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『轴承骨架』『片十字花瓣』『七步之遥』

发表于 2013-8-29 04:10:16 | 显示全部楼层 |阅读模式

社区昵称:Geoff Shen 资料 加好友 聊天 库存 截图 好友 群组 愿望单 评测 信誉+0/-0

本帖最后由 jedijeff1993 于 2013-8-29 22:35 编辑

英文原文地址 How a Near-Death Experience in the Jungle Inspired a Blockbuster Zombie Game

Dean Hall
出生年月14 May 1981 (32岁)
新西兰
国籍新西兰
其他名字"Rocket"
毕业院校奥塔哥大学
职业游戏设计师
雇主BIS
著名事迹创造了DayZ

译文转载请标注Steamcn原文地址    ----有输入错误,见谅

Dean Hall was close to death in the jungles of Brunei. It was December 2010 and the officer cadet in the New Zealand army was alone on a survival-training mission. Given only two days’ worth of food for 20 days, he supplemented his diet with raw fish and ferns. He slept on a bed of sticks, and by the end of the mission he’d lost 44 pounds from his already lean frame. There were other trainees out there, and he started to plot raids on their food supplies. He thought of himself as an honorable person, but he was too hungry for honor. As he approached one man’s camp, the guy spotted him and tossed him some rancid ramen. Hall boiled the noodles and wolfed them down.

几年前,Dean Hall在文莱的丛林中险些丧命。那是2010年的十二月,这位新西兰的军官学员正在那里,单独执行一个生存训练任务。军队给了他两天的食物,需要他撑20天,他用野外的生鱼和蕨类植物补充了伙食。他在用木棍铺就的床铺上露营,在任务结束时,他比原来更瘦了,体重减了44磅。同样的还有散落在丛林里的其他学员,他有计划地劫掠了别人的食物。他一直认为自己是一个有荣誉感的人,但当时他饿得根本顾不上荣誉。一回,他正走近一个人的营地时,那人发现了他,丢给他了一些腐坏的面条。Hall把面条煮了,狼吞虎咽地吃完了。

That night, as water pooled around his bed and ramen roiled his stomach, he imagined himself inside his favorite videogame, a military simulation for PCs called Arma 2. He had been playing it since its release in 2009 and often spent three to four hours a day on the game. Now, lying on the jungle floor, his feverish imagination turned Arma 2 into something different. He visualized a new kind of game, one in which there were no missions, no objectives, and no ability to simply be respawn when killed. You had one life, and if you lost it, you lost everything.

那天晚上,当水漫到Hall的木条床上,变质的面条在他的胃里翻滚时,他想象自己正在他最喜欢的电子游戏中,一个叫做 ArmA2的军事模拟游戏。他玩这个游戏已经有好段时间了,自2009年开始他经常每天花4个小时玩这个游戏。现在,躺在丛林的地面上,他严重高烧,思维不受控制,他的想象将ArmA2 变成了其他的东西。他面前是一种全新类型的游戏,一个没有任务,没有目标,没有简单重生的游戏。你只有一次生命,如果你死了,你就失去了一切。

Physically, Hall was a mess when he emerged from the jungle — he underwent emergency surgery for an intestinal blockage. But intellectually, he was energized by his visions and inspired to build a new Arma 2 modification. Amateur game mods have been popular since the 1990s, when players adapted first-person shooters like Wolfenstein 3D and Quake to create entirely new games. Mods can’t run on their own — they operate in conjunction with the underlying game — and are usually given away online by the  fans who code them. The high-water mark came in 1999, when two gamers turned the science fiction world of Half-Life into a terrorist-versus-soldier battle zone called Counter-Strike. It was so popular, gamemaker Valve bought it in 2000 and released it as a stand-alone title, eventually selling more than 25 million units.

从体征上看,Hall离开丛林的时候完全是一团糟——他因为严重的肠梗阻而进行了手术。但在精神上,他因为自己的想象而精力充沛,想要设计一个全新的Arma2 Mod。业余玩家制作的Mod自上世纪90年代,玩家们利用《重返德军总部3D》和《雷神之锤》这类FPS游戏进行修改时起就很流行。Mod不能单独运行,它们需要依靠基本游戏来运行,而且一般都是由制作MOD的玩家在网上免费发布。游戏Mod的高潮出现在1999年,那一年两个玩家将科幻游戏《半条命》改成了一个 警匪对抗的 战场游戏,叫做《反恐精英》。这游戏非常受欢迎,以至于开发商Valve在2000年将其购入旗下并以独立游戏的身份发售,最终销售了超过2500万份。

A savvy programmer, Hall had created lots of Arma 2 mods, adding new weapons and vehicles to the game, and even new missions. But what he had in mind now was fundamentally different. Typically, games try not to frustrate players; if your character is killed, you aren’t forced to start over from the beginning. But Hall thought this stripped gaming of emotion and drama. He wanted to reproduce what he had experienced in the jungle, something filled with agony, frustration, and fear. “I wanted it to be brutal,” he says.

