Chapter 70 Publishers

There is no party in the party, the emperor-king ideology, there is no faction in the party, and there are thousands of strange and hundreds of strange. Pen @ fun @ pavilion wWw. biqUgE怂 ļ½‰ļ½Žļ½†ļ½

It's a summary of a great man, and for video games, it's pretty much the same.

Video games are divided into dung factions, from the country, from the Japanese to the American, from the genre, from the gun, from the cost, big production and small investment.

The differences between each species are very large. It's like a top-level masterpiece, the reason why they dare to invest so much money. In fact, throughout the planning process, they already knew the approximate sales of the game.

In a way, this is a manifestation of big data, but on another level, it's not as amazing as others think.

Basically, that's what it looks like. After all, there are only so many sales channels for games, and there are so many target groups.

As long as these target groups can pay for this game, it's fine.

Of course, this is not to say that making games can be shoddy, not at all. Any big game, even a regular game, has a very complete plan, and this planner determines a lot of things, and can basically determine the future of a game.

Anyway, it's like the outline of a novel, even though it doesn't seem to have this thing, the novel can be written. However, if you really write to a certain length, you will find that works with an outline are more reliable than works without an outline.

Of course, for people who are new to an industry, they often think that they don't have to follow the rules of the industry, and they can use their talents to break through these stereotypes.

My game is just good. You don't need any documentation, you don't need a demo program, it's just good, and there will be a lot of sales on sale.

That's what beginners think.

Actually, Chiba games are now very friendly to game makers.

For example, Mario Club has actually set up separate institutions in most countries and regions in the world.

These agencies are generally responsible for the game applications submitted by these regions, after all, there are too many people making video games now, and it would be too troublesome and inefficient to leave all the tasks to the Mario Club headquarters.

The Mario Club Division, in addition to being responsible for game review, is actually responsible for localization.

Of course, the main thing is the game review.

In fact, no matter which country Mario Club is, the proportion of Japanese people is more than half.

These Japanese people generally have two characteristics, one is that they play the game super well, and the other is that they know the language of the area where they are stationed.

The game is super well played, to what extent is it good, that is, take a role-playing game that may have normal gameplay time, about 100 hours, and they can beat it in less than 20 hours.

If they can be allowed to participate in esports events, any one of them will be a first-class player.

Moreover, the speed at which these people achieve full achievements and full collections is also much faster than that of ordinary players.

The reason why there are such people gathered in Mario Club is largely because Mario Club is a game review department.

Also, it can't be like some company's moderation department, which reviews a game in general. Because, conducting an audit in general, it is possible to face many problems.

For example, some games like to add elements that are not suitable for the game in the second half of the game.

For example, there are games where you have to forcibly feed.

Therefore, it is very necessary for the game moderation team to have a high level of gamers.

Fortunately, video games have been developed for so many years, and Japan is the home base of video games, so it is not too difficult to find enough people who play games well enough.

Mario Club, the general workflow looks like this. Let's say a game, in front of the Mario Club, they will play the game, how many times a day they will play, and in the process of playing, what problems will they find. It will be written in an email and sent to the design and development team of this game.

For example, at six o'clock in the morning, the Mario Club, sent an email to a team saying that we were going to work.

At six o'clock in the afternoon, Mario Club will send an email again saying that we have played the game many times, what kind of problems we have encountered in the process of playing, the reasons for the possible birth of these problems, and the solutions that may be useful, will try to list them.

Some people also wonder why Chiba Games has its own very good live chat software, and why it is still obsessed with this kind of email corporate culture.

The reply given by Chiba Games is that email can make every message, every word more valuable. If you use chat software, basically, it will be filled with a lot of meaningless chat and greeting content, which will affect work efficiency.

Of course, this is not absolute.

In fact, Chiba Games has its own enterprise version of the chat software, which is specially designed for the use case of enterprises.

Many employees have a long time after work to do what they want. However, after having this chat tool, often the leaders will be the first to issue any new tasks.

And these chat tools, because they are instantaneous, actually most of the time, there are people chatting. In such a situation, it is very difficult to pretend that you are not there.

As a result, these employees have lamented that technology has changed their lives.

Actually, that's it, there's a lot of things that are changing with technology.

For example, a long, long time ago, writing needed to be on paper and with a pen, but now it is not needed. It is more efficient and easier to modify the input method.

Even if you can't type, it doesn't matter, although there are still some problems with voice input, but, with a high probability, you can already recognize most of the text.

Of course, this kind of high-probability recognition is actually not particularly friendly to writing articles. Because, these recognized speech libraries are actually commonly used phrases and sentences, and it cannot be recognized for proprietary words.

