跟讀練習: Practical Advice for Creative Projects - Extra Credits Gaming - 通過影片學習英語口語

選擇練習模式

每種模式都會開啟全屏練習室。

125 句
如果句子過短或過長,請點選 Edit 進行調整。
1
So, when I first met James, I remember asking him how he knew a game idea was a good one, and how one even comes up with a good game idea in the first place.
2
Turns out those were two questions he got asked a lot, and boy, was he ready to answer them.
3
And honestly, those answers have stuck with me for a long time now, as just some really clear and practical advice for anyone before they start making a video game, or really any creative endeavor,
4
in order to have them end up with the best possible thing at the end.
5
So, today, I thought it'd be nice if we shared them with all of you.
6
Thanks so much to Trade Coffee for being the best creative fuel us caffeinated beings could ask for.
7
Okay, let's start with the question of how do I come up with a game idea?
8
Because that one's kind of easy, right?
9
You probably have dozens.
10
So to start, write down ten of them.
11
Make them short, of course, a paragraph or less, like an elevator pitch for a publisher kind of thing.
12
Next, I want you to write down ten more.
13
Got them?
14
Okay.
15
And lastly, one last batch of ten.
16
Now you're getting to the weird stuff, right?
17
The stuff that's probably truly original, because you've run out of the things you've seen before, and at this point you're really stretching.
18
And it's in this place of originality and weirdness that inspiration often does come.
19
Also, do not worry about these ideas being good yet.
20
I mean, Ayn Rand underwater shooter, a hedgehog but really fast, or a fantasy adventure where you shout, These are not really good ideas.
21
Heck, they're only slightly less insane than an Italian stereotype who takes mushrooms and jumps on turtles.
22
And the fact that they're not good ideas is totally okay, because in truth, it's execution, not the idea itself, that ends up making a good game.
23
So the real answer to the question of how do I know if my game idea is good is actually another question, can you execute on it in an interesting way?
24
And that right there, friends, James can give you real practical advice on.
25
First, take each of your ideas and ask yourself, what's the unique selling point?
26
What can this game offer that no other games do?
27
What can you present the players that they haven't seen before?
28
And any idea that you wrote down that doesn't have a clear answer to those questions can be crossed off your list.
29
Next, envision a snapshot of the game.
30
Does it have something visually unique for the player?
31
A character they'll love, an art style that they'll recognize from a mile away?
32
Maybe an area that will just sweep them off their feet?
33
If you can't envision at least one incredible visual for a game idea, cross it off the list.
34
Now try to think of the first five minutes of your game.
35
How do you see them playing out?
36
Can you show the player what's interesting about your game in those five minutes?
37
Will it grab them?
38
Or is it so complex that you'd have to play for 10 hours before you really get to the good bits?
39
If there's nothing you can make compelling in the first five minutes, you guessed it, cross it off that list.
40
Next, I want you to look around you at the people that will be making the game with you.
41
And that could be metaphorically if you're working remotely.
42
What are the skills of your team, even if that team is only you?
43
What's everyone good at, right?
44
Does your game idea highlight those skills?
45
Because if you're telling me your game idea is something like werewolves in zero gravity, and you've got no one who has any idea how to do something like fur physics,
46
then you should possibly cross that idea off the list too.
47
Or maybe you have an amazing art team, but only one engineer.
48
Well, then the idea you choose should probably showcase the art and not be too programming intensive. And anything
49
that doesn't fit the bill of your team skills can really
50
be just moved into your games to be made in the future bucket.
51
Along those similar lines, you should be thinking about your timeline and budget.
52
Think about your idea, right?
53
Does it require a lot of content for the player to enjoy?
54
Or is it really more about replayability and mechanics?
55
If you've got a smaller budget or a tight schedule, at this point you can cross off all of the open -world games and all of the MMOs from the list.
56
But it actually does go deeper than just those things.
57
Because imagine your game idea.
58
Does it need a ton of levels and enemies for the player to really enjoy it?
59
Well, if so, then that's not what you want to be making with a small team on a restricted schedule.
60
Now try to think about the end of your game.
61
The denouement, if you will.
62
Can you think of a truly memorable way for the player's experience with your game to end?
63
Will the final bit of the narrative stay with your player forever?
