Chapter 861: This kind of design idea is not what I want

Let's not mention that.

Let's just talk about the development strategy of retiring the environment.

Jester thought about it for a long time, but he couldn't make the most correct judgment.

First of all, it's clear that there's no such thing as a good strategy, it's just a matter of where it's used, and this design idea is tailor-made for trading card games.

This design strategy is a great fit for a trading card game, and the reason for this is that in twenty or thirty years no one has been able to come up with a better strategy to extend the life of a card game than a retreat environment.

So, he's just better.

But for MMORPG games, of course, it is indeed irreplaceable for expansion, but irreplaceable, it does not mean that Jester has to learn from Blizzard's development model of the expansion, a pure mode of retreating from the environment, as soon as the expansion comes out, then all the items in the old world become garbage, which is a very irresponsible behavior for the game.

Game companies force players to play new content.

This kind of domineering, arrogant and unreasonable style is indeed in line with Blizzard's style, and the designers who are the second of their own self-consciousness God are designed like this, and their thinking is like this, they think that only we understand what a good game is, and what we design is the best game, and you must play according to our design.

Even Blizzard has a very arrogant rule in the boss battle of the dungeon, that is, your boss battle must be carried out according to my set intention, and it cannot be circumvented, otherwise your account will be blocked.

And for this reason, I know what a good game is, you are all SB's idea.

Blizzard has completely introduced Magic's de-environment mechanic in the expansion pack in WOW, making the previous version of the world completely a place for leveling up, and not playing even a small role in the new game.

Commenting on the quality of a game is a very personal matter, and if no one can say that I think it's fun, then the whole world must think it's fun. It's like Sid Meier said, a game designer has to be a good psychologist, he has to get to know the player's mind, and only then can he design a game that the players will like.

There's more than one way to think about developing games in the gaming world.

Sid Meier is a master of a generation, and his design thinking is a very pure idea of game design, in fact, there are not many designers of this idea in the entire game world.

On the contrary, like Blizzard's stupid dicks, there are the most people who think that Lao Tzu is right in everything.

After all, for designers. In addition to the games being their children, they are also involved in the world they are involved in, they are the founders of the world, have you ever heard of the founder's opinion being denied? Players are subjects living in their worlds, how can you oppose the founder's ideas?

Jester hated this kind of design idea.

Although he tried his best to prevent the appearance of this design idea in Mars Entertainment, although he was revered as the god of games, he was just an ordinary person, not an omnipotent god, and he had no way to change other people's minds.

And. Actually, in substance.

Only this kind of person with the idea that I am the creator god can make the most incredible game.

And Sid Meier's idea of making games is actually for his subordinates, because their subordinates only need to do what he thinks.

One problem, though, is that not all designers are Hideo Kojima. Itagaki is a companion, it's John. Carmack, it's all Rob. Pardo, actually. For example, these amazing and brilliant characters are also rare in the entire gaming industry, although many people have been talented from generation to generation. But in terms of Jester's later experience and the games he has experienced.

The gap between the new generation of designers and the older generation of designers is simply unreasonable.

Needless to say, it is the first generation of "Super Balotelli" made by Shigeru Miyamoto in his twenties and thirties, and the experience of design games contained in it is not comparable to that of any later young designer.

Future hardware improvements will indeed make game development much easier, as designers can fully implement some of their ideas into games.

However, this also made later game developers worse and farther than the earliest developers in terms of the ability to tear away all flashy appearances and point to the core of the game.

Because in the beginning, the hardware was underwhelming.

Developers can only be functional, can only abandon all flashy things, a game is a game, his core is his gameplay, in the end is not fun, because the capacity is very small, so every time you add a set of functions, the designer needs to consider is, does this thing improve the playability of the game?

You even need to consider whether this kind of boost is much stronger than the one in another setting.

Because the capacity of the game cartridge is limited.

For example, Super Mario is only a few megabytes in size, but the playability is incredibly rich.

The group of game developers who grew up under such difficult conditions really don't know how many times stronger than the later game developers who were trained in the development environment of a few gigabytes of memory, and have a better understanding of what is a fun game, what an excellent game is, and what is a real game.

It's not the same thing at all.

Only such people who were killed under extremely cruel conditions could be called elites, and those who came later were really not worth mentioning.

That's why, even after twenty or thirty years, the people who take the lead in the industry are still those who came from the most difficult eight-bit and sixteen-bit computer eras.

Because these people really know what the game is all about.

What exactly is a game for?

Not those flashy decorations, but the game itself.

Jester has thought a lot about WOW, good and bad, what he can correct from his own experience, and what he can't fix himself, WOW is a game that opened an era in its original history, and it can even be said qualitatively, the entire PC game industry. If you want to divide the chronology with a game.

Then Diablo 2 is the first division, and WOW is the second division.

And Jester's WOW in this world is much bigger than the original Blizzard's WOW ambition, his WOW is not just to beat EQ, there are 500,000 paying players.

