Management

[翻譯] 獨立遊戲開發者 Rami Ismail 針對 批評遊戲產業的工作平衡 作出回應


Indie developer Rami Ismail responds to critic of work-life balance in game industry
[翻譯] 獨立遊戲開發者 Rami Ismail 針對 批評遊戲產業的工作平衡 作出回應

原文網址:
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
[已徵得作者同意翻譯]

[譯按:事先聲明,本篇文章是翻譯文章,並非代表我(NDark)的個人立場,一直以來我都很關心在遊戲產業中管理的議題,我一直希望透過國內外的案例,正反方的論述,讓大家能聚焦在這個議題上,試圖共同解決勞工,老闆,及工頭的三角議題。一系列加班相關文章整理請見: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.
我今天讀了 Alex St. John 的文章( http://venturebeat.com/2016/04/16/game-developers-must-avoid-the-wage-slave-attitude/ ),我寫了一些文間的回應。粗體是文章的原文。我的回應是其他的部分。我把內容格式直接貼過來,這樣比較快。

[原文]
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,眼鏡差點摔破。"

[回應]
Mine too, I can’t believe structural crunch is still a problem in the games industry in 2016.
我眼鏡也摔破了,我不敢相信系統性的加班問題在 2016 年的遊戲產業依然是個問題。

[原文]
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.
“很多現代的開發者習慣認為自己生活在受害者情節下,同時對他們自選的職業抱持負面態度。他們抱怨長時間工作及犧牲了自我,是導因於一連串的低能管理。"

[回應]
And rightfully so, structural crunch is a horrible attitude and can really damage someone’s ability to function and enjoy their dream job.
直接了當地說,系統性的加班問題是一個令人驚恐的態度,實際上傷害到人們工作的能力,傷害到人們對此職業的想像。

[原文]
They want to pretend that they can turn an inherently entrepreneurial endeavor like game development into a 9-to-5 job.
“他們想要假裝可以把天生就有創業精神的事業(遊戲創作)當作朝九晚五的工作。"

[回應]
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,只有創業家才應該有創業精神。被雇用的人並非創業者。創業家的定義就是,假如你把事情搞砸了,風險就會降臨。員工的定義則是工作的時間可以換成薪水。

[原文]
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,即使面對這世界上最具挑戰及恩典(與生俱來的創作能力)的職業,這些人竟認為自己應該是領薪水的雇員。"

[回應]
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?
我認為遊戲產業是一個挑戰的工作沒錯,也是一個讓人擁有創作能力特權的職業沒錯,但稱呼人薪水奴隸就有點過份了。

[原文]
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.
“我自從二十歲就在科技創業,然後投資並營運。我很幸運有這樣的職業,我也總是感謝這些科技產業賦予給我的機會。特別是你若知道我是從沒有水電,暖氣及電視的阿拉斯加樹屋長大。我都是在家自學,從未取得高中的學歷。在高科技的世界,這些教育的劣勢其實一點也不重要。這些年我擁有與這些驚人且高成就的人一起工作的恩典。他們很多都是跟我一樣不是正統出身。這是我先前在微軟,WildTangent 遊戲的工作內容,它讓我能與世界上其他前端遊戲開發者建立關係。"

[回應]
It’s lovely that this industry accepts people of “unorthodox” backgrounds. Definitely something I’d like to see more of.
這個產業能接受非正規背景的開發者是好的。我期待看到更好的回饋。

[原文]
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.
“我知道我接下來說的東西將冒犯很多人,但我這樣做是希望他們之中的一些人會清醒過來,擺脫思路的糾結。我承認自從我在野外自力更生二十三年,我仍對奢持品,陶瓷馬桶及速食所興奮。我無法想像這些受到現代科技庇護的員工認為動動滑鼠就能營生是艱難的工作。"

[回應]
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.
如果你覺得你的工作就只是動動滑鼠,那麼我可以了解你為何這樣想。然而遊戲開發不只如此。程式人員持續使用大腦容量來工作,解決錯綜複雜的最佳化問題及程式碼。建模及美術人員持續操作複雜的軟體來創造高品質的美術,不只是看起來好看,還有動畫,陰影,能夠互動良好。音樂家持續探索更新的方法編織及創造遊戲中的音效品質。企劃人員則持續地溝通點子,創造互動,玩家體驗,測試回饋,就在我們所知的人機互動知識前緣。

