unturned吧 关注:127,698贴子:2,131,110

【访谈资料】带你了解Nelson Sexton:独立制作Unturned的少年

只看楼主收藏回复

原文标题:
Meet The Teenager Who Made Unturned
【与制作出Unturned的少年之邂逅】


作者:Alex Wiltshire【艾利克斯·威尔特夏尔】
原文发布时间:2015年9月16日19:00.[PST,太平洋标准时]
翻译:大海就在这儿
原文地址:
http://www.rockpapershotgun.com/2015/09/16/unturned-making-of/

镇楼图信息:【花の色は】(花之色为……) pixiv id=55477031
画师:ideolo@二日目西あ60a(ideolo) pixiv id=61513
某海:
本文在2015年9月17日[PST],由Unturned作者Nelson Sexton发布链接于Unturned的更新公告中,有兴趣的朋友可以去Unturned新闻页面翻翻看。
②这篇访谈文章是半年前就有了的,但由于很多原因,一直没抽出时间翻译,大家也都不怎么关注。现在趁着吧里有人发布了Unturned1.0和游戏前身的Deadzone资料的机会(详见本吧精品区),咱就努力翻译了一下~
希望大家喜欢,并能更加了解Nelson和Unturned!
因为内容真的很长,2000多单词的原文被我翻译出5000多汉字,所以决定分层发布。建议大家善用“只看楼主”功能。


IP属地:广东本楼含有高级字体1楼2016-03-03 00:32回复
    多功能2L,发布修正/补充内容等


    IP属地:广东2楼2016-03-03 00:32
    收起回复

      —4—Sexton是在16岁的时候(2013年)开始做Unturned的,在整个的开发过程中,他都在正常地上学,而当时他没有对任何人直接说过自己在做游戏。“我记得,当时我的化学老师(突然)过来跟我说,‘嘿,是你做出来Unturned的吧!之前我有个学生谈到过它。你能来帮我修修电脑不?’”在我眼中,他就是在我昨天写过的文章中,所谈及到的同一批游戏制作人群体中的一员:在他们的成长历程中,有Roblox、Minecraft和DayZ等游戏作为陪伴;而这个群体所玩的游戏和创造的事物,转而也成为了他们成长历程的切实见证。在
      —5—Unturned这款游戏的魅力之一,就在于它从骨子里,就透出非常强烈的作者个人风格。它在Steam上的Logo[徽标]是白色的Arial字体(的“Unturned”单词),然后在下方用黄色的斜体写着“Free to play[免费游玩]”,(这种简明的风格)与它的宣传图片中的一张污迹斑斑的(血腥)图片,形成了强烈的反差。游戏的画风跟“精致”扯不上任何关系——如果你玩过Roblox,你就会意识到,它正是Unturned的创作原型。你的角色看起来,就是一坨超像豆腐,并且脸上挂着像素风十足的微笑的方块;这游戏的地图相当简单,里面布满了基本上没什么纹理效果,还只用了各种原色进行上色的树木和建筑;商店的门面上,写着它们(原本)所卖的东西,像是“Clothes[服装店]”或“Post[邮局]”等。游戏中发生的,不过是一场玩具城风格的丧尸末世;而更讨人喜欢的是,它的两张默认地图(译注:本翻译发布时已是3张了,多了个华盛顿州)都对应着加拿大的现实地区:色彩斑斓的PEI[爱德华王子岛],和白雪皑皑的Yukon[育空]。这
      —6—“刚开始做的时候,我还没想让这游戏看起来这么傻不拉几的,我只是在做自己力所能及的而已。”Sexton说道。“但在确定了角色的外观,还有整体环境等的设定后,我就(把游戏的风格)做成了现在这样。这看起来傻呵呵、很快乐,又很容易让人记住的样子,我觉得现在游戏中的绝大多数事物,跟它都搭配得很好呢。”儿


