Chapter 527: The Thinking of Domestic Planning

So what exactly is it?

For merchants, as long as the revenue is high and the profit ratio is high, this is a successful product.

Therefore, what WOW players think has been dead for 10,000 years, Guild Wars 2 and Sword and Soul are actually successful games, and they have made enough money, but they have not earned yours.

For example, a game with an average of 100,000 online and an average consumption of 100 yuan is certainly better for players than a game with an average of 10,000 online consumption of 2,000 yuan, because it doesn't cost much to play more people, but for merchants, the latter is of course better than the former because it makes more money.

This is the view of domestic planning on games.

In the eyes of those who are game developers, and for a moment to call them, it seems that they only make the game to make players pay money.

There have even been more explicit words.

For example.

The planner also explained in detail that the huge difference in consumption power determines what the optimal solution is for domestic game fees.

Use time to get more users for free, and conscientious planners will ensure the basic survival of these people in the game, that's all, why is this so? They don't spend money and occupy server resources, so what's the use of keeping them alive?

Because this is to find a way to retain them and maintain the ecology of the game, and what is the purpose of maintaining the ecology of the game? It's simple, make enough money on users with high spending power.

So the question is, how to let the local tyrants spend money to give them a good enough feeling without making the civilians unbearable? If you solve this problem or solve it in a short period of time, the game can already make a lot of money on the fee

This is how the design of the pit money and the circle of money that you hate comes from - the brainpower, high and even excessive commercialization of countless plans.

It can even be said that in the domestic game development environment, more than half of the workload of the main strategy and numerical planning is here.

At that time, Jester was a hot-blooded teenager after all, and when he saw the planning of a large domestic game company, he was so unabashedly and nakedly promoting his game design concept, Jester wanted to question a person who could choose to engage in game development after graduation.

I definitely want to develop a good game.

If you don't have this ideal, I'm afraid few people will choose this industry, because game development will be quite boring if you don't want to do it.

And, there is one of the simplest questions.

Saying so much, I'm always talking about making money, but I can't even do a good job of the quality of the game, how to make money?

When Jester confronted the other party.

The other party directly retorted in a disdainful tone.

"Because the level of domestic players is too low." This sentence is very euphemistic, in fact, what this domestic game planner wants to express is that most of the domestic online game players are a group of SB, and they don't know what a good game is and what a bad game is.

There are three types of players on the market.

One is that they don't care about the quality of the game at all, and play the game just to pass the time, the other is that they attach much more importance to the fun than the game itself, such as dating guns, slaughter, pure socialization, etc., and the other is that they have never played an online game or have never played an online game of acceptable quality, so they are extremely insensitive to the quality of the game or have a very low ability to discriminate.

It is these three types of players that occupy the mainstream of the domestic player group.

Their idea is simple, they don't understand or care about the structure of the game, the gameplay, the values.

They don't do any summarizing thinking and planning, and their game world is just a very simple word: cool or unpleasant.

This is a very vague feeling, what is cool, how to be cool, each player, everyone has their own different concept. What the developer has to do is to try to find a cool point, including some designs that we might think can't be more vulgar and can't be worse.

For example, the dragon slaying knife will be sent when you click it, the infinite monster spawn will be hacked to death and exploded, the point will be upgraded to level 10, the damage of hundreds of millions of dollars will be slashed, and the treasure chest will be opened to open a bunch of miscellaneous things, catering to these players.

Why?

Players who have high requirements for the quality of the game are too difficult to cater to, and the reward ratio is too low.

And the above three types of players are so satisfying that they can do something casually, and some people will buy it. There are a few local tyrants in it, and they will return to their roots, and if there is a batch, they will make a lot of money.

In this case, why not the planners?

Doesn't that seem incredible? Do you think how can there be such a shameless person? Quite simply, it was because neither the domestic planners nor the domestic players at that time took to heart the idea of what a game should be, that is, in their eyes, it was just a game.

