Workplace reviews and discussion: 中華網龍股份有限公司

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中華網龍股份有限公司
Pros

1. The colleagues are nice.

2. You get to work with some of the settings for the company’s own games (only some).

3. Basically, unless something major comes up, you can leave and arrive on time.

4. High autonomy: as long as you meet your work targets, no one will micromanage you.

5. You can learn independently, and become very proficient with Excel.

6. You get to see how a large company operates (although it seems to be a negative example).

7. According to colleagues, the salary and benefits here are considered good for the game industry.

Cons

1. No one will teach you, so although everyone says this is a beginner’s village for the game industry... think carefully! If you’re good at self-directed learning, you’ll definitely learn things. (No one will teach you any of the things I mentioned above that you can learn either, unless you happen to meet me—but I’ve already left~)

2. Most of the time is spent packaging files for the in-game shop, because the company only wants to make quick money. But if you join the company now, things will be much easier~because I’ve already set up all kinds of formulas in the shop planning spreadsheet. Taking over my work now should reduce the time spent on the shop by at least 30–50%.

3. Because I was assigned to a relatively old project, I rarely had opportunities to work with people from other departments, especially the art department. At most, I would occasionally ask them to make some new UI icons.

4. It’s all old stuff, and the programming department is also very busy, so it’s difficult for them to find time to complete your requests. As a result, most of the time is spent fiddling with data.

5. Because the game has accumulated several generations of development and all the veterans at the company have left, it’s difficult to find out about the game’s underlying data and calculation rules. The programmers may not necessarily be willing to help you investigate either, so you can try fishing through the ocean of documents (more than 20 years’ worth of data) to find something that might be useful.

6. There is basically no overtime pay, but if you work excessively long hours, you can take compensatory leave the next morning.

7. The company floor is really awful.

8. Overall, the supervisor is reasonable and willing to communicate. However, one of his relatives is a manager in another department, so if you have interactions with that department... well... sigh... never mind... it’s nothing... I envy the programming department, whose supervisor can stand up for the people under them. Our planning department is the filling in the sandwich R... (Though you could also view this as a challenge—after all, game planners at most companies really do need to be able to withstand pressure.)

9. Because this is a company focused on money, upper management only cares about the metrics. So don’t expect to make a game that’s 100% fun; you need to make a game that’s 100% good at squeezing money out of players.

10. After doing this for a long time, you’ll forget what a fun game is. Your mind will be filled with ways to make more money.

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