[2026/07/02] vol.08 游戏与仪式| 《Pyre》柴堆
1.前言游戏故事发生在一个遥远的奇异世界,在这个世界流传着关于八大著者(the Eight Scribes)的伟大功绩。来自八个不同种族的著者们放逐并击杀了霸占下界领土的巨灵泰坦(the Greater Titans)们,由此,获得安全的人们得以建立起联邦(Common Wealth),以八大著者为信仰,并实行庄严的法律。
八大著者献出了自由,我们才有了自由。 —《仪式之书》
多年过去,联邦内部逐渐转为专制与集权化。内部实行思想统一,传播书籍以及辨读文字被认为是犯罪行为。犯下罪行的异见者会被放逐至荒凉的下界(Downside)。
本着慈悲为怀,我们饶你性命,但是从此不再与你为伍。 —《宣判仪典》
我们所扮演的主角便是其中的被放逐者之一,在被行驶黑色货车的三个陌生人捡起后,因为自己能辨读文字而破译出《仪式之书》。从而得知了回到联邦的唯一方式:进行仪式。即:队伍从整体十个队伍里每次选出两队对决。双方在星空的指引下,来到下界四方的天极地标附近展开比赛。比赛类似竞技,双方各派出三位成员,争夺场地中央的天极宝珠,彼此致力投入敌方的柴薪,某一方的薪火熄灭,即视为失败。游戏主要玩法构成有如:文本对话、旅行探险以及仪式竞技。游戏的文本互动,则与其它文字类游戏并无较大差异,也是大量文字推动剧情发展、体现人物个性以及抉择影响故事发展的模式。相较于前几作的句式配音,本作浑厚的文本量只能退而其次,采用特点配音,即在某句话某个词汇上发声。而听起来陌生的配音其实也有迹可循。配音的语言实际上是以拉丁语为范本,结合其它多国语言特色糅杂而出的极富韵律的语音。例如:在游戏结束后,获得胜利的团队会说出萨尔语的队伍名称。
提及设计这种语言的目的,Greg Kasavin(游戏创意总监)如是解释道:在《Pyre》的遥远的未来世界里,读写英语已成为人们记忆角落里的历史。玩家之所以被称为辩读者,发挥作用,正是因为它能识得《仪式之书》的英文字迹,以帮助下界的被流放者们获取自由。为了在辩读者与其它被放逐者之间造成一种差异,我创造了萨尔语。这是这个游戏世界里的共同语言,听起来耳熟逼真却又古老模糊。我试图带给它一种音乐般的朦胧美感。
为此,游戏的开发人员甚至专门编写了一本小词典。至于游戏中主导的竞技模式,前文已经提到那种投球的玩法,如何玩,是否好玩,还请自行体验一番。全游戏共有26次仪式,分配在7个周期里进行。每个周期结束会有一次解放仪式,也就是被选中的胜利者可以离开下界,回归联邦。值得一提的是,游戏的进程并不会因为某一场比赛的失败就停滞不前。也就是不论成功与否,都能在最终迎来结局。当然成败对于结局有所影响。就像人生,没有哪场比赛,哪件事搞砸了,就意味着我们全盘皆输。甚至胜利也非绝对的事,有时候,为了撮合角色达成共识或单单出于对敌手的尊重或是怜悯,你大可以放水输掉一两局。偶尔的一两次仪式的失败,只会为你所选择的道路带来新的风味,伴随着些许可以被克服的坎坷,并不会真正影响你所想要选择的道途。
为了方便理解,这里会贴上游戏的主要文本,需要的读者可自行查阅以下内容。
1.八大著者(the Eight Scribes)📷来自八个不同种族,击败泰坦、创立仪式的下界传奇英雄。高尔·格拉泽尼安(Gol Golathanian):人类(Nomad)著者,萨尔帝国的大元帅,受命于皇帝索里安而扫荡征服了大陆四方。在帝国陷落之际,受命搜捕索里安。落入下界之后,因念及旧情,而主动选择保护已经变化为恶魔的皇帝。
乔米尔·鬃毛(Jomuer Many-Mane):犬族(Cur)著者,猎犬的首席酋长,在探索下界时偶遇索里安一行人,并加入。在记录上是一位相当幽默并对下界环境了如指掌的生存家。
熔心·米丽瑟(Molten Milithe):巫妖(Crone)著者,狂野女巫,因为痴迷于被俗世者所恐惧的生死奥秘而选择逃亡到下界。出于对索里安的痴迷与思想上的志同道合,她决定将毕生所学用于记载下界的奥秘,流传后人。
卢·斯高瑞安(Lu Sclorian):树精(Sap)著者,千绪学者,精通星象观测与发明计量。第一个无畏跃入下界河的人,凭借其博闻多知的头脑总结并记写下了下界夜空天体的运行规律,由此使得进行仪式成为可能。
副王·欧瑞斯(Underking Ores):海蛇(Wymn)著者,自称海洋居士,在索里安一行闯入其领海后被其折服而加入。是一位喜欢吹牛的“堂吉诃德”式乐观主义者,以其富有想象的浪漫主义文字记写了著者们对决巨灵泰坦们的传奇场面。
