帝皇:罗马特别开发日志 | 4/30 开发状态更新(2021年4月)

牧游社 牧有汉化翻译
Imperator: Rome - Status Update (Apr 2021)
Paradox Development Studio
译注:本文并非正式开发日志序列(亦或是最后的开发日志?),主要内容来自论坛该贴对谈摘录。
Dnote, Product Manager
Hey,
你们好,
We would like to give you an update on where we are at with Imperator: Rome, since the 2.0 Update and Heirs of Alexander. Earlier this year we did some reorganization work within PDS, you can read the full details in this thread - link.
我们希望为你们带来帝皇:罗马自2.0版本号更新与“亚历山大的继承者Heirs of Alexander”扩展包发布后的状态更新。今年早些时候,Paradox Development Studio(PDS)内部进行了一些重组工作,你可以在这篇帖子里面读到全部细节(翻译在最后):
https://link.zhihu.com/?target=https%3A//forum.paradoxplaza.com/forum/threads/update-of-the-organization-at-pds.1471119/
I wanted to highlight a part of that communication that is relevant to Imperator, and the reason why we have been a little quiet recently:
我想重点提一下一些与帝皇:罗马相关的对话,这也是为何我们近期比较安静的原因:
You might have noticed that Imperator: Rome isn't assigned to any of the studios mentioned above. The reason for this is that on a regular basis we analyze the projects we have in development, where they are at, what they are trying to do and also what people and resources we have working on them. As part of this analysis we realized that there was a need to bring reinforcement for a couple of the projects at PDS, and given where Imperator was at in the run up to 2.0's launch, we decided that after the launch of the update we would move people from Imperator to these other projects. Right now we're working on plans to regrow the team for Imperator and continue development, but for the short term we needed to focus our efforts on these other projects.
你可能已经注意,IR并没有被指派给上述任何工作室。这么做的原因是,我们会定期分析我们手头上正在开发的项目、项目的现状、项目试图要做什么,以及我们用于开发的人手与资源。作为这种分析的一部分,我们意识到其他开发工作室的几个项目需要援手,当时IR正在准备发布2.0版本号更新,我们决定在更新发布后从IR开发组调动人手去其他项目组去。我们现在正在计划为IR及其后续开发重组团队,但是我们短期内需要将自己的力量聚焦于其他项目中去。
I wanted to break the news now to manage everyone's expectations: don't expect much Imperator news at PDXCON, or any new content coming out in 2021. We'll of course get back to everyone with news about it as long as we have something to share!
我希望现在公布这则新闻来做好大家的期待管理:不要指望能在PDXCON或者2021年发布的新内容中看到更多IR的消息与更新。当然,只要我们有可以分享的内容,我们肯定会回到大家的视野中。
Imperator is important to us, and you, our fans are also important to us, so we're going to figure this out. Not sure when we'll be back with more content, but the aim is to continue the same trajectory the game has been going in, with great quality of life updates, free content and solid, enjoyable DLCs.
IR对我们来说至关重要,而你——我们IR的粉丝也对我们来说也不可或缺,所以我们将会为之努力。我们不确定我们何时可以带着更多内容回归,但是我们的目的是保持游戏在过往的轨迹上继续前行,带来游戏基础质量的重大更新、免费内容与实打实的好玩DLC。
Happy to answer any questions, where possible, and expect a few other people from the team will probably drop in to say a word of two in the thread as well.
我们乐于在有机会时回答任何问题,也期望个别其他团队成员会来这篇动态说两句。
Thanks,
感谢,

Arheo,Game Director
Hi all, Arheo here.
大家好,我是Arheo。
As mentioned above, many of the faces you've become used to seeing in relation to Imperator will be moving on to utilise their talent in support of new projects.
如上文所述,你们熟悉的诸多和IR相关的面孔会被调走,让他们的才智在帮助新的项目时大展拳脚。
2.0 was, and will remain a seminal moment in Imperator's history. The reception from the players has been overwhelming, and we are beyond proud of what the team has accomplished.
2.0版本号,从过去到未来,都是IR历史上的一个开创性时刻。玩家反响强烈,我们也对团队所完成的事情不胜自豪。
I will also be joining the team in their exodus to projects various, so I wanted to take this opportunity to thank the I:R team, our community and fans for crafting Imperator into a strong, unique element in the PDS repertoire.
我也要与团队一道加入前往各种项目的大转进中去,所以我想用这个机会感谢IR团队、我们的社区与粉丝,大家一道把IR打造成了PDS全家福中的一个强劲、独特的成员。
I have confidence that Imperator will continue to grow towards the vision we created for it, and I will continue to be present both here and elsewhere for further conversation regarding the best PDS game ;)
我相信IR将会朝着我们设计的图景继续成长。我会继续出现在与这个最好的PDS游戏有关的任何对话中。
/Peter
Peter敬上

