【玩游戏学英语】GTA 6 独家专访 · 第 3 期:自由、情感与期待
Ultimately, it all comes down to choice. Rockstar has created a romance, a story, and a rich and immersive world, but what you do with them is up to you.
"We are always trying to find that balance between freedom and storytelling," explains Nelson. "It is a challenge, and sometimes when you are trying to create a specific or hopefully compelling narrative, the narrative aspect does need to take precedence at times – at least for us it does. To move the narrative forward in a believable way, you have to hit these beats, and so in those cases we have to kind of guide the experience. But with this game we have made a very conscious effort to open things up where possible – without compromising the quality of the experience."
"We are very excited about some of what we have going on now in the open world, with how it reacts to you and the systems we have working together. We have a lot of emergent natural-feeling stuff happening pretty often now as you roam around the world. That was truly emergent for me, when we drove past that car park and Jason suggested we do that job – I hadn't actually heard that dialogue from him myself yet. And it worked – I was going to a pawn shop, then Jason said, 'Should we go do this?' as we drove by, and I changed my mind."
That's the other big change for GTA 6. You've been able to swap between multiple protagonists in a GTA game before, but this time around you can swap between Jason and Lucia, and nurture their relationship as its own specific unit.
"There is a system that tracks what sort of criminal you are. And then there is also a relationship system," explains Nelson. "They're separate. You manage the relationship in the way you hopefully nurture any relationship – which is by spending time together. So being in the open world and exploring together or doing activities together, playing pool or mini golf or kayaking; normal slice of life things. Or, robbing stores together, robbing banks together. However players want to spend that time together, it will have a positive impact on the relationship."
"With the relationship, we start Jason and Lucia off wanting to give it a shot, but just going through the story and playing missions together may not be enough to keep them together," Nelson warns. "You'll have to keep them together by spending a bit of time together in the open world, and then hopefully that will reinforce your connection to them and increase your investment in their story."
"As much pressure as we feel externally, I don't think it can compare to the pressure we put on ourselves as a team. Everyone wants things to be perfect. We are nervous! Nervous, of course, but also excited to see how people respond to this video and then ultimately the game. It is definitely a step forward in all respects for us – the size of the world and how deep it feels."
"There is a whole other world in Red Dead Redemption 2," Nelson says, "GTA 6 is very much like that. There's a whole lot of stuff that you discover emergently that we're not necessarily directing you to through objectives or blips or icons on a map as well. If you take a bit of time and explore you will be rewarded – a lot."
Grand Theft Auto 6 will be released on November 19.
1. balance 音标:/ˈbæləns/ 词性:n./v. 本文义:平衡 例句:It is important to keep a balance between study and rest. 例句翻译:保持学习和休息之间的平衡很重要。
2. reward 音标:/rɪˈwɔːd/ 词性:v./n. 本文义:奖励,回报 例句:If you work hard, you will be rewarded with good grades. 例句翻译:如果你努力学习,就会得到好成绩作为回报。
