【玩游戏学英语】GTA 6 独家专访 · 第 1 期:一个活着的世界
The whole world is going feral as Grand Theft Auto 6's November release date approaches, desperate for even the tiniest of details. Meanwhile Rob Nelson, co-studio head at Rockstar North, is a man who has had to keep all those details secret for a very long time.
Finally, when I sat down in his office in the Scottish capital of Edinburgh for an exclusive IGN interview, he was able to spill some of those GTA 6 secrets for the very first time.
"I think the challenge for us on this game is the same as it is on any new game for us," says Nelson. "How do we evolve and build upon the good things we have done before in all the ways these things need to evolve, but at the same time ensure that the game still has everything that made the previous games in this series resonate with people?"
The answer seems to be, for a large (if not the most) part, in creating a whole world that players can spend meaningful time in, engaging in fulfilling activities that go beyond simply grinding sidequests for cash or trying to boost stats to power through the main story. The setting of Leonida is begging to be explored and experienced by the player.
"The game is so big, I don't know that there's anybody on the team that knows all of it," he says.
Making friends (or not) in Leonida
As we're talking, Nelson is multitasking, playing through a slice of Grand Theft Auto 6 that will go on to perfectly exemplify his point. It's dense with NPCs, traffic weaving through the streets, and opportunities for mayhem at every turn. And those people on the sidewalks? They're ready to cause all sorts of chaos.
"While we pushed interaction with NPCs as far as we could for Red Dead Redemption 2, with this game we are taking it much further," he explains. "The team has done an incredible job to create all of this crazy dialogue, and you can stand there and listen to them, but we've tried to find a balance where if you stand too close to a group, they should notice that you're eavesdropping."
"So, if you stand there and try to listen to the whole thing, they'll often turn around, notice you and go, 'Oh hey, can I help you?' Or if you follow people for too long and too close so that they can hear you, they'll go, 'Oh, hey.' Then they may be aggressive, or they may just want to get away from you. When we first started these ideas back on Red Dead Redemption 2, we thought if we could get it working there in a more sparsely populated world, we imagined what it might feel like at scale in a modern world. So it was one of the scary but very worthwhile and fun challenges we took on with this game."
According to Nelson, an epic amount of time, research and work went into populating the world, styling the NPCs so that every area of the world feels distinct. Rockstar even had a team in LA solely dedicated to NPC dialogue, which is how you end up with GTA gems like "you can use my balls like a punching bag" and "I can pee on you if you pay me."
The evolution of the world's NPCs extend beyond banter, clothing, and mugging them for $5. It's one of the places where it's clear that the development of Red Dead Redemption 2 has had a significant influence on GTA 6.
"This NPC interaction system is one that is returning and evolved from Red Dead Redemption 2," says Nelson. "In the past, we've had systems where you can speak to NPCs, in Red Dead Redemption 1 and GTA 5 there were basic systems for interacting, but the interactions were very simple. But with Red Dead Redemption 2, we were finally able to incorporate the ability to interact with NPCs as a more fleshed-out system."
