Re: [翻译] 游戏开发者不该有领死薪水的心态

楼主: NDark (溺于黑暗)   2016-04-24 12:41:59
Indie developer Rami Ismail responds to critic of work-life balance in game
industry
[翻译] 独立游戏开发者 Rami Ismail 针对 批评游戏产业的工作平衡 作出回应
缩网址:http://wp.me/pBAPd-vo
原文网址:
http://ramiismail.com/2016/04/an-inline-response-to-wage-slaves/
http://venturebeat.com/2016/04/16/indie-developer-rami-ismail-responds-to-critic-of-work-life-balance-in-game-industry/
Rami Ismail April 16, 2016 6:30 PM
[已征得作者同意翻译]
[译按:事先声明,本篇文章是翻译文章,并非代表我(NDark)的个人立场,一直以来我
都很关心在游戏产业中管理的议题,我一直希望透过国内外的案例,正反方的论述,让大
家能聚焦在这个议题上,试图共同解决劳工,老板,及工头的三角议题。一系列加班相关
文章整理请见:http://wp.me/PBAPd-uT ]
I read this article( Game developers must avoid the ‘wage-slave’ attitude )
today. I wrote an inline response. The bold parts are the article’s original
text. My responses are the rest of it. Yes, this layout is copied from the
amazing nodontdie.com because I couldn’t come up with another one this fast.
我今天读了 Alex St. John 的文章(
http://venturebeat.com/2016/04/16/game-developers-must-avoid-the-wage-slave-attitude/
),我写了一些文间的回应。粗体是文章的原文。我的回应是其他的部分。我把内容格式
直接贴过来,这样比较快。
: I read this article by Dean Takahashi the other day, and my jaw nearly hit
: the floor.
: "有一天我看到了 Dean Takahashi 的文章,眼镜差点摔破。"
Mine too, I can’t believe structural crunch is still a problem in the games
industry in 2016.
我眼镜也摔破了,我不敢相信系统性的加班问题在 2016 年的游戏产业依然是个问题。
: Many modern game developers have embraced a culture of victimology and a bad
: attitude toward their chosen vocations. They complain that the long hours and
: personal sacrifices great games require are a consequence of poor management.
: "很多现代的开发者习惯认为自己生活在受害者情节下,同时对他们自选的职业抱持负面
: 态度。他们抱怨长时间工作及牺牲了自我,是导因于一连串的低能管理。"
And rightfully so, structural crunch is a horrible attitude and can really
damage someone’s ability to function and enjoy their dream job.
直接了当地说,系统性的加班问题是一个令人惊恐的态度,实际上伤害到人们工作的能力
,伤害到人们对此职业的想像。
: They want to pretend that they can turn an inherently entrepreneurial
: endeavor like game development into a 9-to-5 job.
: "他们想要假装可以把天生就有创业精神的事业(游戏创作)当作朝九晚五的工作。"
Wait, only entrepreneurs are entrepreneurial. People that are employed aren’
t entrepreneurs. The whole definition of entrepreneur is that if you mess up,
the risks are for you. The definition of employee is that you work the hours
assigned to you for a wage.
等等,只有创业家才应该有创业精神。被雇用的人并非创业者。创业家的定义就
是,假如你把事情搞砸了,风险就会降临。员工的定义则是工作的时间可以换成薪水。
: Somehow, these people have managed to adopt a wage-slave attitude toward one
: of the most remarkable and privileged careers in the world.
: "不知何故,即使面对这世界上最具挑战及恩典(与生俱来的创作能力)的职业,这些人
: 竟认为自己应该是领薪水的雇员。"
I’ll give you that game development is a remarkable job, and I’ll give you
that it’s a generally privileged career, but ‘wage-slave?’ Isn’t that a
tiny bit hyperbolic?
