[翻译] 游戏开发的加班是否已经太超过了?

楼主: NDark (溺于黑暗)   2014-10-28 11:54:01
[翻译] Game Devs: When Does Crunch Cross The Line?(游戏开发的加班是否已经太超
过了?)
原文:Game Devs: When Does Crunch Cross The Line?
http://www.gamesindustry.biz/
articles/2013-10-23-game-devs-when-does-crunch-cross-the-line
Last week, Crytek stepped into a world of trouble with a tweet about the
development of Ryse: Son of Rome for Xbox One. The company boasted of feeding
its crunching team members "more than 11,500 dinners" during the game's
development. The #RyseFacts hashtag was co-opted by Twitter to strike out
against the idea of crunch development as a good thing. Among those who had
negative tweets about crunch culture was former Epic games designer Cliff
Bleszinski, who said the practice was "unsustainable".
上个礼拜 Crytek 在Tweeter上发了短文提及在XBox One上开发Ryse: Son of Rome遇到了
加班困境。这间公司自夸自己提供晚餐给加班的同仁。RyseFacts 这个标签则是大加挞伐
加班是好事这个点子。同样对加班文化有反感的是前Epic的设计人员Cliff Bleszinski,
他觉得这件事难以忍受。
"'Crunch time' = bad management," tweeted Bleszinski. "This just in: Next gen
AAA console launch game with many scripted sequences required lots of crunch."
加班就是坏的管理。下一代的三A级家机产品的剧情都是用很多的加班换来顺利推出。
Is crunch a necessary part of our industry? Is it a result of bad management
and should be avoided at all costs? GamesIndustry International reached out
to a number of industry veterans to see how they felt about crunch. Despite
disliking forced crunch, the folks we spoke to seemed to believe that crunch
is something that will remain in the industry.
加班是这个产业所必要的吗?是坏管理所导致的吗?或是他应该尽力避免的?
GamesIndustry International访问了一定数量的退休人员,询问他们关于加班的看法。
尽管不喜欢被迫加班,这群受访者似乎深信加班在业界是常态。
"I'm going to go out on the limb here and might be answering in a way that
strays from the quality of life conversation. My belief is that crunch will
always occur in our industry, but it's never something that should be relied
on," said Obsidian Entertainment CEO Feargus Urquhart. "Why do I think it
will always exist? Because, as game makers we create things. Creation is
hard. I doubt that Einstein packed it up after 40 hours a week and I doubt
that James Cameron puts in his eight and then turns in for the day."
Obsidian Entertainment 的CEO Feargus Urquhart说:我现在作个大胆的猜测,先不谈
生活的品质的问题。我相信加班在我们的产业中会持续发生,但这并不值得我们夸耀。为
何加班持续发生?因为游戏开发者就是创造,而创造是艰难的。我认为爱因斯坦不会仅在
每周四十个小时的工作后就下班,詹姆斯卡麦隆也不会在放下他的镜头后就休息。
Junction Point Studios founder and game designer Warren Spector said crunch
was the result of working with a host of unknown factors in creative mediums.
Since game development is always full of unknowns, crunch will always exist
in studios that strive for quality.
Junction Point Studios的投资人与游戏企划Warren Spector 说过加班是与一个未知参
数的艺术媒体战斗过程的产物。只要游戏开发就是充满了不确定性,为了追求品质,加班
就是必然。
"Look, I'm sure there have been games made without crunch. I've never worked
on one or led one, but I'm sure examples exist. That tells me something about
myself and a lot about the business I'm in," said Spector.
Spector继续说:听着,我确信一定有不需要加班就产出的游戏,但我待过的开发案从未
这样,虽然我相信一定有例外。这就是我所作的工作与产业。
"We work in a medium of unknowns. We go into projects with, usually, a high
level idea and a ship date. We rely on others to execute against those ideas,
bringing their own creativity to the table. As we get deeper into the process
we discover that things that sounded good on paper don't work in practice.
Things that worked in prototype don't work in a fully textured and lit level.
And then the folks providing money or distribution randomize and disrupt by
demanding demos or screenshots at the most inconvenient times!"
我们在作的是一个未知的媒体。我们的专案通常有一个很抽象的概念,外加一个开发期限
。我们互相依赖彼此来实现这个点子,把创意实现。一但更加深入开发,我们又会发现书
上所说的论点难以在现实实现。运作良好的原型,到了量产贴图就会出问题。外加投资人
不是只丢钱进来,他们还会随机丢进捣乱因子,艰难的开发期中多次要求要有展示或截图