1. desperate 音标:/ˈdespərət/ 词性:adj. 本文义:极度渴望的;绝望的 例句:The little girl was desperate for her mother's love. 例句翻译:这个小女孩极度渴望母亲的爱。
2. evolve 音标:/ɪˈvɒlv/ 词性:v. 本文义:进化,逐步发展 例句:The town evolved from a small village into a big city over many years. 例句翻译:多年间,这个小镇从一个小村庄逐步发展成了一座大城市。
3. distinct 音标:/dɪˈstɪŋkt/ 词性:adj. 本文义:明显不同的,独特的 例句:There are three distinct kinds of birds in this forest. 例句翻译:这片森林里有三种明显不同的鸟。
1. spill 音标:/spɪl/ 词性:v. 本文义:洒出;(口语)泄密 例句:Under pressure, he finally spilled the whole secret to his friend. 例句翻译:在压力下,他终于把整个秘密告诉了朋友。
2. boost 音标:/buːst/ 词性:v./n. 本文义:提升,促进 例句:A good breakfast can boost your energy in the morning. 例句翻译:一顿好早餐能在早晨提升你的精力。
3. dense 音标:/dens/ 词性:adj. 本文义:密集的,稠密的 例句:The forest is so dense that little sunlight can reach the ground. 例句翻译:这片森林如此茂密,几乎没什么阳光能照到地面。
4. grind 音标:/ɡraɪnd/ 词性:v./n. 本文义:磨碎;苦差事(游戏:刷任务) 例句:Many players spend hours grinding for better equipment in the game. 例句翻译:许多玩家在游戏里花大量时间刷更好的装备。
5. epic 音标:/ˈepɪk/ 词性:adj. 本文义:史诗般的;(口语)极大的 例句:The team made an epic effort to finish the project on time. 例句翻译:团队做出了巨大的努力,按时完成了项目。
6. solely 音标:/ˈsəʊlli/ 词性:adv. 本文义:仅仅,唯一地 例句:The decision should be based solely on the facts, not on personal feelings. 例句翻译:这个决定应该只基于事实,而不是个人感情。
1. resonate 音标:/ˈrezəneɪt/ 词性:v. 本文义:引起共鸣 例句:The speech resonated with the audience, who clapped for a long time. 例句翻译:这场演讲引起了观众的共鸣,他们鼓了很久的掌。
2. eavesdrop 音标:/ˈiːvzdrɒp/ 词性:v. 本文义:偷听 例句:She tried to eavesdrop on their conversation without being noticed. 例句翻译:她试图趁人不注意偷听他们的谈话。
3. sparsely 音标:/ˈspɑːsli/ 词性:adv. 本文义:稀疏地(sparsely populated 地广人稀) 例句:The northern part of the country is sparsely populated because of the cold climate. 例句翻译:由于气候寒冷,这个国家的北部地区人口稀少。
4. incorporate 音标:/ɪnˈkɔːpəreɪt/ 词性:v. 本文义:纳入,吸收 例句:The new design incorporates feedback from hundreds of users. 例句翻译:这个新设计吸收了数百位用户的反馈。
5. fulfilling 音标:/fʊlˈfɪlɪŋ/ 词性:adj. 本文义:令人满足的 例句:Teaching can be a deeply fulfilling career for those who love sharing knowledge. 例句翻译:对热爱分享知识的人来说,教书可以是一份很有成就感的事业。
1. feral 音标:/ˈfɪərəl/ 词性:adj. 本文义:野性的;狂野失控的(go feral 集体发疯) 例句:The crowd went feral when their team scored the winning goal. 例句翻译:当主队踢进制胜一球时,人群陷入了狂野的兴奋。
2. mayhem 音标:/ˈmeɪhem/ 词性:n. 本文义:大混乱,骚乱 例句:The sudden power cut caused total mayhem in the shopping mall. 例句翻译:突然停电让商场陷入一片混乱。
3. banter 音标:/ˈbæntə(r)/ 词性:n. 本文义:玩笑,打趣 例句:The two friends exchanged some light banter while waiting for the bus. 例句翻译:两个朋友在等公交车时互相开着轻松的玩笑。
4. mug 音标:/mʌɡ/ 词性:v. 本文义:抢劫(口语;名词义:马克杯) 例句:He was mugged on his way home last night and lost his wallet. 例句翻译:他昨晚回家的路上被抢劫了,钱包也丢了。
小提示:游戏新闻里超纲词出现频率极高(这是它的特色),记住"混脸熟"即可,不必死背拼写——考试很少考,但阅读里见到不慌就是赚。
1. build upon sth 含义:在……的基础上建设/发展 原文出处:build upon the good things we have done before 写作拓展:The new course builds upon students' existing knowledge.
2. go beyond sth 含义:超越,不局限于 原文出处:activities that go beyond simply grinding sidequests for cash 写作拓展:The job goes beyond just answering calls.
