扒皮國內(nèi)謠媒—IGN編輯不給渡神紀(jì)打高分"僅僅是因為自己不感興趣"?
最近在有幾個網(wǎng)站流傳這么一張圖,

部分魔怔群體如獲至寶,紛紛開始怒斥“還有這么不負(fù)責(zé)的評分媒體?""這就是專業(yè)評分”?某些更加高雅的暴論更是數(shù)不勝數(shù)

于是up從IGN的評測網(wǎng)頁https://www.ign.com/articles/immortals-fenyx-rising-review 上找到了這段話

把"None of these puzzles are badly designed, I just wasn’t excited by them."直接丟進百度翻譯里的話,它給的結(jié)果確實是“這些拼圖沒有一個設(shè)計得很糟糕,我只是對它們不感興趣?!比欢霉雀璺g的結(jié)果卻是“這些難題都不是設(shè)計不好的,我只是不為它們感到興奮。”
問題出在哪里?就出在這個“be excited by”上。
說到”對xx不感興趣“,一般人想到的往往是”not interest in",而不是?“be excited by”它的實際用法是“被xx激怒,被xx激發(fā),因xx而感到興奮”

如例句:Hydrogen can also be excited by heat or electricity.意思是“氫也會被熱或者電激發(fā)”,而不是“氫對熱或電感興趣”,強調(diào)sth的激發(fā)作用,而不是“我”的主觀興趣
回到原句,這里正確的翻譯是“并不是說這些解謎設(shè)計得很糟糕,而是不能讓我感到興奮”
上下文是怎樣的呢?這里給出原文和粗翻的譯文:
Regardless, many of the destinations in Immortals aren’t what I’d describe as riveting once you reach them. It’s not that these challenges are bad – they just have no ambition whatsoever. That murky chasm I mentioned earlier? Turns out its deep secret was a puzzle where I had to shoot flaming arrows into three braziers to open a door. Then, 20 metres further along, I had to find three switches to open another door. Then a bit on from that, there was a puzzle where I had to find three weights to put on three pressure plates to open yet another door. I’m not even kidding.
A large percentage of the puzzles in Immortals revolve around cookie-cutter gameplay like this. Immortals is grounded in pushing, pulling, lifting, stacking and throwing blocks… most of the time to trigger switches on the ground. That school of puzzle design is so old-school it makes the Greek myths feel practically contemporary.
It’s not just blocks and crates, either. I also had more than my fill of puzzles where I had to roll balls through mazes, guide flaming arrows into braziers or find the missing object to put on a plinth. One moment it’s an apple, the next a cabbage, but functionally it’s all the same. The puzzles in this game, whether in the overworld or within the Vaults of Tartaros, really do feel like they’re all just variations on a handful of basic concepts over and over again.
To be clear, none of these are badly designed, and I didn’t actively dislike doing them. I just wasn’t excited by them, nor did they really test me or surprise me. Less would most definitely have been more in Immortals. Coming back to that chasm again, imagine if instead of three obvious and functionally similar puzzles there was just one that really rewarded observation and understanding its systems? I’d much prefer one satisfying puzzle that demands invention and lateral thinking than three utterly bland solutions. Instead, it feels as though the puzzles are largely there to fill the map, not to engage us.
大意:
不管怎樣,渡神紀(jì)中的許多目的地都不是我所說的吸引人的地方。這并不是說這些挑戰(zhàn)是糟糕的——他們只是沒有表現(xiàn)出制作者的任何‘野心’。我剛才是不是提到了一個陰暗的深溝?原來它的深層秘密是一個謎題,我必須向三個火盆射出燃燒的箭來打開一扇門。然后,再往前走20米,我不得不找三個開關(guān)打開另一扇門。緊接著又一個謎題,我必須找到三個砝碼放在三個壓力板上才能打開另一扇門。我沒開玩笑,游戲里真是這樣。
《渡神紀(jì)》中有很大一部分謎題都是圍繞著這種曲奇餅游戲展開的。謎題是根植于對方塊推,拉,舉,堆,扔…大多數(shù)時間都是在觸發(fā)某個地面開關(guān)。這種謎題設(shè)計是如此的老派,以至于讓人覺得這不是希臘神話里的元素,而是更現(xiàn)代的設(shè)計。
當(dāng)然,也不僅僅是推木塊和箱子。還有很多別的謎題,我必須把球滾過迷宮,把燃燒的箭引到火盆里,或者找到丟失的東西放在基座上。一會兒是蘋果,一會兒是卷心菜,但功能上都一樣。這個游戲中的謎題,無論是在“overworld”還是在塔耳塔羅斯的深淵內(nèi),確實感覺它們都只是一些基本概念的反復(fù)變化。
說白了,我不是說這些謎題設(shè)計糟糕,我也不是說厭煩了這種解謎。只不過它們不能令我興奮,這些謎題既沒有真正考驗我,也沒有給我?guī)硎裁大@喜。Less would most definitely have been more in Immortals.(這句大意是:在渡神紀(jì)里,更少的解密元素反而會讓游戲體驗更好)再次回到這個深溝的問題上來,想象一下,如果我們看到的不是三個明顯的功能相似的謎題,而是一個真正值得觀察和理解其系統(tǒng)的謎題(是不是更好)?我更喜歡一個需要創(chuàng)意和橫向思考的令人滿意的難題,而不是三個平淡無味的解決方案。與此相反,它給我的感覺好像這些謎題的主要目的是填充地圖,而不是吸引我們。
看到這里,認(rèn)為IGN評測員對渡神紀(jì)看都沒看就亂打分的論點已經(jīng)站不住腳了。英語不行可以學(xué),良心壞了就不知道怎么救了
小黑盒編輯當(dāng)然不會沒有看到上下文,那他為什么要在文章中刻意使用這種誤導(dǎo)性的語句呢?顯然是為了利用很多玩家今年對IGN一直以來的不滿,挑起某些游戲圈內(nèi)的群體間互相沖突,借此攫取更多流量。我只能對這位小黑盒編輯隔空喊話:您還是不要做游戲媒體編輯了,去學(xué)個說唱吧,謝謝了哈