ABOUT THE SPEAKER
Will Wright - Game designer
Will Wright invented a genre of computer game that involves neither winning nor shooting, yet has generated colossal hits. Among them: SimCity (which earned its publisher $230 million), The Sims, and Spore.

Why you should listen

A technical virtuoso with boundless imagination, Will Wright has created a style of computer gaming unlike any that came before, emphasizing learning more than losing, invention more than sport. With his hit game SimCity, he spurred players to make predictions, take risks, and sometimes fail miserably, as they built their own virtual urban worlds. With his follow-up hit, The Sims, he encouraged the same creativity toward building a household, all the while preserving the addictive fun of ordinary video games. His next game, Spore, which he previewed at TED2007, evolves an entire universe from a single-celled creature.

Wright's genius is for presenting vital abstract principles -- like evolution, differences of scale, and environmental dynamics -- through a highly personalized, humorous kind of play. Users invest themselves passionately in characters they create (with Wright's mind-boggling CG tools), and then watch them encounter fundamentals of life and nature. If it all sounds suspiciously educational, well, it just might be. Wright has created not just an irresistible form of entertainment, but an ingenious, original pedagogy.

In 2009, he left publisher Electronic Arts to form his own think tank for the future of games, toys and entertainment, the Stupid Fun Club.

More profile about the speaker
Will Wright | Speaker | TED.com
TED2007

Will Wright: Spore, birth of a game

威尔•莱特:用玩具创造世界

Filmed:
1,323,333 views

威尔•莱特快速、通俗易懂地展示了他的最新游戏——《孢子》。这款游戏必将与他以往的大手笔还要让玩家感到震撼。
- Game designer
Will Wright invented a genre of computer game that involves neither winning nor shooting, yet has generated colossal hits. Among them: SimCity (which earned its publisher $230 million), The Sims, and Spore. Full bio

Double-click the English transcript below to play the video.

