|
楼主 |
发表于 2006-6-6 04:06:00
|
显示全部楼层
Re:转:育碧七年历史谈
从天堂到地狱的婚姻
Ubi起家的三大法宝:教育软件、Rayman,还有一个就是F1赛车游戏。
喜爱赛车的法国人,对F1的热情远远出乎中国人的想象,在Ubi上海,那些资深的老法们,从Julien Bare(他现在是中国2K Games的老大)到Francis Coldbeulf,无一例外都是痴狂的赛车迷,在育碧Studio成立的早期阶段隔三差五便去曲阳赛车场疯狂一把算是家常便饭。在这种情绪的感召下,Ubi的F1游戏有着起码的质量保证。
但Ubi遇到的最大阻碍,就是国际汽联的授权。
没有FIA的同意,不但游戏没法以F1或者一级方程式为名,就连赛车的模型、赛手、规则等等,也不能与实际情况类似。这无疑让整个游戏的品质打了一个莫大的折扣。育碧第一个类F1的作品,是买了摩纳哥赛道版权的Monaco Grand Prix,玩家们对其质量赞不绝口的同时,也表示出了缺少实名的无奈,这使得总部在后期终于下定决心,要取得国际汽联的授权,好好地把F1这个名牌发扬光大。
在当时,FIA把一级方程式赛车给了两家公司,一家是众所周知的EA,另一家则是曾经辉煌过一阵的Video System。由于国际汽联已经不打算扩大授权的范围,因此育碧若是想光明正大地制作一级方程式赛车游戏,就得找这两家商量--显然,育碧同EA这种大鳄没啥共同语言,很自然地,Ubi和VS聚在了一起。
说起Video System这家公司,有点资历的玩家可能都还记得。它在早期的街机以及16位元家用机时代曾经一度辉煌,其著名的代表作包括排球(后移植到MD上,成为当时Sega最著名的蓝足排三合一作品之一)、四国战机系列等。但随着科技的飞速发展,游戏进入了3D时代,而Video System和Data East、Technos等老牌游戏公司一样,拘泥在2D世界里不可自拔而逐渐为市场所淘汰。进入次时代之后VS最大的动作,就是通过英国的分公司拿到了一级方程式的授权,但由于自身游戏开发的水平实在太低,所以只能到处兜售版权,寻找合作伙伴,而这正好与育碧当时的计划不谋而合。
在双方都表示了相互地情意之后,合作似乎进展得非常顺利。协议很快便得以签署,而Ubi向各大媒体发布的宣传稿均高调推奖这次合作,IGN更是以“Wedding in Paridise”(天作之合)来形容。
但闪电式婚姻的甜美往往维持不了多少日子,很快的,这场合作就让育碧吃足了苦头。
实际上,按照国际汽联的规定,VS是不具有Sub-License资格的,也就是说,它拿的这个版权只能自己用,而不能再授权给下一方。因此,育碧和它的合作在一开始便注定是不会平等的,Ubi只能作为开发方来与VS合作,而游戏必须由VS来发行。换句简单的话来说,就是大会社Ubi沦为了小公司VS的打工妹,没有任何自主权,一举一动都受制于工头。育碧开发的F1产品,必须首先送交VS审核,只有VS通过了授权检验,育碧才能将游戏送硬件厂商审核,而VS的官僚作风和对游戏的一知半解,则为双方的彻底翻脸留下了隐患。
在法制健全的国家,授权游戏的规章制度往往是极度苛刻的。但当时无论是育碧总部还是Ubi上海,对此都没有足够的认识。等我们看到VS的合同时才发现,原来一个小小的赛车游戏授权,竟然也有这么多“不能”和“不可以”。
举例来说:虽然得到了FIA的授权许可,但是法拉利车队的授权是独立于外的。如果我们要使用法拉利的名字、赛手还有赛车、标记等等,就必须额外地得到法拉利公司的授权,而这在一开始是根本没有预料到的。而合同中也严格禁止表现赛车的车祸、爆炸、破碎、人员伤亡等场面--虽然实际上这是F1的一个重要看点之一,此外,授权还要求我们完全再现实际比赛的各个广告、标志性建筑、赛车模型等等,而这就给游戏开发带来了极大的难度--尤其是对于PS版本来说,以这种机能要想把每部赛车的区别(不是贴图,而是外形和变速器)做出来,是完全不可能的,而VS在这方面的拘泥和不近情理,极大程度地影响了游戏的开发进度,可以说,整个F1的项目有一半的时间,浪费在和VS的这种交涉上面。
这里抄录合同中的两段,让大家对这个“不平等条约”有更深一步的认识:
4.3 (a) Video System shall advise UBI within twenty one (21) days of receipt by FOA of the Sample Product and proposed Presentation Materials of its approvals or rejection of the content of each such Sample Product or such Packaging / Promotional Materials or any aspect thereof.
