紀才會停止強調那些自我意識或是自利的東西,而開始強調
那些堅持首要利益是存在以個人正面價值來影響多數人們世界的人?
When will UO stop addressing those with ego or self-esteem issues,
and start addressing those whose primary interest in a massively
multiplayer persistent world was to have a personal and positive
impact upon it?
什麼時候網路創世紀才要開始名符其實地像一個創世紀,並且停止作為一個競
逐技能頂點與收集根本不真實存在物品的場所?
When will UO start living up to its name as an Ultima, and stop
being a contest of maximizing skills, and collecting items that don't
truly exist?
網路創世紀已經不再具備她曾有過的”奇幻”感性。她曾經是一個充斥著巫術
,巨龍和邪惡……並且對抗黑暗的活生生奇幻世界。現在的她只不過是一個變
富有,出名,或是變強的春夢。
UO is no longer a "fantasy" game in the sense that it once was. It
used to be a fantasy about living in a world rife with sorcery and
dragons and evil.....and fighting against that darkness. Now its
just a fantasy of being wealthy, famous, and powerful.
一個英雄所能遇到最糟糕的折磨,不過就是生活在一個沒有邪惡的世界,而且
根本連需要保護免於邪惡侵害的東西都沒有罷了。
The worst torture a hero can endure is life in a world without evil,
and devoid of those that need to be protected from it.
<全文完>
--
※ Origin: 巴哈姆特
※ 修改: 2003/3/31 14:0:39 [61-216-154-125.HINET-IP.hinet.n]
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