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发表于 2018-6-19 11:44 · 澳大利亚
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byu801 发表于 2018-6-19 10:45
“单人和多人同样重要”,“第一方工作室要保持独立”,“第一方很重要”,这几个概念,是到现在才懂? 不 ...
跟互不互相协助没多大关系,育碧内的各工作室出了名的互相协助,出的不照样是流水线游戏
关键还是创作自由,没创作自由就没灵感自由,没灵感自由就是创作奴役。微软几乎每个工作室都只能吊死在一棵树上,创作者累了,品牌也透支了
像343,不做光环正篇可以想点其他的东西啊,然而不行,你343就只能做光环,正篇可以慢慢来,但你还是得给我做光环,跟别的工作室合作你也得做光环,于是343就跑去跟全战系列的制作组合作做了个光环战争2,只是口碑能被全战系列吊打十条街
再说rare工作室,多么传奇的一个工作组,竟然能做出无人之海这样的游戏,仅仅是为了满足微软的***社交游戏战略,做了个根本不是自己那范的游戏,有一段老新闻说的就是rare工作室被微软收购的情况:
“Ed Fries, head of Microsoft Studios' publishing division at the time of acquisition, said that the company attempted to preserve Rare's ***ure so its staff could continue feeling that they worked for Rare rather than Microsoft. Rare employees differed about working conditions after the Microsoft acquisition. According to Star Fox Adventures lead engineer Phil Tossell, conditions became more stressful after an "imperceptible" start, and the ***ure of the two companies began clashing with each other. Tossell said that Microsoft gradually imposed a corporate structure on Rare, including more performance reviews and meetings, to which some Rare members found diffi***y in adapting. Grant Kirkhope, a former composer at Rare, strongly criticised Microsoft for ruining Rare.”
可见微软的企业文化和管理方式对一个游戏工作室产生了多大的负面影响,能做出顶尖的游戏就见鬼了
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