(b) Video System shall advise UBI within twenty eight (28) days of receipt by FOA of the Team Depictions whether the whole or any aspect of the Team Depictions are rejected and for the purposes of this clause 4.3 (b) only, in the event that Video System shall fail to notify UBI of any objections to the Team Depictions, the Team Depictions shall be deemed to be disapproved.
可以看到,VS给自己留下了相当长的一个沟通时间:对于包装和样品的回应时间最多可以到21天,而与车队相关的确认最长可以达到28天之久!而且“没有回音”则代表“不予通过”,这对于身为开发商的育碧来说极其难以操作。每次与VS之间的版权审核都要拖上起码1-2个月,以至于我们的F1 99 PSX虽然是从99年初开始制作的,但却一直等到2000年中才能上市!(PS2版更是延期到了2001年!!!)而那时,F1 2000赛季早已开始了,99年的授权和资料已经成为了无用的废纸!开发组埋怨市场部,市场部埋怨VS,而VS则高高挂起死人不管……以至于最后整个Team听到VS的名字就头疼无奈。
好歹99版F1赛车最终还是得以上市销售,这算是不幸中的万幸,但整个发行计划被彻底打乱,F1游戏赢得了口碑却失去了应有的市场,使得EA有机会让自己的F1游戏在合时的时间内大行其道,成为市场的主流。此后,育碧又和VS继续合作了2000赛季版本的F1项目,但虽然有了前一个赛季的经验,Ubi和VS之间的矛盾和纠纷依然不断,且有升级的趋势。2000年末,正当育碧上海的各位为了新一个版本的F1项目而奋斗、并且为VS越来越拖沓的回复周期怒不可遏的时候,一个不幸的消息传来:VS倒闭了,而它手里的F1授权也随着公司的关门而失去了任何价值。育碧从来就没有拿到过F1的版权,也就只能眼睁睁地看着VS把这块宝贝带到坟墓里去。
开发了大半的PS和PS2版F1最终全部下马,育碧为此损失惨重。而开发组的很多成员却长吁一口气,因为他们知道,从此以后,不用再为这场地狱般的婚姻付出自己的青春了。
3年以后,EA放弃了一级方程式赛车的版权,索尼则成为了F1唯一的独占方。育碧的F1游戏,已经成为一个传说而烟消云散了。
最后,贴一个老外玩家对F1 1999(2001赛季出品)的评价,也算是笔者对于这段历史的一个纪念:
Well here we are two races gone in the 2001 Formula 1 season and here is our second F1 game for PlayStation 2. EA Sport's recent effort was well received on PlayStation and PC yet the company released a half-arsed unfinished version for PlayStation 2 so the console is crying out for a competent version of F1. Videosystem has a good track record with console F1 games having released solid N64 and Dreamcast F1WGP games. So how does this latest Videosystem/UbiSoft match up?
First things first. Formula 1 Racing Championship simulates the 1999 season. Some of you may balk at playing an older season, but playing a historical season offers some interesting gameplay opportunities, as I'll explain later. The game is split into several modes. Arcade is a good place to start, a fixed short race against a full field of opponents. The selection of tracks has been split into three and each section must be unlocked in turn. Early tracks require a top six finish and the second section requires a top three finish. The final section of tracks requires race victories. Success in arcade events also unlocks the scenario mode, which I'll come to in a moment.
Time trial mode is self-explanatory. More interesting is the driving school. The player is not allowed to take part in the season mode until the driving school has been graduated. This is a nice touch and ensures that even the most inexperienced and ham fisted player has some understanding of the racing line, braking distances and overtaking procedures before tackling bigger races. All the driving school lessons take place on the Suzuka GP circuit and some of them are rather taxing. There's one in particular that gave me trouble. In this lesson the player starts on the line with a car in front and one to the left. The object is to reach the finish point around the hairpin ahead of the other two cars. Hitting either car or going off the course result in a fail. The trick, an d it really is tricky, is to tuck in behind the front car so the one to the right will have to drop behind into the hairpin while avoiding hitting the car in front. Then it's just a simple matter of taking the inside line across the second apex and accelerating away to the finish. It wasn't easy.
