2008-06-23

原文来自:next-gen.biz

原文发表于 2008年5月29日

Will Smith, Kris Graft

CaesarZX 译 

原文地址

 Valve:PC游戏的路还长着呢

如今,尽管许多平台都能玩到Valve Software的游戏,但Valve老板Gabe Newell还是抽空向我们表达了Valve对于PC平台的支持态度。

PC是Valve的家。在5月29日周四召开于他们坐落在华盛顿州贝尔维尤总部的新闻发布会上,Valve表明了自己捍卫PC平台的决心。Valve公司拥有一个一千五百万客户量的Steam销售平台,并且凭借《半条命》、《反恐精英》、《军团要塞2》等PC游戏而广受好评。他们要尽全力去证明所谓“PC市场已经没救了”这种说法是完全错误的。

会上Newell自问自答:“PC游戏是否面临危机?不。但确实还存在一个人们的了解程度问题。”

巧的是微软“Games for Windows”的部门主管Kevin Unangst也表达过同样的想法。

PC支持者之所以说有个“了解程度的问题”,部分原因就是在长期以来,除了仅限于北美范围的国家市场调研(NPD)月度销售报告外,人们无法看到整个PC游戏市场的全部。

按照最近一次NPD年度报告的说法,在经过数年的持续下滑,PC游戏产业利润在2007年仅为9.107亿美元。但是NPD的零售报告仅包含了盒装零售的产品,而没将那些迅猛增加的在线订购和支付的产品计算在内。

现在,NPD开始追踪盒装零售产品之外的收入了,一幅更清晰的市场全景已经展现开来。5月,NPD报告显示仅仅在线订购这一项每年就已经产生10亿美元的收入。

Newell表示,在接下来的三个月中,Valve的数字销售收入将超过传统零售的收入。

“NPD这样的组织现在才开始追踪其他方面收入[例如大型多人在线游戏(MMO)]就已经发现数十亿在PC上的花费,而这些钱在以前是闻所未闻的。”Newell说道。

他补充道:“尽管在欧洲主要市场以及像中国、韩国及俄罗斯这类新兴的PC游戏市场玩家都几乎无视家用机而热衷于是PC平台,业界观察者却依然仅仅把目光聚焦在英美两国。”

Newell指出,对于PC游戏史来说,这已经不光光是把制造产业空洞的数据或信息给忽略掉这么简单的了。

他演讲中有一个“这个故事为何无法得以流传?”的演示幻灯:“正如你们所知道的,三大主机公司每个月都要砸百万美元在公关部门上,让他们把PC说得一文不值。”

Newell还说,没有人能在PC游戏不断延伸的故事中“掌握大权”。

但是由多家公司组成的“PC游戏联盟”不是故事的全部,至少对于Valve是这样。Newell在答记者问时当被问及Valve为什么不加入“PC游戏联盟”时回答说:“与那些公司代表汇聚一堂探讨PC游戏应该怎样怎样相比,产品销售更加重要。”

Newell还给出了Gartner集团的数据,表明全世界有超过两亿六千万在线PC游戏玩家。去年,消费者更是总共购买了两亿五千五百万台新电脑。

Steam平台与它的革新

Newell提出PC才是革命的领军者,其次才轮到主机。PC是个开放平台,这也就是为什么媒体格式,发行方式,多人游戏模式以及其他变革都是从PC上开始的。

Valve的最具革命性的成果之一就是Steam平台了。商业总监Jason Holtman说,Steam平台的胃口正在急速扩大,年增长率达到191%,最高在线人数达到125万人。这个数字发布和社区平台囊括了300多款来自不同厂家的PC游戏。(Holtman还提到了Steamworks,Next-Gen在这里有相关介绍。CaesarZX注释:那篇文章太老,我就不翻译了。)

在“不久的将来”,Valve计划把一些重大的新功能加入Steam,包括驱动程序自动更新、系统配置检查、全新的社区日历功能和“官方”社区。

还有就是Steam将按地区的不同,来制定价格(不再仅限于美元)、购物推荐、购物车以及更多的支付方式。

不过,从方便角度考虑,也许最令人激动的新功能就是玩家不但可以在任何一台电脑上获取他们的Steam游戏,而且还能下载到游戏生成的数据,例如自己的游戏存档和选项设置。此功能被称作Steam Cloud,将率先应用于已经发售的游戏,而且对用户和开发者均免费。