      IP属地:广东4楼2016-03-03 00:34
      收起回复

        —7—作为这种设计风格的成果,Unturned以其一目了然的趣味性,十分迅速地被Minecraft的用户们接受了。况且这游戏的环境相当简洁易懂,易于上手。然而(,蠢萌蠢萌的外观下),这游戏却隐藏着一套相当核心生存向的游戏系统。生物的死亡,会留下大滩大滩的亮红色血迹,但这不过是开胃小菜,连冰山一角都称不上;角色的饱腹度和水分会持续不断地下降(,从而威胁角色的生命);有无数的物品可供搜刮,许多载具可以驾驶,还有很多种动物可以狩猎(译注:这说法未免太夸张。目前动物的种类两只手就数得过来……);此外,你还可以建造自己的家园堡垒,以及合成各种各样的事物。大
        —8—不过,Unturned之所以能取得如此大的成就,它本身的免费游戏特性可是功不可没。它支持一次性支付3.99英镑(约合5~6美元/30多块人民币)就能买到的黄金账户功能,可以为你提供金色的套装、特殊模式的服务器(=gold模式服务器,免费用户进不去)、额外的用户自定义内容(译注:比如角色皮肤颜色的调整,还有新加入的文本框架变色等)和其他琐碎的奖励。如果不算这点,Unturned则是完完全全免费的,意味着朋友们可以经常自由地一起玩,就像是在(免费的)Roblox中一样。我正怀疑,他心里很可能有什么比他表面看上去,要精明得多的深远用意的时候,Sexton却轻描淡写地,几句话就洗去了我心中的疑虑。“我觉得它就该是免费可玩的,因为它一直都是这样啊。我的脑子里,从没转过一丁点儿要拿它来卖钱的念头。”海
        —9—事实上,他的想法是如此的坚定,以至于Dean Hall(=DayZ创始人)都没法改变他,来给游戏定价为5美元(的低价)来卖。“我至今仍在Reddit论坛的DayZ版块里潜水,记得那大概是在(3.0)发行的几周之前,我看到了一篇关于Unturned的帖子,而Dean Hall,创造了DayZ的游戏制作人,真的在那里发了帖子。(说起这个,)我感觉非常糟糕……因为他在帖子底下的回帖中说,‘说实话,我觉得这游戏看起来非常有前途’,之后我就把这个帖子(的链接)引用到了(Unturned的)商店页面里,因为他(这种大神)能够对这个游戏说几句话,着实让我兴奋得要死。这可真的是让我高兴爆了!但回过头来想想,我干的这事儿简直愚蠢透顶。之后,在制作3.0版本的商店页面时,我点击了那个链接一看,发现他已经删除了那条(关于Unturned)的评论,这让我非常难过。”就


        IP属地:广东5楼2016-03-03 00:35
        收起回复

          —10—Sexton是在一次夏令营时,被推荐了GameMaker[游戏制作大师]这款软件之后,通过它,才真正开启自己的游戏制作之路的。他通过GameMaker的附带教程范例进行了自学,并醉心于它的开放性:“对我来说,就像绘画能把你所想象的事物在纸面上一样实现,电脑游戏能把你所想象的东西,实现在一些你能够亲身参与并互动的事物上,这让我非常着迷。”在
          —11—在网上分享了他自己的GameMaker作品一年后,Sexton开始投身于Roblox,并在其中花了未来数年的时间进行游戏的开发。从2012年9月份开始,在15岁时,他做出了Deadzone[死亡区],一款仿照DayZ内容的Roblox游戏。与同龄的其他人一样,他也深深地着迷于DayZ这个具有先驱性的生存游戏。“这款游戏通过它的整体氛围,还有与其他玩家进行互动时,所带来的巨大压力感等设定,而(在业界中)显得独树一帜。我非常想跟我的朋友们一起玩这游戏,但他们中的很多人都没有ArmA2[武装突袭2],所以我按自己的想法随便鼓捣了一下,就做了这么个游戏。”这
          (↑译注:虽然可能多数人都知道,但还是科普一下:DayZ最初是基于ArmA2【武装突袭2】所制作的一个mod而已,没有武装突袭2本体就玩不了。后来才推出了DayZ独立版并单独发售的。)儿
          —12—截止到2013年1月,Deadzone已经有了相当大量的粉丝;迄今为止,它已经有超过500万次的游玩次数记录。关于它,还引发了一个问题:关于Deadzone与另外一款Roblox的游戏,Apocalypse Rising[末日崛起],它们两个十分相似的说法,使得两个游戏的粉丝经常为此而发生口角。不过,Sexton更关心的,还是在于他无法顺利地完善Deadzone游戏本身的问题。“它(核心)的设计太糟糕了,”他说。所以,他花了几个月的时间来尝试制作Deadzone的续作,却发现,在Roblox这个平台上,实在很难实现他的种种设想。大