But in the eyes of people who really love the industry, it's not like that.

When Jester was speechless by the landlord, the big domestic planner, and didn't know how to fight back, someone just asked the landlord in a very ordinary tone, and the landlord immediately became speechless.

What is the problem?

Very short.

"Let me just ask, at what point in your game do you start testing and discussing the question of 'is it fun or not?'" Do you dare to say it? ”

It's not fun.

What a simple question, as a planner, it's really the simplest question, which game planner doesn't make this game from the perspective of fun? Whoever planned to make this game didn't always have such an idea from people who had played it.

It's worth it.

But it's a pity that the domestic planner doesn't design the game like this.

In fact, this domestic plan has said so much, but unfortunately the foothold is wrong, and no matter how much it says, it will be in vain. The mastermind's foothold is that if you want to make money, you have to abandon quality, and it is enough to make a pyramid structure.

But the problem is that wanting to make money and the quality of the game are not in conflict.

Is GTA5 fun? Do you make money or not? Is WOW fun? Do you make money or not? Again, is Dota 2 and LOL fun? Do you make money or not? Is the technical difficulty high?

In the final analysis, it is still not enough.

Only such a thing can be made.

And why is this so? Jester thought about it for a long time at the time, and even after the crossing, he thought deeply about it, in fact, at the beginning, these planners forgot even the original intention of designing the game, and there were too many things constrained by objective conditions, and in the end, they couldn't figure out what they were going to do.

Anyway, as long as I can make money, I don't care what it is.

As an ordinary person who has certain expectations for games in the non-game industry, Jester's thoughts at that time were very simple, he didn't have much power, and all he could do was to make a small contribution to the Chinese game industry.

Never play domestic online games.

If you compare all kinds of games to women.

The successful game that this domestic planner calls a success, combined with their appearance and solicitation methods, can be regarded as a street chicken at best.

As a businessman, it was indeed a success.

But please don't claim to be in the game industry, you are at best in the network service industry, and to talk about your work purely from the concept of "game" is a piece of, because in Jester's mind, a game has never been regarded as a pure commodity.

It's a bit cold to say that the artwork is a bit cold.

It might have been more appropriate to switch to crafts, but Jester stuck to the previous question and chose to use the word art.

Jester has the same idea now as he did when he created Mars Entertainment.

That is, to make a game with the attitude of making a work of art, this game can have all kinds of factors that attract players to play, but the production of this game is definitely not just because of this, it must be, or necessary, there must be a spirit of craftsmanship.

In their eyes, the game is just a commodity, as long as it can be sold for money, they don't care what should happen to this thing, the only thing they care about is money, and it is money with low investment and high return.

And what about artisans?

When they're making this thing, this game, first of all, it's their kids, they like him, they love it, they're obsessed with him, and the reason they make him out is that they want everyone else to like him too.

In fact, there is such a point of view in the future domestic planning circles.

"It is always capital and the market that determine the product, and there is no limit to capital. Therefore, in order for the entire game industry to embark on the road of healthy development and healthy competition, all practitioners must have a high level of quality; And to degenerate the entire gaming industry, it only takes one person to take off his pants and make money. ”

Of course, this isn't the most morbid view Jester has ever heard.

In fact, Jester has also heard with his own ears that the chief planner of the ace game of a top domestic large game company teaches his younger brothers this way.

It's very straightforward and straight to the point.

In a word, it goes straight to the core of whether a game will make money.

That's what he said.

"Players are stupid*. And don't tell me you have ideas, you have ideas. There are many creative people, do you want to make something new and stand the test of the market? If you haven't been tested by the market, you are responsible for the death of something? Did you know that it's good to survive 5 out of 100 new games right now, just borrow from the market-proven games? ”

Jester thought about this in his head as he looked down on the platform that had become less silent.

Then, seeing the very young reporter, he was the first to raise his hand.

Judging from the direction, this should be a reporter from Japan. R1152