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我认为管理层,正如您所描述的,最终必须强制交付。游戏开发充满瓶颈,并且在同一时间从事同一项目的团队非常不同。如果建筑师不是'令人惊奇的是,每个人都有足够的动力和效率来及时交付经过测试的产品,一个300人的项目中会出现很多问题。如果您延迟并延迟,它也不会'不能为高层管理人员或下一个游戏的开发人员树立良好的形象。
Obviously the solution is to schedule more time for bugfixing and polishing. But we all know how well that works. Devs see the timetable and start planning twice the content 他们 originally should deliver. Especially since software developers tend to have flat hierarchies.
如果您回到像blizz这样的小型工作室进行开发,所有问题的规模都会缩小,但是自然地,风险会增加,收入会减少。所以最"masterpieces" come from small studios. Also IIRC sc1 was pretty ridiculous before BW and I just checked the version history and 他们 were still fixing 崩溃es in patch 1.15. If anything Blizz got a good reputation because 他们 continued to support their games years after release.
我仍然认为EA's and Atvi's management long term hurt the gaming industry with their business decisions and are now reaping what 他们 sowed. But hey I like both better than google, so here's hoping that 他们 stand strong until google gets out of the market again.
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在2019年4月9日00:54 鱼街写道: upper management are the 坏人 though. this is only fair, because developers do all the actual work, upper management get all the rewards. 不,我认为高层管理人员通常不会是坏人。首席信息官是'不好项目经理不是'不好与我合作的业务分析师还不错。用户也不错。没有人是坏人。的"Bad GUy"是软件开发的艰巨任务。开发新软件是一个非常困难的过程。那's the "Bad Guy"。许多普通民众将很难吞咽"the process"不好所以很容易创建一个"villian"公众将吞噬它。尤其是在视频游戏中,您的大部分受众'有很多生活经验。这些过分简化的范例对没有经验的年轻人来说非常有用。
Part of my job as a software developer is to insure I only work for quality people. Are there lots of dev shops that will try to exploit me and take every advantage 他们 can? sure. My defense against that is to build a network of Project Managers and CIOs who already know what I can do. THen I can pick and choose between the projects I want to do. I can avoid projects where I know its a 坏 scene.
这些"evil CIO"//"evil publisher"故事都假设开发人员是这些无助的受害者,他们无法控制自己的决定。那是不对的。
我和许多同事都没有'不要陷入这些糟糕的情况,因为我们从一开始就不接受这项工作。我们坚持CIO的小网络's和项目经理'这些年来积累了很多。
在2019年4月9日00:54 鱼街写道: . 他们 are evil. "they" being a crappy company like EA. OG blizzard had the right idea with diablo and starcraft and etc having multiple delays, but when it was released, 他们 were MASTERPIECES. Morhaime承认SC1在此花费了太多时间"crunch"。其中包括鲍勃·菲奇(Bob Fitch)进行了为期6周的隐士编码器制作新引擎的工作。
I'在过去的10年中,我完成了3次隐士编码器工作。绝对是"an experience". 您 ever done the hermit coder thing?