我认为游戏产业是一个挑战的工作没错,也是一个让人拥有创作能力特权的职业没错,但
称呼人薪水奴隶就有点过份了。
: I’ve been working at technology startups since I was in my early 20s and
: later founding and running them. I’m fortunate for the career I’ve had, and
: I’ve always been grateful for the incredible opportunities that the
: technology industry has afforded me, especially when you consider that I grew
: up in a log cabin in Alaska with no electricity, plumbing, heating, or cable
: TV. I grew up largely home-schooled; I never did get that high school
: diploma. None of those educational shortcomings seems to matter in the
: high-tech world. Over the years, I’ve had the privilege of working with a
: lot of truly amazing and hyperaccomplished people, many with backgrounds just
: as unorthodox as my own. It was my job at Microsoft and later at WildTangent
: to develop relationships with every leading game developer on Earth.
: "我自从二十岁就在科技创业,然后投资并营运。我很幸运有这样的职业,我也总是感谢
: 这些科技产业赋予给我的机会。特别是你若知道我是从没有水电,暖气及电视的阿拉斯加
: 树屋长大。我都是在家自学,从未取得高中的学历。在高科技的世界,这些教育的劣势其
: 实一点也不重要。这些年我拥有与这些惊人且高成就的人一起工作的恩典。他们很多都是
: 跟我一样不是正统出身。这是我先前在微软,WildTangent 游戏的工作内容,它让我能与
: 世界上其他前端游戏开发者建立关系。"
It’s lovely that this industry accepts people of “unorthodox” backgrounds.
Definitely something I’d like to see more of.
这个产业能接受非正规背景的开发者是好的。我期待看到更好的回馈。
: I know I’m going to offend a lot of people by saying this, but I do so with
: the hope that a few will wake up and shake off their mental shackles. I’ll
: grant that it’s been 23 years since I used an outhouse or had to hunt for
: dinner, but I’m still thrilled by the incredibly decadent luxury of
: porcelain toilets and fast food. I can’t begin to imagine how sheltered the
: lives of modern technology employees must be to think that any amount of
: hours they spend pushing a mouse around for a paycheck is really demanding
: strenuous work.
: "我知道我接下来说的东西将冒犯很多人,但我这样做是希望他们之中的一些人会清醒过
: 来,摆脱思路的纠结。我承认自从我在野外自力更生二十三年,我仍对奢持品,陶瓷马桶
: 及速食所兴奋。我无法想像这些受到现代科技庇护的员工认为动动鼠标就能营生是艰难的
: 工作。"
If your job is just pushing a mouse around, I can see how you got this
attitude. However, game development is far more than that. Programmers are
continuously working at their utmost mental capacity, solving and optimizing
highly complex and intricate codebases. Modelers and artists are continuously
creative, operating complex software to create high-quality art that needs to
not just look nice but also animate, shade, and interact nicely. Musicians
are continuously creative, exploring new ways to weave game and sonic
qualities. Designers are continuously struggling with communicating ideas,
creating interaction, player feedback, test feedback, at the forefront of our
understanding of human-machine interaction.
如果你觉得你的工作就只是动动鼠标,那么我可以了解你为何这样想。然而游戏开发不只
如此。程式人员持续使用大脑容量来工作,解决错综复杂的最佳化问题及程式码。建模及
美术人员持续操作复杂的软件来创造高品质的美术,不只是看起来好看,还有动画,阴影
,能够互动良好。音乐家持续探索更新的方法编织及创造游戏中的音效品质。企划人员则
持续地沟通点子,创造互动,玩家体验,测试回馈,就在我们所知的人机互动知识前缘。
[There are] dozens of more jobs that are all equally important to creating a
great game, and none of them [end] with pushing the mouse around. The jobs
involved in the actual creation of a game require high degrees of
specialization, research, and care. All you do pushing your mouse around is
move a cursor. That’s the easy part.
创造一个游戏很多职业都同等重要,他们都不是只有动动鼠标而已。这些职业与实际游戏
所需都直接相关,包含高维度的专业,研究,关注。而你所做的动动鼠标才真的是简单的
部分。
: I’ve hired thousands of people over the years and can’t help but notice the
: increasing frequency with which I encounter people with a wage-slave attitude
: toward making video games. A wage-slave attitude exhibits itself in several
: tragic ways.
: "我曾长期雇用过数千名员工,无法不注意到这些把游戏制作当作是领薪水雇员的趋势。
: 领薪水的雇员的态度显露几个悲惨的方向。"
I’m just going to assume ‘wage-slave’ is how you spell ‘healthy.’
