Blood, Sweat, and Pixels

Jason Schreier

出版时间

2017-09-05

ISBN

9780062651235

评分

★★★★★
书籍介绍

xels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

贾森·施赖埃尔:现任职于彭博社,曾在业界领先、报道游戏产业及文化的Kotaku网站担任新闻编辑,就各种复杂的行业问题发表深入报道,享誉业内。他还为《连线》(Wired)杂志进行游戏行业的报道,并为《纽约时报》(New York Times)、《前沿》(Edge)杂志、Paste 网站、《洋葱新闻网》(Onion News Network)等众多媒体供稿。本书是他的处女作。

AI导读
核心看点
  • 本书深入揭露游戏开发背后的残酷真相,通过《龙腾世纪:审判》《星露谷物语》等案例,展示团队如何面对技术灾难、排期崩溃及管理层施压,揭示所谓“奇迹”般的成品实则是无数加班与妥协的产物。
  • 作者以记者视角记录独立开发者与大型工作室的不同困境,如单人开发者的心理崩溃与财富带来的焦虑,以及大厂在商业利益与艺术追求间的博弈,呈现行业全貌而非单一成功学叙事。
  • 书中详细描述了游戏工业化的黑暗面,包括无休止的加班文化(Crunch)、职场性别失衡及政治斗争,打破玩家对游戏制作浪漫化的幻想,展现创作者在资本与技术限制下的挣扎与无奈。
适合谁读
  • 对游戏产业幕后运作感兴趣,希望了解从概念到成品过程中所遭遇的技术、管理及商业挑战的游戏玩家及行业观察者,适合想深入理解游戏开发复杂性的读者。
  • 从事软件开发、产品设计或创意工作的专业人士,本书虽聚焦游戏,但其中关于项目管理失控、需求变更、团队压力及伦理困境的描述,对其他创意行业同样具有深刻的警示与参考价值。
  • 关注职场文化、劳动权益及心理健康议题的读者,书中对过度加班、剥削性工作环境及创作者心理创伤的真实记录,为反思现代知识型工作模式提供了极具冲击力的反面教材。
读前提醒
  • 本书为多篇独立报道的合集,各章节间无连贯剧情,读者可根据兴趣跳读特定游戏案例,无需按顺序阅读;若对某款游戏无感,可跳过该章,不影响对其他案例的理解。
  • 阅读时请保持批判性思维,书中内容基于特定时期(约2010-2015年)的案例,部分行业现状可能已随技术发展或法规完善而改变,请勿将书中描述的极端加班文化视为当前行业唯一常态。
  • 书中涉及大量游戏开发术语及内部黑话,非玩家读者可能感到晦涩,建议结合对所述游戏的实际体验或背景资料辅助阅读,否则难以体会开发者所面临的具体技术困境与情感冲击。
读者共识
  • 读者普遍认为本书是了解游戏开发黑暗面的必读之作,虽被批评为“线上文章汇编”且缺乏深度理论分析,但其真实、震撼的个案记录仍具极高价值,能有效打破对游戏行业的光环想象。
  • 多数读者对书中描述的剥削性加班文化感到震惊与愤怒,认为其揭示了创意产业背后的血泪代价,但也指出此类现象并非游戏行业独有,而是普遍存在于高压创意及软件行业之中。
  • 部分读者批评本书缺乏对失败案例的探讨及宏观行业分析,仅聚焦于成功或知名项目,且未提供建设性解决方案;但仍有大量读者肯定其作为行业警示录的意义,呼吁更多人关注开发者权益。

本导读基于书籍简介、目录、原文摘录、短评和书评生成,不等同于全文精读。

精彩摘录
  • "When they object, remind them that, hey, not everybody loves Dark Souls."
  • "You’ll probably notice that most of the people who speak in this book are male, which is a depressing (and unintentional) reflection of an industry that has, for decades now, been dominated by men. The most important question in video game development has nothing to do with making video games. It’s "
  • "He’s just walking around and you’re thinking, ‘Don’t come into my office, don’t come into my office.’ You’re watching him and then you see and you’re like, ‘Fuck, there goes one of my friends.’”"
  • "the Xbox 360 (released in 2005) and PlayStation 3 (2006) were near the end of their life spans, and a new console generation was on the way, but analysts and pundits were predicting that console gaming was doomed thanks to the rise of iPhones and iPads."
  • "And Uncharted 4, the final entry in the Indiana Jones–style action-adventure series starring the rogueish Nathan Drake, is the story of a man who spends way too much time at work."
  • "Amber Hageman was selling pretzels when she first met Eric Barone. She was about to finish high school, he had just started college, and they both worked at the Auburn Supermall, just south of Seattle."
  • "“I went through periods of extreme unproductivity,” Barone said. “I would just be alt-tabbing and browsing Reddit and just not working.”"
  • "One-man army."
用户评论
游戏人的痛苦各有不同
读起来很有意思。从别人的热爱里寻找鸡血。其实一般的软件行业也差不多,有ddl的地方就会crunch,错误的预估了复杂度就要用熬夜来弥补,只是大概游戏业能用爱来包装这些血汗,一天到晚写CRUD的软工么连这个幸运都没有了。
这是一本我十分后悔看过的书,看过之后就再也不想做项目、做游戏了 要做好东西,太难太难,要投入的东西太多了. 比较喜欢的几个故事: pillars of eternity, uncharted 4, startdew valley, shovel knight, witcher 3. 希望每本章节都加入更多的图片和timeline梳理,会更加容易读、回顾
仅读了星露谷和铲子骑士两章,我就感觉我不是做游戏的料了。贫穷究竟是激发还是摧毁创造力呢?我害怕贫穷,我更害怕为贫穷出卖灵魂。也许有一天,当我想到了不出卖灵魂的游戏的点子以后才会去做吧。
重点读了巫师3、星露谷和光环战争三章,其实分别说的是发展中国家开发商如何做出大型高质量游戏、个人如何做出高质量游戏和作为一个游戏渠道商的分支机构做游戏面临哪些约束,这么好的书为什么没人翻译?不怎么玩游戏的人都觉得很引人入胜,找回了当年看doom启示录时的感觉。
喜欢星露谷和永恒之柱的
看完只觉得游戏行业好苦逼 疯狂加班 动不动裁员 耗尽心血打造的作品被砍……向仍然坚守在这个行业做好游戏的人致敬
大佬都要出第二本书了。
excitement and hell
喜欢游戏的都应该读一下
收藏