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新《侠盗猎车手》会成为文化战争中的武器吗?Will the New ‘Grand Theft Auto’ Be a Weapon in the Culture Wars?

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在色彩缤纷的背景上,有《银河大脑》主持人查理·沃泽尔和记者克里斯·普兰特的人形立牌。Cut outs of Galaxy Brain host Charlie Warzel and journalist Chris Plante on a colorful background

在最新的《侠盗猎车手》作品中——这款游戏历时13年开发,耗资估计达数十亿美元——虚构版佛罗里达州的居民可以锻炼身体、喝果昔、抚摸他们的狗、去夜店,以及做更多事情。主要角色处于一段关系中,玩家也需要照顾这段关系。《星系大脑》节目主持人查理·沃泽尔与游戏记者克里斯·普兰特讨论了这款游戏细节为何重要,它可能引发的争议,他在游戏中见过的最奇怪的事情,以及《侠盗猎车手》告诉我们关于2026年美国的什么。

In the newest Grand Theft Auto installment—13 years and estimated billions of dollars in the making—people in a fictionalized version of Florida can exercise, drink smoothies, pet their dog, go to the club, and so much more. The main characters are in a relationship, and players will have to tend to that too. Galaxy Brain host Charlie Warzel talks with the gaming journalist Chris Plante about why the details of this game matter, the controversies it may unleash, the weirdest things he’s seen happen in the game, and what Grand Theft Auto tells us about America in 2026.

查理·沃泽尔:2026年是否有可能无法为所有人制作一款游戏?

Charlie Warzel: Is there a possibility that you can’t make a game for everyone in 2026?

克里斯·普兰特:我认为这就像说,由于人们担心CTE,或者人们担心人们在端区跪下,NFL赛季今年可能不会进行。就像人们总是说的那些事情:这就是它;这是我不看它的一年。然后它就成了NFL有史以来最大的赛季。

Chris Plante: I think it’s like saying the NFL season might not land this year because people are worried about CTE, or people are worried about people kneeling in the end zone. Like there’s always those things that people say, like: This is it; this is the year that I don’t watch it. And then it’s the biggest season ever for the NFL.

查理·沃泽尔:我是查理·沃泽尔,这是《星系大脑》,一个节目,今天我们将讨论什么有望成为近期记忆中最大、最昂贵,并且可以说是最具争议的文化和娱乐作品。这是一个历时13年打造的事件。是的,我们在谈论《侠盗猎车手VI》。

Charlie Warzel: I’m Charlie Warzel, and this is Galaxy Brain, a show where, today, we’re gonna be talking about what is poised to be the biggest, most expensive, and arguably most controversial piece of culture and entertainment in recent memory. It is an event that is 13 years in the making. Yes, we’re talking about Grand Theft Auto VI.

现在,你可能不是一个玩视频游戏的人,但你很可能知道《侠盗猎车手》。也许这是因为你自2001年以来玩过某个版本,当时制作该系列的工作室Rockstar发布了《GTA 3》,这是该游戏第一个版本,将一款小预算的汽车劫持游戏转变为电影感的、3D的、开放世界体验。

Now, you might not be a video-game person, but chances are you know about Grand Theft Auto. And maybe that’s because you’ve played some version since 2001, when Rockstar, the studio that makes the franchise, released GTA 3, which was the first version of the game to turn what was a small-budget carjacking game into a cinematic, 3-D, open-world experience.

也许你曾坐在沙发上,看着别人——你的伴侣、你的孩子、你的朋友——在城市里被警车和直升机的车队追逐,进行一场残酷的犯罪狂潮,而你则在一旁或欢喜或恐惧地观看。又或者你是因为它的争议而了解这款游戏。举几个例子:有人因游戏中出现警察被杀而愤怒;游戏对性工作者的描绘方式;性工作者竟然出现在游戏中这一事实;对酷刑的描绘;名人声称他们的肖像被使用;当然,还有人们担心这款游戏可能导致现实中的暴力。

Or maybe you’ve sat on the couch and you’ve watched with either glee or horror as somebody else—your partner, your child, your friend—went on a brutal crime spree, getting chased around the city by fleets of police cars and helicopters. Or maybe you know the game through its controversies. To list a few: There’s been outrage over cop killing; the way that the game has depicted sex workers; the fact that sex workers are in the game at all; depictions of torture; celebrities claiming their likenesses have been used; and, of course, the concerns that the game could lead to real-world violence.

但无论你的经历如何,《侠盗猎车手》还有另一层意义。如今已有25年,这个系列不仅仅是一款电子游戏。它是我们所拥有的最雄心勃勃的数字艺术和叙事作品之一。该系列激发了众多模仿者,但它也拓展了电子游戏形式所能达到的边界。每一部作品不仅延长了游戏时长,还扩大了游戏世界的规模和故事的范围。Rockstar对游戏细节的关注——比如,角色出院后会有割伤和淤青——这本身就成为了一个网络迷因。

But no matter what your experience, Grand Theft Auto is something else, too. For 25 years now, the franchise has been more than a video game. It is one of the most ambitious works of digital art and storytelling that we have. The series has inspired copycats, but it’s also expanded the bounds of what is possible in the gaming format. Each iteration has not only expanded the length of the game, but the size of the world and the scope of the story. Rockstar’s attention to detail in the game—stuff like, after being discharged from the hospital, characters will have cuts and bruises.

该系列实际上似乎陷入了自身的一轮轮超越循环,这种超越已经超越了电子游戏的范畴,进入了一种感觉像是自身元宇宙的领域。

That’s become a meme unto itself. The series actually seems locked in its own cycle of one-upsmanship, which has moved beyond a video game and into something that feels like its own metaverse.

这款游戏将在虚构的佛罗里达州版本中进行,据称将允许玩家在该州的广大区域畅玩,从码头一直到沼泽地。如今,GTA 现象也在经济层面得到了体现。2013 年发布的《GTA 5》仍在疯狂销售。根据不同的排名,它位列有史以来畅销游戏的前三名,仅次于《我的世界》或《俄罗斯方块》等巨型在线游戏。计划于 11 月 19 日发布的《GTA 6》预计开发成本将达到数十亿美元,并将成为有史以来最受期待的游戏。

This game, which will take place in a fictional version of Florida, will supposedly allow people to play in a vast portion of the state, all the way from the quays up into the swamps. Now the GTA phenomenon is also borne out in the economics. GTA 5, which came out in 2013, is still selling like crazy. And it is, depending on which ranking you’re reading, it’s in the top three best-selling games of all time, next to huge online games like Minecraft or Tetris. GTA 6, which is slated to come out November 19th, is estimated to have cost Rockstar in the billions of dollars to make, and it will be the most anticipated game of all time.

因此,今天我的嘉宾是能够将这一切放在适当视角中审视的人。克里斯·普兰特是游戏网站 Polygon 的联合创始人。他主持《The Besties》和《Post Games》两档播客——这是两档关于电子游戏和游戏的优秀且截然不同的节目。克里斯已在这一行业写作和报道了 20 年,但我欣赏他工作的地方在于,他具备敏锐的洞察力,能够看到这个行业如何与流行文化互动,同时又推动其发展。

And so my guest today is someone who can put all of this into perspective. Chris Plante is the co-founder of Polygon, the gaming website. He’s the host of The Besties and Post Games, two excellent and different podcasts about video games and gaming. Chris has been writing and covering this industry for 20 years, but what I appreciate about his work is that he has this keen eye for the way that this industry interacts with, but also drives, popular culture.

那么,世界准备好迎接《GTA 6》了吗?在一个几乎没有单一文化事件的世界里,《侠盗猎车手》能否兑现这一承诺?一个经常以相当残酷的方式讽刺美国的系列作品,能否在不让所有人发疯或失去理智的情况下,直面[唐纳德]·特朗普的美国和佛罗里达?《GTA》如今已成为美国的一个制度。但问题依然存在:任何制度真的能在 2026 年生存下来吗?

So is the world ready for GTA 6? In a world that is almost devoid of monocultural events, can Grand Theft Auto deliver on that promise? Can a series that has satirized America, often pretty savagely, take on [Donald] Trump’s America and Florida without making everyone mad or insane? GTA is now an American institution. But the question remains: Can any institution really survive in 2026?

克里斯·普兰特现在就与我一起谈论这一切。克里斯,欢迎来到《星际大脑》。克里斯·普兰特:我很高兴能来到这里。这真是太好了。

Chris Plante joins me now to talk about all of it. Chris, welcome to Galaxy Brain. Chris Plante: I’m so happy to be here. This is wonderful.

Warzel:我很高兴。这就是我们想要带来的能量。好的。所以我们在这里是因为《侠盗猎车手VI》即将发布。你知道的,现在世界上正发生着许多事情,严肃的事情,以至于我认为这款游戏的发布会悄悄地出现在人们面前。说起一款人们已经期待了大约十年的游戏来说,这有点荒谬,但认真来说,大约四年了。然而,我仍然认为它会悄悄地出现在人们面前。但我的工作理论是,《侠盗猎车手VI》将成为本十年最大的文化事件之一。我说得对吗?我说错了吗?我疯了吗?和我聊聊。

Warzel: I’m glad. That’s the energy we want to bring here. Okay. So we’re here because Grand Theft Auto VI is coming out soon. And you know, it feels like there are so many things, serious things, happening in the world right now, such that I think the release of this game is gonna sneak up on people. Which is kind of a ridiculous thing to say about a game that people have been anticipating for about a decade, but like seriously for about like four years. And yet I still think it’s going to sneak up on people. But my working theory is that Grand Theft Auto VI is going to be one of the biggest cultural events of the decade. Am I right? Am I wrong? Am I crazy? Talk to me.

Plante:在《复仇者联盟:终局之战》首次上映之前,这是我们在主流大众媒体中最接近保证的东西。但这款游戏将会非常巨大,因为就在它之前发布的那款——你知道的,超过十年前——它仍然每个季度卖出大约500万份。Warzel:哇。

Plante: It’s the closest thing we have to a guarantee in popular mainstream media, outside of when Avengers: Endgame came out that first time. But this game will be huge, because the one that came out right before this—you know, over a decade ago—it’s still selling about 5 million copies a quarter. Warzel: Wow.