TF2(军团要塞2)模式

Valve的Robin Walker曾说,一个成功的多人游戏应该能够在内容和特性上提供持续更新服务的。

PC版的《军团要塞2》自从去年发售以来已经历了53次更新。这些更新绝大部分都直接来自玩家对计分系统,等级平衡以及地图平衡的反馈结果。

Valve认为,这类由发布许许多多小规模更新所构成的模式,正是Valve迈向多人游戏领域所需要的模式,因为它不但改进游戏性并提供持续的改进,而且还能有效地防止盗版。

 原文:

 Valve: No PC Gaming “Crisis”

Valve Software titles can be found on numerous platforms, but Valve boss Gabe Newell took some time to show the studio’s continuing support of the PC. More from Valve’s press event within…

PC is Valve’s home, and at a press event Thursday at its Bellevue, Wash.-based headquarters, the company made that clear in its defense of the platform. The company behind the 15 million user-strong Steam digital distribution service and PC favorites such as Half-Life, Counter-Strike and Team Fortress 2 went full force to slap down notions that the PC market is in some kind of irreversible turmoil.

“Is there a crisis in PC gaming?” Newell asked during a presentation. “No. But there is a perception problem.”

His comments closely mirror those of Kevin Unangst, head of Microsoft’s Games for Windows, who expressed almost exactly the same sentiment.

The reason PC backers say that there is a “perception problem” is partly because most of the time, particularly in North America with the monthly U.S.-only NPD retail reports, people aren’t seeing the whole PC gaming picture.

Going by the latest annual U.S. NPD results, PC gaming revenue appears to have declined year-on-year to $910.7 million in 2007. But NPD’s figures only included boxed retail product, not subscriptions and paid online content, which are growing substantially.

Now that NPD has begun tracking revenues beyond boxed retail product, a clearer picture of the market is being painted. In May, the NPD Group reported that online subscriptions alone generated $1 billion annually.

Newell said that in the next three months, its digital revenue from Valve titles will surpass its retail revenue.

“Only now are organizations such as NPD beginning to track alternative revenue streams (MMO subscriptions, etc.) and discovering billions of previously unacknowledged spending on PC gaming,” Newell stated.

And many times, industry watchers focus on only the U.S. and U.K. PC gaming markets, Newell said, although customers in major European markets and emerging markets like China, Korea and Russia are almost solely dedicated to PC, leaving consoles by the wayside.

It’s not just missing data or information that have created holes in the PC gaming story, according to Newell.

Read one slide during his presentation headed as “Why isn’t this story being told?”: “As all of you know too well, the three of the major console holders spend millions of dollars each month on PR teams to seed stories to the contrary.”

Newell also said that no one is “taking ownership” in spreading the PC story.

But the multi-company PC Gaming Alliance isn’t an integral part of that story, at least as far as Valve’s concerned. Asked during a Q&A session why Valve isn’t part of the PC Gaming Alliance, he said, “Shipping products is more important than companies sending representatives together to all agree that PC games should be doing better.”

Newell also cited data from the Gartner Group that showed there are over 260 million online PC gamers in the world. Consumers bought more than 255 million new PCs last year.

Steam and innovation

Newell argued that the PC is the leader in innovation, which then trickles down to consoles. Media formats, distribution methods, multiplayer modes and other innovations begin on PC because it is an open platform, he said.

One of Valve’s greatest innovations is Steam. Business director Jason Holtman said that Steam adoption is continuing to grow rapidly, with 191 percent year-on-year growth and 1.25 million peak concurrent users. The digital distribution and community platform houses over 300 PC titles from various game makers. (Holtman also covered Steamworks, much of which Next-Gen covered here.)

In the “near-future,” Valve expects to add significant new features to Steam, including driver auto-updating, a system requirements-checker, new community calendar functions and “official” communities.

Other additions to Steam will be localized pricing (not just USD), recommendations, a shopping cart and more payment methods.