Zylathas said: What are the chances of Imperator being shelved permanently? Because it does look like so.
IR被永远搁置的可能性有多大?因为这看着很可能。
Dnote, Product Manager: That isn't our intention, but obviously no one can predict the future. Imperator is in a good place right now, so we felt it was safe to pause development for a bit and help reinforce some other projects. This isn't ideal, we've traditionally moved people around projects quite a lot to ensure we can get things done, we're trying not to move people around so much now (because it causes other problems), and in the short term that means one of the projects unfortunately had to give up a few people.
答:那并不是我们的本意,但是很明显,没有人能预知未来。IR现在处于不错的情况中,所以我们认为临时暂停开发并去帮助其他一些项目是可取的。这个并不是理想的,传统上我们经常把人调遣至其他项目来确保完工,现在我们不这么频繁地调遣了(因为会带来其他问题)。短期内,这意味着有一个项目会必须不幸地放弃一些人手。

Torugu said: That is pretty close to what I was expecting, except that I was really hoping that there would be a preset timeline for when work on Imperator will resume.
这和我的预估非常接近,除了我真心希望有一个关于《帝皇》何时可以复工的预设时间线。
Without that it's unfortunately all to common for a temporary break to turn into a permanent end-of-development.
没有的话,这对所有见惯了临时停工变为永久停止开发的人们来说都非常不幸。
But alas, I can only hope PDS will prove me wrong on the second part.
但是不管怎样,我希望P社会在第二部分中证明我是错的。
Dnote, Product Manager: That is the reason we haven't said anything before now, even though the decision was made awhile ago. We were hoping we'd have the solution in place to the extent we could communicate some kind of time line to you all, but alas things have simply moved slower than we hoped. And it was important that we told you about this before PDXCON, as we have no desire for you to have misplaced expectations on the event, or the team, nor do we want the people that have moved to other projects to be caught between two different realities when they engage with you on here, social media or at the event.
这就是为什么我们在此之前没说什么的原因,即使我们做决定已经过了有一段时间了。我们希望我们有解决方案,以便接下来可以与你们大家沟通时间线之类的东西。不过无论如何,事情的进展就是比我们希望的慢。在PDXCON之前告知你们非常重要,因为我们不希望让你们错付期望于这次活动或者团队,我们也不想让调遣至其他项目的人和你们在论坛这里、社交媒体上或者活动中碰头的时候,被两种截然不同的现实情况所拉扯。

Shogun96 said: I assume you can't answer but I'll still give it a try... does this mean that in the future, if development resumes, there will be another game director instead of you?
我猜你不会回答,但是我还想要试试……这意味着如果开发在未来继续,游戏主管会是别人而不是你吗?
Arheo,Game Director: That is likely, yes.
是的,那有可能。

Shogun96 said: @Dnote Would you be able to highlight the main reasons that made you (as PDX) decide to halt development on Imperator and instead support other projects?
你能着重说明让你(还有P社)决定叫停IR的开发并去支持其他项目的主要原因吗?
Dnote, Product Manager: I can't go into the specifics, but at the high level it comes down to the people we have and what they can do.
我不能说的太具体,但是说的大一些,它直接影响到了我们有的人手和他们能做的事情上。
PDS has grown year on year for the last decade or more, our team size today is triple the size it was ten years ago when EU4 and CK2 launched. As the games get more complex and as we/you demand higher quality (yes, we miss this bar quite a bit), we need to keep growing those teams and recruitment can't always keep up, especially in this last year where the pandemic has had a real impact on recruitment (a large percentage of our hires are from overseas and need to relocate to Stockholm).
P社在过去的十年多的时间里年复一年地成长,我们今天的团队规模已经是十年前EU4和CK2发售时的三倍。当游戏越来越复杂,你我都想要更高的质量的时候(是的,我们挺怀念那时的质量标准),我们需要继续扩张团队,招募也一直不能跟得上,尤其是去年疫情对招聘产生了实实在在的负面影响(我们雇员中有不少人来自海外,需要重返斯德哥尔摩)。
We needed to make a decision that considered the health of all PDS projects, across the three new studios. And that meant putting a hold on Imperator and moving those talented people to other projects.
我们需要做出决定,把包含三个新工作室在内的全部P社项目的健康都考虑在内。这意味着叫停IR并把这些有才之人调至其他项目。
Sure, its a fairly cold hearted decision at the end of the day, and no one here at Paradox, either in the studios or publishing, was happy about it, but it was necessary at this time.
当然,这在最后看来是个相当铁石心肠的决定,P社里面不管是工作室还是发行商在内的所有人都不乐意,但是这在当下是必要的。