我会认为,你所指的"薪水奴隶"其实是"健康地(工作)"的意思。
: I’ve known a lot of stupid self-made millionaires — really, hundreds of
: them — and they’re usually young as well. I’m talking about kids who made
: some of the worst games you can imagine and got rich accidentally, working in
: their parent’s basement in the Florida Everglades. They make their first
: game, get rich, and they’re gone, never having attended a single networking
: event at the Game Developers Conference, done.
: "我认识很多个白手起家的百万富翁,真的,数以百计,他们通常也都很年轻。我也跟几
: 个做了粪游戏却突然变有钱的小伙子谈过,他们住在佛罗里达的地下室。他们都是作了一
: 个游戏,赚大钱,然后就离开,从未参加过GDC。"
This has absolutely nothing to do with your point, but good for them.
这段无助于支持你的论点,但是我为他们的际遇而高兴。
: Contrast the dozens and dozens of these kids with the many game industry
: veterans I know that have long storied resumes listing dozens of triple-A
: console titles they have “labored” on, who decry the long working hours
: they are expected to invest in the games they are employed to work on.
: "相反地很多我认识的游戏产业老手们,他们的履历中写着做了多少三A级的游戏,却诋
: 毁那些长时间被雇用的工时。"
Aren’t these veterans probably better equipped to discuss structural issues
in the games industry than the Florida Everglades kid that made one game and
never attended an industry event and then left the industry?
比起从未参加过 GDC 就离开产业住在佛罗里达地下室的小伙子,这些老手难道不正适合
来讨论这些游戏产业的系统性问题吗?
: These people are smarter, more experienced, more talented, better trained to
: produce amazing games, and they’re still working for paychecks and whining
: about avoiding long crunch hours to finish big titles or about not being paid
: fairly by some big employer.
: "这些人很聪明,有经验,才能,可以做出惊人的游戏。但他们仍为了薪水,而对加班发
: 牢骚,或是抱怨工资不平等。"
Your complaint here is literally that someone asked to be paid fairly.
你的抱怨只是说明有人希望拿到公平的薪水。
: Listening to them complain about it, you would they think that they are
: trapped in some disenfranchised third-world country forced to dig for blood
: diamonds to feed their families.
: "听他们抱怨,你会感觉你听到的是没人权第三世界国家挖血钻石试图养活家人的工人在
: 说话。"
I don’t know where you got that from. To me, it sure looks like they’re
just complaining about avoiding long crunch hours to finish big titles or
about not being paid fairly by some big employer. The rest is your
imagination.
我不知道你是从何得到这个结论。对我来说,那听起来只是有人在抱怨不要因为要完成大
作而长时间工作,或是抱怨薪水不平等。其他的都是你个人的想像。
: I’ve never been able to mentally reconcile these conflicting experiences.
: "我从未试着去调适这些冲突的经验。"
Conflicting experiences? You mean the conflicting experience of a Florida
Everglades kid with an accidental hit and the 30-year industry veteran that
has seen the structural shortcomings of the industry? You can’t mentally
reconcile those? Or do you mean passion and health? You must either not be
passionate or not healthy. They’re pretty easy to reconcile. You must lead a
pretty sad life if you can’t seperate a passion for games and development
from having a healthy and sustainable life.
冲突的经验?你是说爆红的地下室少年跟看到产业的结构性问题的产业老手之间的冲突经
验?你是说你无法调适这两种心理?或是你是说无法拿捏拿捏热情与健康之间的界线?这
两者并非鱼与熊掌,它们是可以轻易同时存在。假如你无法将游戏的热诚以及有一个健康
且足以过活的人生之上的开发体验分清楚,那么你必定过著很悲惨的生活。
: Any time I hear this stuff, I tell these people, quit. Go make great games on
: your own. Pursue your passion. You’re better equipped to succeed than any of
: the dozens and dozens of amateur kids I’ve seen retire early while you were
: still “trapped” in a job you hated and trying to rationalize mailing in a
: 40-hour work week making video games.
