[翻譯] 遊戲開發的加班是否已經太超過了?

作者: NDark (溺於黑暗)   2014-10-28 11:54:01
[翻譯] Game Devs: When Does Crunch Cross The Line?(遊戲開發的加班是否已經太超
過了?)
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".
上個禮拜 Crytek 在Tweeter上發了短文提及在XBox One上開發Ryse: Son of Rome遇到了
加班困境。這間公司自誇自己提供晚餐給加班的同仁。RyseFacts 這個標籤則是大加撻伐
加班是好事這個點子。同樣對加班文化有反感的是前Epic的設計人員Cliff Bleszinski,
他覺得這件事難以忍受。
"'Crunch time' = bad management," tweeted Bleszinski. "This just in: Next gen
AAA console launch game with many scripted sequences required lots of crunch."
加班就是壞的管理。下一代的三A級家機產品的劇情都是用很多的加班換來順利推出。
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.
加班是這個產業所必要的嗎?是壞管理所導致的嗎?或是他應該盡力避免的?
GamesIndustry International訪問了一定數量的退休人員,詢問他們關於加班的看法。
儘管不喜歡被迫加班,這群受訪者似乎深信加班在業界是常態。
"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說:我現在作個大膽的猜測,先不談
生活的品質的問題。我相信加班在我們的產業中會持續發生,但這並不值得我們誇耀。為
何加班持續發生?因為遊戲開發者就是創造,而創造是艱難的。我認為愛因斯坦不會僅在
每周四十個小時的工作後就下班,詹姆斯卡麥隆也不會在放下他的鏡頭後就休息。
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的投資人與遊戲企劃Warren Spector 說過加班是與一個未知參
數的藝術媒體戰鬥過程的產物。只要遊戲開發就是充滿了不確定性,為了追求品質,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繼續說:聽著,我確信一定有不需要加班就產出的遊戲,但我待過的開發案從未
這樣,雖然我相信一定有例外。這就是我所作的工作與產業。
"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!"
我們在作的是一個未知的媒體。我們的專案通常有一個很抽象的概念,外加一個開發期限
。我們互相依賴彼此來實現這個點子,把創意實現。一但更加深入開發,我們又會發現書
上所說的論點難以在現實實現。運作良好的原型,到了量產貼圖就會出問題。外加投資人
不是只丟錢進來,他們還會隨機丟進搗亂因子,艱難的開發期中多次要求要有展示或截圖