But perhaps the most compelling new feature, as far as convenience is concerned, will be the upcoming ability for users to access not only their Steam games from any PC (which they can do already), but also game-generated data such as saves and configurations, which will be stored transparently in Steam’s back-end. This feature, dubbed Steam Cloud, will first be rolled out in existing titles, and will be available for free to both developers and gamers.

The TF2 model

Valve’s Robin Walker said that successful multiplayer games need to be considered as services that are constantly updated with new features and content.

Team Fortress 2 for PC has seen 53 updates since its launch last year, many of which are a result of direct feedback from players regarding Achievement design, class balance and map balance.

Valve said that this model–lots of little updates–is the company’s model moving forward for multiplayer titles, as it not only improves gameplay and offers continuing innovation, but also curbs piracy.

2008-06-22

CaesarZX:

《疯人院》在解密冒险游戏领域有着它独特的地位,诡异的气氛和恐怖的格调让它不再仅仅是一个解密游戏,更成为了一部经典的精神分析范例。最近重温此游戏的同时,我开始连载我朋友的一篇译文。(除插图是我自己重新游戏时所截的图外,其他均为直接转载)

原文:adventuregamers.com 论坛
作者:Mewd
译文:ChinaAVG冒险游戏中文网
编译: Blue/一笑置之/brother_ichi

《疯人院》剧情深度透析(连载二)

第二节:

剧情理论 1:根本没有“疯人院”

这种理论认为:整个游戏完完全全就是一个大幻觉。包括有“疯人院”出现的几个章节在内,也都是因为主角头部受重伤而产生出来的幻觉。在最后的“交叉点”(The Gauntlet)(注3)这一章,麦克斯说:“我明白其中的关系了!这一切都不是真的!”,可以证实这一点。

这就可以解释一些事情了:主要是为何摩根在开始时忽然变成一个疯人院的精神病医师,而不是医学博士;而麦斯最后却又为何因伤重躺在医院,而不是继续留在疯人院。简单说来,就是因为那些事情根本没有发生过。

唯一一个用此理论解释不清的地方,就是在游戏的“实验室”(The Laboratory)这一章,出现在摩根身上的一个可怕的剧情转折:他变成一个毫无人性的屠夫,为了征服精神病而残杀了大量的人,还利用令人恶心的克隆小孩来研究和提取所谓“精神病肉”。

这个情节在外星人英雄格林沃尔(Grimwall)这一章也有映射,其中的叛徒格隆拿(Gromna)就干着类似的暴行。这部分情节大概都反映了麦克斯对摩根不支持他的新疗法的一种鄙视心态,又或者是游戏设计师为了把摩根刻画成反派人物,故意构筑起玩家对他的反感情绪的一种手法。但无论哪种情况,都让人觉得这段情节不太能自圆其说。如果你在打通这个游戏以后,由此猜想摩根的计划不只是为了填满自己的钱包,而还有更多的秘密,那也许你也会感觉游戏并没有真正完结。

另一个值得思考的部分,就是麦克斯听到的关于他被困于这个地方的预兆。或许这只是一种神示,很难说得清楚。在游戏高潮部分,当摩根要把一种神秘绿色药液注入你的静脉时,我们会反复看见一个“病毒”形态的摩根,他一直企图把你封锁于自己的精神世界中,然而,那种药液实际上却并没有进入你的体内。所有这些情节,都令人对这个理论产生不少疑问,尽管可以把它们一概都归结于“幻觉”和“意识夸大”的表现。不过,以上的思考却把我们带进第二个剧情理论。

疯人院不存在?

