lbq 发表于 2013-4-5 23:42:17

求C2教程的进一步翻译

咱刚刚翻译了一篇C2的理论教程,发现真的很难翻译。。。麻烦大家润色一下吧。。{:nm02:}

https://www.scirra.com/tutorials/188/6-steps-to-play-with-players-mind/zh

Egoizumu 发表于 2013-4-6 08:35:47

少女翻譯中

本帖最后由 Egoizumu 于 2013-4-5 21:05 编辑

求個英文/原文鏈接讓我對照著看…只是看譯文我怕對原文意思有改動…… 沒事我自己看到了

總有一種與其修改你的版本不如對照你的版本,自己去寫一個翻譯的感覺(已自重

標題我覺得你還是翻譯得不錯的,但是play with貌似可以用其它方法表達,暫時想不起來了……

Open your mind, but be CAREFUL!
開拓你的思維,但是要小心!
This is a list of 6 mental motivators for human brains, created with the objective of pleasuring and motivating people to take action and to work on life-related jobs. In this case, I apply it specifically in digital gaming.
以下是一個6個對人類大腦的精神激勵的方法列表(這個我自己也翻得太生硬了,球中英雙語觸指教),(中間一段tl;dr)
在這裡,我將它具體地應用在電子遊戲中(譯者吐槽:digital gaming what a weird expression we say video games usually......)
PS:你沒把specifically 翻譯出來

1) Experience Bar (Progress Measuring) – Experience bars record the progress, something that Jesse Schell really emphasized. The idea of not rewarding the player for his achievements (tests, tasks, objectives) but by always getting 1xp, for any action. This invokes a notion of always evolving.
1 (名字翻譯跳過)經驗條用來記錄進度,Jesse Schell十分重視這一點。
以下是對照原文直接修改你的翻譯:(灰色部分為我的修改)
這(我實在想不到this idea of怎麼翻譯直接無視好了)不止是對玩家的每一个成就 (试炼, 任务, 目标) 给予奖励,也是对于每一个小进度都给予1xp的奖励。 这裡主張的是一個一直在不斷發展的概念(只看英文版翻譯我看不出你是怎麼譯出最後一句話的……)

PS0:不只是給(gei)每一個成就給(ji)予獎勵 雖然發音不一樣,但是還是重複了,貌似不大好
PS1:but不只有但是的意思,比如not only but also你把but譯成但是試試看?你明顯沒把整個句子看完……
PS2:英語裡常年出現長句但是漢語裡不怎麼習慣這樣寫因為我們對逗號和停頓的使用習慣問題你看看現在這句話是不是看得很辛苦不是我自己都覺得自己這句話太長自己看著也辛苦了
PS3: I prefer 叉盒子360

2) Multiple Tasks (Long and short-term) – Getting 10.000 special cards is boring, getting 10 especial cards, is fun. And to get the 10 cards there is several small different tasks. Finding one, fight for other, studying to get another, and by getting them all, the objective of collecting is done. Short objectives together sums up to a long one, and it’s all worth it. The complex quest is split in important pieces, so that people can grasp it with the limited human vision and feel encouraged to win.


3) Effort Reward* (All efforts are rewarded) – Every time something is done, it is won credit, experience, money, pieces, blood, souls, mana, power... not just for completing, but also for trying. You don’t punish faults, but reward every little effort with small rewards, but instant ones.


4) Feedback to the player (Clear, quick, clean) – This is absolutely necessary. The best example is to note that people don’t relate acts to consequences and the human brain needs this to worry. Pollution, global warming, flooding, public violence are problems caused by us too, but the guilt is shared, the manifestation is small, it stays out of the human worry, the consequences are distant in space and time, it’s hard to learn a lesson from this. By direct and quick feedback they can understand, learn and change very fast.