"What I'm saying is that games - I'm talking about non-sequels, non-imitative
games - are inherently unknowable, unpredictable, unmanageable things. A game
development process with no crunch? I'm not sure that's possible unless
you're working on a ripoff of another game or a low-ambition sequel. And I've
never, personally, been much interested in either - as a player or as a
developer. I've never had enough time or money."
我不是说那些续作专案,抄袭游戏,而是说完全原创,完全未知的产物。这种游戏开发案
子怎么可能不加班?除非你正在抄袭或是只是作没有野心的续作。而我个人不管是从玩家
或开发者的角度来看,都从未想要作这两种专案。我没有足够的时间或经费。
There are some positives to crunch: working through adversity helps bring
team members closer together. Former 2K Marin creative director Jordan Thomas
and Naughty Dog co-founder and former THQ president Jason Rubin agreed with
this idea.
加班有一些好处:渡过困境的团队会更有向心力。前Marin的创意总监Jordan Thomas 与
Naughty Dog 投资人又是前THQ 总裁Jason Rubin 都同意这个论点。
"To me, the sister concepts of voluntary crunch and even focused, near-term
crunch intended to hit specific goals
作者: LPH66 (-6.2598534e+18f)   2014-10-28 12:03:00
"crunch time, duct tape, and the force" ←怎么可以漏掉原力的梗呢 XD
楼主: NDark (溺于黑暗)   2014-10-28 12:40:00
因为我专注在胶带上XD
作者: wangm4a1 (水兵)   2014-10-28 14:35:00
作者: doomleika (iSuck)   2014-10-28 14:49:00
DUCK TAPEEEEEEEEE台湾翻大力胶布好像不够有力
作者: Ebergies (火神)   2014-10-28 17:15:00
看来这不只是台湾的问题 LOL
作者: Kendai (ShouldIStayOrShouldIGo)   2014-10-28 20:56:00
推推推
作者: holymars   2014-10-28 23:05:00
我觉得加班不要常规化都是可接受的台湾的问题在没有创意还要加班作那些无聊的routine work这样就根本就非原文说的“加班是因为创意产出是艰难的”而是“加班是为了节省常驻的人力成本”.....
作者: akilight (OWeeeeeeeee~)   2014-10-28 23:20:00
推楼上XD
作者: chargo (冻结的城市)   2014-10-28 23:58:00
某台湾游戏公司还会要求员工平均每天加班一小时呢
作者: rhox (天生反骨)   2014-10-29 01:02:00
台湾很多公司的问题是加班没钱拿
作者: goury   2014-10-29 01:20:00
反了吧。创意产品不会是工作越久就越能做出来的东西反而是抄袭的复制品,是要拼市场速度的。那才需要加班赶工
作者: Ebergies (火神)   2014-10-29 10:02:00
创意也是需要时间的
楼主: NDark (溺于黑暗)   2014-10-29 10:13:00
新产品才需要时间,因为要从朴石磨亮.抄袭不需要因为已经被市场验证过了
作者: azureblaze (AzureBlaze)   2014-10-29 11:04:00
这边的问题不是需不需要时间,而是能不能准确预测需要多少时间预测错误而加班和一开始就以加班为前提是不一样的创新会影响到前者,而惯老板会影响到后者
作者: holymars   2014-10-29 17:45:00
创意非常需要时间,要开发新玩法远比抄袭需要更多时间不断的try-error下加班是没办法的..特别是进入flowstatus之后,很难说下班就下班啊这就是原文说的“适度的加班是这个产业的必须品”的理由
作者: goury   2014-10-29 22:40:00
抄袭不需要加班?那中国那些每天加到半夜12点的团队,原来都是在搞创意我上面可没说创意不用时间,而重点是创意不是用硬加班能赶出来的。问题是,抄袭拼的就是时间性,人家2个月抄出来2个月调整,2个月上线准备,半年内抄出一只有机会获利产品台湾花半年做出来的还像专题作品。除了经验能力外,人家一周花60小时在抄在拼,台湾加了班,一周也到不了48小时然后说抄袭不需要时间?说个台湾不花时间抄成功的来听听吧
作者: azureblaze (AzureBlaze)   2014-10-29 23:19:00
没人说抄袭不用时间啊 你觉得A>B代表B=0?
楼主: NDark (溺于黑暗)   2014-10-30 08:58:00
楼楼上犯了一个严重的错误 原创作很久是因为他们不需加班.事实是原创作也是"必须"Time To Market.实际上是: 已经加班了还是做了这么久
作者: goury   2014-10-31 01:40:00
啊?那这是谁说的???xxxxx: 新产品才需要时间,因为要从朴石磨亮.xxxxx: 抄袭不需要因为已经被市场验证过了楼楼上是指谁?我想肯定不是我对吧?谁说了原创不需加班?我从头到尾讲的只有:抄袭非常需要加班。创意则是需要时间且创意所需要的总时间可能是远超过抄袭一支产品的总时间,但创意往往需要更正常的作息才能制作出真正好的创意产品加班累爆时不良工时,不见得适合来产生真正优良的创意产品而抄袭拼的是市场时间性,时间的重要性往往远大于产品品质加班硬操的不良工作时间,或许还能用来应付做一个抄袭产品且抄袭作品,你不硬操,人家操还抢到市场尾巴,慢人一步的市场时机错过了还抄,根本没用。要不要看看现在几只搞错市场时机,抄了晚市场不知道多少部的作品,是什么成绩呢【抄袭不需要时间因为已经被市场验证过了】真的由衷希望,台湾真正还有心想养活自己,不让台湾自制研发断根的团队一定要好好思考这句话!观念思想上的错误,才是造成目前台湾游戏产业最大的祸因
作者: cjcat2266 (CJ Cat)   2014-10-31 06:07:00
好凶 :(
楼主: NDark (溺于黑暗)   2014-10-31 09:24:00
"创意则是需要时间" 所以才要加班啊. 傻瓜.
作者: alphadog (圣无极煞气阿法豆‧再改X)   2014-10-31 16:54:00
创造性的工作难免会加班,但大多数加班的工作都不是创造性的工作。非创造性工作的加班只是管理无能和减少沟通成本的结果.
作者: skyhawkptt (skyhawk)   2014-11-01 13:51:00
这时候 http://goo.gl/jCwzxD 这本经点就该就再看一次
作者: osanaosana (芋头一颗多少钱)   2014-11-03 12:57:00
未看先猜 人月神话...
作者: rumicco (键盘一姐)   2014-11-07 08:52:00
同意g大不过真的有点凶

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