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讓員工在家做游戲,暴雪公司賺翻了

DAVID Z. MORRIS
2020-11-26

暴雪把員工在家辦公看成一次測試,意在改進持續開發視頻游戲所需的組織和基礎架構。

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三月初,游戲工作室暴雪娛樂公司(Blizzard Entertainment)一名精通數據的員工開始密切關注不斷上升的美國新冠肺炎病例數,而當時這一數字僅為數百起。

暴雪公司(Blizzard)總裁J.艾倫?布拉克表示:“我們可以統計一下,再看看中國和意大利的數據,這將對我們產生極大的影響。”

幾天之內,游戲巨頭動視暴雪(Activision-Blizzard)旗下的暴雪公司讓其設計師、程序員和其他員工暫時在家工作。他們把這看作一次測試,意在改進持續開發視頻游戲所需的組織和基礎架構,以防情況變糟。

當然,情況真的很糟。

“疫情發展太快了,”暴雪公司執行官約翰?海特稱。“我們在周四[3月12日]進行了測試。很多人周五都呆在家里。到周一,我們決定,大家都回家工作,就是這樣。”

對海特來說,這是一項特別重大決定。他是《魔獸世界》(World of Warcraft)的執行制作人。《魔獸世界》是一款在線游戲,約有480萬名玩家,其每月會員費已讓《魔獸爭霸》(Warcraft)成為歷史上收入最高的游戲之一。

眾所周知,《魔獸世界》每兩年左右進行一次重大更新,添加新的故事和游戲元素。而新冠疫情來襲和封鎖措施實施時,《魔獸世界》最新擴展版《暗影之地》(Shadowlands)正在開發中。

工作中斷最終給海特和他的數百名程序員、美工和編劇團隊帶來了噩夢。在首次宣布該游戲將于10月27日發布之后,暴雪公司被迫將發布日期推遲至11月23日。

暴雪公司做出了推遲發布《暗影之地》的艱難決定并且不斷排除萬難,但卻收獲了極其寶貴的經驗。以下是布拉克和海特與《財富》雜志分享的重大收獲。

全球優勢

在尚不清楚美國即將面臨的狀況之前,暴雪公司的全球影響力讓其能夠及早得到警示。

“我們在亞洲設有幾個辦事處,在中國也有一個辦事處,”布拉克說。“因此,我們能夠從我們自己的員工那里了解到自二月開始中國疫情發展情況。我們了解了中國的反應,即所有人都回家辦公。”

布拉克說,這讓公司領導能夠在疫情開始在美國出現時及時制訂游戲規劃。“我想,我們能夠比大多數公司提前做好準備。”

辦公地點很重要

《暗影之地》推遲發布,難免會讓玩家失望。海特稱,“責任主要在我,是我的錯”。

當然,大家確實都有責任。在家工作尤其很難對游戲或任何產品進行改進。離原定的10月27日發布日期越來越近,這一問題就愈發突出。

“從功能上講,一切事情到初秋都已完成,” 海特說。“但仍有些事情讓人困惑,漏洞還有很多……在我們決定宣布[10月]發布日期之前,我們還未對游戲進行充分潤色和調適。”

海特稱,如果整個團隊在一個地方工作,處理最后幾個細節就會容易得多。

“尤其是游戲設計,我們[一般]在一個相當開放的空間工作。戰斗設計師在一起,關卡設計師在一起。大家可以相互交流。大家在一個房間時,這種交流很自然……如果我們在一個房間一起工作玩游戲,我們可能會說,‘嘿,我真的不明白這個’。”

電腦高手(有高端家用電腦)規則

暴雪公司在家用技術基礎設施方面有優勢。經過全球團隊多年合作,遠程訪問電子郵件和企業內部網等所需的基礎設施已基本完善。共享制作現代游戲所需的巨大視頻和紋理文件的工具也是如此。

設計師和測試人員能夠很輕松地得到他們所需的硬件:“作為一家游戲玩家公司,”布拉克說,“我們的員工已經擁有在家辦公所需的很多高端硬件。”

安靜的員工不一定是快樂的員工

經營一家游戲玩家公司確實有其不利的一面。

海特評價他的團隊稱,“很多人都很有創造力, 但他們也很內向。”

員工在家辦公之后,這成了一個大問題。“在這個通過網絡攝像頭交談的世界里,人們自然會躲藏在自己的空間里。”海特說,一些團隊成員 “不愿意給別人打電話問問題或分享想法,怕影響別人的家庭生活。我們花了一段時間才克服了這一問題。”

暴雪公司的管理者們不得不比平時更加努力地保持這些渠道暢通。

“你要隨時關心員工,”海特說。“嘿,你好嗎?家里人怎么樣?他們不一定想出去面對別人,但這也不意味著他們想被忽視。”

任務就是答案

《魔獸世界》原本就是讓大家一起玩,世界各地的玩家組成不同的團隊,深入地牢,消滅可怕的敵人。這種社會元素讓這款游戲成了疫情期間的最佳娛樂形式。

海特表示,“我們發現,我們正在做的事對于一些在疫情期間需要娛樂以及需要與外界建立某種聯系的人非常重要。我們很受鼓舞。”