[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.
創造一個遊戲很多職業都同等重要,他們都不是只有動動滑鼠而已。這些職業與實際遊戲所需都直接相關,包含高維度的專業,研究,關注。而你所做的動動滑鼠才真的是簡單的部分。

[原文]
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.
“我曾長期雇用過數千名員工,無法不注意到這些把遊戲製作當作是領薪水雇員的趨勢。領薪水的雇員的態度顯露幾個悲慘的方向。"

[回應]
I’m just going to assume ‘wage-slave’ is how you spell ‘healthy.’
我會認為,你所指的"薪水奴隸"其實是"健康地(工作)"的意思。

[原文]
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.
“我認識很多個白手起家的百萬富翁,真的,數以百計,他們通常也都很年輕。我也跟幾個做了糞遊戲卻突然變有錢的小夥子談過,他們住在佛羅里達的地下室。他們都是作了一個遊戲,賺大錢,然後就離開,從未參加過GDC。"

[回應]
This has absolutely nothing to do with your point, but good for them.
這段無助於支持你的論點,但是我為他們的際遇而高興。

[原文]
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.
“相反地很多我認識的遊戲產業老手們,他們的履歷中寫著做了多少三A級的遊戲,卻詆毀那些長時間被雇用的工時。"

[回應]
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?
比起從未參加過 GDC 就離開產業住在佛羅里達地下室的小夥子,這些老手難道不正適合來討論這些遊戲產業的系統性問題嗎?

[原文]
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.
“這些人很聰明,有經驗,才能,可以做出驚人的遊戲。但他們仍為了薪水,而對加班發牢騷,或是抱怨工資不平等。"

[回應]
Your complaint here is literally that someone asked to be paid fairly.
你的抱怨只是說明有人希望拿到公平的薪水。

[原文]
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.
“聽他們抱怨,你會感覺你聽到的是沒人權第三世界國家挖血鑽石試圖養活家人的工人在說話。"

[回應]
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.
我不知道你是從何得到這個結論。對我來說,那聽起來只是有人在抱怨不要因為要完成大作而長時間工作,或是抱怨薪水不平等。其他的都是你個人的想像。

[原文]
I’ve never been able to mentally reconcile these conflicting experiences.
“我從未試著去調適這些衝突的經驗。"

[回應]
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.
衝突的經驗?你是說爆紅的地下室少年跟看到產業的結構性問題的產業老手之間的衝突經驗?你是說你無法調適這兩種心理?或是你是說無法拿捏拿捏熱情與健康之間的界線?這兩者並非魚與熊掌,它們是可以輕易同時存在。假如你無法將遊戲的熱誠以及有一個健康且足以過活的人生之上的開發體驗分清楚,那麼你必定過著很悲慘的生活。

[原文]
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.
“每次我聽到這些東西,我就會告訴這些人,趕快離開,去自己做個好遊戲,跟隨自己的熱情,你具備比其他未成年人更能夠成功的能力。快點從這令人憎恨的工作陷阱中逃出,而不要試圖在遊戲製作中找到一周四十小時的合身套裝。"

[回應]
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.”
我讀到的是:你不需要付房租,去住地下室就對了。第一步:離職;第二步:舉家搬到父母的地下室。第三步:作一個百萬收入的遊戲。第四步:本劇終。

[原文]
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.
“令我震驚且難過地,這些人從未用任何的感激來回應我試圖解開他們心結的舉動。通常我只收到憤怒。"

[回應]
What a surprise.
一點也不驚訝。

[原文]
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.
“作為一個老闆的奴隸似乎是他們生命定位的重要價值,任何想要使他們重燃作自己的遊戲的建議,跟他有才能的朋友一起群眾募資,就像建議他們去學習那些未成年人作Flash遊戲一樣,只招來盛怒。"

[回應]
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.
你輕描淡寫地告訴他們要求公平的薪水,不要瘋狂的加班這兩件事情只能被獨立,拿自己的財產跟家庭冒險才能得到。

[原文]
They rant about the value of “work-life balance….”
“這些人針對生活平衡的價值做出咆哮"

[回應]
That’s a great and important thing to rant about.
爭取生活平衡而咆嘯是再正確也不過的事情了。

[原文]
How hit games can be delivered on a schedule with “proper management….”
“試圖說明優秀的遊戲應該在適當的管理下能夠在預定期限上市"

[回應]
Which is (mostly) true.
實際上(大部分)可以做得到。

[原文]
And how they can’t produce their best work when their creative energies are tapped after a long 40-hour work week….
“在超時工作下創意的能源是如何的不能正常運作"

