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《夢想建筑師》: 揭秘最大游戲IP的創(chuàng)作內(nèi)幕

David Polfeldt
2020-10-04

本文作者戴維·波菲爾特參與了一些當(dāng)今最大電子游戲IP的開發(fā)工作,比如《刺客信條》和《湯姆克蘭西:全境封鎖》。

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圖片來源:COURTESY OF GRAND CENTRAL PUBLISHING

我總是喜歡和怪人混在一起。

當(dāng)我還是個(gè)十幾歲的孩子時(shí),我的朋友要么是玩滑冰的,玩藝術(shù)搖滾的,要么是懷揣繪畫或者寫作夢想的人。我們經(jīng)?;ㄙM(fèi)大量時(shí)間在停車場抽煙,在昏暗的地下室排練暗黑音樂,或者在咖啡館里裝模作樣地討論哲學(xué)。那里的咖啡很便宜,而且即使你逗留過久,不停地喝免費(fèi)續(xù)杯直至午夜,店員也不會抱怨。我篤信,我們這輩子注定要做局外人。對于這一點(diǎn),我暗地里還挺自豪的。

萬萬沒想到的是,這種叛逆態(tài)度最終會引領(lǐng)我親歷當(dāng)今最強(qiáng)娛樂媒體的誕生過程。一開始,制作電子游戲只是另一個(gè)令人興奮的實(shí)驗(yàn)、玩樂和自我表達(dá)的舞臺。但當(dāng)我做了一款小游戲(從本質(zhì)上講,它只不過是一位老牌調(diào)查記者遭遇的一場小巷戰(zhàn)),一切都變了。耀眼的聚光燈無情地照射在我身上,我就站在舞臺上,在別人眼中,我成了一個(gè)有遠(yuǎn)見、有話語權(quán)的人。

圖片來源:COURTESY OF OSCAR N?SSTR?M

我立刻意識到互動(dòng)娛樂蘊(yùn)藏的巨大潛力和誘惑力,于是我決定抓住這個(gè)意想不到的機(jī)會,去從事一份與硬件、軟件和不斷增長的市場同步發(fā)展的事業(yè)。我每邁出一小步,整個(gè)行業(yè)就會邁出更大的一步。經(jīng)過艱苦的學(xué)習(xí),我最終趕上了競爭對手,然后,我學(xué)會了如何領(lǐng)先他們一步。當(dāng)我到達(dá)那個(gè)位置時(shí),通往電影產(chǎn)業(yè)的大門就神奇地打開了。我受邀到好萊塢中心,去見傳奇作家兼導(dǎo)演詹姆斯·卡梅隆。

這是一個(gè)講述電子游戲產(chǎn)業(yè)誕生和快速發(fā)展的故事。是的,電子游戲已經(jīng)發(fā)展成為地球上最大、最重要的娛樂媒體。一位從不裝腔作勢的夢想家將為您講述這一令人驚嘆的演變歷程。從兩個(gè)人的地下室項(xiàng)目到耗資動(dòng)輒上億美元的災(zāi)難,我親歷了電子游戲產(chǎn)業(yè)發(fā)展的每一步。

以下內(nèi)容節(jié)選自拙著《夢想建筑師》,這本書于9月1日出版發(fā)行。

我不太相信運(yùn)氣。當(dāng)然,競技體育也有這樣的時(shí)刻。比如,足球有時(shí)會從門柱和后衛(wèi)的腳上彈進(jìn)球門,但運(yùn)氣并不會從天而降。在收獲一粒從后衛(wèi)腳上彈進(jìn)球門的進(jìn)球很多很多年以前,運(yùn)氣就開始了。運(yùn)氣始于這位球員在七八歲時(shí)走向球場,開始每周苦練球技那一刻。歷經(jīng)十多年的艱苦訓(xùn)練和不懈努力,他才有機(jī)會與最好的球員同場競技。我的觀點(diǎn)是,你需要用畢生的時(shí)間做準(zhǔn)備,并做好一長串的個(gè)人選擇,才有可能碰到那短短幾秒的好運(yùn)氣。

遺憾的是,我鄭重聲明,我不相信壞運(yùn)氣也遵循同樣的運(yùn)作機(jī)理。壞運(yùn)氣似乎是不可理喻的,它會冷不丁地出現(xiàn)在任何地方。

在2012年的E3電子娛樂展會上,我們在索尼公司的新聞發(fā)布會上展示了《孤島驚魂3》的合作模式。一切還算順利,但我們都知道整個(gè)過程其實(shí)非常驚險(xiǎn)。周二過去了,就在我開始接受會面不會發(fā)生的時(shí)候,我突然收到育碧娛樂首席執(zhí)行官,該公司的創(chuàng)始兄弟之一伊夫·吉萊莫特的短信,他告訴我明天什么時(shí)候在哪里與他會面。

第二天,我們乘坐一輛光澤逼人、車窗漆黑的黑色轎車,駛向曼哈頓海灘。

“嗯,你知道我們和好萊塢合作過幾款游戲,對吧?”伊夫說。

“當(dāng)然知道啦?!蔽一卮鸬溃⑾氲搅擞處啄昵芭c彼得·杰克遜合作開發(fā)的那款優(yōu)雅的《金剛》游戲。

“我們通常不喜歡投資不屬于我們自己的IP,但如果機(jī)會非常好,我們有時(shí)會進(jìn)行這樣的合作?!彼^續(xù)說道。

“有道理??礃幼游覀儸F(xiàn)在有這樣一個(gè)機(jī)會?”