“新聞每天報道的形勢越來越嚴峻。答案其實并不存在……我想,在此期間,有了目標,我們才能繼續走下去。”(財富中文網)

翻譯:郝秀

審校:汪皓

三月初,游戲工作室暴雪娛樂公司(Blizzard Entertainment)一名精通數據的員工開始密切關注不斷上升的美國新冠肺炎病例數,而當時這一數字僅為數百起。

暴雪公司(Blizzard)總裁J.艾倫?布拉克表示:“我們可以統計一下,再看看中國和意大利的數據,這將對我們產生極大的影響。”

幾天之內,游戲巨頭動視暴雪(Activision-Blizzard)旗下的暴雪公司讓其設計師、程序員和其他員工暫時在家工作。他們把這看作一次測試,意在改進持續開發視頻游戲所需的組織和基礎架構,以防情況變糟。

當然,情況真的很糟。

“疫情發展太快了,”暴雪公司執行官約翰?海特稱。“我們在周四[3月12日]進行了測試。很多人周五都呆在家里。到周一,我們決定,大家都回家工作,就是這樣。”

對海特來說,這是一項特別重大決定。他是《魔獸世界》(World of Warcraft)的執行制作人。《魔獸世界》是一款在線游戲,約有480萬名玩家,其每月會員費已讓《魔獸爭霸》(Warcraft)成為歷史上收入最高的游戲之一。

眾所周知,《魔獸世界》每兩年左右進行一次重大更新,添加新的故事和游戲元素。而新冠疫情來襲和封鎖措施實施時,《魔獸世界》最新擴展版《暗影之地》(Shadowlands)正在開發中。

工作中斷最終給海特和他的數百名程序員、美工和編劇團隊帶來了噩夢。在首次宣布該游戲將于10月27日發布之后,暴雪公司被迫將發布日期推遲至11月23日。

暴雪公司做出了推遲發布《暗影之地》的艱難決定并且不斷排除萬難,但卻收獲了極其寶貴的經驗。以下是布拉克和海特與《財富》雜志分享的重大收獲。

全球優勢

在尚不清楚美國即將面臨的狀況之前,暴雪公司的全球影響力讓其能夠及早得到警示。

“我們在亞洲設有幾個辦事處,在中國也有一個辦事處,”布拉克說。“因此,我們能夠從我們自己的員工那里了解到自二月開始中國疫情發展情況。我們了解了中國的反應,即所有人都回家辦公。”

布拉克說,這讓公司領導能夠在疫情開始在美國出現時及時制訂游戲規劃。“我想,我們能夠比大多數公司提前做好準備。”

辦公地點很重要

《暗影之地》推遲發布,難免會讓玩家失望。海特稱,“責任主要在我,是我的錯”。

當然,大家確實都有責任。在家工作尤其很難對游戲或任何產品進行改進。離原定的10月27日發布日期越來越近,這一問題就愈發突出。

“從功能上講,一切事情到初秋都已完成,” 海特說。“但仍有些事情讓人困惑,漏洞還有很多……在我們決定宣布[10月]發布日期之前,我們還未對游戲進行充分潤色和調適。”

海特稱,如果整個團隊在一個地方工作,處理最后幾個細節就會容易得多。

“尤其是游戲設計,我們[一般]在一個相當開放的空間工作。戰斗設計師在一起,關卡設計師在一起。大家可以相互交流。大家在一個房間時,這種交流很自然……如果我們在一個房間一起工作玩游戲,我們可能會說,‘嘿,我真的不明白這個’。”

電腦高手(有高端家用電腦)規則

暴雪公司在家用技術基礎設施方面有優勢。經過全球團隊多年合作,遠程訪問電子郵件和企業內部網等所需的基礎設施已基本完善。共享制作現代游戲所需的巨大視頻和紋理文件的工具也是如此。

設計師和測試人員能夠很輕松地得到他們所需的硬件:“作為一家游戲玩家公司,”布拉克說,“我們的員工已經擁有在家辦公所需的很多高端硬件。”

安靜的員工不一定是快樂的員工

經營一家游戲玩家公司確實有其不利的一面。

海特評價他的團隊稱,“很多人都很有創造力, 但他們也很內向。”

員工在家辦公之后,這成了一個大問題。“在這個通過網絡攝像頭交談的世界里,人們自然會躲藏在自己的空間里。”海特說,一些團隊成員 “不愿意給別人打電話問問題或分享想法,怕影響別人的家庭生活。我們花了一段時間才克服了這一問題。”

暴雪公司的管理者們不得不比平時更加努力地保持這些渠道暢通。

“你要隨時關心員工,”海特說。“嘿,你好嗎?家里人怎么樣?他們不一定想出去面對別人,但這也不意味著他們想被忽視。”

任務就是答案

《魔獸世界》原本就是讓大家一起玩,世界各地的玩家組成不同的團隊,深入地牢,消滅可怕的敵人。這種社會元素讓這款游戲成了疫情期間的最佳娛樂形式。

海特表示,“我們發現,我們正在做的事對于一些在疫情期間需要娛樂以及需要與外界建立某種聯系的人非常重要。我們很受鼓舞。”

“新聞每天報道的形勢越來越嚴峻。答案其實并不存在……我想,在此期間,有了目標,我們才能繼續走下去。”(財富中文網)

翻譯:郝秀

審校:汪皓

In early March, a data-savvy employee at the game studio Blizzard Entertainment started taking a hard look at rising number of U.S. COVID-19 cases, which then numbered in the low hundreds.