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在2019年4月9日00:54 鱼街写道:显示嵌套报价+在2019年3月27日06:56 吉米·雷诺写道:在三月27 2019 06:39 神剑_Z写道: 我真的不同意一些大型游戏工作室(如ATVI,EA和Ubisoft)的妖魔化,这种妖魔化在更大的游戏社区中如此普遍。他们被敲了"money-grubbing"通过激进的商业策略,并每年因最少的创新而重新发行同样的游戏而遭到攻击。我觉得这是一种误导的方法,当然它对任何人都没有用。
关于这个共同点的几点"narrative"许多软件开发商"sell to the public". Some insightful games industry journalists have a very specific method of getting inside info. THey schmooz the front line or mid-level people. In order to keep the information pipeline open 他们 can never assign blame to the front-line and mid level people. So when things go wrong.. its anyone'的错,但前线的人。他们必须小心,不要经常批评球迷。他们不能不断地打电话给球迷"entitled". If 他们 constantly demonize the fan base that also harms their livelihood. So what's left? 高层管理人员。 坏事发生了...它的高层管理人员's fault. 在我从事软件开发的职业中,有一个六十多岁的家伙发表了演讲,直到今天,我一直陪伴着他。我们迟来了一个新的应用程序的完成,该应用程序为工资单人员节省了大量的可怕的手动电子表格操作。这是我100%的错。到目前为止,我的声誉一尘不染。我因让每个人而被爱'工作更轻松...被视为创意"get it done"家伙项目经理不允许我对此负责。他看着我说"你好警察...我坏警察"。他为此受到了公众的打击。他声称他将我分配给另一个项目,这个新应用程序不是优先事项。我迟到了1周才完成。他为什么那样做? ..高级管理人员是"bad guys" .. 他们 set all the money and time limits on everything.. 他们 fire people. 他保持了自己的"fuck 您"形象..我保持自己的形象,这使我能够与经常与我直接接触的人保持良好的关系。最后,我欠他一个……他知道了!几个周末后,他兑现了他对我的帮助。 软件创造者: .. "good cop". 首席信息官,项目经理,首席执行官,高层管理人员: "bad cop" This is the easiest 叙述 to convey to the general public... so its used a lot. upper management are the 坏人 though. this is only fair, because developers do all the actual work, upper management get all the rewards. 他们 eat first, and eventually send some scraps down. i'我们永远不会忘记有一次我们连续工作了几个星期,当时的主管(在担任职位之前一直担任开发经理),之后被高级主管所撞,几年后又出任副总裁。不过我不介意,我们的薪水很高,而高层管理人员所面对的巨大压力并不迷人。不穿的人'在公司工作不知道。作为一名开发人员,我可以提供业务见解和建议,但不是每天结束时做出决策的关键。不管管理层怎么说,我可能不同意,但我承诺。如果最终不是客户想要的东西,那么,我只是建立了您告诉我的东西。 是的,邪恶的公司完全是无能的管理错误。这绝不是开发人员的错。如果开发人员不称职,则管理层不适合首先雇用他们和/或不解雇他们。还有,谁不't do dev, don'意识到在任何不重要的项目上拖延期限是很普遍的。编码很难。在那里编码'涉及多个外部依赖性和协调性?祝你好运。因此,管理人员有两个选择-推迟日期,缩小范围,附带错误或添加更多资源。正如著名的神话人物月刊所讲的那样,最后一种方法有时会使情况变得更糟。现在,我一生都从事网络服务,但我想游戏开发者也一样,'这就是为什么AAA游戏附带错误和剪切功能的原因。毫无疑问,开发人员要花大量的时间才能达到不切实际的期限,而管理层却没有'不要拉屎。他们是邪恶的。"they" being a crappy company like EA. OG blizzard had the right idea with diablo and starcraft and etc having multiple delays, but when it was released, 他们 were MASTERPIECES.
暴雪无疑以波兰语而闻名,但D1的在线问题非常糟糕,而且还发现了一个伪造的bug,这些bug立即被发现并且从未修复。 SC1在1.0中存在严重的余额问题,并且几乎没有立即出现针对地图入侵的安全性。 D2从一开始就存在在线稳定性问题和资产加载问题(还记得Duriel的即时死亡吗?)。
那'并不是说这些发射是 坏 当然可以,但是'重要的是要记住,如果那些仍然存在,那么您只能想象在发行之前发现并解决的问题的规模。这些游戏在发行时就被认为是高质量,精美的游戏,这主要归功于经常发生的全队质量检查(QA)问题。
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在2019年4月9日01:57 吉米·雷诺写道:显示嵌套报价+在2019年4月9日00:54 鱼街写道: upper management are the 坏人 though. this is only fair, because developers do all the actual work, upper management get all the rewards. 不,我认为高层管理人员通常不会是坏人。首席信息官是'不好项目经理不是'不好与我合作的业务分析师还不错。用户也不错。没有人是坏人。的"Bad GUy"是软件开发的艰巨任务。开发新软件是一个非常困难的过程。那's the "Bad Guy"。许多普通民众将很难吞咽"the process"不好所以很容易创建一个"villian"公众将吞噬它。尤其是在视频游戏中,您的大部分受众'有很多生活经验。这些过分简化的范例对没有经验的年轻人来说非常有用。 Part of my job as a software developer is to insure I only work for quality people. Are there lots of dev shops that will try to exploit me and take every advantage 他们 can? sure. My defense against that is to build a network of Project Managers and CIOs who already know what I can do. THen I can pick and choose between the projects I want to do. I can avoid projects where I know its a 坏 scene. 这些"evil CIO"//"evil publisher"故事都假设开发人员是这些无助的受害者,他们无法控制自己的决定。那是不对的。 我和许多同事都没有'不要陷入这些糟糕的情况,因为我们从一开始就不接受这项工作。我们坚持CIO的小网络's和项目经理'这些年来积累了很多。 显示嵌套报价+在2019年4月9日00:54 鱼街写道: . 他们 are evil. "they" being a crappy company like EA. OG blizzard had the right idea with diablo and starcraft and etc having multiple delays, but when it was released, 他们 were MASTERPIECES. Morhaime承认SC1在此花费了太多时间"crunch"。其中包括鲍勃·菲奇(Bob Fitch)进行了为期6周的隐士编码器制作新引擎的工作。 I'在过去的10年中,我完成了3次隐士编码器工作。绝对是"an experience".  您 ever done the hermit coder thing?
