Chapter Eighty-One: Different Routes

There are two flowers, one on each branch.

While Wanhu is developing its own studio strategy, the scale of Rich's production team has become larger and larger.

Except for the first three people who joined the computer club, they will always be doing some more basic miscellaneous tasks before learning professional skills.

There are also many people with a high level of computer skills in this university who have joined.

In addition, I have also found many professional people in script writing, and even stickers and so on.

It has to be said that this is the advantage of the United States as the first country in the electronic technological revolution.

There are so many great people here.

It can be said that more than half of the people in Rich's production team have the general strength of Hudson Shin'ichi Nakamoto.

You know, Shin'ichi Nakamoto was the only high-end strategic talent in the 9,000-year-old Hudson at that time.

But in this school, Hudson's cherished treasures are almost as much as you want, as much as you want, as long as you have money, you can be inexhaustible.

In fact, it is precisely because the United States has such a rich talent pool.

People who make video games in the United States, as long as they solve the problem that the game is not fun and boring, they will not make the game sell badly.

That's right.

The ideas, or flaws, of video game manufacturers in the United States and the United States are starting to diverge.

The flaw of making a video game is that it lacks technical skills.

In terms of pictures and so on, there is a natural disadvantage, after all, there is a shortage of talents.

But when it comes to game design, I've already gained a lot of experience.

As the birthplace of fun games, Samoto's experience in this area can be said to be the best in the world.

The United States is the opposite.

Although the United States has also produced a lot of games, it is not much longer than the history of making video games myself.

But, perhaps because of culture, American game makers don't pay attention to how fun games are, or how they can't make them fun.

However, these wonderful talents have made games. It must run very efficiently, the graphics must be very good, and the soundtrack must be okay, but it must not be fun.

It is no accident that a company like Blizzard is good at summarizing can rise.

It's safe to say that gamers in the U.S. also need fun video games!

However, there is also a misunderstanding of how the game can be fun.

Game manufacturers prefer to use games to express a story.

Through this game, players can even experience the rise and fall of dynasties that span hundreds of years through a linear process.

At the same time, there are also the joys and sorrows of specific characters.

It can be said that everyone will feel that the game is excellent when they play this game in the end, as long as they can bring it into it smoothly.

Even if the theme of this game is distilled, it may just be a simple story of "Brave Dragon Quest, Brave Defeated Evil Dragon".

But even though the story is already so simple, the game is still really, really fun, and it's unbearable.

Game makers in the U.S. find themselves flawed when they make their games.

On the one hand, they wanted to make a fun game based on the excellent DND Dungeons & Dragons board game tradition.

On the other hand, there is another group of people who directly intend to pit players against players, or let players refine the idea of a game on their own.

For example, this is the case with Blizzard's Warcraft.

Although I invited a professional to write the entire version of the game, I tried to make it look good.

However, players' understanding of the story and interest in the single-player campaign are far less enjoyable than the battles.

You must know that human beings, as creatures, have a desire to win all the time.

Humans duel in the real world, pointing each other's heads at each other's heads, and although it looks exciting and exciting to play, it will kill if you are not careful.

Video games offer a new possibility, which shifts the desire to win from the real to the virtual.

Through the confrontation between people, people finally get pleasure.

You know, people are eager to do things that are not actually dangerous and exciting.

It's like a roller coaster, which seems to be thrilling, but it's actually a well-designed thing, and countless people like it.

Humans love the thrill of hanging by a thread, or fighting with someone else.

These pleasures are even engraved in the genes and are not transferred by the human will.

It's like there are some people who can't get a new thrill through normal play, and they can only suffocate in this strange way, through the near-death experience, and finally reach the blissful place they want to reach.

One takes you through storytelling, while the other ignores the specific plot and only emphasizes fierce confrontations.

The route of the production of both games can be said to make players feel correspondingly pleasant.

However, in many ways, the confrontation between players is sometimes far more potential than watching the story and playing the plot.

You know, the vast majority of human beings are really lazy in their brains.

They don't care to think, they don't even want to read words.

Their requirements for video games are to get more pleasure in the shortest possible time.

How can you get the most out of it?

Whether it's more fun to kill all the goofy computer characters in the game, or to play against real players.

Of course, technology is constantly evolving.

It doesn't mean that computer characters are always mentally retarded and vulnerable.

In fact, after entering the twenty-first century.

In many video games, in order to make players feel at ease, it is necessary to minimize the chance of the computer being manipulated.

Even, many single-player adventure games made in Europe and the United States.

Looking at this game from a different angle, it is like a big stage play.

All the people are fixed in a certain position, and when the player comes, they appear according to the predetermined route.

It's like a racing game, no matter how slow it is, even if it's the last place, when the computer plays it, it will easily catch up with the first place.

But even the first place will soon be surpassed by the computer players behind it.

Why are racing games designed the way they are?

It's just to create a tense range where you chase after me.

You know, game manufacturers want gamers to spend more time playing their games.

Even if you can't make more money, the more you play this game, it often means that the next game you produce will be the first time that the player can buy it.