3. nervous 音标:/ˈnɜːvəs/ 词性:adj. 本文义:紧张的,焦虑的 例句:She felt nervous before giving a speech in front of the class. 例句翻译:在全班面前演讲前,她感到紧张。
1. compromise 音标:/ˈkɒmprəmaɪz/ 词性:v./n. 本文义:妥协;损害(质量等) 例句:The two sides finally compromised and reached an agreement. 例句翻译:双方最终作出妥协,达成了协议。
2. swap 音标:/swɒp/ 词性:v. 本文义:交换,切换 例句:Can we swap seats so I can see the screen better? 例句翻译:我们能换一下座位吗?这样我能更好地看到屏幕。
3. investment 音标:/ɪnˈvestmənt/ 词性:n. 本文义:投资;(情感)投入 例句:Learning a language is an investment in your future. 例句翻译:学一门语言是对你未来的投资。
4. conscious 音标:/ˈkɒnʃəs/ 词性:adj. 本文义:有意识的,刻意的(conscious effort 刻意努力) 例句:She made a conscious effort to speak more slowly and clearly. 例句翻译:她刻意放慢语速、把话说得更清楚。
5. impact 音标:/ˈɪmpækt/ 词性:n./v. 本文义:影响,冲击 例句:The new policy will have a great impact on small businesses. 例句翻译:新政策将对小企业产生巨大影响。
1. immersive 音标:/ɪˈmɜːsɪv/ 词性:adj. 本文义:沉浸式的,身临其境的 例句:The game offers an immersive experience with realistic sounds and views. 例句翻译:这款游戏凭借逼真的声音和画面带来沉浸式体验。
2. compelling 音标:/kəmˈpelɪŋ/ 词性:adj. 本文义:引人入胜的;令人信服的 例句:The novel has a compelling story that keeps readers turning pages. 例句翻译:这部小说情节引人入胜,让读者欲罢不能。
3. precedence 音标:/ˈpresɪdəns/ 词性:n. 本文义:优先(权)(take precedence 优先于) 例句:In an emergency, saving lives should take precedence over everything else. 例句翻译:紧急情况下,救人应该优先于其他一切。
4. roam 音标:/rəʊm/ 词性:v. 本文义:漫步,闲逛 例句:Wild elephants roam freely in this national park. 例句翻译:野生大象在这个国家公园里自由漫步。
5. nurture 音标:/ˈnɜːtʃə(r)/ 词性:v. 本文义:培养,滋养 例句:Parents should nurture their children's curiosity from an early age. 例句翻译:父母应该从小培养孩子的好奇心。
6. reinforce 音标:/ˌriːɪnˈfɔːs/ 词性:v. 本文义:加强,巩固 例句:Regular review can reinforce what you have learned in class. 例句翻译:定期复习可以巩固你在课堂上学到的内容。
1. emergent 音标:/ɪˈmɜːdʒənt/ 词性:adj. 本文义:涌现的,自然发生的(游戏术语:非预设的意外剧情) 例句:The game encourages emergent stories that players create by chance. 例句翻译:这款游戏鼓励玩家偶然创造的涌现式故事。
2. pawn 音标:/pɔːn/ 词性:n./v. 本文义:典当(pawn shop 当铺) 例句:He sold his old watch at a pawn shop for some quick cash. 例句翻译:他把旧手表典当到当铺,换了些现钱。
3. blip 音标:/blɪp/ 词性:n. 本文义:地图标记点;(雷达)光点 例句:Follow the blip on the map to find the hidden treasure. 例句翻译:跟着地图上的标记点走,就能找到隐藏宝藏。
4. beat 音标:/biːt/ 词性:n. 本文义:节拍;(叙事/剧本的)关键情节点(hit the beats 踩准节拍) 例句:A good script hits its emotional beats at the right moments. 例句翻译:好剧本会在恰当的时机踩中情感节拍。
小提示:emergent(涌现式玩法)是近年游戏圈高频词,指"系统自己长出故事",和"设计好的"相对——理解这个词,就能看懂大部分开放世界游戏的宣传稿。
1. come down to 含义:归根结底是 原文出处:Ultimately, it all comes down to choice. 写作拓展:Success comes down to three things: talent, luck, and timing.
2. take precedence 含义:优先,居于首位 原文出处:the narrative aspect does need to take precedence 写作拓展:Safety should take precedence over speed.
3. up to you 含义:由你决定 原文出处:what you do with them is up to you 写作拓展:Whether we go or stay is up to you.
4. give it a shot 含义:试一试 原文出处:wanting to give it a shot 写作拓展:I've never tried skiing, but I'll give it a shot.
5. keep them together 含义:维持(关系)不散 原文出处:may not be enough to keep them together 写作拓展:Shared hobbies help keep a couple together.
6. a slice of life 含义:日常生活的片段 原文出处:normal slice of life things 写作拓展:The movie is a gentle slice of life in a small town.
7. in all respects 含义:在各个方面 原文出处:a step forward in all respects 写作拓展:The plan is sound in all respects.
8. hit these beats 含义:踩准(叙事)节拍(编剧/游戏术语) 原文出处:you have to hit these beats 写作拓展:The trailer hits all the right beats to excite fans.
To move the narrative forward in a believable way, you have to hit these beats, and so in those cases we have to kind of guide the experience.
