眾所周知,如今的獨立遊戲業已經不那麼輕鬆浪漫了。每年每月每時每刻,無數為追逐夢想踏入這行業的年輕人終日愁眉不展,苦思冥想這行業是否還有未來,以及自己和成功之間究竟還有多少障礙。
有趣的是,如果這年輕人恰好是歐洲獨立遊戲人Arvydas Žemaitis的朋友,那屬於他的這份憂慮可能還要再濃上幾分,因為這個滿臉胡茬但內心溫柔的壯漢恐怕再難感同生受地體會這種迷茫與不安了,多半隻會用近乎荒謬的“心靈雞湯”鼓勵他說,其實獨立遊戲人也會一炮而紅。
不奇怪,因為Arvydas Žemaitis就是這類獨立遊戲人的優秀代表。
從籍籍無名的軟件開發者到自己國內家喻戶曉的獨立遊戲一哥,這位憑第一款遊戲便成功發跡,甚至創建了自己公司的獨立遊戲人已然不負傳奇之名,更別說其精心打造的“工坊宇宙”已經在全球收穫了超過了三十萬粉絲的高度關注,足以讓不少追尋夢想的獨立遊戲人羨慕到兩眼發紅了。
而今天,在Arvydas Žemaitis的個人最新作品,輕鬆逗趣的模擬經營遊戲《創造!雲島工坊》結束EA階段即將於12月17日正式發佈前,我們也有幸請來了這位快樂的工坊創造者,和他暢談雲島之上的奇聞異事,和這款遊戲的創作理念。
那讓我們正式開始吧~~
------------------------------------------------------------------------------
Q:首先,自我介紹一下?(Would you please introduce yourself first?)
A: 大家好鴨~我是Arvydas Žemaitis,模擬經營遊戲《創造!雲島工坊》的創造者與開發者。非常期待這部作品可以在中國順利發行!
Answer: Hi there, I'm Arvydas Žemaitis. I'm the creator and developer of Craftlands Workshoppe. I’m excited to see the game release in China!
Q:那麼請問作為遊戲的開發者,您會如何向中國玩家介紹《創造!雲島工坊》呢?
Please introduce the game Craftlands Workshoppe to Chinese players from the developer's point of view.
A:《創造!雲島工坊》是一個激情滿滿的項目。在這麼多年致力於開發(風格相似的)《冒險者商店》系列作品後,我想創造些稍微有些不一樣的東西,一款更注重敘事,但同樣有著絕佳創造和經營體驗的遊戲作品。在創造這部敘事導向模擬經營遊戲時,那部曾火爆一時的《守墓人》給了我很大的啟發,因此我相信,這款《創造!雲島工坊》應該也會給玩家們帶來與之類似的,有趣而古怪的遊戲體驗。
Answer: Craftlands Workshoppe is very much a passion project. After having learnt a lot working on the Shoppe Keep series of games, I wanted to do something slightly different. A game more focused on the story, but with some good crafting and management game loops. I took a lot of influence from Graveyard Keeper and created my own story-based management game. The result, I believe, is a fun and quirky experience.
Q:是什麼啟發了您和您的團隊將工坊開到了雲端之上?在您看來Craftlands Workshoppe應該是一個怎樣的世界呢?
What inspired you and your team to move the workshop to the cloud? What kind of world should Craftlands Workshoppe be in your opinion?
A:雲端世界更有神秘感嘛~而且這樣的設定也讓我們可以賦予遊戲中那些可探索地點以鮮明的特色,也讓我在設計雲島世界觀——大到解釋諸島之間的交通運輸體系,小到詳述雲島居民獲取飲用水這類的問題時可以更有創意地玩兒些花活兒。
Answer: Having the world set in the clouds gave it a sense of mystery. This also allowed us to clearly define areas of the world which you get to explore throughout the game. It also allowed me some fun creative liberties with the lore, from modes of transportation to detailing how the residents of Craftlands obtain water.
Q:您認為《創造!雲島工坊》是否成功地表達出了您渴望展現的內容?在多大程度上實現了您的構想?如果十分代表“非常成功”的話,您願意給現在的《創造!雲島工坊》打幾分?
