

游戏设计实际上可以用非常有趣的方式影响故事叙事。 OotSS 就把具体的游戏机制重新映射回了角色本身。
战士 当他谈论事情、思考问题的时候,他总是想着直线前进,不愿意绕很多弯路或走支线之类的。
And so the warrior, when he talks about things, the way he thinks about things, He's always about making straightforward progress and doesn't want to take a lot of side paths and whatever, right?
盗贼 她的一切都围绕着「把东西拉近自己」。她做不到把东西推开,这一点不仅体现在玩法上。也体现在人与人的层面,比如性格、别人、其他角色。她喜欢每一个人,因为她的本质就是不断把事物拉近自己。所以即使是反派,她也依然喜欢。
So the thief, she's always about bringing things closer to her. She can't push things away. And so that includes, At a human level, like personalities, like other people, other characters. She likes everybody because she's about bringing things closer to her, She even likes the bad guy even though he's the bad guy.
法师
至于法师,你当然可以把他塑造成那种典型的「聪明人」,或者是「健忘的老头」那种形象。虽然确实有一点这种味道,但更重要的是,他的思维方式非常特殊。他的思绪总是跳跃着前进——走、走、走,然后突然跳一下,再继续走、走、走,又跳一下。
And then the wizard, you know, so you could have the stereotypical like, "Oh, I'm a smart guy,” Or like, "I'm a forgetful old guy.” And there's a little bit of that, but it's more there's a very specific… His thoughts go go go, like he's walking and then skip and then go go go and then skip, right?
And so it's fun to try and do that. Now, in a game of this size, it's so hard.
相当深刻、也相当难理解的主题
There's a pretty interesting deep thematic thing behind the game as a whole that's pretty hard to understand.