索里安·莫尔(Soliam Murr):恶魔(Demon)著者,萨尔帝国的皇帝,最后拥有此名者,在因为听信谗言而致百姓的生死于不顾,最终遭受背叛,落逃下界。因为长久的痛苦,身心发生了异变。最终由人类之身化为恶魔。一路领导着著者们成立了仪式。
灵燕哈布(Ha'ub the Swallow):精灵(Imp)著者,下界的原住民,受诅者,下界河的尽头遇见索里安并将其救下。在书中详细的记下了九个三人组的成立契机。最终在仪式结束之后,仍然留在下界。
崔斯塔·提希斯(Triesta Tithis):翼人(Harp)著者,又被称为受福降生。著者中的强大助力,为仪式的成功起到关键作用。是为地上高翼一族的祖先,有着优雅的双翼,也被称为鹰身女皇。在书中阐述了成立联邦应当必须具备的品质。 愿星星永远照耀我们。 ——崔斯塔·提希斯
2.巨灵泰坦(the Greater Titans)与 天极地标(Celestial Landmarks)📷巨灵泰坦是原本生活在下界的强大怪物,生性残暴。在八大著者到来之后,被一一放逐或杀死。其中它们大多数的遗骸化作了天极地标,成为进行星象指引的仪式的进行场所。在《仪式之书》第五章里,详细介绍了著者如何击败泰坦们的故事。 I-寡妇恩德丽嘉(Endriga the Widow),沉睡于索里之海的鲜血泰坦。因被从冬眠中惊醒,而在海面上兴风作浪。之后与欧瑞斯集结的千名海蛇勇士大战,付诸无数牺牲后,这位可怕的泰坦终于轰然倒下。
II-巨兽桑格力斯( Archbeast Sung-Gries ),在下界尽头匍匐的世界泰坦。经过十七个月的酣战,由八大著者全力合击击败。死后,它折断的骨架变为地表最高的阿尔代洛山,其眼睛则变化成了微光圣池(即索里安天幕的圣地)。
III-拜亚兰瑟亚斯(Bialanthius),虫巢泰坦、山谷掠夺者。落入乔米尔的陷阱,身中一万六千吨的甲虫粪便而亡。之后,其遗骸在月光下开始淙淙流淌而出甘甜清澈的泉水。也就是乔米尔之泉。
IV-吊坠之多尔尼斯(Dolnis the Locket),灰烬泰坦,曾在黑色盆地里蚩伏,制造有毒烟气。面对其强大的烈火,著者们谋划了一场风暴。顺风的气流裹挟着不祥的湿气扑灭了泰坦的火焰,而泰坦也因此落荒而逃。
V. 无肢的阿瑞扎克(Limbless Arizech),根须泰坦,扎根在树林中的毒土之中,使树林不得安宁。为了化解它的灾厄,卢使用其远古法杖将其还原成一粒腐坏的种子,并使树木将其包围,防止着它的再度生长。这片树林后来被称作卢之林地。
VI.领主甘德洛斯(Lord Gandroth),曾经污染涂毒了下界草原的巨蛇泰坦,面对它迅猛的攻击,格拉泽尼安挥舞着塔盾抵御。经过艰难的对决,狂暴领主终于死于大元帅的剑下,并化作了高尔山脊的地貌。
VII-深遂的普鲁恩斯(Unfathomed Plurnes),海域的第二位泰坦,兴风作浪恩德丽嘉的亲族。在其姐妹被海洋居士杀死之后,愤怒地与之交战。最终被孤身一人的欧瑞斯奋力驾驶着末日之船直插心脏,在剧烈的爆炸中,船的残骸搁浅在岸边,被纪念作欧瑞斯残骸。
VIII-时之歌者哈恩(Time-Singer Harn),掌握着暴风雨的天穹泰坦,在不安的梦境中常常为下界带来恶劣激烈的气候环境。为了驱除它的苦痛,著者们用火焰仪式将它送归天空。此后它便从噩梦中复醒。
IX-星界诞物伊斯拉克(Yslach Astral-Born),吸食绝望与恐惧为生的星辰泰坦,暗中穿越星界来到地表,在令人作呕的深坑里舔舐着自己的伤口。米丽瑟趁其虚弱,使用一百道咒语将其封印。由此此地也被称作米丽瑟深坑。之后,著者们用它炙热的皮制成了仪式之书的封面。
X-马首的希尔维娅斯(Xilvias Horse-Headed),在战胜多尔尼斯后,梦魇泰坦自熔岩中撕裂大地一跃而出。在高温的烟雾中,著者们几乎迷失方向。在这样危急的时刻,崔斯塔举起她的神圣权杖,释放出数道光芒,撕裂了这可怕的巨兽。在它被利箭穿过的遗骸上,是为崔斯塔之巢。
XI-破烂的斗篷(The Tattered Mantle),精灵泰坦曾是由首任女王亲手缝制的一件斗篷,具有魔力的它,会在主人的耳边悄言智慧的密语。当唤缚者凯尔莫穿着这件斗篷来到下界后,斗篷的语言开始变成荒谬的嘶喊。凯尔莫将它丢弃在废弃的岛上,于是它与当地的精灵结合,同主人在这凯尔莫之岛上相拥而死。
