2007-05-13

CaesarZX: 

我热爱的电影配乐CD出版自各大不同唱片公司,有些是独立的唱片公司而有些则和电影业紧密挂钩,我就在这里对世界四大唱片集团公司(Warner Music Group 华纳,Sony BMG 索尼BMG,EMI 百代 和 Universal Music Group 环球)做个连载介绍,全文为搜集到资料后的编译和部分转载,资料的收集和编译的过程相当辛苦,难度远远大于其他连载,所以欲转载本文者务必请标明出处。

转载本文务必请标明出处

一、EMI (百代)

 

全名:EMI(The Electric and Musical Industries Ltd)电力与音乐工业有限公司
类型:上市公司【LSE(伦敦证券交易所):EMI】
建立年代:1931 年
总部:英国伦敦
核心人员:CEO(首席执行官):Eric Nicoli ;CFO(首席财政官):Martin Stewart
行业:音乐
年收入:20.7亿英镑(2006年)
净收入:7.24亿英镑(2006年)
员工:6,300 (2006年)
官网EMI Group

第一节  前言

EMI是全世界最大的唱片公司,不论是因为其规模还是资格,在4大唱片公司中始终排在老大位置,所以很自然地我就把第一篇连载给了EMI。

要谈到EMI的历史 ,我么那就必须 从头细说整个唱片工业的历史,因为这两者是密不可分的。EMI正式成立与1931年,它的前身却可以从1898年成立于伦敦的的英国留声机公司 Gramophone Company ,往上追溯到1888年德裔美国人Emile Berliner 埃米尔 伯利纳发明圆盘唱片的时候,没别的原因,就是因为伯利纳正是EMI的开山鼻祖。

Emile Berliner 和他的圆盘型唱片

Thomas Edison 托马斯 爱迪生在1877年发明了圆筒式留声机Phonoghraph,开启了人类录音的历史。爱迪生留声机所用的唱片叫做Phonograph Cylinder  “圆筒唱片”,顾名思义,这类音频存储介质形状像个圆筒,唱针沿着筒壁拾音,但是圆筒笨重难以操作,相当不方便,也就无法有效地投入商业应用。一直到11年后的1888年,伯利纳将留声机改良,发明了Gramophone Disc “圆盘唱片”(又叫Berliner Gramophone  “伯利纳唱片” ),才使得唱片录音真正进入了商业领域。

圆筒唱片(左)和 伯利纳唱片(右)

所以,如今所谓的“唱片录音史”,严格上是要从1888年开始谈起的,因为从这一年以后,录音产品才开始走入千家万户。伯利纳改良了爱迪生的留声机,但他没法立刻投入生产,因为爱迪生的专利权使两人的官司诉讼长达数年之久,一直到1895年美国最高法院驳回爱迪生的起诉,伯利纳才得以在费城成立Berliner Gramophone Company伯利纳留声机公司,开始生产留声机和唱片。

伯利纳留声机公司掀开了唱片录音的历史,也开启了EMI长达一个世纪的繁荣史。这段漫长的岁月中,EMI经历了无数波折,成长和兼并,才发展到如今这气势恢弘的局面,而今全世界几大古典厂商例如CBSRCA(Sony BMG旗下),DGPhilipsDECCA(后三家公司都在环球公司旗下)等公司,也都与它有千丝万缕的联系。到底EMI规模有多大,它对如今唱片业的发展又有过什么伟大的贡献,这正是之后的连载会详细介绍的。

 

搜集编译自Wikipedia及各网站,所有图片来自Wikipedia 

待续

 

CaesarZX: 

对于RTS游戏《横扫千军》的制作,Geoffrey Keighley的文章已经不足以全面讲述那段历史,而加入一个亲自参与此游戏制作的人物的视角,我们就可以看到一个更完整的横扫千军诞生史。 这篇连载作者是《横扫千军》美工总监Clayton Kauzlaric,他从去年9月开始在他自己的Blog上连载自己在Cavedog参与制作《横扫千军》 的经历。本连载由我与游戏编年史的主人无声畅游合作翻译推出。

点击这里进入连载目录 

第五章:首则广告

无声畅游 译

欢迎来到战争的全新境界

你们中一些老玩家也许会想起《横扫千军》的第一版平媒广告。我认为那个广告为Cavedog赢得了第一流的印象,或者是接近二流……也许是三流。但绝对不会低于第十六流, 我还是比较乐观向上的。

正如你所见,平面游戏广告总是遵循着千篇一律的模式。随便打开一本1997年以前的游戏杂志你都会发现那些广告都惊人得相似。他们差不多都是这样的(如下图):

这些广告往往都是在游戏的美工部分还相对比较粗糙的时候造就的,所以它们总用一些徒有其表华而不实的艺术图片,或者一张巨大且夸夸其谈的照片来拼命炒作一个游戏。可游戏本身却做不到那些。一个只有12个像素的游戏角色是摆不上台面的。

问题是,游戏广告所展示的画面,总是比游戏实际效果要超前个10年,甚至在游戏实际画面变得是那么回事后也是如此。这在今天已经是屡见不鲜。我并不是责备广告代理机构这么搞。我从不怀疑他们有本事在一个下午就瞎搞出19个这样的东西,而且还有多余的时间吹牛B并玩一盘高尔夫。同样的,这样的搞法对任何平面广告都是适用的。既然那对推销润肤霜和汽车有效……那游戏为什么不呢?