拆解: 句首 To move the narrative forward in a believable way 是不定式短语作目的状语("为了以可信的方式推进叙事"),提前到句首起强调作用。主干是 you have to hit these beats,and so 连接第二个分句 we have to kind of guide the experience,so 表结果("所以")。kind of 是口语化的程度副词,相当于"有点、算是",削弱了动词的语气——这里是说"我们不得不稍微引导一下体验"。
考点: ① 不定式目的状语前置;② and so 连接结果分句;③ 口语副词 kind of 的用法(阅读常见,写作口语化场景可用)。
译文: 为了以可信的方式推进故事,你必须踩准这些叙事节拍,所以在那些情况下,我们不得不稍微引导一下玩家的体验。
You manage the relationship in the way you hopefully nurture any relationship – which is by spending time together.
拆解: 主干是 You manage the relationship in the way,the way 后是省略了 that/in which 的定语从句 (that) you hopefully nurture any relationship——the way 是英语里少数可以直接跟定语从句、且引导词常被省略的名词之一。破折号后 which 引导非限制性定语从句,which 指代前面整件事"经营感情的方式",is by spending time together 说明这种方式就是"花时间在一起",by doing sth 表示方式。
考点: ① the way 后省略 that/in which 的定语从句(高考、四六级高频考点);② which 指代前文整体内容的非限制性定语从句;③ by doing sth 表方式。
译文: 你经营这段关系的方式,和你培养任何关系时所期望的方式一样——那就是花时间在一起。
While Jason and Lucia's relationship extends out of the story and into GTA's mechanical systems, he also pointed out that you can decide not to work on your relationship without negatively affecting the experience.
拆解: While 引导让步状语从句("虽然"),从句里 extends out of the story and into GTA's mechanical systems 用了 out of...into... 的搭配("从故事中延伸进游戏机制里")。主句是 he also pointed out that...,that 引导宾语从句;从句里 decide not to work on... 是否定不定式作宾语("决定不经营"),句末 without negatively affecting the experience 是介词短语作状语,说明"(即使不经营)也不会负面影响体验"。
考点: ① While 表让步("虽然",不是"当……时");② extend out of...into... 搭配;③ 否定不定式 + without doing 表"而不会……"。
译文: 虽然 Jason 和 Lucia 的关系从故事延伸进了 GTA 的机制系统,但他也指出,你可以决定不去经营这段关系,而这不会负面影响游戏体验。
1. Jason & Lucia(杰森 & 露西亚):GTA 6 的双主角,一对"亡命鸳鸯"(a couple on the run)——系列首次以男女主角搭档为主线。
2. 双主角切换:GTA 5 首创三主角随时切换,本作收敛为双主角,并新增"关系系统"——你花时间一起做的事会影响两人的感情。
3. Extended Look 视频:Rockstar 发售前发布的实机演示视频,首次公开大量玩法细节。这篇专访写于它发布前一个月。
4. emergent gameplay(涌现式玩法):游戏设计术语,指玩法并非开发者预设,而是由系统规则自然"长"出来的——Nelson 举的例子:开车路过时 Jason 随口提议抢劫,改变了他原本去当铺的计划。
5. blip / icon(地图标记):开放世界游戏里引导玩家的地图符号。Nelson 特意强调 GTA 6 有很多内容不做标记,鼓励玩家自己探索。
Q1(细节题) According to Nelson, what is the key to keeping Jason and Lucia's relationship strong?
· A. Completing every story mission.
· B. Spending time together in the open world.
· C. Robbing banks as often as possible.
· D. Avoiding each other during missions.
Q2(词义猜测) The word "emergent" in Paragraph 3 is closest in meaning to ______.
· A. appearing naturally without being planned
· C. carefully designed in advance
Q3(细节题) Why did Nelson change his mind about going to a pawn shop?
· A. The police were chasing him.
· B. Jason suggested doing a job as they drove past a car park.
· C. The pawn shop was closed.
· D. Lucia told him not to go.
Q4(推断题) What can be inferred about the relationship system in GTA 6?
· A. Players must work on the relationship to finish the game.
· B. Players can choose not to engage with the relationship.
· C. The relationship system replaces the criminal profile system.
· D. Jason and Lucia stay together no matter what.
