Chapter 821: Somatosensory Plan
Of course, Blizzard also explains the argument that players are spewing out that you shouldn't make an expansion that doesn't fly.
In the blue sticker, they say so.
"Actually, we did design the footage based on the flight, but there was a lot more to it than just the flight, and as a result, it didn't work out smoothly."
"For example, when King of Draenor went live, our servers couldn't handle a lot of players. As a result, the technician magically increased the number of people carrying a single server by several notches. This solves the problem of carrying capacity, but it has resulted in a large number of people now being forced to dismount/kick out of the dungeon in the test suit. ”
"As another example, a few weeks ago, there were several bugs that allowed players to fly on Draeno through improper channels (such as Druids leaving Ashland in their flying form. We fixed these bugs online, and as a result, these fixes broke Draenor's flight mechanics, making normal flights unworkable. ”
"Obviously, we should have anticipated the problems these could cause to flying, but we underestimated their severity (and difficulty in fixing). Of course, we can't ignore this as a rule, because they directly affect the official server (especially the server hosting problem), and who would have thought that it would affect the subsequent flights. ”
"Between being able to get tens of thousands of people into the game right away, and what could or may not happen in the future, we made a decision right away. However, such a decision finally led to the result, and now, we have to deal with them in 6.2.1 and 6.2.2. ”
"So, again: if you know that new content might cause flight issues, why are you adding it to this patch to delay the flight launch date and make players unhappy?"
"Because we know that this part of the content is not causing flight problems, and the results are really not conflicting. There is nothing in 6.2.1/6.2.2 that causes the flight to be postponed. ”
"There are several teams responsible for development, each with its own role. The team that fixed the Draenor flight issue was not responsible for Mercenary Mode. Class balance, pets, mounts, and more. ”
The unpredictability of technical issues is a very good example.
Fixing one bug may lead to another, which is a very common thing in game development, but sometimes you have to fix the current bug first, and as for the possible or impossible problems in the future, it will have to be solved later, such as Blizzard's feature said that the king of Draenor has just been launched.
At that time, for some reason, the number of players online at the same time was too large, after all, the number of players had briefly returned to level 100, and there were many players. Probably most of them, only able to card the blue stripe and look at the Kurland. Brute Hammer rides the griffin's big ~ leg.
The inability of players to go online is probably the biggest problem that an online game has to face.
So, Blizzard's engineers didn't hesitate to solve the biggest problem first, and as for the possible future impact of fixing this problem - who can care so much, the lesser of two evils.
Naturally, this is just one of the reasons for a lot of bouncing issues.
And there may be seven or eight or even a dozen reasons for ticket jumping, and it is not so simple to make a good game.
In fact, Jester also understands the reason why Ubisoft's game has too many bugs. For example, there were too many bugs in "Assassin's Creed: Revolution" back then, which was jokingly called big~BUG by players, which was not only due to the lack of QA personnel, but also related to the development model of Ubisoft that was not quite the same as that of other companies. Ubisoft is the world's best collaborative gaming company.
How powerful can their coordination be?
As a simple example, in the development of Revolution, Ubisoft can simultaneously use its studios in different countries and cities on different continents around the world to work at the same time, with someone in charge of the engine. Someone is responsible for modeling, someone is responsible for mapping, and someone is responsible for levels......
And all of this work. It's all happening simultaneously in its studios around the world.
And then the headquarters will combine these separately developed subsystems into a complete game - it may seem simple, but in reality, because this development model is bound to produce an untold number of bugs, and the Revolution is said to have more than 1,000 developers and maybe more than 500 QA personnel.
That's just too small.
Even if QA takes up half of the entire development time, it's not enough for them to find all the bugs, and most of them can't even find them.
And even if the bug is fixed, there may be no way for the QA staff to find out if the way to fix the bug will bring other reasons - because there are too many.
And this game can't be like WOW with an open test server for a large number of players to try and play as a bug finder.
Therefore, when the player sees the big ~ BUG, the BUG of this game will be like the autumn rain, endless, of course, the overall development of this technology is definitely a high-end technology, in fact, in the era where Jester is located, the world can play this set well, can carry out the overall development of more than 1,000 people distributed all over the world, and there is only one game company that can carry out the overall development of more than 1,000 people distributed all over the world.
After learning the lessons of the big ~ BUG, Ubisoft reduced the graphics and systems of the big ~ BUG, streamlined the number of development teams, and even cut some of the systems, such as one of the few bright spots in the big ~ BUG - the online system.
By the time of the next "Hero", the situation has improved a lot.
The smoothness of the picture, the number of bugs, especially the number of vicious bugs, compared to "The Revolution", I don't know how much better it is.
Now the development of "Monster Hunter" has actually entered the end stage, although it is the end of one of the three, but because the actual situation of these three is the relationship between one mother and three children, so, when one enters the end, although the progress of the other two cannot catch up with the European and American mythology version, but most of the technical problems faced by the other two have been solved.
Now, in addition to supervising the production of the remaining two versions, Jester has to start the other most important work soon.
For Jester, the most important thing to do after completing Monster Hunter is, of course, the development of the next console - and the first motion console he plans to have.
In fact, the development plan of the somatosensory game console, the hardware development team of Mars Entertainment, has been in a secret state of development, and has been developing for a whole decade - this decade will be extremely terrifying for the accumulation of somatosensory game console technology.
Once it breaks out, then the entire industry may be sideways.
In the original world, the reason why Nintendo was able to recover from the NGC fiasco was due to two revolutionary hardware, both of which had a great relationship with the late president of Nintendo, Satoshi Iwata, one was the NDC - the revolutionary dual-screen design that Satoshi Iwata worked hard to promote, and the other was the WII, which caused a wave of sales frenzy after it was released that year. (To be continued......)