作为一个懂得实际知识的程序员,Hall制作过很多ArmA2的Mod,比如加入新的武器和载具,或者新的任务。但是那时他心中所想的,跟这些根本不同。一般情况下,游戏制作人都不想让玩家沮丧;如果你的角色死了,你不会被强制从头开始。但是Hall认为这样让游戏的情感因素变低了。他想要重现他在丛林中经历的体验,一种充满痛苦、沮丧和恐惧的体验。“我想要做一个残酷的游戏。”他说。

In a hotel room in Singapore, Hall began coding. In his new game, players would begin with almost nothing, stranded in the middle of a barren land, forced to hunt for supplies. If they were killed, they’d lose everything and have to start over. The only mission: Survive.

在新加坡的一个宾馆房间里,Hall开始编程。在他的新游戏里,玩家一开始几乎什么也没有,搁浅在一个不毛之地,必须寻找补给。如果他们死了,那就会失去一切重新开始。唯一的任务就是:生存。

Eventually he hit on the idea to replace Arma‘s terrorists with zombies, but the undead would actually be the least of a player’s concerns. Hall was designing the game as a social experiment: Every time a player logged in, they’d be pitted against other players also hunting for supplies. Players would compete for limited food, water, and weaponry, and their anxiety would make them more deadly than the brain-eaters. The gameplay re-created his feeling of isolation in the jungle, surrounded by dozens of starving strangers, any of whom might be plotting to steal his meager supplies just as he was plotting to steal theirs. Hall wanted the possibility of dying and losing everything to drive players to kill other survivors in order to steal their rations. He would call the game Day Z, a twist on D-Day.

最终他敲定了一个想法,将ArmA中的恐怖分子换成僵尸,但是这些不死生物其实将是玩家最微不足道的障碍。Hall想将游戏设计成一个社会学的试验:每当有一个新玩家进入,他们都将要遭遇同样在搜集补给的其他玩家。玩家们会为了有限的食物、水源和武器,互相竞争,他们的不安全感会让他们比僵尸更加危险。游戏重现了Hall在丛林中孤独的感觉,被几十个同样饥肠辘辘的陌生人围绕,他们中的一些人还想要抢走他的本身就不多的补给,就像他要抢走别人的一样。Hall想让死亡的威胁和对失去一切的恐惧驱使玩家杀死别的幸存者,以偷走他们的食物。他把游戏定名为DayZ。

2ikulmt.jpg

Bohemia Interactive, the Czech company behind Arma 2, actively encourages fans to mess with its game, so there were already hundreds of Arma 2 offshoots. When Hall was building a mod, he would frequently contact a Bohemia developer named Ivan Buchta, usually with an esoteric code question. But after returning from the jungle, Hall had become bored, and this time, while working to finish Day Z in his spare time, he wrote to ask whether Bohemia was hiring. “I was impressed with the mods he’d made in the past,” Buchta says. “We needed help on Arma 3, so we agreed to bring him on.”

BIS,Arma2背后的捷克游戏公司,积极鼓动玩家随便鼓捣他们的游戏,因此现在已经有成百上千个ArmA2的Mod了。当Hall在制作一个mod的时候,他会经常联系一个叫做Ivan Buchita的BIS开发人员,一般都问一些比较困难的代码问题。但从丛林回来后,Hall对军队的生活厌倦了,在那段时间,他空闲时间制作着DayZ,他也写了封信问BIS是否仍然招工。“他以前做的Mod让我印象非常深刻,”Buchta说。“我们在ArmA3的开发上需要帮手,于是我们就同意了他的加入。”

It wasn’t a great deal for Hall. He’d have to buy his own ticket to the Czech Republic, take a leave of absence from the New Zealand army (which allows two-year absences), and be paid less than he had been making as a lowly second lieutenant. But he took the job; he was thrilled at the prospect of being in the birthplace of his favorite game. It was like a die-hard Star Warsfan getting hired by Lucasfilm.