64
Will it make them weep?
65
Will the end be so epic they can't help but spoil it for all of their friends?
66
Will it pose a question that makes the player think about existence in a new way?
67
If you can't come up with a good ending for an idea, then at this point, it's probably not the right one.
68
So cross it off the list.
69
Next, ask yourself, who is my audience?
70
The more specific you can get here, the better.
71
Is it grade school children at recess?
72
45 -year -old man on bike rides?
73
FPS players who like puzzles or puzzle gamers who just really like to shoot stuff?
74
And hey, sometimes the audience is just you.
75
And that's okay.
76
But at this point, if any of your ideas don't have an audience jumping out to you, something's probably off.
77
So if you're stumbling here, this is also a good time to cross some ideas off the list.
78
After that, let's take a detour back to budget land for a moment, kinda.
79
Because now it's time to ask yourself what your game is worth.
80
What do you think a reasonable price point is for any of your ideas that are left?
81
This of course is a bit harder for free -to -play or ad -supported games, but in those cases, just ask yourself, how much do you expect the median player to pay?
82
Does that number make sense with your budget?
83
Does this idea sound like a one -hour walking simulator, but it also needs to be so visually stimulating that you need a $10 million budget?
84
Are you really getting a million people to pay $10?
85
Are your Steam reviews going to be filled with people saying, $10 for an hour of playtime?
86
What a ripoff!
87
So, would you really then need to sell 10 million units for something like a dollar?
88
Does that seem realistic?
89
If not, or if the clarity just isn't there, it's also back to the drawing board.
90
Oh, and I should probably mention here, remember that your publisher and your platform holders are also going to take their cut as well.
91
Finally, try and sketch out the moment where all of this comes together.
92
Create for yourself one example of play that gathers everything that's unique and interesting about your game that we've determined above, and really sells the player on why this is great.
93
Keep it brief, like describing five or ten minutes of gameplay.
94
But do describe it for yourself in detail.
95
Why it's amazing.
96
Why it will leave them odd.
97
Can you do that?
98
Because if you can, you might just have your winner.
99
Because really, anything can be an idea for a game.
100
The difficult part is actually separating the ones that made it through your ideas list gauntlet, and the ones that got crossed off along the way.
101
And that's done by thinking not about just the idea itself, but the execution.
102
All of the things that determine what it's going to be like when it's brought to life.
103
If you've gone through all of the above steps, you should not only have an idea that you're confident in, but one that you've really kicked the tires on.
104
One where you've found the flaws and contradictions that require a little bit closer inspection.
105
But more importantly, you should now be practically ready to pitch it to anyone.
106
You know why this is good.
107
You know who it's for you know what the budget needs to be.
108
You know this idea is good, so go turn it into a reality.
109
Though if you are feeling a little bit mentally pooped from this episode's creative exercise, might I suggest a pick -me -up from our friends over at Trade Coffee?
110
We love working with Trade because the EC crew drinks a lot of coffee.
111
They're this awesome subscription service
112
that delivers fresh curated -for -you coffee from local roasters right to your door when and how you want it.
113
And they use their expertise to map your specific taste against hundreds of different coffee flavor profiles, which is to say they help you find the perfect roast and grind just every single time.
114
Case in point, Trade just matched me with a great blend from a local
115
NYC roaster with a historically named reference on the front and everything.
116
And not only did they grind it perfectly for my French press, but it showed up at my door fast.
117
And I know that Jeff has been having a great time trying out all of Trade's dark, dark espresso beans because he totally doesn't have a problem.
118
So if you'd like to join us in upgrading your morning routine with just way better beans, Right now, Trade is offering one free bag of coffee with any subscription.
119
If you use our link, drinktrade .com slash extra credits.
120
This is not a drill, people!
121
Free coffee!
122
You can sign up for Trade right here, you're gonna love it!
123
And once you're fully caffeinated, check out another of our videos here.
124
Once upon a time, Michael Hoggett, Koya Koi, Joseph Blaine, IzzyCoin, Dominic Valenciana, Arcalite Games, Angelo Valencian, and Ahmed Ziad Turk were the best legendary patrons!
125
That time is now.

