Chapter Thirty-Nine: The Magical Goose Factory and Exploitation
The goose factory located in China, with their instant messaging products, still grabbed a big market from the layout of Chiba games.
After all, it is very difficult for a major national company like Chiba Games to achieve perfection in the localization of each country. Therefore, those local game manufacturers, to a certain extent, have room and gaps to rise.
The goose factory is one of them, one of the leaders.
Recently, Goose Factory released a book on game design, which is the first time that a Chinese game company has launched such a book.
The name of this book is "The Theory of Creation - Game System Design Guide", the official price is 99 yuan, and it is one of the official series of books on the game development platform of Goose Factory.
That's right, the goose factory is also going to be like Chiba Games, and start cultivating its own game talents.
Although, there are some players who will naturally associate the goose factory with a copycat, or even draw an equal sign.
However, in terms of specific game developers, Goose Factory, as a mature and large company, actually has a lot of unique experience for its developers.
Lin Yan also went through a special channel, because Chiba Games actually has a part of the shareholding in the goose factory, so he got this "Creation Theory - Game System Design Guide" in advance. He carefully studied this book that he had not read in another world.
The title of the book, "The Theory of Creation - A Guide to the Design of Game Systems", is actually a bit big. Lin Yan's own textbooks based on the classic game textbooks in his memory are not called such big names, and they are generally called "The Way of Game Design" or something like that.
Lin Yan spent two days and finished reading the book. As a practitioner's guide, this book is a bit superficial, but some of the things are still more useful.
However, the most amazing thing is that there are many places in this book, and there is a very magical sense of disobedience. It's all tangled up in the ideal direction of game design and business practices, and the hype of its own product, and even the values of certain chapters and paragraphs, are all contradictory.
Lin Yan felt that this book was not so much called "Creation Theory - Game System Design Guide" as "Goose Factory Game Design Experience Miscellaneous".
Not only is it closer to the content of the book, but it is also easier for Chinese industry practitioners to buy such a down-to-earth book.
Oh, by the way, the gossip that Lin Yan learned shows that there are four official books in this game academy series, "Creation Theory" is for game planning, "Creation Theory" corresponds to levels, "Smart Interpretation" corresponds to animation, and "Game Safety" is naturally safe.
The reason why Lin Yan was able to see this book in advance was not only because Chiba Games was a shareholder of Goose Factory, but also because Goose Factory was looking for some well-known industry insiders to write recommendations.
After Lin Yan read it, he also wrote some comments carefully.
However, it is of great significance to the cultivation of newcomers in the industry, "the essence of the work experience of the goose factory people for many years", and "the majority of game lovers can understand the production of games through this book".
Goose Factory's official introduction to the book is as follows, "The Theory of Creation - Game System Design Guide is the essence of Tencent Games' more than 10 years of work experience and summary, covering countless precious practical cases, experience summaries that have been tempered thousands of times, as well as a full range of game development experiences and experiences in user research, project management, testing and iteration, etc.
System design is the core of the field of game design, which is closely related to the fun and core gameplay of the game, and only by designing an excellent game system can a good game be born. In the case of the general lack of excellent game system design talents in China, the "Creation Theory - Game System Design Guide" is of great significance to the cultivation of new system planners in the game industry.
Game lovers can read this book to understand how games are made; Students who are interested in pursuing a career in game design can get started quickly with the help of this book; Professionals who have been in the game industry for a long time can use this book as an important tool. β
The book has eight major chapters, each written by a single author. They are all senior directors and planners of various games in the goose factory, covering a very large area, from "what is a game" to "the interface interaction settings of the game", and then to "how many diamonds should be repaid for 500".
As an Internet company in China that did not start with video games, Goose Factory has become the first local Internet company in China with video games. Like the original "Legends", the kidneys are big, and because of their mode of operation, they don't have the potential for sustainable development.
So, these companies, like the norm in the video game industry, slowly turned into the dust of history and passed away with the wind.
Goose Factory's understanding of the game,Even has been deep to the warning of no tricks to win,In the book,The definition of the game is like this,"The game is a classification of behavior,There is no need for a definition,Everything can be played." β
That's what they say about online games versus single-player games.
"Compared with online games, the fun of stand-alone games (video games that are not entertained through the Internet) is relatively simple, mainly in 'experiencing the special experience in the game' and 'passing the time', while the fun of online games is more diverse, and the main purpose of players playing online games is to 'make friends' and 'satisfy the desire to compete'." This needs to be achieved through the Internet, so the importance of 'community' in the development of online games is greater than the importance of 'games' in the traditional sense. "Earning physical rewards from the virtual society is one of the main pleasures of online games that distinguish them from single-player games. β
In fact, the conclusion of the goose factory here is basically the same as that of Chiba Games. Of course, for Chiba games, the focus may be different, Chiba games' pursuit of stand-alone games, mainly "immersive experience", for online games, the main thing is to experience the joy of socializing.
After all, a rudimentary game like "Happy Farm" and "Grab a Parking Space" will not be of much use if it is launched as a small game.
However, it is precisely because they add social elements that these humble games instantly become popular.
Perhaps, console game lovers who read this book, as well as PC stand-alone game lovers, will be more uncomfortable.
But this is not a big problem, the author of this book, or the whole cognition of the goose factory, is actually a little unclear about stand-alone games and online games.
"Counter-Strike", "StarCraft", "Diablo", these games are usually single-player games, and games with certain online game characteristics are completely classified as online games.
