虎扑-热帖 2024年12月14日
拉瑞安CEO在TGA上说了什么
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拉瑞安CEO在年度游戏颁奖典礼上的讲话引发热议,他分享了游戏成功的简单秘诀:游戏开发应源于开发者对游戏的热爱和对玩家的尊重,而非追求市场份额和短期利益。他强调,工作室应以制作自己想玩的游戏为出发点,拒绝为了增加收入而牺牲游戏设计,并重视开发者和玩家的体验。这种以理想主义驱动、以人为本的开发理念,才是游戏行业真正需要的,也正是玩家所期待的。

❤️ 游戏开发的核心驱动力应是开发者对游戏的热爱,而非市场份额或品牌效应。开发者应该制作自己想玩的游戏,而不是为了迎合市场或追求短期利益。

🛠️ 不应为增加收入而牺牲游戏设计,避免在游戏中塞入任何不服务于游戏体验的内容。要将游戏体验和团队放在首位,而不是将开发者视为电子表格上的数字,或将玩家视为可剥削的用户。

🤝 尊重开发者和玩家至关重要。当开发者和玩家都感到被尊重时,即使出现问题,他们也会更愿意原谅。这种尊重是建立良好关系、实现长期成功的关键。

🌟 理想主义是游戏开发的动力源泉。开发者应致力于为玩家带来快乐,并意识到只有当开发者自己享受游戏开发过程时,玩家才能真正享受到游戏乐趣。

我看好多人批评年度游戏的颁奖嘉宾,拉瑞安CEO颁奖前的讲话。我贴一下他说的原话,配上中文翻译:

"The oracle told me that the Game of the Year 2025 is going to be made by a studio who found the formula to make it up here on stage. It's stupidly simple, but somehow it keeps on getting lost. A studio makes a game because they want to make a game they want to play themselves. They created it because it hadn't been created before. They didn't make it to increase market share. They didn't make it to serve the brand. They didn't have to meet arbitrary sales targets, or fear being laid off if they didn't meet those targets.

Furthermore, the people in charge forbade them from cramming the game with anything whose only purpose was to increase revenue and didn't serve the game design. They didn't treat their developers like numbers on a spreadsheet. They didn't treat their players as users to exploit. And they didn't make decisions they knew were short-sighted in function of a bonus or policy. They knew that if you put the game and the team first, the revenue will follow. They were driven by idealism, and wanted players to have fun, and they realized that if the developers don't have fun, nobody was going to have any fun. They understood the value of respect, that if they treated their developers and players well, the same developers and players would forgive them when things didn't go as planned. But above all they cared about their games, because they love games. It's really that simple.”

“预言家告诉我,2025 年年度游戏将由一家工作室制作,他们找到了在舞台上取得成功的秘诀。这非常简单,但不知何故却总是迷失方向。工作室制作游戏是因为他们想制作一款自己想玩的游戏。他们制作它是因为以前没有制作过这种游戏。他们不是为了增加市场份额。他们不是为了服务品牌。他们不必达到任意的销售目标,也不必担心如果达不到这些目标就会被解雇。

此外,负责人禁止他们在游戏中塞入任何唯一目的是增加收入而不是服务于游戏设计的东西。他们不会把开发者当成电子表格上的数字。他们不会把玩家当成可以剥削的用户。他们不会做出他们知道是短视的奖金或政策决定。他们知道,如果你把游戏和团队放在第一位,收入就会随之而来。他们受理想主义驱使,希望玩家玩得开心,他们意识到如果开发者不开心,那么没有人会开心。他们懂得尊重的价值,如果他们善待开发者和玩家,当事情没有按计划进行时,开发者和玩家也会原谅他们。但最重要的是,他们关心自己的游戏,因为他们热爱游戏。真的就这么简单。”

这段话有一点问题吗?他抨击的东西难道不是我们玩家都痛恨的吗?或者说他表扬的东西难道不是我们都喜闻乐见的吗?我们喜欢黑神话不也正是因为它做到了这些吗?

欢迎讨论。

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游戏开发 开发者 玩家 理想主义 尊重
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