请记住,我'我不是说管理本质上是邪恶的。那'共产党人会说些愚蠢的话。良好的管理,尤其是C套件管理的高层,至关重要。我专门指的是EA的邪恶管理,它有长期的行军历程。这与您接近启动日期的关键时刻不同。每个开发人员都不得不在周末工作,但这是一个持续时间的问题。众所周知,游戏开发因此而臭名昭著,而EA是最严重的违规者之一。加上糟糕的客户服务,使他们变得邪恶。邪恶比康卡斯特少,但仍然很糟糕。
在任何公司,尽管都会有糟糕的经理。他们中的许多人都很善于管理,却吓under了他们的下属。可悲的是,这使您在某些公司中地位很高。一世've been lucky and avoided most of them over the years. at worst, 他们 would be my managers manager, or a VP, and as long as i stayed off their radar, i was OK. like 您 said, if 您've built up a good network over the years, then 您 are blessed enough to be able to change teams or companies pretty easily. i never did game development, but i assume these developers stick to their 坏 situation because 他们 are 您ng and idealistic and love the idea of making video games, and dont have a family to take care of and so dont care about having free time/social life, which the evil companies exploit. so 他们 are more willing to do death marches.
//www.wolfsheadonline.com/the-video-game-industry-is-broken-tales-of-a-retired-game-dev/
那是我刚刚在Google上搜索的一篇文章,但我记得这些年来阅读过许多类似的文章。大型游戏发行商的高层管理人员创造了这种工作文化。请记住,我在亚马逊工作,与纽约时报(NYT)一样,人们在办公桌旁哭泣也很受关注。一世'从来没有在我的办公桌前哭过,但是当我们特定的小型Web应用程序停止工作并且每个人都被阻止时,欧洲(全球公司和时区hooray)在凌晨4点向我进行了寻呼。可以想象,这很压力。但实际上我的工作和贡献得到重视和认可。从我从游戏开发者那里读到的故事中可以看出,您的工作时间超长,但仍然被视为败类,所赚的钱少于其他类型的开发人员。不用了,谢谢!
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i never worked at blizzard, so i can only speculate, but i was impressed with their launches. yeah there were a lot of bugs and hacks, still what released was a well designed and fun game beloved by many. i was just a kid at the time, but after working many years in the software industry, i realized that the people at blizzard back then must have actually listened to their developers AND qa, delayed the launch so 他们 could build it right, and put trust in them. with the debacle of many of today's的发布(同样,我仅基于在线阅读的恐怖故事进行推测并以此为依据),但是管理层却没有'不要给QA说什么该死的东西,也不要对开发者一个该死的东西,而是强迫他们长时间工作以达到不切实际的截止日期。结果是最糟糕的,致命的错误,致命的崩溃,不好玩,而且毫无疑问,管理层将尝试将其归咎于质量检查人员和开发人员,而不是他们自己。
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在2019年4月9日04:02 鱼街写道: 但实际上我的工作和贡献得到重视和认可。从我从游戏开发者那里读到的故事中可以看出,您的工作时间超长,但仍然被视为败类,所赚的钱少于其他类型的开发人员。不用了,谢谢! If 您 want to be in game development ... I think the key is to avoid the game specific development work. Work on the middleware. Work on stuff like the Havok Technology Suite. A professor of mine, Eugene Fiume, ran (still runs i dunno) a team that made graphics and physics-sim middleware packages. The people on the team make great money, do really cool, interesting work and 他们 work normal hours.