无论我们感受到的外部压力有多大,我认为都比不上团队施加给自己的压力。
(提示关键词:As much pressure as... / compare to)
归根结底,一切都归结于选择。Rockstar 创造了一段恋情、一个故事和一个丰富而沉浸的世界,但怎么对待它们,取决于你自己。
"我们一直在寻找自由与叙事之间的平衡,"Nelson 解释说。"这是一个挑战。有时候,当你试图创作一个具体、且有希望吸引人的叙事时,叙事层面确实需要优先考虑——至少对我们来说是如此。为了以可信的方式推进故事,你必须踩准这些叙事节拍,所以在那些情况下,我们不得不稍微引导一下玩家的体验。但在这款游戏中,我们非常刻意地努力在可能的地方放开限制——同时不损害体验的质量。"
"我们对我们开放世界里正在发生的一些事情感到非常兴奋,包括世界对你的反应方式,以及我们让各种系统协同运作的效果。当你在世界里闲逛时,现在经常会发生很多自然涌现、浑然天成的事情。对我个人来说,那一刻是真正的涌现:我们开车经过一个停车场,Jason 提议去做那个活——其实我本人之前还没听过他说这句台词。而且它奏效了——我本来正要去当铺,然后我们开车经过时 Jason 说'我们要不要去做这个?',我就改了主意。"
这是 GTA 6 的另一项重大变革。以前的 GTA 游戏里你就能在多个主角之间切换,但这一次,你可以在 Jason 和 Lucia 之间切换,并把他们的关系当作一个独立的单位来培养。
"有一个系统会追踪你是什么样的罪犯。另外还有一个关系系统,"Nelson 解释说。"它们是分开的。你经营这段关系的方式,和你培养任何关系时所期望的方式一样——那就是花时间在一起。所以,在开放世界里一起探索、一起做活动,打台球、打迷你高尔夫或者划皮划艇,都是些普通的日常生活。或者,一起抢劫商店、一起抢劫银行。无论玩家想怎样共度时光,都会对关系产生积极影响。"
"对于这段关系,我们让 Jason 和 Lucia 一开始就想要试试看,但仅仅推进故事、一起做任务,可能不足以让他们维持在一起,"Nelson 提醒道。"你得通过在开放世界里共度一些时光来维持他们,希望这能加深你与他们的联结,增加你对他们故事的情感投入。"
"我们感受到的外部压力再大,我认为也比不上团队施加给自己的压力。每个人都想把事情做到完美。我们很紧张!当然紧张,但也兴奋,想看看人们对这支视频、最终对游戏的反应。对我们来说,这绝对是全方位的进步——世界之大,以及它的深邃感。"
"《荒野大镖客 2》里藏着另一个世界,"Nelson 说,"GTA 6 也是如此。有海量的内容等着你自然发现,我们并不一定通过任务目标、地图标记或图标来引导你。如果你肯花点时间去探索,你会得到回报——而且是巨大的回报。"
· Q1:B。原文:You'll have to keep them together by spending a bit of time together in the open world。A 与"may not be enough"矛盾,C 只是众多方式之一且不是关键,D 相反。
· Q2:A。emergent 指"非预设、自然涌现"——Nelson 说 Jason 那句提议是他没听过的、偶然发生的。C"精心预设"是字面反义陷阱。
· Q3:B。原文:when we drove past that car park and Jason suggested we do that job...I changed my mind。A/C/D 均为编造。
· Q4:B。原文:you can decide not to work on your relationship without negatively affecting the experience。A 与之矛盾,C"取代犯罪档案"无据(两者是 separate 系统),D 无据。
As much pressure as we feel externally, I don't think it can compare to the pressure we put on ourselves as a team.
(踩分点:As + adj. + as 引导让步状语"尽管……";compare to 比得上;put pressure on ourselves 给自己施加压力。as...as 让步结构是四六级翻译和写作的加分项。)
Ultimately, it all comes down to choice.
come down to 是"归根结底是……",比 is 有层次,比 depends on 有力,是新闻评论里的高频收尾句。
· Success comes down to three things: talent, luck, and timing.(成功归根结底是三件事:天赋、运气和时机。)
· The whole debate comes down to one question: who pays?(整场争论归根结底只有一个问题:谁付钱?)
· Good writing comes down to clear thinking.(好文章归根结底来自清晰的思考。)
三期学完,GTA 6 的采访也聊完了:第 1 期学了"活着的世界"里的动词短语,第 2 期啃下犯罪系统的法律词,第 3 期带走"自由 vs 叙事"的平衡表达。下次再有游戏圈的大新闻,咱们接着拆。See you in Leonida.
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