: "每次我听到这些东西,我就会告诉这些人,赶快离开,去自己做个好游戏,跟随自己的
: 热情,你具备比其他未成年人更能够成功的能力。快点从这令人憎恨的工作陷阱中逃出,
: 而不要试图在游戏制作中找到一周四十小时的合身套装。"
What I’m reading is, “You don’t need to pay rent. Just do exactly as the
Florida Everglades kid did. It’s a simple process. Step 1: Quit your job.
Step 2: Move your family of four to your parents’ basement. Step 3: Make a
multimillion dollar game. Step 4: done.”
我读到的是:你不需要付房租,去住地下室就对了。第一步:离职;第二步:举家搬到父
母的地下室。第三步:作一个百万收入的游戏。第四步:本剧终。
: To my great shock and disappointment, they never respond to this feedback
: with any sort of enlightenment or gratitude for my generous attempt at
: setting them free. Usually, I just get rage.
: "令我震惊且难过地,这些人从未用任何的感激来回应我试图解开他们心结的举动。通常
: 我只收到愤怒。"
What a surprise.
一点也不惊讶。
: Being a victim of their employers has somehow managed to become a deeply
: cherished part of their core identities, and any suggestion that they are far
: better equipped to rekindle their sheer passion for making games, do a
: Kickstarter startup with their other talented friends and crank out an
: original hit game, than a bunch of amateur kids working in Flash, is greeted
: with a lot of anger.
: "作为一个老板的奴隶似乎是他们生命定位的重要价值,任何想要使他们重燃作自己的游
: 戏的建议,跟他有才能的朋友一起群众募资,就像建议他们去学习那些未成年人作Flash
: 游戏一样,只招来盛怒。"
You literally told them that their requests for ‘fair wage’ and ‘not
horrible crunch’ is only to be valid if they go independent and risk their
financials and families.
你轻描淡写地告诉他们要求公平的薪水,不要疯狂的加班这两件事情只能被独立,拿自己
的财产跟家庭冒险才能得到。
: They rant about the value of “work-life balance….”
: "这些人针对生活平衡的价值做出咆哮"
That’s a great and important thing to rant about.
争取生活平衡而咆啸是再正确也不过的事情了。
: How hit games can be delivered on a schedule with “proper management….”
: "试图说明优秀的游戏应该在适当的管理下能够在预定期限上市"
Which is (mostly) true.
实际上(大部分)可以做得到。
: And how they can’t produce their best work when their creative energies are
: tapped after a long 40-hour work week….
: "在超时工作下创意的能源是如何的不能正常运作"
Creatives can’t do creative work after doing too much creative work? You’d
almost think this is common sense. Athletes can’t perform their best after
their athletic energies are tapped after a long 40-hour work week either.
创意工作者无法在太多创意工作之后持续产出创意?你应该把这个当作常识。运动员无法
在运动之后持续表现极限,在四十个小时工作后也是这样。
: Sitting … at a desk….
: "超时地"坐在位置上"。"
You keep forgetting the actual work part that the sitting at the desk thing
enables.
你一直遗忘坐在位置上的时候真正在做的事情。
: Apparently, people can even “burn out” working too hard to make … video
: games….
: "这个年头显然人们现在连作游戏都能够"过劳"了。"
Did you just say burnout in the industry isn’t real? I can’t figure out if
that’s what you’re saying, but it sure seems like you’re saying that.
你不是刚说在游戏产业(只是动动鼠标)是不会过劳的吗?我有点分不清楚你的论点了。
似乎你是这么说的。)是不会过劳的吗?我有点分不清楚你的论点了。似乎你刚这么说。
: Having worked with many of the game industry’s most legendary game
: developers and also many of the game industry’s least known early retirees,
: I can’t help noticing a clear and distinct difference between the people who
: really make it huge in gaming and the people who just have long résumés.
: "我跟很多游戏产业传奇的开发者一起共事,他们之中的很多人都提早退休,我不禁注意
: 到一个清楚且决定性的差异,在那些真正做大游戏的人及那些履历精彩的人之间的差异。
: "
Me too.
我也这样认为。
: It’s the attitude.
: 那是一种态度。
Correct.
没错。
: Every legendary game developer I’ve ever known pursued gaming as a vocation
: out of sheer passion. Most could have made more money, had more security,
: lived more “balanced lives” in other tech jobs, but they wanted to make
: games, and they pursued it 110 percent all the time.