这其实对Hall来讲并不算好差事。他需要自费飞到捷克共和国,在新西兰陆军请一个长假(允许最长请假2两年),而且在BIS的工资比他在军队里当低级少尉的少。但是他仍然去了BIS。他一想到他在他最爱的游戏的出生地工作就来劲。就像是一个终极星战死粉被卢卡斯影业聘用了一样。

Still, when he arrived at Bohemia, he decided not to tell Buchta or anyone else about what he was working on. “I knew they’d think zombies were stupid,” he says. “They’re all hardcore realism military junkies, so I kind of felt embarrassed that I was making a zombie mod.” He decided just to put Day Z online. He figured a few hundred people would play and no one else would notice.

但是,当他到了BIS后,他决定不对Buchta或任何人透露他正在业余开发的项目。“我知道他们会认为僵尸题材很愚蠢,”他说。“他们都是硬派军事模拟死忠,其实当时我在做僵尸mod,自己也有点不好意思。”之后,他决定干脆把DayZ直接上传到网上。他当时觉得顶多也就几百人会去玩,没有人会注意到他的MOD。

Within weeks, though, players flocked to the game. By the end of its first month, Day Z had attracted 10,000 users, and Hall decided he’d better mention it to Buchta. Sure enough, Buchta was dismissive. The company was gunning to finish its latest Arma release. He didn’t have time for zombies.

仅过了几周,事实恰恰相反,成群的玩家参与到这个游戏中来。在第一个月底的时候,DayZ已经吸引了一万名用户,Hall决定要跟Buchta坦白。不出所料,Buchta没有在意。公司正忙着完成最新的ArmA。Buchta没空管僵尸。

tumblr_mqxpuoeFrJ1rd90z0o6_1280.png

But days later Buchta loaded Day Z to check it out. The game placed him near an old warehouse. He had a baseball cap and not much else. He quickly found an old handgun with no bullets. There were zombies in the distance and the threat of other players killing him for his gun. The scenery was just like Arma 2, but everything seemed different. “I felt really naked,” he says. Most first-person shooters equip newbies with guns and enough ammo to survive a sustained firefight. Now Buchta was scrounging for bullets and counting them carefully. “I’m a professional game developer, but I was immediately scared and tense,” he says. “Games don’t usually work like that on me.”

但在几天后,Buchta尝试了DayZ。游戏将他放在了一个工厂旁边,他除了头上的一顶棒球帽外什么都没有。他很快找到了一把旧手枪,没有子弹。远处有一些僵尸,还有潜在的玩家想要为他手上的枪杀死他。场景与Arma2没有区别,但一切却又那么与众不同。“我感觉像是在裸奔,”他说。大多数的第一人称射击游戏都会给新手一些枪和足够的弹药,让他们能够在交火中幸存。但现在Buchta在到处搜刮子弹,每一颗都至关重要。“我是一个专业的游戏开发人员,但那时我却非常害怕和紧张,”他说,“一般的游戏都不能给我这种感觉。”

Buchta messaged Marek Spanel, who co-owned Bohemia with his brother Ondrej, and told them to try the game. The brothers had formed the company in 1999 and spent most of their lives playing videogames together. Now they spawned into the game simultaneously and discovered that they’d been placed miles apart. They began to move toward each other, dodging zombies and other players. It took more than an hour of nail-biting evasion to rendezvous. “Walking for half an hour in a game would usually be boring. But just doing that, I felt stronger emotions than I’d ever felt in Arma,” Marek Spanel says.

Buchta致信给Marek Spanel,此人与他的兄弟Ondrej一起创办了这家游戏公司,Buchta让他们去尝试一下DayZ。Spanel兄弟在1999年创办了这家公司,这辈子大多数时间都是在一起玩电子游戏。而现在,他们被游戏同时放置在熟悉而又陌生的世界里,发现彼此相距好几英里。他们开始会和,躲避僵尸和其他玩家,他们花了紧张的一个多小时才见到彼此。“在游戏中行进一个半小时一般都是很无聊的。但在DayZ中,我却能比在Arma中感受到更多情感。”Marek Spanel说道。

To play Hall’s game, users had to buy Arma 2 for about $20. At that point, Arma 2 had been out for three years and was nearing the end of its life cycle. Arma 3 was supposed to jump-start the company’s sales, but suddenly purchases ofArma 2 started ticking up. By June, around 20,000 players were using Arma 2 to play Day Z. By early July, there were 405,000 users, and it didn’t stop there. In August more than 1 million people were playing Day Z. Arma 2 was suddenly a top-selling PC game. In the three years before Hall put Day Zonline, Arma 2 had sold 1 million copies. Now it sold a million more in just a few months.

