Chapter 44: If You Die, You Will Die [Ask for Recommendation Votes!First Update]

People who have dreams, and salted fish who don't have dreams, are simply not the same species.

And a person like Richie who has ideals, his combat effectiveness is even more terrifying.

For the future of gaming!

For tomorrow!

Rich starts to make up for how to make a game!

Originally, he thought it would be easy to make games, but when he started learning, he found that making games was very difficult.

Making a game doesn't mean that you can make it out of inspiration, on a spur of the moment, with an idea that you think is very good.

Making a game is a very systematic project.

Making a game is like making a product in a factory, even though he didn't need to understand the whole system to complete a specific job in a specific position, as he did before. Just know what you're going to do.

However, that is just a matter of being able to get the job done, and no matter how much work is done, it would be a fool's dream to make it yourself.

It's not that it's a screw job in a position, it's a low-end inferior job.

If you don't know what you do, you can't make a game.

However, with basic skills, it is also necessary to have a worldview, a methodology. The spirit of the practical operation is used as a guide.

Takahashi enjoyed Ritchie's studies.

Anyone who likes to learn is not a bad person.

Even if it's a thief who wants to steal money from someone else's pocket into his own pocket. Also to study the methods of stealing, the weakness of human nature.

Even, you have to learn how to be an actor. When the thief finds that his things are gone, when he looks around, he finds that the person who steals is the person who is the least like a thief.

Although businessmen do not illegally transfer other people's money into their own pockets. But getting money into your pocket legally is sometimes more difficult than stealing.

And a game should feel natural to the player, and it should be interesting for the player. The effort that game makers have to put in in this process is also extremely difficult.

Maybe after countless hours of trying, you can make a level that makes players feel very aura.

As for the textbooks that Richie learned, some of them were actually English textbooks translated by Wanhu North America for the North American game developers they worked with.

However, this set of textbooks is actually not very well rated among North American game makers.

It's not that this set of teaching materials is bad, in fact, this set of teaching materials is very good in China, and the re-education of employees is very effective.

In the final analysis, it may be that the game makers in North America can't adapt to the cultural atmosphere like Ben.

While video games are becoming more and more like Hollywood movies, becoming an industrial bottle.

However, the literary and artistic elements of video games still account for a large proportion.

Because they naturally reject this set of textbooks, they are reluctant to read them, even though they have been carefully translated. They even have a natural aversion to anything that comes from the gaming world.

They even believe that the reason why Yuben's video games sell well and that more people play them than those made by the Americans, is because of his own luck.

Rather than learning how to make games themselves, they prefer to take a new path on their own.

However, this cannot be said to be wrong.

The video game production model is suitable for small and sophisticated games with a small number of people.

And American game makers often inexplicably like to pursue some "big scenes".

Although the current level of electronic hardware does not support such a large scene.

Because most of the games made by North American gamers have a kind of empty feelings, and they seem to be very powerful when they listen to the description of the game, but they are not fun to play.

They don't care, though.

Although the vast majority of game producers just don't care about it.

A small number of game producers believe that with the development of hardware, their game production method will eventually explode one day.

As for the current sales of the game?

Just be able to keep the team running.

And the real situation is actually better than they thought, North American game producers, the production of video games, sales in the past two years have actually increased a lot compared to the past.

The most dazzling is obviously the electronic arts industry, that is, EA's various ball games, which are inseparable from Wanhu's ball games, and even sometimes, the sales are still winning.

In addition, in the field of computer games, it is basically not my own world.

For example, "SimCity", which was released last year, is such a city-building game, although it is very rough, it is one side after another, but it makes players feel very fun.

And the PC version of "The Sims" released this year has evolved to another level in terms of graphics and gameplay.

It is said that when the developer who made "SimCity" saw the game "The Sims", he felt that this game was what he really wanted to develop.

He was addicted to The Sims, and only a week after getting the game, he had nearly 300 hours of playtime.

You know, it's only more than 300 hours in seven days!

Not to mention eating!

Even the time to sleep seems to be compressed to the extreme.

SimCity, which is currently in development, seems to have a problem because of this.

Now he is explaining to the funders that the game "SimCity", from having an idea to becoming a game, is enough to be described as fateful.

Just like the PC version of The Sims, when the SimCity game was made and submitted to the publisher, the publisher didn't think it was a video game.

What do people want when they play video games?

It's refreshing!

Fighting, killing, and kicking football are the choices of players, so why do you make a game of building cities?

Do the players, all of them have to be architects?

After hitting the wall countless times, it finally got the release, but even if it did.

The number of issuances is not very large, although it has made some money and has some reputation. However, this money, these word-of-mouth, that's it.

The money for the development of the next work could not be raised, and although the investor was finally found, the requirements of the investor were very many.

And now the creator of SimCity has been playing other games for a week. The whole project even came to a standstill.

It's probably normal for investors to think that SimCity is no longer worth investing in.

If you die, you die, don't you?