Chapter 820: Technical Problems Are Unpredictable
At the end of the year, with the arrival of the new year, the production of "Monster Hunter" has also entered the final stage of the follow-up.
Of course, this is talking about the production of European and American mythological versions, because there will be three different versions of this game, and the release time will not be the same, although the three versions are carried out at the same time, but there is still a difference between fast and slow, before Jester thought that they could do three games at the same time, and at the same time, the momentum of this will be greater.
However, in the process of development, they found that although the mechanics of the three versions of the game are the same, the engine is the same, and it stands to reason that it is becoming easier and easier to develop.
But still during development, I found many different problems, different versions, and different solutions and countermeasures.
In this way, the speed will be slow.
After thinking about it for a long time, Jester still gave up the idea of developing it at the same time, and concentrated on making the version that had been done to the fullest, that is, the version of European and American mythology, and then concentrated on the remaining two.
When 70% of a team of 100 people is concentrated on a project, and the project is not too big, and the content that needs to be done is relatively concentrated, unlike the all-encompassing hodgepodge of "Heroes", especially after the team has carried out more difficult and severe challenges, the speed is very fast.
That's why the game debuted at the beginning of the year and will be almost finished by the end of the year.
Of course, after the production here is basically the European and American mythological version, the other two versions will be produced after the European and American mythological version is perfected.
When Jester announced the news, players in the player community were used to it, because for Mars Entertainment, skipping tickets was simply commonplace. However, players also agree with Mars Entertainment's theory that they don't want the game to come out according to the schedule, but both their developers and players want the game to get better and better.
And if the game is not done well, it will definitely not be recognized by players.
Rather than that, it's better to postpone it for a while, and wait until the game is all made and perfected, and then release it.
In Jester's memory, Blizzard is best known for bouncing tickets. In the eyes of countless players, Blizzard is almost synonymous with ticket jumping, but I think many people don't know which one of their most famous and longest ticket jumps is for Blizzard.
Some people may say that it is "StarCraft", but "StarCraft" is precisely the dog blood that was sprayed by players after exhibiting at E3, and it was considered a botched WAR2 skin-changing work, which was meaningless, and then Blizzard decided to return to the furnace and redo it. It's not a bounce here, to be precise, because the game is a bounce from scratch, and players weren't looking forward to the game at the time.
There will be a bounce when there is expectation.
And Blizzard's most famous ticket jump should be "Diablo 2".
It may not be clear to many people. Blizzard first promoted Diablo 2 in 97, when they said that the game would meet players soon, and it was the high ~ tide period of Diablo 1 at that time, and countless players were looking forward to the new works of the Diablo series. Blizzard also followed the popularity of the game, but because of the countless problems encountered in the development process of the game, Diablo 2 was planned to meet players in 97 years. It was delayed until the end of '99, that is, when it was 2,000 years old, that is, the formal interview.
At that time, both players and the media were not optimistic about this game, because after a long time of bounces, the games that came out again, at that time, without exception, there was no outstanding one.
So, the situation at that time was that countless people looked down on Diablo 2.
Especially some real RPG players, since the first generation of Dark, have scoffed at this game with the name of an RPG game, but does not do RPG elements, and this time it is even more ridiculous to say that Diablo 2 will definitely die violently, and many game media also think so.
But the reality is that Diablo 2 is excellent and has questioned everyone's doubts, and a new game genre has been officially established - Diablo LIKE.
And the ARPG game genre has also had the meaning of naming since Diablo 2 appeared.
You know, this is a span of two and a half years, or even close to three years, although in the entire history of the game, it is not the longest time in Jester's memory, but it is the most storytelling and legendary.
This time the jump ticket also officially made a new game genre one of the choices for players when playing, and also put a game company destined to be great on their own path.
In fact, although Jester became a fan of Blizzard because the game was fun, after getting to know this company in depth, he liked this company more and more not because their games were fun, because there were many game companies that were better than the games they made, or not inferior to them, but whether it was at home or abroad, creatures like Blast White had not appeared in other game companies.
The reason for the others is not clear, but Jester knows his own reason, which is the company's persistence and stubbornness in game development.
They never modify a game for reasons they don't agree with.
Although they sometimes like to play against players, many people say that WOW is a game where players are cool and how Blizzard is unwilling, the purpose is to keep you from ~ cool, but then again, if you really play WOW when it first came out, you will know that this game has definitely not been smooth sailing since it was born, and the road has been smooth.
Even on a PVE server where there is no field faction confrontation, a small trumpet on the Novice Village map, if you haven't played it, it's basically not difficult to die eight times out of ten - especially if you choose a class that is destined to be difficult in the early stages and doesn't have teammates with you.
For example, Jester was very impressed by the fact that when he first started playing WOW, he played Warrior, because this kind of charge came first, and as a barrier, blocking all dangerous classes, he thought it was the most manly, although he chose a female character.
At that time, Jester didn't have any friends to play with.
Everything was normal when I was in the Elwyn Forest, the birthplace of the human race, at the Northshire Abbey, but when I arrived in the town of Shining Gold. The sheriff Duhan tells you to go to the Fargordi Mine to check on the situation, and then Jester operates his little warrior who is less than level 5, running all the way, first being killed four or five times by the fish crowd at the Crystal Lake, then by the wild wolves on the road two or three times, and then finally entering the cave and being killed four or five times by the kobolds.
