Chapter 45: It's a Desperate Backwater

After more than a month of running-in, Tianang company has gradually become regular.

Under the leadership of a group of ambitious company executives, the company is stable, 9 to 6 every day, five days off and two days off every week, relaxed and happy, and every employee is full of happy smiles on their faces.

Li Ang was finally able to take his mind back from the company and began to devote himself to the development of "The Legend of Anti-Japanese Heroes".

To be honest, the third-order artificial intelligence lifeform is beyond imagination, even if it just hands over the plan to it and does not provide any help, it can still make the game in a few tenths of a second.

But in Leon's view, the game that comes out of this way will no longer be his game or his work, but the game and work of the third-order artificial intelligence lifeform. This is unacceptable to him.

In Leon's view, since he made "Mountain and Sea Battle", he is no longer an ordinary game planner, nor is he just a game company owner, but a game producer.

The name game producer is rarely heard in China, but it is very popular abroad, in those game development studios abroad.

A well-known game producer, even if he is working on a brand new game series, a brand new game, his name will be a guarantee that the series will be a big hit.

In the case of a movie, for example, the game producer is the equivalent of a director, who presides over the development of the entire game, takes care of everything, and then decides that the various development departments are responsible to him.

Just as the same subject matter can be a work of different styles under different directors, even the same game series will present completely different games in the hands of different game producers.

For example, the famous "Wasteland" series has old-school role-playing games (RPGs), action role-playing games (ARPGs), and strategy role-playing games (SRPGs......

And those who are the most famous game producers can even engrave their names on an entire game series and be remembered by countless players.

For example, Shinji Shikami's "Crisis of Loss" series, Hidetaka Miyazaki's "White Soul" series, and Sidmeier's "Wenming" series.

The success of these game series is inseparable from the excellence of these game producers. Even in the eyes of some extreme players, the games in the series that were not developed by the producer are not considered orthodox and are not willing to touch.

China has game producers, such as the main planners of those game companies, and the independent game producers in rental houses. There used to be excellent game producers, such as the pioneers of stand-alone games in the golden age of domestic stand-alone games. Now there are also famous game producers, such as the famous Yao Xian, who can take out the "Double Sword" series every year and sell it for a lot of money.

However, there are no great game producers in Huaguo right now.

There is no such thing as a great game, no great game development studio, and no great game company.

What kind of game producer can be called great?

Without him, only pure, only persistence, only innovation, only hard work.

What is purity and persistence?

The game was originally developed with the intention of bringing joy to the player. The essence of making a game is to make the game more fun and bring more joy to players.

People who can stick to this essence are naturally pure, and there are game producers who have persistence.

This is easy to say, but it is very difficult to do. In the current Huaguo, the vast majority of game producers have failed to put this point in the first place, and their first place is how to make more money through this game.

The source of funds for game development, the expected return of investors, the profit estimate after launch, and the company's annual financial statements...... There are countless mountains pressing on these producers, crushing purity and persistence.

What is innovation and hard work?

These two words are easy to understand, innovation is to make something new, and hard work is to try to do something well.

Is it hard to innovate? It's not difficult to innovate at all, but for any game maker who has stepped into the field of game production, who doesn't have countless brain holes in their minds?

Of course, many of these brainstorms are difficult to achieve, but there are also a large number of things that can be achieved with existing technologies. It's just that how many of these novel brains and ideas are really made every year?

Now the entire Chinese game industry is capital king, and everyone knows the characteristics of capital, which is conservative, prudent, and low-risk and stable returns. Yes, no matter how high the returns are, they will not support them if the risks are also high.

Therefore, when choosing to develop a game, they give priority to the most secure solution. This type can make money, so do this type! If you haven't seen that type, it's risky, so don't do it!

What the? You say that this type has a head, and there is a head? Have there been any successful examples before? No? Not a fart without you! Do as I say!

As a result, innovation was stifled, and everyone chose the safest way.

That's why the games on the market are so cookie-cutter, so unoriginal, and so boring!

Is it hard to work hard? It's not hard to work hard, take more time and spend more energy, that's effort.

As we all know, foreign stand-alone game masterpieces often have the habit of skipping tickets, often skipping tickets for months, or even years, and even more than ten years of skipping tickets.

Why bounce tickets? One of the most important reasons is to work hard and strive to polish the game to be better and more fun. Modification after modification, optimization again and again, engine reselection, image quality enhancement, and even refurnace reconstruction.

But Huaguo's game manufacturers don't have such a "bad habit", saying that they want to go online on July 1, catch up with the summer file, and catch the student party, then the game will be launched on July 1! Not a minute late, not a second late! Even if it's only a half-finished product, it has to be online! Just add the content slowly later.

The life span of online games in China is notoriously short, and there are very few that can last more than two years, most of them are only one year, or even half a year. There is an urgent need for new games to be brought on top, whether it is game planning, game developers, programmers, artists...... There is endless work every day, and overtime is the norm.

Therefore, there is no way for Huaguo's game producers to work hard, they don't have the time to spend more, and they don't have the energy to spend more.

But fortunately, Leon is now a happy little boss.

He calmly marches towards the goal of becoming a great game producer!

And the first thing he is going to do now is to put his own stamp on the game "The Legend of Anti-Japanese Heroes"!