待续

翻译注解:

注3:gauntlet,有“挑战”、“金属手套”、“交叉火力”之意,考虑到游戏中最后一关是一个精神世界与现实世界的交接点,并且主角在不同精神世界的几个角色(妹妹、外星英雄、阿兹特克武士)都在此交叉出现,因此译作“交叉点”。

2008-06-11

CaesarZX:

《疯人院》在解密冒险游戏领域有着它独特的地位,诡异的气氛和恐怖的格调让它不再仅仅是一个解密游戏,更成为了一部经典的精神分析范例。最近重温此游戏的同时,我开始连载我朋友的一篇译文。(除插图是我自己重新游戏时所截的图外,其他均为直接转载)原文:adventuregamers.com 论坛
作者:Mewd
译文:ChinaAVG冒险游戏中文网
编译: Blue/一笑置之/brother_ichi

《疯人院》剧情深度透析

注意:以下文章含有很多对PC游戏《疯人院》的剧情透露,如果你尚未打通此游戏,那阅读此文将会破坏你对游戏的主要事件和剧情悬念的良好感觉。

本篇透析不包含任何攻略提示,而是为了研究讨论《疯人院》的故事剧情。笔者写此文的目的,在于把游戏中刻意营造得纷繁杂乱、令玩家有点摸不着头绪的剧情组织起来。这个游戏本身就把潜台词和象征手法运用得非常娴熟流畅,而笔者在此的很多观点都不一定准确,甚至是由于过度深究而造成误解游戏的原意。不过,写这种分析仍很有乐趣。

第一节:剧情概要:

以下概要,是把游戏中那些在关键时刻快速闪过、反映“现实世界”的过场动画拼合而成。

麦克斯(Max)是一个很普通的医学研究员。其妹莎拉(Sarah)在年幼时死于一种不知名的疾病,此事令他感到深深的内疚遗憾,从而驱使他走上医学研究道路。麦克斯一心想尽力阻止类似惨剧的发生,于是他开始寻求能治愈一种仅危害新生婴儿的神秘疾病DNAV的方法。他的研究把他和妻子带到中美洲的阿兹特克遗迹,他深信自己能在那里找到疗法,因为据史实说:在古代阿兹特克的一个村庄,有一支部落曾在未接受过医学治疗的情况下,以某种方式逃过了一场大瘟疫。但是,麦克斯的希望落空了,他虽然投入了大量时间精力去钻研,却仍然找不到任何有疗效的证据。而此时,他得知他的大学同学摩根(Morgen)博士正在仁济(Mercy)(注1)医药公司致力于开发一种新药:圣心天后(Hope)(注2),而这种新药承诺可以治愈夺去大量婴儿生命的DNAV。麦克斯眼见自己的当前的工作毫无进展,于是决定回美国协助他那位即将成功找到治疗方法的老同学,而不是仅靠自己漫无目的去瞎碰。

麦克斯回到美国,开始与摩根共事。但可惜的是,许多用于测试“圣心天后”药效的试验者都死了。研究继续进行着,麦克斯很长时间没有回家,费尽心机寻找究竟什么地方出了错误。他的妻子对他太专注于工作而冷落了自己颇感不满,经常提醒他回家,然而麦克斯却坚持一定要找到治疗方法为止。

有一次,马克思正在电脑上对“圣心天后”进行构效模拟,而见到的只是又一次失败。突然,他的脑中闪过一丝灵光,他留意到一张自己在阿兹特克森林研究时拍下的小照片,并从中得到了启示:原来能治愈DNAV的答案一直就摆在他面前――显然,就在这张照片之中!

游戏主菜单。中间的眼球会跟着鼠标的移动而转动,非常诡异的设计

麦克斯马上又运行了一个构效模拟,终于成功了!他大喜过望,立即把自己在公司的所有资金和职权转投入对这种疗法的研究中。谁知道,摩根竟然停止向他拨款。在一次会议上,摩根解释说:麦克斯不应该太过于分心,对一个疗效尚未明确的新疗法许下太大承诺;他们此时更应该做的,是专注去完善“圣心天后”的药效。麦克斯被激怒了,他斥责摩根只是为了追名逐利,根本不是为了治病救人。一气之下,麦克斯扬言要离开公司,但摩根提醒他说其妹莎拉并非死于DNAV,他对此投入过多的私人情绪了。最后,摩根作出了让步,勉强答应向麦克斯的研究提供一些资金,会议不欢而散。

摩根切断了麦克斯的车子的刹车线,企图不让他利用新疗法把上述所谓的“名利”抢走。摩根这样做很可能不仅仅为了这个原因,而且也为了利用“圣心天后”这种药,向他暴戾而目中无人的父亲证明他自己不是一个失败者。