And most of this kind of speech recognition software does not support the entry of special phrases, so in terms of practicality, they are still relatively bad.

However, technology is developing so rapidly that no one knows whether this input method will become mainstream in the future.

After all, Japan has been on the road of voice input for decades ahead of other countries, perhaps, this is really a feasible route, Japan is ahead all of a sudden, salted fish turned over, it is not impossible.

Although, Chiba Games has written very detailed development documents for various problems in developing games. However, most indie game makers don't have time to read all of these development documents.

Because, the accumulation of time is really terrible.

Over the course of decades, the development documents accumulated by Chiba Games would be completely read by an independent game developer. This indie game developer, it is estimated that he will be able to watch it for a few years, and he may not be able to find something useful for himself.

In fact, the requirements of Chiba games for many things are extremely detailed.

For example, what do the gamepad icons and gamepad buttons look like? An interactive interface, what it looks like, this is all required.

That's why, many of the games on the Chiba gaming platform look similar in terms of operation.

Because, to a large extent, it can give players a unified understanding, so that when playing a new game, they can get started very quickly.

Of course, for most players, they don't care about these details.

When they realize, it's often the time to give up on why the game is so strange.

In response to this difficulty encountered by indie developers, services and companies dedicated to helping the game gatekeepers have emerged.

The people in these companies sometimes worked at Mario Club, and even some of them were current employees of Mario who came out to earn extra money.

Of course, such a service is expensive. In fact, it is very expensive, and it is difficult for individual developers to afford this cost.

Therefore, most of the games developed by individual developers, even if they hire such consulting companies, to a large extent, they do not pay for them. It's usually their publishers who pay for it.

Some people will ask, indie games will also have publishers?

Actually, there are, after all, indie games, although they claim to be not a corporate business. However, as long as there is profit, how can it escape the clutches of capital?

Publishers are actually a double-edged sword for individual developers. On one side, it's good to have publishers, and on the other, it's not a good thing to have publishers.

The good thing is that there are publishers, and publishers can provide some individual developers, and there is no way to get things on their own.

For example, this kind of consulting service, for example, uses some channels to increase the exposure of a game.

In fact, in the current game market, which is already a vast ocean, it is very intolerable to want to make a game that can be seen by people.

You must know that many free games are released every day, and their downloads are zero.

The publisher is to solve the problem of whether others can see the game, as well as to improve the quality of a game on the side.

For example, some publishers will carry out a series of in-depth cooperation with some well-known game anchors. They tend not to engage in a blatant Amway approach, Amway a game.

It's just knowledge that allows the streamer to experience the game and record a video with the game.

In doing so, it can minimize the audience's disgust. Even, many viewers don't even know that this is an advertisement.

If a game really attracts the audience, the purchase volume of the game will get a more obvious increase.

And some publishers even order some games that look better than they look fun for game makers.

This is exactly what is taking advantage of the current wave of Internet anchors. Not to mention, games like Dead by Daylight have really gained a lot of attention.

Although, the game itself is not particularly fun. But who makes it look good?

Even if the screen is full of errors, it can sell a lot of copies.

Cats have catpaths, and dogs have dog paths.

As mentioned earlier, the differences within the game industry are actually very large.

As a result, many ways to make money from a game that are put on another game will not work at all.

And for the layman, how can there be so many differences, isn't it just a game? Isn't it just a matter of sitting and playing casually?

This kind of contemptuous attitude towards games is actually disliked by most game developers. Not because of the problems in their mouths, but because they don't buy video games at all.

When it comes to the disadvantage of publishers, it is probably that the publishers have to divide the money.

You must know that a game is originally released on a game platform, and the game platform will charge a corresponding fee. If you add another publisher in between, you will actually get less share.

Even if a game company like Chiba Games will give up a part of its profits in many cases, when a game has a publisher.

However, the share is still lower than without a publisher.

Of course, for most game makers, not looking for a developer is a dead act.

Because there's so much more publishers can do. It's almost impossible for a person to do what developers can do.

For example, if it's a game show, a game show is a thing that generally represents exposure. If, don't go, the game is not exposed.

But what if you go? Throughout the year, there are exhibitions all over the world. If you participate, don't think you have time to make a video game.

Of course, you can also pick and choose, go to those who have a big influence.

However, if you think so, so do others.

It's influential, and it's nice to say, but in fact, it's not the case at all.

The price of a booth at an influential exhibition can also scare people to death, and in such a situation, it is completely a fool's dream to rent a booth.

Therefore, the publisher is something that most game developers will look for. And the publishers who specialize in these small game developers, or development teams, have a very prosperous life.

After all, they are already familiar with the whole process. There is not much difference between one game and two games. (To be continued.) )