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》制作人员之一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
第二章:不是故事的故事
CaesarZX译

这是怎么回事?!?难道毁灭公爵和Vanilla Ice 有个私生子?
《横扫千军》因为它的游戏性和革命性的设计受到了好评,但由于它缺乏诱人而具有深度的剧情,也受到了些批评。RTS游戏中那些大作都拥有精彩的电影,充满了3D动画师和B级演员的能弄出的最优秀片段。
带着要制作出超长的、野心勃勃、能把人下巴都看掉的电影的信念开始了制作。在最初的几个月里,因为一些胡乱编造的愚蠢故事序幕,Chris Taylor和我常常嘲笑我们自己。甚至要是我们最后把串烧鱼贝和减肥可乐从我们鼻子里喷出来,我们都会把这写进故事里。
我们当时倾向于做一个极端暴力的漫画式电影来迎合当今的动画片Venture Brothers《冒险兄弟》粉丝的那种胃口。我们知道我们的核心角色是指挥官。我们只有有限的预算,因此我们想让指挥官作为唯一的真正角色出现在序幕影片里。这个主意是这样的:指挥官都些克隆人,他们以不同形状的实验室玻璃器皿做作双方的标记,而这些器皿正是他们被克隆出来用的培养皿。
是的,我没开玩笑。
其中一个以一个普通试管作为他的徽记的一部分。另一个的徽记上则是Erlenmeyer 瓶(锥形瓶)。一个周末我回家后搞了一个故事板,讲述两艘巨型星际战舰跨星际的漫长战斗,以双方指挥官都坠毁到一个荒凉的外星球结束。在那儿,他们要争个你死我活。够刺激吧……绝对一流的故事。
这是那个长度变态的故事版的一些摘录……

别担心。我们神智还算清醒。我们迅速意识到这样的东西不能出现在游戏里。我们觉得那点子只是平庸的货色,而且可能会让我们的开发经费超过预算。要始终记住的是,《横扫千军》整个制作就靠那区区120万美元,而如今的游戏开发者连花在买Red Vines糖果和洗温泉浴上的钞票都比这多。我们把注意力放回到任务简报,使它有静态图像和一部简单的视频简介,并给每个任务系列的结尾配上短片。
不久之后,我们想出了游戏中阵营双方的名字。Chiris和我为游戏中邪恶一方起名字时有点小犹豫,比如“The Syndicate”还是“The Corporation”。Chris干脆把它简化成了“The Core”(也就是最终的名字)。单位美工Clayton Corbisier则为我们所谓“正义”的一方想出了“Arm”这名字。他只是觉得听上去不错。我们也有同感。Chris随后叫我回家用一个晚上想出一个故事背景。他说:“只不过就是去想一群好人和一群坏人不共戴天的理由。就这么简单。”
我第二天拿着Arm和Core之间那场战争的概述的文件回到办公室,还带来了些游戏的历史和故事的延续。下面是一些摘要:
“曾几何时,银河系一直是和谐统一的——统治者是有精密科学崇拜的Core。所有公民衣食无忧。他们的文明到达了顶峰,终极梦想也得以实现——永生。
“那些有着绝佳天赋的人们被Core的统治层选中。他们的头脑被极其小心得以一种高级数字模拟方式记录下来。他们那弱小而又碍事的人类躯体被抛弃了,取而代之的一个完美的,有着无比强大能力的人工身躯接受着意识的指挥。如此就保证了最优秀和最精英的头脑可以无限期地为社会做贡献。
“这项举措导致了一些派系的不满——银河系里那些有着精英头脑的人们。并不是所有精明的领袖渴望这个“永生”的。逐渐,这个派系联合起来,选择迁移到并居住到Core势力影响触及不到的地域:银河系一个遥远的旋臂里。他们的数量逐渐增长并被简单地称作“Arm”
“这场思想的战争随即演变成了一场真刀真枪的战争。
“起初,Core有这明显的优势。银河系的大多数人口和资源都归他们所有。但是Arm依靠自己的足智多谋多次挫败了Core消灭他们的尝试。Arm在每次战斗后都会学到新东西,最终导致了一场让Core头疼的战争。一切就从一个小遭遇战开始迅速演变为一场持续数千年的大战。”
这个故事背景后来由资深游戏作家Dave Grossman润色简化为我们现在所熟悉的《横扫千军》的序幕部分:
“由于反对把人类意识从血肉之躯中转移到机器中而引发的一次冲突,已经演变为一场屠杀了百万文明的大战。Core和Arm已经几乎耗尽了银河系的所有资源来进行领土之争。如今战争双方已经都开始筋疲力尽,而残余的陆军仍然在一些荒芜的行星上继续厮杀。长达四千年多的全面战争让他们之间的仇恨有增无减。这是一场你死我活的较量。对于任何一方,现在唯一的出路,就是将另一方彻底消灭。”

