Fallout中文維基
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Fallout中文維基
Wiki policy canon

在一般意義上,輻射正史(英文名:Fallout canon)是其當前權利持有人貝塞斯達軟件公司自2007年以來認為是輻射宇宙官方部分的作品集。[1]

輻射維基的上下文中,該術語是指用於撰寫文章和解決涵蓋多個遊戲主題時可能出現的衝突的框架。總體思路是利用所有可用資源對主題進行全面概述,同時清楚地標識其來源,以便一眼就能識別信息的來源。

正史[]

正史資源包括已發布的電子遊戲,並且是當前IP持有者的唯一綁定資源。這些是所有其他來源的參考點,並且絕對優先於其他來源。[2]

輻射正史包括六款遊戲的內容:

非正史[]

其他內容或材料擴展了遊戲中包含的內容並提供了附加信息。這些來源包括電子遊戲之外的內容。有關參考非正史來源的指南,見格式化部分

遊戲手冊和指南[]

手冊 策略指南

已發布的電子遊戲[]

遊戲

額外的內容[]

內容

被取消的遊戲[]

被取消

錯誤、剪切、移除、未使用[]

內容

不存在於遊戲中但仍位於其文件中的內容,例如由於未使用、錯誤、剪切或通過修補而刪除的內容被視為非正典內容。可以根據具體情況討論和決定例外情況。在所有情況下,如果引用了這樣一段內容,則應該將其添加到文章的錯誤部分或標記為{{removed}} Fallout 76 removed content, {{cut}} Cut content, 或{{unused}} Fallout 76 unused content.

開發者評論[]

開發人員通過博客、論壇、社論和其他方式與公眾分享各種信息。如果補充來源相互衝突,則應同時引用並明確標註來源。[8][9]

開發者的評論
  • 輻射聖經 (2002): 通常被誤認為是輻射經典的權威指南,聖經是黑島工作室首頁上發布的背景材料和增添餘興的集合,由Chris Avellone編譯,評論來自各種開發人員。[10]
  • Joshua Sawyer的問答網站(Formspring)回應(存檔在這裡),Tumblr上的帖子,以及SomethingAwful.com論壇的回覆(2011).
  • 輻射博客的起源 (2012): 由Scott Campbell撰寫並在No Mutants Allowed上發布的網絡文章,該文章詳細介紹了輻射製作過程中的靈感、原因和設計決策。
  • Ferret BaudoinCHAD: A Fallout 76 Story Podcast上的訪問(2020): 與輻射76的主要作者的幕後直播採訪和問答環節:廢土人[11]

即將到來[]

Kilter Films即將上映的輻射電視劇是與貝塞斯達軟件公司合作製作的(貝塞斯達高管Todd HowardJames Altman擔任該系列的執行製片人)。然而,它與其他特許經營權,尤其是遊戲的關係尚未確定。

格式化指南[]

任何非規範的來源都應按以下格式引用:


參考[]

  1. Asset Purchase Agreement
  2. Fallout 76: Would the Fallout bible be considered canon or not?:
    Emil Pagliarulo: "So, there's actually different versions of the Bible, too. A lot of the stuff from the Bible is on- public on the Fallout Wiki, online, and you can look at that stuff. For us, it's always... for us, canon always starts with what is in the games. And so... it's what is in Fallout 1, Fallout 2... even some of like, Fallout Tactics is- there's some stuff from canon from Fallout Tactics as well. And our Fallout games. So, we always look at what's in the games first, and then we go to the Fallout Bible and look at the stuff. So, some of the stuff that is in Fallout 3 that is now canon came from the Fallout Bible, some of that fiction. And so... it depends. We look at the Fallout Bible and some of the lore that really... was written, y'know, back in the day. It makes sense and we use that and put it in our games. We don't just assume that everything in the Bible is canon. We have to take it step-by-step inside. It's a judgement call."
  3. 3.0 3.1 Todd Howard: "For our purposes, neither Fallout Tactics nor Fallout: Brotherhood of Steel happened."
  4. File:Bethesda Softworks LLC v. Behaviour Interactive, Inc. et al.pdf
  5. Fallout 76: Is the Atomic Shop or Creation Club considered canon?:
    Emil Pagliarulo: "Atomic Shop is a lot...we found that Atomic Shop tends to not be canon so much, it's a lot looser. Just because it's, y'know, stuff that you purchase or use Atoms get into your game that is, like... there's a big fun factor there. There's a lot of stuff in Atomic Shop that we could take out because it's not strictly Fallout canon, and then players would be bummed. Because it's in a live multiplayer game, you... it's always a judgement call, it's tough. There's a lot of stuff that's... the canon rules are a lot lighter with the Atomic Shop stuff. Because we want people to have what they want and just have fun."
  6. Ferret Baudoin - 12/16/2020 Fallout for Hope - CHAD: A Fallout 76 Story Podcast Twitch stream: "I think if you're buying it in the store, you're choosing to go outside of the game in order to customize your experience. The same way that you would getting a mod that you particularly enjoy. So I tend not to sweat that stuff. If people can rationalize it, fantastic."
  7. Fallout 76: Is the Atomic Shop or Creation Club considered canon?:
    Emil Pagliarulo: "Okay, lemme answer this. So... um, Creation Club and Atomic Shop are two very different things, first of all. Creation Club is, let's start there, Creation Club is sort of as close to canon as we can get but also sort of the lines get blurred. So, for example, the team that does the Creation Club stuff always runs fiction by me and says 'would this work? Is this canon? How close is this?' And any time there's any writing or anything that goes into Creation Club, we wanna make sure that it's, y'know, everything fits. So for example, y'know, there was a cyberpunk apartment that went in that you access in Fallout 4 that you access via Goodneighbor. And there was some notes in it, it was like a synth's apartment. So all the fiction there had to be right. It could be canon, it could be... So it's sort of like parallel to canon, almost. It's... we don't wanna limit ourselves. We don't wanna not do something completely. It's tough. Because you don't wanna not do something that would be awesome, because it might get a little close to not being canon. So, it's always a judgement call. We weigh everything."
  8. David S.J. Hodgson (via Twitter): "If memory serves, [the "Wasteland Census" section in the Fallout 3 Game Guide] is supposedly canon as I worked with 「certain documents」 and the guide was fully approved by Bethesda. You’d have to confirm with @DCDeacon of course. However, if you come across a discrepancy between game and guide canon, game trumps guide."
  9. Mashable.com interview with David S.J. Hodgson, author of the strategy guides for Fallout 3, New Vegas, Fallout 4, and Fallout 76
  10. The Fallout Bible on blackisle.com (archived)
  11. Ferret Baudoin - 12/16/2020 Fallout for Hope - CHAD: A Fallout 76 Story Podcast Twitch stream: "The primal source of lore is what you see in the games. Everything after that is varying degrees--I would say, if it's not in the games, we may use it, we may not. There's things we may fully like, 'no, this is what happened!' No, that's just headcanon for a writer. That doesn't actually exist until you see it... the funny thing is, there are things I intend that have already been re-written, but that's OK. That was never in the game. Sure, alright. You wanna change that? That's a great story; go for it! We will get inspiration from all sorts of sources, right? Who's to say what we'll take and what we won't?"

另見[]

  • Forum:Vote: Fallout canon policy overhaul
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