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經濟學人:游戲業的頂尖玩家

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Business; Face value;Top of his game;

商業;表面價值;游戲業的頂尖玩家;

Bobby Kotick of Activision Blizzard has helped the video-game industry grow up;

動視暴雪的鮑比·科迪克帶動了電子游戲的茁壯成長;

Like many teenagers, Bobby Kotick was drawn to video games when they first appeared in the 1970s. He had an Atari, with its chunky plug-in cartridges and blocky graphics, and he liked to play “Defender” at the arcade. The young Mr Kotick also had an entrepreneurial streak: he sold bagels and soft drinks to people waiting in line for petrol during the 1979 energy crisis. How appropriate, then, that he has ended up as the boss of Activision Blizzard, the world’s largest publisher of video games.

當電子游戲在上個世紀70年代問世的時候,鮑比·科迪克和許多年輕人一樣深深地被它所吸引。他有一款雅達利游戲機,里面有小型的子彈盒插件還有些塊狀圖形,他喜歡在拱廊里面做“防守方”。(不好意思,很少玩游戲,對于這句話的描述好像有點不知所云)年輕的科迪克也擁有企業家的素質:在1979年能源危機的時候,他向排隊等著加油的人們出售面包圈和軟飲料。到頭來,他成了世界最大的電子游戲發行商——動視暴雪的老板,也算是十分合理的。

So did Mr Kotick and the industry grow up together? Not quite. It would be more accurate to say that Mr Kotick was one of the people who helped the chaotic games business grow up, by applying a more rigorous approach to management. Many gamers dislike him, complaining that his bean-counting approach stifles creativity. But there is no denying his ability to get results: earlier this month his firm reported impressive sales and higher than expected profits of $195m for the three months to June.

科迪克是否和電子游戲這一產業共同成長呢?事實并不盡然。更準確的來說科迪克是幫助一團糟的游戲產業迅速成長的功臣之一,他運用了更嚴格的方法來進行管理。許多玩家則不太喜歡他,抱怨他的數量統計方法抹殺了創造力。但是他獲得成功的能力卻是毋庸置疑的:本月上旬,他公司報告了第二季度令人乍舌的銷售額和比預期195,000,000美元更豐厚的利潤。

Mr Kotick's big break came in 1983, when he was a student at the University of Michigan. He was about to leave for New York to meet potential investors in a firm he was setting up to make software for the Apple II computer when he met Steve Wynn, a casino tycoon, at a party. Mr Wynn was also heading to New York and offered Mr Kotick a lift in his private jet. “I went with him on the plane, and asked him how he got started,” Mr Kotick recalls. Mr Wynn explained that early in his career he had been helped out by E. Parry Thomas, a legendary Las Vegas banker, who helped finance Mr Wynn's takeover of the Golden Nugget casino. Mr Wynn had promised Mr Thomas that he would, in turn, give a helping hand to a young entrepreneur some day. He offered to invest in Mr Kotick's new company, and ended up writing him a cheque for $300,000. Mr Wynn became his mentor, and was involved in 1991 when Mr Kotick took over Activision, a failing games publisher founded by former Atari employees.

科迪克先生取得重大突破是在1983年,當時他還只是一個密歇根大學的學生。當時他準備前往紐約尋找潛在投資者,幫他創立一個為蘋果二代電腦制作軟件的公司。這時他在一個晚會上遇到了娛樂業大亨史蒂夫·永利(美國賭業大王)。永利也準備奔赴紐約,于是讓科迪克乘坐他的私人飛機一同前往。科迪克回憶道:“在飛機上,我問他是怎么起家的。” 永利說在他事業早期E·巴利·托馬斯幫他度過了難關。E·巴利·托馬斯是拉斯維加斯的一位傳奇的銀行家,他幫助永利先生接管了金磚賭場。永利向托馬斯承諾有朝一日要向一位年輕的企業家伸出援手來作為回報。永利向科迪克的新公司投資,給他開了一張30萬美元的支票。永利成了科迪克的良師益友,并參與了科迪克1991年接管動視公司,這是一家瀕臨破產的游戲發行商,由雅達利前員工成立的。

The problem with the video-game industry at that point, says Mr Kotick, was that it lacked discipline. “We needed a balance”, he says, “between people who would be creative and entrepreneurial, and people who knew processes.” He brought in managers from packaged consumer-goods firms, including Procter & Gamble and Pepsi, to oversee the development of new games and to provide expertise in consumer testing and marketing. But he realised that it was also important to maintain a creative environment for designers. “In our business the key is that certain things lend themselves well to process, and certain things don't,” he says.