[回應]
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.
創意工作者無法在太多創意工作之後持續產出創意?你應該把這個當作常識。運動員無法在運動之後持續表現極限,在四十個小時工作後也是這樣。

[原文]
Sitting … at a desk….
“超時地"坐在位置上"。"

[回應]
You keep forgetting the actual work part that the sitting at the desk thing enables.
你一直遺忘坐在位置上的時候真正在做的事情。

[原文]
Apparently, people can even “burn out” working too hard to make … video games….
“這個年頭顯然人們現在連作遊戲都能夠"過勞"了。"

 

[回應]
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.
你不是剛說在遊戲產業(只是動動滑鼠)是不會過勞的嗎?我有點分不清楚你的論點了。似乎你是這麼說的。)是不會過勞的嗎?我有點分不清楚你的論點了。似乎你剛這麼說。

[原文]
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.
“我跟很多遊戲產業傳奇的開發者一起共事,他們之中的很多人都提早退休,我不禁注意到一個清楚且決定性的差異,在那些真正做大遊戲的人及那些履歷精彩的人之間的差異。"

[回應]
Me too.
我也這樣認為。

[原文]
It’s the attitude.
那是一種態度。

[回應]
Correct.
沒錯。

[原文]
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.
“每個我認識的傳奇開發者都把遊戲製作視為天職。他們都能在其他科技工作賺更多錢,更安穩,過更平衡的生活,但他們想要付出百分之一百一十的力量全時追尋遊戲之路。"

[回應]
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.
你的論點試圖說其他的人都不是傳奇開發者(這般思考),但實際上在產業中,其他人都這樣認為,正因我們在乎這些所以才會進到遊戲產業。

[原文]
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.
“沒有一位追尋遊戲極致的開發者險露出一絲的薪水雇員氣息。"

[回應]
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.
那是因為那些人是老闆或執行長。他們自己付自己薪水,他們可以選擇甚麼時候回家。你這篇文章證明了一點,那就是在這個產業中我們仍不夠好,無法讚嘆,或溝通理解那些偉大的遊戲是由令人讚嘆的團隊作出的,而非單一設計者。

[原文]
Making games is not a job. It’s an art.
“遊戲製作並非只是工作,而是一門藝術。"

[回應]
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.
你這裡試圖說這兩件其實可以共存的事情是互斥的。熱情及好好照顧自己並非互斥。製作藝術及工作並非互斥。莫內是一個畫家。這是一份工作。他的工作產生藝術。莎士比亞是一個作家。那是一份工作。他的工作產生藝術。瑪莉娜.阿布拉莫維奇是一位行為藝術家。那是一份工作。他的工作產生藝術。

[原文]
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.
“你不能在時程,預算,以及在一群試圖把遊戲作完卻抱怨悲慘過程的人之間試圖找到樂趣。"

[回應]
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.
確實不能,這就是為什麼你必須確認你的員工在完成工作的同時並非因為時程,預算,完成而悲慘。這種情形當時程與預算衝突時就會發生,那就是企業管理的錯誤,而不是由員工所造成。

[原文]
That’s not to say that there aren’t good organized ways to produce games….
“這並非說他們並沒有使用適當的方法去製作遊戲,"

[回應]
Then why not use those so that the tragic complaints go away?
那為何把這些東西與悲慘抱怨連結在一起?

[原文]
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:偉大的遊戲無外地必須奉獻全部的自己,甚至燃燒更多還不夠。"

[回應]
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.
偉大的遊戲是藉由盡可能給予他們你有的工具,偉大的工作室及開發者們絕不是由燃盡生命所造成。那些偉大的工作室及開發者會成功是因為具備經驗,而不是因為他們燃盡生命。

[原文]
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.
“這些把自己全心全意熱情轉化為遊戲的態度不能用薪水來計算或支付。"

[回應]
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.
薪水奴隸的態度在這裡應該是員工,而那些在高預算的遊戲中貢獻的"薪水奴隸"絕不只值得我們尊敬,更應該有理性的新資及工時。

[原文]
There’s nothing that can compensate people “fairly” for the sacrifices that great art requires.
“對製作這門藝術的需要的犧牲無法公平地反饋。"

[回應]
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.
我認真地調適你所說"遊戲開發只是坐在位置上"以及"對藝術的偉大犧牲"。但我同意,沒有東西可以補償那些犧牲。在時程不合理,預算低落下更不可能。所以也許在合理的時程及預算下還可以做到。