“We were able to do some math and say, looking at the China and Italy data, this is going to affect us very dramatically,” says J. Allen Brack, Blizzard’s president.

Within days, Blizzard, a unit of gaming giant Activision-Blizzard, asked groups of its designers, programmers, and other staff to work from home temporarily. They thought of it as a test, meant to refine the organization and infrastructure needed to keep creating video games, just in case things got really bad.

And of course, things got really bad.

“It was pretty damned fast," says Blizzard executive John Hight. "We ran the test on Thursday [March 12]. A lot of people wound up staying home on Friday. By Monday, we’d made the decision, everyone’s going home, that’s it.”

It was a particularly serious decision for Hight. He’s executive producer for World of Warcraft, an online game with an estimated 4.8 million players, whose monthly subscription fees have helped make Warcraft one of the highest grossing game franchises in history.

WoW, as it’s often known, gets a major update every two years or so, adding new story and gameplay elements. And the latest World of Warcraft expansion, Shadowlands, was in the middle of development when COVID and the lockdowns hit.

The disruption would ultimately create a nightmare for Hight and his team of hundreds of programmers, artists, and writers. After first announcing the game would be released on October 27, Blizzard was forced delay the date to November 23.

But the difficult decision to delay Shadowlands, and the hurdles that Blizzard cleared along the way, came with invaluable lessons. Here are the most important takeaways Brack and Hight shared with Fortune.

The global advantage

Before it was clear what was coming to the U.S., Blizzard's global reach gave it an even earlier warning.

“We have several offices in Asia, and an office in China," says Brack. "So we were able to see, from our own employees, what was happening in China starting in February. And we saw the China response, which was to send everybody home.”

That, says Brack, gave company leaders a game plan when cases started showing up in the U.S. “We were able to prepare a little bit ahead of, I think, most companies.”

Office space is the place

“First, Mea culpa. This was my screwup,” says Hight of the Shadowlands delay, which inevitably disappointed fans.

But of course, much larger forces were really to blame. In particular, working from home made it more difficult to do the kind of refining needed to make a game – or any product – truly great. That didn’t become obvious until the original October 27 release date got closer.

“Functionally, everything was done” by early fall, says Hight. “But there were things that were confusing, the bug count was still kind of high … That polishing and tuning was something that we hadn’t done enough of before we made the decision to announce the [October] date.”

Getting those last few details right, Hight says, would have been a lot easier with the whole team in one place.

“Especially on the design side of the game, we [normally] work in a fairly open space. The combat designers sit together, the level designers sit together. There’s a sharing of ideas. When you’re in a room together, it’s very natural to have that communication … If we were all in a room together and playing, we could have said, ‘Hey, I don’t really get this.’”

Nerds (with high-end home PCs) rule

Blizzard had an edge when it came to the technical infrastructure of working from home. After years of collaboration between teams worldwide, infrastructure for remote access to things like email and the corporate intranet was basically ready to go. So were tools to share the huge video and texture files that make up modern games.

And getting designers and testers the hardware they needed wasn't much of a problem either: “As a company of gamers,” says Brack, “There’s a lot of high-end hardware that our employees have at home already.”

Quiet staffers aren’t necessarily happy staffers

Running a company full of gamers does have its downsides.

“A lot of folks are super creative, says Hight of his team, “but they’re also kind of introverted.”

That became a bigger issue with the transition to working from home. “In the world where we’re all talking through webcams, in our own space, it’s natural for humans to kind of hole up.” Some team members, Hight says, felt “reluctant to ring somebody up and interrupt their home life to ask a question or share an idea. It took us a while to overcome that.”

Blizzard's managers had to do more than usual to keep those channels open.

“You just check in on people," says Hight. "Hey, how are you doing? How’s the family? They don’t necessarily think to get out and push themselves on others, but that also doesn’t mean they want to be neglected.”

The mission is the answer

World of Warcraft is meant to be enjoyed together, with players from around the world forming groups to delve into dungeons and take down fearsome enemies. That social element helps make it an ideal form of pandemic entertainment.

“That helped us," says Hight, "Knowing that we were doing something that was super important to people who needed entertainment during this time, needed some connection to the outside world."

“Every day, the news was getting more dire. Answers weren’t really there … Having purpose during all of this, I think, allowed us to carry on.”

財富中文網所刊載內容之知識產權為財富媒體知識產權有限公司及/或相關權利人專屬所有或持有。未經許可,禁止進行轉載、摘編、復制及建立鏡像等任何使用。
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