對于當時電子游戲產業面臨的問題,科迪克表示這是因為缺乏紀律。他說:“我們要在那些具有創造力、創業精神的人和懂程序的人中找到一個平衡。”他把包裝消費品公司的經理們請了過來,監督新游戲的研發并在消費者測試和市場營銷方面提供專業意見,這些經理包括寶潔公司和百事公司的高管們。但是他也意識到給設計者一個具有創造力的氛圍也是十分重要的。他說:“我們這一行業的關鍵就是某些事情自己能協調到位,而有些卻無能為力。”

Through both growth and acquisitions he built Activision into a gaming giant. Today it is known for the “Tony Hawk” skateboarding games, the “Call of Duty” series of military shoot-'em-ups, and its “Guitar Hero” games, in which players must press buttons on a plastic, guitar-shaped controller in time with blaring rock music. Each of these is a brand in its own right and has spawned numerous versions and sequels. This has led to criticism that Activision's approach is too dependent on exploiting and re-exploiting franchises. But Mr Kotick vigorously denies that his company fails to innovate. “A small segment of very vocal gamers say everything has to be new and different every year,” he says. “Actually, people are happy with existing franchises, provided you innovate within them.” The trick, once again, is to strike a balance: between the familiarity of a trusted brand and “innovative and inspiring” new features.

通過發展和收購,他把動視公司打造成了游戲業的巨頭。如今動視公司推出的很多游戲都是耳熟能詳的,如“托尼·霍克”(又稱“滑板天王”或“滑板高手”)、“使命召喚”系列(軍事兇殺類游戲)還有“吉他英雄”(玩家必須伴嘈雜的搖滾樂及時的地按下塑料吉他造型的控制器)。上面的每個游戲都有各自的版權,不僅發行版本眾多,而且還推出了好幾代。這也遭到了不少批評,指責動視公司只會一味地依靠對現有游戲的重復研發。但是科迪克卻堅決否定他的公司缺乏創新。他表示:“一小撮的玩家希望每年都能推出全新而且迥異的游戲。事實上,如果只在現有的游戲中進行創新,大家還是非常樂意的。”這次的關鍵又是抓住一個平衡——老品牌的熟悉感和新特點的創新度之間的平衡。

Mr Kotick's greatest coup was the merger of Activision with the gaming arm of Vivendi, a French media conglomerate, completed last year. Vivendi's main gaming asset was Blizzard, the firm behind “World of Warcraft”, a wildly popular online fantasy game played by 12m paying subscribers. Although the deal gave Vivendi a 54% stake in the merged firm, Activision's management team was kept in place to run it. Mr Kotick had wanted to get his hands on “World of Warcraft” for some time, because its subscription-based model provides regular income, in contrast to the sporadic, release-driven proceeds from games sold in shops. More than half of Activision Blizzard's operating profit now comes from subscriptions, he says: “‘World of Warcraft' is the most stable form of profitable revenue in the industry.”