00:25
I've always wanted to be a cyborg半机械人.
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我一直想成为一个半机械人。
00:27
One of my favorite喜爱 shows节目 as a kid孩子 was "The Six Million百万 Dollar美元 Man,"
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我小时候最喜欢的电视剧之一是“无敌金刚”,它的造价是六百万美元。
00:29
and this is a little bit closer接近 to the 240 dollar美元 man or so, but --
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而这玩意儿的价值挺相近的,大约是240万美元,但是——
00:33
(Laughter笑声)
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(笑声)
00:35
At at any rate. I would normally一般 feel very self-conscious自我意识 and geeky令人讨厌
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不管怎样。而且我经常会感到拘谨,感觉有点儿怪异
00:38
wearing穿着 this around, but a few少数 days ago I saw
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穿着这个走来走去,嗯,但是呢,今天前我看见
00:41
one world-renowned世界知名 statistician统计员 swallowing吞咽 swords on stage阶段 here,
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一位举世闻名的数据专家在这个舞台上吞剑,
00:45
so I figure数字 it's OK amongst其中包括 this group.
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于是我就觉得在这群人里面我还算正常。
00:48
But that's not what I want to talk about today今天.
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但是这不是我今天要谈论的话题。
00:50
I want to talk about toys玩具, and the power功率 that I see inherent固有 in them.
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我想要谈玩具,以及我从玩具中发现的天然的威力。
00:54
When I was a kid孩子, I attended出席 Montessori蒙特梭利 school学校
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当我还是个小孩的时候,我在大名鼎鼎的蒙特梭利学校
00:56
up to sixth第六 grade年级 in Atlanta亚特兰大, Georgia格鲁吉亚.
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读到了六年级。那是在佐治亚州亚特兰大。
00:59
And at the time I didn't think much about it,
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那时,我并没有觉得有啥了不起。
01:01
but then later后来, I realized实现 that that was the high point of my education教育.
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但是后来,我发现那是我教育生涯中的制高点。
01:04
From that point on, everything else其他 was pretty漂亮 much downhill下坡.
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从那以后,一切都江河日下了。
01:08
And it wasn't until直到 later后来, as I started开始 making制造 games游戏, that --
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等到后来,当我开始制作电脑游戏,那时我真的——
01:11
I really actually其实 think of them more as toys玩具.
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我把它们当做是玩具。
01:13
People call me a game游戏 designer设计师, but I really think of these things more as toys玩具.
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人们称我为游戏设计师,但是我却将(我设计的)那些东西当做玩具。
01:16
But I started开始 getting得到 very interested有兴趣 in Maria玛丽亚 Montessori蒙特梭利 and her methods方法,
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我开始对玛利亚•蒙特梭利和她的教育方法
01:19
and the way she went about things,
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以及她的处事方式感兴趣。
01:21
and the way she thought it very valuable有价值 for kids孩子 to kind of discover发现 things on their own拥有
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她很重视让孩子们自己去发现,
01:24
rather than being存在 taught these things overtly阳谋.
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而不是直接明白地向他们灌输这些知识。
01:27
And she would design设计 these toys玩具, where kids孩子 in playing播放 with the toys玩具
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她会设计一些寓教于乐的玩具,
01:30
would actually其实 come to understand理解 these deep principles原则
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使孩子们可以一边玩一边懂得一些
01:32
of life and nature性质 through通过 play.
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有关人生和自然的深刻道理。
01:34
And since以来 they discovered发现 those things, it really stuck卡住 with them so much more,
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因为这些道理是他们自己发现的,所以他们就会牢牢记住它们,
01:37
and also they would experience经验 their own拥有 failures故障;
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而且他们还会经历失败,
01:39
there was a failure-based失败为基础 aspect方面 to learning学习 there. It was very important重要.
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这样他们就会经历挫折教育。这是很重要的。
01:42
And so, the games游戏 that I do, I think of really more as modern现代 Montessori蒙特梭利 toys玩具.
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因此,我觉得我所创作的游戏就是蒙特梭利式的玩具的现代翻版。
01:47
And I really kind of want them to be presented呈现 in a way
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并且我真心希望它们能够帮助小孩们
01:50
to where kids孩子 can kind of explore探索 and discover发现 their own拥有 principles原则.
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通过自己去探索和发现这个世界的道理。
01:53
So a few少数 years年份 ago, I actually其实 started开始 getting得到 very interested有兴趣
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于是,几年前,我开始对地外文明探索工程
01:56
in the SETISETI program程序. And that's the way I work.
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产生了浓厚的兴趣。这是我的一种工作方式,
01:58
I get interested有兴趣 in different不同 kinds of subjects主题, I dive潜水 in,
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我对各种领域都有兴趣,我潜入其中,
02:00
I research研究 them, and then I try to figure数字 out how to craft手艺 a toy玩具 around that,
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探索研究它,然后想办法做出一种与之相关的游戏,
02:03
so that other people can kind of experience经验 the same相同 sense of discovery发现 as I did
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这样其他人就能体验到和我在学习这个课题时
02:06
as I was learning学习 that subject学科.
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所体验过的发现的感觉。
02:08
And it kind of led me to astrobiology天体生物学, which哪一个 is the study研究 of possible可能 life in the universe宇宙.
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于是我遇到了研究宇宙中可能存在的生命的天体生物学。
02:12
And then Drake's德雷克的 Equation方程, which哪一个 is looking at the
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然后是德瑞克方程式,大家知道,
02:14
probability可能性 of life arising产生 on planets行星, how long it might威力 last, how many许多 planets行星 are out there,
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它关注的是行星上可能产生生命的概率,可以维持的时间,以及可能有多少行星,
02:17
stuff东东 like that.
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诸如此类
02:19
And I started开始 looking at how interesting有趣 Drake's德雷克的 Equation方程 was,
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我开始关注这个极其有趣的方程,
02:22
because it spanned跨越 all these different不同 subjects主题 --
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因为它涉及了各种不同的学科——
02:25
physics物理, chemistry化学, sociology社会学, economics经济学, astronomy天文学.
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物理、化学、社会学、经济学、天文学。
02:29
And another另一个 thing that really impressed印象深刻 me a long time ago
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另一个很久以来让我印象深刻的是
02:32
was "Powers鲍尔斯 of Ten," Charles查尔斯 and Ray射线 Eames'埃姆斯 film电影.
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查尔斯•伊默斯和蕾•伊默斯夫妇的影片《十的次方》
02:35
And I started开始 putting those two together一起 and wondering想知道,
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当我把这两者合起来看时,我想到
02:37
could I build建立 a toy玩具 where kids孩子 would kind of trip across横过
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我能不能建造一个玩具,使得小孩们可以
02:39
all these interesting有趣 principles原则 of life,
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在生命所有的这些有趣的、
02:42
as it exists存在 and as it might威力 go in the future未来.
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经久不变的规则中穿梭?
02:44
Things where you might威力 trip across横过 things
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你可能会遇到
02:46
like the Copernican哥白尼 Principle原理, the Fermi费米 Paradox悖论,
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哥白尼定律、费米佯谬
02:48
the Anthropic Principle原理, the origin起源 of life.
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人择原理、生命起源。
02:51
And so I'm going to show显示 you a toy玩具 today今天 that I've been working加工 on,
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而我今天要向大家展示的是我正在创作中的一个玩具,
02:53
that I think of more than anything else其他 as kind of a philosophy哲学 toy玩具.
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我觉得它绝对是一个哲学玩具。
02:57
In playing播放 this toy玩具, you kind of -- this will bring带来 up philosophical哲学上 questions问题 in you.
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当你玩着这个玩具的时候,你就会想到一些哲学的命题。
03:00
