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【老兵客栈】2017.5.19.NMRiH2制作组博文-剧情相关

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2017.5.17.infr4mer
Narrative Blog
叙事博客
Calla Murphy spotted a long stick lying on the forest floor. It would’ve been perfect for playing Hogwarts with her brother as a child. She twirled it, mimicking the movements she’d picked up from the movies. Her hand spasmed involuntarily, throwing the makeshift wand into the darkness of the forest.
Calla Murphy 发现了躺在森林地面的长木棍。这或许适合她与曾为孩童的弟弟玩“霍格沃茨”的游戏。她挥动木棍,模仿从电影中看到的动作。她手腕不受控制地抽搐,这个简易的魔杖消失在森林的黑暗中。
She reassured herself that her squad would be fine in the end. They had the training and the tools to survive. They were smart, resourceful and they knew how to make the hard decisions.
她向自己保证,她的小队最终会安然无恙。他们有生存工具,也受过生存训练,足够保证生存。他们聪明机智,懂得如何面对困难的抉择。
Their trek from Philadelphia to the abandoned farm house was pure pain. Friends were lost in the city, and now they had lost another. Roy Walsh had gotten sick from a bite he sustained trying to save a child in the city. They stopped at the farmhouse with the sole intention of letting Roy rest and heal until they received further orders. Then Roy had turned. And the orders never came.
他们从费城到废弃农场的长途跋涉纯粹是受苦。城市使他们失去了伙伴,而现在又失去了其中之一。Roy Walsh在城里试图救助一个孩子的过程中被咬伤。他们在农舍停留的唯一目的是让roy得到休息和治疗,直到他们收到新的命令。不久roy变了,而指示一直没有收到。
Calla sighed, taking one final look at the bright hunter’s moon illuminating her in the clearing in she had chosen. She peeled back the bandage on her wrist. What was once a mere scratch had degenerated into an oozing black wound with venial electricity crawling up her arm and spreading throughout her body. The veins infected her thoughts, making her itchy… scratchy. She knew she didn’t have much time before she ended up like Roy.
calla叹了口气,最终看了眼空中明亮的狩月(①),何去何从也已明了。她揭开手腕上的绷带,曾经纤细的伤痕已经恶化成一个渗血的黑色伤口,像一道闪电顺着手臂爬上她的躯干。这些纹理侵蚀她的思维,让她发痒...刺痛。她知道,不久后自己也会像roy那样走向终点。
She placed the barrel of her M4 into her mouth, her good arm finger her thumb into the trigger piece.
她把m4的枪管伸进嘴里,把那个完好胳膊的大拇指放到扳机上。
She reassured herself that her squad would be fine in the end.
她向自己保证,她的小队最终会安然无恙。
-------------------------------------------------------------------------------------------------------------------
Hey everyone! My name’s Jeremy Ferretti (codename infr4mer), and this is the beginning of my dev blog. I am the lead writer/narrative guy for No More Room in Hell 2. This blog post will be an introduction to me, how I came to join the NMRiH2 dev team, and what we hope to accomplish with the story of NMRiH2.
大家好!我名字叫Jeremy Ferretti (昵称为 infr4mer),下面我将开始我的博客文章。我是地狱已满2的总编剧.这个博文将包括我的自己介绍,我是如何加入这个二代团队的,以及我们预期完成的2代的剧情。
I’ve been a part of the NMRiH community since 2004 when Half-Life 2 was first released. I still remember that cold December when I first discovered HL2. I remember being blown away by all the games that were being developed as a part of the HL2 mod community. Personally I was most excited for the mod D.E.A.D. (which has long been dead), but next on my favorites was the mod No More Room in Hell. Due to their team’s outstanding community outreach I quickly became friends with everyone through mIRC and Ventrillo. Most importantly, I became friends with a guy named Maxx. We instantly clicked, bonding over our love for plants, selling drugs in Garry’s Mod roleplaying servers, creating fake videogame companies, and making concepts for games that will never (and should never) see the light of day.
自从2004年半条命2首发以来,我成为了地狱已满社区的一份子。我仍然记得我第一次发现hl2的那个寒冷的12月。我记得我被所有由hl2的mod发展而来的所有游戏迷得失了智。个人来讲,我最喜欢dead模组(这个模组也确实早就狗带了),其次是地狱已满。因为他们团队优秀的社区互动,很快我就通过mIRC 和 Ventrillo两人和所有人成为了朋友。更重要的是,我和一个叫maxx(②)的哥们成了朋友。我们很快因为相同的爱好粘在一起,例如养植物,在gmod角色扮演服务器里卖嗨药,注册游戏相关的皮包公司,为一些 即将会(一定会)见光死的游戏画蓝图。
