自稱UBI前員工說的內幕 - XBOX

By Emma
at 2014-11-16T21:26
at 2014-11-16T21:26
Table of Contents
http://asidcast.com/index.php/2014/11/ex-ubisoft-employee-talks-experience/
一位自稱UBI前員工的人說的一些內幕,真偽不明,還蠻八卦的。
原始來源是reddit的《刺客教條》版,原帖已經被刪了,不過有人留了截圖。
I was in a meeting personally with Yves Guillemot, who said that he doesn’t
care about PC gamers because, and i quote “90% are pirates anyway”, that’s
after a direct question from a well-respected, well paid programmer back in
the late 2000s asking “why are our pc ports fucking shit?”, so we
outsourced it all to Eastern Europe.
我曾私下和Yves Guillemot(UBI CEO)開過一次會,他說他毫不在乎PC玩家,
因為,我引他的話「反正90%都是玩盜版」,這句話是回應一個備受尊敬、
高薪的程式設計師在2000年代問的問題「為何我們的PC版都移植得那麼爛」
所以之後我們把移植工作都外包東歐了。
We worked 50-70 hour per week (anything above 37 is unpaid). I’ve seen guys
shamed for leaving at 5pm. We had to beg to have our deadline extended or we
WOULD release a horrible broken mess. To miss our deadline we had to lose a
few random workers.
我們一週要工作50至70個小時(超過37個小時後都沒加班費的),我看有人恥於在下午五點
前離開公司。我們必須懇求延長完成時限,不然我們可能會推出一個糟糕沒法玩的地雷。
沒能在時限內完成開發,會有幾個人會被隨機開除。
We can release a shit buggy game, or a good one a few months later, but we
have to figure out which is better for our fiscal forecasts because each game
from conception already has a release date and expected revenue for that
fiscal period.
我們可以推出一個充斥臭蟲的遊戲,或者幾個月再推出的良品。但我們要先搞清楚哪個對
我們的財測比較好,因為每個遊戲自從策畫時就已訂下發售日,還有該季的期望收益量。
--
一位自稱UBI前員工的人說的一些內幕,真偽不明,還蠻八卦的。
原始來源是reddit的《刺客教條》版,原帖已經被刪了,不過有人留了截圖。
I was in a meeting personally with Yves Guillemot, who said that he doesn’t
care about PC gamers because, and i quote “90% are pirates anyway”, that’s
after a direct question from a well-respected, well paid programmer back in
the late 2000s asking “why are our pc ports fucking shit?”, so we
outsourced it all to Eastern Europe.
我曾私下和Yves Guillemot(UBI CEO)開過一次會,他說他毫不在乎PC玩家,
因為,我引他的話「反正90%都是玩盜版」,這句話是回應一個備受尊敬、
高薪的程式設計師在2000年代問的問題「為何我們的PC版都移植得那麼爛」
所以之後我們把移植工作都外包東歐了。
We worked 50-70 hour per week (anything above 37 is unpaid). I’ve seen guys
shamed for leaving at 5pm. We had to beg to have our deadline extended or we
WOULD release a horrible broken mess. To miss our deadline we had to lose a
few random workers.
我們一週要工作50至70個小時(超過37個小時後都沒加班費的),我看有人恥於在下午五點
前離開公司。我們必須懇求延長完成時限,不然我們可能會推出一個糟糕沒法玩的地雷。
沒能在時限內完成開發,會有幾個人會被隨機開除。
We can release a shit buggy game, or a good one a few months later, but we
have to figure out which is better for our fiscal forecasts because each game
from conception already has a release date and expected revenue for that
fiscal period.
我們可以推出一個充斥臭蟲的遊戲,或者幾個月再推出的良品。但我們要先搞清楚哪個對
我們的財測比較好,因為每個遊戲自從策畫時就已訂下發售日,還有該季的期望收益量。
--
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