Do you think Craftlands Workshoppe has succeeded in expressing what you want to show? To what extent did you realize your idea? If 10 stands for "very successful", how would you rate the current Craftlands Workshoppe?
A:我覺得這部《創造!雲島工坊》很接近我的最初想法。但是吧,聽取了玩家們和發行商的反饋意見後,我覺得還是得做一款能真正讓玩家們樂在其中的遊戲作品。所以幾年前我們在steam上開啟了遊戲的搶先體驗,也收集了很多之前測試版的反饋意見(來讓這部作品日臻完美)。
Answer: I feel the game is quite close to my original idea. However, through feedback from players and the publishing team at Excalibur, we crafted a game that I believe players can really enjoy. That’s why we launched in Early Access and also gathered lots of feedback from players from betas even earlier.
Q:《創造!雲島工坊》中您哪些內容細節或者遊戲機制最為滿意?最喜歡哪些NPC?我們能在遊戲中能找到您自己或是某些朋友的原型或是小彩蛋嗎?
Which details or game mechanism are you most satisfied with in "Craftlands Workshoppe"?
Which NPC do you like best?
Can we find prototypes or small eggs of yourself or some of your friends in the game?
A:我對這遊戲的故事很滿意,還有我在遊戲文本和對話中展現自己幽默感的方式~~
你會發現島上有幾個代表著雲島社區核心成員的NPC,目前遊戲的彩蛋也和他們息息相關。(這些NPC中)我尤其欣賞Mr Boogeyman這個角色,因為他在故事中完成了自己的開悟。
Answer: I am very satisfied with the story of the game, but also with how I was able to put my own sense of humour in dialogue and text. You can find a few NPCs around the islands who represent core members of the community, and easter eggs relating to team members. I'm especially proud of Mr Boogeyman, a character who goes through their own enlightenment throughout the story.
Q:有些中國玩家表示當他們進入遊戲後,很難迅速體驗到遊戲最好玩的部分,請問您有什麼實用的建議能幫助改善這些朋友們的遊戲體驗嗎?還是說《創造!雲島工坊》就是這樣一部硬核的,必須沉下心靜靜體驗才能感受到樂趣的作品?
Some Chinese players say that when they enter the game, it is difficult to experience the most fun part of the game quickly. Do you have any practical suggestions that can help improve the game experience of these friends?Or Craftlands Workshoppe is such a hard-core game that you must settle down and experience it quietly in order to have fun.
A:我對遊戲的核心體驗也很滿意,我想在社區的幫助和反饋下,我們已經(為遊戲)開發了一個有趣的核心體驗——對一款遊戲而言,這才是最重要的內容。我們強烈建議(玩家)以鍊金術士的身份開始遊戲,這是遊戲中最簡單的也最有前途的職業,(它為角色提供的種種便利)能幫助你快速而順利地步入遊戲的進階階段。
Answer: I’m also happy with the core game loops – I think, with help and feedback from the community, that we’ve developed a fun core game loop, which is arguably the most important aspect of a game.We highly recommend starting the game as an alchemist. This is the easiest route to advance within the game, giving you a quick head start to the later stages of the game.
Q:未來的《創造!雲島工坊》還會有什麼重大更新嗎?是否會增加冒險和戰鬥部分的內容嗎?
The creation of the future! Will there be any major updates to Craftlands Workshoppe? Will the content of adventures and battles be added?
A:我們已經在《創造!雲島工坊》的1.0版本里以一種,我們相信能讓玩家們心滿意足結束雲島之旅的方式把整個故事講完了,所以恐怕是沒什麼升級遊戲的計劃了。這遊戲的1.0版本已經相當完整了。
Answer: For v1.0, we have rounded off the story in a way we believe will give a satisfying end to players’ experience of Craftlands Workshoppe. So I'm afraid there are no planned major updates to the game. As we move to v1.0, the game is complete.
#steam遊戲# #遊戲推薦# #單機遊戲# #遊戲資訊# #模擬經營# #