Chapter 816: Invitation to the Test

In fact, whether it is the Mars Entertainment Carnival that Jester has organized for more than ten years, or the Blizzard Carnival that he has experienced in the future.

The speeches at each opening ceremony were always the same.

It's nothing more than to recall how popular we are this year, how popular the game is, how much players support us, and then announce the next game that will meet players, although it is the case every year, but players just eat this set.

In the past, Jester especially admired Blizzard's method of holding carnivals, because this is so useful for the cultivation of diehards, countless players, players from all over the world, like a pilgrimage, across a distance of maybe tens of thousands of kilometers, come to a place, just to participate in a party, with some like-minded people, this is not a pilgrimage.

It's no wonder that when Jester watched the report of BlizzCon before, the domestic media liked to use the word pilgrimage to describe it.

Now that I think about it, it's still very pertinent.

This year's carnival, the main stage was given to Jester's "Monster Hunter", not that "Brood War" did not appear on the main stage, but the final finale was Jester's game.

This time, there was no E3 exhibition, and the kind of video presentation when "Monster Hunter" was first unveiled was shocking.

But this kind of big scene is enough to use once, and when it is just debuted, it helps to enhance the player's confidence and expectation of this game, and when it is the second time, there is no need to do this, players have enough expectations for this game, and now they want to know more, about the content of this game, and Jester also knows that this is a requirement that players should be satisfied.

Isn't that what they came to the carnival for?

When a lot of information about Monster Hunter was revealed, the players' emotions were also aroused, and Jester explained. While the animation of the use of the five general-purpose weapons that had been made was displayed through the large screen behind him, the scene was even more screaming.

The most important thing is that when Jester announced that the A version of "Monster Hunter", that is, one of the three versions based on European and American myths and legends, will have its first invitation test at the end of this year, the cheers on the scene reached the highest ~ climax and the most enthusiastic point, of course, this time the invitation test of "Monster Hunter" is still a little different from the previous invitation test conducted by Mars Entertainment.

In the previous invitation tests, Mars Entertainment selected those die-hard players and invited them.

They were invited to the headquarters of Mars Entertainment to experience the game, as they had previously wanted to test it out this way. But now with the addition of hard drives in Dreambox 3, they can now take a completely different approach to testing.

That is to give a test invitation to a subset of players who have an account on Battle.net and ask them to download the beta version of the game directly to their Dreambox3 through the Internet for testing.

The biggest benefit of this is that the number of testers can be increased by several times, or even tenfold.

Being able to monitor the player's experience and feelings during the game through specialized software, collect all kinds of data, and make more important changes to the game - this will be very convenient for the whole development process of the game, allowing us to find problems not only through internal QA testing - of course. We must have conducted QA testing of number theory internally before inviting players.

Some bugs or bugs that affect the player's game too much have been fixed.

The reason why I say this is because in the past, Mars Entertainment invited players to participate in the test at its headquarters, which was all-inclusive. Even if Mars Entertainment is rich, it is impossible to invite too many people, at most, it only invited about 300 players to the headquarters to test during the test of "Heroes", but the participants in the test have signed a strict confidentiality agreement.

But this time, Mars Entertainment has conducted an invitation test through the Internet. Does that mean you won't sign a non-disclosure agreement?

In fact, large-scale testing will only be adopted by the vast majority of game companies after more than ten years, and many game companies like to test only a small part of the content. It is used to attract players, but when the game is officially announced, players find that the game has just been experienced, but it is not playable.

The most typical example is Diablo 3.

When Diablo 3BETA was tested at the beginning, it was only possible to test some of the hand ~ feel of the blow, special effects and the like, which are not a big deal in a company with excellent technical capabilities, but this time the most important equipment system, the power that allows players to brush down again and again, has no way to be reflected in the short test content.

Through the feedback results obtained from the BETA, Blizzard has seen countless enthusiastic players.

They felt that their game must be doing an excellent job.

So, they were extremely confident at launch, but the reality was that the second lead designer of the development team admitted in an interview that we had failed to live up to the players' expectations.

After that, the development team of Diablo 3 learned from the pain, although there were many reasons for the failure of the initial version of this game, but one of them could have been saved, that is, if they could have provided more content for players to experience during the BETA test, then the ending would definitely not be like this - so, before the ROS launch, Blizzard took out almost all the new ROS content for players to experience.

Feedback from this 80 percent of the content is truly meaningful.

THUS THIS ALSO DERIVES ONE THING, THAT IS, A LARGE NUMBER OF GAME CONTENT BETA TESTING IS MEANINGFUL, OF COURSE, THE CONTENT REFERS TO THE MOST IMPORTANT GAMEPLAY OF THE GAME, SUCH AS THE TEST OF A GAME LIKE DARK, MUST LET PLAYERS EXPERIENCE WHAT YOUR EQUIPMENT SYSTEM IS LIKE AS A WHOLE, NOT TO SAY HOW MUCH CONTENT IS ANNOUNCED.