3. power through 含义:硬撑到底;(游戏)一路猛推 原文出处:boost stats to power through the main story 写作拓展:I powered through the essay at 2 a.m.
4. at every turn 含义:处处,每时每刻 原文出处:opportunities for mayhem at every turn 写作拓展:The project met problems at every turn.
5. at scale 含义:大规模地 原文出处:what it might feel like at scale in a modern world 写作拓展:It works in a small town, but can it work at scale?
6. take on (a challenge) 含义:接下,承担 原文出处:challenges we took on with this game 写作拓展:She took on the hardest task in the team.
7. end up with 含义:最终落得/得到 原文出处:which is how you end up with GTA gems like... 写作拓展:Skip meals too often, and you'll end up with a weak stomach.
8. be begging to be done 含义:亟待(被做),眼巴巴等着被…… 原文出处:The setting of Leonida is begging to be explored. 写作拓展:The idea is begging to be tested.
How do we evolve and build upon the good things we have done before in all the ways these things need to evolve, but at the same time ensure that the game still has everything that made the previous games in this series resonate with people?
拆解: 句子主干是 How do we evolve and build upon..., but...ensure...,两个谓语组由 but 并列,形成"进化——同时确保"的转折。第一个谓语组里,the good things 后跟着省略 that 的定语从句 (that) we have done before 修饰它;in all the ways 后也是省略 that 的定语从句 these things need to evolve,修饰 ways。第二个谓语组 ensure 后接 that 宾语从句,从句里 everything 又被 that made the previous games resonate 这个定语从句修饰,其中 make the previous games resonate 是使役结构(make + 宾语 + 不带 to 的不定式)。
考点: ① but 并列两个谓语组;② 连环定语从句(含两处省略 that);③ 使役结构 make sth do sth。
译文: 我们要如何进化、如何在此前做过的事情基础上继续建设,以这些事物需要进化的方式不断演进,同时确保游戏仍然拥有让这个系列前作与玩家产生共鸣的一切?
The answer seems to be, for a large (if not the most) part, in creating a whole world that players can spend meaningful time in, engaging in fulfilling activities that go beyond simply grinding sidequests for cash or trying to boost stats to power through the main story.
拆解: 句子主干是 The answer seems to be in creating a whole world。for a large (if not the most) part 是插入语,意思是"很大程度(即便不是最大程度)",把 seem to be 和 in creating 拆开了,读的时候可以先跳过它。a whole world 后是 that players can spend meaningful time in 定语从句,介词 in 被提到了从句开头(正常语序是 spend meaningful time in a world)。接着 engaging in fulfilling activities 是现在分词短语作伴随状语,说明玩家在这个世界里会做什么;activities 后接 that go beyond... 定语从句,go beyond 后面是 grinding sidequests for cash 和 trying to boost stats to power through the main story 两个动名词短语并列,最后的 to power through 表示目的。
考点: ① 插入语拆开主干,阅读时先跳过;② 定语从句介词前置(in 提前,考试最爱考的变形);③ 分词伴随状语 + 动名词并列 + 不定式目的,一层套一层。
译文: 答案似乎很大程度(即便不是最大程度)在于创造一个玩家可以投入有意义时间的完整世界,让他们从事令人满足的活动——超越单纯刷支线换钱、或者试图提升属性硬闯主线。
The team has done an incredible job to create all of this crazy dialogue, and you can stand there and listen to them, but we've tried to find a balance where if you stand too close to a group, they should notice that you're eavesdropping.