XII-六肩沙克斯(Shax Six-Shoulder),面容枯槁的骸骨泰坦浑身散发着不详气息。镇坐在山谷入口的它无论如何也无法被驱赶,灵巧的哈布大胆地飞入它的口中,在身体内部摧毁了它。于是这怪物在弥漫的瘟疫中逐渐腐朽消失,只留下一具庞大破碎的骸骨。哈布将它刻上标记,建成了哈布石标。
3.仪式九团队(Nine Triumvirates)📷夜翼(Nightwings / Noxalas):即玩家可控,进行游戏内容的主要阵营方。是为九个阵营中最受著者垂青的阵营,由八大著者共同创立。在历届的仪式中,往往都拔得头筹。
控诉者(Accusers / Sacretoras):由高尔创立的人族仪式团体,身披金色战袍,秉持正义、坚韧无畏的精神。现在由兰道尔带领,其对于正义的信念已被扭曲成自负、残忍与怨恨。
天命者(Fate / Fatiumen) :由鬃毛酋长建立的猎犬及蛮人仪式团体,以信念、纪律和荣誉作为团内共识。现由戴尔伯特及其养子埃尔默带领,其笃定的信条使他们坚定地遵循着仪式的传统规则。
异见者(Dissidents / Arebellias):由哈布创立,以求同存异为原则的仪式团体。出于哈布本身作为诅咒精灵遭受到的冷眼,该团体的存在就是为了接纳那些不为世俗所容的异端。现由混乱的野狗霸客带队。
离群者(Withdrawn / Varalecten):由米丽瑟建立的巫妖仪式团体,以追寻无止境的未知与不可知的知识为目的。她们欣赏那些为达目的不择手段的人。现由被联邦视作怪物的仪式亵渎者巫迪米尔迪带领。
薪之心(Pyrehearts / Porignias):由欧瑞斯建立的海蛇仪式团体,以英勇无畏的激情与士气而备受瞩目。然而现任的领头戴琉吉爵士却是个不折不扣的懦弱胆小鬼。
溯源者(Essence / Zenthurien):由崔斯塔建立的翼人仪式团体,以自由、虔诚和仁慈为初心。现由高地残裔的飞行军师塔米萨带领,致力于回到联邦进行复仇,颠覆其无耻暴虐的统治。
贞洁者(Chastity / Castiameten):由卢及其门徒们所创立的树人仪式团体,它们认为睿智、谦逊、诚实是最为高尚的品质。现任领队马屁精曼利是一个腐化的机会主义者,抢破头皮地想要借用仪式赚取利益。
暴躁者(Tempers / Rambudias):由索里安创立的恶魔仪式团体,有着融汇了力量与温顺、强大与人性并存的双重信念,为建立远大事业而奋斗。现在的领队伊格纳瑞斯自视甚高,脾性暴躁,完全丢失了人性的温和。仪式相关阵营彼岸者(Beyonders / Genondias):由珊朵拉带领身为凶杀魅团刺客的人类三人组。因为受雇于唤缚者凯尔莫而刺杀皇帝索里安,被著者们永远放逐到了水晶球之中。由此,她们将不得不作为试炼对象而听命于彼岸者水晶的拥有者,与其对抗。
真夜翼(True Nightwings / Noxalas):前任 Nightwings 成员的再组队伍,在游戏流程后期出现,由恶魔医师欧拉莱克领导,是最为强劲的对抗阵营。(之前成员包括有啼左、檀木、布莱顿-安多拜莱斯IX以及艾瑞莎)
2.游戏的仪式性按照赫伊津哈的《游戏的人》(Homo Ludens)的理论框架对作品进行审视时,游戏具有的性质包括有“在特定时空范围内进行的、遵循自愿接受的规则、且带有紧张感和欢乐感的自由活动”。而这些理论框架中活动与游戏中的仪式性有间接的对应关系,有如:
游戏是自由活动,独立于“平常”生活——下界(Downside)是一个与联邦(Commonwealth)隔绝的异质空间,流放者在此遵循一套全新的生存逻辑。
游戏在特定的时空界限内进行——每一次仪式都在特定的竞技场(如凯尔莫之岛)内举行,有明确的开始与结束,是一个典型的“魔圈”(Magic Circle,意为与现实有所隔离的,自成体系的封闭空间)
遵循自愿接受的规则,创造秩序——玩家和对手都自愿遵守仪式的竞技规则(得分、放逐、晋升),这些规则构成了下界独特的秩序与荣誉体系。
包含紧张与不确定性——仪式的过程与胜负直接影响角色命运,创造了强烈的悬念和代入感
连接神圣与竞赛(Agon)——“解放仪式”本身就是一个神圣化的竞赛,获胜者被视为被“神”选中,得以重返文明世界(尽管这种“文明”中明显有着需要被对抗的非秩序或强权)。
《Pyre》(柴堆)的精妙之处包括了,游戏并非完全与仪式割裂,进而保留其娱乐性内容,而是与其背道而驰,使仪式成为了游戏结构的骨架。从而使整个游戏流程的体验并不单单停留于数值增减或者玩法多寡,而是映射于外在世界的,宏大、关乎与个人与群体命运的仪式化历程。允许玩家、支持玩家、鼓励玩家在游戏的架构下,以玩乐的、庄重的、秩序的方式进行自身的再创作,以及文学艺术内容创作/体验。