: "每个我认识的传奇开发者都把游戏制作视为天职。他们都能在其他科技工作赚更多钱,
: 更安稳,过更平衡的生活,但他们想要付出百分之一百一十的力量全时追寻游戏之路。"
You act like this is exclusive to ‘legendary game developers,’ but this
goes for pretty much most people in this industry. You work in the industry
because you care.
你的论点试图说其他的人都不是传奇开发者(这般思考),但实际上在产业中,其他人都
这样认为,正因我们在乎这些所以才会进到游戏产业。
: Not a single person I have ever known who went on to greatness in the gaming
: industry has ever exhibited a shred of wage-slavishness.
: "没有一位追寻游戏极致的开发者险露出一丝的薪水雇员气息。"
That’s because those people tend to be the CEO or founder. They pay
themselves, and they can choose when to go home. The only valid point you’re
making here is that as an industry, we’re still not good at celebrating or
communicating that great games are made by an amazing team instead of a
single designer.
那是因为那些人是老板或执行长。他们自己付自己薪水,他们可以选择什么时候回家。你
这篇文章证明了一点,那就是在这个产业中我们仍不够好,无法赞叹,或沟通理解那些伟
大的游戏是由令人赞叹的团队作出的,而非单一设计者。
: Making games is not a job. It’s an art.
: "游戏制作并非只是工作,而是一门艺术。"
What is it with this making two compatible things mutually exclusive? Passion
and taking care of yourself aren’t mutually exclusive. Making art and a job
isn’t mutually exclusive. Monet was a painter. That’s a job. His job
produced art. Shakespeare was a writer. That’s a job. His job produced art.
Marina Abramovic is a performance artist. That’s a job. Her work produced
art.
你这里试图说这两件其实可以共存的事情是互斥的。热情及好好照顾自己并非互斥。制作
艺术及工作并非互斥。莫内是一个画家。这是一份工作。他的工作产生艺术。莎士比亚是
一个作家。那是一份工作。他的工作产生艺术。玛莉娜.阿布拉莫维奇是一位行为艺术家
。那是一份工作。他的工作产生艺术。
: You can’t “make fun” on a schedule, under budget, on time with a bunch of
: people who are all grumbling about what a miserable time they are having
: finishing a game together.
: "你不能在时程,预算,以及在一群试图把游戏作完却抱怨悲惨过程的人之间试图找到乐
: 趣。"
You can’t, which is why you make sure that your employees aren’t miserable
finishing a game together because you did stay on schedule, under budget, and
on time. This situation occurs when your schedule sucked and your budget
sucked, and that’s the fault of the entrepreneurs — not the employees.
确实不能,这就是为什么你必须确认你的员工在完成工作的同时并非因为时程,预算,完
成而悲惨。这种情形当时程与预算冲突时就会发生,那就是企业管理的错误,而不是由员
工所造成。
: That’s not to say that there aren’t good organized ways to produce games….
: "这并非说他们并没有使用适当的方法去制作游戏,"
Then why not use those so that the tragic complaints go away?
那为何把这些东西与悲惨抱怨连结在一起?
: But it will always still come down to the same thing. Great games are
: exclusively made by giving them everything you’ve got and more and then
: hoping it’s enough.
: "而仍是指同一件事:伟大的游戏无外地必须奉献全部的自己,甚至燃烧更多还不够。"
Great games can be made by giving them everything you’ve got and more, and
great studios and developers are made by not burning the fuck out. Turns out
great studios and developers make better games because they have more
experience that they can apply because they did not burn the fuck out.
伟大的游戏是借由尽可能给予他们你有的工具,伟大的工作室及开发者们绝不是由燃尽生
命所造成。那些伟大的工作室及开发者会成功是因为具备经验,而不是因为他们燃尽生命

: There’s no amount of money that anybody can pay people with a wage-slave
: attitude to let it go and put themselves completely into a great game.
: "这些把自己全心全意热情转化为游戏的态度不能用薪水来计算或支付。"
Wage-slave attitude just means ‘employee’ here, and thank you very much,
but those hundreds of ‘wage-slaves’ that work on each [triple-A] title
deserve not just our utmost respect but also reasonable wages and working
hours.
