HackerURLs

一次又一次被重新发现的经典。

同一个链接,相隔一年以上,一次又一次被人重新发现、再次冲上 Hacker News 首页。能经受住这种时间检验的,大多是值得一读再读的文章。每篇附中文标题,讨论最热的那些再加上中文导读和高赞评论翻译。

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  • 4,700+篇经过时间检验的经典

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上首页次数最多、而且有中文导读的 30 篇。时间轴上每个黑点是一次上首页,空心点是一次没冲上去的投稿。

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经典库

按第一次上首页的年份分布,点柱子筛选。

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    这些经典是怎么挑出来的

    1. 01

      合并同一个链接

      读取 Hacker News 自 2006 年以来的全部链接投稿,把 http/https、www、跟踪参数等写法不同的同一篇文章合并成一条。

    2. 02

      只留经得起时间的

      同一链接至少两次拿到 50 分以上(约等于上首页),而且两次相隔一年以上;再由 AI 剔除状态页、产品首页和新闻事件。

    3. 03

      写导读、译评论

      上首页次数最多的 2,000 篇配上中文导读、"为什么经久不衰",并精选翻译 HN 高赞评论。导读由 AI 生成,可能有误。

    设计与产品lizengland.com编辑精选

    门的问题(2014)

    The Door Problem (2014)

    3次上首页
    7年跨度
    381累计得分
    72条评论

    2017 — 2024,它一次次回到首页

    黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。

    导读

    游戏设计师 Liz England 的经典文章,用“一扇门”举例说明游戏开发中看似简单的东西背后牵扯设计、编程、美术、音效、QA 等无数环节。文中列举了团队里每个人面对“门”时会提出的不同问题,生动展现游戏开发的复杂性。

    为什么经久不衰:它把“外行觉得简单、内行知道复杂”的鸿沟讲得淋漓尽致,适用于一切软件开发,十年来反复被翻出仍不过时。

    关键词 游戏开发软件复杂性设计职业认知

    HN 评论精选

    游戏测试量远超人力极限,玩家对开发工作的误解才是行业核心矛盾

    我认为游戏行业最大的问题是人们对开发者的认知与实际工作之间的脱节。很多人抱怨 QA 团队“没做好本职工作”,但真正的问题是游戏需要的测试量太大,根本赶不上截止日期。几乎所有情况都得靠人工测试,唯一可行的办法就是发布 beta 版让玩家帮你找问题。Warframe 在管理玩家预期方面做得最好:创意总监会在大版本发布时开直播,让玩家了解发生了什么,社区负责人也极其擅长运营社区。Warframe 是唯一把玩家当成年人对待的游戏。

    zitterbewegung查看英文原文

    I think the biggest issue in video games is the disconnect between how people perceive developers and what they do. Many people complain about QA teams and how they "aren't doing their job". The real issue is that making video games requires so much testing that they can't keep up with meeting deadlines and goals. Considering that someone has to hand test nearly all situations that the only way you can really test a game is to release a beta quality game and let your users tell you whats wrong. Warframe is the best at trying to manage peoples expectations. The creative director went on periscope during a big release which made people understand what is happening. The head liveops (community manager) allows them to walk on water (https://twitter.com/rebbford) due to her ability to manage the community. Warframe is the sole example of a game that treats its uses like adults.

    不同项目对细节的重视程度天差地别,资源决定实现方式

    这和所有软件都一样。在一个项目里,我有一整个设计团队告诉我门该长什么样、该怎么表现;在另一个项目里没人关心,于是我把门全涂黑锁上,等有人抱怨哪几扇想打开再说。

    k__查看英文原文

    It's like with all software. On one project I have a whole design team that tells me how the doors should look and behave. On the next project nobody really cares, so I paint them black, lock all of them and wait till someone complains abut a few that they want to open. ;)

    人类天生会简化自己不了解的事物,只有亲手做过才知复杂

    这个例子太棒了,几乎适用于生活中的一切。我们只用或只看的东西是简单的,而我们亲手建造的东西则不然。没盖过定制房子的人会觉得房子很简单;没写过非平凡软件的人也会觉得软件简单。把事物在头脑中简化和最小化也许是一种人类优化,让我们能腾出精力做更重要的事,问题在于我们忘了自己天生就在过度简化一切——除了自己正在做的那一两件事。

    blunte查看英文原文

    This is a fantastic example, and it applies to just about everything in life. That which we only use or see is simple. That which we build, is not. Until you've had a custom home built, for example, you may think a home is a pretty simple thing. Likewise, until you've built any non-trivial piece of software, you might think it simple. I suppose it's a human optimization to conceptualize and minimize things in our mind. It allows us to have enough of an idea to get on with whatever is more important to us. The problem is when we forget that we are naturally oversimplifying everything in life (except that one or two things we're actually doing/building).

    文章精准戳中了开发者面对客户“这不难吧”时的日常困境

    我喜欢这篇文章,因为它适用于任何形式的开发。下次客户说“这看起来不难,加到应用里就行”时,你肯定能列出一长串实现它需要做的事情。

    nickjj查看英文原文

    I liked this article because it relates to any form of development. The next time a client says "that doesn't seem too hard, can you just add it to the app?", I'm sure you can think of a laundry list of things that need to happen to implement it.

    (争议观点)设计师的工作琐碎轻松,真正干活的是程序员和美术

    这些问题的答案都极其简单。我坚持认为“游戏设计师”不是一份真正的工作,只是生活中本就享有特权的人假装干苦活的美差。“玩家身后门会不会锁?”这类问题远不如程序员面对的最简单问题难。承认吧,你的工作轻松又安逸,程序员和美术才是真正干活的人。

    feoren查看英文原文

    All of the answers to these problems are trivially easy. I maintain my stance that "game designer" is not a real job and is just a fanciful cushy position for people who were already privileged in life to pretend like they're doing hard work. Things like "do doors lock behind the player?" is not anywhere close to as hard as the very easiest problem faced by the actual programmers who are doing the actual work on your project. "SOMEONE has to solve The Door Problem, and that someone is a designer." -- it sounds like literally thirty minutes of work per week. Just admit that your job is easy and cushy and the programmers and artists are the only ones doing any actual work. They make fun of you when you're not in the room. They add ducks to animations just so that you can feel important by telling them to take them out. You're a parasitic drain on the project, not a "big idea man". Everyone already knew whether or not that door should lock before you were asked.

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