拆解: 这是三个分句由 and、but 连接的长句。分句① The team has done an incredible job to create all of this crazy dialogue;分句② you can stand there and listen to them;分句③ we've tried to find a balance 是重点,balance 后是 where 引导的定语从句(where 修饰抽象名词 balance,可理解成"一种……的平衡")。这个定语从句内部又套了两层:if you stand too close to a group 是条件状语从句,they should notice that you're eavesdropping 中 that 引导宾语从句。
考点: ① and / but 连接三个并列分句(口语里很常见,写作慎用但要能读);② where 修饰抽象名词(balance / case / point 这类词),翻译常处理成"在这种情况下";③ 从句套从句:定语从句内再嵌条件句和宾语从句。
译文: 团队在创作所有这些疯狂的对话方面做出了难以置信的工作,你可以站在那里听他们聊,但我们试图找到一种平衡:如果你靠一群人太近,他们应该会注意到你在偷听。
Rockstar North & 爱丁堡:GTA 系列核心开发工作室,位于苏格兰首府爱丁堡。Rob Nelson 是联合工作室负责人(co-studio head),此前也是《荒野大镖客 2》的制作负责人之一。
Red Dead Redemption 2(RDR2,荒野大镖客 2):2018 年发售的西部题材开放世界神作,以"每个 NPC 都有自己的生活"闻名。GTA 6 的 NPC 互动、荣誉系统都直接继承自它——想读懂 GTA 6 新闻,RDR2 是绕不开的背景知识。
Leonida:GTA 6 的虚构州,原型是佛罗里达州(Florida)。顺带一提,leon / flor 在拉丁语里都和"花"有关,Rockstar 连地名都在玩梗。系列经典的罪恶都市 Vice City 也在这里。
NPC:Non-Player Character,非玩家角色。游戏圈头号高频缩写,阅读里碰到不用慌。
"Extended Look" 视频:Rockstar 发售前发布的实机演示,首次公开大量玩法细节。本文写于该视频发布前一个月——所以文中反复说"还没看过视频的人会怎样怎样"。
Q1(细节题) Why does the article say Rob Nelson "has had to keep all those details secret for a very long time"?
· A. He is a streamer who signed a non-disclosure agreement.
· B. He is co-studio head at Rockstar North and knows GTA 6's secrets.
· C. He refused to talk to the media before the interview.
· D. He was on vacation and out of touch with the team.
Q2(词义猜测) The phrase "going feral" in Paragraph 1 is closest in meaning to ______.
· A. becoming angry with each other
· B. losing control with excitement
· C. getting tired and impatient
· D. turning into wild animals
Q3(细节题) According to Nelson, how do the NPCs in GTA 6 react to the player?
· A. They always start a fight with the player.
· B. They may notice players standing too close and listening.
· C. They only speak scripted lines and ignore players.
· D. They are less interactive than in RDR2.
Q4(推断题) What can be inferred about the influence of Red Dead Redemption 2 on GTA 6?
· A. GTA 6 completely copies RDR2's systems.
· B. The NPC interaction system returns and evolves from RDR2.
· C. RDR2 had no NPC interaction system at all.
· D. Rockstar will stop making Red Dead games.
当我们在《荒野大镖客 2》中最早构思这些想法时,我们曾想:如果能让它在一个地广人稀的世界里运转起来,那么它在现代世界中大规模应用时又会是什么感觉?
(提示关键词:sparsely populated / at scale)
随着《侠盗猎车手 6》十一月发售日期的临近,全世界都陷入狂热,渴望哪怕是最细枝末节的信息。与此同时,Rockstar North 联合工作室负责人 Rob Nelson,却是一个不得不把这些细节保密很久的人。
终于,当我在苏格兰首府爱丁堡他的办公室里坐下,进行这场 IGN 独家专访时,他得以第一次吐出部分 GTA 6 的秘密。
"我认为这款游戏面临的挑战,和我们任何一款新游戏面临的挑战是一样的,"Nelson 说。"我们要如何进化、如何在此前成就的基础上继续建设,以这些事物需要进化的方式不断演进,但同时确保游戏仍然拥有让这个系列前作与玩家产生共鸣的一切?"
