这里浪费了大量生命在eu4的***,贴吧等级不高是没空来水,但偶尔会来观赏一些神论。个人兴趣原因从刚接触就是从eu4的屎山代码而非游戏本身开始,自己改/重做给自己玩。因此,本消费者对于game development,whether related to changesin hard-coded base mechanisms e.g. coring or not,的工作量,有至少能上项目的认识。如你们所见,28号的热修里,开发组因为几句话被破防了,并且气急败坏地永久community ban了我。
现在,正好谈一谈也许是eu4整个制作组的,可喜可贺的,寿终正寝,主要从体制和产品本身的特点讨论。
一、定体问
目前外包项目相关的流水包括早一大堆其他账目里,还有到进一步发掘,而且从瑞典人不公开的数据里把它们合法地挖出来恐怕有相当的难度且没有必要。但,从可公开的部分项目记录看,利维坦开发期间可能发生了至少一次的outsource supplier变更,增加了相应的项目管理困难。这点在Johan在数个不同日期中对“ongoing projects”、“we are working onprevious bugs”也得到了印证,即过去3-6个月或更长时间尺度内的各种突发事件至少是一定程度上造成了组内工作协调的混乱。工作过的朋友应该能明白这是灾难性的。
从制作组2018-2020期间的工作日志来看,该组的外包存在比较显著的工作内容的彻底分割。在合约规定的交付和问责机制内,本土和海外工作室的协作常以各自负责部分内容的形式进行。在通常的对公项目中,这种形式已经被验证是有效、可信任的,但对于游戏开发就呈现出了各种各样的问题。并且,这种问题体现的并非机制上的不足,而是人事工作的不足,导致通常承担integration and quality control工作的本土制作组似乎甚至缺少正常开展这一功能的机会。
Gamesindustry.biz的总编之一Brendan Sinclair去年就用简短的推文直截了当地指出PDX的QA部门糟糕的工作。CK3组里的QA部门员工试图从内部推动项目修正,但被组内不合理的机制所大为阻挠。PDX的HR将责任推卸给瑞典的劳动保护法和工会,但闭口不谈员工意见不能往上反映的问题。在推文中他翻出了RPS的主笔Imogen Beckhelling的Paradox QA staff allege poor treatment,lowpay, and mismanaged layoffs,主要讲的是2020年5月份的PDX内部协议, 谈到了PDX一直以来在员工平台的抄底评分和恶名。
其中最为重要的内容是,公司从未对关闭该部门和裁员有任何官方声明。对于虽有涉事人员的置业和补偿几乎全部都显著差于原QA部门的待遇。众多匿名员工着重强调,他们完全不懂该部门被撤销的理由或好处。从公司运营角度看,撤销QA部门只能是出于成本的考量,但就2019年的相关数据看,这么做也是完全没有必要的。在解散之前,该部门的员工就已经遭受到广泛的PUA和欠薪了,因此在这里我们完全可以做出大胆的假设,那就是PDX的财务状况比它呈现给投资者的报告里看上去还要恶劣的多。如果不是由于短期的财务极端紧张,不可能做出毫无理由的裁撤整个部门和连续释出质量极差的产品的操作。Btw,此文对于其老底揭的不可谓不彻底,推荐大家一看。
上文提到的分割式工作机制由来以及,不仅在PDX,对于广大的娱乐业友商(including game & anime industry)也一样。I wouldquote from their own catalogs years ago并且高亮提到outsource的部分:
Brand Team Says Yay orNay When the designer or product owner has given their thumbs up on thecontent, it's off to the Brand Team for a final confirmation before productionstarts. This is the part of the company where all the different parts of theorganisation syncs up. Devs, sales, marketing, production etc, and it's thefinal threshold for any type of content that will reach our customers andplayers. The Brand Teams at Paradox are usually very quick to respond to anytype of situation and while we agree with each other most of the time, it hashappened that some content needs to be cut (often to be used somewhere else orput into future releases).
Production begins
When a pack has beenapproved by all relevant instances, it's time to decide who does what. We havea couple of really talented in house artists and composers, as well as thirdparty studios who sometimes help out when our in-house resources are toostrained working on main expansions rather than cosmetic DLC. Usually the workis split between both in house people and outsourcing.
