另一种合作方式是由博物馆或历史遗迹提供数字化藏品,并邀请游戏开发者利用这些资源进行游戏开发,比如大英图书馆与GameCity合作举办的“Off the Map”竞赛。该竞赛要求参赛的英国高校学生以大英图书馆的数字化馆藏为灵感,创作电子游戏、可探索的虚拟环境或互动小说。在这一情境下,电子游戏成为了一种双重的教育工具。一方面,参赛者可以利用大英图书馆的广泛资源,在开发过程中进行深入研究。2013年的一等奖获得者Pudding Lane Productions的飞越17世纪伦敦项目展示了伦敦在1666年大火之前的面貌。他们还原伦敦街景的关键是维舍尔(Visscher)的《伦敦景观(View of London)》和约翰·利克的《伦敦市废墟中街道、小巷和教堂的精确测量(An Exact Surveigh of the Streets Lanes and Churches Contained Within the Ruines of the City of London)》。[6] 另一方面,文化遗产组织的部分藏品不对公众开放、受到关注不多、或是需要一定专业知识才能欣赏,而基于这些藏品的电子游戏可以让更广泛的受众以更有趣味、更直观的方式接触文化遗产。
《刺客信条》中的历史环境似乎是最无可挑剔的,但它仍然需要考虑以下问题。首先是场景的可达性。跑酷(在建筑物上攀爬、跳跃、奔跑,或穿越建筑物)是《刺客信条》中玩家与建筑互动的独特方式。为实现这些动作,艺术家需要在建筑上添加缆绳、支架、香炉等结构。[9] 城市地图也相应缩小,避免赶路时间过长导致的疲劳(关于具体的缩小比例,见Assassin's Creed : Mirage Map Size comparison 和What is the distance scale from real world to game?)。其次,如今人们对历史建筑的固有印象也会影响它们在游戏中的呈现。《刺客信条:奥德赛》中色彩斑斓的寺庙固然有效地颠覆了所有古希腊建筑都由肃穆的白色大理石砌成的刻板印象,但并非所有建筑都得到了如此忠实的还原。在《刺客信条:大革命》中,巴黎圣母院的尖顶就有明显变化。法国大革命时期的尖顶是木质的,借用育碧艺术家 Caroline Miousse的评论“not very sexy”。[10] 但《大革命》中的尖塔还原了人们今天熟悉的样貌,因为制作团队“不希望玩家错过登上尖塔、从顶端俯瞰巴黎的机会”。[11] 此外,版权问题也是阻碍电子游戏重现某些标志性建筑元素的原因。巴黎圣母院的管风琴和玫瑰花窗都有版权保护,因此艺术家只能试图描绘人们在现实中观看它们的感觉。[12] 这样的复刻成果对游戏体验来说已经足够,但如果把它们视作权威的数字化档案,无疑会导致严重的错误。抛开版权问题,从游戏资源规划的角度来看,完全忠实地复现玫瑰花窗也是不明智的。为花窗的每一个局部绘制单独的纹样对游戏内效果提升有限,但占用的资源却会大大增加。最后,艺术家的审美也会影响游戏对建筑的表现。[13] 还需要注意的是,尽管《刺客信条》的建筑环境足够符合背景设定下的时代特征,它在自然环境方面的表现稍显扁平,玩家很难看到专属于特定时期和地点的食物、动物或植物。[14] “探索之旅”中可以体验到食物的制作过程,但关于动植物的信息仍有待补充。
[1] “Assassin’s Creed—What Is the Budget of Each Game,” YouTube, published April 19, 2022, https://www.youtube.com/watch?v=fWJRxGqFmVA.
[2] Justin Porter, “Assassin’s Creed Has a New Mission: Working in the Classroom,” New York Times, May 16, 2018, https://www.nytimes.com/2018/05/16/arts/assassins-creed-origins-education.html.
[3] “Budget.”
[4] Porter, “New Mission.”
[5] Ibid.
[6] Lissa Holloway-Attaway, “Interview with Stella Wisdom, Digital Curator at the British Library,” gamevironments14, 230-56, http://www.gamevironments.uni-bremen.de.
[7] Constantin Pläcking, “Interview mit Maxime Durand: Inspiring people for history, by playing a game,” Ubisoft, published January 14, 2020, https://www.historischer-augenblick.de/maxime-durand/.
[8] Ibid.
[9] Anne Lewis, “How Ubisoft Re-created Notre Dame for ‘Assassin’s Creed Unity’,” ACM SIGGRAPH, republished May 2, 2019, https://blog.siggraph.org/2019/05/how-ubisoft-re-created-notre-dame-for-assassins-creed-unity.html/.
[10] Ibid.
[11] Ibid.
[12] Ibid.
[13] Ibid.
[14] Merlin Cheng, “Why Assassin’s Creed is Great for Learning History,” Medium, published August 5, 2020, https://medium.com/@merlincheng/why-assassins-creed-is-great-for-learning-history-40e895e8ea0e.
[15] Lai Ma, “Video Game as an Immersive Interactive Virtual Interpretation of Historic Heritages, Taking Assassin’s Creed as an Example” (Thesis of Master Degree, Columbia University, 2021), 45-46.
[16] John Herman, “A Review of Assassin’s Creed: Valhalla’s Sensationalized History,” gamevironments 14, 257-262, http://www.gamevironments.uni-bremen.de.
[17] Charlie Hall, “A war game that actually feels like being in a war,” Polygon, published September 3, 2014, https://www.polygon.com/2014/9/3/6098005/this-war-of-mine-actually-feels-like-being-in-a-war.
[18] Thomas Jenkins, “Why ‘The Oregon Trail’ is One of the Most Realistic Video Games Ever,” Medium, published May 19, 2017, https://medium.com/the-coastline-is-quiet/why-the-oregon-trail-is-one-of-the-most-realistic-video-games-ever-361b7ef47f20.
[19] Alysa Landry, “‘It’s a White Thing’: ‘The Oregon Trail’ Game Doesn’t Tell Complete History,” ICT News, published June 8, 2017, https://ictnews.org/archive/white-thing-oregon-trail-game-doesnt-tell-complete-history.
[20] Andrew Reinhard and Stéphanie-Anne Ruatta, “Consulting for Ubisoft on Assassin’s Creed: Odyssey,” Archaeogaming, published April 19, 2019, https://archaeogaming.com/2019/04/19/consulting-for-ubisoft-on-assassins-creed-odyssey/.
[22] Aris Politopoulos, Angus A. A. Mol, Krijn H. J. Boom, and Csilla E. Ariese, “‘History Is Our Playground’: Action and Authenticity in Assassin’s Creed: Odyssey,” Advances in Archaeological Practice 7, no. 3 (2019): 322, doi:10.1017/aap.2019.30.
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