“是的,沒錯(cuò)?!币练驇е?jǐn)慎的微笑說,好像他要給我一件他特別引以為傲的禮物似的。“你知道有史以來最成功的電影導(dǎo)演是誰嗎?”

“是的,我知道?!钡婚_口,我就意識到不對,應(yīng)該不是喬治·盧卡斯和星戰(zhàn)系列電影。我趕緊閉嘴。史上最成功的電影導(dǎo)演?等等,那一定是詹姆斯·卡梅隆,《泰坦尼克號》和《阿凡達(dá)》的編劇兼導(dǎo)演。

“現(xiàn)在應(yīng)該想到了吧,我們即將會晤的是詹姆斯·卡梅隆?!币练蚵唤?jīng)心地說。就在這時(shí)候,他的手機(jī)上似乎來了一條重要信息。

這是我好久以來聽到的最甜蜜的話語。我們還要在永無止境的洛杉磯高速公路上走一陣子。于是,我趕緊拿出手機(jī),開始閱讀卡梅隆的資料,并在YouTube上快速觀看對他的采訪。我需要盡快了解他的思維過程。

我們把車停在光影風(fēng)暴娛樂公司辦公室旁邊一個(gè)三層樓高的車庫里。一位長相彪悍的保安用警惕的目光對我們仔細(xì)審查了一番,然后才允許我們進(jìn)入。隨著一聲清脆的電梯鈴,我們抵達(dá)目的地,隨即被帶入一間會議室,沿途經(jīng)過了卡梅隆收藏的一些私人紀(jì)念品?!懂愋巍?、《終結(jié)者》、《阿凡達(dá)》、《深淵》的原版道具……我還看到《野蠻人柯南》使用的那把劍,那是阿諾·施瓦辛格送給卡梅隆的禮物。面對這些物品,任何人都不可能不感到亢奮。我任由這一切沉浸在我的記憶中。我想,這可能是我離好萊塢最近的一次了。作為一位影迷,這是千金難買的經(jīng)歷。但我們當(dāng)然不是來當(dāng)影迷的。

在會議室迎候我們的,是《泰坦尼克號》和《阿凡達(dá)》的制片人喬恩·蘭道。這是一間典型的美式會議室,空調(diào)調(diào)到了“極冷”,厚厚的藍(lán)色地毯使我們的腳步聲變得柔和起來?,F(xiàn)場還有幾位不知道姓名的人士。我后來才了解到,這是好萊塢的一大特色。美國的名人無論走到哪里,似乎都會引來一幫人圍觀。這是否因?yàn)樗麄兿M硎鼙娦桥踉碌拇??抑或需要這樣做?我不知道,我自己從未引來一群人圍觀,所以我無從判斷。

蘭道看上去非常和善,但我發(fā)現(xiàn)氣氛出奇地緊張。那位著名的導(dǎo)演遲到了。在會議室,東拉西扯的閑聊不時(shí)地中斷,就像一輛破舊的卡車行駛在顛簸的路上。

“你們的E3展會之旅順利嗎?”

“是的?!?/font>

[停頓]

“是的,挺順利的。”

“好的。很好。好的?!?/font>

[停頓]

[停頓]

[停頓]

“《阿凡達(dá)2》拍得怎么樣了?”

(尷尬的沉默)

[停頓]

“等詹姆斯來了再說,好嗎?”

[停頓]

(尷尬的沉默)

(時(shí)鐘滴答作響)

通常碰到這種場景,我會幫著活躍一下社交氛圍,但我畢竟新來乍到。我確信,在我了解所有事情之前,我必須得保持沉默。作為一個(gè)瑞典人,我對禮節(jié)的興趣著實(shí)有限,但即使對我來說,閉嘴似乎也是禮貌之舉。

一個(gè)男中音打破了令人不安的沉默。

“大家好,對不起,我遲到了。給你們倒咖啡了嗎?”

