game development designer
Chapter 406 Choices
Chapter 406 Choices
The quality of many games is not as bad as the players criticize. On the contrary, from a fair and objective point of view, the quality of these games is still qualified.
But if there is a more fun game among the same type of games at the same time, then this game will fall into an embarrassing situation.
The most terrifying thing is the comparison, the winner will always be sought after.
Just like the film industry, when a recognized blockbuster is launched, many films of the same type or even not of the same type will advance or postpone the current period.
In order not to be impacted by the other party after the film is released, after all, the entire market is so big and the number of viewers is only so large.
The same principle is the same in the game industry. When a certain manufacturer releases a highly anticipated game, then the same type of game will be temporarily moved back or advanced, and it will be announced to the public that it is a delayed ticket, or for various other reasons.
After all, the entire game market is similar to the movie market, and even the game market is a little more demanding than the movie market.
It is rare for two masterpieces to be released at the same time, and even when a game has a confirmed release date, other games with confirmed dates will adjust their dates.
Of course, this refers to games that are also ready for promotion. Generally speaking, independent game makers who don’t have much publicity capital, for them, when to release depends entirely on whether their games are completed or not.
More like a movie than just a game.
Located in the branch of Tianhe Network in Los Angeles, in Jila's office, Chuhe looked at the latest demonstration presented in front of him, and made a judgment in his heart.
Whether it is the lens or the processing of the picture, including a few close-ups of expressions, it feels more like watching a movie to Chuhe.
What to say?
Lacking a tangible personal experience, perhaps this part of the show is incomplete, unable to understand the plot of the entire game, and substitute oneself into it, and even the surrounding environment is also a factor that affects the sense of substitution.
"Abandon too long cutscenes in the game." Chu He said to Gila and Amy.
In the original development process of Red Dead Redemption, they have tried their best to make the cutscenes that need to express the story more concise, and even allow players to participate in it.
However, according to the player data collected by a third party on the forum, there are still more than 37% of the players who think the cutscenes are too long.
This is not a low ratio. Many game producers like to use very long game CG to express the story the game wants to tell.
First, there is a close-up of the environment with a long lens, and then slowly zoomed in, and a narration sounded.
Afterwards, the protagonist appeared in the camera, started to talk, started to do some behaviors, and along the way, the camera gave some close-ups of details, such as clenched fists and twitching muscles on the face.
If it is a movie, there is no problem at all with the introduction of emotions for two or three minutes and the introduction of foreplay.
But the point is that games are different from movies, and a two- to three-minute CG presentation is long enough.
If it is on the barrage website, when you are still a cloud player and you see those CG clips, you will feel like, "Fuck, this game is bombing, the CG alone is already worth the price of the game, okay?"I'm so blown away! '
But when you have been attracted to the name for a long time, after buying the game, watching the stinky and long CG for two or three minutes at every turn, more should be skipped by ESC. Smelly and long animated CG?
"But this will reduce the plot experience of the game." Jira next to him put forward different opinions.
What kind of game is this?
The main selling point of realistic zombie games is realism, but realism cannot attract too many players, because as most manufacturers realize.
The current mainstream style of games is fast food. It doesn’t mean that deep games can’t survive, but they are only small and medium-sized productions. If you don’t consider other factors, it will definitely be a 3A budget game like The Last Survivor. Failed miserably.
Instead of choosing fast food like the road to survival and PlayerUnknown's Battlegrounds, the main gameplay of the game tends to be realistic, so the single-player plot must be matched with a realistic style.
The perfect plot, coupled with the realistic style of gameplay and the backdrop of the background, will undoubtedly allow players to fully immerse themselves in the story of the entire game.
Whether it is real-time calculation or CG, there is a problem that the player's uncontrollable time is too long.
"Let's make the controllable time longer without compromising the narrative of the plot as much as possible. You can try to make it into a manipulable linear story like Red Dead Redemption." Hearing Jila's words, Chuhe said, After two seconds of silence, he sighed and said.
Any game producer wants to make his game perfect enough, but the reality is far from as good as expected.
Whether it's technology, solutions, or other elements, sometimes you have to give up something.
The integrity of the plot, some experiences of the players, and where to make compromises are also things that a game producer needs to learn.
Blindly making the game complete while ignoring the player's experience is unqualified.
The same blind pursuit of fast food, so that the player's experience is good enough, but ignoring the content of the game, may be able to attract players in the short term, but it is destined not to last long.
However, for ordinary small game manufacturers and independent game producers, it is a sign of success and a shortcut to develop a focus to the extreme.
If you really understand the game industry well enough, you will know very well that for independent game producers and small factories that really have no publicity capital, the quality of the game is mediocre, and it is not a product like mobile games, so basically wait Yours will have no good consequences.
Being able to recover the cost and make some money is the best result.
If you want to succeed, you must either focus on the content of the game and really make a game with content, or focus on the player's game experience.
For example, the effect of live broadcast, the effect of playing with friends, etc.
Mediocre, for large game makers, extremely high image quality, excellent details, and the online pool of multiplayer mode brought about by huge publicity can guarantee a substantial profit for the game.
However, small companies and independent game producers do not have this condition. For them, mediocrity is more of death, or they continue to be half-dead.