5) The element of uncertainty (Neurologic secret, the magical reward of the brain) An known effort delights people, but an effort with variable possibilities fascinates the brain, makes it sparkle. Dopamine is associated with an “effort-search” behavior, so if the player have to save a tree to get a card, and by saving the tree, he also saves, unexpectedly, a bird that accompanies him in his travels, this fascinates the player in a high manner.


6) Social Network (other people are exciting) - What really excites the player the most are other people, in terms of effort, not money. In the sense of people seeing, commenting, participating, working together. The Social Network organizes and carry on games by itself: it creates items, expansions, patches, websites to improve what was done by the network. In a collaborative effect, they thrill, in a “competition” sense, they also try harder and hotter to keep up trying and growing. Competition balanced with comparison are keywords here.

The power you get by using this 6 characterics is huge. It’s really powerful in the good and bad sense. Whether for education, conscience or entertainment, as in for addiction, domination and control of the mental faculties influenced by centuries of evolution of the human brain to a better life, survival and interaction of our race.
The use of these gimmicks can be cruel, or they can be a mind treat. Be careful and respectful when using them. I could even cite some of the bad uses of these, but I’ll refrain to talk about this because of that little thing called ‘ethics’ that I don’t like very much.

By Thiago Attianesi (Creative Director at Fan Studios)
Translated by Anderson Canafistula
Influence mentor Jesse Schell

Congratulations on finishing this tutorial!

satgo1546 发表于 2013-4-6 19:43:29

一起努力让C2变成URs的另一个主要游戏制作引擎吧~{:nm04:}

玖爺NT 发表于 2013-4-7 09:06:52

玖爺翻譯中(部分參考LBQ君翻譯和瑪麗翻譯,且啪啪啪了谷歌娘>///<)
Open your mind, but be CAREFUL!
思維要開拓,但是記得保持謹慎
This is a list of 6 mental motivators for human brains, created with the objective of pleasuring and motivating people to take action and to work on life-related jobs. In this case, I apply it specifically in digital gaming.
這裡有一個包含六種在心理上激勵人腦的方法的清單,這些方法伴隨著取悅並激勵人們來使他們在有關生活的工作上採取行動的目的被創造出來。這裡,我別出心裁地將它運用在遊戲上。(在下不得不吐槽老外們寫文章說話各種不嚴謹……另外Brain這個詞在下感覺也許砍掉不翻譯句子更通順)
1) Experience Bar (Progress Measuring) – Experience bars record the progress, something that Jesse Schell really emphasized. The idea of not rewarding the player for his achievements (tests, tasks, objectives) but by always getting 1xp, for any action. This invokes a notion of always evolving.
1) 經驗條 (進度條) – 經驗條是傑西・謝爾(Jesse Schell)十分強調的進度記錄工具。它是一種不僅對玩家取得的成就(試煉、任務、目標等)逕行獎勵,還會時常因為玩家的各種行動給玩家類似1XP這樣的小甜頭的概念。這裡用到了發展永無止境的觀念。
(這一段的改動比較大了OTZ)
讓後,讓後在下懶得動彈了,所以到此結束。(也許會補完?不過估計是沒戲……)

Egoizumu 发表于 2013-4-7 11:51:36

本帖最后由 Egoizumu 于 2013-4-6 23:54 编辑

玖爺NT 发表于 2013-4-6 21:06 static/image/common/back.gif
玖爺翻譯中(部分參考LBQ君翻譯和瑪麗翻譯,且啪啪啪了谷歌娘>///

Specific 
1. Clearly defined or indentified
    • Precise and clear  in making statements or issuing instructions
    • Belonging or relating uniquely To a particular subject


Adverb.  SPECIFICALLY
Noun. Specificity

以上解釋節選自我的手機的詞典。如果要全部解釋我也可以打出來,如果要質疑這個解釋請自行聯繫蘋果公司因為define功能是他們做的

谷歌翻譯specifically的解釋是特定
adverb 特别;明确;今天;这次;特别是

請問你啪啪啪的是哪個次元哪個位面的谷歌娘
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