Chapter 221: The First Year of IP
After Wang Dapeng's interview, I felt that my whole person's three views had been refreshed, how could there be such a strange company? The point is that such a strange company can really make a good game, I don't know if it's lucky or unlucky?
But imagine that a game company with an open working environment, enough money, everyone is happy to work, does not give overtime, and advocates to get off work at the end of the day or the money will be deducted. Actually, there's nothing unacceptable, isn't it?
I hope there will be more and more such companies!
The interview is a very novel way of live broadcasting, and now more and more media companies are starting to create their own media live accounts. The cold start of institutional media live broadcast accounts is much faster than that of individual anchors, after all, in the traditional era, they have their own public opinion positions, and if they find a way to migrate fans from some traditional channels to new media, they will create a big V number.
Fans have already recorded the video of the interview, which directly created Peacock Digital Technology to rush to the Weibo hot list within a few days, and the initiator Zheng Laiji has also become the king of the Internet generation, especially after those unexpected pretending to be forced to say that "money means nothing to me, I have no concept of money" has become one of the classic mantras of the Internet.
In some recent polls, Peacock Technology has become one of the most desirable companies among Internet companies, and it is still one of the top few. This is already a great honor for a company that has only been established for less than a year and its predecessor, Daystar Studios, which has only been established for a year and a half.
In addition, players are already looking forward to the expansion pack for the online and single-player versions of Swordsman's Romance. According to Zheng Laiji, the expansion film is actually just a supplement to the stand-alone version, but the plot story is completely different, which means that in the world of swordsman love, the Northern Song Dynasty is just a microcosm, in the larger timeline, it may be set in the Tang Dynasty, it may be based on the Yuan Dynasty, and there are more stories about martial arts, about the imperial court, and about history will gradually unfold. In the single-player version, there is actually a lot of suspense left in the whole story, and players can sometimes be confused without other plot tips.
It's a pity that the official has not fully explained the entire backstory, and there is no place to dig in. Some cowhide players began to spontaneously write fanfics on the Internet to complete the story line and character lines, and some of them were officially liked. It's just a pity that there is no official certification, which story is the real one.
This positive change was unexpected, and the vast majority of domestic games were actually violent deaths, even if there was an idea to create a huge game worldview at the beginning. However, the game is not fun, resulting in players being too lazy to finish, unable to make a profit, and finally unable to develop a sequel; But more importantly, it's very common to everyone.,I didn't plan to do a good game worldview.,A lot of the time it's a matter of letting the system planner write a plot casually and stuff it in.。
Let the system planner write the plot? Isn't that a joke? What are the most important qualities of systematic planning? It is logical thinking, it is to make the system in your hand seamless, to be able to be self-correct, to know what to produce, to know what to consume, to know the player's click logic, and to analyze the player's psychology by the way. But what are the most important qualities of game copywriting? It is to write a good story, to express the story, to be able to use the plot to mobilize the emotions of players, so that players can have a sense of empathy and substitution in the process of the game.
To put it simply, one is from a rational point of view, and the other is from an emotional point of view, so that the two can exchange identities, it is strange that they can do well. Prior to this, domestic game manufacturers generally didn't care about the design of the game's plot, believing that it was just a subsidiary attribute of a game and didn't need to be taken seriously. However, after the stand-alone version of Swordsman Romance came out, everyone found that the innovation in the gameplay was not too big, but the plot did attract a large number of players.
This has made many domestic game manufacturers begin to change their thinking and think about how to tap out the needs of players from the perspective of the plot. I have to say it's a good change.
Another change is that many players have begun to spontaneously write about swordsman romance fandom, forming a small but vibrant circle. The formation of this circle means that the first original IP of domestic games has begun to sprout. How can the so-called IP be called IP? In a speech by Liu Neng later, he said, "There are a large number of secondary creations, there is a product matrix, and it can stand the test of time, which are the three most basic elements." A large number of secondary creations not only means that they are relatively plastic, but also means that they must have a greater degree of dissemination, and when the circle is large, a few, dozens or even hundreds or even hundreds of thousands of creators will pop out of this large base and are willing to create for it; The product matrix and secondary creation can make the IP vigorous and can stand the test of time. ”
Of course, these are all later stories, and the current Liu Neng is still working hard to optimize cok. He'd been with Daystar enough time since he had almost rectified the problem, and it had been a month.
On the American Abel side, new employees were recruited in a short period of time, and then according to Liu Neng's new design plan, it was said that the renovation of the demo was completed. It's actually a remastered game.
Abel sent the demo of the game to Liu Neng on the Internet, so that he could feel the feeling of the current game and whether it was in line with his vision.
In the emails that came and went, many questions were discussed.
The overall feeling is very close to the original "Don't Starve", and there are still many things that need to be polished in terms of details.
Liu Neng focused on recommending the book "Call of Cthulhu" to Abel and asked him to read it carefully.
He said in the email: "The original idea of the game "Don't Starve" actually borrowed from the Cthulhu Mythos to a certain extent in the background, and I hope you can understand and understand the connotation of the Cthulhu Mythos - the fear of the unknown in human beings. Maybe it's a little inappropriate for me to summarize like this, everyone may have their own experience. By the time you read this book in its entirety, you might get a sense of what kind of game I envisioned the game to be. ”
Abel replied: "I specifically consulted the book LoveCraft, the Cthulhu Mythos is a very niche culture even in the United States, it's hard to imagine how you learned about this niche genre." Your idea is unique, and incorporating this scary, nerve-wracking atmosphere into the game will really make a huge difference in the flow experience of this game. In addition, I saw the new game that your company in Huaxia recently launched, which made me find it very interesting, the unique culture of your country, which is fascinating. ”