到達(dá)會議室后,卡梅隆立即掌管了會面的進(jìn)程。

2009年,在電影《阿凡達(dá)》首映之際,育碧發(fā)布了一款基于這部太空史詩的游戲。通過翻閱一些事后調(diào)查,不難理解為什么第一款《阿凡達(dá)》游戲是一個(gè)復(fù)雜的項(xiàng)目,它留下了各種可能的解釋。光影風(fēng)暴和育碧得出了各自的結(jié)論。但無論人們?nèi)绾慰创栋⒎策_(dá):游戲》,兩家公司簽署的合同都包含一項(xiàng)條款,即育碧有權(quán)根據(jù)電影續(xù)集制作第二款游戲,假設(shè)電影續(xù)集即將推出的話。在伊夫看來,這是一個(gè)向光影風(fēng)暴介紹育碧旗下新工作室Massive!的好時(shí)機(jī),他希望兩家公司的合作由此翻開新的一頁,盡管這種合作產(chǎn)生過一些摩擦,但同時(shí)還有巨大的潛力可挖。

這項(xiàng)條款中規(guī)定的截止日期正在慢慢臨近,所以《阿凡達(dá)2》預(yù)計(jì)何時(shí)上映是一個(gè)至關(guān)重要的問題。如果《阿凡達(dá)》續(xù)集遲遲無法上映,那就意味著育碧的合同將不會包括互動(dòng)娛樂版權(quán)。但他們并沒有給出一個(gè)直截了當(dāng)?shù)拇鸢?,在我看來,光影風(fēng)暴只是出于禮貌才和我們見面。他們似乎根本不知道下一部電影的上映日期。如果是這樣的話,他們已經(jīng)知道合同將到期,他們將不再有義務(wù)與育碧制作另一款游戲?;蛘撸?jīng)過進(jìn)一步思考,我意識到,一旦從現(xiàn)有合同的枷鎖中解放出來,他們或許就會即刻尋找新的合作伙伴,探索與工作室、技術(shù)、發(fā)行商和現(xiàn)金相關(guān)的所有可能選項(xiàng)。如果這種猜測是對的,我們將不得不跟全球幾乎所有的優(yōu)秀開發(fā)商展開正面競爭。看上去大事不妙。

伊夫非常出色地向卡梅隆推介了一番Massive,重點(diǎn)強(qiáng)調(diào)我們的工程技術(shù)能夠帶來的諸多好處,這也是唯一讓光影風(fēng)暴有些興奮的部分。但這位著名的導(dǎo)演和制片人滿懷戒心,口風(fēng)甚嚴(yán)。很難洞悉他們的真實(shí)想法。導(dǎo)演非常有力地掌控全局,把會議引向他想要的方向,幾乎把我們當(dāng)成演員來指揮。制片人顯得開朗而熱情,扮演著一位性情隨和的合作伙伴的角色,但事實(shí)上,他完全掌控著每一個(gè)節(jié)拍。我?guī)缀蹩梢韵胂笏麄兪侨绾我黄鹋某鲞@么棒的電影的。

我在一旁目睹了這一切,感覺自己就像是一個(gè)無聲的新娘,被獻(xiàn)給一位滿腹狐疑的王子。

就在我們準(zhǔn)備起身離開的時(shí)候,卡梅隆突然直視我的眼睛,問了我第一個(gè)跟技術(shù)不搭邊的問題。

“問你呢,你覺得《阿凡達(dá)》的主題是什么?”他問道。

太好了!我不由得一陣狂喜。為這次會面做準(zhǔn)備期間,我一直在思考這個(gè)問題:詹姆斯·卡梅隆真正在意的是品質(zhì)、道德和創(chuàng)作過程本身,而不是金錢或生意。他向我提出的問題就是讓我上場的提示。此前,在豪華轎車的后座,我花了一些時(shí)間思考無數(shù)個(gè)關(guān)于《阿凡達(dá)》的問題,并且精心準(zhǔn)備了一些聰明且出人意料的答案。盡管當(dāng)時(shí)可能沒有想到這個(gè)問題,我還是帶著極大的自信心和自豪感給出了自己的回答。我等待著答案脫口而出,優(yōu)雅地表達(dá)出一些既有哲學(xué)意味,又不乏深刻的東西。此刻只需要潛藏在我內(nèi)心深處的那位撰稿人想出合適的詞句,但他似乎有點(diǎn)分神……

“《阿凡達(dá)》……”我說,然后戲劇性地停頓了一下,以爭取時(shí)間,同時(shí)也是為確保我吸引了所有人的注意力?!啊栋⒎策_(dá)》的主題是和平。”

卡梅倫盯著我的目光看了一秒鐘。然后,就在我開始恐慌的時(shí)候,他失望地聳了聳肩。他并沒有被打動(dòng)。

“不,不是這樣的?!栋⒎策_(dá)》的主旨是每個(gè)人都需要為自己的信仰而戰(zhàn)?!彼f。

完了,完了,完了,我想。我真是個(gè)白癡。我頓時(shí)喪失了志氣,感覺自己從想象中的好萊塢生涯之巔徑直跌落到剪輯室的地板上,像一段糟糕的鏡頭那樣被剪掉了。

不知不覺中,我們又回到了車庫。在豪華轎車的后座上,我為自己未能通過這輩子最重要的一次試鏡而自責(zé)。出乎我的意料,伊夫似乎一點(diǎn)也不擔(dān)心或失望。他正忙著翻閱手機(jī)上的郵件,已經(jīng)把他的注意力放在下一件事了,不管它是什么事。他幾乎是心不在焉地說:“看來你得努力贏得那些人的信任,嗯?”

