CaesarZX:
此文会让我们看到世界上最宏大的即时战略游戏Total Annihilation《横扫千军》的开发公司Cavedog和横扫千军之父Chris Taylor是如何让这个不朽之作诞生在这个世界上的。这篇连载的总序是我自己写的,总序以后的连载内容我都翻译自gamespot.com里的这篇专题文章,作者依然是特约作家Geoffrey Keighley.(每篇连载我都会同时贴出英语原文,请大家指出我翻译的不当之处。点击插图看原图。)
第一节 会见 Chris Taylor
14岁那年,Chris Taylor的爸爸买给了他第一台电脑,一台他至今还记忆犹新的TRS-80。出生在加拿大的Taylor一直有着对科技的天赋——在高中他赢得了电脑科学奖——尤其在电脑编程方面。Taylor意识到他并不想仅仅使用PC来运行软件,他更想用PC来创造他自己的软件。他就是这么做的。到17岁,Taylor有了他第一个职业编程任务:为一家出租公司制作一个数据管理软件,接着又设计了一个录像租赁系统。
但是,像许许多多任务繁重的程序员一样,Taylor喜欢玩游戏来打发时间。在枯燥的折腾数据库的同时,他梦想着他能设计出属于自己的数据库的那一天。
那一天迟迟不来。起初,Taylor来了个大转变,他在一家塑料下水道管工厂靠拗塑料管子过日子。谢天谢地,他的工头开除了他,水管生涯结束了。因为他把一个水箱装得太慢导致后来倒翻砸伤另一个雇员。“我无法相信那家伙当时有多恼火,”Taylor回忆道。他丢了工作后开始在当地报纸上寻找电脑程序员的工作。
他找到了一个保证“C语言以及组合,4万年薪以上。”的广告。这个职位就是位于Vancouver的Distinctive Software 公司(就是现在的Electronic Arts Canada 电子艺界加拿大分部),这是一个由于开发了Hardball和Test Drive等模拟游戏而享有盛誉的公司。Taylor回忆:“我走进去接受面试,一切都是那么顺利。他们给了我这个职位还说:“恭喜你,你被录用了,年薪从24000块开始!”一切并没有Taylor改变主意。“虽然这和广告上的还是有出入,但我很高兴我第一次涉足了这个领域。”
可是当他一拿到他的第一个任务,Taylor肯定感觉到他被挡住了去路。他的目标本来是“决不做一个体育游戏。但要是你一定要我选,我一定不做棒球游戏。”你猜对了,他在Distinctive的第一个项目就是Hardball 2(一个著名棒球游戏)。在以后的几年里他可能会做许多体育游戏包括第一个Triple Play 棒球。这让人恶心。“我停止了3个棒球游戏的制作,我甚至一个都不想做。”Taylor回忆道,“我想做Asteroids和Space Invaders那样的游戏,我小时候就爱玩那些。”
Taylor的那创意十足的肌肉最终还是得到了施展的空间,他一个叫做V-Man《虚拟人》的游戏创意被接受了。“虚拟人是一个满世界跑的角色。他靠收集RAM芯片来提供动力,靠收集ROM芯片来获得能力。”Taylor笑着回忆。不幸的是,《虚拟人》在开始制作10个月后便被取消了。但此时积累的经验已经足够Taylor停止拘泥于制作棒球模拟而真正开始制作他想玩的游戏了。
待续
Meet Chris Taylor
At the age of 14, Chris Taylor’s dad bought him his first computer, a TRS-80, which he fondly remembers to this day. The Canadian-born Taylor always had a knack for technology – in high school he won a computer science award – and especially for computer programming. Taylor realized early on that he didn’t want to use the PC merely to run applications, but as a tool to create his own software. And that’s exactly what he did. By the age of 17, Taylor had his first professional programming assignment: building a database manager for a taxi company, which he followed up by designing a video rental system.
But Taylor, like many programmers saddled with mundane assignments, loved to play games in his spare time. And all the time he was cranking out databases, he dreamed of the day when he’d be designing his own.
That day was a long time in coming. First, Taylor took a major detour, signing on at a plastic sewer pipe plant, Where he spent his days prepping parts and bending pipes. Thankfully, this career came to an end when the foreman of the plant took Taylor to task for overfilling a box of fittings, which had subsequently fallen over and whapped another employee. “I couldn’t believe how upset the guy was,” remembers Taylor. And so he quit and began scanning the local paper for ads soliciting computer programmers.
He found an ad that promised “$40,000+ for programming C and Assembly.” Better yet, the position was at Vancouver’s Distinctive Software (now known as Electronic Arts Canada), a respected game design firm best known for its simulations Hardball and Test Drive. As Taylor remembers, “I went in and interviewed for the job, and things went pretty smoothly. They offered me the position and said, ‘Congratulations, you’re on board at $24,000 a year!’” The bait and switch routine didn’t phase Taylor. “Although it wasn’t quite as advertised, I was just happy to get my foot in the door of the industry.”
But as soon as he got his first assignment, Taylor must have felt as though he’d stubbed his toe. Among his personal goals was “to never do a sports game. And if you could pick the sport I especially didn’t want to do, it was baseball.” Sure enough, his first project at Distinctive was to work on Hardball 2. Over the next few years he would work on a bevy of sports games, including the first Triple Play baseball. It was difficult to stomach. “I ended up doing three baseball games and I didn’t even want to do one,” Taylor recalls. “I wanted to make games like Asteroids and Space Invaders – the stuff I played when I was a kid.”
Taylor did eventually get to flex his creative muscle at Distinctive, when his concept for a game called V-Man was given the green light. “Virtual Man was a character who ran around a world collecting RAM chips for power and ROM chips for ability,” Taylor recalls with a chuckle. Unfortunately, V-Man was canceled after ten months of development. But the experience was enough to convince Taylor that it was time to stop cranking out baseball sims and to start making games he’d actually want to play.





