想要玩Hall的Mod,用户需要购买价值大约20美元的ArmA2。在那个时候,Arma2已经发售了3年了,而且已经接近了其生命循环的尾声。公司本身计划用Arma3来给公司销售业绩一记强心针,但忽然间ArmA2的销售开始飙升。到2012年六月份时,大约有2万玩家在使用Arma2玩DayZmod。到七月初的时候,这个数字上升到了40.5万,但上升并未到此结束。直至八月份,已经有超过一百万人在玩DayZ了。Arma2忽然就变成了最畅销的PC游戏。在Hall上传DayZmod前的三年里,Arma2销售了大约100万份。现在它在几个月内又卖掉了一百万份。

The guy who’d arrived at the company as a junior designer five months before now seemed to hold the keys to its future. Bohemia, meanwhile, had raked in millions from the boom inArma 2 sales, and Spanel wanted to build on that success. So when Hall said he wanted to turn Day Z into a stand-alone game, Spanel offered him a promotion from junior designer to project lead, the top spot.

这个五个月前作为初级设计员的来到公司的人,现在似乎正掌握着这个公司开启通往未来之门的钥匙。BIS,与此同时,从Arma2最近的的销售中取得了几百万美元的进账,总裁Spanel想要借一下这个东风。因此当Hall说他想把DayZ转变成一个独立的游戏时,Spanel将他从一个初级设计员提拔成为了项目总监,一个项目中的最高职位。

Hall was ecstatic. He now had a large team of people implementing his every idea. He requested a discharge from the military and started refining the Day Z world. Originally supplies appeared in the open, lying on the ground. Now those necessities were harder to find, hidden in cupboards or under beds. He also populated the game with hundreds of public domain books like War of the Worlds and Moby-Dick. Maybe players would find a quiet place to read away from the zombie apocalypse.

Hall欣喜若狂。他现在掌握着一整个团队的人,把他的每一个想法变成游戏中的现实。他向新西兰军方提交了退伍申请,开始改变DayZ的世界。一开始,物资出现在空地上。现在它们更难被发现,藏在橱里,放在床下。他还在游戏中放入了几百本公版书,其中包括了《世界之战》和《白鲸记》。也许玩家会找到闲工夫在僵尸末日中读读名著。

He had been in the Czech Republic for only a few months — he was still living out of a suitcase — but his signing bonus gave him enough money to buy a house. The problem was, he wasn’t sure where he might settle. His military discharge was pending — he could go anywhere. Plus, he was powerfully interested in collecting experiences that might inform his gameplay. In 2006 he had climbed Mount Cook, New Zealand’s highest peak, and thought that it would be interesting to explore the idea of coding a mountain-climbing game. He also felt he was capable of much more than the lowly 12,316-foot peak, so he decided to pay $100,000 to climb Mount Everest. “Dean is part crazy,” Spanel says. “In the middle of the most successful project of his life, he leaves for two months to climb Everest.”

他到捷克共和国才过了没几个月——还没完全定下来——但是他签下的新和约让他有钱在那里买一套房子。但问题是,他还没想好他应该呆在哪儿。他的退伍申请还在处理——他的前途未卜。再者,他也非常想要为他的游戏收集更多的生活经验。2006年的时候,他爬过库克山——新西兰的最高峰,那时他觉得开发一个登山模拟游戏也不错。同时他也觉得他的能耐可不只爬爬才一万两千英尺的山峰,于是他决定花费十万美元去攀登世界最高峰——珠穆朗玛峰。“Dean Hall就是半个疯子,”总裁Spanel说,“在他今生最成功的项目进行到一半的时候,他离开两个月跑去登山。”

Using a Sabre portable satellite modem he brought to Nepal, Hall approved design changes and budgets and IM’d with the coders building the game. “So here I am, at Everest Base Camp,” he posted to the Day Z development Tumblr on April 15, 2013, and then, from 17,717 feet, offered a rundown of the new features his team was coding into the game: The world would look more battered, there’d be radios for communicating with other players, and the zombies’ movements would be more, um, realistic. Though he’d arranged the mountaineering trip in a burst of enthusiasm, he tried to convince everyone otherwise. “Although the timing is poor for my sabbatical, it is not something planned on a whim and involves nonrefundable costs of up to $100K.”

