Chapter 336: A New Model

Unreal II's development is surprisingly smooth,Judging from the current research progress that Carmack showed to Jester just now,It's much smoother than the original booked plan,In the theater's plan,The established development time is four months,In fact,Generally, this development time is not enough,For example, when Unreal I was developed,Carmack himself said that one month was enough,But when the final version was finalized,It still took almost two months。

And Jester was also intrigued by Carmack's enthusiasm, and he asked Li Fuzhen to go back by himself, and then he also stayed in this secret development base.

In a general sense, the game engine can be regarded as a thick game editor that many games will release, and in the case of the underlying modeling algorithm is determined, it can indeed be so artificial, but the engine needs to be considered.

So, when the game needs some features, it needs to be done before the engine is developed.

Of course, after the completion of the word engine system, because I am the first developer of the engine, there are some good ideas that suddenly occur in the process of research and development, and it can be changed at any time to add new features, which is why the average large game company develops the engine by itself, or directly develops the underlying layer similar to the engine.

And those companies with insufficient senior R&D strength, or companies with relatively little funds and no pursuit, generally only buy the right to use a certain engine, but will not develop a special engine by themselves.

Of course, this is still more than ten or twenty years later, to develop a top-level 3D engine, the manpower, material resources, and financial resources required are very huge, and the average small company simply does not have enough strength to develop it.

For example, the Frost series engine is good, but for some development companies. When they develop a game, sometimes they can't do it with their own hearts, but because it is not their own engine, they can't or can't make low-level modifications at all, so they can only get by.

If you put it on a company of the level of Blizzard Valve and so on, their engines are all developed by themselves, and when they find changes in a certain place or add a better one in the research and development process, they can rewrite the engine at the bottom of the layer, and the engine will become more and more powerful.

Those who buy and use copyrights do not have this ability.

Developing a 3D engine is a very expensive investment for the future. If you don't sell the rights, you may only be able to use them yourself, and if the game doesn't sell well, it's very likely that you won't be able to make ends meet.

In order to make Unreal II as perfect as possible at the beginning of development, so that when developing the game, he could have as many features as possible for himself, Jester was thinking about some features that could be done in this era - for example, the Zombies mode, which was very popular in later generations.

To be precise, zombie mode is a domestic saying. In foreign countries, it is generally called biochemical mode, and the concept of loss, or the living dead, was in the movies a long time ago, but it was really introduced into the game. Or in the mid-nineties, in the midst of a horror action game, Resident Evil.

The game is the work of a British studio acquired by Capcom, and it is a true masterpiece, even if it is to be seen twenty years later. Aside from the insurmountable gap in graphics and resolution due to technical reasons, this game can still be called a textbook of similar games in terms of game design and gameplay.

Textbook classic games. Each game that can be evaluated like this can be permanently engraved in the history of video games for future generations to admire.

Therefore, Jester naturally thought of a game type that is very fond of FPS games in later generations, whether it is a stand-alone game or an online game, or domestic or foreign, biochemical mode.

Moreover, here Jester suddenly thought that if this thing is added to "Quake", then it can be used as a foreshadowing for the future game "Resident Evil", and when he has the opportunity to launch the game "Resident Evil" in the future, then players will have a sense of accomplishment like finding an easter egg.

Although these are all details and small things, it seems that it is irrelevant to the improvement of the gameplay of a game, but this is precisely the biggest difference between a great company and an ordinary company.

This corporate culture, not only for the insiders, but also for a complete player community built with the games of this game company, this cultural circle is also crucial, for example, Blizzard, when they first copied "Dune II" to make "Warcraft: Orcs and Humans", they would never have imagined that this one they got inspiration from "Dune II", and a copycat game would become the largest part of their entire corporate culture.

Not only for themselves, but also for all gamers who like them.

In fact, Jester was reborn in this era, and he has a lot of nostalgia for the world he left, not to mention the old-fashioned things such as family, friends, friendship and love, and not to mention that it may take decades before he can play the top masterpieces that he can easily play at that time, and the most unforgettable thing for him may be the movie about "World of Warcraft".

This movie will be released in the first half of 2016, it should not be a ticket jump, because this is the result of skipping a ticket, the original plan for this movie was to be released in the Christmas season of 2015, but because there will be a new work of "Star Wars" in the Christmas season of 2015, you know, for Americans, the competitiveness of "Star Wars" is incomparable to anything else, and it is not a clear choice to compete with such a special effects blockbuster, so, In the end, Blizzard postponed the release date to 2016.

A game can produce a big movie, and it is a big production with an investment of more than 100 million dollars, not to mention the rest, which means that this series has a very large fan market - after all, this is still a fan game, maybe the sequel after the success of the first game, the movie adapted from the game is no longer a fan movie, but the first game is definitely the first game.

At that time, Jester even imagined the situation when the first big movie of "World of Warcraft" was released in China - there is no need to doubt whether it can pass the review, and the film China Film Group has invested a lot, in Jester's mind, the people who must be watching the movie are also divided into two rooms, the alliance and the tribe, when one party shouts provocatively for the tribe or lok-tar-ogar, how will the players of the alliance fight back?

Because when Jester thought about it again, he just thought of an interview, the Stormchild, who is probably the founder of the most famous art group in the world of gaming, Soul, Samwise At the opening of the first carnival, he walked down the stairs and saw that the hall was full of fans wearing tribal or alliance garments or decorations, and they were distinct.

It may be that this super art boy who has fallen off the scum of art cells suddenly became angry, and he shouted to those fans who were clearly distinguished, 'For the tribe!' Then, almost instantly, he got the users of those Horde players, and almost at the same time, all the Horde players shouted 'For the Clan!' 'Slogan.

And those players in the alliance were not to be outdone, immediately shouting 'For the alliance!' 'Fight against it.

This kind of scene must be very interesting, and even thinking about it is very exciting.

Moreover, except for the Leather God series, which relies on making money from cute and stupid fans, no game has ever been a real success - whether it is Angelina Jolie's "Tomb Raider" with strong personal charm or "Resident Evil" that has gained a lot of word-of-mouth.

None of this is a success.

And although the total box office of Pi Shen is very high, it is only an animated film after all, not a big movie - in a certain way, the influence of an animated film can never have the same impact as a big movie, except for a few films.

Therefore, Jester was very much looking forward to the "World of Warcraft" series of movies being able to defeat the leather god.

Moreover, at the 2014 carnival, Blizzard played a thirty-second movie trailer, and a trailer was only visible to those who participated in the carnival, and no one could pirate it, but Jester from all aspects of the news and feedback that when the trailer opened from a high-altitude view of Stormwind City, many Blizzard fans who attended the meeting were excited to tears the moment they saw this opening.

I remember Jester watching the carnival's live post at NGA during the 2014 carnival, and a fan who had just watched the trailer of the Warcraft movie followed the post at the back of the live post and said something that moved a Warcraft fan, "This is the Stormwind City in my mind." ”

Of course, after all, there are still very few people who can participate in the carnival, and the domestic ones are even rarer, and the news heard is only from the mouths of those attendees, or some gossip interviews that don't reveal any secrets at all, although there is a big bull in NGA who is engaged in film special effects production in the United States said that his company is in the late stage of producing Zuò Warcraft movies, and said that the special effects of Warcraft are the top and there is no more news, And it is precisely this kind of information that makes more players more curious and itchy about this thing that has not even opened the tip of the iceberg. (To be continued......)