我再同意不過了。(財(cái)富中文網(wǎng))

本文摘自戴維·波菲爾特的著作《夢想建筑師:電子游戲行業(yè)歷險(xiǎn)記》(The Dream Architects: Adventures in the Video Game Industry)。版權(quán)所有?2020李爾工廠公司。經(jīng)Grand Central Publishing公司授權(quán)轉(zhuǎn)載。出版方保留所有權(quán)利。

譯者:任文科

我總是喜歡和怪人混在一起。

當(dāng)我還是個(gè)十幾歲的孩子時(shí),我的朋友要么是玩滑冰的,玩藝術(shù)搖滾的,要么是懷揣繪畫或者寫作夢想的人。我們經(jīng)?;ㄙM(fèi)大量時(shí)間在停車場抽煙,在昏暗的地下室排練暗黑音樂,或者在咖啡館里裝模作樣地討論哲學(xué)。那里的咖啡很便宜,而且即使你逗留過久,不停地喝免費(fèi)續(xù)杯直至午夜,店員也不會抱怨。我篤信,我們這輩子注定要做局外人。對于這一點(diǎn),我暗地里還挺自豪的。

萬萬沒想到的是,這種叛逆態(tài)度最終會引領(lǐng)我親歷當(dāng)今最強(qiáng)娛樂媒體的誕生過程。一開始,制作電子游戲只是另一個(gè)令人興奮的實(shí)驗(yàn)、玩樂和自我表達(dá)的舞臺。但當(dāng)我做了一款小游戲(從本質(zhì)上講,它只不過是一位老牌調(diào)查記者遭遇的一場小巷戰(zhàn)),一切都變了。耀眼的聚光燈無情地照射在我身上,我就站在舞臺上,在別人眼中,我成了一個(gè)有遠(yuǎn)見、有話語權(quán)的人。

我立刻意識到互動(dòng)娛樂蘊(yùn)藏的巨大潛力和誘惑力,于是我決定抓住這個(gè)意想不到的機(jī)會,去從事一份與硬件、軟件和不斷增長的市場同步發(fā)展的事業(yè)。我每邁出一小步,整個(gè)行業(yè)就會邁出更大的一步。經(jīng)過艱苦的學(xué)習(xí),我最終趕上了競爭對手,然后,我學(xué)會了如何領(lǐng)先他們一步。當(dāng)我到達(dá)那個(gè)位置時(shí),通往電影產(chǎn)業(yè)的大門就神奇地打開了。我受邀到好萊塢中心,去見傳奇作家兼導(dǎo)演詹姆斯·卡梅隆。

這是一個(gè)講述電子游戲產(chǎn)業(yè)誕生和快速發(fā)展的故事。是的,電子游戲已經(jīng)發(fā)展成為地球上最大、最重要的娛樂媒體。一位從不裝腔作勢的夢想家將為您講述這一令人驚嘆的演變歷程。從兩個(gè)人的地下室項(xiàng)目到耗資動(dòng)輒上億美元的災(zāi)難,我親歷了電子游戲產(chǎn)業(yè)發(fā)展的每一步。

以下內(nèi)容節(jié)選自拙著《夢想建筑師》,這本書于9月1日出版發(fā)行。

我不太相信運(yùn)氣。當(dāng)然,競技體育也有這樣的時(shí)刻。比如,足球有時(shí)會從門柱和后衛(wèi)的腳上彈進(jìn)球門,但運(yùn)氣并不會從天而降。在收獲一粒從后衛(wèi)腳上彈進(jìn)球門的進(jìn)球很多很多年以前,運(yùn)氣就開始了。運(yùn)氣始于這位球員在七八歲時(shí)走向球場,開始每周苦練球技那一刻。歷經(jīng)十多年的艱苦訓(xùn)練和不懈努力,他才有機(jī)會與最好的球員同場競技。我的觀點(diǎn)是,你需要用畢生的時(shí)間做準(zhǔn)備,并做好一長串的個(gè)人選擇,才有可能碰到那短短幾秒的好運(yùn)氣。

遺憾的是,我鄭重聲明,我不相信壞運(yùn)氣也遵循同樣的運(yùn)作機(jī)理。壞運(yùn)氣似乎是不可理喻的,它會冷不丁地出現(xiàn)在任何地方。

在2012年的E3電子娛樂展會上,我們在索尼公司的新聞發(fā)布會上展示了《孤島驚魂3》的合作模式。一切還算順利,但我們都知道整個(gè)過程其實(shí)非常驚險(xiǎn)。周二過去了,就在我開始接受會面不會發(fā)生的時(shí)候,我突然收到育碧娛樂首席執(zhí)行官,該公司的創(chuàng)始兄弟之一伊夫·吉萊莫特的短信,他告訴我明天什么時(shí)候在哪里與他會面。

第二天,我們乘坐一輛光澤逼人、車窗漆黑的黑色轎車,駛向曼哈頓海灘。

“嗯,你知道我們和好萊塢合作過幾款游戲,對吧?”伊夫說。

“當(dāng)然知道啦。”我回答道,并想到了育碧幾年前與彼得·杰克遜合作開發(fā)的那款優(yōu)雅的《金剛》游戲。

“我們通常不喜歡投資不屬于我們自己的IP,但如果機(jī)會非常好,我們有時(shí)會進(jìn)行這樣的合作?!彼^續(xù)說道。

“有道理??礃幼游覀儸F(xiàn)在有這樣一個(gè)機(jī)會?”

