“出版商害怕世界的某些地方” : Saber Interactive向北美工作室传达的信息是让他们摆脱自己的地理位置

2026-09-21 · 行业 · MonkeyGames 编辑部 · 约 4 分钟

原文来源:"Publishers are afraid of certain parts of the world": Saber Interactive's message to North American studios is to get their head out of their own geography — Rock Paper Shotgun

Layoffs have been a constant drumbeat in gaming industry news since 2022. Even if the cadence of layoffs seems to have slowed in 2026, the severity of those cuts has not lessened. In July, Microsoft made 1600 staff redundant as part of its great reset, and promised investors they would let 1600 more staff go in the next 12 months.

Cuts like those and the ongoing economic pressures plaguing the industry – rising debt rates, a cost of living crisis, and a memory shortage that is making every aspect of making and playing video games pricier – should have the head of any large studio examining their plans for the future. Especially when games are taking longer to make, costing more to make, and up against a much greater volume of competition than even two years ago.

With all that in mind, when I wasn't talking to Saber Interactive's chief creative officer Tim Willits about generative AI, I wanted to know what he would do if he ran one of those 200-people big-budget game studios. Because say what you like about Saber (and there's a lot of things people like to say about Saber), but the developer is doing well at a time when a lot of other studios and publishers are struggling.

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自2022年以来,裁员一直是游戏行业新闻中的热门话题。即使裁员的节奏在2026年似乎有所放缓,但这些削减的严重程度并没有减轻。7月,微软作为其大规模重组的一部分,裁减了1600名员工,并向投资者承诺,他们将在未来12个月内再裁减1600名员工。像这样的削减以及困扰该行业的持续经济压力–债务利率上升,生活成本危机以及使制作和玩视频游戏的各个方面都变得更加昂贵的内存短缺–应该让任何大型工作室的负责人审查他们的未来计划。尤其是当游戏制作时间更长、制作成本更高、竞争量比两年前大得多时。考虑到这一切,当我没有和Saber Interactive的首席创意官Tim Willits谈论生成式人工智能时,我想知道如果他经营着200人的大预算游戏工作室之一,他会怎么做。因为说出你对Saber的喜爱(人们对Saber有很多看法) ,但开发人员在许多其他工作室和发行商陷入困境的时候做得很好。阅读更多

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