一位英国绅士一回家就对他的仆人说:“We are going around the world!"欧洲建筑的剪影,充满激情和古典情怀的音乐伴随着初升的太阳,他们匆匆踏上了充满未知和冒险的旅程。旅途中,火车在荒野中行进的巨大声响,一个个漫长的旅途夜晚和黎明的憧憬期待交织着情感,玩家的沉浸感和代入感十分强烈。另外,从玩法上,这个游戏不仅仅是一款文字游戏,还加入了探索、交易、时间等不同的体验,唯一拔高门槛的,就是无汉化导致的语言障碍了。但是我完全完全不为这点不便就放弃这款游戏,反而语言的不便利,更彰显了它的魅力。
开发者的回复:I’m afraid to say that localisation for both 80 Days and the Sorcery! series is pretty much impossible. 80 Days has upwards of 650,000 words, while the Sorcery! series is approaching 2 million. Not only that, but the script branches intricately, often on a word-by-word basis. Even if it wasn’t for the sheer quantity (which by any metric would be expensive or very time consuming at the very least), any translator would have to learn and be very proficient in ink, our narrative scripting format. Once complete, we’d also have to verify correctness and quality for such a large body of work. Essentially, it would be almost like recreating each game from scratch, since the interactive writing constitutes such a large portion of our games.That’s not to say that we’re not strongly considering localisation for our future games, but for 80 Days and Sorcery!, that ship has sailed I’m sorry to say.I hope all that makes sense!Jon, and the team at inkle
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