This game's游戏 called "Spore孢子." I've been working加工 on it for several一些 years年份.
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这个游戏的名字叫做“孢子”。我为这个游戏努力了好几年了。
03:03
It's getting得到 pretty漂亮 close to finished now.
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创作已经接近尾声。
03:04
It occurs发生 at all these different不同 scales, first of all,
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它有不同的场景规模。
03:06
from very, very small to very, very large.
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从极其微小到非常宏大。
03:08
I'm just going to pop流行的 in at the start开始 of the game游戏.
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我将要从最开端来进入这个游戏,
03:10
And you actually其实 start开始 this game游戏 in a drop下降 of water,
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其实是从一滴水里开始这个游戏的,
03:13
as a very, very small single-cell单细胞 creature生物,
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这时你还是一个很小很小的单细胞生物,
03:16
and right off the bat蝙蝠 you basically基本上 just have to live生活, survive生存, reproduce复制.
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然后马上你需要开始基本的生存、生活、繁衍。
03:20
So here we are, at a very microscopic显微 scale规模,
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你看,它小极了,
03:23
swimming游泳的 around. And I actually其实 realize实现 that cells细胞 don't have eyes眼睛,
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游来游去。我知道事实上细胞生物没有眼睛,
03:26
but it helps帮助 to make it cute可爱.
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但是眼睛使它看起来更可爱。
03:29
The players玩家 are going to play through通过 every一切 generation of this species种类,
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玩家会逐步经历这个物种的每一代进化,
03:33
and as you play the game游戏 the creature生物 is actually其实 growing生长 bit by bit.
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当你玩这个游戏的时候,这个生物就一点一点地长大。
03:36
And as we start开始 growing生长 the camera相机 will actually其实 start开始 zooming缩放 out,
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当它开始生长的时候,镜头会变焦
03:40
and things that you see in the background背景 there
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使得你在背景中看到的景物
03:42
will actually其实 start开始 slowly慢慢地 pulling into the foreground前景,
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会慢慢地往前移,
03:44
showing展示 you a little bit of what you'll你会 be interacting互动 with as you grow增长.
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让你知道当它成长的时候会遇到什么。
03:47
So as we eat, the camera相机 starts启动 pulling out, and then we start开始 interacting互动 with
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瞧,当它进食的时候,镜头会拉远,然后我们开始
03:51
kind of larger and larger organisms生物.
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和越来越大的生物体互动。
03:53
Now, we actually其实 play through通过 many许多 generations here, at the cellular细胞的 scale规模.
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我们可以在细胞层面经历好多代。
03:56
I'm going to skip跳跃 ahead here. At some point we get larger, and we actually其实 get
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我要跳过这一级了。当我们变大之后,就会
04:00
to a macro-evolution宏观进化 scale规模.
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进入到进化的宏观层面。
04:03
Now at this point we're leaving离开 the water,
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在这个界面中,我们离开了水,
04:06
and one thing that's kind of important重要 about this game游戏 is that, at every一切 level水平,
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这个游戏中很重要的一点是,在每一个级别中,
04:09
the player播放机 is designing设计 their creature生物,
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玩家可以自己设计生物的形态。
04:12
and that's a fundamental基本的 aspect方面 of this.
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这是很基本的。
04:14
Now, in the evolution演化 game游戏 here, the creature生物 scale规模, basically基本上 you have to eat,
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那么,在这个进化游戏中,在生物的层面上,你要做的
04:18
survive生存, and then reproduce复制. You know, very Darwinian达尔文.
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基本上就是进食、生存、繁殖。这很符合达尔文的理论。
04:21
One thing we noticed注意到 with "The Sims模拟人生," which哪一个 is a game游戏 I did earlier,
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大家在我以前创作的“模拟”系列游戏中已经注意到,
04:24
is that players玩家 love making制造 stuff东东.
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玩家喜欢做东西。
04:26
When they were able能够 to make stuff东东 in the game游戏 they had a tremendous巨大 amount
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当他们自己可以制作东西时,他们就会对它
04:28
of empathy同情 in connection连接 to it. Even if it wasn't as
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产生极大的共情感,哪怕做出来的东西
04:31
pretty漂亮 as what other people would make it -- as a professional专业的 artist艺术家 would make
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并不是人们想象的那么美丽——就像专业的艺术家
04:34
for games游戏 -- it really stuck卡住 with them
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为游戏设计的那样——但玩家对它们不离不弃,
04:36
and they really cared照顾 about what would happen发生 to it.
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对它遇到的一切非常关心。
04:38
So at this point, we've我们已经 left the water, and now with this little creature生物 --
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所以现在,我们离开了水。我们可以让这个小家伙——
04:41
we could bring带来 up the volume a little bit -- and now we might威力 try to eat.
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我们可以把音量调大一点——让它吃东西,
04:47
We might威力 sneak潜行 up on this little guy over here maybe, and try and eat him.
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我们可以悄悄接近这个小东西,然后吃掉它。
04:52
OK, well, we fight斗争.
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好,我们干一架。
04:57
OK, we got him. Now we get a meal膳食.
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嗯,我们打败了它。现在我们开吃。
05:02
So really, at this part部分 of the game游戏, what we're doing
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所以在游戏的这个部分,我们就是在
05:05
is we're running赛跑 around and surviving幸存, and also getting得到 to the next下一个 generation,
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游荡和生存,并且制造下一代,
05:08
because we're going to play through通过 every一切 generation of this creature生物.
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因为我们要经历这个生物的每一代。
05:11
We can mate伴侣, so I'm going to see if
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我们可以交配,所以我要看看
05:13
one of these creatures生物 wants to mate伴侣 with me. Yeah.
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这个同类是不是愿意和我交配。嗯。
05:23
We didn't want to replay重播 actual实际 evolution演化
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我们并不想重复人类实际的进化过程,
05:26
with humans人类 and all that, because it's almost几乎 more interesting有趣
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因为看看别的可能
05:29
to look at alternate备用 possibilities可能性 in evolution演化.
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也许更加有趣。
05:31
Evolution演化 is usually平时 presented呈现 as this one path路径 that we took through通过,
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我们经历的进化过程有时候显得像是唯一的方式
05:34
but really it represents代表 this huge巨大 set of possibilities可能性.
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但是进化其实有很多的可能方式
05:37
Now once一旦 we mate伴侣, we click点击 on the egg.
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我们一旦交配之后,就可以点这个蛋。
05:39
And this is where the game游戏 starts启动 getting得到 interesting有趣,
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这样游戏就变得很有趣了,
05:41
because one of the things we really focused重点 on here was giving the players玩家 very
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因为我们的重点工作致意就是让玩家
05:44
high-leverage高杠杆 tools工具, so that for a very small amount of effort功夫 the player播放机 can
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利用事半功倍的工具,简单而巧妙地
05:48
make something very cool. And it involves涉及 a lot of intelligence情报 on the tool工具 side.
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做出很酷的事情。工具栏中包含了很多的智慧。
05:52
But basically基本上, this is the editor编辑 where we're going to design设计
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基本上,这就是编辑工具,我们可以用它设计
05:54
the next下一个 generation of our creature生物. So it has a little spine脊柱.
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我们的生物的下一代。它有一个小脊柱,
05:57
I can move移动 around here. I can extend延伸.