麦克斯用手机打了个电话给妻子之后就开车回家。车子在雨中沿山路飞驰直下,却无法刹车,最后终于在一个转弯位连人带车翻了下山,麦克斯也几乎在车祸中丧命。(这段就是游戏的开场动画)

接下来的事就是我们要讨论的:麦斯醒来之后发现自己被困在一个疯人院里头。
待续

翻译注解:

注1:Mercy,原意“怜悯”,讽刺摩根的公司是假意的“怜悯”,其实求名利而已,音译的话无法体现这种意思,故借内地著名的“仁济”医院名称,“济”与“cy”音近,并无故意歪曲诽谤之一。

注2:Hope,原意“希望”,也是讽刺该种药所谓“希望”其实是希望求名逐利。考虑到西药的中文译名有音译和意译,但名称要醒目,有商业味道,因此暂译“圣心天后”。“ 圣心”乃暗喻脱离混乱的精神枷锁,保持心智清醒;“天后”原指希神赫拉(Hera),这里借代游戏中的天使石像,并且取“后”与“Hope”同音。

Tags: ,.
2008-06-08

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。

经过1年多的停滞,本文作者Clayton Kauzlaric终于开始继续操刀。欢迎回来,CK。

点击这里进入连载目录

第十章 E3大展

CaesarZX 译

1997年的The Electronic Entertainment Exposition(E3,电子娱乐大展)是在亚特兰大举办的

我第一次参加E3大展实在1997年。那也是我最爱的一届E3. 我并没有被一年一次的嘈杂和紧张而搞得筋疲力尽,而只是隐约感觉到,E3给将来那么多项目所增加了巨大的阻力。当时的E3还是在亚特兰大和洛杉矶轮流举办的。

我那次险些就去不成了。当我们屁颠屁颠迎来1997年的夏天时,《横扫千军》的许多部分还不完美,支离破碎,甚至还根本不存在。多人游戏部分才刚开始制作,界面部分还处在中期大修阶段。我们的制作人觉得我在这项目里是多余的了,但Chris竭力为我辩护。他说我都已经买好了去E3准备的衣服,天哪。于是那天,最后还是道德获胜了。

我们急切地期盼着把我们的游戏展示给世界。当时的杂志广告也有些正面宣传。我们就在大展前夕建立了Cavedog网站,而有些粉丝论坛早就有很多的相关活动了。网站里的很多“动画截屏”也鼓励了玩家的参与。E3是个建立玩家群的绝佳机会。

于是,我像个白痴一样买了双新鞋。我们在亚特兰大着陆之前,一切都还顺利。我和Chris都很激动,于是决定跑着去行李提取处。那里到底有多远呢?任何熟悉亚特兰大那巨大无比的机场中心的人,只要把它和“新鞋”这个词联系在一起想,就能想象出在拿到行李之前我的脚有什么感觉了。记得电影《洛奇》里他是如何用那牛肉训练的吗?没错,就那感觉。Cavedog的新产品副总裁Scott Wallin慷慨解囊,给了我绷带和止疼膏。

我们在酒店登记后就立刻动身去了位于会议中心的记者招待会。GT Interactive和Humongous的公关人员在我们才到那儿5秒就把Chris卷走了,让他在一堆又一堆的记者面前来回折腾。我决定去找一些免费食物和饮料,并试图不让我血淋淋的双脚残肢毁掉地毯。

好吧好吧,其实并没那么糟糕,但我的脚真的很疼。

GT展区没有很多好看的,要比Cavedog少得多。只要是与Cavedog相关的东西都还老实地呆在板条箱里,同时工会的一些家伙在和无数电线和设备搏斗。运输是个问题。展览的一些用品都还在运输途中,所以只要那些东西没到,什么活动都没法开始。就在那时我们得知装有《横扫》预告片的光盘被坐烂了。(参见第八章:小心翼翼地毁掉