In an adventure action game like Shenhai, the important thing is the ability to design the levels and scenes, which doesn't require much content, but it needs a complete and stunning level.

For example, in the reset version of the Shenhai trilogy, Sony's level for the player's trial experience is the hotel helicopter level in the classic Shenhai 2, which can be said to be one of the most essential levels of Shenhai 2, and it is of course extremely suitable to use this level to attract players.

And the biggest mistake made by the test of the original version of Diablo 3 is. He's not a game like Shenhai, and the gameplay of these two types of games is also incompatible, the Dark series plays equipment, but in the BETA, it doesn't reflect the playability of the equipment system at all - and the players don't pay attention to it, because they never think the equipment system will be difficult for Blizzard.

Because Diablo 2's flawless equipment system is placed there, even if it can't be better, can it be worse than Diablo 2?

Therefore, when players play Diablo 3's unparalleled hand~ feeling, they feel that this game must be good.

But. As a result, players are completely deceived by their own 'I think', and Blizzard is also deceived by this false prosperity feedback, and they get test information that is not the feedback they want at all.

After the opening ceremony.

Two hours later, Jester was asked a lot of questions about the game during the interaction session with the players on the stage in Zone B, and one person asked why only Dreambox 3 players could get Monster Hunter when Battle.net accounts were universal. And they PC gamers can't get it? The previous "Heroes" was also like this.

PC players simply won't be able to play Heroes!

"Because when we develop a game, we don't mean that we have to decide on the platform of a game at the beginning of development, but the process of developing a game is like this, and we have a great idea at the beginning. And then brainstorm based on this idea, of course, it is also possible that a person has a lot of brains first, and then brainstorms, both of which are common in our internal development. ”

"And when we're thinking about a game. Which platform to log on is not something we will consider at the beginning, or even at a very early stage. We're just going to focus on what to do to make the game fun and fun at first, and as for which platform it's suitable for, it's up to us to get to know after the gameplay is designed. ”

"A game is a game, a platform is a platform, and we will not castrate the game in order to land on a certain platform, because a good game, the best game, is the guarantee of everything."

"For an RTS game like StarCraft, his gameplay was created for PC, and it wasn't a good fit for consoles -- or maybe we hadn't found a way to get a game like this on consoles, so we weren't going to cut back on his content in order to make it available to consoles, because we felt that all of his content was indispensable."

"And if we cut back on the content to get them on consoles, it's not going to be fun, it's not fun, it's not fun, why should players buy it?"

"We need to be responsible for the money spent by the player, a game of sixty dollars is in the hands of the player, we have to make the player feel that his sixty dollars are worth it, instead of after playing our game again, the player will have a feeling that I might as well take the money to eat a Chinese meal."

"A lot of people may mention the FPS thing, this game when we completed the initial gameplay design, we knew that this was a game for PC, we had internal common sense to move it to the console, but the precise aiming of the crosshair was too difficult, we tried our best to solve it, until one day we came up with a double stick and aim assist, we were able to bring this classic game genre to the console."

"The reason we didn't do it before was because we felt that it was no fun to make FPS games on consoles."

"Now the same is true for Monster Hunter, the entire game mode of this game is the most suitable for the console, and after we completed the initial brainstorming and the gameplay was determined, we also put the first choice of this game on the console, of course, it is not that the PC will not appear, but the PC will certainly not be the priority we will consider now."

"It's like a lot of console gamers are asking me, why can't we play StarCraft on Dreambox 3?"

"It's simple, it's not appropriate."

In fact, in the original history, Blizzard really released the console version of "StarCraft", but it was not successful, in fact, the host dealer did not experience the fun of StarCraft this RTS game, and RTS is indeed born for the PC.

Because this interview is the interaction between the player and the design team.

In addition to Jester being in charge of explaining some of the game systems, there are also artists and technical engines.

And the questions asked by players are also varied.

Not all questions are asked to Jester, and Jester will only answer them when questions about the gameplay and system are raised.

Soon one player asked a trickier question.

"As we all know, an ACT game has high latency requirements, I don't know what you mean by activating the test qualification through a member account, what I want to know is, do we also need to be connected to the Internet at all times when playing the game?"

Jester nodded when he heard the question.

"That's a good question, it's true, latency can be very scary for ACT games, especially in our game, if you're not careful, you'll be killed by the monster you're hunting, so, latency is our biggest enemy, you're right, during the test, you have to connect to our servers at all times to be able to play, because we have to collect all the data."

"However, after the release of the game, players can play without an internet connection, but in this case you can't play ladders, challenge missions, teams, or even the most epic events we have in store for players, but if you want to play, it's no problem at all."

"And what you're talking about is really just a matter of determining whether it belongs to the client or the server, and I can tell you with certainty right now that the decision belongs to your client, which means that you're going to have any delay in communicating with the game's decision data."

"The purpose of online connection is to collect enough data during testing, and after launch, to ensure that it is as fair as possible to all the players who participate in the ladder."

"That's it."

And Jester did not hesitate to use his own language, and explained the problem in great detail. (To be continued......)