As life went on, Maxx worked tirelessly on NMRiH1 while I worked on developing my storytelling career, going on to write a few screenplays, a few novels, and a few totally awesome short comics.
随着时间流逝,maxx为地狱已满1不懈努力时,我一直在写作生涯上发展,继续写几个剧本,几本小说,和几个自己觉得很棒的短篇漫画。
After NMRiH1 was released and NMRiH2 began development, Maxx decided they needed a narrative guy, someone to help develop the world of NMRiH2, to create a coherent timeline where a zombie apocalypse could take place in, to create a backstory for each of the maps so they could logically fit in this timeline.
在1代发布后,2代开始了制作,maxx觉得他们需要一个编剧的,为2代创造一个世界;一个僵尸启示录能够发生的完整时间线,并为每个地图编织一个背景故事,以便他们能合理地在时间线上串起它们(③)。
I believe it was David ‘Dman’ Meade who suggested me for the job, having known I could produce workable writing on a tight schedule (at my best I could write 2,000 fiction words an hour). I instantly agreed to help.
我记得是David Meade(Dman)建议我来做这份工作,因为他得知我能在短时间肝出作品(我状态好时一小时能写2000字)。我很快答应了他。
Sadly the world has become over saturated with zombie stories, but being able to tell one in a unique, dynamic way on my own terms seemed like a good challenge. I knew this game would give me the opportunity to tell the typical zombie story in a way I had never seen before. NMRiH2 wouldn’t rely on intrusive cutscenes or heavy ham-fisted dialogue from mouthy protagonists as so many video games do nowadays.
不幸的是僵尸相关的故事已经层出不穷,不过用我自己的风格讲述一个独特而鲜活的故事看起来像一个有趣的挑战。我知道这个游戏能给我一个全新的讲述典型僵尸故事的机会。二代不会像某些其他游戏那样依赖于剧情动画,或者从嘴炮主角说出的又臭又长的弱智对话。
Another (unrelated) draw I had to NMRiH2 was the knowledge that a great realistic zombie survival hasn’t been created yet. There have been plenty of stellar zombie games, but most of them end up turning into arcade style shoot-em-ups. But that’s a whole different story for another time.
另一个(不相干的)从2代得到的认知就是,一个足够伟大的写实僵尸生存并没有被开发完全。僵尸游戏确实多如星辰,但是他们中的大多数最后沦为了街机风格的突突突游戏。不过那是另一个故事了。
My favorite video games are those where the story isn’t the main draw. Video game storytelling is still in its infancy. It’s still a developing field with tons of indie devs breaking grounds on how stories can be told in games. When it comes to modern shooters, there seems to a pretty popular formula: you shoot bad guys, then comes a cutscene, shoot bad guys, another cutscene. That’s not what we’re going for for NMRiH2.
我最喜欢的游戏不是那些主剧情的游戏。多数游戏的剧情普遍仍比较稚嫩。成千上万的独立游戏在谱写剧情之时,这依旧是个仍在发展的领域。对于现代fps,有个比较流行的套路:你打坏人,然后播放过场动画,继续打打杀杀,继续切动画---那不是我们想在2代完成的。
Half-Life 1 did storytelling quite well in my opinion. The story is all there if you pay attention, but it doesn’t really get in the way of the game. That’s what I would like to emulate in this game. A game where the story is there if you want to follow it, but we’re not gonna shove it down your throat.
半条命1的剧情在我看来还不错。如果你稍加注意,就能了解整个故事,但故事并没有真正在游戏中插足。这就是我想要模仿的。一个游戏的故事,应该是你想找就能找到,但我们不会直接把它糊到你的脸上。
So that’s where we’re at. Out of all the dev posts, you’re probably going to hear the most from me, considering writing is something I just do. Commentary on what I’m working on also helps me work better and more efficiently.
这就是我们所正在做的。在开发日志中,你最可能从我这听到消息,考虑到我正在写这些东西。对我成果的评价也能帮助我更好更高效地工作。
Plans for my upcoming dev posts include the inspiration for NMRiH2, the life behind the Night of the Living Dead map, the timeline of our fictional universe, the characters we will populate the worlds with, and the ideas for the upcoming campaigns.
接下来我打算出的博文包括对2代的灵感,活死人之夜地图的幕后,虚构平行世界的时间线,和我们要公布的角色,以及关于将公布的战役的灵感。
Until next time, infr4mer out.
以后见,
infr4mer作
Jeremy “infr4mer” Ferretti also publishes his web comic Exits – A Paranormal Comedy (among others) at his website aberrantink.com
这个作者的漫画在 aberrantink.com连载。
①:满月后一天的月亮
②:一代和二代的团队总负责人,我和他谈笑风生。
③:1代的失误,出现了2010和2013年两个时间线,maxx向我保证他们会在二代自圆其说。


1楼2017-05-19 00:52回复
    GOOD JOB


    IP属地:广东2楼2017-05-19 18:15
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