要看到那些东西如何被组装起来有点困难,但工作人员似乎心不在焉。我肯定他们在“事不关己高高挂起”。

展台最后还是被搭起来了。GT Interactive在以第三大发行商的姿态推销自己,所以他们自然就有和其他大发行商一样大的地盘。 多亏他们的“前卫”设计,他们的展区就像个80年代的美发沙龙与废料场的合体。那展区看上去就好像是用其他11个展台的残余材料搭建起来的,也像个巨大的机器人刚刚吃掉一大块咔嚓作响的垃圾。当E3的参观者还没有想到去哪搞一盘很有品的新鲜鲻鱼,他们酒杯GT的大堆游戏引诱了过去。

GT那年带去了大堆的新游戏,包括Shadow Warrior《影子战士》,一个《毁灭公爵》相关游戏

我很遗憾我没有任何Cavedog展台的照片。整个布局陈设非常简单。我们有三个展台,每个展台有三个屏幕。我们基本上都在演示遭遇战模式,并且打开作弊来让我们能在演示过程中够快速组织军队与敌方发生冲突。有两台电脑之间联网,这样能运行多人游戏,可那运作得并不怎么顺利畅。电脑被一面装有35寸巨大显示屏的墙壁遮住,那屏幕上全天都在播放《横扫千军》的开场动画(类似下图的Unreal《虚幻》展台)。

当你在E3展示产品时,你并不一定真的会去看那些展览。我就基本上除了偶尔就近上几次厕所外,没有离开过自己的三个《横扫千军》展台。我无所谓。尽情炫耀我们的游戏是件有趣的事。驻足观看的人群充满了热情,那就是最好的证明。有些人甚至每天都来玩我们的试玩(一人三小时)。我遇到了无数游戏开发商、各大型零售店的买家、媒体、还有许许多多游戏爱好者。但我当时一点没意料到,我竟然还遇到了我的两位未来的同事,并向他们演示了我们的游戏。

大概只有一队人马在看到我们的牛B即时战略后不怎么高兴,他们那就是Activision。我们的展示台在早上开门前就被Activision的员工团团包围。他们中多数都只是站在那,满脸阴气。Dark Reign《黑暗王朝》被广泛认为它统治1997年的即时战略市场是天经地义的(至少在Starcraft《星际争霸》出现前是这样)。可惜突然间他们不得不与我们的《横扫千军》共享圣诞大餐了。

我们从没想到过要和任何人一决胜负。相反,我们一般都是尽可能避免那些没完没了的“优缺点争论”,但在《横扫千军》发售之前,“《横扫千钧》VS《黑暗王朝》”一直都是很多论坛讨论的焦点。托别具一格的智慧,销售以及E3大展的能见度之福,《横扫千军》得以成功地对抗一个如此高姿态高期待值的游戏。

我们离开展会的时候,人们对《横扫》的积极反应令人振奋。这真的是一次绝妙的体验。在大量的演示,派对以及声嘶力竭地大叫三天后,我们总算可以回到Woodinville去完成这游戏了。

待续

TA-ncient History #10: E3

My first trip to E3 was in1997. It was also my favorite E3. I wasn’t burned out on the annual dose of noise and stress and I was only marginally aware of the colossal production road bump E3 would create for so many future projects. This was when E3 still alternated between Atlanta and Los Angeles each year.

I almost didn’t go. Many parts of Total Annihilation were unpolished, broken or just plain nonexistent as we crunched our way into the Summer of 1997. Multiplayer was touch and go. The interface was in the middle of a major overhaul at that point. Our producer didn’t think the project could spare me, but Chris went to bat for me. He mentioned that I’d already bought some clothes for the trip, fer gawd’s sake. The moral weight of that carried the day.

We were beyond excited to show our game to the world. The recent magazine ad was getting some good buzz. We launched the Cavedog website right before the show and there was already a lot of activity in the very first fan forums. The “animated screen shots” on the site also helped to build anticipation. E3 was the perfect opportunity to build on that.

So, like an idiot, I bought new shoes. Things were going great until we got off the plane in Atlanta. Chris and I were feeling more hyper than usual, so we decided to run to baggage claim. How far could it be? Anyone familiar with Atlanta’s behemoth Delta hub only need to combine that with the”new shoes” concept to imagine the state of my feet by the time we got to our luggage. Remember those sides of beef Rocky trained with? You get the idea. Cavedog’s new VP of production, Scott Wallin, was nice enough to provide bandages and and soothing unguent.

