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列举优秀制作人需避免的6大常见错误

发布时间:2013-10-08 15:19:24 Tags:,,,

作者:Samuel Rantaeskola

每位优秀的制作人都有一个不让自己成为项目瓶颈的目标。为此,他必须全力避免项目出现问题,但这确实非常困难。几乎每位来自在制作前线的制作人都要经历一场“进化”。第一个艰难步骤就是集中精力解决眼前的问题。随着制作人的逐渐成长,他终会意认识同样的问题还会不断出现。因此他必须提高警惕,在问题成灾之前就将之一网打尽。

制作人的工作经验越多,他的前瞻性也就越强。

以下是我认为制作人最易犯的6个普遍错误:

game-producer-lesson(from monkeypotion.net)

game-producer-lesson(from monkeypotion.net)

1.将人们视为一种资源

这是制作人危险的错误。他将自己置于一种策划人的位置,寄希望于自己能够有效使用资源制作游戏。这就要求他必须具备各个领域的知识,但实际上并非如此。富有经验的制作人会依靠团队成员的专长来确定和解决当前问题。他不会将团队成员视为只是被利用的棋子。

2.不解释原因

无法解释为何团队要以特定方式做事的制作人,一般说明他自己也不明白原因所在。如果知道原因,制作人就很有必要向团队解释原因。这样才有可能促使团队全力解决问题,而不是让制作人操纵局势。制作人就可以把精力用于提高与其他团队的合作效率上。

3.分配任务

喜欢分配任务的制作人最可能将团队成员视为资源。不断为人们分派任务,使整个团队勤勤恳恳地向前推进项目,看似一种绝佳主意,但与第1点一样,这就要求制作人在制作过程中十分清楚每个问题所在,而事实并非如此。富有经验的制作人会通过提供团队共同努力的目标来帮助团队前进,但如果到达这个目标则是团队需要操心的内容。

4.掌控沟通渠道

如果制作人像个情报员一样处理团队沟通问题,这就意味着1)该团队组织结构很糟糕;2)对团队缺乏信任。富有经验的制作人会尽量避免自己成为这种中间人,因为这种情况最容易让自己成为一种障碍。

5.没有庆祝的意识

当团队实现他们的目标,并如期交付成果时,就很有必要让大家松口气并庆祝一下。在制作过程中不为成功庆祝一下,很容易让团队变得死气沉沉,因为大家在此无法找到进步感。

6.不撤退

这一点很难,但这正是优秀的制作人应该擅长的事情。当设计师不断改变主意,而发行商却在追求不可能的事情时,制作人就要将项目先放一放。制作人必须接受自己可能会被创意人员和外部合作伙伴视为眼中钉的事实,但此举却可以让他得到团队的感激。

制作人可能陷入的误区还有不少,但在以上步骤中不栽殃,就算是超越初级制作阶段所迈出的正确步伐。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Top six production mistakes

by Samuel Rantaeskola

6 comments Share on Twitter Share on Facebook

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

Every good producer should have the goal of not being a bottleneck. To do so he must avoid fire fighting mode at all cost, but that is really hard. Pretty much every producer that are coming from the production lines taking on the production role will go through an evolution. The first staggering steps will exclusively be focused on fixing the problems that are right under the nose. As the producer matures he will realize that the same problems pops up over and over again. It’s time to lift his eyes up and start fixing problems before they become a fire.

The longer he works as a producer, the farther ahead his eyes will be focused.

Here are the things that I see as the common rookie mistakes as a producer, these are the things he needs to move away from to able to lift his gaze towards the horizon.

1. Viewing people as resources

This is the most dangerous thing a producer can do. He puts himself in a mastermind position and expects himself to be able to use the resources optimally to produce the game as effeciently as possible. This requires a expert knowledge about every discipline, which no one has. The experienced producer will rely on the team members expertise to identify and solve the current problems. He will not see them as pieces in a gigantic jig-saw puzzle.

2. Not explaining why

A producer that cannot explain why the team is working a certain way usually doesn’t understand it himself. Given the understanding for why, it is important for the producer to get the team onboard by explaining why, not only how. This way the ways of working are more likely to run by themselves, without the producer having to run the show. The producer can then focus his attention on improving ways of working in collaboration with the teams.

3. Tasking

The tasking producer most likely also see people as resources. It might seem like a great idea to continuously feed people with work, so that the team is dilligently moving forward. But as with point one this relies on perfect understanding of every problem in the development, which never is the case. The experienced producer will help the team by providing goals the teams can work towards. How to get to the goals are the teams’ domain.

4. Managing communication

When the producer is acting as a courier to handle communication it’s a sign of 1) a messy organization structure 2) lack of trust for the teams. The experienced producer will at all cost avoid being the middle-man, as this is a sure-safe way of becoming a bottleneck.

5. Not celebrating

When the team meets their goals and deliveries as expected (or near), it is important to take a breather and celebrate. Without celebration of success development can easily become a death march where there is no sense of progress.

6. Not pushing back

It’s hard to say no, but that’s one of the things a good producer must be good at. He needs to push back when designer are continuously changing their minds, when publisher are pushing for the impossible. The producer must accept the fact that quite often he will be seen as a pain in the ass by creatives and external partners, but he will be appreciated by the team for his efforts.

There are plenty of more things that a producer can fail in, but getting the things above right is a good step towards evolving past the initial stages of producing. (source:gamasutra


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