"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."
我不是說那些續作專案,抄襲遊戲,而是說完全原創,完全未知的產物。這種遊戲開發案
子怎麼可能不加班?除非你正在抄襲或是只是作沒有野心的續作。而我個人不管是從玩家
或開發者的角度來看,都從未想要作這兩種專案。我沒有足夠的時間或經費。
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.
加班有一些好處:渡過困境的團隊會更有向心力。前Marin的創意總監Jordan Thomas 與
Naughty Dog 投資人又是前THQ 總裁Jason Rubin 都同意這個論點。
"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" ←怎麼可以漏掉原力的梗呢 XD
作者: NDark (溺於黑暗)   2014-10-28 12:40:00
因為我專注在膠帶上XD
作者: wangm4a1 (水兵)   2014-10-28 14:35:00
作者: doomleika (iSuck)   2014-10-28 14:49:00
DUCK TAPEEEEEEEEE台灣翻大力膠布好像不夠有力
作者: Ebergies (火神)   2014-10-28 17:15:00
看來這不只是台灣的問題 LOL
作者: Kendai (ShouldIStayOrShouldIGo)   2014-10-28 20:56:00
推推推
作者: holymars   2014-10-28 23:05:00
我覺得加班不要常規化都是可接受的台灣的問題在沒有創意還要加班作那些無聊的routine work這樣就根本就非原文說的「加班是因為創意產出是艱難的」而是「加班是為了節省常駐的人力成本」.....
作者: akilight (OWeeeeeeeee~)   2014-10-28 23:20:00
推樓上XD
作者: chargo (凍結的城市)   2014-10-28 23:58:00
某台灣遊戲公司還會要求員工平均每天加班一小時呢
作者: rhox (天生反骨)   2014-10-29 01:02:00
台灣很多公司的問題是加班沒錢拿
作者: goury   2014-10-29 01:20:00
反了吧。創意產品不會是工作越久就越能做出來的東西反而是抄襲的複製品,是要拚市場速度的。那才需要加班趕工
作者: Ebergies (火神)   2014-10-29 10:02:00
創意也是需要時間的
作者: NDark (溺於黑暗)   2014-10-29 10:13:00
新產品才需要時間,因為要從樸石磨亮.抄襲不需要因為已經被市場驗證過了
作者: azureblaze (AzureBlaze)   2014-10-29 11:04:00
這邊的問題不是需不需要時間,而是能不能準確預測需要多少時間預測錯誤而加班和一開始就以加班為前提是不一樣的創新會影響到前者,而慣老闆會影響到後者
作者: holymars   2014-10-29 17:45:00
創意非常需要時間,要開發新玩法遠比抄襲需要更多時間不斷的try-error下加班是沒辦法的..特別是進入flowstatus之後,很難說下班就下班啊這就是原文說的「適度的加班是這個產業的必須品」的理由
作者: goury   2014-10-29 22:40:00
抄襲不需要加班?那中國那些每天加到半夜12點的團隊,原來都是在搞創意我上面可沒說創意不用時間,而重點是創意不是用硬加班能趕出來的。問題是,抄襲拚的就是時間性,人家2個月抄出來2個月調整,2個月上線準備,半年內抄出一隻有機會獲利產品台灣花半年做出來的還像專題作品。除了經驗能力外,人家一周花60小時在抄在拚,台灣加了班,一周也到不了48小時然後說抄襲不需要時間?說個台灣不花時間抄成功的來聽聽吧
作者: azureblaze (AzureBlaze)   2014-10-29 23:19:00
沒人說抄襲不用時間啊 你覺得A>B代表B=0?
作者: NDark (溺於黑暗)   2014-10-30 08:58:00
樓樓上犯了一個嚴重的錯誤 原創作很久是因為他們不需加班.事實是原創作也是"必須"Time To Market.實際上是: 已經加班了還是做了這麼久
作者: goury   2014-10-31 01:40:00
啊?那這是誰說的???xxxxx: 新產品才需要時間,因為要從樸石磨亮.xxxxx: 抄襲不需要因為已經被市場驗證過了樓樓上是指誰?我想肯定不是我對吧?誰說了原創不需加班?我從頭到尾講的只有:抄襲非常需要加班。創意則是需要時間且創意所需要的總時間可能是遠超過抄襲一支產品的總時間,但創意往往需要更正常的作息才能製作出真正好的創意產品加班累爆時不良工時,不見得適合來產生真正優良的創意產品而抄襲拚的是市場時間性,時間的重要性往往遠大於產品品質加班硬操的不良工作時間,或許還能用來應付做一個抄襲產品且抄襲作品,你不硬操,人家操還搶到市場尾巴,慢人一步的市場時機錯過了還抄,根本沒用。要不要看看現在幾隻搞錯市場時機,抄了晚市場不知道多少部的作品,是什麼成績呢【抄襲不需要時間因為已經被市場驗證過了】真的由衷希望,台灣真正還有心想養活自己,不讓台灣自製研發斷根的團隊一定要好好思考這句話!觀念思想上的錯誤,才是造成目前台灣遊戲產業最大的禍因
作者: cjcat2266 (CJ Cat)   2014-10-31 06:07:00
好兇 :(
作者: NDark (溺於黑暗)   2014-10-31 09:24:00
"創意則是需要時間" 所以才要加班啊. 傻瓜.
作者: alphadog (聖無極煞氣阿法豆‧再改X)   2014-10-31 16:54:00
創造性的工作難免會加班,但大多數加班的工作都不是創造性的工作。非創造性工作的加班只是管理無能和減少溝通成本的結果.
作者: skyhawkptt (skyhawk)   2014-11-01 13:51:00
這時候 http://goo.gl/jCwzxD 這本經點就該就再看一次
作者: osanaosana (芋頭一顆多少錢)   2014-11-03 12:57:00
未看先猜 人月神話...
作者: rumicco (鍵盤一姐)   2014-11-07 08:52:00
同意g大不過真的有點兇

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