          IP属地:广东6楼2016-03-03 00:35
          回复

            —13—所以在2013年的夏天,他转而着手于Unity引擎,开始制作Unturned。“起初只是向在Unity上试试水,我那时只是想用Unity引擎来复刻一下Deadzone而已,但显然,我当时压根儿就没想过自己究竟在干嘛。至少,不是我现在在做的这些。”起先,Unturned只是个浏览器上的页游,以令更多的人能够玩到,但在最初版本中(Unturned1.0),就暴露出Deadzone在添加新内容时,开发过于困难的严重缺陷,所以他开始在2014年1月做出第二个版本,完全摆脱了浏览器,而独立存在的Unturned2.0,并在2014年的7月进行了2.0的发布;而在几个月后,更是发布了3.0,也就是当前的最新版本。海
            —14—从Unturned刚刚具有可玩性时起(译注:即刚刚满足游戏的基本功能,比如能走路、能攻击等),Sexton就把Unturned进行了公开,从而获得玩家的反馈信息。这种明明自身毫无经验,还是用一种复杂的游戏引擎所制作的游戏,却这么早就拿来公开分享的非常大胆的行为,着实是令我受到了震撼。但,把游戏公开发布,似乎已经成为对他们这代人来说,理所当然的一个游戏开发过程。“要是什么都不公布,才是无法理解的吧”Sexton说道。“如果我正在做一个新的游戏特性,而不去征求大家的想法,又不展示一下这个特性的内容,这会显得非常奇怪。”就
            —15—我很想知道,他是不是一个天生充满自信感的人——他确实是,至少在谈及Unturned时。“我花了非常非常多的时间用在开发工作上,而且Unturned的社区(氛围)貌似还挺和谐的——(至少是)当他们对我(这个制作人)说话的时候。我也不太懂啦。”他笑了笑。但说到另一面,在学校的电脑科学课[computer science]的课堂上,当展示自己进行的课题项目时,他却完全没做好公开上台的心理准备。“那时候我真是吓得够呛。我能很自然地做出Unturned并且展示给所有人看,但在(学校的)课堂上展示(我的作业)却让我怕得不得了。事实上,在报告过程中,我一不小心点错了,然后我的Demo(译注:多半是演示动画或者PPT什么的)立刻就停止运行了,那真是把我吓了个半死。”在
            —16—直到几个星期前,Unturned还持续着日更狂魔的节奏,这是从Sexton发布3.0.0.0以来始终坚持的惯例了。他看过了Valve的讨论版块,在那里,他们为游戏的大更新要添加剧情以及大量全新内容而不断地争论,但这并不是他所期望的。“要解释的话,Unturned被设置为Early Access[抢先体验/测试阶段]的用意在于,我想从尽可能多的人那里能得到(关于Unturned的)反馈意见,所以,再三重申这个想法后,效果很快就表现出来了,因为玩家们能够迅速地看到他们的反馈意见,然后自行判断这些留言是不是能够改变自己的想法。”这
            (↑译注:“Valve talks”这个东西,实在很难找到更具体的译法,或许还能理解为Steam社区的评论?若大家另有高见,还请不吝指点。这段话真的好难理解……)儿
            —17—但随着每天数以百计的服务器的运行,服主们发现,这游戏天天都更新的话,实在是非常妨碍服务器的运作。所以他们要求Sexton,把更新速度放慢点儿,于是现在,Sexton就改为每个周五(PST的周五,太平洋时间)才会更新。他似乎对这个改变并不怎么能接受。“这对游戏来说,某种意义上是不利的。因为玩家们每周才会回来瞟一眼,有没有什么新内容(,而不是像过去一样几乎必须隔一两天,甚至天天都得来看了。)”他说。至于每月一更的想法,只让他觉得——玩家们或许会直接卸载了Unturned。大
            —18—必须保持游戏的新鲜感——他似乎是时刻把这点放在心上:像是在进行某种长远规划一样,Sexton希望让Unturned达到能够让玩家们自行创作出任何东西的境界。尽管事实上它的创意工坊[Workshop]里,已经累积了许多的新载具、枪械、套装和地图等等的mod。“现在,有很多地图的品质,或许已经比我做的默认地图还要好了,很多玩家似乎都认同这点呢。”他很高兴地说道。海
            —19—等到了(开发)中期,他还将继续改进游戏,或许还会找些人一起进行开发工作——要是他决定接受某个发行商的offer[合作意愿/提议],而把Unturned转入主机平台的话,这就显得更有可能了。对于支持手柄,还有游戏菜单的改进等功能需求,可能也将在PC版本上得以发布。新的计划过后,自然会伴随着相当的风险与机遇。当Unturned的初期测试阶段结束时,也许他会步入大学,开始新的生活。就
            (↑译注:关于“caution and confidence” 这部分的译法,咱不怎么有把握,也许有点问题)