What he's going to do is a game that changes the whole game.

Many people feel that there is no hope for PC games, because the problem of piracy is serious, and Diablo 2 has opened up a new way for many people, that is, to make online games. It is impossible for others to pirate, but at this time online games are still niche, whether it is the size of the game, or the number of players, or the market share, compared to console games, than arcade games.

None of them are the same.

And in the original history, when the time was ripe, WOW was born. There have been several big changes to the market that PC games can contain.

WOW would be the last game he had planned, so Jester wanted to make it as good as possible.

Of course, pure perfection is impossible, for example, the property of inflation ~ expansion is such a difficult problem. There is no solution to the MMORPG, which will inevitably be revealed as the game progresses, and Jester is actively detonating the attributes, just like Blizzard did in the expansion similar to the retreat environment in the collectible card. Or choose to delay the process of attribute explosion, and actively choose the second option.

Because he thinks, an RPG game. It can't be like in the late WOW period, where only level 10 game content is meaningful.

The structure of such a game society is also extremely unstable.

What he wants to do is to make all the levels meaningful, in fact, it is very simple, that is, to give up the idea of retreating from the environment, for example, even if the expansion is opened, but the production of some items in the expansion still requires materials from the old world.

This makes it meaningful to players of old maps.

Sure, that might keep a lot of people from playing the expansion - but that's what Jester is all about, and why should everyone play an expansion?

This kind of idea is originally a brain-dead idea.,Of course,WOW's operation method may be unclear to many people.,I think foreign countries are like domestic ones.,The game is free to download.,And then point card fees.。

Actually,In Europe and the United States,WOW uses the client also needs to be purchased,And 3A masterpiece at a price,Sixty dollars a piece,And,After you buy the game client,You still need to buy a monthly card,Of course,There is no monthly card in China, only point card,But there is no need to buy a client for hundreds of dollars in China,That's why Blizzard should insist on adopting the idea of retiring the environment to develop the expansion pack。

Because if they only play the rest of the content, they won't make any money from the client.

So, he can just use this kind of despicable method, using the method of retreating the environment, so that players have to buy my client as long as they want to play this game, otherwise you will continue to do useless work on the previous version of the map.

Jester said before that the most important thing about a game is replayability, and whether the game is fun or not should always be put first by a developer.

Only a single-player game can completely abandon the idea of how to cheat players out of money to make games.

Because they just need to think about how I want to make the game fun and let the players buy it, and MMORPGs are different.

He is an RPG and also has an MMO prefix, what does MMO mean?

Quite simply, as the name suggests, massively multiplayer online.

When playing MMORPG, it's not actually that you're playing alone, it's a group of people playing, and only a group of people are playing it, and the game can run normally, and many people say that if the expansion is opened, and the materials of the old world are still useful, doesn't that make the whole system a lot more complicated? If you have a small number of servers, there aren't enough low-level players, and you don't even play the normal version.

But there is another issue that needs to be understood when considering this.

That's what an RPG is?

This is a question that game developers, especially developers of RPG games, must understand, RPG is role-playing, everyone knows this, and what needs to be understood is the deep meaning.

That is, RPG role-playing is carried out on the basis of a social system, and there will be role-playing when there is a social system.

What is society?

When it comes to society, it will inevitably descend to the social structure, each performing its own duties - this has been the case since the slave era when human beings produced civilization, and there must be a stable social structure system, just like in the feudal society, the king was crowned prince, the princes were crowned, and there were scholars under the king, and there were countrymen under the scholars, and there were subordinates who were lower than the people, which was a relatively stable social structure at that time.

Of course, such a social structure is backward now.

However, at that time, it was stable and advanced, and the biggest difference between MMORPG and traditional RPG games was that he wanted to build a society, and the premise of society was to have a stable social structure.

The sixties were solid.

In the seventies, it began to be unstable.

In the eighties, this precarious situation was actually on the verge of collapse, but the collapse was delayed by the super popularity of Alsace, and by the time of the eighty-five it was a complete collapse.

In fact, WOW at the time of Jester's crossing was already an MMORPG with a collapsed social system.

There is no need for role-playing.

Because have you ever seen a role-playing game where all the characters are legendary?

Presumably not.

This is the most serious drawback of the retreat environment, so we have to think of a way to delay this kind of thing as much as possible, and don't let the content of the expansion film make no sense when it comes out, just like the country issues a new version of the currency and declares that the previous version of the currency cannot be bought.

This is indeed a temporary increase in income.

But the harm to the game is also great, and it can be seen from the feedback from later players that there are many players who like the previous version, whether it is the eight-year version in the sixties, the seventies version, or the eighties version, there will be people who like it.

What designers should do is make their likes meaningful, not force them to tell them that your likes are meaningless and that you should play the latest version.

This kind of design idea is not what Jester wants. (To be continued.) )