“是的,沒錯(cuò)?!币练驇е?jǐn)慎的微笑說,好像他要給我一件他特別引以為傲的禮物似的?!澳阒烙惺芬詠碜畛晒Φ碾娪皩?dǎo)演是誰嗎?”

“是的,我知道?!钡婚_口,我就意識到不對,應(yīng)該不是喬治·盧卡斯和星戰(zhàn)系列電影。我趕緊閉嘴。史上最成功的電影導(dǎo)演?等等,那一定是詹姆斯·卡梅隆,《泰坦尼克號》和《阿凡達(dá)》的編劇兼導(dǎo)演。

“現(xiàn)在應(yīng)該想到了吧,我們即將會晤的是詹姆斯·卡梅隆?!币练蚵唤?jīng)心地說。就在這時(shí)候,他的手機(jī)上似乎來了一條重要信息。

這是我好久以來聽到的最甜蜜的話語。我們還要在永無止境的洛杉磯高速公路上走一陣子。于是,我趕緊拿出手機(jī),開始閱讀卡梅隆的資料,并在YouTube上快速觀看對他的采訪。我需要盡快了解他的思維過程。

我們把車停在光影風(fēng)暴娛樂公司辦公室旁邊一個(gè)三層樓高的車庫里。一位長相彪悍的保安用警惕的目光對我們仔細(xì)審查了一番,然后才允許我們進(jìn)入。隨著一聲清脆的電梯鈴,我們抵達(dá)目的地,隨即被帶入一間會議室,沿途經(jīng)過了卡梅隆收藏的一些私人紀(jì)念品?!懂愋巍贰ⅰ督K結(jié)者》、《阿凡達(dá)》、《深淵》的原版道具……我還看到《野蠻人柯南》使用的那把劍,那是阿諾·施瓦辛格送給卡梅隆的禮物。面對這些物品,任何人都不可能不感到亢奮。我任由這一切沉浸在我的記憶中。我想,這可能是我離好萊塢最近的一次了。作為一位影迷,這是千金難買的經(jīng)歷。但我們當(dāng)然不是來當(dāng)影迷的。

在會議室迎候我們的,是《泰坦尼克號》和《阿凡達(dá)》的制片人喬恩·蘭道。這是一間典型的美式會議室,空調(diào)調(diào)到了“極冷”,厚厚的藍(lán)色地毯使我們的腳步聲變得柔和起來?,F(xiàn)場還有幾位不知道姓名的人士。我后來才了解到,這是好萊塢的一大特色。美國的名人無論走到哪里,似乎都會引來一幫人圍觀。這是否因?yàn)樗麄兿M硎鼙娦桥踉碌拇??抑或需要這樣做?我不知道,我自己從未引來一群人圍觀,所以我無從判斷。

蘭道看上去非常和善,但我發(fā)現(xiàn)氣氛出奇地緊張。那位著名的導(dǎo)演遲到了。在會議室,東拉西扯的閑聊不時(shí)地中斷,就像一輛破舊的卡車行駛在顛簸的路上。

“你們的E3展會之旅順利嗎?”

“是的?!?/font>

[停頓]

“是的,挺順利的?!?/font>

“好的。很好。好的?!?/font>

[停頓]

[停頓]

[停頓]

“《阿凡達(dá)2》拍得怎么樣了?”

(尷尬的沉默)

[停頓]

“等詹姆斯來了再說,好嗎?”

[停頓]

(尷尬的沉默)

(時(shí)鐘滴答作響)

通常碰到這種場景,我會幫著活躍一下社交氛圍,但我畢竟新來乍到。我確信,在我了解所有事情之前,我必須得保持沉默。作為一個(gè)瑞典人,我對禮節(jié)的興趣著實(shí)有限,但即使對我來說,閉嘴似乎也是禮貌之舉。

一個(gè)男中音打破了令人不安的沉默。

“大家好,對不起,我遲到了。給你們倒咖啡了嗎?”

到達(dá)會議室后,卡梅隆立即掌管了會面的進(jìn)程。

2009年,在電影《阿凡達(dá)》首映之際,育碧發(fā)布了一款基于這部太空史詩的游戲。通過翻閱一些事后調(diào)查,不難理解為什么第一款《阿凡達(dá)》游戲是一個(gè)復(fù)雜的項(xiàng)目,它留下了各種可能的解釋。光影風(fēng)暴和育碧得出了各自的結(jié)論。但無論人們?nèi)绾慰创栋⒎策_(dá):游戲》,兩家公司簽署的合同都包含一項(xiàng)條款,即育碧有權(quán)根據(jù)電影續(xù)集制作第二款游戲,假設(shè)電影續(xù)集即將推出的話。在伊夫看來,這是一個(gè)向光影風(fēng)暴介紹育碧旗下新工作室Massive!的好時(shí)機(jī),他希望兩家公司的合作由此翻開新的一頁,盡管這種合作產(chǎn)生過一些摩擦,但同時(shí)還有巨大的潛力可挖。