[原文]
It’s art.
“這是藝術"

[回應]
ART IS NOT MUTUALLY EXCLUSIVE WITH TAKING CARE OF YOURSELF. YOU DON’T HAVE TO CUT OFF YOUR EAR TO MAKE A GREAT PAINTING.
藝術並非與好好照顧自己互斥,你不一定需要把耳朵切下來才能畫一幅好畫。

[原文]
“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報酬,五點下班,你該去找一份有產值的軟體開發工作。"

[回應]
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.
上次我看到大遊戲工作室所開出的工作描述中,"軟體製作"絕對是其中一項。一點也不值得令人羞愧。為何竟然有人可以強調正常的工時就代表對藝術遊戲的缺乏。該死的,他們只是關心是否能在這個產業工作一輩子而已。

[原文]
Anybody good enough to get hired to write games can get paid more to work on something else.
“能在遊戲產業把事情做好的人都能在其他地方拿到更好的工作。"

[回應]
And yet they’re here. Because they care.
正因為他們熱衷(遊戲),所以我們才會在這裡。

[原文]
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.
“若一周八十小時工作是艱苦地,那麼你該更認真的磨練。"

[回應]
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.
這些標準應該套用在控管時程及預算的那些人。企業家承受風險,當然他們應該為了失敗而付出。假如團隊超時工作,就應該付出更多,一間高預算專案的公司,請確保有足夠的健康保險,假期。確保員工在心理與身理上都能夠製作最好的遊戲。

[原文]
Making games is not a job….
“作遊戲不是工作"

[回應]
If you’re doing it as your job, then yes it is.
假如你認為這是一個工作,那麼當然他就是。

[原文]
Pushing a mouse is not a hardship….
“動動滑鼠一點也不難,"

[回應]
Repetitive strain injury disagrees, and I’m still curious what job you do that pushing a mouse is your full job.
彈性終究會疲乏,我仍很好奇你到底在做甚麼工作只需要你動動滑鼠

[原文]
It’s the most amazing opportunity you can possibly get paid to pursue.…
“那是你該值得追尋的美妙機會"

[回應]
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.
我同意每個業界的同僚都同意這件事,但我們之中的一些人也覺得公平的薪資及全時都有支薪也是合約的一部份。

[原文]
Start believing it….
“試著相信這件事"

[回應]
Can I pay for this loaf of bread with my belief in how cool my job is? No?
你覺得我因為我的工作很酷就可以拿麵包付帳單是合理的事嗎?當然不可能。

[原文]
And you’ll discover that you are even better at it.
“你會發現你可以做得更好。"

[回應]
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.
也許你的工作就是動動滑鼠,也相信這樣就會前進。在產業裡面,你會因為製作遊戲,練習,經驗而變得更厲害。但這些經驗絕不會發生在因為油盡燈枯然後離開這病態的產業之後。偉大的藝術並非透過燃盡生命而成。偉大的藝術是來自於熱情與經驗,假如燃盡生命,兩者都不會存在。

[原文]
Don’t be in the game industry if you can’t love all 80 hours [per] week of it….
“假如你不對一周八十小時充滿熱愛,你不應該在這個產業內,"

[回應]
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.
請不要聽這些胡言亂語。只要你想要且關心做遊戲就應該進來遊戲產業。我不在乎你是下班後一晚做兩小時,為了薪水而工作四十個小時,還是認為自己是創業家而一周工作八十小時。只要不是用其他人的健康來應付糟糕的時程就好。

[原文]
You’re taking a job from somebody who would really value it.
“你的這份工作其他人很想要。"

[回應]
Don’t worry, the way you see this industry, they’ll burn out really fast too.
我一點也不擔心這種說法,假如你這麼看待產業是事實的話,其他人只會更快崩潰而已。

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.
這篇是荒謬的文章,我關心遊戲,我決定這輩子都要做遊戲,來啟發我周遭的世界一起做遊戲,盡可能了解這些媒體,行動,社交,高預算,獨立等都可以。我現在就告訴你:系統性的加班問題很糟糕,使人油盡燈枯也是真的。保持熱情。怎樣作遊戲都可以,但請自己照顧自己,我們才能看到你的遊戲不斷問世。不管那背後是朝九晚五的員工,傳奇開發者,獨立開發者,或業餘開發者。

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 的投資人。他發行過 Luftrausers, Ridiculous Fishing, Super Crate Box, Nuclear Throne。他也是著名的獨立遊戲代表人物。

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