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Imo to make great games, it takes people working on the game being able to create it as if 他们 were making something 他们 want to play themselves. So 他们 need quite an amount of freedom both in choices to make and time. Making games is much more of a creative process than other types of software development, so the freedom part is very crucial. You need to be making many choices along the way that 您 can'只是预测。所以你可以't and shouldn'也不能准确地预测发布日期,除非您给它提供了比"required",如果您想制作出色的游戏。
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显然,我们将在今天工作日结束时宣布一个主要的EA裁员计划。这是传递坏消息的理想时间,因为它错过了新闻周期。
这里有一些细节...
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在四月09 2019 05:12 ProMeTheus112写道: Imo to make great games, it takes people working on the game being able to create it as if 他们 were making something 他们 want to play themselves. So 他们 need quite an amount of freedom both in choices to make and time. Making games is much more of a creative process than other types of software development, so the freedom part is very crucial. You need to be making many choices along the way that 您 can'只是预测。所以你可以't and shouldn'也不能准确地预测发布日期,除非您给它提供了比"required",如果您想制作出色的游戏。
在制作游戏时,您绝对会感到没有激情,没有创造力或方向。国歌很容易。
让人感到惊讶的是,OVERWATCH的开发方式与Anthem类似。他们为泰坦计划(Project Titan)惹了很多麻烦,但's name I cannot remember, was really uninvolved and it meant noone could get approval or show anything to the guy and it meant there was no real firm direction, so nothing ever got done with all of the stuff 他们 were making.
像AAA公司这样的公司在开发决策时会遇到问题。
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Interesting to me is that 他们 took the next Star Wars "RPG" to Respawn Entertainment instead of Bioware. Says a lot about how much 他们 trust the studio now a days. Could of course also be that the schedules don't match up but switching the genres of the studios around as 他们 have done doesn'对于Bioware来说确实是个好兆头。
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在2019年4月20日21:52尤里(Yurie)写道: Interesting to me is that 他们 took the next Star Wars "RPG" to Respawn Entertainment instead of Bioware. Says a lot about how much 他们 trust the studio now a days. Could of course also be that the schedules don't match up but switching the genres of the studios around as 他们 have done doesn'对于Bioware来说确实是个好兆头。 曾经't it a Star Wars 角色扮演游戏 type of game with deep story and character development elements that put Bioware on the map around 15 years ago?
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在2019年4月21日05:45 吉米·雷诺写道:显示嵌套报价+在2019年4月20日21:52尤里(Yurie)写道: Interesting to me is that 他们 took the next Star Wars "RPG" to Respawn Entertainment instead of Bioware. Says a lot about how much 他们 trust the studio now a days. Could of course also be that the schedules don't match up but switching the genres of the studios around as 他们 have done doesn'对于Bioware来说确实是个好兆头。 曾经't it a Star Wars 角色扮演游戏 type of game with deep story and character development elements that put Bioware on the map around 15 years ago? Erhm, pretty sure 他们 did that with Baldur's gate.
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与2018年第一季度相比,2019年第一季度在视频游戏上的支出下降了2%。 //seekingalpha.com/news/3453207-march-videogame-sales-fall-double-digits-quarter-trails-last-years
#几个月前,有人提出,尽管有视频游戏"crash"不会发生...大规模增长的终点正在消失。一种"consolidation"如果可以的话。它看起来越来越像谁提出的理论是正确的。
在2019年4月21日06:31 神怒写道:显示嵌套报价+在2019年4月21日05:45 吉米·雷诺写道:在2019年4月20日21:52尤里(Yurie)写道: Interesting to me is that 他们 took the next Star Wars "RPG" to Respawn Entertainment instead of Bioware. Says a lot about how much 他们 trust the studio now a days. Could of course also be that the schedules don't match up but switching the genres of the studios around as 他们 have done doesn'对于Bioware来说确实是个好兆头。 曾经't it a Star Wars 角色扮演游戏 type of game with deep story and character development elements that put Bioware on the map around 15 years ago? Erhm, pretty sure 他们 did that with Baldur's gate. 真酷。我没有't know that.