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它可以移动,可以延伸。
06:00
I can also inflate膨胀 or deflate放气 it with the mouse老鼠 wheel, so you sculpt塑造 it
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我也可以用这个鼠标操纵的转盘来使它膨胀或者紧缩,这样你就可以塑造它的形状,
06:03
like clay粘土. We have parts部分 here that I can put on or pull off.
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就像捏橡皮泥一样。这儿我们有零件,你可以添加或者拆减。
06:06
The idea理念 is that the player播放机 can basically基本上 design设计
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我们的理念是,玩家可以用这个编辑工具设计
06:08
anything they can think of in this editor编辑, and we'll basically基本上 bring带来 it to life.
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任何他们想设计的东西,然后让它有了生命。
06:12
So, for instance, I might威力 put some limbs四肢 on the character字符 here.
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比如,我可以在这个家伙身上装一些肢体。
06:14
I'll inflate膨胀 them kind of large.
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我要把它们胀大。
06:16
And in this case案件 I might威力 decide决定 I'm going to put --
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这儿我打算——
06:21
I'll put mouths嘴巴 on the limbs四肢.
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我打算在它的肢体上加几个嘴巴。
06:26
So pretty漂亮 much players玩家 are encouraged鼓励 to be very creative创作的 in the game游戏.
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所以这个游戏鼓励玩家尽可能地发挥他们的创意。
06:30
Here, I'll give it one eye in the middle中间, maybe scale规模 it up a bit. Point it down.
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这里,我要在中间安一只眼睛,放大,视线向下一点。
06:34
And I'll also give it a few少数 legs.
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我还要给它装几条腿。
06:39
So in some sense we want this to feel like
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所以我们想要这个游戏
06:41
an amplifier放大器 for the player's玩家 imagination想像力,
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能够放飞玩家的想象,
06:44
so that with a very small number of clicks点击 a player播放机 can create创建 something
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这样玩家只要轻点鼠标,就能创造
06:47
that they didn't really think was possible可能 before.
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他们以前想也不敢想的东西。
06:49
You know, this is almost几乎 like designing设计 something like Maya玛雅
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你瞧,这就像是一款
06:52
that an eight-year-old八岁 can use.
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八岁的小孩都能使用的玛雅设计软件。
06:54
But really the goal目标 here was, within about a minute分钟, I wanted somebody to replicate复制
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我们真实的意图是,让玩家可以在一分钟之内,
06:57
what typically一般 takes a pictorial画报 artist艺术家 several一些 weeks to create创建.
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制作出一个平面设计师一般需要几周来创作的东西。
07:01
OK, now I'll put some hands on it.
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好,现在我要为它加上几只手。
07:03
OK, so here I've basically基本上 thrown抛出 together一起 a little creature生物.
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嗯,这样我就拼装好了一个小生物。
07:05
Let me give it a little weapon武器 on the tail尾巴 here, so it can fight斗争.
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我接着在它的尾巴上添一个小武器,这样它就能战斗了。
07:10
OK, so that's the complete完成 model模型. Now we can actually其实 go to the painting绘画 phase.
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好啦,大功告成。然后我们就可以为它涂色了。
07:13
Now, at this phase, the program程序 actually其实 has some understanding理解 of
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在这个阶段,程序实际上对这个生物的拓扑有自己的理解。
07:16
the topology拓扑 of this creature生物. It kind of knows知道 where the backbone骨干 is,
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它知道哪里是后背,
07:18
where the spine脊柱, the limbs四肢 are.
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哪里是脊柱,哪里是肢体。
07:20
It kind of knows知道 how stripes条纹 should run, how it should be shaded阴影.
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它知道条纹应该如何分布,如何造型,
07:22
And so we're procedurally程序上 generating发电 the texture质地 map地图,
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于是我们就顺理成章地得到了这个纹理图。
07:24
and this is something a texture质地 artist艺术家 would take many许多, many许多 days to work on.
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这样的作品交给一个纹理艺术家来做可能需要很多天。
07:27
And then we can test测试 it out, once一旦 we've我们已经 doneDONE that, and see how it would move移动 around.
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我们完成这一项之后,就可以测试一下,让它四处走动一下。
07:31
And so at this point the computer电脑 is procedurally程序上 animating动画 this creature生物.
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这时,电脑就会自动地控制这个生物的移动。
07:34
It's looking at whatever随你 I've designed设计. It will actually其实 bring带来 it to life.
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电脑听命于我的设计,然后让它动起来。
07:37
And I can see how it might威力 dance舞蹈.
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瞧瞧,我让它跳舞。
07:39
(Laughter笑声)
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(笑声)
07:42
how it might威力 show显示 emotions情绪, how it might威力 fight斗争.
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让它表达情感,让它打斗。
07:45
So it's acting演戏 with its two mouths嘴巴 there.
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让让它的两个嘴巴动起来。
07:48
I can even have it pose提出 for a photo照片. Snap快照 a little photo照片 of it.
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我甚至能让它摆姿势拍照——拍个照。
07:51
(Laughter笑声)
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笑声
07:53
So at any rate, then I bring带来 this back into the game游戏. It's born天生,
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我把它放回游戏中来,它出生了。
07:55
and I play the next下一个 generation of my creature生物 through通过 evolution演化.
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然后我开始玩我的生物进化后的下一代。
07:58
Now again, the empathy同情 that the players玩家 have when they create创建 the content内容
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同样的,玩家们创作生物时的强烈的共情感又来了。
08:02
is tremendous巨大. Now, when players玩家 create创建 content内容 in this game游戏,
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当一个玩家在游戏中创作一个内容时,
08:05
it's automatically自动 sent发送 up to a server服务器
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它自动被传送到服务器,
08:07
and then redistributed再分配 to all the other players玩家 transparently透明.
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然后重新分配到所有其他玩家的系统中。
08:09
So in fact事实, as I'm interacting互动 in this world世界 with other creatures生物,
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因此,其实在这个世界里同我互动的其他生物,
08:13
these creatures生物 are transparently透明 coming未来 from other players玩家 as they play.
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是直接由其他的玩家创造的。
08:17
So the process处理 of playing播放 the game游戏 is a process处理 of building建造 up this huge巨大 database数据库
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所以玩游戏的过程就是在建立一个巨大的内容数据库。
08:20
of content内容. And pretty漂亮 much everything you're going to see in this game游戏,
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几乎所有你在游戏中看到的一切,
08:24
there's an editor编辑 for in the game游戏 that the player播放机 can create创建,
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都有相应的编辑工具,
08:27
all the way up through通过 civilization文明. This is my baby宝宝.
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是的,贯穿整个文明。这是我的宝贝儿。
08:29
When I eat, I'll actually其实 start开始 growing生长. This is the next下一个 generation.
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当我吃东西的时候,我就在长大。这是它的下一代。
08:32
But I'm going to skip跳跃 way ahead here. Now, normally一般 what would happen发生
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我要跳过这步了。接着,一般来说,这些生物就会
08:35
is these creatures生物 would work their way up, eventually终于 become成为 intelligent智能.
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日臻完美,最后变得拥有智慧。
08:38
I'd start开始 dealing交易 with tribes部落, cities城市 and civilizations文明 of them over time.
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随着时间流逝,我开始处理部落、城市和不同的文明的问题。
08:42
I'm going to skip跳跃 way ahead here to the space空间 phase.
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我要跳过这些步骤,直接跳到太空阶段。
08:44
Eventually终于 they would go out into space空间, and start开始 colonizing殖民 and exploring探索 the universe宇宙.
