[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