约翰·卡马克谈论导致id Software衰落的《雷神之锤》决策失误
John Carmack on the mistakes around Quake that ruined id software

原始链接: https://twitter.com/ID_AA_Carmack/status/2069799283369345247

在《雷神之锤》(Quake)三十周年之际,作者回顾了其开发历程,总结出几个关键的运营和结构性错误。从技术层面看,该项目过于雄心勃勃;相比于在成熟的《毁灭战士》(Doom)技术上进行迭代,转而开发全新的引擎导致了不必要的系统不稳定和人员流失。 管理上的失误也造成了负面影响。作者承认当时以不可持续的“初创企业强度”压榨团队,导致员工精疲力竭,也让他意识到个人的局限性。此外,公司内部的股权协议缺乏标准的归属期限,没能为创始人提供良好的长期激励。 内部摩擦也阻碍了进度。尽管团队要求关卡设计师同时具备机械和美学能力,但这反而催生了精英主义和内斗,而非协作文化。作者指出,本应主动将美术人员与设计师进行搭档,以营造更高效的工作环境。 尽管心存遗憾,作者仍承认《雷神之锤》是一项里程碑式的成就。尽管开发过程充满了突发状况和内部矛盾,但最终的产品依然证明了整个团队在技术和艺术上付出的非凡努力。

约翰·卡马克(John Carmack)近期反思了他在《雷神之锤》(Quake)开发期间的领导方式,承认当时对自己团队的要求过于严苛。他坦言自己未能意识到成熟公司需要更多的“缓冲空间”,并承认若无限期维持初创企业般的高强度工作,必然会导致员工倦怠。 Hacker News 上围绕这些评论的讨论探讨了多个角度: * **成功的代价:** 一些用户认为这种智慧只有在岁数增长和财务稳健后才会出现;而另一些人则认为,高压环境往往会滋生“不惜一切代价取胜”的心态,直到后来才试图将其“人性化”。 * **“雷神之锤”的遗产:** 关于这种艰苦的开发周期是否毁了 id Software,存在着争议。虽然一些评论者指出,在后来的作品(如《毁灭战士3》)中感受到了一种行业定义级活力的丧失,但另一些人则为卡马克的激进方式辩护。他们认为他当时的主要角色是确立技术霸权,而他的努力成功推动了整个游戏行业的发展。 * **重估过去:** 尽管卡马克表达了遗憾,但一些观察者认为他不应质疑自己的过往决策,他们将他的技术领导力视为游戏引擎演进中不可或缺的力量。
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原文

There are a few things that I look back on as my mistakes in the early days. Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters. I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points. On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better. One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on. We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t. Sorry, Sandy.

How Quake ruined id Software. There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with

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