RonBurgundy said: I don't understand how this can happen when PDX experiences positive growth year after year. They've become such a large company. Can't they just hire more people if manpower is such an issue?
我不理解为什么在PDX市值年年增长后这一切还会发生。他们现在是一个大公司了。如果人力不足,他们为什么不能雇更多的人?
Dnote, Product Manager: There are currently 29 job adverts listed on our site for the three PDS studios. There is no lack of desire to recruit people, but we can't force people to work for us.
我们的3个PDS工作室目前公布有29条招聘广告。我们从不缺乏招人的热情,但是我们不能强迫别人来这儿工作。
PDS is the fastest growing part of the company in these last twelve months and there is no intention to stop growing it.
在过去的12个月中,PDS是公司中发展最快的部门,而我们也不打算停止发展。

Lamisatr said: Nope, this is them quietly backing out the room at night before turning the light off.
不!他们只是准备在公开之前晚上偷偷潜行到工作室去开发。
Dnote, Product Manager: When we've stopped development on a game in the past, (recent examples, Planetfall, Battletech, CK2), we've been quite clear about it in our communications.
过去,当我们停止开发某个游戏时(近期的例子包括星陨、暴战机甲兵、CK2),我们都会非常坦诚地公布这一点。

MrNewVegas said: You must have known before making this announcement that "we are taking a 12 month break AT LEAST from developing any new content for our game because nobody plays it" is immediately going to make everyone assume that you're taking imperator out the back to shoot it.
在发布这个声明之前,你一定清楚,告诉大家“我们准备至少12个月不开发任何新内容,因为没人玩这游戏”会立即让所有人认为“你受够了,打算一枪崩了IR。”
People aren't going to suddenly pick it up, and after 12 months you have this huge gap of experience which will delay it even further. Why bother restarting after that time?
大家不会突然就捡起这款游戏开始玩,而12个月的巨大鸿沟也会进一步打消大家重回游戏的打算。为啥在那之后还要重新开发呢?
MohawkWolfo98 said: So what is the plan Paradox has for Imperator post 2021? Are there confirmed plans to restart again after this year?
所以2021年之后P社对IR的计划又是什么?今年之后有任何确定的重启计划吗?
I know I sound like an entitled gamer, but I invested a lot of time and passion in this game in the expectation that whilst it might not last as long as EU4/CKIII, it will still be developed.
我知道我听起来像一个自大的玩家,但是我在这款游戏中投入了很多时间和热情。我一直期望他即使不会像EU4/CK3那样长久,也会有进一步的开发。
After the events of the last I feel really let down as a Paradox fan.
作为一个P社的粉丝,在这个终末事件之后我感到非常沮丧。
Dnote, Product Manager: Just to clarify, we're not expecting new content to turn up before the end of the year (maybe some fixes, we'll see), because its going to take some time for new people to get up to speed and for them to actually develop something. But the idea is to have a full team on the project again as soon as possible.
我要说明一下,到今年年底之前我们并不准备放出任何新内容(可能有一些修复,到时候看吧),因为新招的人也需要一些时间来上手和真正做出一些内容。我们的目标是尽快让一只完整的小组回到这个项目上。
We're just not sure what asap translates into time wise right now. I can't magic developers out of thin air unfortunately.
我们只是不清楚“尽快”具体是多快。我没办法凭空变出开发人员来。

