Chapter 496: If you throttle money, you will go to oil refining
Regarding the ridicule of netizens, Atletico Madrid did not take it to heart. Don't look at where everyone is happily saying, "Boss Ma, go and collect it!" But if Atletico really wants to go to talk about the acquisition, maybe the players of those games will oppose and protest, and the bees can't afford to take it.
As a big country of online games, the number of online games in the mainland market has remained above 200 all year round, and with the rise of smartphones, mobile games with lower development costs and faster return on investment have sprung up.
According to this year's CJ official release, there are more than 500 domestic and foreign manufacturers bringing thousands of games to the exhibition, and there is no doubt that the vast majority of them are various mobile games.
Although the PC client online game scene is no longer popular, many small and medium-sized manufacturers have run to make mobile games, but the number of terminal games on the market is still maintained at more than 100, which is still the result of the bee "harvesting" a circle. What makes Atletico laugh and cry is that it seems that it is because he has stirred up the market, resulting in some market share, and being seen as an opportunity to take advantage of, so a new stubble has emerged.
Then most of these terminal games and mobile games will not catch on for various reasons, and the dismal operation can only be suspended, and that is when the bees will run to sweep the goods and collect the rags.
So netizens ridiculed Bee's "Infinite World" is the IWP47 of the online game industry, in fact, it is the result of their inertial thinking, in fact, among the millions of players of this game, although there are many old players of the original dozens of games, but most of them are still bees through their own painstaking management, a little bit of accumulation.
With the continuous surge in the number of games on the market, the cost of acquiring new players through advertising and promotion of newbie packages is getting higher and higher, and the "value" of newbie packages has risen from the earliest ten yuan and dozens of yuan all the way to the level of 10,000 yuan gift packages, but the attraction to players is getting lower and lower.
Therefore, it is not surprising that Atletico Madrid will speculate that Bee will acquire players by acquiring ready-made games and then merging them into one. But if someone does do that, he'll soon understand why SD was delisted from the U.S. stock market.
The game company, which once relied on the "Legend 2" series of games, has long been aware of the migration problem of players, and tried to retain players as much as possible through a platforming strategy, but the result can only be hehe, until now they still rely on the operation of the Legend Classic and mobile versions to attract new and old players......
The attraction of a bunch of second-rate games to players is actually very low, and the method of acquiring a bunch of second-rate or even third-rate games at the same time, and then harvesting and integrating development forces and player traffic, is actually only theoretically feasible...... There are so many troubles.
In short, Atletico Madrid really hoped that other online game giants would do the same, so they went to CJ to brag about this achievement, just waiting for someone to jump into the pit.
In fact, although Bee acquires other games, although it also has the purpose of acquiring IP, integrating teams, and winning users, the biggest and main purpose is for his "oil refining" business.
Just as those who make literary films look down on those who make commercial films, those who make commercial films look down on those who make bed dong films, and the cavalry who look down on the infantry in bed dong films, there is also a strong phenomenon of type discrimination in the game circle, those who do independent games look down on commercial games, those who do console games look down on those who do PC games, those who do PC stand-alone games look down on those who do online games, those who do time charging online games look down on prop fees, and PC games look down on web games and mobile games......
But basically, people who make games in China have to be discriminated against wherever they go. To put it mildly, the vast majority of domestic developers no longer know how to make pure games, because they have gone too far on the road of commercialization, and the first thing that comes to mind when designing gameplay is not whether it is fun or not, but whether it is profitable or not. Although this can ensure short-term revenue KPI indicators, the speed of brand depreciation is also fast, and players have come in a gust of wind due to CG, celebrity endorsements, IP cooperation, etc., and as a result, most of them have lost half of them after playing for a few days and half a month.
In the face of this situation, most domestic manufacturers do not think of improving the retention rate, but crazy roll-off service to make money by the first charge gift package......
When it comes to setting up charging points and hype publicity, the fiercely competitive domestic counterparts are undoubtedly the world's top level, and the technical work of 3D modeling, engine use, and server building is basically the international mainstream level, but there is an obvious lack of classes in the fields of core gameplay design, art design, music and sound effects, as well as engine mining and program optimization.
This is also the reason why bees choose to recycle the "garbage game" and then refine the oil.
No matter how garbage the game is, there are also merits in it, such as the most time-consuming and laborious art resources, which is why there are so many "skin-changing" games, the engine and art resources remain the same, and you only need to modify the characteristic gameplay and NPC name to create a "new game", especially the "TV series game of the same name", who doesn't want to do it?
The bees are not so crazy, they have their own PTE planetary engine, and the art resources of other games will not be used directly, but as material nourishment to nourish and nurture this big tree.
Unlike other general-purpose engines, PTE covers a much broader range of areas, including DirectX-like hardware interfaces, as well as an ever-larger library of graphics and audio assets, in addition to general-purpose game engine modules.
In terms of this engine, Bee has taken the old adage of sharpening a knife and not making a mistake to chop wood, and with PTE, the planners can even temporarily get rid of the art and programming and directly complete the initial design of the game, which is why they were able to make such a huge infinite world so quickly.
Of course,The material library can't be completely open to the outside world,Otherwise, you can't be scolded for "changing skin",Bee in order to encourage PT native games,The open version of the PTE only includes the special hardware interface of the bee platform and the general material library,The degree of refinement is far less than the bee's own version,But it is enough to build the initial prototype or even a simple trial version。
It is also for this reason that although the sales of PT are a little cheating, the ownership rate among game developers is quite high, firstly, it is the official recommended development platform for bee mobile games, and secondly, other independent game developers also like it, and it is too convenient to use general materials and "Colored Sand World" to create a simple game prototype.