(End of this chapter)
The quality of many games is not as bad as the players criticize. On the contrary, from a fair and objective point of view, the quality of these games is still qualified.
But if there is a more fun game among the same type of games at the same time, then this game will fall into an embarrassing situation.
The most terrifying thing is the comparison, the winner will always be sought after.
Just like the film industry, when a recognized blockbuster is launched, many films of the same type or even not of the same type will advance or postpone the current period.
In order not to be impacted by the other party after the film is released, after all, the entire market is so big and the number of viewers is only so large.
The same principle is the same in the game industry. When a certain manufacturer releases a highly anticipated game, then the same type of game will be temporarily moved back or advanced, and it will be announced to the public that it is a delayed ticket, or for various other reasons.
After all, the entire game market is similar to the movie market, and even the game market is a little more demanding than the movie market.
It is rare for two masterpieces to be released at the same time, and even when a game has a confirmed release date, other games with confirmed dates will adjust their dates.
Of course, this refers to games that are also ready for promotion. Generally speaking, independent game makers who don’t have much publicity capital, for them, when to release depends entirely on whether their games are completed or not.
More like a movie than just a game.
Located in the branch of Tianhe Network in Los Angeles, in Jila's office, Chuhe looked at the latest demonstration presented in front of him, and made a judgment in his heart.
Whether it is the lens or the processing of the picture, including a few close-ups of expressions, it feels more like watching a movie to Chuhe.
What to say?
Lacking a tangible personal experience, perhaps this part of the show is incomplete, unable to understand the plot of the entire game, and substitute oneself into it, and even the surrounding environment is also a factor that affects the sense of substitution.
"Abandon too long cutscenes in the game." Chu He said to Gila and Amy.
In the original development process of Red Dead Redemption, they have tried their best to make the cutscenes that need to express the story more concise, and even allow players to participate in it.
However, according to the player data collected by a third party on the forum, there are still more than 37% of the players who think the cutscenes are too long.
This is not a low ratio. Many game producers like to use very long game CG to express the story the game wants to tell.
First, there is a close-up of the environment with a long lens, and then slowly zoomed in, and a narration sounded.
Afterwards, the protagonist appeared in the camera, started to talk, started to do some behaviors, and along the way, the camera gave some close-ups of details, such as clenched fists and twitching muscles on the face.
If it is a movie, there is no problem at all with the introduction of emotions for two or three minutes and the introduction of foreplay.
But the point is that games are different from movies, and a two- to three-minute CG presentation is long enough.
If it is on the barrage website, when you are still a cloud player and you see those CG clips, you will feel like, "Fuck, this game is bombing, the CG alone is already worth the price of the game, okay?"I'm so blown away! '
But when you have been attracted to the name for a long time, after buying the game, watching the stinky and long CG for two or three minutes at every turn, more should be skipped by ESC. Smelly and long animated CG?
"But this will reduce the plot experience of the game." Jira next to him put forward different opinions.
What kind of game is this?
The main selling point of realistic zombie games is realism, but realism cannot attract too many players, because as most manufacturers realize.
The current mainstream style of games is fast food. It doesn’t mean that deep games can’t survive, but they are only small and medium-sized productions. If you don’t consider other factors, it will definitely be a 3A budget game like The Last Survivor. Failed miserably.
Instead of choosing fast food like the road to survival and PlayerUnknown's Battlegrounds, the main gameplay of the game tends to be realistic, so the single-player plot must be matched with a realistic style.
The perfect plot, coupled with the realistic style of gameplay and the backdrop of the background, will undoubtedly allow players to fully immerse themselves in the story of the entire game.
Whether it is real-time calculation or CG, there is a problem that the player's uncontrollable time is too long.
"Let's make the controllable time longer without compromising the narrative of the plot as much as possible. You can try to make it into a manipulable linear story like Red Dead Redemption." Hearing Jila's words, Chuhe said, After two seconds of silence, he sighed and said.
Any game producer wants to make his game perfect enough, but the reality is far from as good as expected.
Whether it's technology, solutions, or other elements, sometimes you have to give up something.
The integrity of the plot, some experiences of the players, and where to make compromises are also things that a game producer needs to learn.
Blindly making the game complete while ignoring the player's experience is unqualified.
The same blind pursuit of fast food, so that the player's experience is good enough, but ignoring the content of the game, may be able to attract players in the short term, but it is destined not to last long.
However, for ordinary small game manufacturers and independent game producers, it is a sign of success and a shortcut to develop a focus to the extreme.
If you really understand the game industry well enough, you will know very well that for independent game producers and small factories that really have no publicity capital, the quality of the game is mediocre, and it is not a product like mobile games, so basically wait Yours will have no good consequences.
Being able to recover the cost and make some money is the best result.
If you want to succeed, you must either focus on the content of the game and really make a game with content, or focus on the player's game experience.
For example, the effect of live broadcast, the effect of playing with friends, etc.
Mediocre, for large game makers, extremely high image quality, excellent details, and the online pool of multiplayer mode brought about by huge publicity can guarantee a substantial profit for the game.
However, small companies and independent game producers do not have this condition. For them, mediocrity is more of death, or they continue to be half-dead.
(End of this chapter)
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