The full text of this paragraph is as follows, "Online games are virtual, but with a certain amount of real life as a virtual glass, and with the development of three-dimensional animation technology and virtual reality, online games have gradually created more and more realistic virtual environments. React and behave in a virtual online game. It is highly likely to be a correct reflection of reality, such as Reversi, the cash flow game, or it may be an illusory or distorted reaction, such as Diablo, Counter-Strike, StarCraft, etc. Because online games can reflect real life to a certain extent and relieve people's pressure in reality, it is self-evident that they are attractive to people in the fierce competition and pressure of modern society. β
This passage is actually an argument that online games must have their own market. It can be said that the arguments and the results, in fact, are not big problems. In fact, Chiba Games says the same thing.
Of course, a little more advanced than the goose factory is that Chiba Games has opened a reality augmented game. Unlike playing video games in the past, which was to hold a joystick in front of the screen and control the mouse and keyboard to pretend to be dead.
Now, even otaku can get out of the house and look for their own PokΓ©mon and Digimon in the real world.
After all, everyone can be a trainer or a chosen child.
Next, it's time for Goose Factory to talk about game classification.
The representative of the flying game is not "Space Invaders", "Iron Plate Array", "Space Cruiser", and "Sand Mandala".
Rather, "there are many subgenres of shooting games, such as flying (barrage) shooters represented by "National Plane Wars......"
"With the development of 3D technology, more realistic and more immersive 3D shooters have gradually become the mainstream of the market, and first-person shooters represented by Call of Duty and CrossFire.
There is also a category of third-person shooters, represented by World of Tanks, Gun God ......"
Quiet product placement, yes, it's very goose factory.
When writing this book, Goose Factory used its own game extensively as an example. To a certain extent, it is actually more affinity for domestic game producers in China.
Such as "Dragon in the Sky", "National Super God", "Heavenly Demon Fantasy", "Whole Army Assault", "How to Train Your Dragon Fighter". Although there is a suspicion of forced advertising, to a certain extent, there is indeed actual development experience, which is more convincing than talking about other people's games.
Of course, since the drafters are all senior gamers within the goose factory, as stakeholders, they are very respectful of their own products.
I can't help but boast a few words, so that some of the rhetoric is like what will appear at the "Industry Sharing Meeting".
"From Counter-Strike Online to Crossfire, from Gun God to Counter-War, and even in non-first-person shooters like Everyday Fight, Biochemical has been a huge success."
Of course, as a goose factory, we have to mention "borrowing".
In fact, as Japan's video game industry, the tolerance for "borrowing" is still relatively high.
As a manufacturer with a strong ability to "borrow", Goose Factory naturally has a chapter to talk about.
The writer of this chapter couldn't help but read two lines of poetry, "The stones of other mountains can be used to attack jade." β
However, perhaps the manuscript grabber's brain was pumped, and in the middle of the chapter, his pen turned, and as a stakeholder, he didn't mention his game at all, but mentioned the "Fantasy Journey to the West" by the friend next door.
Here's a real case, as described below.
Now as the front end of the best-selling list of Chiba games, "Fantasy Journey to the West", as a classic turn-based role-playing online game, its core gameplay is also borrowed.
"Stone Age" and "Magic Baby" were all objects of its reference.
Personally, the playability, art level, plot, and music of "Magic Baby" are stronger than "Fantasy Journey to the West", but in the end it was defeated by "Fantasy Journey to the West", the core reason is because "Fantasy Journey to the West" borrowed very smartly, and it selectively borrowed the classic gameplay of "Magic Baby", such as to what extent is it borrowed here in battle? Even the effect of fighting monsters dying and being knocked away is basically the same, and at the same time, the unreasonable settings of "Magic Baby" are optimized, as described below. β
It is difficult for any Chinese video game practitioner not to laugh as long as he makes up the scene of the goose factory saying this seriously.
Of course, Goose Factory's explanation of the fun of the game is more simple and crude.
"When a dog hears the bell, it drools with excitement." Pavlov's classic puppy trial.
This is an experiment with dopamine, but also an experiment with environmental reactions. The whole process seems lofty, but the goose factory, at this time, suddenly abandoned the ideal, the poetry and the distance, they said so explicitly, so discordant.
In addition, such as limited-time discounts, super value packages, etc., no matter what type of player will have this kind of economic appeal. We can discount things that are usually less in demand or cannot be sold, so that players have an impulsive consumption mentality, and the value package should also be paired with some things that players do not use or use less often, so as to maximize the benefits.
In addition, it is also a relatively common situation to take advantage of players to design activities and sweepstakes with a small and broad mind. In the lottery drive, we can set up reward bindings, so that players at different levels have consumption space, increase the blessing value setting, so that players can produce the more consumption, the more rewards they can get, and can be designed to provide a convenient continuous draw function, you can also use the comparison psychology of local tyrants, set up consumption rankings, in the lottery rewards, with some infrequently used props or items. β
These are not the most powerless parts of this book, the most surprising thing is this paragraph.
"Integrate various systems into the core payment points of the game, and these systems will gradually open up with the level, step by step to 'exploit' the player, step by step to test the player's ability to pay at the limit."
Maybe it's a hot day, or maybe it's too happy to write, and the manuscript writer has a plan, and finally says what is in their hearts, "exploiting" ...... "exploiting ......" (to be continued. )