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最终它们会进入太空,开始在宇宙中殖民和探索。
08:51
Now really, in some sense, I want the players玩家 to be building建造 this world世界
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我希望玩家能够用他们的想象创造世界。
08:55
in their imagination想像力, and then extracting提取 it from them
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然后用最简单的方式
08:57
with the least最小 amount of pain疼痛.
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从中取其精华。
08:59
So that's kind of what these tools工具 are about, are: how do we make the game游戏 play
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这就是这些工具的意义,这就是我们如何用这个游戏,
09:02
the player's玩家 imagination-amplifier想象放大器?
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放飞玩家的想象,
09:06
And how do we make these tools工具, these editors编者, something that
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我们如何让这些工具,这些编辑工具变得
09:10
are just as fun开玩笑 as the game游戏 itself本身?
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和游戏本身一样好玩。
09:12
So this is the planet行星 that we've我们已经 been playing播放 on up to this point in the game游戏.
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这就是我们在玩游戏时所在的星球。
09:16
So far the entire整个 game游戏 has been played发挥 on the surface表面 of this little world世界 here.
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目前这整个游戏就是在这个小世界的表面玩的。
09:19
Now, at this point we're actually其实 dealing交易 with a very little toy玩具 planet行星.
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现在我们是在玩一个小小的星球玩具,
09:23
Almost几乎, again, like the Montessori蒙特梭利 toy玩具 idea理念.
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同样几乎就像是蒙特梭利玩具那样。
09:25
You know, what happens发生 if you give somebody a toy玩具 planet行星,
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你知道,当你给人一个星球玩具,
09:27
and let them play with a lot of dynamics动力学 on it,
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让他们可以随意摆弄时,
09:29
what could they discover发现? What might威力 they learn学习 on this?
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他们会发现什么?他们会从中学到什么?
09:31
This world世界 was actually其实 extracted提取 from the player's玩家 imagination想像力.
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这个世界事实上是来源于玩家的想象,
09:34
So, this is the planet行星 that the player播放机 evolved进化 on.
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是玩家的生息之地,
09:37
Things like the buildings房屋, and the vehicles汽车, the architecture建筑, civilizations文明
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所以所有的房屋建筑、交通工具、所有文明
09:41
were all designed设计 by the player播放机 up to this point.
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目前为止都是由玩家来设计的。
09:43
So here's这里的 a little city with some of our guys kind of walking步行 around in it.
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所以这里是一个小城市,有几个咱们的人行走其中。
09:46
And most games游戏 kind of put the player播放机 in the role角色 of Luke卢克 Skywalker天空步行者,
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在大多数的游戏中,玩家都是像卢克•天行者这样的
09:49
this protagonist主角 playing播放 through通过 this story故事.
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故事主角。
09:51
Really, this is more about putting the player播放机
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然而这个游戏却是让玩家来扮演
09:53
in the role角色 of George乔治 Lucas卢卡斯, you know?
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导演乔治•卢卡斯的角色。
09:55
I want them, after they've他们已经 played发挥 this game游戏,
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我希望他们玩了这个游戏之后,
09:56
to have extracted提取 an entire整个 world世界 that they're now interacting互动 with.
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能够创作出一个完整的世界,与之互动。
09:59
Now, as we pull down here, we still have a whole整个 set of creatures生物
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现在当我摧毁这里的时候,在这个星球上其实还居住着
10:03
living活的 on the surface表面 of the planet行星. There are all these different不同 dynamics动力学 going on here.
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一系列的生物,所以发生着一系列动态的变化。
10:06
In fact事实, I can look over here, and this is kind of a little simplified food餐饮 web卷筒纸
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我可以从这里俯视。这里的生物有一个简化了的
10:09
that's going on with the creatures生物.
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小食物链。
10:11
I can open打开 this up and then scan扫描 what exists存在 on the surface表面,
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我可以打开这个,浏览哪些生物存在于这个表面,
10:14
and get some sense of the diversity多样 of creatures生物 that were brought in.
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了解其中生物的多样性。
10:17
Some of these were created创建 by the player播放机,
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其中有些时由玩家自己创作的,
10:19
others其他 by other players玩家 and automatically自动 sent发送 over here.
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有的是由其他玩家创造的,自动分配到这里来的。
10:21
But there's a very simple简单 little kind of calculation计算 of what's required需要,
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但是这里面也要求一些简单的计算,
10:24
how much plants植物 are required需要 for the herbivores食草动物 to live生活,
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比如为了草食动物的存活,需要多少植物,
10:27
how many许多 herbivores食草动物 for the carnivores食肉动物 to eat, etc等等.,
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为了我肉食动物的存活,需要多少草食动物,
10:29
that you actually其实 have to balance平衡 actively积极地.
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你需要实现一个动态的平衡。
10:31
Now also with this phase, we're getting得到 more and more God-like上帝喜欢 powers权力 for the player播放机,
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同样,在这个阶段,我们给了玩家更多的造物的权利,
10:35
and you can kind of experiment实验 with this planet行星 again as a toy玩具.
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你可以用这个玩具星球来实现。
10:38
So I can come in and I can do things, and just treat对待 this planet行星 as a lump of clay粘土.
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我可以进入其中,可以摆弄它,可以把这个星球当做一块橡皮泥。
10:41
We have very simple简单 little weather天气 systems系统 you see here,
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这里我们有一个简单的天气系统,
10:43
very simple简单 geology地质学. For instance, I could open打开 one of my tools工具 here and then
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很简单的地理状况。比如,我可以在这里使用一个工具,
10:47
carve雕刻 out rivers河流.
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比如,开凿河流。
10:50
So this whole整个 thing is kind of like a big lump of clay粘土, a sculpture雕塑.
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这整个星球就像是一块巨大的橡皮泥,一个雕塑。
10:53
I can also play with the dynamics动力学 of this world世界 over time.
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我还可以不断控制这个世界的动态变化。
10:55
So one of the things I can do is start开始 pumping more COCO2 gases气体
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因此,我可以往大气中倾倒更多二氧化碳,
10:59
into the atmosphere大气层, and so that's what I'm doing here.
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就像这样。
11:02
There's actually其实 a little read out down there
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这下面有一些关于我们这个星球的大气环境的指数,
11:04
of our planetary行星 atmosphere大气层, pressure压力 and temperature温度.
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包括气压,温度。
11:08
So as I start开始 pumping in more atmosphere大气层,
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所以当我开始增加气体时,
11:10
we're going to start开始 pushing推动 up the greenhouse温室 gases气体 here
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我们就会提高温室气体的含量,
11:12
and if you'll你会 start开始 noticing注意到, we start开始 seeing眼看 the ocean海洋 levels水平 rise上升 over time.
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如果你注意看的话,就会发现海平面上升了。
11:17
And our cities城市 are going to be at risk风险 too, because a lot of these are coastal沿海 cities城市.
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而我们的城市就会有危险,因为许多城市就在海岸边。
11:20
You can see the ocean海洋 levels水平 are rising升起 now and as they encroach侵犯 upon the cities城市,
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你可以看见海平面正在上升,海水在侵蚀城市,
11:23
I'll start开始 losing失去 cities城市 here.
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这里我失掉了不少城市。
11:26
So basically基本上, I want the players玩家 to be able能够 to experiment实验 and explore探索