Plante:所以如果目前情况就是这样,你可以指望这一款——我的意思是,没有其他东西能与之相比。

Plante: So if that’s where it’s at right now, you can count on this one being—I mean, there’s nothing else like it.

Warzel:所以你曾写道,《侠盗猎车手》之所以成为世界上最大的系列,是因为那些微小的细节。为我展开这个更广泛的理论。

Warzel: So you’ve written that Grand Theft Auto is the biggest franchise in the world because of the tiny details. Unpack that broader theory there for me.

Plante:这款游戏在某种程度上开启了,并在某些方面引领了视频游戏作为大型开放世界的时代。在此之前也有类似的作品,但它真正确立了这样一个理念:你可以沉浸其中的视频游戏。它不再只是关卡;当你去纽约市时,它看起来和感觉起来就像纽约市。当你去——在《侠盗猎车手》中那个纽约市的版本,大约15年前或然而多年前,你可以去布鲁克林。也就是说,这里没有围墙。多年来,他们把所有成功带来的收益都投入到让这些世界变得越来越真实,以至于你可以在游戏里喝醉酒然后开车。

Plante: This game kind of began, and in some ways launched, this era of video games as big open worlds. There are things that came before it, but it really established that idea of a video game that you could get lost in. That it’s not just levels anymore; that when you go to New York City, it looks and feels like New York City. When you go to—in the version of New York City from Grand Theft Auto, nearly 15 or however many years ago, you can go to Brooklyn. Like, there are not walls around this. And over the years, they have put all the money from all their success into making those worlds feel more and more realistic, to the point that you can get drunk and go driving in the video game.

这不仅仅是偷车;你可以犯下各种可怕的罪行。但你也可以做一些根本不是犯罪的事情。你可以练瑜伽;你可以去打网球;你可以用手机给人打电话,或者只是在它的各种应用之间来回切换。这一切都关乎这种沉浸感。所以我认为,当不玩这些游戏的人想到《侠盗猎车手》时,他们想到的只是眼前的——你偷车,你射杀无辜的人,你和警察对峙,这就是游戏。实际上,人们喜欢这些游戏的地方——无论是几十小时、上百小时,甚至上千小时的游戏时间——只是沉浸在这些虚拟世界中。

It’s not just stealing cars; you can commit all sorts of horrible crimes. But you can also do things that aren’t crimes at all. You can do yoga; you can go play tennis; you can call people on your cellphone or just flip around through its various apps. It is all about this sense of immersion. So I think when people who don’t play these games think about Grand Theft Auto, they think of the immediate—you steal cars, you shoot innocent people, you fight the police, that’s the game. When, in reality, what people like about these games—over the course of the dozens, if not hundreds of hours, if not thousands of hours they play them—is just getting lost in these worlds.

沃泽尔:带我回到那一刻,仅仅一秒钟:《侠盗猎车手3》于2001年发布。我刚刚查证过。我其实被这样一个事实震惊了——它其实是在9/11事件发生后仅仅几周才发布的。所以那就像——普兰特:是啊,它其实因为9/11而被推迟了。而且他们因为这个事件从游戏中删除了某些内容。沃泽尔:他们删除了什么?

Warzel: Take me back, just for a second, to: Grand Theft Auto III comes out in 2001. I was just looking this up. I was actually kind of blown away by the fact that it was like a couple of weeks after 9/11. So that’s just like a—Plante: Yeah, it actually got delayed because of 9/11. And they removed things from it because of that. Warzel: What did they remove?

普兰特:他们改变了警车的外观,因为那些警车看起来太像纽约警局的警车了。他们还改变了游戏中飞机的航线。这款游戏在某种程度上成了它自身小争议的制造者,正因为它与那个事件的临近。

Plante: They changed the look of the police cars, because they looked too much like New York cop cars. They changed the flight patterns of the planes in the game. It’s been kind of this generator of its own little controversies, its proximity to that event.

沃泽尔:是啊,我想稍后谈谈这些争议。但先回到刚才的话题:所以这款游戏就这样发布了。《侠盗猎车手》有1和2代。但随后3代发布了,它是3D的,正是你所说的那种沉浸式世界。我认为这只是为我们接下来的讨论设定重要背景,但:作为一个人,作为一个对电子游戏感兴趣的人,你记得它发布时的感觉吗?

Warzel: Yeah, and I want to get to some of those controversies in a second. But going back to, okay: So this thing comes out. GTA, there’s 1 and 2. But then 3 comes out, and it is 3-D, and it’s this immersive-world thing that you’re talking about. And I think that this is just important context to set us up here for the rest of the discussion, but: What do you remember, just as a person, as a person interested in video games, when this came out?

像,这和你之前体验过的其他开放世界游戏相比,有数量级的不同吗?它只是在你能做什么方面不同,还是在呈现方式上不同,或者是那种激进的暴力元素?到底是什么让你的思维在那时游戏发布时被彻底打开?

Like, was this orders of magnitude different than the other open worlds that you’d experience? Was it just different in terms of what you could do, or the presentation, or the sort of aggressive violence? What was it that sort of broke your mind open when this launched way back then?

普兰特:是啊。没关系,如果你在思考这款游戏的发布,你所需要做的就是忘掉你现在对电子游戏能做什么的所有认知。因为当时令人惊叹的东西,如今看来显得如此朴素。所以——你可以在一个纽约的3D版本中驾驶。之前的版本只是2D的、鸟瞰视角的汽车画面。

Plante: Yeah. It’s okay, what everybody has to do if you’re thinking about this game launching is forget everything that you know about what a video game does now. Because the things that were amazing then and were really amazing seem so quaint right now. So this is—you could drive around a 3-D version of New York. The previous versions were 2-D, bird’s-eye views of a car.

你可以四处驾驶,你的车可以上坡下坡。我知道这听起来很无聊。但当时几乎所有的3D开放世界游戏都设定在这些平坦的表面上。这让游戏世界显得虚假,感觉非常人工。而在这里,你所看到的世界中,建筑大体上彼此不同。它不是那种千篇一律的模具产物。你可以上坡下坡。你看到月亮渐渐被太阳取代。游戏有昼夜循环。

You could go around, and your car could go up and down hills. And I know that sounds so boring. But a lot, if not all, of 3-D open-world games at this time were on these flat surfaces. And it made the worlds feel fake. They felt very artificial. And here is a world where the buildings broadly looked different from one another. It wasn’t just like a cookie cutter. You could go up and down. You saw a moon give way to a sun. There was a day-night cycle.

还有收音机,每辆车可能正在收听不同的广播电台。所以当你偷了一辆豪车,而它正在播放歌剧时,你会感觉自己是在从一个人那里偷来这辆车,而不是仅仅又复制了一辆同样的东西,对吧?所有这些细微的细节。此外,他们实际上请了一些明星演员参与;这完全不是你之前见过的任何东西。而且你在那时的预告片中就能看到这一点。人们觉得:这就像是接近现实的边缘。他们真的做到了。

There was a radio where each car might be listening to a different radio station. So when you stole a luxury car and it was playing opera, you felt like you were stealing it from a person and not just that yet another copy of the same thing, right? All of those little details. Plus, they actually had some celebrity actors; it didn’t feel like anything that you would have seen to that point. And you could see it in the previews at the time. People thought: This is, like, borderline reality. They’ve done it.

沃泽尔:我记得。我的意思是,我确实玩过一些2D游戏。而且,就像,这个系列一直都有那些电台——但我记得第一次玩它的时候,那个电台的东西感觉如此真实、如此直接。就像这些东西背后有个性,之前它们只是完全公式化的,或者只是单调的一个音符。而这款游戏,《侠盗猎车手6》,将比其他作品大上几个数量级。我们在这里能期待什么?

Warzel: I remember. I mean, I did actually play some of the 2-D games. And, like, the series always had those radio stations—but I remember when I first played it, that thing with the radio stations is so very visceral and real. Like there was personality behind all of these things that before were just completely formulaic or one note. And this game, GTA 6, is going to be orders of magnitude bigger than the others. What can we expect here?

普兰特:就是一切。我的意思是,一开始它就会给你这样的感觉。你在玩这款游戏的过程中,会发现的东西就是——这里没有的东西,对吧?而我们实际上知道有些东西不会出现。我们知道游戏里不会有对唐纳德·特朗普的引用。我们知道游戏里不会有对疫情的引用。他们已经这么说了。这非常奇怪,因为这款游戏的故事发生在佛罗里达。你在游戏里会发现的是一个关于邦尼和克莱德的故事,你知道的,他们在躲避警察,实施一次抢劫,然后。沃泽尔:是啊。

Plante: It’s everything. I mean, that’s how it’s gonna feel at first. It is what you will have to find over the course of time playing this game is, like, what’s not here, right? And we actually know some things that will not be there. We know that references to Donald Trump will not be there. We know that references to the pandemic will not be there. They’ve said this much. Which is deeply strange, because this is a game set in Florida. What you’re gonna find in it is a story of a Bonnie and Clyde who are, you know, avoiding the cops, committing a heist, and then. Warzel: Yeah.

普兰特:还有,就像他们在过日子一样。比如去夜店,去锻炼,吃饭。我相信在这款游戏里,你将能够进行锻炼,而且你的身体实际上会显示出肌肉。或者你会在用餐时进食,你可能会增重或减重。这些显然是相当人工的。它听起来可能不像听起来那么真实。但——他们想让你拥有成为那个实施最大抢劫的人的体验。普兰特:是啊。他们有99%的时间其实并没有在实施抢劫。

Plante: Also just like living their life. Like going to the club, going exercising, getting food. I believe in this game you’re going to be able to exercise and your body will actually show muscle. Or you’ll eat at meals, and you might gain or lose weight. These are obviously quite artificial. It’s not as realistic as that sounds. But it’s—they want you to have that experience of being the person who commits highest. Plante: Yeah. The 99 percent of the time that they’re not actually committing a heist.