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迪士尼即将以130亿美元的价格收购Nexon。虽然没有官方消息
也许这是迪士尼'进入(MMO)游戏市场。
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在2019年4月24日18:52 哈里斯第一写道: 迪士尼即将以130亿美元的价格收购Nexon。虽然没有官方消息 也许这是迪士尼'进入(MMO)游戏市场。 Its weird that Disney would buy Nexon when a few years earlier 他们 disbanded LucasArts game development operations. LucasArts only exists as a Licensor and it no longer develops games.
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在2019年4月24日21:52,JimmyJRaynor写道:显示嵌套报价+在2019年4月24日18:52 哈里斯第一写道: 迪士尼即将以130亿美元的价格收购Nexon。虽然没有官方消息 也许这是迪士尼'进入(MMO)游戏市场。 Its weird that Disney would buy Nexon when a few years earlier 他们 disbanded LucasArts game development operations. LucasArts only exists as a Licensor and it no longer develops games.
Not if 他们 are simply in for the mobile gaming money, or even testing the waters for possible future games. Seeing how EA has nosedived the Star Wars brand.
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在2019年4月24日22:02 {CC} StealthBlue写道:显示嵌套报价+在2019年4月24日21:52,JimmyJRaynor写道:在2019年4月24日18:52 哈里斯第一写道: 迪士尼即将以130亿美元的价格收购Nexon。虽然没有官方消息 也许这是迪士尼'进入(MMO)游戏市场。 Its weird that Disney would buy Nexon when a few years earlier 他们 disbanded LucasArts game development operations. LucasArts only exists as a Licensor and it no longer develops games. Not if 他们 are simply in for the mobile gaming money, or even testing the waters for possible future games. Seeing how EA has nosedived the Star Wars brand. 或是迪士尼有传言称收购Nexon可能是抬高Nexon其他竞标者价格的一种方式。时间会证明...
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在2019年4月21日05:45 吉米·雷诺写道:显示嵌套报价+在2019年4月20日21:52尤里(Yurie)写道: Interesting to me is that 他们 took the next Star Wars "RPG" to Respawn Entertainment instead of Bioware. Says a lot about how much 他们 trust the studio now a days. Could of course also be that the schedules don't match up but switching the genres of the studios around as 他们 have done doesn'对于Bioware来说确实是个好兆头。 曾经't it a Star Wars 角色扮演游戏 type of game with deep story and character development elements that put Bioware on the map around 15 years ago? Bioware还向STAR Wars(MMO)RPG投入了大量资金,该产品在被EA收购后立即失败。 EA是否会给其他工作室提供工作并不感到惊讶,尤其是因为DAI是近年来Bioware发布的唯一没有'不要挣扎或彻底失败。
只需阅读他们的维基页面,我就不会'如果EA宣布关闭Bioware,请不要感到惊讶。
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在2019年4月24日22:02 {CC} StealthBlue写道:显示嵌套报价+在2019年4月24日21:52,JimmyJRaynor写道:在2019年4月24日18:52 哈里斯第一写道: 迪士尼即将以130亿美元的价格收购Nexon。虽然没有官方消息 也许这是迪士尼'进入(MMO)游戏市场。 Its weird that Disney would buy Nexon when a few years earlier 他们 disbanded LucasArts game development operations. LucasArts only exists as a Licensor and it no longer develops games. Not if 他们 are simply in for the mobile gaming money, or even testing the waters for possible future games. Seeing how EA has nosedived the Star Wars brand. I'我不确定情况是否如此,或者迪士尼是否只是与之共事并拥有大量编辑控制权。根据报道,《战地风云2》的开发人员和EA人为英雄角色提出了许多化妆选择和服装,但是迪斯尼拒绝了这个想法,只想让英雄们穿着经典外观。诸如此类的其他故事也来自制作“迪士尼无限”的人们,每个单独的品牌(迪士尼Prime,《星球大战》,《漫威》)都有自己的意见,社论对事情也有发言权。没有压倒一切的管理手段,可以使所有不同的球员打成和好。
EA搞砸了很多,但这可能是他们和迪士尼之间的共同努力。
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