Chapter 526: Commodities or Works of Art
Jester got on the stage.
There was silence in the venue, and everyone looked at him expectantly.
Because everyone knows that Jester is the finale of this E3 conference, although there have been many previous introductions to many games that Mars Entertainment will release in the future, but most of them are like Mark. Saini or John. Carmack is drawing a pie like that, saying that our games will be much better in the future.
This is also the company's plan, and Jester wants to introduce the next generation of games to players as much as possible.
This creates a sense of anticipation for the next generation.
Of course,There are also a few works that will be released in the second half of this year.,Mainly on the console.,It's not a particularly heavy masterpiece.,In addition to the fried cold rice of the previous works.,The new copyright works are some small works zuò,Such works can't be said to be not attractive to players or the media in the audience.。
But compared with the works of real heavyweights, it is still much weaker.
Jester looked around the scene from the stage with a smile on his face, and he didn't talk about the two games he was working on at first. The American RPG Garrett bets on, or the new RTS game he's said several times, is the focus of attention.
It is said that the new RTS game, the novel is being written, and the novel is to be released before the game is officially released.
This is a new thing in the gaming world.
It's not that no one has adapted the game into a novel, for example, Mars Entertainment has done it before, and the famous Tom has been invited. Clancy, but later because of Jester's back, Mars Entertainment and Tom. Clancy fell out.
However, this was also done after the game was released.
Before the game is released. Writing a novel for a game is the first time this kind of thing has happened in the entire gaming world. When people, this is not to say those games based on novels.
"Before I talk about the game I'm going to release. I want to ask you about it, and this matter is closely related to what I am going to say next, and I can even say that it is closely related to what I am going to say next, which is ......" When it came to the key point, Jester was slightly silent, as if he was hesitating whether to say it or not.
Of course, the players and media under the stage are naturally looking forward to it. They shouted in unison, albeit saying something like that.
Jester smiled and nodded.
"In fact, when Mars Entertainment was first established, I gave a speech to the first batch of people to enter Mars Entertainment, and I said a lot during the speech, all of which were heartfelt words, among which I mentioned a question, that is, in your eyes, a game, what kind of perspective should be used?"
After Jester finished speaking, there seemed to be some confusion in the eyes of everyone in the audience. Didn't understand the meaning of what he said.
So, he explained it again.
"Specifically, that is. You know, in the beginning, when people talked about art, there were only six things, that is, many people said six arts, architecture, music, painting, sculpture, poetry and dance, and later, with the advancement of technology and culture, film has also become a new type of art. It's called the seventh art, and then it's later. Television appeared, and the eighth art appeared. ”
"So I was thinking. Have you ever looked at a game with the same eye as a work of art? ”
"It's not just that it's just a game for entertainment, a toy for children to play, it has no deep value, and it doesn't get any benefit from it, it's not like reading novels or watching movies, sometimes it's tender and consolidated in the soul and sublimated."
"Of course, I'm not saying games can do that."
"I mean it's very simple, haven't you really ever seen a game as a toy for entertainment? Has there ever been a game that has given you this feeling, oh, it's not a commodity, it's a work of art. ”
After Jester finished speaking, the scene fell silent again.
Looking around, the players below, the media interviewers, or some visitors from other game companies, Jester was expressionless, he just looked at it so simply, waiting for everyone's answer, but for a moment, everyone seemed to be stunned by his question, and no one raised their arms to answer Jester's question.
And Jester wasn't in a hurry.
In fact, when asking this question, Jester remembered an old incident before he crossed over, and it was also a debate on a domestic forum about what a game was - of course, that time was not as explicit as it is now.
At the beginning, that post was to look at why there are no good games to play in China from the perspective of a game planner in the industry.
The person who posted this post claims to be a 15-year PC game history, 8 years of WOW history, and a more senior player who has played some domestic online games that most Warcraft players have not been exposed to, and the landlord is also currently working for a top five game company in the industry in China as a planner, and is still following up on new games in recent years.
Of course, this landlord is mainly talking about online games.
In the first sentence at the beginning, the poster succinctly explained his most fundamental view of the game.
That is.
"It comes down to a commodity."
Then, this domestic gamer, who is the planner of a well-known domestic game company, began to carry out a very detailed review around how a product should be made, how did he summarize? There was a lot of nonsense, and Jester couldn't remember it that clearly, but he still remembered some of the key points in general.
For example, since it's a product.
So how to design this product, it's very simple, you only need to focus on the most important factors of a product.
For example, the product must abide by the laws of the market, and the merchant, that is, the game developer, must choose the most beneficial direction for themselves to develop the product, what kind of development direction is the most beneficial? Quite simply, it is accurate everywhere, first of all, this direction is low-risk.
As the name suggests, if the high risk is high, then failure is not a loss of money?
Secondly, it is to be highly profitable.
If the profit is low, even if it is successful, it will not make much money, so why spend so much time?
And for domestic game developers, how should we understand these two points? What did the other party's veteran player and senior planner say?
First of all, the first point, the so-called low risk.
It's very simple, the risk of mature things that others have done is much less than that of new things made by new ideas and new ideas, from the theme, form, core gameplay, system framework, to the naming of each design and even a prop and an item, even if you don't talk about the huge difference in workload, just talk about the risk, copying is better than doing new, of course, this is for merchants, that is, developers.
So in the eyes of this developer, how do you explain the high returns?
There are two ways to get more revenue – to get more people to pay or to get people to pay more.
This is the purpose of the two charging methods of time charging and props charging, why more and more games use props charging, the explanation of the domestic planner is that the reason is that the gradient difference in the consumption power of online gamers in China is too high.
How to understand this sentence?
In fact, WOW can be used as an example to understand, in fact, many players who like online games like WOW do not have a deep understanding of this concept, and scoff at the so-called local tyrants. Later, I played Sword 3, and everyone worshiped a big orange martial arts for a few thousand dollars, and the difference has begun to open, and then I played a domestic props charging game, and I really saw the coal boss who threw millions.
Many people think that these are trusts, but in fact, it is not accurate to say so, and this domestic planner explained.
What is the situation?
Yes, there is, but the vast majority of them are not, and for players who have reached a certain level of consumption, the project team will take the initiative to get the contact information of the players, pull the group to explore the bottom, ask for opinions regularly, and hold meetings, that is to say, this type of player is what these planners attach the most importance to.
As for those ordinary players, in the eyes of these planners, you are a fart.
And how big is the gap?
The players at the bottom can't afford to pay 15 yuan a month for a point card, and the players at the top can smash 100,000 yuan a minute without blinking, and these two people can only charge dozens of dollars a month in the time charging mode.
Of course, because that's a forum where WOW players gather.
So, this poster likes to use WOW players as examples, for example, after talking about this huge gap, he continues to use WOW as an example.
One of the common mistakes that players, especially WOW players, make: no one is playing here/no one around is the game dead.
It's also important to emphasize here that WOW players are only a tiny fraction of the Chinese gamer population, although this group is very distinctive. The perspective of the player's view of the success of the game is obviously different from that of the business, the former often starts from itself, and at most sees the average number of online players, which is generally the death of the game that I don't play if my friend doesn't play the forum and can't see the discussion.
But is that really the case?
Jester thought about it at the time, too.
I'm afraid not. (To be continued) R655