            IP属地:广东7楼2016-03-03 00:37
            回复

              —20—当我问Sexton在过去的几年里,像这样制作沙盒丧尸生存类的游戏,有没有他学到了什么时,他所表达的观点,充分地证实了他是如何在不经意间,背负起人们对这类游戏的无数期待,从而成为该领域中的佼佼者的。“很多这类的游戏在发布时,总会让很多玩家为之振奋,因为它们被给予了‘哇喔,我们可以重现《行尸走肉》电视剧里的东西了!’还有‘这游戏肯定会是个能无限大建基地的超牛X游戏!’(等过高的期待)。而这些游戏在被大量的玩家玩过后,就停止了继续开发、改进的脚步,它们根本做不到在所有用户群之间,取得一个好游戏所应有、而且必要的平衡性。在
              —21—他在Unturned中发现了同样的情况。“PvP玩家群是这游戏用户中的主流。他们创建服务器后,会移除全部的丧尸、给所有人刷枪用,还通过各种mod添加货币系统来提供买卖武器的功能。此外,还有些非常核心(生存)向的玩家群。他们很想体验高难度的生存流程,这样才能令人食指大动、玩着才带感。”虽说对Unturned的角色而言,并没有手指头这一说。还有些玩家,介于上述两者之间,则是希望加入《行尸走肉》中的设定,比如说:你可以在城镇中潜行,在尸潮中求生的同时,还需要当心人类;或是跟他们组队,又或是选择杀死他们。这
              (↑译注:本段中“break your finger bones”部分采取了意译,译法可能有误,还请各位不吝指点)儿
              —22—“我认为,从某些角度上讲,这些设想中有些是无法同时实现的。比如说,如果想做个在城市中能同时出现几百万丧尸,又能支持轻松便捷地建造基地的游戏的话(,你会发现这真的太难了)……或许,会有人能把这些要素完美地融为一体,做出一款超赞的游戏的,不过……”
              —23—也许,他就能做到。也许,在他大学毕业后;也许,可能会在那之前。但年轻的他,有什么必要现在就得去抉择吗?当下,他已经得到了许多许多;相信在不久的未来,Nelson Sexton还能做得更好,走得更远。

              以上,全文完!


              IP属地:广东本楼含有高级字体8楼2016-03-03 00:38
              回复
                ?!
                要让我们了♂解尼尔森?
                好吧是我输了