Warzel:是啊,《纽约时报》一篇关于这款游戏的长篇预览文章里有一段引语,我就念给大家听听,原文是这样的:“我在这里吃着苹果,打开冰箱,喝着一杯冰沙。这样我的健康值会暂时提升一段时间,让人们可以进行某种角色扮演。然后,走出公寓,角色走下楼去抚摸一位路人的狗。”制作这款游戏的Rockstar公司的人员,也就是接受该文章作者采访的人说,你可以从便利店买宠物零食,如果愿意,可以喂给狗。

Warzel: Yeah, there’s a quote from this long New York Times preview about the game that has this immersiveness. I’m just gonna read it here for people, which is: “Here I am, eating an apple, opening the fridge, and drinking a smoothie. So this will increase my health temporarily for a while, allowing people to sort of role-play. And then, exiting the apartment, the character steps down to pet a pedestrian’s dog.”The person from Rockstar who makes the game, who’s talking to the writer of the piece, says that you could buy pet snacks from the convenience stores and dole them out if you wish to the dog.

网上对能养宠物、拥有犬类伙伴的功能一直非常着迷。我是说,这种细节程度——跟我聊聊这个吧。

There’s been a lot of online fascination with the ability to like, to have a pet, a canine companion. I mean, this level of granularity—talk to me about this.

Plante:是啊。不过你刚才说的那个东西有个奇怪的地方,就是那些东西在很多游戏里都有。比如能抚摸狗的想法,有一个专门的推特账号,收录了所有可以抚摸狗的游戏。吃东西然后健康值增加的想法——我是说,这就像《超级马里奥》一样。这款游戏不寻常的地方在于,他们投入了大量资金和资源来制作动画,让你看到所有过程都无缝衔接。

Plante: Yeah. What’s weird about that thing you just said, though, is like all of that stuff exists in tons of games. Like the idea that you can pet a dog; there’s a Twitter account that’s dedicated to games you can pet a dog in. The idea of eating food, and then you get a health increase—I mean that’s like Mario. What’s so unusual about this game is that they have put so much money and so much resource into animating it so that you see all of it seamlessly.

而在很多游戏里,你知道,比如你捡起一个恢复道具,可能头上会闪出一点光,屏幕顶部的血条会增加。而在这里,就像:好吧,你捡起物品,然后他们把它拆开。接着他们把它放进嘴里,我们实际上能看到食物被咀嚼、吞咽,胃部也会随之调整。所有这些时间和资源的投入,都回到了你所说的那些小细节。你在做很多电子游戏里都会做的事情——只是你以一种看起来像电影、看起来始终如一的方式来做。它不会停下来只显示一个小数字增加。

Where in a lot of games, you know, like you pick up a health item and maybe like a little sparkle happens over your head and you see the bar rays at the top. Where here, it’s like: Okay, you pick up the item and then they unwrap it. And then they put it in their mouth, and we actually see the food get masticated and get swallowed and their stomachs adjust. And all of that time and resources it gets back to what you said of the little details. That you’re doing things that you do in tons of video games—you’re just doing it in a way that it looks like a movie, that it looks consistent perpetually. And it’s not stopping to just say a little number goes up.

沃泽尔:而且它也感觉像——在这个世界里,除了你能够做的事情之外,还有你所说的那种感觉。比如动画;我认为,有超过60万个不可玩角色的动画。我认为,对不玩电子游戏的人来说,这有点——我的意思是,人们现在知道,“NPC”已经变成了人们说的一句话。带有贬义。但你知道,拥有60万个不可玩角色的动画意味着什么?

Warzel: And it also feels like—inside this world, aside of just the options for things that you’re going to be able to do, there’s a like what you’re speaking to. Like the animations; there are, I think, like over 600,000 non-playable character animations. I think, to people who don’t play video games, there’s a little—like I mean, people know now, “NPC” has become like a thing people say. Derogatorily. But like, what does it mean to have, you know, 600,000 non-playable character animations?

普兰特:是啊,有点疯狂。就像,它脱离了现实。而且它当然也脱离了其他电子游戏的现实。除了Rockstar之外,没人能负担得起这样做——也就是制作这款游戏的人。没有其他公司能像Rockstar那样,靠前作持续带来收入,比如每季度卖出500万份,来不断充实他们的资金池。他们还有一个在线模式,也在持续带来收入。

Plante: Yeah, it’s a little unhinged. Like, it’s detached from reality. And it’s certainly detached from the rest of video-game reality. Nobody can afford to do this but Rockstar, the people who are making this game. Nobody has another, the previous game continuing to bring in, you know, 5 million copies a quarter, to just inflate your pool of cash. They also have an online mode that is also bringing in money constantly.

因此——因为他们知道这是人们对他们游戏的期待——他们才能把钱投入到这些动画里。一个动画可能需要有人花很长时间才能完成。这些不是你下午就能做完的事情。你可以让一些人专门负责这些行人的走路动画。你也可以让一些人专门负责树木、灌木和自然景观。所有这些细节都可以分配给专人负责。而人员编制,是以千计的。我的意思是,这差不多和一部漫威电影的制作团队规模相当。我相信《GTA 6》有4000人参与制作。就像,这么多人为了这么微小的细节,工作了这么长时间。

So because of that—and because they know that’s what people expect from their games—they can put money into these animations. That a single animation could take somebody who knows how long. These are not things that you just do in an afternoon. And you can have people who are dedicated just to, let’s say, walking animations for these pedestrians. You could have people who are dedicated to just trees and shrubbery and nature. All of these individual details can have people assigned to them. And the staffing, it’s in the thousands. I mean it’s about as many people who work on a Marvel movie. I believe it was 4,000 people for GTA 6. Like, that is so many people working so long over such tiny details.

沃泽尔:嗯嗯。所以这会不会走得太远了?人们真的想要这个吗?比如,他们真的想要这个吗?我知道,作为一种思想实验,如果你是Rockstar,你每次都在超越自己。人们对这款游戏有很高的期待,认为它必须很出色。人们真的想要在遛狗或锻炼以避免发胖时玩这个游戏,做我们在这里做的事情并抱怨吗?就像,这对人们来说会不会太沉重了?

Warzel: Mm-hmm. So is this going too far? Do people want this? Like, do they actually want this? I know, as a thought experiment, if you’re Rockstar, you’re one-upping yourself every time. There’s a lot of expectations that this has to be amazing. Do people really want to be walking their dogs or exercising to avoid gaining weight, doing the things that we do here in the world and grumble about? Like, is this gonna be too onerous for people?

普兰特:我不认为这会是针对这款游戏的问题。我认为问题比这款游戏更大。这是视频游戏市场的问题,他们认为,嗯,这是成功的,所以我们应该再做50款这样的游戏。而事实上答案是不。我们不应该再做50款这样的游戏。这又像是漫威的比较——你看完《复联4》后会觉得,你知道我们需要什么吗?我们需要一部《复联4》。但就像,其实只有那么多这样的作品,因为它们占用太多时间了。

Plante: I don’t think it will be for this game. I think the problem is bigger than this game. It’s the video-game market, which thinks, Well, this is a success, so we should have 50 more of these. And the answer is in fact no. We should not have 50 more of these. It’s, again, the Marvel comparison—that you see Endgame and you’re like, You know what we need? We need an Endgame. And it’s like, Well, there’s only so many of those, ’cause they take up so much time.

所以是啊,有很多人,也许一年只玩一两款游戏,他们会喜欢这款游戏所提供的所有我们刚才谈到的内容,甚至更多。他们会非常喜欢它,以至于这可能成为他们唯一玩的游戏。而这部分人将占观众的很大比例。比如,我想,玩视频游戏的人中,有一半以上的人其实并不玩今年刚推出的游戏。你会沉迷于你所热爱的东西。

So yeah, there are a lot of people, who maybe play one or two games a year, who are going to love that this game does all of the stuff that we’re talking about, and more. And they’re gonna love it so much that it’s gonna be the only thing they play. And that’ll be a large percentage of the audience. Like, I guess more than half of people who play video games are not playing games that came out this year. You kind of lock into what you love.

我认为这款游戏正是服务于视频游戏受众中那个非常主流的群体。我认为每款游戏都应该是这样吗?绝对不是。那样的话,将是对艺术性、人力资源和时间的巨大浪费。

And I think this serves that very mainstream portion of the video-game audience. Do I think every game should be this? Absolutely not. That would be such a colossal waste of artistry and human resources and time.

沃泽尔:我想象着收听这期节目的听众在游戏方面更像是通才,对游戏的具体细节了解不多。我认为,很多人可能只是把《侠盗猎车手》系列看作是一成不变的发行版本,对吧?他们可能不知道,实际上一直有一种——既是经济也是文化——的东西在多年间被持续创造和维护。我记得之前看到过一则报道,说有人在《侠盗猎车手》的在线版本中上演了《哈姆雷特》的戏剧。

Warzel: I imagine the people who are listening to this are much more generalist in terms of this, in terms of like the specifics of gaming. And I think there’s probably a large portion of people out there who just see the Grand Theft Auto series as these static releases, right? Who don’t understand that there is this constant—both economy but also culture—that is being created and tended to throughout the years. I saw, you know, the report a while back that there was a production of Hamlet being staged in an online version of GTA.

那么,到底会发生什么?也就是说,在这个游戏的在线版本里,正在形成怎样的文化?而这种现象又是如何在某种程度上改变了这个系列的?

What happens—like, what cultures are being built inside the online version of this game? And how has that sort of changed the franchise?

普兰特:是啊,这其实是个:你想深入到哪一层?因为第一层就是这个在线模式。在《侠盗猎车手V》中,他们也推出了《侠盗猎车手Online》。它让你可以在游戏中重现的洛杉矶和南加州地区自由探索,但可以和朋友一起玩,完成不同的任务,而且他们一直在不断更新内容,嘿,如果你愿意,你可以每月多付一点钱,就这样一直给Rockstar源源不断地付费。

Plante: Yeah, it’s kind of: How many layers deep do you want to go? Because the first layer is this online mode. With Grand Theft Auto V, they also released Grand Theft Auto online. It lets you go around that game’s version of L.A. and Southern California, but do it with friends and complete different quests, and they kept updating it with stuff that, hey, if you wanted, you could pay a little bit more money for each month and just keep giving Rockstar money over and over and over again.

