Chapter 546: Nintendo's Feast
How do you ensure execution and the world?
This is an eternal topic, within a limited budget, to make the whole world view more perfect, rather than simply piling up content, too loose content, the guide is that the game becomes not full enough.
Developing a masterpiece is definitely not just about the accumulation of graphics or content.
If only that's all.
Then it's too simple, you know, this is an industry, only 0.1% of people can do things, and they may not be able to succeed, and these people are taking, even if they are placed in the entire human society, it is the highest salary to work.
To put it another way, what kind of planning, or game design, can be executed in place?
As a team, it is not enough to just implement your own ideas, and a friend of Jester's former planner once took it very seriously when he wanted to make his own indie game after graduation, and what he said was: don't think about creating a world, but dance with shackles within the scope of your own permission.
At the time, Jester was a little unimpressed by his friend's advice.
However, now that I think about it, in fact, under the domestic situation at that time, if you want to make a game, you still have to do it to be able to achieve something.
In fact, this should be viewed from two sides.
It seems that many people think that the most important thing in RPG games is about the construction of the world, and many people will cite "World of Warcraft" as an example, of course, this is undeniable, the worldview structure of "World of Warcraft" is indeed ** to no friends.
Almost all players, when playing World of Warcraft for the first time, will be attracted to the structure of his worldview that is almost like the real world.
However, there are times when there is one thing to consider.
MMORPGs are different from RPGs.
Before the birth of World of Warcraft, a landmark game in the history of MMORPGs. No one thinks that online games can still do this, so everyone is full of fun about the world and exploring the world, but the characteristic of online games is that they are online for a long time, even for a long time, such as a few months.
When the game first started, players were naturally willing to explore the epic worldview.
But what about a month later?
So, in the MMORPG after World of Warcraft. The structure of the worldview has become the least favored thing by the planners, because only the first one can give you that kind of shock and emotion, and the later ones, no matter how well they are done, will not work.
However, a single-player RPG is completely different from an MMORPG.
Because compared to MMORPG, which is measured in years in the game market, the game time of a stand-alone RPG may be more than 100 hours at most, such as "The Witcher 3". Even if you want to experience all the side quests, then one hundred and twenty hours is enough.
In this kind of gameplay, there are not too many games compared to MMORPGs, this kind of exploration. is meaningful.
Don't say Lao Roll 5, Lao Roll 5 is playing mods, not playing the architecture and exploration of the world view.
If someone in China proposes that games like Lao Roll 5 and "The Witcher 3" will happen? Almost 100 percent. He was shot right away.
The reason is also very simple.
This game, with such a large investment, tens of millions of dollars. Even if it is converted into national conditions, it will cost 100 million to 200 million yuan, and how can you ensure the retention of users if such a large amount of money is invested? How to ensure the user payment rate? You can't promise anything, you tell me a piece of.
There is no way to value a work of art before it is designed, and whether players pay for it or not has always bothered the CEOs of domestic game companies, well, if according to some people - there are so many brain-dead fans that the bosses of these game companies have no incentive to take risks and innovate.
It's not about money at all.
Why, quite simply, Jester knows one thing.
Several friends discussed and played together, one of them was a domestic game of the angry youth, and the other was the product manager of a Tencent game project, the domestic angry young man often ridiculed the product manager of Tencent, he once asked the other party.
"Suppose I am an investor now, give your team 100 million to play, and make a popular game within 5 years. It's 2015, when will you start testing whether the game is fun? ”
Tencent's product manager replied dismissively.
"100 million is very little, if a full-time team is established, our fresh graduates can have at least 150,000-200,000 a year, this is the bottom line! The special team of Warcraft is about 300 people, based on this, we calculate that the average annual income of the team members is 250,000, so the annual salary expenditure of 300 people is 75 million......"
The answer is very practical, 100 million funds is enough for a year's salary plus a little research and development expenses, and it may not be completed in a year, but hasn't this Tencent's game product manager thought about how much CDPR spent on "The Witcher 3"?
Your employees are not as capable as others, so why spend so much money on some waste? And it's an unenterprising waste.
Of course, CDPR people are a group of wayward dreamers, and in the eyes of many people in the industry in China, these people are just stupid, but making games is originally a thing to realize the dreams they make, so good games are really what dreamers can do.
A group of people who can't dream, don't dare to dream, and don't want to dream are not qualified to say, I'm making games.
Think about it, if it's not a dream, a group of people who started with piracy and made a small amount of money by acting for games, and a dozen otaku who have never made a game, how could they do it without hesitation to make a game that they really like?
Of course, then again.
In an environment where the project establishment stage cannot be passed, how to make excellent works? To put it mildly, the game manufacturers of the Celestial Empire have already killed the word high quality when they set up the project.
They have done too much self-castration.
They simply don't agree with how cool it is to make a game that makes everyone stunned.
They think it's SB.
Most of these gamers in the Celestial Empire game industry have become accustomed to referring to the things reflected in the retention rate, payment rate, and user payment rate.
But these things don't represent the gameplay, it doesn't mean that the game is fun or not, and the things produced under this system can only be freaks, of course, the most amazing thing is that the users of the Celestial Empire still pay for it.
It's true that the market determines the direction of capital.
So, in fact, if in the future, domestic games really have a future, then it must be a kind of forced revolution, it must be a bottom-up revolution, it will definitely not be because of the awakening of the game company itself, it is impossible for the decadent class to awaken itself, and it is impossible for domestic game developers not to eat on their own, just look at the historical evolution of our country in the last 100 years.
How can you expect a group of people who are investors, KPIs, breadwinners, and performance appraisers to think how can I make money standing up?
You can even look a little closer.
The Atari Collapse.
In fact, the talent of one of the most powerful game companies in China is, to put it bluntly, the level of the manipulator of the automated production line: it seems that there is the most advanced design, the best quality workmanship, and the most perfect software control.
However, a manipulator is a manipulator, not to mention a designer, and even the realm of a craftsman cannot be reached, even if the things made are beautiful, they themselves can't even understand what has been made.
Jester stopped reminiscing about his future experiences, and he felt that for a designer, competence was not the most important thing.
The most important thing is that because there are many people who are willing to eat a piece of, they will never make a piece of for these people to eat, which is immoral, and they will go to hell after death, and they will feel shameful if they have even the slightest conscience.
Moreover, the current world game environment is in a very confused state.
There are two kinds of people who are very bad.
Although the Atari Impact has passed, the lessons brought by the Atari Impact need to be remembered, and the reason why there was the Atari Impact was because there was a lack of a large number of these two crucial characters in the game environment at that time.
One is a professional who knows what a game is, and the other is a manager who knows what a professional is.
Don't underestimate managers.
In a large R&D team, the project can run smoothly, and a good project manager may be able to increase the progress and speed of the entire project by 30%.
Jester had an idea.
It was about USC asking him to give a talk about games to a new student in his first class of school, and he pulled out a piece of paper and began to write on it very quickly, not very esoteric, just talking about 'why I make games and what kind of games I want to make.'" ”
In addition to completing this speech for a speech at USC these days, Jester is paying attention to the development of his game, although the development process is very smooth, but there are often some small problems, but overall, it is still relatively smooth.
Other things, which Jester is more concerned about, are probably the fact that Shigeru Miyamoto went to Japan to dig people. (To be continued......) R752