恩……这下就好多了。上面是我给《横扫千军》做的框架形式的粗略故事版画。适当的单位和多得多的镜头后来被添加进去,但Arm的指挥官没有太大改动。
这是比较基础的,不过我可以例举出一些对我有影响的东西。我读了一些有生动人物形象的书,都是有关当数字化的人类意识成为现实的。第一本是Iain Banks的小说Feersum Endjinn。第二本是Breg Egan写的Permutation City《置换城市》。Bank描述了一个遥远的未来,死去的人继续活在由一台被整合入地壳的超级计算机生成的数字化来世中。Egan则描绘了人脑数字化的早期阶段,而背景比较接近现实。顺便说一句,两本都是好书,并且都影响了我回家后为《横扫》虚构出的那个简陋的序幕。

至于纳米技术的引入纯粹是为了方便。我们试图设计出游戏中建筑物的造型,这是个时间问题。要做出每造一幢建筑物就有一群小家伙用锤子站在脚手架上敲敲打打的效果话,实在太复杂而且太花时间。何况我们时间根本不够。我们需要一种像魔术的东西,但又要有科幻的感觉。于是纳米技术就成了我们的救星!另外两本书影响了我当时的想法——Gred Bear的小说Queen of Angels《天使女皇》以及Neal Stephenson的小说Diamond Age《钻石纪元》。前者有一个非常棒的建造构思,建筑物都由巨大的玻璃凝胶模子建造的。我觉得那样的东西可能非常适合我们酷毙了的未来战争。Diamond Age则是关于纳米技术在建造和战争中的使用。我于是打算用“纳米加工”作为我们的建造技术的基础。我们的一个程序员想出了一个颗粒效果(看上去像在未来太空中尿尿),然后我们就搞定了。

