ON OCTOBER 27, three of the biggest videogames of the year arrive, all at once: Wolfenstein 2: The New Colossus, Assassin's Creed: Origins, and Nintendo's Super Mario Odyssey. Together, these three titles represent a cross-section of the big-budget gaming industry, from a family-friendly run-and-jump romp to a bloody rampage through a Nazi-filled alternate history. From power fantasy to primer on Ancient Egyptian architecture, this one day showcases much of the best of what triple-A gaming—the biggest, costliest games by the biggest, wealthiest publishers—can do.
power fantasy 权力幻觉(即玩家在游戏中通过人挡杀人神挡杀神而获得至高无上的支配感,这里有一篇论述游戏中权力幻觉的文化批评文章,可供进一步参考:http://theenemyreader.org/problematizing-power-fantasy )
primer on 启蒙
It represents enough money to balance the budget of a small country. Maybe even a medium-sized country. Accounting for years of development time, bleeding-edge machines and software, and astronomical advertising budgets, these three games, all told, are worth hundreds of millions of dollars.
None of this is new, of course. The holiday season has been the destination for the most expensive, most hyped games and consoles for just about as long as the industry has existed. But every year it feels a little more stark. It used to be that the fall release window, which nowadays stretches from mid September to early January, was a veritable deluge of titles from all corners of the market. Now, fall releases are broad but shallow. Fewer than 10 of these games come out every year, representing the combined hopes and pocketbooks of all of the industry's major players. A Call of Duty, maybe a new Star Wars game, a couple of Nintendo entries and, if we're lucky, some big-budget original titles. Otherwise, the fall release season looks remarkably like any other part of the year. In fact, unless you're someone like me, who's obligated to play all of these big games, it's even a little dull.
holiday season 节日季,指从10月底的万圣节到12月底圣诞节,是美国人一年里最疯狂的「购物季」
stark 荒凉
deluge 大暴雨、大洪水
What happened? Money, mostly. Most aspects of big-budget game creation has gotten more and more expensive over the past decade. Part of this is due to inflation, but the larger culprit is the publishers themselves, who have driven an ever-escalating arms race of technology and scale. These big games are bloated, immensely complicated machines now, built by hundreds of people in collaborative design efforts among multiple studios across continents. This scale creep means that fewer of these games can be economically produced, and each one has higher pressure on it to succeed, which in turn ratchets up marketing budgets to absurd amounts. In 2015, publishers spent over half a billion dollarson television advertising alone, and there's no way that number's gotten smaller since.
The effects of this are felt in every corner of the industry, and they're not great. Mid-tier studios, producing modestly scaled games on modest budgets, have essentially disappeared, unable to compete with this massive products. The independent game scene, while critically successful and massively influential, is constantly facing a struggle to remain solvent, even for the most successful creators. And if scale and budget has increased, worker rights certainly haven't. If your studio fails to produce what seems most profitable at the time, it might just get shut down—just ask Electronic Arts subsidiary Visceral Games, shuttered last week after the company decided that the Star Wars game they were developing didn't meet EA's projections of profitability in a shifting marketplace. Meanwhile, while costs have gotten higher, retail prices have stayed stable, capping out at $60. Which, in turn, leads to publishers pouring more money into more ways to move product, which feeds back into the entire cycle.
其连锁反应波及游戏业的每个角落,且不是什么好影响。那些投入合理预算制作规模合理游戏的中型工作室,已基本消失,它们无力承担这么庞大的作品。而独立游戏那边,就算是大获成功、极具影响力的作品,也经常要面对收支平衡的压力苦苦挣扎,即便是最成功的厂商也是如此。而尽管规模和预算增加了,劳工待遇却没有。如果你所在的工作室没有顺应潮流做出最赚钱的游戏,那差不多就可以关张大吉了——比如 EA 子公司 Visceral Games。上周 EA 认为该工作室正在开发的《星战》游戏无法达到 EA 的期待,在一个动荡的市场中盈利,就此关闭了工作室。与此同时,尽管成本高企,游戏零售价却保持不变,$60 美金到顶。这回过来,导致发行商不择手段撒更多钱去驱动游戏制作,就此恶性循环。
//注释
influential 有影响力的
projection 期待、预期
So year after year, when fall rolls around, there's something unsettling about it in the video game world. It's increasingly sparse and loud, a reminder year after year that the industry is as large but also as troubled as it's ever been, at least since the console market crashed in the '80s. And when Friday rolls around, and you buy one of the three big titles—or don't—it's worth remembering that the system that produces those games isn't going to be sustainable forever. Eventually, something is going to have to give. It'll be interesting to see what that something is.
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