这对他们来说是个巨大的成功。尽管上线初期有些波折,但后来很多人都爱上了它。之后,玩家们开始在虚拟世界中进行角色扮演。如果你们中的一些听众熟悉LARPing——我真的觉得自己可能是这个稍显书呆子气的节目里最书呆子的人。沃泽尔:不,你放心深入吧。深入进去,克里斯。

That was a tremendous success for them. A lot of people loved it after a rocky launch. Then players started role-playing in the virtual world. And if any of your listeners are familiar with LARPing—I’m really feeling like I’m the dorkiest person somehow to be on an already somewhat-dorky show. Warzel: No, lean in. Lean in, Chris.

普兰特:当你想到LARPing时,它是指现场角色扮演。你知道的,就像文艺复兴节那种东西。这是指人们进入《侠盗猎车手》的世界,创造他们自己的规则,对游戏的实际代码进行修改,使其成为一个你可以做《侠盗猎车手》中不会做的事情的地方。你可以成为一名警察,这正好相反。你也可以是经营餐厅的人。你可以成为其中的一名记者,实际上写下《侠盗猎车手》中发生的事情的故事?在这个版本中,你可能会被逮捕,然后必须在监狱里等待服刑完毕,或者也许有人会把你救出来。

Plante: When you think of LARPing, it’s live-action role-playing. It’s, you know, Ren Fest type of stuff. This is people going into the world of Grand Theft Auto and creating their own rules and their own modifications to the game’s, like, actual code to make it a place where you can do the things that are not what you do in Grand Theft Auto. You could be a police officer, which is the opposite. You could be somebody who just runs a restaurant. You could be a journalist in it and actually write up stories about what is happening in Grand Theft Auto? You can get arrested in this version and then have to wait out your time in jail, or maybe somebody breaks you out.

这非常像真正的角色扮演——不像角色扮演游戏,只是一种角色扮演体验。而且它已经变得如此流行,以至于Rockstar本身与其中一个团体建立了合作伙伴关系。他们认识到这一点,并希望培育这个社区。

It is very much a true role-play—not like a role-playing game, just a role-play experience. And it has become so popular that Rockstar itself is partnered with one of these. They recognize this and want to foster this community.

沃泽尔:你刚才列举了一些事情,但有没有什么事情让你想到,那就是你听说过的最奇怪的事情?

Warzel: You’ve listed off a few things, but is there anything that comes to mind as like the weirdest stuff you’ve heard of happening?

普兰特:对我来说,最奇怪的事情是人们修改游戏,让它做各种它本来不该做的事情。然后人们会尝试在这些完全损坏的方式下通关游戏。我的意思是,他们制作了游戏的版本,在这个版本中,世界上所有的汽车都在以每小时400英里的速度行驶,无论何时何地。然后你看到有人试图在道路上充满每小时400英里汽车的情况下完成一个单独的任务。

Plante: The weirdest stuff for me is more that people modify the game to just do all sorts of things it’s not meant to do. And then people will try to play through the game in these completely broken ways. And by that I mean they have made versions of the game where every car in the world is going, I think it’s like 400 miles per hour, no matter what, at all times. And then you see somebody trying to get through just a single mission when the roads are filled with 400-mile-per hour cars.

他们制作了一个版本,在这个版本中,每30秒就有数百架飞机从天空中掉落。他们又制作了另一个版本,在这个版本中,你每50秒就会传送一次。所以在这种游戏里传送,我会觉得就像从拉斯维加斯传送到圣安娜一样。就像,真是个麻烦。

They made a version where there are hundreds of airplanes that fall out of the sky every 30 seconds. They made another version where you teleport every 50 seconds. So teleporting in this, I would be like teleporting from Vegas to Santa Ana. Like, a real inconvenience.

人们喜欢这些东西。他们喜欢拿着这个世界然后把它弄坏。我认为,对我来说,这就是这些游戏能够长久存在的真正原因。因为你创造了一个超现实的世界,然后你让人们在这个世界里成为神,他们可以自行设定物理规则和逻辑。而正是在这里,网络迷因而生;Twitch直播因而起;YouTube内容因而产生。这就是——这就是游戏能够长久存在的原因。

And people love this stuff. They love taking this world and breaking it. And I think that, for me, is really why these games last. Because you create this hyper-real world, and then you let people be gods with it and set their own rules to the physics and to the logic. And that’s where like the internet memes come; that’s where the Twitch streams come, that’s where the YouTube stuff comes. And that is like—that’s why the game lasts.

沃泽尔:而且,我不想说得好像……你知道的,脑洞大开一样,但很多技术的问题在于,人们会精心打造这些东西,无论是平台还是其他什么,并且觉得自己已经理解了世界将如何接受它。有一种理想化的方式,世界必须以这种方式来体验它。我认为,如果我们要给Rockstar一点肯定的话,他们伟大之处就在于,他们理解到世界将以完全不同的方式进入这个事物并接受它,并且把它弄坏。普兰特:绝对没错。

Warzel: And not to be all like, you know, galaxy-brained about it, but a problem with a lot of technology is that people build these things painstakingly, whether it’s a platform or whatever, and feel like they have an understanding of how the world is going to receive it. There’s an idealized way that the world must experience this. And I think a little of what is great, if we’re gonna give Rockstar a little bit of credit for this, is their understanding that the world is going to come into this thing and receive it completely differently and break it. Plante: Absolutely.

沃泽尔:就像,人们对技术所做的事情就是这样,对吧?他们以意想不到的方式使用它。所以我认为这是一个非常有趣的例子。我想到的另一件事是,你知道的,Facebook改了公司名字,彻底转型,花费了数十亿美元打造一个没人想要的元宇宙。然而,却正是这些人——你知道的,他们在《侠盗猎车手V》线上模式里经营餐厅、当记者。这就好像存在一个元宇宙。元宇宙确实存在,而且里面有人。只是它不是那种你开会的时候、而且……没有腿的那种元宇宙。

Warzel: Like, that’s what people do with technology, right? They use it in unexpected ways. And so I think that this is a really fascinating example of this. The other thing that I think about is, you know, Facebook changed its company name and hard-pivoted and spent billions and billions of dollars on a metaverse that no one wanted. And yet there’s just, like, all these people, you know, running restaurants and being journalists in Grand Theft Auto V online. It’s like there is a metaverse. Metaverses do exist, and there are people in them. It’s just not the ones where you’re gonna have a meeting and, you know, not have legs.

我想谈谈这款游戏的一些争议。因为《侠盗猎车手》系列一直以来都非常具有争议性。其中一些争议一直在酝酿。而且,由于你说游戏中会有类似邦尼和克莱德式的主角——他们是一对情侣,你需要理想地照顾他们的关系,让双方都感到满意——因此围绕这一点的争议可能会更多。我看到的一些文章转发了社交媒体上的帖子,其中有人认为,仅仅玩这款游戏就等于在出轨,如果你有配偶的话。你对这种争议有什么看法?

I want to talk a little bit about controversies in this game. Because Grand Theft Auto is a series that has always been very controversial. There’s a few that have percolated. There’s gonna be more specifically surrounding the fact that you said there’s this Bonnie-and-Clyde style of protagonists. They’re a couple, and you have to ideally attend to their relationship and keep each side happy. Some of the articles that I’ve seen have shared these social-media posts from people who are arguing that simply playing the game is cheating on your spouse, if you have a spouse. What do you make of a controversy like that?

普兰特:是啊。我认为令人难以置信的是,我们如今到了真正的争议几乎毫无意义,而虚假的争议却被放大了很多。我的意思是——当最初的《侠盗猎车手III》及其续作发布时,这些游戏曾被拿到国会面前讨论。我的意思是,这些曾经是非常严肃的问题。曾有最高法院的案件裁定电子游戏作为一种媒介的未来,部分原因正是对这些游戏的反应。

Plante: Yeah. I think it’s incredible how we’ve gotten to real controversies meaning so little and fake controversies meaning so much. And by that I mean—when the original Grand Theft Auto III and its sequels came out, right, these games would be trotted out before Congress. I mean, these were really serious issues. There were Supreme Court cases that decided the future of games as a medium, in part reacting to these video games.

而在那之后——而且这种情况越来越多——围绕这款游戏的争议变得毫无意义。比如,你在这款游戏里可以做一些真正令人发指的事情。我很乐意把它们列出来。沃泽尔:是啊。列举几个例子。

And then after that—and it’s gotten more and more and more—the controversies around this game become meaningless. Like, you can do some truly heinous things in this game. And I’m happy to list them out. Warzel: Yeah. List a few out.

普兰特:然而人们担心的事情恰恰是这样,对吧?就像有人泄露了这款游戏的画面,你可以看到有人只是屠杀了多名警察,然后又用刀刺死许多住在高速公路下的无家可归者。而这在游戏里只是一个正常的情节。而且这几乎已经司空见惯了。如今人们的态度是:是啊,我的意思是,我们在这些电子游戏里一直以这种方式杀人。

Plante: And yet the thing that people are worried about is like this, right? It’s like there is leaked footage of this game that came out, where you saw someone just slaughter multiple police officers, and then also stab to death many unhoused people living under a highway. And it was just a normal sequence in this game. And it’s almost old hat. At this point people are like: Yeah, I mean, we’ve been, you know, killing people like that forever in these video games.

现在,你竟然有了一段关系——这看起来相当不乖。我不知道。就像,每个人都想从中分一杯羹,无论是为了SEO还是为了参与讨论。于是我们就看到这些非常奇怪的争议,感觉是敷衍了事,就像是从一开始就这样。

Now, you having a relationship—that seems pretty naughty. I don’t know. It’s like, everybody wants a piece of it for their SEO or to be part of a conversation. And so we get these very bizarre controversies that feel half-hearted, like from the drop.

沃泽尔:不过,我觉得有趣的是,这种平凡的“你必须经营一段关系”的争议方式。虽然它是如何进入文化的,我认为这更多地说明了文化本身的问题,对吧?我不确定我是否完全同意那就是人们只是想抓住一点SEO流量。因为我认为,这实际上反映了人们对游戏、男性以及网络生活所发生的变化、疏离感等等的真实焦虑,就在《侠盗猎车手3》2001年发布到2026年这段时间里,对吧?

