Getting Over It 主线旁白部分(中英)
重新开始最让人感觉紧张了。如果你像我一样,在截止日期的前一天把作业删除了,或者如果当您在上班路上一小时了,发现你把钱包放在家里而且必须回去拿的时候,如果你在赌场赢了些钱,然后把这些钱都押红,但结果都是黑数。如果你在婚礼前干洗了你最好的衬衫,结果立刻就把食物掉在上面。如果你在和朋友的辩论中获胜,然后发现你们只是回到最初的观点,重新开始比开始更难。如果你还没有准备好,比如你已经度过了糟糕的一天,那么你将要经历的事情可能太多了。你可自由来去,我会一直在这。
好的,谢谢你和我一起开始这次旅程。无论你何时想休息我都会表示理解……你只要找一个安全的地方停下来,然后退出游戏。不用担心,我会一直保存你的进度,甚至你的错误。
这个游戏意欲向2002年推出的免费游戏《迷人远足》致敬。它的创作者是当时被称为B类游戏之父的捷克神秘设计师Jazzuo。B类游戏是偶然发现物品的粗糙集合,设计师们非常快速而随意地将它们拼凑在一起,这类游戏通常很粗糙,很不友好,以至于没有很多追随者。创造它们更多是为了享受创造的过程,而不是为了精雕细琢。从某种程度上,《迷人远足》是一个B类游戏的完美体现。它几乎完全是由被发现的和回收的零件构成的,是那个时代最不寻常和不受欢迎的游戏之一。游戏里,你的任务仅仅是利用大锤拽着自己爬上山顶。在数字世界或现实生活中,攀岩都具有某种本质特性,这赋予了此类游戏独特属性。前进的进程无法保证;有些悬崖太陡峭或太滑了。因此玩家一直处于坠落悬崖和失去一切的危险之中。
无论如何,当你开始玩《迷人远足》,你会站在一棵树的旁边,这棵树挡住了去往游戏的其余地方的道路。你可能耗费一个小时才能越过这棵树。很多人都一直没有越过它。你戳它,顶它,探索你能触及到的最远范围和力量的极限,试图找到越过它的方法。有一种真理叫做不妥协。电子游戏中的大多数障碍是假的-一旦你掌握了正确的方法和工具,或者只是耗费了足够的时间,你完全可以相信自己有能力穿过这些障碍。从这个意义上说,《迷人远足》中的每个像素化障碍都是真实的。
《迷人远足》中的障碍是不屈不挠的,这使得游戏变得格外令人沮丧。但是我不确定Jazzuo当初是否打算做这样一个令人沮丧的游戏——挫折对于攀登来说是必不可少的,而且对于构建攀岩游戏的过程来说是真实的。当我在创建这座山时,发生了一件有趣的事情:我打算设置一个障碍,我要建造它,测试它以及……这通常会变得异常艰难。但是我无法让它变得容易一点。似乎我无法摆脱新的障碍是我作为一个玩家的过错,而不是作为一个创建者的错误。虚拟山脉在我们不断攀登的努力下创建出来,就是我们反复登顶的尝试将这些山脉变得真实。
你是用自己的想法在构建电子游戏的世界。这就像速凝水泥。你把想法塑成可以创造出的某种形状,在塑形的过程中,它们开始变硬、成型,直到不能改变,就像岩石一样。那时,你不能改变世界——除非把它分解成碎片,用新的想法重新开始塑造。
多年以来,人们一直在预测,游戏很快会由预制的物品制成,在商店里购买,并被组装成一个世界。大多数情况下,这并没有发生,因为商店中的物品是废物。我并不是指它们看起来很糟糕,或者它们制作得很糟糕,虽然其中很多是这样的。我的意思是说在某种方式下它们是废物,比如把食物放入水槽,它就变成垃圾。在某种情况下,事物用作消耗,时间一过,它们就变成垃圾。在技术的背景下,这些转变转瞬即逝。
随着时间的推移,我们向被称为互联网的巨大数字垃圾填埋场倾倒了越来越多的垃圾。现在,无论是在数量还是重量上,这个垃圾填埋场里的东西远远超过了那些新鲜的、未被污染的和未被利用的东西。当我们周围的一切都是文化垃圾时,垃圾成为了新的媒介,成为了数字时代的通用语言。你用垃圾创建文化,也只能有垃圾文化: B类游戏、B类电影、B类音乐、B类哲学。也许这就是数字文化。一个巨大的垃圾山,也是创造力源泉的灰堆。这个垃圾填埋场,拥有着我们所能想到的所有东西,巨大,无穷,无序。
还有一些早餐的3D模型,X时代人的同人小说,扫描的杂志,绿色屏幕Shia leBoeuf, 视频里的禁烟场景,Facebook的逼真马蝇,没牌子的广告,Kanye的即时摄影,Taylor Swift插件,Epic Eail上的车祸照片,俄国行车记录仪视频,关于Mc Ribs的讨论。遗弃的,被遗忘的,不能循环易用的,混乱的,腐烂的,无权力的。一切只新鲜了大约六秒钟,直到一些新的东西到来,我们刷新。坚持了多年的东西成堆的消失,过时了,看不见了。在这种情况下,做出友好的内容是很吸引人的……这很温和,让你通过它生产,但不赚钱。为什么要高要求做事,如果事情只是在垃圾场堆积,陆续增加无用的东西?