为GT Interactive效劳的广告公司,在1997年初,就是这么干的!我们立刻对此表示反感。我们清楚游戏正式上市前,就只有这么一两幅平面广告,我们当然希望它们能产生最大的影响。Chris和我坚信:我们的游戏靠的是本身的品质。我们坚持要求广告做成一大张横跨两整版的游戏截图。

我们拥有一个巨大的优势。GT几年来一直占据着所有主流PC游戏杂志内封面折页的广告空间。以前,这样的黄金地段总是用来刊登上述那 些标准模式的大幅广告招贴,但我们却用它刊登了一两幅巨型截图展示广告。Chris, Ron和我先写下基本的宣传词,然后再由广告公司的家伙们装饰美化一番。我的工作是对整个广告进行大致的布局,以便能容下那幅巨大的截图。以下便是上面那幅连页广告截图的原料图片。

好吧, 这本来是原始图片,只不过Blogger让它有些失真了!

虽说几个月之后,TA就拥有了一个内建的抓图快键,使我们能毫不费力地抓取游戏快照——可惜当前我们还没有这项功能。我不得不制作一系列较小的截图,然后将它们置于已导入地图编辑器的原始.PCX文件上。我打开网格视图效果制作了第二张截图, 并在Photoshop中用显示蒙版功能将网格与地形的3D效果融合到一起。

这一方式带来了理想的效果。在这幅广告与TA<PC Gamer>上刊登的第一篇前瞻报道期间,我们还去了1997年的E3展,并带去了大量绝佳的宣传料。一些竞争对手的RTS游戏,也在一年内采用了与我们相同的平面广告。不过,就算在巨幅整版截图已普及的今天,你依然能看到大量遵循上述101守则的游戏广告充斥着无数杂志。

Part 5: The First Ad

Some of you old timers might remember the first print advertisement for Total Annihilation. I think that ad scored a  first for Cavedog. Or a close second… maybe third. Definitely no more than sixteenth overall. I’m positive.

Y’see, print ads for games almost always followed a time-honored format. Crack open any game magazine From before 1997  and you will see that the advertisements are remarkably homogeneous. They all looked something like this:

This dates back to the time when game art was relatively crude, so some sort of swanky art or a big juicy photograph  would be used to build an image for a game. The game itself usually couldn’t do that. A character with only twelve  pixels just doesn’t have a lot of presence.

The thing is, game ads still looked like that decades later, even after in-game art started to look reasonably slick.  It’s a common design even today. I don’t blame ad agencies for doing this. I’m sure they can crap out nineteen of  these in a single afternoon and still have time for some blow and a round of golf. And to be fair, it’s a pretty  common approach to any print ad. It works for selling lotion and cars… Why not games?

That is exactly the sort of ad the marketing firm working for GT Interactive showed us when they came by in early  1997. We hated it immediately. We knew the game would have only one or two print ads before it launched and we wanted  them to have maximum impact. Chris and I were adamant that we sell the game with the game. We insisted that the ad  feature a full two-page screenshot.

I don’t recall seeing this before. It’s not like we thought it up. It was just a matter of time before giant  screenshots became commonplace, but Total Annihilation was certainly one of the first games to do it. There was some  resistance From the agency. The concern was that (gasp!) the pixels would be visible since a computer game couldn’t  match the print resolution of a magazine. That sounded fine to us. It would absolutely show gamers what they were  getting.

We did have one advantage. GT Interactive owned the fold-out ad space inside the cover of all the major PC gaming  magazines for a couple years running. This prime real estate was mostly used for big versions of the standard formula  above, but we would get that spot for one or two display ads before the game hit store shelves. Chris, Ron and I wrote  the basic copy which the ad folks polished up a bit. I did a rough layout then went to work creating a big, big  screenshot. Here is the original image:

Okay. This was the original image, but Blogger crunched it down quite a bit.

A few months later, Total Annihilation would later have a built-in  screen shot key command. We could take snapshots  like this with no problem – but we didn’t have that feature at this point. I had to take a series of smaller shots and  drop them onto the original .PCX file we imported into our map editor. I took a second shot with the mesh view enabled  and did a small mask reveal in Photoshop to communicate the 3D-ness of the terrain.

It had the desired result. Between this ad and our first preview coverage in PC Gamer, we went to E3 in 1997 with lots  of good buzz around Total Annihilation. Several competing RTS games had print ads almost identical to this (including  the landscape mesh) within a year. Giant full page screenshots are pretty commonplace now, but you still see plenty of  that Game Ad 101 ethic between the pages of magazines to this day.