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所以我希望玩家能够试验和探索,
11:29
a huge巨大 amount of failure失败 space空间. So there goes one city.
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了解各种太空中的失败——你看,一个城市毁灭了。
11:33
Now over time, this is actually其实 going to heat up the planet行星.
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渐渐地,星球的温度提高了。
11:35
So at first what we're going to see is a global全球 ocean海洋 rise上升
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在这个小小玩具星球上,我们首先会遇到的
11:37
here on this little toy玩具 planet行星,
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就是全球海平面上升。
11:39
but then over time -- I can speed速度 it up just a little bit --
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逐渐地——我可以加快点速度——
11:41
we'll actually其实 see the heat impact碰撞 of that as well.
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我们也可以看见升温带来的影响。
11:44
So not only will it get hotter,
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它不仅仅会变得更热,
11:46
but at some point it's going to get so hot the oceans海洋 will entirely完全 evaporate蒸发.
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甚至在某种情况下,热到连海洋都蒸发了。
11:49
So at first they'll他们会 go up, and then they'll他们会 evaporate蒸发, and that'll那会 be my planet行星.
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所以海洋先上升,然后蒸发,这就是我的星球。
11:52
So basically基本上, what we're getting得到 here is
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我们正在经历的可能是
11:54
the sequel续集 to "An Inconvenient不方便 Truth真相," in about two minutes分钟,
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《难以忽视的真相》的两分钟的续集,
11:57
and that actually其实 brings带来 up an interesting有趣 point about games游戏.
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这让游戏变得很有趣。
12:01
Now here, our entire整个 oceans海洋 are evaporating蒸发 off the surface表面,
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现在我们所有的海洋正在从表面开始蒸发。
12:04
and as it keeps保持 getting得到 hotter at some point the entire整个 planet's地球上的 going to melt熔化 down.
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随着温度越来越高,整个星球可能会在某一刻融化掉。
12:08
Here it goes.
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你看。
12:10
So we're not only simulating模拟 biological生物 dynamics动力学 -- food餐饮 webs and all that --
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所以我们不仅仅是在模拟生物的变化——像食物链等——
12:13
but also geologic地质, you know, on a very simple简单 core核心 scale规模.
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还有简单的核心层面的地理变化。
12:16
And what's interesting有趣 to me about games游戏, in some sense,
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对我来说,游戏的有趣之处有时
12:18
is that I think we can take a lot of long-term长期 dynamics动力学
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在于我们可以将一些长期的变化
12:21
and compress压缩 them into very short-term短期 kind of experiences经验.
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压缩成短期的经历。
12:24
Because it's so hard for people to think 50 or 100 years年份 out,
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把五十甚至一百年内发生的事情想清楚实在太难了,
12:27
but when you can give them a toy玩具, and they can experience经验 these long-term长期 dynamics动力学
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但是如果你能给他们一个玩具,让他们在几分钟之内
12:29
in just a few少数 minutes分钟,
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去经历这些长期的变化,
12:31
I think it's an entirely完全 different不同 kind of point of view视图, where we're actually其实 mapping制图,
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我认为就是一种全然不同的观点了,我们可以呈现,
12:34
using运用 the game游戏 to re-map重图 our intuition直觉.
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用游戏去再现我们的直觉。
12:37
It's almost几乎 in the same相同 way that a telescope望远镜 or microscope显微镜
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就像是望远镜或者显微镜
12:39
recalibrates重新校准 your eyesight眼力; I think computer电脑 simulations模拟 can recalibrate重新校准 your instinct直觉
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重新校准了你的视力,我觉得电脑模拟可以
12:43
across横过 vast广大 scales of both space空间 and time.
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大规模地跨越空间和时间校准你的直觉。
12:46
So here's这里的 our little solar太阳能 system系统, as we pull away from our melted融化了 planet行星 here.
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我们把视线从融化了的行星里拉远,来到我们的小小太阳系。
12:49
We actually其实 have a couple一对 of other planets行星 in this solar太阳能 system系统.
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原来在这个太阳系里,我们其实还有好多其他的行星。
12:52
Let's fly to another另一个 one.
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让我们跳到另外一个上来。
12:54
So in fact事实, we're going to have this unlimited无限 number of worlds世界
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其实,我们将会有无限多的世界
12:56
you can kind of explore探索 here. Now, as we move移动 into the future未来,
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供你去探险。现在我们进入未来,
12:59
and we start开始 going out in this space空间 and doing stuff东东,
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我们可以开始进入这个空间做点事情,
13:01
we're drawing画画 a lot from things like science科学 fiction小说.
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我们描绘出许多科幻小说里的东西。
13:03
And all my favorite喜爱 science科学 fiction小说 movies电影
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都是我喜欢的科幻电影里的。
13:05
I want to basically基本上 play out here as different不同 dynamics动力学.
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我想在这里制造一些不同的变化。
13:07
So this planet行星 actually其实 has some life on it.
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这个星球上其实有一些生物。
13:10
Here it is, some indigenous土著 life down here.
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看,有些土生土长的生物。
13:12
Now one of the tools工具 I can eventually终于 earn for my UFO飞碟 is a monolith整体
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现在我终于可以从我的飞行器上扔下一个
13:15
that I can drop下降 down.
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巨大的石碑。
13:17
(Laughter笑声)
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(笑声)
13:19
Now as you can see, these guys are actually其实 starting开始 to go up
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现在你可以看见,这些生物开始走过来
13:22
and bow to it, and over time, once一旦 they touch触摸 it, they will become成为 intelligent智能.
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向它鞠躬,渐渐地,一旦它们碰到它,它们就会变得有智慧。
13:27
So I can actually其实 pick a species种类 on a planet行星 and then make them sentient有情.
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所以我可以挑一种生物,使它们变得有知觉。
13:31
You see, now they've他们已经 actually其实 gone走了 to tribal部落的 dynamics动力学.
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瞧,现在它们开始组成部落。
13:33
And now, because I'm actually其实 the one here, I can, if I want to, get out of the UFO飞碟
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所以现在,因为我是唯一的操纵者,只要我愿意,我就可以从飞行器里出来,
13:35
and walk步行 up, and they should be worshipping崇拜 me at this point as a god.
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走近它们,然后它们现在应该会把我当做上帝来崇拜。
13:39
(Laughter笑声)
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(笑声)
13:40
At first they're a little freaked吓坏 out.
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一开始,它们有点吓坏了。
13:46
OK, well maybe they're not worshipping崇拜 me.
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好吧,它们可能没有崇拜我。
13:48
(Laughter笑声)
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(笑声)
13:49
I think I'll leave离开 before they get hostile敌对.
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我想我应该在它们对我产生敌意前离开。
13:52
But we basically基本上 want a diversity多样 of activities活动 the players玩家 can play through通过 this.
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我们希望玩家可以经历不同的活动。
13:55
Basically基本上, I want to be able能够 to play,
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我希望这个游戏能变成
13:57
"The Day the Earth地球 Stood站在 Still," "2001: A Space空间 Odyssey奥德赛,"
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《地球停转之日》、《2001太空漫游》
14:00
"Star Trek跋涉," "War战争 Of the Worlds世界."
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《星际迷航》、《世界之战》。
14:02
Now as we pull away from this world世界 -- we're going to keep pulling away from the star now.
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现在,我们将视线从这个世界里移出来——我们从这个星球移出来了——
14:06