Warzel: Well, what I think is interesting, though, is the way that this kind of mundane, “you have to manage a relationship” controversy. The way it’s come into the culture, though, I think speaks more to the culture, right? I don’t know if I fully agree that it’s, like, just people trying to grab a little SEO. Because I think it’s actual anxieties about what has happened both to gaming and to men and to online life and alienation and whatever, in between the time that something like GTA 3 came out in 2001 and 2026, right?

就像人们担心数字关系会取代另一种关系——这在我看来更多地反映了文化焦虑,比如这款游戏会给一个既感到失落又内向的男性,或女性,或任何人带来什么,对吧?

Like this idea of people being worried about a digital relationship usurping another one—it seems to speak more to me about cultural anxieties of, like, what this game is going to give to an either disaffected or introverted kind of style of dude, or woman, or whomever, right?

普兰特:是的。这对我来说非常有趣。因为我本来会这样说——这说明了我们普遍的保守观念,即现在在电影中接吻如果是浪漫或性感的接吻,就会被视为有点震惊,而即便是在90年代也是如此。但你说的听起来是对的。我想我当时没有看到这一点,因为我们已经开始看到游戏引发的极右翼反应,即:它可能是觉醒的。我现在需要表明我的反觉醒立场,让你知道,比如,它的 艺术有双性恋灯光效果,因此我不会玩它。

Plante: Yes. That’s so interesting to me. Because I would’ve put it as—this speaks to our general prudishness, of the fact that someone kissing in a movie is now seen as kind of shocking if it’s like a romantic or sensual kiss, versus even in like the ’90s. But what you’re saying sounds right. I guess I wasn’t seeing that, because we’ve already started to see the hard-right reaction to the game, which is: It might be woke. I need to assert my anti-woke bona fides right now and let you know that, like, this has bisexual lighting on its cover art, and therefore I won’t be playing it.

我认为我们可能——也许已经开始——看到类似《奥德赛》事件的一些情况。那就是互联网上极端右翼部分只有一种对大众文化事物的反应方式:它必须是觉醒的。它很大,很主流。然后他们就会反对它。所以我同意你说的。

I think that we might—and maybe already are starting to—see a bit of what happened around The Odyssey. That the really hard-right part of the internet only has one way of reacting to mass-cultural things, which is: It must be woke. It’s big, it’s mainstream. And then they push against it. So I agree with what you’re saying.

与此同时,我也觉得互联网上那种——就像那些最悲伤的男人,他们仅仅因为这款游戏是流行文化的一部分就会反对它。而且因为你在游戏中扮演的是有色人种女性。就像,仅仅这一点就足以让人们在互联网上对他们的视频游戏感到非常愤怒。

At the same time, I also feel like there will be a part of the kind of, like—the saddest men on the internet, who will turn against this game simply because it is part of pop culture. And because you play as a woman of color in it. And like, that has been enough for people to get very mad on the internet, when it comes to their video games.

沃泽尔:如果你必须预测几起这样的愤怒事件,你认为会怎样?我的意思是,我们已经知道——这款游戏发生在佛罗里达的一个复制品中。一点都不掩饰,但里面确实有很多佛罗里达男人,对吧?就像那个佛罗里达男人的网络迷因刻板印象——你知道的,有点红脖子味,“做疯狂事情”的刻板印象。所以我必须想象其中一定有某种东西。就像你说的,有色人种角色。你认为,实际上,这款游戏将如何融入文化战争?

Warzel: If you had to predict a couple of these outrages, what do we think? I mean, we’ve got, right—this takes place in a facsimile of Florida. Not veiled at all, but there’s a lot of Florida Man in there, right? Like the meme stereotype of the Florida Man—you know, kind of rednecky, “doing crazy things” stereotype. So I gotta imagine there’s something there. Like you said, the person of color. How do you think, practically, this is gonna slot into the culture wars?

普兰特:嘿,各种各样的。每个群体如果愿意的话,都会有机会对这款游戏感到愤怒。因此,亲爱的听众,由你来决定你是否想被激怒。我的意思是——比如针对警察的暴力行为。还有将迈阿密描绘成一个充满罪犯的危险之地,这会让每个《侠盗猎车手》所在城市的地方领导人非常不安。还会有关于裸体的问题。我们认为,这款游戏中会有大量裸露内容,包括男性和女性,这在电子游戏中并不常见,更不用说主流媒体了。而且这些身体不仅仅是“性感的身体”,它们非常自然。我认为这会引发一些问题。

Plante: Yo, every which way. Every group will have an opportunity to be mad about this game if they so want it. And so it will be on you, dear listener, to decide whether you want to be riled up. By that I mean, like—there is the violence against police officers. There is the depiction of Miami as a dangerous place full of criminals, which the local leadership of every city that a GTA is in gets very upset about. There is going to be questions about naked bodies. There is a lot of nudity, we believe, in this video game. Both male and female, something that is not super common in video games and certainly not common in mainstream media. And those bodies are not just like “sexy bodies.”They are very natural bodies. And I think that will cause some issues.

瓦泽尔:那么,我们来谈谈这款游戏是如何受到影响的,好吗?那篇《纽约时报》的文章中有一句引述,说玩家将能够通过一个名为Snapmatic的游戏内功能来了解《侠盗猎车手VI》的世界,届时影响者、名人以及主角杰森和卢西亚的朋友们将在这平台上分享照片和视频。现在情况显然还处于早期阶段。但你认为,社交媒体和互联网在这款游戏的开发过程中留下了怎样的印记?

Warzel: Let’s talk a little bit about how this game is influenced, right? There’s a quote from that Times article that says the players will be able to learn about the world of Grand Theft Auto VI through an in-game feed known as Snapmatic, on which influencers, celebrities, friends of [the main characters] Jason and Lucia will share photos and videos. Now it’s early, clearly. But what are you seeing in terms of how social media and the internet have imprinted on this game’s development?

普兰特:我认为每一款《侠盗猎车手》游戏,如果你能快速回到过去,都受到当时文化的影响。或者至少是其创作者所认为的主流文化。豪瑟兄弟——他们并没有创造《侠盗猎车手》,但一直在主导它,尤其是《侠盗猎车手III》之后——他们出身于音乐圈。他们希望像经营唱片公司一样经营Rockstar。而第一款《侠盗猎车手III》,我们曾谈到音乐;它是一款深受音乐影响的游戏。

Plante: I think each one of these Grand Theft Auto games, if you’ll find a very quick trip to the past, is influenced by whatever the culture is at that time. Or at least what its creators see as the dominant culture. The Houser brothers—who didn’t create Grand Theft Auto but have led it, especially since Grand Theft Auto III—they came up in the music scene. They wanted to run Rockstar like a record label. And the first GTA 3, we talked about music; it is a game very much influenced by music.

《侠盗猎车手IV》深受80年代和90年代黑帮电影的影响;是电影、电影艺术的产物。《侠盗猎车手V》则很大程度上围绕互联网和智能手机的早期阶段展开。这是一款你终于能使用应用程序的游戏。你可以掏出手机;你可以拍照。

Grand Theft Auto IV is a game very much influenced by the mob movies of the ’80s and the ’90s; of film, of cinema. Grand Theft Auto V is a game very much about the internet and kind of the beginning of smartphones. It is a game where you finally have apps. You can pull out your phone; you can take pictures.

我认为这款游戏将深受短视频媒体和社交媒体的影响。他们正是从这里汲取了大量的焦虑和幽默。这些游戏最终讲述的是两位在伦敦出生、在某种意义上在伦敦诞生于艺术世家的兄弟眼中的美国体验。但他们对美国有很多思考,他们的编剧团队也是如此。因此,我认为是的。但我们将通过我们这个时代的视角——或者说2018年至2020年这段时间,当时这款游戏真正开始开发——来审视它。

And I think that this game is going to be one very much influenced by short-form media and social media. That is where they are pulling a lot of their anxiety, a lot of their humor. These are ultimately games about the American experience through the eyes of two brothers who were born in London and kind of born into artistic royalty in London. But they have a lot of thoughts about America, and so do their writing teams. And I think because of that, yes. But we are going to look through it through the lens of our time—or at least of 2018 to 2020, when this game really began development.

沃泽尔:你在谈论豪瑟兄弟并非来自美国,以及他们想要讲述美国故事的想法。但他们是以一种“局外人讲述内部故事”的视角来做到这一点的。同时,似乎每次我们得到这种反思时,美国人都有点兴奋——希望以这种讽刺的方式被他人看待。你认为我们为什么喜欢这些描绘?我不得不说,在《侠盗猎车手》的所有元素中——它们并不讨人喜欢。

Warzel: You talking about the Houser brothers being, you know, not from the States and this idea of wanting to tell the American story. But through the lens of kind of “an outsider telling the insider story.”And at the same time, it seems like every time we get that reflection, like Americans are kinda giddy for that—to be perceived by somebody else in this satirical way. Why do you think we love these portrayals? Which I have to say, in all the Grand Theft Auto elements—they’re not that flattering.

Plante:不,它们一点都不。这款游戏会有点不同。我们可以谈到这一点。但我认为人们喜欢看到自己的敌人被欺负。我认为这是美国的一个悲哀现实。而且我认为这款游戏很乐意迎合这一点,就像《南方公园》一样,对吧?也就是说,我们会说出来。在这些游戏中,你会听到一些你不喜欢的东西,也会听到一些让你觉得“挺有趣”的东西。比如,那是我鄙视的那种人,看看他们被以最糟糕的方式描绘。我认为这是其中的一部分。

Plante: No, they’re not at all. This game will be a little different. We can get to that. But I think people like to see their enemies bullied. I think that is a sad reality of the United States. And I think that this game is happy to oblige in the way that South Park is, too, right? Like, we’re going to say it. And there are gonna be things that you will hear in these games that you don’t like, and there are gonna be things that you’re like, That’s pretty funny. Like, that is the type of person that I despise, and look at them being portrayed in the worst way possible. I think that’s part of it.

但我认为另一部分是:故事会消失。比如,你玩这款游戏玩30小时、40小时,或者你打算玩的任何时长,你会看到所有那些愚蠢的广告牌,上面写着关于美国有多糟糕的奇怪双关语,这些都在那里。

But I think the other part of it is: The story does disappear. Like, you play this game for the 30 or 40 or however many hours that you’re gonna play it, and you see all the silly billboards that are like weird puns about how shitty America is, and that’s all there.