下載應用

流利口語所需的一切

AI 發音評分逐句打分
音標練習掌握每個音
詞彙學習建立你的詞庫
詞彙遊戲邊玩邊學
FOR YOU

推薦影片

本課的詞彙與口語要點

這節 B2 級別的口語課以影片“Practical Advice for Creative Projects - Extra Credits Gaming”為素材。 這段影片共有 125 個句子、1760 個單詞可供跟讀。 講話部分時長為 8:08。 說話人語速較快,每分鐘約 216 個詞,會出現較多連讀和弱讀。 88% 的單詞屬於英語最常用的 3,000 詞,詞彙容易理解。 全部 125 個句子中有 41 個是問句,適合練習疑問語調和簡短回答。

影片中的重點詞彙

影片中最難的 15 個單詞,附發音和釋義:

單詞發音釋義
envision 動詞/ɪnˈvɪʒn̩/想像, 展望
grind 動詞/ˈɡɹaɪnd/磨碎, 磨
puzzle 名詞/ˈpʌzəl/謎 /謎, 難題 /難題
bean 名詞/ˈbi(ː)n/豆
subscription 名詞/səbˈskɹɪpʃən/訂閱 /訂閱, 預訂 /預訂
publisher 名詞/ˈpʌblɪʃɚ/出版者, 發行人 /發行人
compel 動詞/kəmˈpɛl/強迫 /強迫
contradiction 名詞/ˌkɑːntɹəˈdɪkʃən/反對, 反駁
dénouement 名詞/ˌdeɪ.nuˈmɑnt/結局 /結局, 收場 /收場
detour 名詞/ˈdi.toɹ/繞行 /繞行, 彎路 /彎路
espresso 名詞/ɛˈspɹɛsoʊ/濃縮咖啡 /濃縮咖啡, 濃咖啡 /濃咖啡
gauntlet 名詞/ˈɡɔːnt.lət/鐵手套 /鐵手套
hedgehog 名詞/ˈhɛd͡ʒ.hɔɡ/刺蝟 /刺蝟
playtime 名詞/ˈpleɪtaɪm/課間 /課間
stereotype 名詞/ˈstɛ.ɹi.əˌtaɪp/刻板印象

影片中出現的短語動詞

單詞發音釋義
come up with 動詞想出, 提出
write down 動詞寫下來 /寫下來, 寫下 /寫下
check out 動詞退房
come together 動詞/ˈkʌm tʊˈɡɛðɚ/集合, 聯合
end up 動詞到達
go through 動詞通過 /通過
look around 動詞環顧 /環顧
try out 動詞試用 /試用

值得反覆跟讀的句子

影片中簡短而完整的句子,可以直接用在日常對話裡:

  • What can you present the players that they haven't seen before?
  • How do you see them playing out?
  • Does your game idea highlight those skills?
  • Next, ask yourself, who is my audience?
  • Does that number make sense with your budget?

影片中的語法

說話人最常用的結構,並附上影片中的原話:

結構影片中的用法
現在完成時 have/has + 過去分詞 — 過去發生但與現在仍有關聯的事have stuck · you've run · haven't seen
被動語態 be + 過去分詞 — 強調發生了什麼,而不是誰做的can be crossed · be just moved · are left
定語從句 who / which + 從句 — 補充說明人或事物one who has · profiles, which is

需要注意的發音

說話人用了 35 次縮略和弱讀形式,例如 you're, you've, can't。請按聽到的簡短形式來說。

  • “sh” 和 “zh” 音: envision /ɪnˈvɪʒn̩/, subscription /səbˈskɹɪpʃən/, publisher /ˈpʌblɪʃɚ/, contradiction /ˌkɑːntɹəˈdɪkʃən/, snapshot /ˈsnæpʃɒt/
  • 長單詞——注意重音位置: caffeinated /ˈkafɪneɪtɪd/, visually /ˈvɪzju.əli/, contradiction /ˌkɑːntɹəˈdɪkʃən/, originality /əˌɹɪd͡ʒɪˈnælɪti/, stereotype /ˈstɛ.ɹi.əˌtaɪp/

如何用這段影片練習

  1. 先完整聽一遍影片,不要開口,記下不認識的單詞。
  2. 先用 0.75 倍速逐句跟讀,熟練之後再回到正常速度。
  3. 錄下自己的聲音並與原聲對比,特別注意 envision, grind, puzzle 這類單詞。

什麼是跟讀法?

跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。

影子跟讀法: 閱讀完整分步指南 →