                来自Android客户端9楼2016-03-03 01:10
                收起回复
                  居然忘了惯例的原文,前方高能
                  居然还得分两次发……无语
                  原文 Part.1
                  Meet The Teenager Who Made Unturned
                  By Alex Wiltshire on September 16th, 2015 at 7:00 pm.
                  “I get so many emails from people saying they thought the game looked atrocious and they played it just to laugh at how bad it was.” Nelson Sexton has a pretty good attitude towards his game, Unturned [Steam page].
                  On first glance, the Fisher Price art direction of this Early Access zombie survival sandbox surely wouldn’t trouble old man DayZ and his gang. But it’s had 17.5 million downloads on Steam, with 1.25 million people playing it in the past two weeks. Playersreally like Unturned: its Steam ratings are 92% positive. And Sexton, its sole maker, is just 18. I was really curious who this guy is, so I rang him up. I think you might like him – and maybe Unturned, too.
                  Nelson Sexton lives in Calgary with his dad. He’s gently and precisely spoken, self-assured given his years, and has that cute Canadian burr. Continuing that opening quote, he said, “But then – and that’s not to say it isn’t bad, but who knows – they tried it and they actually really enjoyed it, and that they wouldn’t have tried it if it cost money.” It’s hard not to like someone who made a game played by well over a million people a fortnight and says “who knows” about whether it’s good.
                  Sexton started making Unturned when he was 16, so throughout its development he’s been at school, not that he really told anyone there. “I remember my chemistry teacher came up and said, ‘Hey, you made Unturned! One of my students was talking about that. Can you fix my computer?’” I see him as part of the same new wave of game makers that I wrote about yesterday, people who’ve grown up with Roblox, Minecraft and DayZ, and witnessed them being built around them as they’ve played and built in turn.
                  One of Unturned’s charms is that it’s so evidently personal. Its logo on Steam is displayed in white Arial, with ‘Free to play’ in yellow italics below, all against a blurry image of one of its landscapes. It’s less than sophisticated. If you’ve played Roblox, you’ll recognise the game’s visual style. Your character is a block of what looks like tofu with a pixelated smiley face. The maps are simple, sprinkled with generally untextured trees and buildings in primary colours. Shops have their trade written above them, like ‘Clothes’ or ‘Post’. It’s a toy town zombie apocalypse, and even more endearingly, its two default levels are set in Canada: colourful Prince Edward Island and snowy Yukon.
                  “When I was starting out I wasn’t trying to make it goofy, I was doing what I was able to do,” Sexton says. “But once I had established the style with the way the characters look, the way the environment is, I built on that. The goofy, happy, easy to get into look, I think now most of the things in the game fit into that.”
                  The result speaks of fun in a visual language that’s familiar to the age of Minecraft, and the environments are very readable and easy to navigate. But it also disguises genre-typical deep systems. Death might leave enormous pools of bright red blood, but it’s still swift and unforgiving. Your hunger and thirst constantly tick down, there are many items to scavenge, vehicles to drive and animals to hunt, and you can build forts and craft.
                  Still, the fact that Unturned is free-to-play takes a large part in its success. It’s supported by one-off payment of £3.99, which gets you a Gold account: gold clothes, special servers, extra customisation and other ephemera. It’s otherwise completely free, which has meant that friends can always play together, just like they can in Roblox. I suspect he’s a lot more canny than he likes to put across, but Sexton brushes it off as a light decision. “I guess it had to be free-to-play because it had always been free-to-play. I didn’t ever really consider selling it.”
                  In fact, his conviction was so strong that even Dean Hall couldn’t change his mind to sell it for $5. “I still lurk in the DayZ subreddit and I think it was a couple weeks before release I saw a post about Unturned, and Dean Hall, who made DayZ, actually posted on there. I feel so bad about this because he had a bunch of feedback and said, ‘I think what is there looks pretty promising, to be honest,’ and I included that on the store page because I was just so excited that he’d say anything about it. It was just absolutely amazing. In retrospect, this just seems such a stupid thing to do. Then, when I was doing the store page for 3.0, I clicked on the link and he’d actually deleted the comment, and I felt terrible.”
                  Sexton actually started out making games with GameMaker, having been introduced to it at a summer camp. He taught himself with tutorial examples that shipped with it, captured by what it was opening up: “To me it seems like drawing is a way of getting your imagination onto paper, and then computer games are a way of getting your imagination into something you can actually interact with, and I really love that.”
                  After a year of sharing his GameMaker projects on the web, noting their ratings and comments, Sexton graduated to Roblox, in which he made games for the next couple of years. Starting in September 2012, at 15 years old, he made Deadzone, a version of DayZ. Like everyone else at the time, he was excited by DayZ heralded. “It was unique with its atmosphere and the stressful aspects of interacting with other players. I really wanted to play it with my friends, but a lot of them didn’t have ArmA 2, and to mess around with my own ideas I had for that kind of game.”
                  By January 2013 Deadzone had a pretty big following; to date it’s been played over five million times. There was some controversy that it was very similar to another Roblox game, Apocalypse Rising, leading to a spat between the two games’ fans, but Sexton’s main concern was that he couldn’t improve on it easily. “It was terribly designed,” he says. So he spent a couple of months trying to make a sequel, and found that Roblox didn’t quite support all he wanted to achieve.
                  So in the summer of 2013 he moved to Unity to start Unturned. “It was like beginner steps into Unity, and I just assumed I could make a copy of Deadzone in Unity, but of course I had no idea of what I was doing. Not that I do now.” It was originally made for browsers so more people could play, but this first version shared Deadzone’s issue of being difficult to add new things, so he started making a second version in January 2014, which ditched the browser, and released it on Steam in July 2014, followed by version 3, the current one, a couple of months later.
                  From the point it was first playable, Sexton made it public so he could get feedback. It strikes me as remarkably bold for someone so inexperienced with a complex engine to have shared the game so early, but being public seems a natural part of game-making for his generation. “It would have felt weird not to put something out,” says Sexton. “If I’m working on a new feature and I haven’t asked for people’s thoughts, or showed what it looks like, it feels really weird.”
                  I wonder if he’s just a naturally confident person, and he is, at least about Unturned. “I spend so much time working on it, and Unturned’s community seems pretty friendly – when they talk to me. I don’t know.” He laughs. But on the other hand, for his computer science class he worked on a project that he wasn’t ready at all to show off. “It was very scary to be doing that. With Unturned it’s very natural to be putting it out and showing it to everybody, but showing this to my class was absolutely terrifying. Actually, during the presentation, I clicked one of the wrong buttons and my demo ended up not working, so that was horrifying.”
                  Until a few weeks ago, Unturned has enjoyed daily updates, continuing the tradition Sexton set from its first release. He’s watched Valve talks, where they argue for big updates with a story and lots of new content, but it isn’t for him. “I interpret the intention of Early Access to be trying to take feedback from as many people as possible, so iterating quickly seems to work well, because people can see their feedback quickly and they can decide if it changes their opinion.”
                  But with hundreds of servers active today, server owners found having daily updates hard going, so they asked him to slow down and now Sexton updates on Fridays. It seems he’s not totally comfortable with that. “It’s been in some ways bad for the game because people are coming back every week for a bit to see what’s new,” he says. The thought of monthly updates just makes him think they might uninstall it.