然后你在接下来的,我不知道,十年里,又玩了另外40小时。所有这些都会褪去。突然,你留下的其实是一首对美国作为一个空间的极其优美的赞歌。它的自然美在这些游戏中被描绘出来。建筑被如此用心地制作。游戏中那些不在这些故事里的人,是如此人性化。就像我说的,你会在电子游戏中看到看起来像真人的裸体,他们只是在世界里愉快地度过时光。

And then you play for another 40 hours over the next, I don’t know, decade. And that all fades. And suddenly what you’re left with is actually an exceptionally beautiful ode to America as like a space. And its natural beauty is portrayed in these games. The architecture is so lovingly made. The people in the games that are not in these stories are so human. Like I said, you’re gonna see naked bodies in a video game that look like people, and are just out in the world having a nice time.

尽管充满了愤世嫉俗,但我认为最终让人们留下来的,是其余的东西。那些会让你留在角色扮演中的东西,对吧?你不会因为讨厌那里而留在这些游戏的角色扮演或在线世界里。也许那是让你进入的原因,但肯定不是让你留下的原因。

And for all of its cynicism, I think ultimately what really sticks people around these is the rest of the stuff. The stuff that would keep you in a role-play, right? You’re not gonna stick around in a role-play of these games, or an online world, because you hate it there. Maybe that brings you in, but it’s certainly not what locks you in.

Warzel:你提到有一部分我们不会得到。你是在暗示政治有点被稀释了吗?或者,你知道,是故意如此?

Warzel: You mentioned that there’s a part that like we’re not gonna get. Were you alluding to the fact that the politics is a little bit diluted? Or you know, purposefully so?

普兰特:所以我认为有两件事。首先,豪瑟兄弟;我相信这是他们第一次在没有丹·豪瑟参与的情况下开发的游戏。我认为他在开发的某个阶段离开了。我认为他们已经将部分叙事野心的控制权交给了新人才。我也认为,也许他们终于意识到,他们的X世代幽默已经不再受欢迎。我认为,你知道的,一旦你与某一代人相隔两代,你就能照照镜子,然后想,是啊:Z世代的孩子们不想听我讲笑话,你知道的,关于珍珠果酱乐队的笑话,还有关于代词的糟糕笑话。

Plante: So I think two things. The one, the Houser brothers; this will be the first game without, I believe, Dan Houser working on it. I believe he left at some stage of the development. And I think that they have shifted over control in some of the narrative ambition to fresh talent. And I think also, maybe they’ve finally caught on that their Gen X humor has worn out its welcome. I think, you know, once you get two generations removed, you are able to look into the mirror and be like, yeah: Gen Z kids are not gonna wanna hear me, you know, make jokes about Pearl Jam and make shitty jokes about pronouns.

我认为他们在《GTA 5》时还没有意识到这一点。我认为那款游戏在某种程度上,有时感觉他们可能在开发过程中 halfway 才开始意识到这一点,但那时已经太晚了,无法收回他们所做的一些事情。现在我对这个系列的问题是,你们到底是什么?如果你们不再是《南方公园》了,也不打算做这个?他们也已经这样说了。

And I think that they had not caught that yet with GTA 5. I think that was a game it almost felt, at times, like where they maybe started to realize it halfway through, and it was too late to pull back some of the stuff that they were doing. And now the question that I have for the series is, what are you? Like if you aren’t South Park anymore, and you aren’t going to make this? And they’ve said as much.

他们说,你们不会看到——比如,不是每个品牌标签都会是某个低劣的笑话。你们在电台听到的东西不会都是,比如,关于美国的恶搞。这里还有更多东西。那么,到底是什么?因为最终他们确实有一个他们想要讲述的故事。他们确实有他们想让你感受到的情感。我认为他们想要创作一些更诚实、更充满希望的东西,我们会看到的。

They said, you won’t be seeing— like, not every brand label is gonna be some crummy joke. Not everything you hear on the radio station is going to be, like, a parody about America. There is more going on here. Well then, what is it? Because ultimately they do have a story that they want to tell. They do have feelings that they want you to feel. And I think that they want to make something honestly more hopeful, which we’ll see.

我的意思是,这仍然是一款游戏,就像,我认为Netflix预告片的开头是有人喊着,“瘾君子来了。”所以他们仍然在做他们的事情。但我不确定。

I mean, this is still a game that, like, I think the opening of the Netflix preview was somebody yelling, Crackheads are here. So like they’re still doing their thing. But I don’t know.

沃泽尔:这让我想知道:自从媒体环境发生变化以来,很多事情都变了。在政治层面——或者说,就在整个世界而言——在上一部《侠盗猎车手》和这一部之间的这段时间里,对吧?这不仅仅是时间的流逝。这更像是文化的加速。这是不同代际之间的差异,对吧?还有他们的经历。我就在想——你认为这种情况有可能根本就不会“落地”吗?

Warzel: What this makes me wonder is: So much has changed since in the media environment. In politics—but just in the world in general—in the space between the last Grand Theft Auto and this one, right? It’s not just the amount of time that’s lapsed. It’s like the acceleration of culture. It’s the difference between different generations, right? And their experiences. And I just am wondering—do you think that there’s a chance that this could just not land?

就像,所有这些之所以部分“落地”,是因为当时感觉世界在这些作品中每一个都有点更“单一文化”了。而随着互联网的加速,这种单一文化感可能正在变得越来越少、越来越少、越来越少。

Like, all of these have landed in part because it’s felt like the world has been just, like, a little bit more monocultural in each one of these. And maybe getting less and less and less as the internet accelerates and everything.

但现在我们处于这样的境地:每个人对世界的体验都完全不同了。这取决于——无论你的信息茧房是什么,或者你的政治立场是什么,或者你的小众兴趣是什么。或者说,你知道,Z世代的人的体验和X世代的人是如此不同。或者,你知道,婴儿潮一代或其他任何一代人也是如此。

But now we’re in this place where everyone’s experience of the world is so completely different. It is so—whatever your information bubble is, or whatever your politics are, whatever your niche thing. Or, you know, the experience of someone in Gen Z is so much different than someone who’s coming in Gen X. Or you know, a Boomer or whatever.

就像——是否存在一种可能性,那就是在2026年,你根本无法为所有人制作一款游戏?

Like—is there a possibility that you can’t make a game for everyone in 2026?

普兰特:我认为这就像在说,NFL赛季今年可能不会“落地”,因为人们担心CTE。或者人们担心有人在端区跪下。就像总会有这些人们所说的事情。就像:这就是它;今年就是我不看它的那一年。然后结果却是NFL有史以来最大的赛季。我认为这只是那些真正奇怪的文化力量之一,它如此庞大,以至于我真的很难想象它会以任何显著方式失败,除非我甚至不知道会是什么。就像,它真正必须具备一些东西,我认为,必须是非常明确的政治因素,才能导致如此大的灾难,对吧?

Plante: I think it’s like saying the NFL season might not land this year, because people are worried about CTE. Or people are worried about people kneeling in the endzone. Like there’s always those things that people say. Like: This is it; this is the year that I don’t watch it. And then it’s the biggest season ever for the NFL. I think this is just one of those truly weird cultural forces that is so big that it’s genuinely hard for me to imagine it failing in any significant way, barring I don’t even know what. Like, it would truly have to have something, I think, very explicit politically for it to be that big of a disaster, right?

比如,如果有一个关于唐纳德·特朗普的任务。如果有一个关于查理·柯克的任务。就像,这些是我认为你可能开始看到它的地方。但这又是——当它赚这么多钱时,我确信他们已经把每个I都点上了,每个T都划横了。为了让它感觉有牙齿,但也为了确保这里没有任何东西甚至远远地触及到真正的马蜂窝的风险。

Like, if there was a mission about Donald Trump. If there was a mission about Charlie Kirk. Like, those are the things where I think you could maybe start to see it. But this is again—when it’s making this much money, I’m sure that they have dotted every I and crossed every T. To make this feel like it has teeth, but also to make sure that there’s nothing in here that is going to even remotely run the risk of kicking the real hornets’ nest.

沃泽尔:随着游戏随后在现实世界中发布,比如说它在某种程度上是防失败的。我们确实需要指标来判断它的成功,对吧?比如,你会看哪些东西来判断这一点?人们显然会玩它,但对于这么大的游戏,成功意味着什么?我们如何真正评估它?

Warzel: As the game then comes out in the real world, let’s say it kind of is failure proof in some ways. We do need metrics to judge its success, right? Like, what are the things you’ll be looking at in terms of judging that? People are obviously gonna play it, but what does success mean for a game that is this big? How do we really evaluate it?

普兰特:所以他们将非常谨慎地推出它,以及如何继续让这些数字上升。他们已经在这里为这一点奠定了基础。所以这款游戏将在今年秋季登陆PlayStation 5、Xbox——Series X、S,无论是什么版本。然后PC版将在明年某个时候发布。而且,预计之后会有一个在线模式推出。等我们过了那个阶段,新的Xbox和PlayStation可能已经发布。那么他们就会再为那个平台重新发布它。并且它将包含大家都希望在PC上运行的所有图形升级。

Plante: So they’re going to be very careful with how they roll this out, and how they continue to have those numbers go up. They’ve already laid the groundwork for that here. So this game is going to come out on PlayStation 5, an Xbox—Series X, S, whatever—this fall. And then a PC version is going to come out sometime next year. And presumably, and then an online mode is going to come out. And by the time we get past that, the new Xbox and PlayStation will probably be out. So then they’ll release it again for that. And it’ll have all the graphical upgrades everybody wanted to run on PC.

这东西,说清楚了,我不知道它怎么可能在现代硬件上运行。我觉得你得戴上耳机,把音量调大来玩,因为你的机器可能会过热。但这些机会,对吧,每一个只是再一次促成销售的机会。所以当你看到《GTA 5》售出了2.3亿份时,那不是2.3亿个人去购买了这款游戏。那是很多人多次购买了这款游戏。那是这款游戏作为奖励,可能作为Netflix订阅的一部分被提供,或者类似的情况。

This thing, to be clear, I don’t know how it’s even gonna run on modern hardware. I feel like you’re gonna have to play with your headphones on, with the volume up, because your machine’s gonna be overheating. But each of those opportunities, right, is just another opportunity to get a sale. So when you see that GTA 5 has 230 million copies sold, that’s not 230 million people who went and bought the game. That is many people who have bought that game multiple times. That is that game being offered as a bonus as part of maybe a Netflix subscription, or something like that.