這項(xiàng)條款中規(guī)定的截止日期正在慢慢臨近,所以《阿凡達(dá)2》預(yù)計(jì)何時(shí)上映是一個(gè)至關(guān)重要的問題。如果《阿凡達(dá)》續(xù)集遲遲無法上映,那就意味著育碧的合同將不會包括互動(dòng)娛樂版權(quán)。但他們并沒有給出一個(gè)直截了當(dāng)?shù)拇鸢福谖铱磥?,光影風(fēng)暴只是出于禮貌才和我們見面。他們似乎根本不知道下一部電影的上映日期。如果是這樣的話,他們已經(jīng)知道合同將到期,他們將不再有義務(wù)與育碧制作另一款游戲。或者,經(jīng)過進(jìn)一步思考,我意識到,一旦從現(xiàn)有合同的枷鎖中解放出來,他們或許就會即刻尋找新的合作伙伴,探索與工作室、技術(shù)、發(fā)行商和現(xiàn)金相關(guān)的所有可能選項(xiàng)。如果這種猜測是對的,我們將不得不跟全球幾乎所有的優(yōu)秀開發(fā)商展開正面競爭??瓷先ゴ笫虏幻?。

伊夫非常出色地向卡梅隆推介了一番Massive,重點(diǎn)強(qiáng)調(diào)我們的工程技術(shù)能夠帶來的諸多好處,這也是唯一讓光影風(fēng)暴有些興奮的部分。但這位著名的導(dǎo)演和制片人滿懷戒心,口風(fēng)甚嚴(yán)。很難洞悉他們的真實(shí)想法。導(dǎo)演非常有力地掌控全局,把會議引向他想要的方向,幾乎把我們當(dāng)成演員來指揮。制片人顯得開朗而熱情,扮演著一位性情隨和的合作伙伴的角色,但事實(shí)上,他完全掌控著每一個(gè)節(jié)拍。我?guī)缀蹩梢韵胂笏麄兪侨绾我黄鹋某鲞@么棒的電影的。

我在一旁目睹了這一切,感覺自己就像是一個(gè)無聲的新娘,被獻(xiàn)給一位滿腹狐疑的王子。

就在我們準(zhǔn)備起身離開的時(shí)候,卡梅隆突然直視我的眼睛,問了我第一個(gè)跟技術(shù)不搭邊的問題。

“問你呢,你覺得《阿凡達(dá)》的主題是什么?”他問道。

太好了!我不由得一陣狂喜。為這次會面做準(zhǔn)備期間,我一直在思考這個(gè)問題:詹姆斯·卡梅隆真正在意的是品質(zhì)、道德和創(chuàng)作過程本身,而不是金錢或生意。他向我提出的問題就是讓我上場的提示。此前,在豪華轎車的后座,我花了一些時(shí)間思考無數(shù)個(gè)關(guān)于《阿凡達(dá)》的問題,并且精心準(zhǔn)備了一些聰明且出人意料的答案。盡管當(dāng)時(shí)可能沒有想到這個(gè)問題,我還是帶著極大的自信心和自豪感給出了自己的回答。我等待著答案脫口而出,優(yōu)雅地表達(dá)出一些既有哲學(xué)意味,又不乏深刻的東西。此刻只需要潛藏在我內(nèi)心深處的那位撰稿人想出合適的詞句,但他似乎有點(diǎn)分神……

“《阿凡達(dá)》……”我說,然后戲劇性地停頓了一下,以爭取時(shí)間,同時(shí)也是為確保我吸引了所有人的注意力?!啊栋⒎策_(dá)》的主題是和平。”

卡梅倫盯著我的目光看了一秒鐘。然后,就在我開始恐慌的時(shí)候,他失望地聳了聳肩。他并沒有被打動(dòng)。

“不,不是這樣的。《阿凡達(dá)》的主旨是每個(gè)人都需要為自己的信仰而戰(zhàn)?!彼f。

完了,完了,完了,我想。我真是個(gè)白癡。我頓時(shí)喪失了志氣,感覺自己從想象中的好萊塢生涯之巔徑直跌落到剪輯室的地板上,像一段糟糕的鏡頭那樣被剪掉了。

不知不覺中,我們又回到了車庫。在豪華轎車的后座上,我為自己未能通過這輩子最重要的一次試鏡而自責(zé)。出乎我的意料,伊夫似乎一點(diǎn)也不擔(dān)心或失望。他正忙著翻閱手機(jī)上的郵件,已經(jīng)把他的注意力放在下一件事了,不管它是什么事。他幾乎是心不在焉地說:“看來你得努力贏得那些人的信任,嗯?”

