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本帖最后由 阿萨斯 于 2020-3-13 09:02 编辑
原文:https://www.ign.com/articles/last-of-us-2-crunch-naughty-dog
来不及翻译,有兴趣看原文吧。大致意思,目前游戏开发进度和品质还达不到顽皮狗的要求,延期了2月,现在尽量加班赶工,羡慕任天堂游戏没准备好就不发布。
此前,创意总监尼尔·德鲁克曼(Neil Druckmann)表示,延迟的原因是游戏尚未达到“顽皮狗的质量”。 他补充说:“虽然我们对品质从不妥协,但对于有些无法避免的情况,我们感到失望。我们希望游戏能有足够的闪光点,但游戏的大小和规模更重要。我们害怕让我们的粉丝失望,为此我们感到抱歉。”
顽皮狗的996比我们预想中的还要严重啊。
The Last of Us Part 2's Delay Reportedly Led to Sustained Crunch, Not Less Crunch
"The first thing that they wanted to reiterate is that we aren’t slowing down the pace.”
When The Last of Us Part II was delayed, crunch continued unabated rather than subsiding, according to a report on the game's developer.
In a wide-ranging report on crunch **ure at Naughty Dog (Uncharted, The Last of Us), Kotaku spoke to anonymous developers at the studio, who **ed the effects of the game's delay from February to April - the main point being that crunch would not subside as a result of the extra development time.
One developer explained: “People thinking the extension is somehow to relieve stress or the workload on the team are wrong. The first thing that they wanted to reiterate is that we aren’t slowing down the pace.”
The report does make clear that some Naughty Dog staff were apparently relieved that the game was delayed from its February release date, as it would have been 'a mess' at that time. It also makes clear that many at Naughty Dog are in favour of, or at the very least accept, the crunch at a studio famous for its perfectionism.
A developer said, "That’s one of the reasons crunch always happens here. People are given the freedom to keep working longer, to push the envelope of what they are working on, to make things just 10 percent better. It’s what the studio looks for when hiring people."
At the time of the delay, creative director Neil Druckmann said that the delay was because the game was not yet "Naughty Dog quality." He added: "While we’re relieved that we won’t have to compromise our vision, we’re disappointed that we weren’t able to avoid this exact situation. We wish we could’ve foreseen the amount of polish we needed, but the size and scope of this game got the better of us. We hate disappointing our fans and for that we’re sorry."
It's not the first time we've heard of a delay leading to sustained crunch this year – CD Projekt Red publicly explained that developers would still have to crunch "to some degree" after Cyberpunk 2077 was delayed to September.
Crunch - a term for sustained overtime during development, particularly when close to release - has become a hot topic in the games industry in recent years, with the likes of Rockstar, NetherRealm, and Epic Games all criticised for their working **ure. The new Telltale Games was set up with a goal of a non-crunch work environment, and Nintendo has publicly said it won't release game before it's ready - and even delay it - partly because it wants to focus on the health of its employees.
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