没有人再能负担得起制作《神秘岛》这类游戏了
No one can afford to make Myst games anymore

原始链接: https://www.wired.com/story/no-one-can-afford-to-make-myst-games-anymore/

Cyan Worlds 是打造了经典游戏系列《神秘岛》(Myst)的传奇工作室,近日发布了一款名为《Anglerfish》的新作预告,展现了极高的潜力。尽管该项目制作精良且反响积极,但目前已被取消。 该工作室的困境凸显了游戏行业日益严重的“中型市场崩溃”现象。虽然耗资数亿美元的“3A”大作和预算极低的“微型独立”项目依然可行,但预算在 200 万至 1500 万美元之间的“2A”游戏领域已几乎无法获得融资。在未能从十几家发行商那里获得支持后,Cyan 被迫搁置了《Anglerfish》并裁减了一半员工。 行业专家指出,发行商已经退出了这一中端市场,而该市场此前由各大平台和专业发行厂牌的支持所支撑,如今这些支持已纷纷撤出。这一转变反映了娱乐业的一个大趋势:中等预算项目正日益受到挤压,导致成熟的独立工作室在巨额投资的企业级大作与自筹资金的个人项目之间,几乎没有创新空间。

《连线》杂志刊登的文章《没人能再负担得起制作〈神秘岛〉这类游戏了》在 Hacker News 上引发了关于“AA 级”(中等预算)游戏生存能力的激烈讨论。讨论主要围绕以下几个核心主题: * **中间地带的消失:** 参与者观察到,游戏市场已经两极分化为低预算的独立游戏和规模宏大、成本高昂的 3A 游戏。像《神秘岛》这类侧重解谜的中等规模项目,由于需要大量资本投入却无法保证投资人所要求的超高回报,因此生存艰难。 * **经济现实:** “零利率”时代的结束使得风险投资变得更加谨慎。许多人认为,真正的问题不在于这类游戏“无法制作”,而在于发行商不再愿意提供资金,迫使开发者只能依靠个人积蓄或成败难料的众筹。 * **人工智能与艺术性:** 评论者对于 AI 的角色意见不一。一些人认为 AI 工具能让个人开发者达到接近 AA 级的质量,而另一些人则坚持认为 AI 生成的素材缺乏优秀游戏所应有的连贯性和人类“灵魂”。 * **质量与策展:** 批评人士指出,Steam 等商店中充斥的“劣质内容”不仅仅是 AI 问题,更是一个长期存在的发现问题,这使得优秀游戏的市场推广变得更加复杂。
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原文

In the 1990s, the puzzle adventure game Myst sold more than 6 million copies—so many that WIRED credited it with sparking the widespread adoption of CD-ROM drives. It remained the bestselling PC game of all time until 2002, when The Sims set a new record.

Last week—after four sequels, one spinoff, and five remakes—the creators of Myst released a trailer for a new game in the franchise. Codenamed Anglerfish, it’s a darker chapter in the Myst series where you, the player, are held hostage in a strange world. Your captor is a writer with a temper, voiced and motion captured in a stunning performance by Noshir Dalal, known for his work in Red Dead Redemption 2, Horizon Forbidden West, and Ghost of Yōtei. Reactions to the trailer on YouTube were ecstatic.

The only problem? Anglerfish died months ago when no one agreed to fund it.

“Even the publishers who felt passionate about the project couldn't get their higher-ups to let the money flow,” says Eric A. Anderson, creative director and co-studio head at Cyan Worlds, the oldest surviving independent game studio in America. After spending four months developing a fully playable demo, Cyan pitched the game to more than a dozen publishers at last year’s Game Developers Conference and the Design, Innovate, Communicate, Entertain (D.I.C.E) Summit, where Cyan’s recent remake of Riven: The Sequel to Myst was nominated for a D.I.C.E. Award for Outstanding Achievement in Game Direction.

Cyan hoped it would come away from the conferences with a funding agreement between $1 million and $10 million to finish building Anglerfish. But even though the demo was positively received by most publishers, Cyan went home empty-handed, put Anglerfish on ice, and soon laid off 12 people, roughly half of its staff.

“If we were pitching that game just a few years earlier, it would have been a no-brainer,” says John Eternal, the former global lead of partner development at PlayStation, who helped Cyan pitch Anglerfish. “But funding for double-A games has evaporated.”

Like movies and books, video games are currently facing a middle-market collapse. At the top, so-called triple-A studios like Rockstar (Grand Theft Auto VI), Naughty Dog (The Last of Us), and Bungie (Marathon) regularly spend more than $200 million to develop and market a single game. At the bottom, micro-indie studios usually spend less than $1 million.

Last year’s indie darling, the Myst-inspired Blue Prince, was funded by a solo developer’s personal savings and the ad revenue from his Magic: The Gathering website. “When I finally approached publishers, it was only after I had completed my game, looking for marketing, porting, and release support,” Blue Prince developer Tonda Ros says via email.

In between the triple-A and micro-indie extremes, there used to be a healthy double-A studio ecosystem where games were heavily funded by publishers like Private Division, Adult Swim Games, and EA Originals. But as with mid-budget movies and mid-list authors, the funding for mid-market video games is drying up—including the higher end of the indie scale.

“The space between $2 million to $15 million has become very difficult for most developers,” says Doug North Cook, CEO and creative director at Creature, a publisher-developer hybrid that funded Sock Puppet Superstar, a VR singing game that keeps going viral on TikTok. “Xbox Game Pass, PlayStation, and publisher funding were propping that middle space up, but most publishers have pivoted toward much smaller budgets.”

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