我不知道是不是Netflix这么做的,但我认为索尼或Xbox在某些时候确实这样做过。有办法让这款游戏在十年期间一直出现在人们面前,真的。

I don’t know if it’s Netflix that did that, but I think Sony or Xbox did at certain points. There are ways to just continue to get this game in front of people over the course of a decade, really.

沃泽尔:我觉得实际上已经有一些反弹,我看到过。人们对Rockstar在这件事上已经感到沮丧了。有一种声音是说:为什么你不直接在所有平台上立即发布呢?对吧?就像,为什么你不允许某些人这样做?

Warzel: It feels like there’s actually been some backlash that I have seen about that. People are already frustrated with Rockstar with this. There is the sort of like: Why don’t you just release it for everything right away, right? Like, why are you not allowing certain people to do that?

还有——我不相信这款游戏有实体版。它全部都是数字版,对此人们说,当然,我们这就来了。这就是你要向我收取12次费用的方式,对吧?

There’s also—I don’t believe there’s a physical copy of the game. It’s all gonna be digital, to which people are saying, Of course, here we go. This is how you charge me 12 times for this thing, right?

普兰特:我的意思是,这是一个值得担忧的合理问题。但这比这款游戏本身要大得多的问题,而且我认为,奇怪的是,Rockstar在某种程度上走运了。因为索尼PlayStation在这之后不久就表示:实际上,我们未来不打算为任何游戏发行光盘。于是这个话题突然转变了。

Plante: I mean, this is a fair thing to be concerned about. But it’s a much bigger issue than this game and I think, weirdly, Rockstar got lucky in a grim way. Because Sony PlayStation came out shortly after this saying: Actually, we’re not planning to do discs for any of our games in the future. And suddenly that conversation shifted.

沃泽尔:但你知道,总的来看,我认为这里的重点是,目前有很多人对Rockstar感到不满。此外,Rockstar还被指控存在反工会行为。他们一直坚决否认这一点,但我认为有30名或更多员工被解雇;我认为他们当时正在参与一个可能与工会化有关的Slack群组。Rockstar确实坚决否认了这一点。普兰特:没错。

Warzel: But you know, in general, I think the top line here is that there are people who are frustrated with Rockstar right now. There’s also been some issues with Rockstar of alleged union busting. They sort of strenuously deny this, but there were I think it was like 30 or more employees who were fired; I think they were participating in a Slack that may have had something to do with unionizing. Rockstar did strenuously deny this. Plante: Yeah.

沃泽尔:不过目前的情况是,随着这些事情在Rockstar即将推出有史以来最大作的发布之前不断发酵,公众对公司的看法究竟如何?

Warzel: What’s going on right now though, in terms of the perception of the company with all of this stuff swirling around in advance of obviously their biggest release ever?

普兰特:所以,当游戏正式发布时,我很好奇会发生什么。因为我认为这些事情尚未进入主流讨论。你说得对。我认为是在2025年10月有31人被解雇;理由是他们在未获公司批准的渠道分享信息,被指控严重失职。当时也有一个Discord群在被使用,我认为团队当时希望成立一个工会——这件事目前仍在英国系统中处理之中,对吧?看来情况不太好。

Plante: So this is what I’m curious about when the release actually hits. Because I don’t think this stuff has hit the kind of mainstream conversation yet. And you’re right. I think it was 31 people dismissed in October 2025; claims of gross misconduct for sharing information in places that were not approved by the company. That was a Discord that was being used, too, and I think the team was hoping to create a union—very much still getting processed through the U.K. system, right? It seems not great.

我认为这些故事不会在主流媒体空间中出现,直到游戏发布后,突然间CNBC需要找点东西来说。他们的角度是什么?福克斯商业频道也需要话题;他们的角度又是什么?于是突然间,各种角度都被拉进来,而这些目前主要存在于论坛和游戏网站上的争议,将成为更大媒体生态系统的素材。我认为这就是我们可能在游戏发布时看到的情况。

I don’t think those stories happen on the mainstream spaces until the game is out, and suddenly CNBC needs something to talk about. What’s their angle? Fox Business needs something to talk about; what’s their angle? And suddenly every angle gets brought in, and all these controversies that are largely living right now in forums and on video-game websites are gonna become fodder for the larger media ecosystem. And I think that is what we might see around this game at its launch.

我认为围绕这款游戏的一些争议会是这样的:等等,你甚至都不拥有这款游戏,正如我所理解的那样?这是怎么回事?嘿,你可能破坏了工会,或者至少这是人们所声称的。这又是怎么回事?

I think some of these controversies around: Hey, wait; you don’t even get to own the game, as I understood it? What’s up with that? Hey, you maybe busted a union, or at least that’s what people are claiming. What is up with that?

这些事情也与游戏行业整体发生的更大故事相关联。工会反映了人们对一个行业的焦虑,在这个行业里,裁员似乎每天都在发生。而且这些裁员规模巨大。这些事情涉及——我不知道。感觉就像它们即将以某种方式汇聚在一起,而游戏文化长期以来一直没有机会站在麦克风前发声。

And those things also tie into these much bigger stories of what’s happening in games in general. Unions is the anxiety around an industry in which layoffs happen seemingly every day. And they are massive amounts of layoffs. And those things are about—I don’t know. It feels like they’re just about to hammer together in a way that games culture just has not had the opportunity to be in front of the microphone within a very long time.

沃泽尔:嗯,然后再加上游戏中正在涌现的文化、政治或其他任何争议的洪流,对吧?文化战争的事情。我的意思是,在我看来,这也会发生并制造出这种完美风暴。如果你必须猜测,你认为通过Truth Social或其他某种形式,唐纳德·特朗普提及《GTA VI》的可能性有多大?普兰特:是啊。又是这样——我甚至不会。根本没有赌注可言。沃泽尔:根本没有赌注。

Warzel: Well, and then add to that the avalanche of the cultural, political, whatever controversies that are coming in the game, right? The culture-war thing. I mean, it seems to me like that will also hit and create this kind of perfect storm. If you had to guess, what are your odds that either via Truth Social, or in some other format, that Donald Trump mentions GTA VI? Plante: Yeah. There’s again—I wouldn’t even. There’s no bet. Warzel: There’s no bet.

普兰特:他会的。就像,在11月底之前,总统至少会在Truth Social上分享一条由AI生成的《侠盗猎车手VI》帖子。如果你给我这个赌注,我会变卖我所有的东西。沃泽尔:别这么做。

Plante: He will. Like, there will be an AI-generated Grand Theft Auto VI post on Truth Social at least shared by the president before the end of November. I would liquidate everything I have if you gave me that bet. Warzel: Don’t do that.

普兰特:这将是史上最容易赢的赌注。因为还有另一点。就是——这届政府喜欢把视频游戏作为他们某种宣传工具的一部分来使用。我不知道具体叫什么,但他们一直在这样做,从《光环》到《俄罗斯方块》。而且,目前没有人真的能够让他们为这件事负责,因为人们知道如果你试图去追究,会发生什么。

Plante: It would be the easiest bet there will be. Because that’s the other thing. Is—this administration loves using video games as part of their kind of, I don’t know, propaganda cudgel. They have been doing this with everything from Halo to Tetris. And nobody’s really in a position to hold them accountable for it, because people know what happens if you try.

沃泽尔:我很好奇唐纳德·特朗普是否真的会注意到这一点。我个人确实认为你是对的,这届政府喜欢利用游戏以及流行文化中的任何东西。我觉得在我谈论这个问题时,我真的没有准备好应对即将发生的大量重演式事件。我们刚刚经历查理·柯克遇刺一周年纪念日,以及那类事情——比如右翼人士也在制作的那种愤世嫉俗、令人不快的网络迷因。就像我一直在想,自上次游戏发布以来过去13年里发生的所有可怕事件的重演,以及在这种高清晰度平台上进行这种重演的能力。我还没做好准备。

Warzel: I am curious if Donald Trump will actually clock this. I personally, I do think you’re right that this administration loves to use games and also just anything that’s in popular culture. I think as I’m talking about this, I’m genuinely not prepared for the amount of reenactment-style things that are going to happen. We’re kinda coming off the one-year anniversary of the assassination of Charlie Kirk and the stuff—like the sort of cynical, awful memes that even people on the right make around this. Like I’m just thinking of like reenactments of all these awful things that have happened in the past 13 years since the last game, and just the ability to do that in a higher-definition thing. I’m not ready.

普兰特:是啊。我想给你我的——就像我不会下的赌注,但一直在我脑海里的那个赌注。沃泽尔:请说。

Plante: Yeah. Can I give you my, like—this is like the bet I wouldn’t make, but a bet that I have stuck in my head. Warzel: Please.

普兰特:就是:所有这些事情可能会发生,而且很可能会发生。几乎可以肯定,人们会利用这款游戏来制作所有这些令人不快的东西。而且这将成为一个政治雷区,等等。但如果——因为选举在这款游戏发布前两三周进行——我认为在这些事情之后可能会有一种释放。届时大家可能会想:你知道的,感恩节快到了。圣诞节就在眼前。

Plante: Which is: All of this might happen, and probably will happen. Almost certainly, people are gonna use the game to make all these awful things. And it’s gonna be a political minefield, and yada. But, what if—because the election happens like two or three weeks before this game comes out—I think there’s a release that can happen after these things. Where everybody’s like: You know what? Thanksgiving’s coming. Christmas is here.

我们在美国又熬过了一个选举周期。我只想玩我的视频游戏。我不想再看到任何关于政治家的广告了。我不想再听到这些。我不想和家人谈论这些。我不想要任何这些。我认为会有很多人在这款游戏发布时正好陷入这种状态。

We got through yet another election cycle in America. I just want to play my video games. I don’t wanna see another ad for a politician ever again. I don’t wanna hear about any of this. I don’t wanna talk to my family about it. I don’t want any of it. And I think that there are a lot of people whom that is going to fall onto right when this game comes out.