master_kong said: Despite the frustration and disappointment I too wanna recognize and thank them for the awesome work that has been done on the game by the Arheo and the team. I am aware they have the right to be even more frustrated and disappointed than us. Good luck on your future endeavors everyone! And finally sorry the language @Dnote I know you are just the messenger, please don't be offended by my tone, it's not towards you as you know.
尽管感到沮丧和失望,我仍然想感谢Arheo和整个小组为这款游戏所做的出色工作。我意识到他们可能比我们玩家更加沮丧和失望。祝大家未来的征程一切顺利!最后,对不起@Dnote, 我知道你只是传递消息的人,请不要被我的言语冒犯到,你知道我不是在针对你。
Dnote, Product Manager: As long as you stay within the forum rules, feel free to vent your frustration, I don't mind.
只要你遵守论坛的规则,请自由倾泻你的沮丧吧,我不介意。
After all, this was actually my decision, I'm not just the messenger. I have a soft spot for Imperator, as I helped Johan start it back in the day, was there for the launch and the first few updates and whilst I took a step away until November last year, I am ultimately responsible for all our strategy games and the business decisions around them, with my team of Product Managers in collaboration with the studios. So, this ones on me, no one else.
归根到底,我不仅仅是信使,这其实是我的决定。我对IR有特殊的感情,毕竟我曾经帮着Johan一起开始了这个项目,并参与了发布和前几次更新。尽管我在去年十一月之后离开了IR,我和我的产品经理团队最终也要对我们所有的策略游戏和与它们有关的商业决策负责,这是我们和工作室的合作内容。所以,这一责任在我,不赖任何人。

SanicK said: Despite the sad news, thank you very much for your transparency, seriously. I never imagined that a Product Manager would come to the forum to give us feedback and be so open about it.
虽然这消息令我十分伤心,但还是很感谢你的坦诚,认真的。我从来没想过会有一个产品经理到论坛上来,给我们反馈并这么公开。
Dnote, Product Manager: Look at my profile, I've been at Paradox for coming up to five years, but I joined these forums back in 2005.
看看我的主页:我在P社工作快有5年了,但我在2005年就加入了论坛。
I was a fan of these games long before I had the opportunity to work on them. We always try to be as transparent as possible, there are limits though to what we can say. I will always be happy to talk about my job and our games though.
在为P社工作之前,我就已经是这些游戏的忠实粉丝了。我们一直努力做到尽可能的公开透明,但是什么能说什么不能说还是有限制的。我一直很开心能聊聊我的工作和我们的游戏。

LeSingeAffame said: Do you know and can share what happens to the new team that was being built just for I:R? Are they too dispatched in various other projects?
你了解那些为了IR所成立的新小组的去向吗?能分享给我们吗?他们也全都分散到了各个不同的项目去了吗?
Dnote, Product Manager: I'm not sure what you mean here, but the majority of people that were working on Imperator: Rome in the run up to 2.0 have moved to other projects.
我不是很确定你指的是什么,但是专注于IR 2.0的版本号大部分人现在都转移到其他项目上去了。
I keep wanting to say for the greater good, but it just reminds me of Hot Fuzz.
我一直想说这是为了更伟大的利益,但是这总是让我联想到《热血警探》(剧中名梗)。