3.结语-解放仪式,选择之后的失而复得游戏中的“解放仪式”(Liberation Rite)是驱动剧情和情感投入的关键。这部分机制的规则本身充满了象征意味:玩家带领被流放的“夜翼”小队,在竞技场中通过类似“魔法球类游戏”的对抗,争取将队伍中“启迪”最高的成员(通常情况下是玩家最常用、最强力的团队成员)送回上层星空、重获自由。“进步并非仅由胜利定义,失败也同样塑造旅程。”同时体现在单次竞赛的结果上,与玩家所选择晋升/解放的团队成员之中。这个机制的精妙之处在于,它将玩家的真实精神与价值观暴露无遗。选择让哪位角色离开,本身是一个没有道德标签的纯粹个人决策。玩家是在意队伍的战术核心,还是更同情某个角色的个人悲剧?驱动玩家做出选择的是为了达成特定结局而精算离队顺序,还是遵从当下的情感羁绊?每一次解放仪式的胜利,都意味着一次阶段性的告别——这名角色将彻底从你的队伍和故事中消失。这种“胜利即失去”的悖论,迫使玩家直面自己的行为优先级排序和情感投射,从而间接地、深刻地反映其真实精神世界。对玩家数值强度,关于新机制的学习成本进行补偿的并非是游戏中常见的某种“货币奖励”,而是通过剧情进行情感上的交互与慰籍。—————————————— 以下英文版翻译由ai提供(The following English translation is provided by AI.)
Introduction
The game takes place in a distant, fantastical world, where legends are told of the great deeds of the Eight Scribes. These scribes, hailing from eight different races, banished and slew the Greater Titans who had seized the lands of the Downside. Thus, having secured safety, the people established the Commonwealth, taking the Eight Scribes as their faith and instituting solemn laws.
The Eight Scribes gave up their freedom, so that we might have ours. — The Book of Rites
Over the years, however, the Commonwealth gradually turned toward tyranny and centralisation. Ideological uniformity was enforced within; the dissemination of books and the ability to read and decipher writing were deemed criminal acts. Dissidents who committed such crimes were exiled to the desolate Downside.
In our mercy, we spare your life, but from this day forth, you are no longer one of us. — The Rite of Judgement
The protagonist we play is one such exile. After being picked up by three strangers in a black wagon, they manage to decipher The Book of Rites thanks to their ability to read. From this, they learn the only way to return to the Commonwealth: to perform the Rites. That is:
From a total of ten triumvirates, two are chosen each time to compete. Guided by the stars, the teams gather near the cardinal landmarks of the Downside to hold their matches. The contest resembles a sport: each side sends three members into the arena, vying for the celestial orb at the centre, striving to cast it into the opposing team's pyre. The team whose pyre is extinguished is deemed defeated.
The game's primary mechanics consist of text-based dialogue, travel and exploration, and ritual competition.The text interaction in the game does not differ significantly from other narrative-driven games—it relies heavily on written dialogue to advance the plot, reveal character traits, and present choices that shape the story. Compared to previous titles that featured full-voice acting, this game's substantial text volume necessitated a compromise: selective voice acting, where only certain phrases or specific words are vocalised.And while the voice acting may sound unfamiliar at first, it is not without precedent. The spoken language is actually modelled on Latin, blended with elements from various other languages to create a richly rhythmic constructed tongue.For example, after the game concludes, the victorious team will chant their triumvirate's name in the Saurian language.When asked about the purpose behind designing this language, Greg Kasavin (the game's Creative Director) explained:
In the distant future world of Pyre, reading and writing English has become a historical footnote, remembered by few. The player is called the Reader precisely because they can decipher the English script of* The Book of Rites, enabling the exiles of the Downside to strive for freedom.To create a distinction between the Reader and the other exiles, I devised the Saurian language—the common tongue of this world. It sounds familiar and authentic, yet ancient and obscure.I wanted to give it a kind of musical, misty beauty.