当游戏新出,他们想从你身上得到很多东西。威吓你,嘲弄你,打乱和延误你的安排。玩家们过去很坚忍。现在都坚持不住了,他们想快速烧掉它,快速弥补变幻无常的性格。有些把戏符合不良的品格。但那不是你,你是一个杂技演员。你可以吞下一个棒球棍。
现在我知道,你很有可能是Youtube或Twitch上观看这个节目,而一些有着10亿访问量的家伙正在看你。就像一只小鸟被喂食着已咀嚼了的食物。 这也是文化。但是你玩这个的几率很小,我的意思是:垃圾是可用完即丢的,但也许是不必要与之接触的,这是怎样的感觉?你有压力么?我猜你不讨厌它,如果你走得远了,感觉沮丧,那它是被低估了。橘子是一种甘甜的,多汁的水果,外面包裹着苦涩的皮。这不是我对于挑战的感觉。我只想要苦涩。它的咖啡,它的葡萄柚,它的甘草。
(我要让你待一会儿)
好像我们现在离得更近了:创造者和攀登者,设计师和使用者,你本可以拒绝,但是你没有,你身上有东西被隐藏起来了,那选择继续。
这对我来说意义重大,你已经来到这里,忍耐了这么多,所有的俏皮话和迟钝,所有的失败,这些你都原谅了我,你给了我国王般的恩赐。
我们有同样的品味,你和我,这不是野心。它与野心相反。这是一个体会失败的残酷任务,如果你赢了,你会感觉糟糕。所以我为你放进了这条蛇。
你有想过你是谁吗?是在锅里的男人,第欧根尼?你是他的手吗?你是锤子的顶端吗?我想不是-你的手移动,锤子并不会一起移动,男人以及男人的手也没有移动。在这里你是他的意愿。他的目的。向上攀爬途中体现的决心。
现在,你已经征服了冰崖,教堂和住宅,客厅和工厂,游乐场和建筑工地,花岗岩和湖边,你学会了徒步旅行。现在只能往上走。一会儿,我会闭嘴,但让我说,我很高兴你来了。
我把这个游戏献给你,你已经付出很多了。我用我所有的爱把它献给你。
“
坏结局:你有这么近,但这是过去的修补。你有坏的结局。
There's no feeling more intence than starting over. If you've deleted your homework the day before it was due, as I have. Or if you left your wallet at home and you have to go back, after spending an hour in the commute, if you won some money at the casino and then put all your winnings on red, and it came up black, if you got you best shirt dry-cleaned before a wedding and then immediately dropped food on it. If you won an argument with a friend and then later discovered that just retuned to their original view.Starting over is harder than starting up. If you're not ready for that,like if you've already had a bad day, then what you're about to go through might be too much.Feel free to go away and come back. I'll be here.
Alright, thanks for coming with me on this trip.I'll understand if you have to take a break at any point...Just find a safe place to stop,and quit the game. Don't worry, I'll save your progress, always.Even your mistakes.
This game is a homage to a free game that came out in 2002, titled"sexy hiking”. The author of the game was Jazzuo, a mysterious Czech designer who was known at the time as the father of B-games. B-Games are rough assemblages of found objects.Designers slap them together very quickly and freely, and they're often too rough and unfriendly to gain much of a following.They're built more for the joy of building them than as polished products.In a certain way Sexy Hiking is the perfect embodiment of a B-game. It's built almost entirely out of found and recycled parts, and it's one of the most unusual and unfriendly games of its time.In it, your task is simply to drag yourself up a mountain with a hammer. The act of climbing, in the digital world or in real life, has certain essential properties that give the game it's flavor. No amount of forward progress is guaranteed; some cliffs are too sheer or too slippery. And the player is constantly, unremittingly in danger of falling and losing everything.
Anyway when you start Sexy Hiking, you're standing next to a tree, which blocks the way to the entire rest of the game. It might take you an hour to get over the tree.A lot of people never got pass it. You prod and poke at it, exploring the limits of your reach and strength, trying to find a way up. There's a sense of truth in that lack of compromise. Most obstacles in videogames are fake-you can be completely confident in your ability to get through them, once you have the correct method or the correct equipment, or just by spending enough time. In that sense, every pixellated obstacle in Sexy Hiking is real.