One of the things that always frustrated受挫 me a little bit about astronomy天文学
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天文学中有一点曾让儿时的我时常感到困扰:
14:09
when I was a kid孩子 is how it was always presented呈现 so two-dimensionally二维
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为什么它总是二维的、静态的呢?
14:12
and so static静态的. As we pull away from the star here, we're actually其实 going
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当我们从行星中移开视线,我们就进入了
14:15
now out into interstellar星际 space空间,
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星际空间。
14:17
and we're getting得到 a sense of the space空间 around our home star.
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我们对家园行星周边的空间有了直观感觉。
14:20
Now what I really wanted to do is to present当下 this,
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现在我真正想做的就是让大家看看这个,
14:23
basically基本上 as wonderfully奇妙 3D as it is actually其实 is.
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这和它的实际存在一样的立体。
14:26
And not only that, but also show显示 the dynamics动力学,
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不仅如此,还有一些变化,
14:28
and a lot of the interesting有趣 objects对象 that you might威力 find, maybe like in the Hubble哈勃,
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你还会发现许多有趣的物体,比如哈勃望远镜。
14:30
at pretty漂亮 much realistic实际 frequencies频率 and scales.
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这和实际的频率和规模几乎是一样的。
14:34
So most people have no idea理念 of the difference区别 between之间 like,
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大多数人都分不清
14:37
an emission排放 nebula星云 and a planetary行星 nebula星云.
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发射星云和环状星云之间的区别。
14:39
But these are the things that we can kind of put in this little galaxy星系 here.
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但是我们可以把这些放进这个小星系里。
14:41
So we're flying飞行 over here to what looks容貌 like a black黑色 hole.
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我们可以飞到这里看看黑洞。
14:44
I want to basically基本上 have the entire整个 zoo动物园 of Hubble哈勃 objects对象
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我想要将哈勃望远镜能看到的一切展示给人们,
14:46
that people can kind of interact相互作用 with and play with, again, as toys玩具.
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让他们可以与之互动,当做玩具来玩。
14:50
So here's这里的 a little black黑色 hole that we probably大概 don't want to get too close to.
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这是一个黑洞,我们可不想离它太近。
14:55
But we also have stars明星 and things as well.
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我们还有星星和其他的东西。
14:57
If we pull all the way back, we start开始 seeing眼看 the entire整个 galaxy星系 here,
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如果我们继续将视线移远,我们可以看见这一整个星系,
15:00
kind of slowly慢慢地 in motion运动. And this is another另一个 thing where, typically一般
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缓缓移动。普遍来说,当人们展现星系的时候,
15:04
when people present当下 galaxies星系, it's always been these very beautiful美丽 photos相片,
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总是用美丽却静态的照片。
15:07
but they're always static静态的. And when you actually其实 bring带来 it forward前锋 in time
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当你让它随着时间动起来,
15:09
and start开始 animating动画 it, it's actually其实 kind of amazing惊人,
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加快它的运转速度,
15:12
what a galaxy星系 would look like, fast快速 forwarded转发.
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它看起来就会十分惊艳。
15:14
This would be about one million百万 years年份 a second第二,
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这大约是每秒一百万年,
15:15
because you have about roughly大致 one supernova超新星 every一切 century世纪 or so.
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因为大概每个世纪会出现一颗超新星。
15:19
And so you'd have this wonderful精彩 sparkling闪闪发光的 thing, with the disk磁盘 slowly慢慢地 rotating旋转,
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这样你就会看见如此美丽而闪耀的物体缓慢旋转,
15:22
and this is roughly大致 what it would look like. And so really,
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这就是它大概的样子。
15:24
part部分 of this is about bringing使 the beauty美女 of this, of the natural自然 world世界,
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这个游戏的目的之一就是用一种充满想象的方式,
15:27
to somebody in a very imaginative想像的 way, so that they can start开始 calibrating校准 their instinct直觉
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让人们看见自然世界的美,让他们开始大规模地跨越空间和时间,
15:30
across横过 these vast广大 scales of space空间 and time.
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重构自己的直觉。
15:33
Chris克里斯 was wondering想知道 what kind of gods that the players玩家 would become成为.
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一个天主教徒有一天问我游戏的玩家会变成怎样的上帝。
15:38
Because if you think about it, you're going to have 15-year-olds- 年的孩子,
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你想想,十五岁、二十岁的年轻人
15:41
20-year-olds- 年的孩子, whatever随你, flying飞行 around this universe宇宙.
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将会飞入这个宇宙。
15:43
And they might威力 be a nurturing培育 god. They might威力 be boot-strapping引导捆扎 life
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他们会成为一个一个无微不至的上帝。也许会成为星球上自力更生的生命,
15:45
on planets行星, trying to terra-form千佛形式 and spread传播 civilization文明.
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努力地占领地盘,散布文明。
15:49
You might威力 be a vengeful复仇 god and going out and conquestingconquesting,
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你可能会成为一个复仇心切的上帝,四处侵略征服,
15:51
because you actually其实 can do that, you can go in and attack攻击 other intelligent智能 races比赛.
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你真的可以,你能闯进别的智慧的种族攻击他们。
15:54
You might威力 be a networking联网 god, building建造 alliances联盟,
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你可能会成为一个左右逢源的上帝,建立盟友,
15:56
which哪一个 you can also do in the game游戏, or just curious好奇,
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你也可以这么做。或者你只是出于好奇,
15:59
going around and wanting希望 to explore探索 as much as you possibly或者 can.
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尽你所能,四处游历。
16:03
But basically基本上, the reason原因 why I make toys玩具 like this is because
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我想要创作这个玩具的原因,
16:07
I think if there's one difference区别 I could possibly或者 make in the world世界,
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是我觉得我可能可以、也想要,为这个世界带来的变化
16:11
that I would choose选择 to make, it's that I would like to somehow不知何故 give people
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就是,我想要让人们能更好地
16:15
just a little bit better calibration校准 on long-term长期 thinking思维.
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从长远看问题。
16:18
Because I think most of the problems问题 that our world世界 is facing面对 right now
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因为我觉得我们的世界现在所面临的诸多问题
16:20
is the result结果 of short-term短期 thinking思维,
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大多归咎于人们目光短浅。
16:23
and the fact事实 that it is so hard for us to think 50, 100, or 1,000 years年份 out.
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让我们去畅想五十年、一百年甚至一千年以后的变化实在太难。
16:27
And I think by giving kids孩子 toys玩具 like this
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而我认为给孩子们一个这样的玩具,
16:29
and letting出租 them replay重播 dynamics动力学,
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让他们重现动态变化,
16:31
very long-term长期 dynamics动力学 over the short term术语,
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用很短的时间看长期的变化,
16:33
and getting得到 some sense of what we're doing now, what it's going to be like in 100 years年份,
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让他们了解我们现在在做的事情,了解一百年后会发生的事情,
16:37
I think probably大概 is the most effective有效 thing I can be doing
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就是我现在能为帮助这个世界所做的
16:39
to help the world世界.
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最有效率的事。
16:41
And so that's why I think, personally亲自, that toys玩具 can change更改 the world世界.
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这就是为什么,我自认为,玩具可以改变世界。
16:44
Thank you.
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谢谢。
Translated by Annie Chen
Reviewed by Nancy Xiao Liang