利用他带到尼泊尔的便携式卫星路由器,Hall审核了一些设计上的改变,和预算计划,并与制作游戏的程序员保持着密切的联系。“终于,我现在在珠峰的大本营。”他在2013年四月十五日的DayZ开发日志中写道,之后,在一万七千英尺的高度,他在日志中对他的团队正在开发的内容进行了总结:更加有末世感觉的世界,用来互相交流的无线电,更加写实的僵尸动作等等。虽然他安排这次登山完全是处于激情,但他不想让别人这么想。“尽管我的这次离开的时间很突兀,但这不是我忽然决定的事情,而且这10万美元是不接受退款的。”

On May 16 he began his summit attempt. The weather was clear, and he made good time: By 12:01 am on the 21st, he was less than four hours from the peak. The Hillary Step, a 40-foot wall of rock and ice and the last obstacle before the summit, loomed ahead. He started to move toward it when he heard a distress call from his climbing partner up above. “There’s a guy dying here,” the voice crackled over the radio. “What do I do?”

在五月十六日,他开始尝试登顶。天气非常晴朗,他选了一个很好的时机:21日的凌晨12:01分,那时他离峰顶只有四个小时的路程。最后一道由巨石和冰块组成的巨墙在Hall的面前,延伸到顶峰,这条山脊叫做“希拉里之阶”。当他开始登顶时,他接到了前方同伴的求救信号。“有个人在这儿,他快死了,”声音在无线电中断断续续,“我该怎么办?”

Hall ascended to the dying man’s position; it was a Bangladeshi climber from another group who had been left for dead. He was clipped into the same rope they were ascending, and he wasn’t moving. Hall’s sherpa grabbed the man’s hand. It was limp; he couldn’t tell if the man was breathing. “His position and posture symbolized absolute desperation and sadness,” Hall wrote later in a blog entry.

Hall向上攀登到那个濒死者的位置;那是一个孟加拉国的登山者,来自于另一个登山队,被留在这里等死。他与Hall他们一样拴在同一条登山绳上,他倒在那儿一动也不动。Hall的夏尔巴藏族向导抓了抓那人的手,脉搏很弱,他不知道这人是否仍然在呼吸。“他的处境和姿势像是一个代表绝望与悲伤的符号,”Hall在后来的博文中写道。

They were only an hour from the summit, and they debated whether to abort their climb to try to save the man. Hall’s partner was distraught — he wanted to help even if that meant abandoning the climb. Hall had no such ambivalence. “I thought I would have reacted differently, but when I looked at him, I realized that there was just nothing we could do,” Hall says. “I felt really sad, but I figured he was dead or he was about to die.” Hall persuaded his partner to keep moving, and they scrambled past the dying man. “It was a Day Z moment,” Hall says grimly. The man died, and his body was left behind, encased in snow and ice.

他们那时离峰顶只有一个小时的路程了,他们讨论是否应该放弃登顶,尝试救这个孟加拉人。Hall的同伴非常慌乱——他很想要拯救这个人的生命,即使这意味着要放弃攀登。Hall就没有那么纠结了。“我以为我会做得不同,但是当我看着他的身体,我意识到我们真的没有什么可做的,”Hall说,“我感觉非常悲伤,但是我觉得他也许已经死了,或者即将会死。”Hall劝说让他的同伴与他继续登顶,他们踉跄地经过那个濒死的人。“那是一个DayZ的时刻,”Hall阴沉地说。那个人死了,他的尸体被遗落在后面,被积雪和冰霜覆盖。

An hour later, Hall reached the summit. “The sight was so breathtaking it was like being slapped in the face,” he recalled on the blog. “I immediately started crying … I’ve thought a lot about how to summarize that feeling, and the best I can do is to say that if there is a God, then it’s like looking upon his face.”

一小时后,Hall到达了峰顶。“那景象让人窒息,好像是被打了一记耳光,”他在博客中回忆道,“我立刻开始哭泣……我想过很多描述这种感觉的说法,我能想到最好的一种就是,如果真的有上帝的话,那时我似乎正仰视着他的面颊。”

Four days later he was back in Prague, funneling the experience into the haunting, morally fraught environment of the new Day Z. The game, he hopes, will force others to confront their own humanity. It comes out this fall.

