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注册时间 2017-7-8
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本帖最后由 refiver 于 2022-6-9 08:19 编辑
https://kotaku.com/bethesda-zeni ... &utm_source=twitter
原文太长就不全搬了,看了下行文和圣歌那篇类似,基本也是员工痛斥项目管理不行,对接有问题,重复劳动和加班。重点介绍了QA人员无所适从,大量员工出走
这段很有意思,可以说是很严重的指控了
A couple of sources Kotaku spoke with didn’t feel that the teams had a coherent direction for what Fallout 76 was supposed to be during its initial three-year development cycle. According to one source, Howard was supposed to be in charge of the game, but he spent most of his time working on Starfield, which reportedly started development after Fallout 4 shipped in 2015. One source told Kotaku that his subordinates would call it “seagulling” when he would “fly by later and shit all over an idea” that had popular traction within the design team. Another source felt that Howard was a decent executive producer, albeit one with a “bigger is better” design philosophy.
Kotaku采访的几个消息来源认为,在最初的三年开发周期中,团队对《辐射76》的内容没有一个连贯的方向。根据一个消息来源,霍华德应该负责这款游戏,但他把大部分时间花在了《星域》上,据说《辐射4》在2015年发货后开始开发。一个消息来源告诉Kotaku,他的下属会称其为 "海鸥",因为他 "一会儿飞过去,把一个在设计团队中很受欢迎的想法拉得一塌糊涂"。另一个消息来源认为,霍华德是一个体面的执行制片人,尽管他的设计理念是 "越大越好"。(DEEPL机翻)
漏了一条非常奇葩的指控,居然说设计师拿不到服务型游戏里最重要的反馈数据
It wasn’t just testers who were having problems. Some designers raised questions about griefing, multiplayer stability issues, and quest checkpointing, but said their concerns were dismissed or postponed by management. Even as the designers created major gameplay events, they had no clear idea of how many players would be on a server. Effective multiplayer design requires precise mathematical knowledge of how long it will take for players to clear encounters. Fallout 76’s designers, a source said, weren’t given the resources to derive that information, either. Bethesda did not respond to a request for comment by the time of publication.
(有问题的不仅仅是测试人员。一些设计人员提出了关于悲痛、多人游戏稳定性问题和任务检查点的问题,但他们说他们的担忧被管理层驳回或推迟。即使是在设计师们创造重大游戏事件时,他们也不清楚服务器上会有多少玩家。有效的多人游戏设计需要精确的数学知识,了解玩家需要多长时间来清除遭遇。一位消息人士说,《辐射76》的设计师也没有得到资源来获得这些信息。截至发稿时,贝塞斯达没有对评论请求作出回应。)
CA锐评主要集中在批评无NPC叙事是投资人为了节省开支编出来糊弄玩家的,但是他也承认了杯赛做了努力,尽管没人在乎
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