扒皮国内谣媒—IGN编辑不给渡神纪打高分"仅仅是因为自己不感兴趣"?
最近在有几个网站流传这么一张图,

部分魔怔群体如获至宝,纷纷开始怒斥“还有这么不负责的评分媒体?""这就是专业评分”?某些更加高雅的暴论更是数不胜数

于是up从IGN的评测网页https://www.ign.com/articles/immortals-fenyx-rising-review 上找到了这段话

把"None of these puzzles are badly designed, I just wasn’t excited by them."直接丢进百度翻译里的话,它给的结果确实是“这些拼图没有一个设计得很糟糕,我只是对它们不感兴趣。”然而用谷歌翻译的结果却是“这些难题都不是设计不好的,我只是不为它们感到兴奋。”
问题出在哪里?就出在这个“be excited by”上。
说到”对xx不感兴趣“,一般人想到的往往是”not interest in",而不是 “be excited by”它的实际用法是“被xx激怒,被xx激发,因xx而感到兴奋”

如例句:Hydrogen can also be excited by heat or electricity.意思是“氢也会被热或者电激发”,而不是“氢对热或电感兴趣”,强调sth的激发作用,而不是“我”的主观兴趣
回到原句,这里正确的翻译是“并不是说这些解谜设计得很糟糕,而是不能让我感到兴奋”
上下文是怎样的呢?这里给出原文和粗翻的译文:
Regardless, many of the destinations in Immortals aren’t what I’d describe as riveting once you reach them. It’s not that these challenges are bad – they just have no ambition whatsoever. That murky chasm I mentioned earlier? Turns out its deep secret was a puzzle where I had to shoot flaming arrows into three braziers to open a door. Then, 20 metres further along, I had to find three switches to open another door. Then a bit on from that, there was a puzzle where I had to find three weights to put on three pressure plates to open yet another door. I’m not even kidding.
A large percentage of the puzzles in Immortals revolve around cookie-cutter gameplay like this. Immortals is grounded in pushing, pulling, lifting, stacking and throwing blocks… most of the time to trigger switches on the ground. That school of puzzle design is so old-school it makes the Greek myths feel practically contemporary.
It’s not just blocks and crates, either. I also had more than my fill of puzzles where I had to roll balls through mazes, guide flaming arrows into braziers or find the missing object to put on a plinth. One moment it’s an apple, the next a cabbage, but functionally it’s all the same. The puzzles in this game, whether in the overworld or within the Vaults of Tartaros, really do feel like they’re all just variations on a handful of basic concepts over and over again.
To be clear, none of these are badly designed, and I didn’t actively dislike doing them. I just wasn’t excited by them, nor did they really test me or surprise me. Less would most definitely have been more in Immortals. Coming back to that chasm again, imagine if instead of three obvious and functionally similar puzzles there was just one that really rewarded observation and understanding its systems? I’d much prefer one satisfying puzzle that demands invention and lateral thinking than three utterly bland solutions. Instead, it feels as though the puzzles are largely there to fill the map, not to engage us.
大意:
不管怎样,渡神纪中的许多目的地都不是我所说的吸引人的地方。这并不是说这些挑战是糟糕的——他们只是没有表现出制作者的任何‘野心’。我刚才是不是提到了一个阴暗的深沟?原来它的深层秘密是一个谜题,我必须向三个火盆射出燃烧的箭来打开一扇门。然后,再往前走20米,我不得不找三个开关打开另一扇门。紧接着又一个谜题,我必须找到三个砝码放在三个压力板上才能打开另一扇门。我没开玩笑,游戏里真是这样。
《渡神纪》中有很大一部分谜题都是围绕着这种曲奇饼游戏展开的。谜题是根植于对方块推,拉,举,堆,扔…大多数时间都是在触发某个地面开关。这种谜题设计是如此的老派,以至于让人觉得这不是希腊神话里的元素,而是更现代的设计。
当然,也不仅仅是推木块和箱子。还有很多别的谜题,我必须把球滚过迷宫,把燃烧的箭引到火盆里,或者找到丢失的东西放在基座上。一会儿是苹果,一会儿是卷心菜,但功能上都一样。这个游戏中的谜题,无论是在“overworld”还是在塔耳塔罗斯的深渊内,确实感觉它们都只是一些基本概念的反复变化。
说白了,我不是说这些谜题设计糟糕,我也不是说厌烦了这种解谜。只不过它们不能令我兴奋,这些谜题既没有真正考验我,也没有给我带来什么惊喜。Less would most definitely have been more in Immortals.(这句大意是:在渡神纪里,更少的解密元素反而会让游戏体验更好)再次回到这个深沟的问题上来,想象一下,如果我们看到的不是三个明显的功能相似的谜题,而是一个真正值得观察和理解其系统的谜题(是不是更好)?我更喜欢一个需要创意和横向思考的令人满意的难题,而不是三个平淡无味的解决方案。与此相反,它给我的感觉好像这些谜题的主要目的是填充地图,而不是吸引我们。
看到这里,认为IGN评测员对渡神纪看都没看就乱打分的论点已经站不住脚了。英语不行可以学,良心坏了就不知道怎么救了
小黑盒编辑当然不会没有看到上下文,那他为什么要在文章中刻意使用这种误导性的语句呢?显然是为了利用很多玩家今年对IGN一直以来的不满,挑起某些游戏圈内的群体间互相冲突,借此攫取更多流量。我只能对这位小黑盒编辑隔空喊话:您还是不要做游戏媒体编辑了,去学个说唱吧,谢谢了哈