Worth to mention here isthat we try to also make use if our dedicated community, as we have severalthird party content creators who are fans and modders. Collaborating with themgives us both an excuse to pay them for their dedication, as well asopportunities to work with people who actually knows our games, rather than arandom outsourcing studio who might have the technical know how, but not befamiliar with games such as ours. I'm amazed at what some of them go throughfor the sake of making our games better. Cudos.
Historical Research
This is a topic I expectmany of you are interested in! Content production always begins with extensiveresearch and mock ups. Both me and each content creator put in a lot of time ondoing the research for each piece of unit created. We have a lot of historybuffs both among artists and scripters, so this step usually goes prettysmoothly.
The only problem is whensources lead back to... our own games and wiki.
Here's an example of whata mock up can look like:
IMG
One of my personalfavorites. The Cossacks was really fun to work with.
Good sources cansometimes be really hard to come by, and on that affect the end resultnegatively, as wesaw recently with the Mare Nostrum Content Pack. We recently hired an artistspecifically for the purpose of keeping track of outsoruced material and DLCcreation. I'm happy @Carlberg has joined the team!
When the art happens
After the mockups areapproved, 3D work starts. This is sometimes a challenge since we have tobalance the restrictions of Clausewits with a proper level details to makeunits quickly recognizable at a distance - since most people play with camerazoomed out.
Example:
二、kuso game
这一点已经是cliché,因此有大量吐槽。凡做过mod都知晓,eu4的某些更新的工作量基本是一个正常小组在极短的时间内可以完成的。就以新发行的利维坦为例,即使算上所有历史事件的文本量,甚至都不能跟汉化组的工作量比。不论从开发难度还是开发事件上看,利维坦的完成程度都是严重违反直觉和违反人类整个物种的智力水平的。
如果放宽要求的标准,将从mod社区中复制了大量idea的所谓策划的工作,视为需要极长时间慢工出细活的伟大创作,仍然不能解释开发在接到具体需求后令人难以置信的低工作效率。由于人们目前还算是一个物种,同时以往同样的located in stockholm base的paradoxinteractive studio(担当eu4的工作室名称)也有过很多明星员工、创造过我们许多人到今天仍能获得乐趣的content,我相信游戏开发的基本能力都不会太次。对于外包就更不必说,目前包揽了战略游戏外包服务的主要供应商都有自己成名的项目。
综上所述,eu4作为已经搭好绝大部分的大厦,在顶楼随便加个一两层的人力成本、以及过去创造了宏伟大厦的工程师和施工队伍,两个因素都不应当像现在表现出来这样如此离谱。因此,今天的结果非常有可能是因为与上述两个因素无关的因素导致的,即性行政因素。归根结底,负责该游戏的制作组在组里财务吃紧的情况下究竟剩下几个人,是否已经几乎被友商挖空,答案已经显而易见了。制作组真地已经到了结束的时候,PM应该也已经笃信,该游戏的唯一存在意义就是继续收割一点可怜的油水。
根据去年的计划,这游戏可能还有1刀2个dlc,也就是说2023年左右,如果当前的strategies保持不变,PDX不是彻底地向publisher转变,eu4还有光明正大的埋葬的希望。但我个人持保守态度,因为就目前反映出的极端的混乱、问责机制的严重失效,eu4作为项目而言在形势变化下猝死也不是什么不可能的事。
三、人之将“死”,其言也善
因为用了开发看得懂的语言极致地嘴臭,成功破防了不知道有几个活人的开发,我对此已经毫无嘲讽或揶揄的余兴。对于社区永封,开发目前不打算接触的样子,我也懒得继续喷人,唯一的麻烦是不能正当地在社区post my modifications。
在p社官网的封禁此前早已是家常便饭,前段时间得知p社官网论坛也找了个理由把我永封了(说我重复他们做过的事情是诽谤污蔑lmao),因此谨献上刚想到的笑话一则。
-甲:EU4更新质量差是有原因的,你看他们都这么缺人了,完全没有人手去开发新项目,可以理解。
-乙:是什么事情让开发们这么忙呢?
-甲:开发需要亲自下场ban玩家。
另,附PDX斯德哥尔摩本部globaloutsourcing director的JD一则,亮点自寻