Omake: Reorganization at PDS
额外内容:PDS内部的重组
Dnote, Product Manager
Hey everyone,
大家吼,
As we're gearing for PDXCON, I wanted to share with the community some (cool) changes that have been happening at PDS in the past year. As the studio is now 150+ developers strong, and each game team has its own challenges and plans to work with, we felt like we needed to better adapt to our new reality. We also wanted to find a way to stay focused and close to our games as PDS grows ever larger.
在我们为PDXCON做准备的时候,我想与社区分享过去一年中PDS发生的一些(酷的)变化。由于工作室现在有150多名开发人员,每个游戏团队都有自己的挑战和工作计划,我们觉得我们需要更好地适应我们的新现实。我们还希望能找到一种方法,在PDS日益壮大的过程中保持专注,始终贴近我们的游戏。
To make a long story short and simple: earlier this year, PDS has split into three distinct studios. Internally, we call them PDS Green, PDS Red, and PDS Gold. Each team is in charge of both maintaining existing game(s), and developing new games (unannounced for now, but at least one of them you'll discover more about at PDXCON this month!). Each also has its own Studio Manager and will grow its own team, with one common objective in mind: making the best strategy games in the world. We're one big family, and together we're still Paradox Development Studio. As of now, Green, Red & Gold are only internal names, but we know how interested you are in knowing what's going on behind the scenes, and some of us might refer to these names during PDXCON, so we wanted to share this with you before you hear the names and get confused as to what it's referring to.
长话短说:今年早些时候,PDS已经分成了三个不同的工作室。在内部,我们称它们为PDS Green、PDS Red和PDS Gold。每个团队都负责维护现有的游戏,并开发新的游戏(新游戏目前尚未公布,但至少有一款游戏你会在本月的PDXCON上得到更多信息!)。每个工作室都有自己的工作室主管,并将发展自己的团队,但大家有一个共同的目标:制作世界上最好的战略游戏。我们是一个大家庭,我们在一起仍然是Paradox Development Studio。截至目前,绿、红、金只是内部名称,但我们知道你对了解幕后的情况很感兴趣,我们中的一些人可能会在PDXCON期间提到这些名称,所以我们想在你听到这些名称并对它指的是什么感到困惑之前与你分享这些。
PDS Green is in charge of the development of Stellaris. Rikard Åslund (Zoft), a veteran from the Stellaris team, has taken the lead as studio manager. PDS Green also works with the support of Paradox Arctic, our studio in Umeå.
PDS Green负责Stellaris的开发工作。Rikard Åslund(Zoft),一位来自Stellaris团队的资深成员,作为工作室主管,已经开始牵头工作。PDS Green还在Paradox Arctic的支持下工作,Paradox Arctic是我们在于默奥的工作室。
PDS Red is in charge of the development of Crusader Kings III. They are also working closely with Paradox Thalassic in Malmö. The studio is led by Johanna Uddståhl Friberg (JohannaUF), another veteran of Paradox who you might not know, but who has been Studio Manager for Arctic and has worked on the coordination between all Paradox studios previously.
PDS Red负责CK3的开发。他们还与位于马尔默的Paradox Thalassic紧密合作。该工作室由Johanna Uddståhl Friberg(JohannaUF)领导,她是Paradox的另一位老员工,你可能不知道她,但她曾是Paradox Arctic的工作室主管,之前曾负责Paradox所有工作室之间的协调工作。
PDS Gold is in charge of Hearts of Iron IV. The lead of this studio is Thomas Johansson (Besuchov), having been a part of the PDS journey from small to not so small studio and more recently working together with Johanna on studio organizational topics, he's been delighted to be back working closer to the games he loves.
PDS Gold负责HOI4的开发。这个工作室的负责人是Thomas Johansson(Besuchov),他曾经历了PDS从小小工作室到不那么小的工作室的历程,最近又与Johanna一起研究工作室的组织议题,他很高兴能回到他所喜爱的游戏附近工作。
You might have noticed that Imperator: Rome isn't assigned to any of the studios mentioned above. The reason for this is that on a regular basis we analyze the projects we have in development, where they are at, what they are trying to do and also what people and resources we have working on them. As part of this analysis we realized that there was a need to bring reinforcement for a couple of the projects at PDS, and given where Imperator was at in the run up to 2.0's launch, we decided that after the launch of the update we would move people from Imperator to these other projects. Right now we're working on plans to regrow the team for Imperator and continue development, but for the short term we needed to focus our efforts on these other projects.
你可能已经注意,IR并没有被指派给上述任何工作室。这么做的原因是,我们会定期分析我们手头上正在开发的项目、项目的现状、项目试图要做什么,以及我们用于开发的人手与资源。作为这种分析的一部分,我们意识到其他开发工作室的几个项目需要援手,当时IR正在准备发布2.0版本号更新,我们决定在更新发布后从IR开发组调动人手去其他项目组去。我们现在正在计划为IR及其后续开发重组团队,但是我们短期内需要将自己的力量聚焦于其他项目中去。
I wanted to break the news now to manage everyone's expectations: don't expect much Imperator news at PDXCON, or any new content coming out in 2021. We'll of course get back to everyone with news about it as long as we have something to share!
我希望现在公布这则新闻来做好大家的期待管理:不要指望能在PDXCON或者2021年发布的新内容中看到更多IR的消息与更新。当然,只要我们有可以分享的内容,我们肯定会回到大家的视野中。
We'll see you during PDXCON for a first reveal of what we're working on, and of course, much more to be expected in the future.
我们将在PDXCON期间与你见面,首次披露我们正在进行的工作,当然也会带来未来更多可以期待的内容。
翻译:Strategemata Parapinakes
校对:三等文官猹中堂
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