We checked in to the hotel then went immediately to a press reception at the convention center. GT Interactive and Humongous PR folks whisked Chris away before we were there five seconds, taking him from one clump of press to another. I decided to seek out free food and drink while trying not to ruin the carpet with the bloody stumps that passed for my feet.

Okay, it wasn’t that bad, but they really hurt.

After the reception Chris and I went down to check out the booth setup. For anyone who hasn’t witnessed it, the construction of “old” E3 was in many ways more impressive than the end product. Picture a gigantic room, filled with thousands of workers all building what amounted to a small city in a few days. It was busy. It was noisy (almost as noisy as the show itself). It was damn hot with the loading bays wide open and the whole placed jammed with workers and machinery. Disney’s Greco-Roman fantasy was rising up in one neighborhood, while an ersatz Medieval dungeon received dabs of paint next to a futuristic assembly of lighting truss and monitors.

There wasn’t much to see of the GT area, much less a Cavedog display to inspect. Just about everything related to Cavedog was still packed in crates while the union guys wrestled with wiring and other logistical concerns. There were shipping problems. Parts of the display was still in transit and nothing could happen until everything was there. This is when we learned the laserdisc containing the TA trailer had been sat upon.

It was hard to see how it was going to come together, but the crew working on the booth were unconcerned. I’m sure it was a walk in the park for them.

It did come together, such as it was. GT Interactive was touting itself as the number three publisher, so they had as much real estate as the other big shot publishers. Thanks to their cutting edge design sense, they conceived of a booth that looked like a cross between a 1980’s hair salon and a scrap yard. It looked like it was built out of leftovers from 11 other booths, or like a giant robot had taken a large, clattering dump on the show floor. When E3-goers weren’t wondering where to get a sassy new mullet they savored GT’s lineup of games.

GT featured a bevy of games that year, including Shadow Warrior, something Duke Nukem related and the little RTS that could, Total Annihilation.

I’m sad to say I don’t have any pictures of the Cavedog section of GT’s chrome wonderland. The setup was simple enough. We had three kiosks, each with three screens. We mostly ran skirmish mode with cheats enabled so we could quickly toss together a conflict during quick demonstrations. A couple PC’s were networked, so we could do a little multiplayer, but that didn’t run particularly well. This was flanked by a wall with a GIGANTIC 35″ monitor set into it that showed the Total Annihilation intro movie all day (sort of like the one in the Unreal display below).

When you show product at E3 you don’t always get to see E3. I pretty much lived around our three kiosks featuring Total Annihilation, with occasional trips to the nearest bathroom. I didn’t mind. It was fun to show off our game. The enthusiasm from the people who stopped by just fed that. Some people stopped to play TA every day of the show (in the case of one guy for three hours). I met countless game developers, buyers for every major retail outlet, press and lots of gaming enthusiasts. Unknown to me at the time, I met and demoed the game for two future co-workers.

About the only folks who didn’t seem happy to see our upstart RTS was Activision. Our kiosks were practically surrounded with Activision employees the morning before the main doors opened. Most would just stand there and play with grim looks on their faces. It was generally accepted that Dark Reign was destined to rule in 1997 (at least until Starcraft showed up). Suddenly, they were forced to share Christmas with Total Annihilation.

We never planned to have a showdown with anybody. We generally avoided those endless “bullet point wars,” but “TA vs. Dark Reign” was a common forum thread until TA shipped. Given the wildly different resources, marketing and E3 visibility, it’s amazing Total Annihilation did as well as it did against such a high profile game.

We left the show floor buoyed up by the reactions to TA. It really was a great experience. After three days of demos, parties and shouting ourselves hoarse, it was time to get back to Woodinville and finish our game.