薪水奴隶的态度在这里应该是员工,而那些在高预算的游戏中贡献的"薪水奴隶"绝不只值
得我们尊敬,更应该有理性的新资及工时。
: There’s nothing that can compensate people “fairly” for the sacrifices
: that great art requires.
: "对制作这门艺术的需要的牺牲无法公平地反馈。"
I’m having a hard time ‘mentally reconciling’ you saying game development
is ‘just sitting at a desk’ and ‘the sacrifices for great art.’ But, I
agree. There’s no way to compensate fairly for those sacrifices. Especially
not if your schedule is awful, and your budget is too low. So maybe don’t
have an awful schedule and too low budgets.
我认真地调适你所说"游戏开发只是坐在位置上"以及"对艺术的伟大牺牲"。但我同意,没
有东西可以补偿那些牺牲。在时程不合理,预算低落下更不可能。所以也许在合理的时程
及预算下还可以做到。
: It’s art.
: "这是艺术"
ART IS NOT MUTUALLY EXCLUSIVE WITH TAKING CARE OF YOURSELF. YOU DON’T HAVE
TO CUT OFF YOUR EAR TO MAKE A GREAT PAINTING.
艺术并非与好好照顾自己互斥,你不一定需要把耳朵切下来才能画一幅好画。
: "You need to get an actual job producing productivity software if you want to
: be paid “fairly” and go home at 5 p.m."
: "如果想要拿取公平的报酬,五点下班,你该去找一份有产值的软件开发工作。"
Last time I checked, ‘producing software’ is exactly the job description
you have working at a large studio, and there is no shame in that. What guts
to imply people demanding more sensible hours are lacking passion for the art
games. Fuck that. They just care enough to wanna do it forever.
上次我看到大游戏工作室所开出的工作描述中,"软件制作"绝对是其中一项。一点也不值
得令人羞愧。为何竟然有人可以强调正常的工时就代表对艺术游戏的缺乏。该死的,他们
只是关心是否能在这个产业工作一辈子而已。
: Anybody good enough to get hired to write games can get paid more to work on
: something else.
: "能在游戏产业把事情做好的人都能在其他地方拿到更好的工作。"
And yet they’re here. Because they care.
正因为他们热衷(游戏),所以我们才会在这里。
: If working on a game for 80 hours a week for months at a time seems “
: strenuous” to you … practice more until you’re better at it.
: "若一周八十小时工作是艰苦地,那么你该更认真的磨练。"
How about the people doing scheduling and budgeting get better at it? The
entrepreneurs take the risks, so they should pay for mistakes. If your crew
has to work overtime, pay them for it. If you’re a [triple-A company], make
sure they’ve got good health insurance, holidays. Make sure they’re
mentally and physically healthy and capable of creating the best game ever.
这些标准应该套用在控管时程及预算的那些人。企业家承受风险,当然他们应该为了失败
而付出。假如团队超时工作,就应该付出更多,一间高预算专案的公司,请确保有足够的
健康保险,假期。确保员工在心理与身理上都能够制作最好的游戏。
: Making games is not a job….
: "作游戏不是工作"
If you’re doing it as your job, then yes it is.
假如你认为这是一个工作,那么当然他就是。
: Pushing a mouse is not a hardship….
: "动动鼠标一点也不难,"
Repetitive strain injury disagrees, and I’m still curious what job you do
that pushing a mouse is your full job.
弹性终究会疲乏,我仍很好奇你到底在做什么工作只需要你动动鼠标
: It’s the most amazing opportunity you can possibly get paid to pursue.…
: "那是你该值得追寻的美妙机会"
I think everyone in this industry agrees with that one, but many of us also
feel being paid ‘fairly’ and for all hours we work should be part of that
deal.
我同意每个业界的同僚都同意这件事,但我们之中的一些人也觉得公平的薪资及全时都有
支薪也是合约的一部份。
: Start believing it….
: "试着相信这件事"
Can I pay for this loaf of bread with my belief in how cool my job is? No?
你觉得我因为我的工作很酷就可以拿面包付帐单是合理的事吗?当然不可能。
: And you’ll discover that you are even better at it.