至此为止,故事还是不丰富。难道我们要用一个故事背景简单到可以浓缩在一小段文字里的游戏来血洗1997年的即时战略市场?我们是不是疯了?!?
是,也不是。
剧情的缺乏可能会让我们失去相当一部分玩家,但是也为各种资料片和扩展包留下了充足的空间。玩家有足够的空间把自己的想象放到故事里去。在我放下那个文件夹后,我再也没有在《横扫》的宇宙中添加一个字。不要紧。其它人会处理的。任务设计者们加入了一大堆主意和各种有趣的花样。同人小说(Fan fiction)则把Arm和Core的传奇带入了一个全新的层次。Core不再是一个简单(CaesarZX翻译问题:二维?)的“坏人”,而Arm也不再只是一群不服气(CaesarZX翻译问题:噘嘴?)的反抗者。一个真实的,充满生机的宇宙融入了《横扫千军》故事背景的骨架。
我要是用了别的办法是做不到这个的,就算用全尽世界所有的试管都做不到。
待续
Part 2: The Non-Story Story
Total Annihilation was well received for it’s gameplay and design innovations, but there was some criticism for its lack of a deep, engaging story. The heavy hitters in the RTS genre all had swell movies, choc full of the best cut scenes 3D animators and B-list actors could provide.
We started the project firmly convinced we could somehow pull together long, ambitious, jaw-dropping cinematics. During the first couple months, Chris Taylor and I laughed ourselves silly with random ideas for a premise. If we ended up snorting teriyaki and Diet Coke out our noses, we’d put it in the story.
We were leaning toward an extremely, violent, comedic style that would be familiar to fans of the Venture Brothers today. We knew we had a central figure in the Commander. We had a limited budget, so we figured he would be the only real character in the intro movie. The idea was that the Commanders were identical clones who were at war over the shape of the glassware in which they were spawned.
Yes, I’m serious.
One had a regular test tube as part of his insignia. The other had an Erlenmeyer flask. I went home one weekend and whipped up a storyboard for a long, drawn out space battle between two gigantic starships, ending with both Commanders crashing on a desolate alien world. There, they would duke it out to the death. Hot n’ spicy… Total A style.
Here are some excerpts From the insanely long storyboard…
Don’t worry. We came to our senses. It soon dawned on us that we could have no such thing in the game. We thought the ideas were a hoot, but they would have cost more than the game’s whole budget to make. Keep in mind that Total Annihilation was made for a very modest 1.2 million bucks. Game developers spend more than that on Red Vines and spa treatments these days. We scaled back to simple mission briefings with static graphics and settled for a short intro sequence, and a couple of short movies for the end of each mission series.
A while later, we came up with the names of the sides. Chris and I batted names back and forth like “The Syndicate,” and “The Corporation” for our villains. Chris shortened that to simply “the Core.” Unit artist Clayton Corbisier came up with “the Arm” for our so-called good guys. He just liked the sound. We did too. Chris then asked me to go home and come up with a simple backstory one evening. He said, “Just some good guys, some bad guys and some reason they’re fighting. That’s it.”
I came back the next day with a document outlining the war between the Arm and the Core, along with some history and possible story arcs for the game. Here is an excerpt:
“Once, the galaxy was united and whole — ruled with scientific precision by the Core. Their citizens lacked nothing. At the zenith of their civilization, the ultimate dream was realized: immortality.
“Those receiving this awesome gift were selected by Core Central. Their minds were carefully recorded as an advanced digital simulation. Weak and fallible human flesh was cast aside and a perfect, artificial body of dreadful abilities housed the remaining consciousness. This guaranteed that the best and brightest minds could be of use to society indefinitely.
“This practice made certain factions uneasy — most notably the best and brightest minds in the galaxy. Not every promising leader looked forward to this “immortality”. Gradually, this faction united and chose to live Where the influence of the Core was weakest: in a remote spiral arm of the galaxy. As their numbers grew they became known simply as the Arm.
“This war of ideas became a war in fact. Uneasy with an increasingly vocal opposition, the Core decided to squelch this provincial backwater.
“At first, the Core had a clear advantage. Most of the population and resources of the galaxy were still theirs. But the Arm had a certain resourcefulness that stopped the Core’s best attempts to eradicate them. The Arm learned something new with each encounter, eventually building a war complex to rival that of the Core. What started as a minor skirmish soon blossomed into a vast conflict which would last for thousands of years.”
This was later spruced up by veteran game writer, Dave Grossman for the now-familiar (and much catchier) intro sequence to Total Annihilation:
“What began as a conflict over the transfer of consciousness From flesh to machines escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides, now crippled beyond repair. The remnants of their armies continue to battle on ravaged planets; their hatred fueled by over four thousand years of total war. This is a fight to the death. For each side the only acceptable outcome is the complete elimination of the other.”
Ah… That’s better. Above is my rough storyboard that served as the framework for the intro cinematic to Total Annihilation. Proper units and many more shots were dropped in later, though the Arm Commander didn’t change that much.
It’s pretty basic stuff, but there are some influences I can cite. I had been reading books with vivid portrayals of what might become of humanity if digitized simluation of human consciousness were a reality. The first was Feersum Endjinn by Iain Banks. The second was Permutation City by Greg Egan. Banks deals with a fantastic distant future Where the dead live on in a digitized afterlife using a vast computer built into the crust of a planet. Egan portrays early attempts at digitizing a human mind using a more contemporary setting. Both are great reads, by the way, and influenced my thinking when I went home to cook up that skinny premise for TA.
The inclusion of nanotech was for pure convenience. This was about the time we were trying to figure out how to portray construction in the game. It would have been too complex and time consuming to have little guys with hammers and scaffolds every time something was built in the game. It also wasn’t futuristic enough. We needed something like magic, but with a thin veneer of science around it. Nanotechnology to the rescue! Two other books influenced my thinking here – Queen of Angels by Greg Bear and Diamond Age by Neal Stephenson. The former has a great segment describing the formation of a building inside what amounted to a gigantic glass jello mold. I thought something like that might fit our super cool futuristic war pretty well. Diamond Age vividly portrays nanotech used in both fabrication and warfare. I proposed the “nanolathe” as the basis for our construction technology. One of the programmers came up with a particle effect (sort of like futuristic space pee) and we were set.
For all that, it’s still not much of a story. We were about to enter the Great Real Time Strategy Bloodbath of 1997 and we had a plot you could sum up in one paragraph. Were we crazy?!?
Yes and no.
The lack of story might have turned off a wider audience, but it left plenty of room for all sorts of great expansion and extrapolation. There was room for players to project their own imagination into the story. After I handed off that doc, I didn’t write another word about the TA universe. That was okay. Everybody else ran with it. The mission designers added a ton of ideas and all sorts of interesting plot twists. Fan fiction has taken the saga of the Arm and the Core to a whole new level. The Core is no longer a two dimensional villain, and the Arm isn’t just a bunch of pouting malcontents. A real, vibrant universe now hangs on the bones of Total Annihilation’s spartan backstory.
I wouldn’t have it any other way. Not for all the test tubes in the world.