It's a little funny that after entering the 3D era, the game industry has become more and more "manpower-intensive", such as forcing Aware to spend 6 years in order to develop the M touch RPG "Star Wars Old Republic", and at most 800 people, and Rockstar has invested more than 1,000 employees in the development of an open world like GTA5, and the development time is as long as 5 years.
While game development may seem like an "intellectually intensive industry", it is essentially narrowing the gap between it and typical labor-intensive industries such as foundries and construction companies, as evidenced by the rising share of wages in total costs.
Speaking of which, the reason why real estate developers love to default on the wages of migrant workers is because wages account for a considerable proportion of the cost, and game developers do not dare to default on wages at will, but often use dynamic team methods to control investment.
Because the average salary of game developers, especially senior developers, is higher, manufacturers often use the method of segmented development, first creating a small elite team to slowly polish the core gameplay and engine and other development tools, and then gather people and a large number of temporary workers into the team to enter the high-speed development state.
Those games that have been in development for 5 or 6 years have no choice but to drag on in order to save money.
If the lack of money is further aggravated, the R&D cycle will be further extended, for example, "Duke Destruction Forever" has caused the project to be sold many times and bounced many times because of funding problems, and it took 13 years to complete. As a result, it was really immortal after it was launched.
For game development, words like "ten years of sharpening a sword" are actually untenable.
In fact, "ten years of sharpening a sword, frost knife has never been tried" was originally the Tang Dynasty poet Jia Dao's conjecture and exaggeration, "iron pestle grinding into a needle" is also unreliable, if anyone really trys, 100% will be taught to be a man by metal fatigue strength.
All solid materials, including metallic materials, have their own fatigue strength, and this value is related to the number of cycles of the external force to which they are subjected. The act of repeatedly sharpening the sword will obviously gradually destroy the fatigue life of the sword until one day it will completely break off and shatter into a slag.
Therefore, the durability of weapons and equipment in the game are scientifically based, and if you hit too much, it will really break.
Video games are essentially software, and software can only be effective when combined with hardware, and according to Moore's Law, the size of integrated circuits doubles every 18 months, which means that the performance of hardware is constantly growing, and the corresponding software can achieve the effect of also growing. More than 36 months of development time, it will lead to a very embarrassing thing, that is, the hardware platform that was previously said to be set has been eliminated, the software technology used before is outdated, and the picture and sound quality prepared before are weak......
Released in 1996, the third generation "Duke 3D" is a well-received 3DFPS shooter. Because of the huge success of this version, the developer 3drealm made the mistake of making a lot of ambitions when preparing for the next generation of products, requiring that it must surpass all the games on the market, and the result was that it was constantly overturned, and the more it bounced, the more it felt that the gap was too big, and then the bounce was raised......
3 years ago, the fourth work in the series, the first jump ticket king in history was finally released, but in addition to nostalgic players, most people eventually regretted buying this game, the old-fashioned 90s gameplay, the mainstream lower picture, and the simple and rough plot really make the players who receive New Year's goods every year unbearable.
This is also one of the reasons why foreign game manufacturers prefer the console platform and the iOS platform, their hardware life is relatively long, the console is as long as 5 years, and the iPhone has at least 1 year, while the open PC and Android, their equipment "life" is much shorter. In addition, the hardware of the first two is unified and fixed, which is more convenient for development, and the closed platform also helps to prevent piracy, which naturally attracts manufacturers from all over the world to make money here.
Of course, the most important thing is that these platforms have a large number of players who are willing to spend money and pay, which is why the bee platform has only started to attract developers in the last year or two.
Naturally, they are all mobile game or independent game developers, and large game developers are still on console platforms. Although the mobile game market is getting bigger and bigger, it still can't hold up those big games that cost tens of millions of dollars at every turn.
Atletico are not too worried about this, and there will be milk in bread, and he is confident in the diffusion of technology.
The development and application of technology is like a wave, which is always rushing forward, and usually has to go through four stages: research and development, promotion and application, maturity and diffusion, and backward elimination.
For the game industry, due to the diffusion of technology, cheap equipment, and abundant personnel, the cost of developing "the same" game will be a fraction or even a tenth of what it was a few years ago.
However, at the same time, the cost of cutting-edge technology in the industry is getting higher and higher, so the cost of developing "the same grade" game will be higher and higher, the era of tens of millions of dollars is a big production is gone, and 50 million US dollars has basically become the standard investment amount of AAA masterpieces, and even domestic online games have begun to enter the era of 100 million yuan development.
With the continuous high cost, the countermeasures of game companies are nothing more than "throttling" and "open source".
There are two ways to "throttle", one is to shrink, compress the plot, reduce the gameplay, and reduce the picture quality. The other is to use overseas studios and third-party outsourcing to reduce labor costs.
However, both of these methods have pros and cons, such as Ubisoft, which has thus worn the hat of "mechanical repetition pseudo-sandbox" and "big shrinkage of the broadcast god work".
As for "open source", it is natural to only do popular brands, just like Hollywood blockbusters, actively pursuing popular IP adaptations and crazy sequels to masterpieces. So the frenzied "New Year's Goods Call", "New Year's Goods Speed" and "FIFA New Year's Goods" were released, and their themes just covered the favorite gun car ball theme of European and American home machine users.
Obviously, in addition to the traditional open-source throttling method, bees have found their own characteristic throttling and money-saving techniques, and now it seems that the effect is not bad.
As for the problem of being sprayed with weak chickens in art design, I can only ignore it for the time being. For mobile phone users, please visit http://m.piaotian.net