                  IP属地:广东本楼含有高级字体10楼2016-03-03 01:11
                  回复
                    原文Part.2
                    Keeping the game fresh seems to be on his mind: looking long-term, Sexton would like to take Unturned to a point where players can create anything, despite the fact that its Workshop is already home to many new vehicles, guns, outfits and maps. “There are all these maps that are probably better than my default maps, and a lot of people seem to agree,” he says, happily.
                    In the medium term, he’ll continue improving the game, maybe finding people to work with, too, particularly if he decides to take up one of various publisher offers to put Unturned on console. The need for controller support and improving menus would then also be released on the PC version. There’s a plan, then, a sage mixture of caution and confidence. And when Unturned’s out of Early Access, maybe he’ll go to university.
                    I wonder what Sexton has learned about the sandbox zombie survival game over the past couple of years, and his perspective speaks volumes about how he’s inadvertently become a wrangler for all the different expectations people have for the genre. “When these games are announced, everyone’s excited because it’s, ‘Wow, we can recreate things from The Walking Dead TV show!’ And, ’It’ll be the ultimate huge base-building game!’ They end up being played by a whole bunch of different people, and they aren’t necessarily balanced for them all.”
                    He’s seen the same in Unturned. “PvPing is the dominant vocal group. They create servers, remove all the zombies, spawn everyone with guns, and there are mods that add a currency to buy weapons. There are other groups that are super hardcore. They want it so you can break your finger bones.” Not that your character actually has fingers. “And then there are people kind of in the middle, who want The Walking Dead experience, where you’re sneaking through the city and surviving the zombies while watching out for people and maybe teaming up, maybe killing them.
                    “I think to some degree some of these ideas don’t actually even work together. If you want a game that has millions of zombies in the city all at the same time, but also want easy base-building… Maybe someone will make a game that blends these things together perfectly, but…”
                    Maybe he’ll be the one to make it. Maybe after university, maybe sooner. But does he need to choose yet? He’s already got so much behind him, and Nelson Sexton’s got it all in front of him, too.


                    IP属地:广东本楼含有高级字体11楼2016-03-03 01:11
                    收起回复


                      IP属地:湖南来自Android客户端12楼2016-03-03 01:12
                      回复
                        前排!


                        来自Android客户端15楼2016-03-03 04:09
                        回复
                          这么早啊


                          IP属地:山西来自Android客户端16楼2016-03-03 06:25
                          回复
                            早上好


                            来自Android客户端19楼2016-03-03 06:33
                            回复