问题是,当 AI 接手这些基础执行工作,短期内利润率确实好看,但代价是新人少了练手的机会,等到五到十年后,市场极度缺乏能够审查 AI 复杂输出、承担最终决策责任的高级人才时,这个代价就会以一种所有人都措手不及的方式显现出来。
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The topic of always-online live-service games shutting down and ultimately becoming unplayable has been a popular topic of internet discourse for many years. Through my work on Towerborne I've seen first-hand just how challenging and time-consuming it can be to make a game originally designed like this work offline. Every game has its own unique challenges in both design and technical architecture, making offlining a uniquely complex undertaking that is hard to understand for many of its players. However, the Native AOT approach we leveraged shows that it is possible and I hope other developers finding themselves in a similar position find it useful in showcasing one possible path.