我再同意不過了。(財(cái)富中文網(wǎng))

本文摘自戴維·波菲爾特的著作《夢想建筑師:電子游戲行業(yè)歷險(xiǎn)記》(The Dream Architects: Adventures in the Video Game Industry)。版權(quán)所有?2020李爾工廠公司。經(jīng)Grand Central Publishing公司授權(quán)轉(zhuǎn)載。出版方保留所有權(quán)利。

譯者:任文科

I always liked hanging out with weirdos.

When I was a teenager, my friends were either skaters, art-rockers, painters or wannabe writers, and together we spent way too much time smoking in parking garages, rehearsing dark music in dingy basements or pretentiously discussing philosophy in cafés where the coffee was cheap and no one complained when you overstayed your welcome drinking free re-fills until midnight. I was fully convinced that we were all doomed to be outsiders for our entire lives, and secretly, I was kind of proud of that.

Little did I know that my rebellious attitude would eventually lead to a position right at the heart of the birth of the most powerful entertainment medium of today: video games. In the beginning, making games was just another exciting arena for experimentation, play and self-expression, but when I made a small game that was essentially no more than a blow in a petty street-fight with an established investigative journalist, everything changed. The bright spotlight switched on mercilessly, and there I was, on stage, seen by others as someone with a vision and a voice.

I became instantly aware of the immense potential and seductive powers that comes with interactive entertainment, and I decided to grab the unexpected opportunity and embark on a career that turned out to evolve in parallel with advancements in hardware, software and an ever-growing market. For every small step I made, the industry took a bigger one. Learning the hard way, I eventually caught up with the competition, and then, I learnt how to get a step ahead of them. Once I had arrived at that point, the doors to movie industry magically opened, and I was invited right to the epicenter of Hollywood to meet the legendary writer/director James Cameron.

This is the story of the birth and rapid growth of the video game business—an industry that has become the largest and most significant entertainment medium on the planet. The amazing evolution is described through the lens of an un-assuming dreamer who has seen it all, from two-man basement projects to 100-million-dollar disasters.

Below is an excerpt from my book The Dream Architects, available September 1.

*****

I don’t believe much in luck. Sure, there are those moments in elite sports when the ball bounces off the post and off a defender’s foot into the goal, but still, luck is not supernatural. Luck starts many, many years before scoring a goal that ricochet’s off a defender’s foot. Luck started when that player was seven or eight years old and began playing football several times a week, and it accumulated over a decade of practice and intense dedication before the person had a chance to play with the best. My opinion is that it takes a large part of your lifetime and a fantastically long string of personal choices to even be in a position where you can experience a few seconds of good luck.

Sadly, and for the record, I don’t believe that bad luck works in the same way. Bad luck seems terrifyingly unreasonable, arbitrarily striking anywhere, out of the blue.

At E3 in 2012, we showed the Far Cry 3 co-op mode at the Sony press conference. It went reasonably well, but it was a close call, and we knew it. Tuesday passed, and just as I was beginning to accept that the meeting wouldn’t happen, I got a text from Yves Guillemot, Ubisoft’s CEO and one of the founding brothers of the company, telling me when and where to meet him tomorrow.

The next day, we traveled in a shiny black car with darkened windows toward Manhattan Beach.

“Well,” said Yves, “you know we made a couple of games with Hollywood, right?”

“Yes, of course,” I replied, and thought of the elegant King Kong game Ubisoft had developed with Peter Jackson a few years earlier.

“We don’t normally like to invest in IP that we don’t own, but if the opportunity is very good, we sometimes engage in collaborations like this,” he continued.

“Makes sense. And this is one of those opportunities?”

“Yes, correct,” Yves said with a discreet smile, as if he was about to give me a gift that he was particularly proud of picking out for me. “Do you know who the most successful movie director of all time is?”

“Yes, I do,” I said, but as the words came out of my mouth, I realized I’d mistakenly thought of George Lucas and the Star Wars movies. I stopped myself before I said anything else. The most successful movie director of all time? Hang on, it’d have to be James Cameron, writer/director of both Titanic and Avatar.

“So, then you can figure it out: We’ll be meeting James Cameron soon,” Yves said casually as he turned to something important happening on his cell phone.

Those words were the sweetest ones I’d heard in quite some time. We still had a bit of a drive through the never-ending highways of Los Angeles, so I quickly began reading up on Cameron and speed-watching YouTube interviews with him. Cameron talked about processes and work ethics. I needed to understand his thought process—fast.

We parked the car in a three-story garage right next to the Lightstorm office. A tough-looking guard let us in after some scrutiny and suspicious eyeballing. Once the elevator bell announced our arrival, we were led to a conference room, passing some of Cameron’s private memorabilia along the way. Original props from Aliens, Terminator, Avatar, The Abyss…I saw the original sword from Conan the Barbarian that Arnold Schwarzenegger had once given Cameron as a gift. It was impossible not to feel excited, and I allowed it all to sink into my memory. This might be the closest I’ll ever be to Hollywood, I thought. As a fan, it was priceless, but of course we weren’t there to be fans.