Grand Prix and Season modes work on similar principles and only differ in the number of races, one opposed to all. Weather can be set, randomized or chosen to reflect the actual meteorology of the real 1999 race. The number of laps, opposition strength and the like are chosen before the start of the race/season.
The scenario mode is a great feature that for once is well used here. The player gets to recreate moment from the 1999 season and it's not just about the guys running at the front. One early scenario puts the player behind the wheel of a very slippy and tail happy arrows and the object is to hold off faster driver behind. This use of interesting scenarios has been well thought out and I'm impressed with some of the selections, especially the involvement of some of the lesser teams.
Onto to the visuals now. The tracks are presented in glorious detail. UbiSoft has crammed all kinds of little details into the game as trackside objects. Monaco for example contains balconies and bridges full of spectators. The cars too have been presented in some detail with even small logos and text being readable on the side panels. The frame rate is pretty good too. There is the occasional amount of slowdown at the beginning of the race when all 21 opponents' cars are visible. Sensibly UbiSoft seems to have locked the framerate during races to prevent some of the wild FPS fluctuations that EA's game is blighted with. Some details aren't as well presented as the courses though. While the scenes showing the drivers and mechanics checking out the cars and the pit-board beauties on the grid are a nice touch, the actual character models are rubbish and spoil the effect.
Before each GP and Season event the camera pans around the circuit and a strange plummy thespian discusses each corner of the course. (more on this strange fellow later). Following each race there's an opportunity to examine the race replay. At the end of a race while the finishing order is being displayed or when the player has crashed out and has chosen to watch the rest of the race via the TV cameras we are treated to great close in TV footage. The camera shows off the car models and captures the movement of the suspension over the bumps. Entering the replay mode it was strange to find this camera view missing. Instead the player is left with a choice of fixed views or a zoomed-out TV camera that is very unsatisfying indeed.
But with these detailed car models and feature packed circuits F1RC looks great doesn't it? No it looks bloody awful. Some real chump somewhere in UbiSoft decided to make the player view these great tracks through what looks like a hundred yards of smoke. There's this terrible filter that mutes the colors and blurs the whole screen. Adjustment of the sharpness setting on my TV revealed this was some kind of field of view effect, the view is ****ty close to the player and gets worse with distance. If I wanted to play blurred racing games I wouldn't have sold my Nintendo 64. What was the point in giving us these great tracks if we can't look at them properly?
But I'll calm down for a second now before I get too cross, besides I've got something else to get annoyed by in a moment. But first lets laugh at the terrible sound in the game. The engine sounds are fine, no big deal, well presented stereo effect blah, blah, blah. I have no idea who the voice "talent" is but he really should have said, "do you really want me to say this crap?" The game features one of the strangest pronunciati ons of chicane I have ever heard. Secondly what the hell kind of phrase is "Frentzen has entered onto the track, the machines are on the track to check their settings?" I laughed at All Your Base Are Belong to Us too, but I don't expect terribly written speech in modern F1 games.
After that patronizing little ramble about the place of Shakespearean hams in computer game narration let us return to the vitriol. By now many of you PlayStation 2 owners will have played Z.O.E. What's so great about a game like that is that although the on-screen action appears complicated and frenetic the use of the pad has been thoroughly playtested and designed to be simple and instinctive. This is interesting as this was obviously planned for F1RC until some said, "**** it, let's just give the player three settings - useless, ****e and totally unresponsive and let them figure it out for themselves." Hey UbiSoft the whole point of analog control is that it is analog, hence the use of the word analog, you see? In F1RC the pad seems to move the wheel the same amount without reference to how far you push the stick, the fixed amount being too damn much. This is another case of great features being hidden behind a crappy interface. Just like those sweet course graphics are hidden by the murky graphical filter the wealth of setup and handling options are rendered pointless by the poorest use of the joypad I've seen for a long time.
Is there any saving grace? Well the two-player split-screen mode is very good. Although there's only a horizontal split the players can race against a full field of opponents. Too many recent console F1 games have only featured one on one racing. And the graphics get no worse in this mode.
What's really galling is that UbiSoft has just released the PC version of this game in Europe and it's great. Any company with a shred of sense would have modeled the PS2 version on the PC version. But no, we have to put up with this mess instead. The reason I'm so annoyed is that F1RC could have been so good. There are lots of set-up options, including engine speed and steering lock, but it's hard to tell what effect they are having due to the rubbish joypad support - there's not even any analog throttle or braking. Again the dismal filter has ruined the fine work of the course designers. An opportunity missed, go buy the PC version or wait for Formula One 2001 from Sony next month which is looking very special.
|
|