然后是比较直接的证据,官方攻略书出版方future press在 Elden Ring Book of Knowledge Volume II: Shards of the Shattering里面对宫崎英高的采访,这里有原文:
https://docs.go谷ogle.com/docum歌ent/d/14XDfHej5T7JNkodLgl_BfhMQomYDC6pRf8Ag2FqlWGE/edit
bilibili上也有翻译:
https://www.bilibili.com/read/cv25995628/重点在这里:
Can you tell us about the process you go through when you design an area in Elden Ring? How does designing an open world area like Limgrave differ from creating a level in one of your previous games? Does lore come first, then geography, then enemies and bosses, or does it vary?
For Elden Ring, area design tended to begin with the lore. This was due to the fascinating mythos penned for us by Mr. Martin. Caelid, for example, is known for being the land where Radahn and Malenia fought at the end of the Shattering, so this was a starting point for the level design and visual design as well.
This method for designing the world and its parts is unique to Elden Ring and a major departure from our previous titles.
对于如何设计老头环中的区域的问题,宫崎英高直接说明了地图设计倾向于根据“剧情设定”来做,而根据的这些神话都是马丁写的,然后他直接用“破碎战争末尾”在凯利德区域中拉丹和玛莲尼亚德大战来举例,这场战争是区域地图的关卡设计和视觉设计的出发点。并且这些老头环中独特的设计方法和fromsoft前作游戏比起来是重大的不同。
这里毫无疑问直接提到了破碎战争末尾的凯利德大战是马丁写的,宫崎英高在拿凯利德举例的时候紧跟在关卡设计根据马丁写的神话而定这句话的后面,按照一般逻辑那肯定举这个例子是用来解释前面那句话的,而不是说“马丁这些故事写到前面为止,我举的这个例子的故事是我自己写的”这么神奇的结论。如果你非要抬杠,bilibili的中文翻译可能产生了歧义。