Jon Landau, the producer of both Titanic and Avatar, greeted us as we entered the typical American conference room, with the air-conditioning turned to “Arctic” and thick blue carpet that muted our footsteps. As I’ve since learned is typical in Hollywood, there were a few unnamed hang-arounds present too. It seems that famous people in the US attract a posse wherever they go. Is it because they want to? Or is it needed? I don’t know, and I haven’t attracted a posse myself, so I’m not able to tell.

Landau seemed incredibly nice, but I found the mood strangely tense. The famous director was late, and the small talk stuttered and spat like an old truck on a bumpy road.

“You guys having a good E3?”

“Yes.”

[PAUSE]

“Yes, it’s good.”

“Okay. Fine. Okay.”

[PAUSE]

[PAUSE]

[PAUSE]

“How’s Avatar 2 going?”

[AWKWARD SILENCE]

[PAUSE]

“Let’s wait until Jim is here, okay?”

[PAUSE]

[AWKWARD SILENCE]

[CLOCK TICKING]

Normally, I’d have helped to warm the social climate in the room, but I was the new kid on this particular block, and I was convinced that it was my role to remain quiet until I’d tuned in to everything. As a Swede, I have very limited interest in etiquette, but shutting up seemed like the polite thing to do even to me.

A baritone broke the uneasy silence.

“Hey, I’m sorry I’m late. You guys got coffee?”

Cameron had arrived and immediately took charge of the proceedings.

In 2009, when the Avatar movie premiered, Ubisoft had released a game based on Cameron’s space saga. With the luxury of hindsight and reading a few postmortems, it’s easy to understand why the first Avatar game was a complicated project that left a mixed bag of possible interpretations on the table. Lightstorm had drawn their own conclusions, while Ubisoft had come to others. But no matter how anyone viewed Avatar: The Game, the contract between the companies contained a clause that gave Ubisoft the rights to make a second game based on a movie sequel, assuming one was forthcoming. In Yves’s mind, it was a good moment to introduce a new Ubisoft studio (Massive!) to Lightstorm, hoping that this would lead to a fresh start on a collaboration that had a slightly frayed history but simultaneously a lot of untapped potential.

The contract clause had an end date that was slowly approaching, so the question of when Avatar 2 was expected to release was critical. If the Avatar sequel was very, very delayed, it would mean that Ubisoft’s contract would not cover the interactive rights. But a straight answer was not offered, and it seemed to me that Lightstorm was just meeting with us to be polite. It felt as if they were nowhere near knowing any dates for the next movie, and if so, they already knew that the contract would expire and release them of any obligations to make another game with Ubisoft. Or, I realized after some further thought, they might be planning to shop around for new partners as soon as they were liberated from the existing contract, exploring all the available options regarding studio, technology, publisher, and cash. If I was right about this guess, it would put us in direct competition with basically every good developer in the world. This might not be looking too good.

Yves did a great job of pitching Massive to Cameron, highlighting the many benefits of our engineering skills, which was the only part that made Lightstorm a little excited. But the famous director and the producer were guarded and opaque. Very difficult to read. The director powerfully in charge, driving the meeting to where he wanted it to be, almost directing us all as if we were actors. The producer jovial and warm, taking the role of the easygoing partner, but fully in control of every single beat. I could see how they made such great movies together.

I watched it all, feeling like a voiceless bride being offered to a skeptical prince.

Just as we were about to leave, Cameron suddenly looked me straight in the eye and asked me the first question that wasn’t related to technology.

“You. What do you think Avatar is about?” he asked.

Hooray, I thought. I’d been thinking a lot about this during my preparations for the meeting: James Cameron is a person who really cares about quality, ethics, and the creative process itself—not money or business. The question he directed at me was my cue, and in the back of the limousine I’d spent some time thinking about clever and unexpected answers to a million different questions about Avatar, although perhaps not this particular one. Nevertheless, with great self-confidence and pride, I answered him. I was waiting for the words to come out of my mouth, elegantly framing something philosophical and profound. All that was needed was for the internal copywriter to come up with the right words, but he seemed to be on a break…

“Avatar…,” I said and paused dramatically to gain time, and also to make sure I had everyone’s attention. “Avatar is about peace.”

Cameron held my gaze for a second and then (as I began to panic) shrugged disappointedly. He was not impressed.

“No,” he said. “No, it’s not. Avatar is about fighting for what you believe in.”

Shit, shit, shit, I thought. I’m such an idiot. And immediately I started the long emotional descent from the stratosphere of my imagined Hollywood career to the floor in the editing room, cut away like a piece of bad footage.

Before I knew it, we were back in the garage in the rear seat of the limo. I beat myself up for failing the most important audition I had ever been to. To my surprise, Yves didn’t seem worried or disappointed at all. He was busy looking at his emails on his phone, already moving on to the next thing, whatever it was. Almost absentmindedly he said, “Looks like you will have to win the confidence of those people, huh?”

I couldn’t possibly have agreed more.

Excerpted from the book The Dream Architects: Adventures in the Video Game Industry by David Polfeldt. Copyright ? 2020 by Li’l Factory AB. Reprinted with permission of Grand Central Publishing. All rights reserved.

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