四天后,他回到了布拉格,将他的体验灌输进新DayZ那萦绕心头、充满道德考量的残酷环境中去。这个游戏,他希望,会迫使人们发掘自己的人性。

这个游戏今年秋天发售alpha。


*文中所用图片均来自网络。所用游戏截图来自于DayZ独立版pre-alpha。


拓展阅读:


        DayZ开发日志:http://dayzdev.tumblr.com/

        Dean Hall的个人日志: http://rocketkiwi.tumblr.com/

        历年珠峰死亡名单(1922年至今):http://en.wikipedia.org/wiki/List_of_people_who_died_climbing_Mount_Everest  

                文章中所提的孟加拉人名叫Sajal Khaled,35岁。


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『塔尖圆环』『七步之遥』『片十字花瓣』

发表于 2013-8-29 04:47:22 | 显示全部楼层

社区昵称:Hirasawa.Yu 资料 加好友 聊天 库存 截图 好友 群组 愿望单 评测 信誉+0/-0

这是个悲伤的故事
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『轴承骨架』『片十字花瓣』『七步之遥』

 楼主| 发表于 2013-8-29 16:44:03 | 显示全部楼层

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本帖最后由 jedijeff1993 于 2013-8-29 16:45 编辑
yuover 发表于 2013-8-29 04:47
这是个悲伤的故事

是的。看完之后总有些不能释怀。
这是Dean第一次在登山时遇到死亡,我在文章最后附了些别的资料。
不过真的,Dean曾说他在峰顶呆了一会儿,清晰地看见ISS(国际空间站)的轮廓,似乎伸手就能碰到。

那个孟加拉人是在从峰顶下来的时候死去的,他看到过峰顶的景色了。当时有一整队的同胞,他们都没法救他,就把他留在那里了。不过好在一点,经过幸存的人(同样的情况,自己走下山的)的说法,那是一个接近冬眠的死亡方式。

这里我多添加些内容。
http://www.ted.com/talks/ken_kam ... cle_on_everest.html   (有简体中文字幕,能够免费下载带字幕的视频,TED嘛~)
可以看这个,其实在那种情况下,别人没办法救你。如果要幸存,只能像这个视频中提到的那位制造一个奇迹了。
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社区昵称:FireBurn 资料 加好友 聊天 库存 截图 好友 群组 愿望单 评测 信誉+0/-0

这个经历太传奇了。特别是在役军人还能请最长两年的假。
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发表于 2014-3-31 14:49:39 | 显示全部楼层
真羡慕他的经历,这才是真正的人生啊!
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我的地球OL怎么和他不大一样
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『轴承骨架』『片十字花瓣』『七步之遥』

 楼主| 发表于 2014-9-5 08:34:11 发自移动设备 - 你的掌上 SteamCN 社区 | 显示全部楼层

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逝去de枫 发表于 2014-9-4 13:13
我的地球OL怎么和他不大一样

去爬珠峰吧。。。死上面你就留名在维基的那个页面上了。穿材料好一点的彩色服装去,后续的登山者会把你当指示物。。。。就像那个著名的"绿靴子"
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我感觉整个人都冻住了
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『片十字花瓣』

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难怪每一次游戏黑屏,都这么绝望。。。
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原来还有这样的经历,真的是。。。
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『片十字花瓣』『干渴水滴』

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社区昵称:love6777 资料 加好友 聊天 库存 截图 好友 群组 愿望单 评测 信誉+0/-0

货不对板 现在的dayz 根本就是个突突突 游戏
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Don‘t worry Be happy !

『干渴水滴』

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真是一个关于人性的游戏啊
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『轴承骨架』『片十字花瓣』『七步之遥』

 楼主| 发表于 2015-2-15 10:57:28 | 显示全部楼层

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美商艺电 发表于 2015-2-15 06:21
货不对板 现在的dayz 根本就是个突突突 游戏

因为现在DayZ根本就是个没完成的游戏嘛
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Tupac        June 7, 1922                1922 British Mount Everest Expedition         India        Avalanche        Below North Col        [6]
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这货不是说已经不干了么?开发新游戏了。
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好厉害的故事
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好厉害的样子
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发表于 2015-9-30 22:51:51 | 显示全部楼层
xbxxbx 发表于 2014-11-2 14:32
难怪每一次游戏黑屏,都这么绝望。。。

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VIP玩家
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果然很艰难,现实也是,游戏也是,我还是看看哪里服务器人少,去烧烧烤算了
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特意去看了下day z,发现差评好多。。。
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