为了避免在与其他外星种族交流过程中产生不必要的误会,培养一个训练有素的外交官是至关重要的。

Having a well-trained Communication Officer is vital to avoid misunderstandings with the many alien races.

游戏初期玩家资金非常有限,并且在第一次装备飞船时会被强制做一些艰难的抉择。

You start the game with limited resources, and will be forced to make hard choices when first configuring your ship.

着陆前一定要认真分析星球环境,这样可以减少被重力压碎或被极端气温摧毁的风险。

Always analyze planets before landing, else you risk being crushed by gravity or destroyed by extreme temperatures.

在探索每颗星球时,玩家要做的就是捕捉生物样本、收集稀有资源以及在诸多危险中存活下来。

Your goal when exploring planets is to capture specimens, collect rare minerals and survive their many hazards.

有一点需要大家知道,那就是在游戏你犯每一项错误都有可能是致命,“永久死亡”并不仅仅意味着你会因为伤亡而失去队员,而是游戏会弹出到 DOS 系统首页然后删除你的游戏存档。

虽然在探索外太空过程中与外星飞船接触都是在所难免的,但在有“即死删档”机制的游戏里突然显示那么一句:“侦测到不明物体”,还是让人心里不免一惊。

所有的遭遇事件都是实时进行的,玩家可以停靠在外星飞船周围伺机而动、做出选择,比如启动护盾、子弹上膛、扫描对方或者尝试与其沟通。游戏中的射击操作就像敲击空格键一样简单,系统会根据你射程内的目标自动甄选武器,然后你只需按下“攻击”而已,当然了,这类的行为势必会对之后的交涉产生影响。

有意思的是,作者在游戏中还加入了实时对话系统,当你做出选择后需要等待对方做出反应,所以他们是在准备武器还是正在思考都存在可能性。这种紧张感在同时期的游戏中都很难展现的出来。

Exploring the universe will also inevitably bring you into contact with alien ships. This displays the scariest line one can read in this permadeath game: “Scanners indicate unidentified object!”

These encounters are real-time events. You can manoeuvre around the aliens ships and make choices such as raising shields, arming weapons, scanning or hailing the aliens. Firing is as simple as pressing the space bar, with the game choosing the appropriate weapon based on range from the target. Your actions will obviously affect communication opportunities.

In an age dominated by text parsers, conversation is, thankfully, abstracted to a few efficient questions, postures and statements. It may seem sparse but the game does it surprisingly well, filling out your choices with richly worded text. As you learn more, questions get better and responses reveal more.

It's interesting the designers chose a real-time conversation system. After making a choice, you wait. Are they simply not responding, are they preparing their weapons, or are they just thinking? This kind of tension hasn't been explored much in other games.

《星际航舰》最初在 DOS 系统平台上取得了十万份的销售成绩,后经移植多个平台最终累计销量超过了 100 万份,在 1991 年发布了高完成度的 Mega Drive / Genesis 版本。

Starflight sold a very respectable 100,000 units on DOS, then was ported to multiple systems and sold over 1 million units. In 1991 a heavily updated Mega Drive/Genesis version was released.

这款游戏还开创了一个他们称之为“故事网络”的系统。当你外出探索时,时间在宇宙中流逝,太阳耀斑和其他事件会定期发生。当你回到太空港的船坞时,新的事件消息会根据目前时间以及你的行为推动剧情到下一阶段。

1989 年发售的续作《星际航舰 2:星河大亨(Starflight 2: Trade Routes of the Cloud Nebula)》采用了一个全新的故事,画面有了极大进步,降低了游戏内对矿物开采的依赖度的同时更加重视了贸易以及同外星文明交流的作用,并对前作的众多缺点都进行了改进。

几年后的《原恒星(Protostar)》原定作为《星际航舰 3》在 1993 年发售,但由于版权合同问题就不得不另辟蹊径。该系列启发了后续大量像《行星控制(Star Control, 1990)》这样的游戏,并且在《质量效应(Mass Effect)》甚至《矮人要塞(Dwarf Fortress)》中都能看到它的影子。

毫无疑问,《星际航舰》真正定义了一种游戏类型并为后人所用。正如著名科幻小说作家 Orson Scott Card(《安德的游戏》的作者)所说的那样:“《星际航舰》是第一部能让人体验到漫游银河的科幻题材电脑游戏。”

The game also pioneered a system they called “story network”. Time passes in the universe while you are off exploring, with solar flares and other events occurring on a regular schedule. When you return to the star dock, new missives are available either based on time, your actions or both – propelling the story forward to the next node.

The sequel, Starflight 2: Trade Routes of the Cloud Nebula (1989) is simply a better Starflight 1. With a new story, improved graphics, reduced emphasis on mining, higher emphasis on trading and interacting with aliens, it generally smoothed out the sharp edges. Years later, Protostar (1993) began development as Starflight 3 but went its own way due to contract issues. The series would also go on to inspire Star Control (1990), and its lasting influence is still strongly felt on games like Mass Effect and even on Dwarf Fortress.

A genre-defining game, it was perfectly summed up by famed science fiction author Orson Scott Card (of Ender's Game): “Starflight is the first science fiction computer game that actually gives you something of the experience of roaming through the galaxy”.

《电脑 RPG 游戏史(The CRPG Book Project)》原书信息

英文原版主编:Felipe Pepe
原项目网址:https://crpgbook.wordpress.com/
授权协议:知识共享 署名-非商业性使用 4.0 国际许可协议 (CC BY-NC 4.0)

这本书历时四年,由 119 名志愿者共同完成。

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