知名設計師亞美利堅·麥基(American McGee)在社媒分享一段陳年往事,講述了《愛麗絲》系列的靈感來源。

麥基最初在id Software從事技術支持工作,後來成為關卡設計師,參與了《毀滅戰士》、《雷神之錘》、《雷神之錘2》等遊戲的開發。《愛麗絲》系列被譽為暗黑奇幻風格的經典cult,而這種類型最初並不怎麼受待見。
「我們在id Software開發《雷神之錘2》的時候,有一次湧進了保羅·斯蒂德的辦公室,想看看Valve公司在用我們的技術做什麽。」
「他們做了一個電影化的場景,角色在移動,吊車在操控,有多個鏡頭環繞拍攝。這才是用雷神之錘引擎打造的真正電影化敘事。」
看到這一幕,麥基說他「倒吸一口涼氣,驚呼一聲『哇』」,然後整個房間的人都轉過頭來,怒視他。
「那一刻我就知道,『好吧,我想用這項技術講故事。而這些人不想。』」 麥基寫道。
There was this one time at id Software when we were working on Quake 2 and everyone piled into Paul Steed's office to check out what Valve was doing was our tech. And there was a cinematic scene with characters moving around while a crane operating and multiple cameras panning around to convey some element of the narrative. Proper cinematic storytelling using the Quake engine! And I let out a breathless "WOW." The whole room turned around and scowled at me. Ha. That was the moment I knew, "OK, well. I want to tell stories with this tech. And these guys don't." That was why, on the day I was fired from id, I first cried... and then driving home with a box of my crap in the trunk of the car, I began smiling. Then laughing. And the first chance I was given to do something on my own with that tech? Well, I pushed it as hard as I could in relation to surreal visuals and cinematic storytelling. 26 years later and I can still say "Wow."
這件事之後,也是《雷神之錘2》發布的一年後,麥基被id Software解僱了。解僱原因至今成謎,當時的說法是遊戲沒有達到預期。幾年後,前設計師桑迪·彼得森暗示,麥基是被同事陷害的。
「我被id Software解僱的那天,先是大哭一場……然後,開車回家,後備箱裡塞滿我的雜物。我嘗試微笑面對,最後大笑。當我第一次有機會用那項技術進行獨立創作時,我盡我所能,追求超現實的視覺效果和電影化的敘事手法。」 麥基寫道。

Valve的這次演示為麥基啟發靈感,指引了後來的開發。不久他加入EA,製作了《愛麗絲夢遊魔境》,後來前往中國,創立Spicy Horse工作室,開發了續作《愛麗絲驚魂記︰瘋狂再臨》。