Only then did he realize that he had come to the Jade Mine Cave instead of the Fargodi Cave.
At that time, Jester watched his equipment die in red, and wanted to cry without tears, but turned to grief and anger, questioning whether he was not suitable for the game. The delay extends to the point of questioning life.
After thinking about it for a while, Jester still felt that he would choose a new class to play again, and then he silently thought about choosing the thief, and he was willing to see that the thief had sneaked around, and he should be able to successfully complete the exploration mission of the mine - and then the world became better, although he was able to die a few times after entering the mine, but he was educated a lot of times.
Later, out of nowhere, Jester saw a ballad about the difficult situation of the human birthpoint, and immediately felt the same way.
What a mine cave dog head formation. The crowd of fish by the lake, the princess with her little brother, Hogg teaches people to be human and the like.
Hogg, in particular, was really an extremely terrifying shadow......
So. Ticket bouncing is not something that is unacceptable to a great game company and their fans, and even though sometimes fans say that they bounce tickets again in a complaining tone, actually. They didn't care, because they knew that the ticket was now bouncing. It's definitely for the game to be better and more fun.
It's something they're willing to accept.
Although it is a bounce, it will not be too late, and now that the European and American mythology version has entered the finishing work, the remaining employees can carry out the development of the other two versions, and Qin Guangxia, where the framework engine has been established, will also be developed quickly.
Basically, the European and American versions will be available by the middle of next year, and then a version will be released every two months.
Of course, this is a plan on the planning timeline, and it is impossible to say whether it can be completed on time, because some technical problems are very difficult to estimate how much time it will take to deal with them - for example, a small problem is found and reported by the QA personnel during testing, but when the programmer fixes it, it triggers a series of chain reactions because of this fix.
Then a small problem becomes a big problem, and it takes more time, which is not on the schedule, although the schedule is left empty at the time of creation, but the development of this kind of thing, if it is not done well, it is not done well, and the plan can represent some situations, but it is absolutely impossible to represent all situations, just like Blizzard later explained in the version of "King of Draenor" why the flight was so late.
In the eyes of many players, isn't this just a matter of changing a switch, is it so difficult?
Anyone who asks this question must think that flying was done by the development team from the beginning, but the truth is that they didn't make flying into the game in the first place?
And what about the need for redevelopment?
Some people may still ask, isn't it just to develop a flight, is it so difficult?
In fact, it's so difficult and complex that a feature that an outsider thinks can take a month or more to solve a problem that the design team can solve, because the solution to one problem can lead to other problems.
At that time, Blizzard's explanation was very clear about this problem, but there were still many people who still did not give up.
"We're a software company, or rather, we're video game developers. In the world of software development, there is no such thing as being set in stone. For a variety of reasons, a lot of things can't be predicted. As a result, we don't usually make any promises. This is our lesson, no matter how sure we are about something at the time, plans always don't change quickly, and many unexpected things can make our plans not execute. ”
"One example of this is what the developers said 'it will be live in a few weeks, not months'. At the time of this announcement, we were already confident that it would only take a few weeks to get the details of Tanaan ready, fix known bugs on other maps, and then be able to turn on the flight patch. It's simple, isn't it? We just need to change a few bytes from 0 to 1 and we're done. ”
"Then, we detected more bugs than we could have imagined. We found that such a small world could not fully adapt to the mechanics of flying, and it was not uncommon for players to fall to their deaths. We've found that certain mounts and class abilities are causing this issue, and some are due to some online fixes that ultimately prevent them from working properly. We also found that as soon as you flew into the fortress from a certain angle, you would disconnect and get stuck in the character selection screen for more than half an hour. ”
"IDENTIFY THESE BUGS, FIX THEM, TEST THEM, AND THEN FIND MORE BUGS (AND SOMETIMES MORE BUGS)...... The combined working hours far exceeded our expectations. As a result, our plan to go live in a few weeks dragged on for a few months. ”
Now, please don't get me wrong: I'm not here to make excuses for mistakes. I also fully understand the frustration and anger that players feel because we can't keep our promises. Indeed, if we could have anticipated this beforehand, it would not have been possible to say that it would only take a few weeks for the flight patch to be opened. We made a mistake and I apologize deeply for that. ”
"But the above explanation at least makes it clear what is going on - especially the mistakes we have made recently - and in fact we are more confident about the date than we have in the past, but we still have no guarantee of what will happen between today and September 1. However, we thought we could give a specific date. ”
"But after talking about the previous way, there will always be some stubble at the end of the line. Suffice it to say, even though we've fixed all the bugs on the Saturday before launch, the beta is over, and by the time the patch is implemented next week, you press the flying mount and you're ready to take to the skies, and all of a sudden, you're flashing back into the graveyard of the Wild West. Will this happen? Unlikely, yes. However, there is still a possibility, so we must inform everyone that accidents can happen anyway, and we say this only to prevent such a ridiculous thing from happening at that time. (To be continued......)