: "你会发现你可以做得更好。"
Maybe if your job is pushing a mouse, believing will get you further. In this
industry, you get better from making games, practicing, and experience. You
only get to use that experience if you don’t burn out entirely and leave for
a saner industry. Great art isn’t made by burning out making it. Great art
is made through passion and experience and you won’t have either if you burn
out.
也许你的工作就是动动鼠标,也相信这样就会前进。在产业里面,你会因为制作游戏,练
习,经验而变得更厉害。但这些经验绝不会发生在因为油尽灯枯然后离开这病态的产业之
后。伟大的艺术并非透过燃尽生命而成。伟大的艺术是来自于热情与经验,假如燃尽生命
,两者都不会存在。
: Don’t be in the game industry if you can’t love all 80 hours [per] week of
: it….
: "假如你不对一周八十小时充满热爱,你不应该在这个产业内,"
Don’t listen to this person. Please be in the games industry if you want to
make games and care. I don’t care if you want to make games for two hours
every night after work or for 40 hours for a paycheck or for 80 hours as an
entrepreneur. Just don’t make others pay with their health for your shitty
scheduling.
请不要听这些胡言乱语。只要你想要且关心做游戏就应该进来游戏产业。我不在乎你是下
班后一晚做两小时,为了薪水而工作四十个小时,还是认为自己是创业家而一周工作八十
小时。只要不是用其他人的健康来应付糟糕的时程就好。
: You’re taking a job from somebody who would really value it.
: "你的这份工作其他人很想要。"
Don’t worry, the way you see this industry, they’ll burn out really fast
too.
我一点也不担心这种说法,假如你这么看待产业是事实的话,其他人只会更快崩溃而已。
Devs, this is an absurd article. I care so much about games. I’ve dedicated
my life so far to making games, to enabling others around the world to make
games, and to learn as much as possible [about] this medium — mobile,
casual, [triple-A], indie, whatever. I tell you here and now: Structural
crunch is bad, and burning out is real. Be passionate. Make games. But please
take care of you, so we can have you and your games and your experience
around for many more years to come. Whether it’s as a 9-to-5 employee, a
legendary developer, an indie, or a part-time developer.
这篇是荒谬的文章,我关心游戏,我决定这辈子都要做游戏,来启发我周遭的世界一起做
游戏,尽可能了解这些媒体,行动,社交,高预算,独立等都可以。我现在就告诉你:系
统性的加班问题很糟糕,使人油尽灯枯也是真的。保持热情。怎样作游戏都可以,但请自
己照顾自己,我们才能看到你的游戏不断问世。不管那背后是朝九晚五的员工,传奇开发
者,独立开发者,或业余开发者。
Rami Ismail is cofounder of developer Vlambeer. He has produced hits like
Luftrausers, Ridiculous Fishing, Super Crate Box, and Nuclear Throne. He is
also a significant figure in the indie-gaming scene.
Rami Ismail 是 Vlambeer 的投资人。他发行过 Luftrausers, Ridiculous Fishing,
Super Crate Box, Nuclear Throne。他也是著名的独立游戏代表人物。
作者: littleshan (我要加入剑道社!)   2016-04-24 12:58:00
正常游戏开发者看到pushing mouse应该都会火大
楼主: NDark (溺于黑暗)   2016-04-24 13:16:00
抱歉修改这么多次 我在调整格式
作者: waldfantasy (Kira)   2016-04-24 15:34:00
好文推!感谢翻译!
作者: zseineo (Zany)   2016-04-24 15:49:00
作者: lzainside (Lza)   2016-04-25 03:02:00
推,优质回复,合理工时跟薪资绝对是员工应该要争取的,有的人也许可以不要肝,但没理由拖其他人下水
作者: LayerZ (無法如願)   2016-04-25 11:52:00
楼上..不要肝的人不需要拖其他人下水他们只要成为老板另一种选择就好了
作者: KanoLoa (卡)   2016-04-25 13:32:00
动动鼠标很轻松的观念太神啦~~
作者: alphax (巴斯)   2016-04-27 14:58:00
你不需要切下耳朵才能画出好画XD

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