CK

Tags: ,.
2008-06-07

CaesarZX:

感谢迪斯尼的Pixar工作室制作出了Cars《汽车总动员》这么出色的动画片,不仅给车盲上了节入门课,告诉玩命工作的人们人生的意义,最重要的,是给我们上了一堂美丽的美国公路历史课,并唤醒了人们对66号公路的回忆。网上有海量对电影Cars中的66号公路的介绍和分析,我结合本片和自己的想象,把搜集到的资料整理并翻译出来。

点击这里进入目录

第四节 早期的66号公路

和所有早期的公路一样,66号公路的部分路段也是坎坷不平布满碎石。在美国公路协会的努力下,66号公路成为第一条在1938年完全竣工的公路。许多地方非常危险:不止一段被人称作“血染的66公路”,并且逐渐地,许多路段被改道以避开危险。然而,穿过亚利桑那州的的黑山(Black Mountains)的路段是整条公路中急转和陡坡最多的,一些早期的旅行者不敢在这条充斥着潜在危险的道路上驾车欣赏风景,于是雇佣当地人在曲折的道路上作向导。此段路被保留至1953年,尽管有麻烦重重,66号公路依然是非常受欢迎的。

二战期间,由于在加州的战争工业发展,越来越多的移民来到西部就业。原本就已经受到欢迎的66号公路成为了美国主干道之一,并承担起军事物资运输的责任。密苏里州的Leonard Wood要塞坐落在66号公路附近,更是促进了公路当地路段的快速升级以适应军事交通的需要。Richard Feynman(1918-1988)曾在Los Alamos参与曼哈顿工程(Manhattan Project,CaesarZX译注八),他就是通过这条路驾车160公里,到位于66号公路Albuquerque(位于新墨西哥州)段的一所疗养院的去探望他肺结核晚期的妻子。

Richard Feynman

50年代,穿过“彩绘沙漠”(Painted Desert,CaesarZX译注)并靠近大峡谷的66号公路成为度假者前往洛杉矶的主干道,而亚利桑那州的巴林杰陨石坑(Barringer Crater, CaesarZX译注十)也是另一处流行的景点。旅游业的兴起拉动起了蓬勃的商业,随之带来了形形色色的道路景点,包括酷似印第安帐篷的汽车旅馆,冰冻蛋奶糊店,印第安纪念品小店,以及爬虫类动物饲养场。靠近圣路易斯的Meramec Caverns做起了饲养棚的广告,并称自己为“Jesse James的藏身之地”。The Big Texan餐馆保证要是客人在一小时内能吃下一块72盎司的牛排,那就整块给他。快餐业也由此诞生:在位于密苏里州春田的Red’s Giant Hamburgs汉堡店是第一家drive-through(不用下车就能购买)的餐馆,而第一家麦当劳也在加州的San Bernardino诞生了。

The Big Texan

译注八曼哈顿计划是第二次世界大战期间美国陆军自1942年起开发核武器计划的代号。亦有译作曼哈顿工程、曼哈顿项目。曼哈坦计划的负责人为美国物理学家罗伯特·奥本海默,整个计划的经费是二十亿美金,计划得到美国总统的批准。1942年夏,面对希特勒德国氘及氚产量令人担心的增长,美国秘密拨款共25亿美元,加紧开发核武器。美国陆军方面的计划主管Leslie Richard Groves将计划命名为曼哈顿计划。计划主要在新墨西哥州沙漠地区洛斯阿拉莫斯(Los Alamos)附近的一个专为此项目开辟的绝密研究中心进行,奥本海默领导下,大批物理学家和技术人员参加了这一计划,高峰时期参加者人数逾10万人,著名的科学家费米、波耳、费曼、冯纽曼、吴健雄等大师级物理学家皆在其内。某些参与计划的科学家还发起了美国科学家联合会。1945年7月16日,第一颗原子弹Trinity试验成功,爆炸当量相当于2万1千吨三硝基甲苯(TNT)。

译注九Painted Desert,彩绘沙漠,是在美国亚利桑那州北部的一处地理景观,由色彩缤纷的小丘所組成。位于大峡谷的西边,有一部份在石化森林国家公园中。在南半球的澳大利亞也有一個彩色沙漠區。

 

 译注十:Barringer Crater 巴林杰陨石坑,位于美美国亚利桑那州北部的沙漠中,因保存完好而颇具知名度。陨石坑位在海拔1744米的高原上,直径1200米,深大170米,周围围绕着45米高的环形隆起地形。

待续