科迪克的絕頂高招要屬去年完成的合并動視公司和威望迪游戲分支,威望迪是法國的一個媒體集團。威望迪的主要游戲資產是暴雪公司,它旗下的“魔獸世界”是一款廣受歡迎的網上奇幻類游戲,擁有1,200萬付費玩家。盡管這次交易讓威望迪在合并公司中占有54%的股權,但卻是由動視的管理團隊來運營。科迪克想插手“魔獸世界”已經有些時日了,因為“魔獸”的收費模式能保證源源不斷的收益,不同于在商店里朝不保夕的游戲販賣模式。現在動視暴雪一半以上的運營收入來自“魔獸”的收費,科迪克說:“‘魔獸世界'是這一產業中最穩定的盈利方式。”

Let's get physical

大家動起來

As the industry moves towards a greater reliance on subscriptions and online gaming, Mr Kotick's firm is on the right side of the trend. “Guitar Hero”, meanwhile, was an early example of “physical gaming”, in which players use special controllers to get closer to the on-screen action—another big industry trend, encouraged by the success of Nintendo's Wii console, with its motion-sensitive controls. Activision was quick to recognise that the Wii would broaden the appeal of gaming, and it is now the biggest producer of games for the Wii after Nintendo itself. “We are seeing new audiences emerge because of the physical nature of the experience,” says Mr Kotick. His firm's latest entries in the physical-gaming arena are “DJ Hero”, a music game in which the player handles a turntable, rather than a guitar, and a new version of “Tony Hawk” with a motion-sensitive skateboard control.

隨著整個行業越來越傾向于付費模式和在線游戲,科迪克的公司算是走上了康莊大道。同時,“吉他英雄”算是早期“體力游戲”(此處希望高手能幫忙找個更貼切的詞匯),玩這游戲玩家需要用一個特殊的控制器來操控屏幕上畫面的動作,這又是游戲行業的另一潮流,任天堂成功地推出了具有動作感應的Wii手柄控制器推動了這一潮流。(注釋:任天堂——日本的一個生產游戲機的公司;從“Wii”這個名字中,我們可以找到任天堂開發這款游戲機的創意之源。2006年5月,任天堂公司對外正式公布了這個名字。在當時的公告中,任天堂公司解讀道:“Wii和單詞‘we'(我們)的發音相近,這強調了它是為每個人所設計的。”名字中的i象征著Wii 獨一無二的遙控手柄,而把兩個i放在一起,則代表了任天堂把親朋好友聚攏到游戲機周圍的意圖。和過去那些讓孩子們孤僻地躲在臥室里不吃不喝的游戲機相比, Wii簡直是在向家庭主婦們投懷送抱。)動視公司很快意識到遙控手柄能更廣泛的吸引受眾,如今動視公司已經成了繼任天堂之后遙控手柄最大的生產商。科迪克表示:“我們看到了由于身體參與的體驗帶來了新的玩家。”其公司最新推出的進軍“體力游戲”領域的有“DJ英雄”,它是一款音樂游戲,玩家把握轉盤而不是吉他,還有新版的“托尼·霍克”,新增了動作感應的滑板控制功能。

So what games does Mr Kotick like to play at home? These days, he admits, he only indulges in the odd bout of “Guitar Hero” with his children. When he used to play more games, he says, he would find himself trying to tweak his firm's products to accord more closely to his own tastes. Such decisions are best left to product managers, he insists, who combine their own judgment with feedback from focus groups. The trick is knowing which bits of feedback to ignore. “That's the delicate balance,” he says. Mr Kotick looks rather incongruous as he proudly shows off his firm's new skateboard controller, putting it down on the floor and grinning as he wobbles to and fro. As he knows better than anyone, success in video-gaming is all about balance.

那么科迪克在家都喜歡玩什么游戲呢?他說,這些天他只鐘情偶合和孩子們晚上一盤“吉他英雄”。他還說,要是像以前一樣玩很多的游戲,他怕到時公司的產品都趨近于他的喜好了。他堅持認為,改進游戲的這種決定最好還是留給公司的產品經理,因為他們是綜合固定群體的反饋意見來決定的。某些反饋意見應該忽略這一竅門也是眾所周知的。他說:“那是一個微妙的平衡。”當科迪克驕傲的展示他公司的滑板控制器的時候,他顯得格外的不協調,他把控制器放在地上,一邊笑著一邊前后搖晃。他比任何人都清楚,要在他的游戲里面取得成功,平衡至關重要。

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