答案似乎很大程度(即便不是最大程度)在于创造一个玩家可以投入有意义时间的完整世界,让他们从事令人满足的活动——超越单纯刷支线换钱、或者试图提升属性硬闯主线。Leonida 这片土地正等着玩家去探索、去体验。
"这款游戏太大了,我不确定团队里有谁能了解它的一切,"他说。
我们交谈时,Nelson 一心多用,正玩着一段 GTA 6 的试玩,这段内容将完美地印证他的观点。街上挤满了 NPC,车流在街道间穿行,每时每刻都有制造混乱的机会。而那些人行道上的人呢?他们随时准备制造各种混乱。
"在《荒野大镖客 2》中,我们把与 NPC 的互动推到了当时能做到的极限,而这款游戏我们还要更进一步,"他解释道。"团队在创作所有这些疯狂的对话方面做出了难以置信的工作,你可以站在那里听他们聊,但我们试图找到一种平衡:如果你靠一群人太近,他们应该会注意到你在偷听。"
"所以,如果你站在那里想听完整个对话,他们往往会转过身来,注意到你,然后说'哦,嘿,需要帮忙吗?'或者,如果你跟着别人太久、靠得太近,让他们能听到你,他们会说'哦,嘿。'然后他们可能会变得有攻击性,或者只想离你远远的。当我们最早在《荒野大镖客 2》中构思这些想法时,我们想:如果能在一个地广人稀的世界里让它运作起来,我们曾想象过它在现代世界中大规模应用会是什么感觉。所以这是我们在这款游戏中接受的挑战之一——令人害怕,但非常值得,也很有趣。"
据 Nelson 说,填充这个世界、为 NPC 设计造型、让世界的每个区域都感觉独特,投入了海量的时间、研究和心血。Rockstar 甚至在洛杉矶有一支专门负责 NPC 对话的团队,正因为如此,你才会听到 GTA 式的金句,比如"你可以把我的球当沙袋打"和"你付钱的话我就可以往你身上撒尿"。(这翻译都给你翻出来了,Rockstar 你是真不挑。)
这个世界 NPC 的进化不止于插科打诨、服装、或者为了 5 美元抢他们。这是能清楚看到《荒野大镖客 2》的开发对 GTA 6 产生重大影响的地方之一。
"这套 NPC 互动系统正是从《荒野大镖客 2》中回归并进化而来的,"Nelson 说。"过去我们有过能和 NPC 对话的系统,《荒野大镖客 1》和《GTA 5》里都有基本的互动系统,但那些互动非常简单。而到了《荒野大镖客 2》,我们终于能把与 NPC 互动作为一种更丰满的系统融入游戏。"
· Q1:B。首段第二句直接点明身份(co-studio head)与保密状态,A/C/D 均无依据。
· Q2:B。feral 本义"野性的",go feral 在此引申为"狂热到失控";后文 desperate for details 正是同义印证。选 D 是中了字面义的圈套。
· Q3:B。Nelson 原话:if you stand too close to a group, they should notice that you're eavesdropping。A 绝对化,C/D 与原文相反。
· Q4:B。文末原话 "returning and evolved from Red Dead Redemption 2"。A"完全照抄"、C"没有互动系统"均与原文矛盾。
When we first started these ideas back on Red Dead Redemption 2, we thought: if we could get it working there in a more sparsely populated world, what might it feel like at scale in a modern world?
(踩分点:started these ideas 构思想法;get it working 让……运转起来;sparsely populated 地广人稀;at scale 大规模地。四六级翻译评卷看主干和关键词,结构保住、关键词用对,基本满分。)
The setting is begging to be explored.
别被 beg(乞求)骗了——be begging to do sth 在这里是"亟待、眼巴巴等着被……",比 need 生动,比 deserve 俏皮,是新闻里很地道的一个表达。
· The city's old streets are begging to be explored.(这座城市的老街正等着人去探索。)
· This idea is begging to be tested.(这个想法亟需验证。)
· The empty stage is begging to be used.(这个空舞台正等着被利用。)
学会这句,"值得探索"就不用只会 be worth exploring 了。下期见,我们去聊聊犯罪档案。
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