我认为这里存在一种奇怪的情形:这款游戏发布后——让我明确说一下。我不是在说像“手拉手穿越美国”那样的活动。它不是那样的,但就像它发布后,奇怪地以一种柔和的方式落地。人们并没有把它看作是所有这些争议,所有这些争议。因为人们在选举结束时已经精疲力尽,他们只是想……我不知道,玩一款酷炫的电子游戏。

And I think that there’s this weird scenario where this game launches, and—let me be clear. I’m not talking about, like, Hands Across America. Like it’s not that, but like where it launches and weirdly it lands kind of softly. That it isn’t seen as all of this, all these controversies. Because people are so burnt out by the time that the election ends that they just want to like, I don’t know, play a cool video game.

沃泽尔:这是一个非常有趣的理论。我相信这款游戏将在11月19日发布。普兰特:差不多是这样,没错。

Warzel: That’s a really interesting theory. I believe the game comes out November 19. Plante: Something like that, yeah.

沃泽尔:它就这样即将发布——把它安排在选举周期之后是非常有策略性的。把它安排在大家你知道的,放几天假、吃很多火鸡、进入假季之前也是非常有策略性的。我刚刚看到一则消息,NBA球员史蒂文·亚当斯预测,11月19日之后,所有体育项目的竞技水平将大幅下降。就像:不,伙计们,就像我们将会待在酒店房间里,熬夜太久,玩这个游戏。

Warzel: There it is coming up—that’s very strategic to put it after an election cycle. It’s also very strategic to put it right before everyone, you know, takes a couple of days off and eats a bunch of turkey and the holiday season. I just saw a thing with the NBA player Steven Adams predicts that the level of play across all sports is gonna plummet after November 19. Just like: No, guys, like we’re gonna be in our hotel room, staying up too late, playing this game.

我们不会去健身房。我们不会像以前那样多练习。显然这是开玩笑的,但我认为这也在说明一种想法:如果人们真的以前所未有的程度沉迷于此,就像人们所期望的那样,那么社会可能会出现一种停滞。

We’re not gonna go to the gym. We’re not gonna practice as much. Obviously tongue-in-cheek, but I think also speaking to the idea that there is this way that it’s gonna—it may be that societal lull if people really are getting sucked into this at the kind of unprecedented level that people are expecting.

好的,那么最后一个问题。你在你的Substack上写了这篇文章,标题我非常喜欢。它的标题是《如何在游戏的微小细节中看到深刻的美》。而在文章中,你谈到——这显然不仅仅是关于《侠盗猎车手》的。但你谈到了人们如何在这些精心构建的虚拟世界中陷入痴迷。此外,你还谈到了人们如何愉快地专注于一些这些问题。

Okay, so last question here. You wrote this post on your Substack, the title of which I really like. It’s titled “How to See the Profound Beauty in Gaming’s Tiniest Details.”And in the post you talk about—it’s not just about GTA, clearly. But you talk about getting really mired in the obsessiveness of these very elaborately constructed worlds. And also just kind of delightfully fixating on some of these questions.

您列出的两个问题之一是:GTA 5 的街道标志是否符合加州法律?以及《侠盗猎车手 5》中最古老的建筑是什么?我喜欢这个想法。我喜欢用现实世界的严肃性来对待这些庞大的虚拟世界,尤其是思考游戏中的官僚体制。因此,您计划在《侠盗猎车手 6》中调查哪些问题?

One of the two questions that you listed was: Do GTA 5 street signs comply with California law? And what is the oldest building in Grand Theft Auto V? I love this. I love the idea of treating these big worlds with the seriousness of the real world, and thinking about especially the in-game bureaucracy. And so, what questions are you planning to investigate in GTA 6?

普兰特:这是个非常好的问题。我应该给予应有的赞誉。那是一次对一位名叫 Any Austin 的 YouTube 创作者的采访,他实际上会去研究这些事情。比如,《自由城》中最古老的建筑是什么?然后他会利用建筑设计、真实的建筑书籍和史料来得出答案。对我来说,我既没有那么耐心,也没有那么聪明。

Plante: That is such a great question. I should give a shout-out where it’s due. That was an interview with this YouTube creator named Any Austin, who actually goes and figures these things out. Like, What’s the oldest building in Liberty City? And then uses the design of the architecture versus real architecture books and historians to find out the answer. For me, I’m not that patient or that smart.

哈哈。但我喜欢的是:从地图的一端走到另一端需要多长时间?这是一种极好的方式,可以欣赏像这样的电子游戏的艺术性,实际上看到所有不是射击、任务、义务以及开发者为让你大脑释放各种化学物质而塞进游戏里的琐碎内容。如果你从南佛罗里达地图的一端尽可能远的地方出发——我想可能是在群岛——无论他们在游戏里怎么称呼它——然后你尽力向北走,你将看到的东西数量之多令人惊叹。

Ha. But the thing that I love is: How long will it take me to walk from one end of a map to the other? And that is such a great way to see the artistry of a video game like this and actually see all the stuff that is not the, like, shooting people, and the quests, and all the obligations and all the little things that they put in the game to make all the chemicals released in your brain. If you start as far as you can one end of the map of South Florida, I think maybe like in the Keys—whatever they call it in this video game—and you try to get as far north as you can, the sheer amount of stuff that you will see.

你会看到在迈阿密能看到的明显事物。你会发现俱乐部、脱衣舞俱乐部以及更多的俱乐部、高楼大厦,还有更多的俱乐部。你会看到所有这些,对吧?但随后你还会穿过一片沼泽地,能够看到鳄鱼、人们钓鱼、人们从跳水板上跳下,以及各种各样的疯狂动画。然后你会继续向北走,看到美国南部的景象。你会看到一种几乎被晒干、被阳光灼烧的景观——这是全球变暖的结果。你会看到所有这些,以及其中对细节的关注,甚至连推动水流穿过这些虚拟环境的管道都一清二楚。这就是我所热爱的。

You will see obvious things that you will find in Miami. You’ll find clubs and strip clubs and more clubs and high rises and also more clubs. You’ll see all of that, right? But then you’ll also go through a bayou and be able to see crocodiles and people fishing and people jumping off of diving boards and all sorts of bonkers animations. And then you’ll get even further north, and you’ll see versions of the American South. And you’ll see kind of, this almost desiccated sun-scorched landscape from global warming. You’ll see all of this, and all the attention to detail in it, down to the plumbing that is pushing the water through these fake environments. That is what I love.

因为,再说一次,有4000人为此工作了近十年。当你想想他们制作了多少内容时,很有可能我们要等到10年、15年后才能注意到某些细微之处。如果你去观看我之前提到的那位创作者的视频,你会发现他注意到的一些东西,我认为没有人曾经费心去发现,因为它们仅仅出现在游戏中没有理由前往的部分。但他们还是做了。而这就是我真正期待的。

Because, again, 4,000 people worked on this for nearly a decade. When you think about how much stuff that they made, there’s a very real chance that we will not be seeing some little detail until 10, 15 years from now. If you go and watch the videos by that creator that I mentioned, there are things that he’s seeing that I don’t think anybody has ever bothered to notice because they were simply in a part of the game that there’s no reason to go to. And yet they made it anyway. And that is what I’m really looking forward to.

沃泽尔:我喜欢这一点,因为这提醒了我们这一切的艺术性,对吧?而且正如我们刚才详细说明的那样,将会有一长串关于这一切的争议和解读。但到了最后,它也是一件奇特的、有生命力的、呼吸着的艺术和文化作品。

Warzel: What I love about that is that’s a reminder of the artistry of all this, right? And there’s gonna be this long series of—as we just detailed—controversies and takes about all of it. But at the end of the day, too, it’s a strangely living, breathing work of art and culture.

克里斯,希望等这东西问世时,我们能派你出去进行LARP,在《侠盗猎车手VI》里做一些新闻报道,然后回来告诉我们哪栋建筑是最古老的。或者,我不知道,揭露一个腐败的赌博集团或其他什么东西。我不知道具体是什么,但我们会让你去调查这件事,等它问世后回来和我们谈谈。但非常感谢你来参加《星系大脑》。我真的很感激。普兰特:非常感谢你邀请我。

Chris, hopefully once this thing’s out in the world we could send you out there to go LARP, do some journalism in Grand Theft Auto VI and report back to us to tell us what the oldest building is. Or, I don’t know, uncover a corrupt gambling ring or something. I don’t know what, but we’re gonna put you on the case and have you back to talk about this once it’s entered the world. But thank you so much for coming on Galaxy Brain. I really appreciate it. Plante: Thank you so much for having me.

Warzel:这就是我们在这里的全部内容。快速提醒一下:我们将与我、查理一起进行一期“问我任何事”节目,查理是主持人。你可以问我任何问题,真的。关于节目的问题,关于我的报道过程的问题,任何关于科技、社交媒体的迫切问题,我正在阅读的内容,我正在收听的内容。一切都可以讨论。我迫不及待想收到你的问题。你可以给我发邮件至charlie@theatlantic.com,邮件主题请注明“Galaxy Brain AMA”。

Warzel: So that’s it for us here. A quick reminder: We are doing an “ask me anything” episode with me, Charlie, the host. You can ask me anything, truly. Stuff about the show, stuff about my reporting process, any burning questions about tech, social media, what I’m reading, what I’m listening to. Everything is on the table. I can’t wait to get your questions. You can shoot me an email at charlie at theatlantic.com. Put “Galaxy Brain AMA” in your subject line.

如果你喜欢这里的内容,提醒一下:《Galaxy Brain》新节目每周五更新。你可以在《大西洋月刊》的YouTube频道、Apple Podcasts或Spotify上收听,或者你获取播客的任何其他平台。如果你想支持这项工作以及我在《大西洋月刊》的所有同事的工作,你可以向该出版物捐款。非常感谢,我将在网络上见到你。

And if you liked what you saw here, it’s a reminder: New episodes of Galaxy Brain drop every Friday. You can on The Atlantic’s YouTube channel or on Apple or Spotify, or wherever it is that you get in your podcasts. And if you want to support this work and the work of all my colleagues here at The Atlantic, you can to the publication atThat isThanks so much, and I’ll see you on the internet.

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