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ABOUT THE SPEAKER
Will Wright - Game designer
Will Wright invented a genre of computer game that involves neither winning nor shooting, yet has generated colossal hits. Among them: SimCity (which earned its publisher $230 million), The Sims, and Spore.

Why you should listen

A technical virtuoso with boundless imagination, Will Wright has created a style of computer gaming unlike any that came before, emphasizing learning more than losing, invention more than sport. With his hit game SimCity, he spurred players to make predictions, take risks, and sometimes fail miserably, as they built their own virtual urban worlds. With his follow-up hit, The Sims, he encouraged the same creativity toward building a household, all the while preserving the addictive fun of ordinary video games. His next game, Spore, which he previewed at TED2007, evolves an entire universe from a single-celled creature.

Wright's genius is for presenting vital abstract principles -- like evolution, differences of scale, and environmental dynamics -- through a highly personalized, humorous kind of play. Users invest themselves passionately in characters they create (with Wright's mind-boggling CG tools), and then watch them encounter fundamentals of life and nature. If it all sounds suspiciously educational, well, it just might be. Wright has created not just an irresistible form of entertainment, but an ingenious, original pedagogy.

In 2009, he left publisher Electronic Arts to form his own think tank for the future of games, toys and entertainment, the Stupid Fun Club.

More profile about the speaker
Will Wright | Speaker | TED.com

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