The obstacles in Sexy Hiking are unyielding, and that makes the game uniquely frustrating. But I’m not sure Jazzuo intended to make a frustrating game – the frustration is just essential to the act of climbing and it’s authentic to the process of building a game about climbing.A funny thing happened to me as I was building this mountain: I’d have an idea for an obstacle, and I’d build it, test it, and… it would usually turn out to be unreasonably hard. But I couldn’t bring myself to make it easier.It already felt like my inability to get past the new obstacle was my fault as a player, rather than as the builder. Imaginary mountains build themselves from our efforts to climb them, and it’s our repeated attempts to reach the summit that turns those mountains into something real.
When you’re building a videogame world you’re building with ideas, and that can be like working with quick-set cement. You mold your ideas into certain shape that can be played with, and in the process of playing with them they begin to harden and set until they are immutable, like rock. At that point you can’t change the world-not without breaking it into pieces and starting fresh with new ideas.
For years now people have been predicting that games would soon be made of prefabricated objects bought in a store and assembled into a world.For the most part, that hasn’t happened, because the objects in the stories are trash. I don’t mean they look bad or they’re badly made, although a lot of them are. I mean they’re trash in the way that food becomes trash as soon as you put it in the sink. Things are made to be consumed in a certain context, and once the moment is gone they transform into garbage. In the context of technology those moments pass by in seconds.
Over time we’ve poured more and more refuse into this vast digital landfill we call the internet. It now vastly outnumbers and outweighs the things that are fresh and untainted and unused.When everything around us is cultural trash, trash becomes the new medium, the lingua franca of the digital age.You can build culture out of trash, but only trash culture: B-games, B-movies, B-music, B-philosoply.Maybe this is what this digital culture is. A monstrous mountain of trash, the ash-heap of creativity’s fountain.A landfill with every-thing we ever thought of in it. Grand, infinite, and unsorted.
There’s 3D models of breakfast, gen-xers’ fanfic novels, scanned magazines, green-screen Shia leBoeuf, banned snuff scenes on liveleak, facebook’s got lifelike bots, with unbranded adverts, and candid shots of kanye, and taylor swift mashups, car crash epic fall gifs, Russian dash cam vids, discussious of McRibs,discarded, forgotten, unrecycled,muddled,rotten,and untitled. Everything’s fresh for about six seconds until some newer thing beckons and we hit refresh.And there’s years of persevering.Disappearing into the pile.Out of style.Out of sight. In this context it’s tempting to make friendly content. That’s gentle, that lets you churn through it but not earn it.Why make something demanding, if it just get piled up in the landfill. Filed in with the bland things?
When games were new, they wanted a lot from you. Daunting you, taunting you, resetting and delaying you.Players played stoically. Now everyone’s turned off by that, they want to burn through it quickly, a quick fix for the fickle, some tricks for the clicks of the feckless. But that’s not you, you’re an acrobat. You could swallow a baseball bat.
Now I know, most likely you’re watching this on Youtube or Twitch, while some dude with 10 million views does it for you. Like a baby bird being fed chewed-up food. That’s culture too. But on the off-chance you’re playing this, what I’m saying is : Trash is disposble but maybe it doesn’t have to be approachable, what’s the feeling like? Are you stressed, I guess you don’t hate it if you got this far feeling frustrated.It’s underrated. An orange is sweet juicy fruit, locked inside a bitter peel. That’s not how I feel about a challenge. I only want the bitterness. It’s coffee, it’s grapefruit, its licorice.
(I am going to let you be for a little bit)
It feels like we're closer now: composer and climber, designer and user. You could have refused but you didn't.There was something in you that was hidden. That chose continue.
It means a lot to me.That you've come this far. Endured this much.Every wisecrack,every insensitivty.Every setback you’ve forgiven me.Is a kingly gift you’ve given me.
We have the same taste, you and I.It's not ambition.It‘s ambition’s opposite.An obdurate mission to taste defeat .You’ll feel bad if you win.So I put this snake in for you.
Have you thought about who you are in this? Are you the man in the pot, Diogenes? Are you his hand? Are you the top of the hammer? I think not – Where your hand moves, the hammer may not follow,nor the man,nor the man’s hand. In this you are his WILL.His intent.The embodied resolve in his uphill ascent.
Now you’ve conquered the ice cliff, the platfroms the church and the rectory.The living room and the factory.The playground and the construction site.The granite rocks and the lakeside. You’ve learned to hike. There’s no way left to go but up. And in a moment I’ll shut up, but let me say, I’m glad you came.
I dedicate this game to you, the one who came this far. I give it to you with all my love.
坏结局:You got so close,but this is past mending.You got the bad ending