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《纪念碑谷2》来了,相比前一部艾达公主的宽恕之旅,这趟旅途少了孤单,多了陪伴。同时它还揭示了更为残忍的道理——孩子终将长大成人,伴随他们度过人生旅程的父母也将回归孤独,再度独自踏上旅程。主创们为什么选择了这样让人揪心的故事?一起看看《纪念碑谷》背后的故事吧。
On February of last year, we start to work on Monument① Valley II. we needed to find another angle② like you have a story to tell within an universe.
I think we started prototyping③ with ideas of"relationships". But the story that we got really excited about was this mother and her child.
Different ways in which two characters can relate to each other. The thing that the communities really call is that there’s about the changing of the relationship between these two characters.
That change in the relationship between me and my parents is happening right now. You know the way that they might have been when I was a kid. I’m seeing those kind of things with different angle. I do think the heart of each screen is some sort of transformation④ whether the user is transforming that sapling into kind of a big tree, or whether kind of ruin into a kind of a gleaming⑤ path.
Each of these kind of moments all related to transformations that can refl ect on the characters, refl ect on the stories, and kind of that starts what’s creating the meaning as we’re going along. That’s what is kind of giving those the symbols for the parts refl ect on.
I really hope that people enjoy it. I hope it’s one of people can get a lot out of, and maybe can refl ect a bit more on their relationships with people that they care about.
去年二月份,我們开始制作《纪念碑谷2》。我们想找一个新的角度,比如一个新的故事来讲述纪念碑谷的世界。
我觉得我们最开始所想到的一个角度就是“关系”, 这其中最让我们为之激动的,就是母亲和孩子的关系。
两个角色之间有很多种交互沟通的方式,而我们认为最独特的地方就是角色之间关系的变化。
而我和我父母之间也正经历着这种关系的变化。让我想到了我小时候和父母相处的一些关系方式,而现在我开始从不同的角度看这些事情了。我觉得每一幕最核心的就是其中的改变。不论是把一对灌木丛或是小树苗变成一棵参天大树,还是将坍塌的废墟变成一条道路。
这每一幕都充满了变化,而这些变化都和角色的发展、故事的走向息息相关,这也回归到我们发展中一直阐述的游戏的意义,来诠释每个标志对应的意义。
我非常希望人们能享受喜欢这个游戏。希望每个人都能从故事中挖掘到一些意义,或许能对自己身边的亲密关系多些许思考吧。
On February of last year, we start to work on Monument① Valley II. we needed to find another angle② like you have a story to tell within an universe.
I think we started prototyping③ with ideas of"relationships". But the story that we got really excited about was this mother and her child.
Different ways in which two characters can relate to each other. The thing that the communities really call is that there’s about the changing of the relationship between these two characters.
That change in the relationship between me and my parents is happening right now. You know the way that they might have been when I was a kid. I’m seeing those kind of things with different angle. I do think the heart of each screen is some sort of transformation④ whether the user is transforming that sapling into kind of a big tree, or whether kind of ruin into a kind of a gleaming⑤ path.
Each of these kind of moments all related to transformations that can refl ect on the characters, refl ect on the stories, and kind of that starts what’s creating the meaning as we’re going along. That’s what is kind of giving those the symbols for the parts refl ect on.
I really hope that people enjoy it. I hope it’s one of people can get a lot out of, and maybe can refl ect a bit more on their relationships with people that they care about.
去年二月份,我們开始制作《纪念碑谷2》。我们想找一个新的角度,比如一个新的故事来讲述纪念碑谷的世界。
我觉得我们最开始所想到的一个角度就是“关系”, 这其中最让我们为之激动的,就是母亲和孩子的关系。
两个角色之间有很多种交互沟通的方式,而我们认为最独特的地方就是角色之间关系的变化。
而我和我父母之间也正经历着这种关系的变化。让我想到了我小时候和父母相处的一些关系方式,而现在我开始从不同的角度看这些事情了。我觉得每一幕最核心的就是其中的改变。不论是把一对灌木丛或是小树苗变成一棵参天大树,还是将坍塌的废墟变成一条道路。
这每一幕都充满了变化,而这些变化都和角色的发展、故事的走向息息相关,这也回归到我们发展中一直阐述的游戏的意义,来诠释每个标志对应的意义。
我非常希望人们能享受喜欢这个游戏。希望每个人都能从故事中挖掘到一些意义,或许能对自己身边的亲密关系多些许思考吧。