To that end, the developers even compiled a small dictionary for the language.As for the core competitive mode mentioned earlier—the ball-throwing mechanic—how it plays and whether it is enjoyable is best left for the player to experience firsthand.The game features a total of 26 Rites, distributed across seven cycles. At the end of each cycle, a Liberation Rite takes place, in which the chosen victor may leave the Downside and return to the Commonwealth.It is worth noting that the game's progress does not come to a halt simply because the player loses a match. In other words, regardless of success or failure, an ending is always attainable—though the outcomes are indeed influenced by the player's record.As in life, no single match or misstep means total defeat. Nor is victory absolute; sometimes, to foster consensus among characters, or simply out of respect or pity for an opponent, you may choose to throw a match or two. An occasional loss only adds new flavours to the path you have chosen, accompanied by obstacles that can be overcome—without fundamentally altering the course you wish to follow.
The Rituality of the Game
When examining the work through the theoretical framework of Johan Huizinga's Homo Ludens, the properties of play include: "a free activity carried out within specific spatiotemporal boundaries, following voluntarily accepted rules, and accompanied by a sense of tension and joy." These theoretical elements find indirect correspondences with the ritualistic nature of the game, such as:
Play is a free activity, independent of "ordinary" life – The Downside is a heterotopic space isolated from the Commonwealth, where exiles operate under an entirely new logic of survival.
Play takes place within specific spatiotemporal boundaries – Each Rite is held in a specific arena (e.g., Kelmor's Isle), with a clear beginning and end—a quintessential "Magic Circle" (a self-contained, closed space isolated from reality).
It follows voluntarily accepted rules and creates order – Both the player and opponents voluntarily adhere to the ritual's competitive rules (scoring, banishment, ascension), which form the unique order and honour system of the Downside.
It involves tension and uncertainty – The process and outcome of each Rite directly affect the fates of the characters, creating strong suspense and immersion.
It connects the sacred with contest (Agon) – The Liberation Rite itself is a sacralised competition, where the victor is seen as chosen by the "divine" to return to the civilised world (even though this "civilisation" is clearly marked by disordered power structures that must be opposed).
The subtle brilliance of Pyre lies not in separating play from ritual to preserve mere entertainment, but in doing the opposite—making rituality the very skeleton of the game's structure. Thus, the entire gameplay experience does not merely revolve around numerical increments or mechanical variety, but instead becomes a grand, ritualised journey—projected onto the external world—that concerns the destinies of individuals and communities alike. The game permits, supports, and encourages players, within its framework, to engage in their own re-creation—and the creation or experience of literary and artistic content—in a manner that is at once playful, solemn, and orderly.
Conclusion – The Liberation Rite: Loss and Rediscovery After Choice
The Liberation Rite in the game is the key driver of both narrative and emotional investment. The mechanics of this system are steeped in symbolic meaning: the player leads the exiled Nightwings triumvirate into the arena, engaging in a contest resembling a "magical ball game," striving to send the member with the highest "enlightenment" (usually the most frequently used and strongest team member) back to the upper firmament to regain their freedom.
"Progress is not defined solely by victory; failure shapes the journey as well."
This principle applies both to the outcome of individual matches and to the player's choices regarding which team member to ascend/liberate.The brilliance of this mechanic lies in how it lays bare the player's true spirit and values. Choosing which character to send away is a purely personal decision, unburdened by moral labels. Do you prioritise the team's tactical core, or do you sympathise more with a particular character's personal tragedy? Is your decision driven by a calculated order of departures to achieve a specific ending, or by the emotional bonds of the moment?Each victory in the Liberation Rite signifies a farewell of sorts—the chosen character will permanently disappear from your party and the story. This paradox of "victory as loss" forces the player to confront their own behavioural priorities and emotional projections, thereby indirectly and profoundly reflecting their true inner world. The compensation for the player's numerical strength and the cost of learning new mechanics is not some kind of "currency reward" common in games, but rather emotional interaction and consolation delivered through narrative.
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