Chapter 178: The Reason for the Decline of "Bubble Hall".
But since "Bubble Hall" has so many advantages, why did it decay?
This game is popular and decays quickly, in Gu Feng's impression, "Bubble Hall" seems to have been popular in China for two or three years at most, and then it is very obvious that there are fewer and fewer people playing it.
Since you want to make this game, it is natural to figure out why "Bubble Hall" has declined.
It's impossible for a game to be popular for a lifetime, but with the excellence of "Bubble Hall", it is definitely not normal to decay so quickly.
After Gu Feng thought about it, he summarized several reasons.
First, plug-ins are rampant.
It is no exaggeration to say that whether it is the eighties and nineties when it is still in the exploration stage, or the twenty-first century when a hundred flowers are blooming, quite a few games are inseparable from the sudden collapse of plug-ins.
I believe that as long as anyone has a little basic understanding of the game, they can understand how harmful cheating is to a game.
To put it mildly, plug-ins are things that greatly disrupt the balance of the game and the normal order of the game, as long as it is an online game, the damage to the life of the game by the plug-in is immediate.
Take MM games as an example, plug-in players can easily obtain resources that ordinary players may not be able to obtain in a month in only half a day, and local tyrant players who spent 100,000 million were brainlessly killed by plug-in players, what is the effect of persuasion?
Let's take fair competitive games as an example, FPS games penetrate the wall and add blood, and Moba games are like Zelas in League of Legends, where skills are not empty, Yasuo who has a Q and two winds, and a big mouth that shakes his head five times in one second. How effective is the persuasion?
Suffice it to say, a game that can't effectively sanction cheats, no matter how well it is done, will die sooner or later. There are countless examples in history that confirm this, such as "Maplestory", such as "Aion", and even "PUBG" and "Overwatch" became the same birds that later appeared, and they are also inseparable from cheating.
In the period when "Bubble Hall" entered China, all walks of life in China were in a stage of vigorous development, and while developing rapidly, it was difficult to keep up with the legal system and management, which also brought various chaos.
At that time, piracy and copycats were the most malignant problems, and "Made in A" once made countless Chinese people unable to raise their faces in the international community at that time, and the word changed from a derogatory term to a positive one, and the country took 20 years.
In the context of such an era, just a disaster game plug-in does not get the attention of the state at all, which also leads to no matter what game, what software, come to China, or it won't be long before all kinds of messy plug-ins and all kinds of cracked software become everywhere.
In such an environment, the game developers and agents who appeared in China at that time may not make as much money as the plug-in studio, but they can only drink soup when they lay eggs, and all the meat is eaten by the plug-in, and even some small companies can't even drink two sips of soup, so they starve to death and go out of business.
But fortunately, in this world, although the development of the game is not very good, but the legal system is indeed quite sound, the production of plug-ins for illegal profits, once investigated, the minimum is also ten years to start, the amount of money is huge, and it is not impossible to be direct and indefinite.
Under such a harsh sentencing law, few people dare to set an example and take risks.
After all, although it is indeed easy to make money as a plug-in, the probability of being found is really large.
Under the protection of such a law, there is really no need to worry about plug-ins.
Second, plagiarism.
At that time, "Bubble Hall" sued "QQ Hall" to make a fuss, and as the first plagiarism of game copyright in China, this incident attracted widespread attention inside and outside the circle.
But as we all know, "Bubble Hall" lost the lawsuit.
This result caused considerable controversy at the time, after all, anyone who is not blind can see that the latter obviously borrowed the design elements of the former in many aspects, and even the name may be suspected of touching porcelain.
But it was such an incident that was clearly plagiarized in the eyes of many people, and "Bubble Hall" actually lost the lawsuit.
In this regard, in fact, it is necessary to understand more about the core definition of intellectual property law, and the core of intellectual property law is to "protect expression but not thought".
If there are only a limited number of rules to achieve a playful purpose, then those rules should not be considered an expression of originality.
For example, on a square display, everyone has made a square map, so the rule of "square map" should not be used as an expression of originality.
If you put obstacles in such a map, and you need to leave a straight path for the player to move, then the map will have a "checkerboard" layout, so the "checkerboard map" cannot be used as an expression of originality.
When a bomb is placed in this map, the bomb explosion trajectory can only be a cross explosion, so the "cross explosion" cannot be used as an expression of originality.
Speaking of which, like the art modeling of the bomb and the visual effects after the explosion, these can be recognized as original expressions, and these are what the law wants to protect.
Therefore, on this basis, "QQ Tang" was able to successfully win the lawsuit.
In fact, it's interesting to note that Nexon had won the case with this argument in the case of whether "Bubble Hall" was a plagiarism of "Bomberman", and the argument cited by "QQ Tang" to win "Bubble Hall" was exactly the argument they used at the time, which can be regarded as karma.
In fact, the boundaries of game copyright protection have always been quite controversial, but even if the controversy is large, the legal protection is still indispensable.
It's just that how to control this boundary still needs to be tried and explored.
Being too demanding will inevitably lead to the first mover having too much advantage, resulting in the risk of monopoly; Too laxity can lead to game creators being lazy to innovate and waiting to learn from other people's proven gameplay.
"The Ronin Who Started from Douluo"
When you think about it, it does make sense to protect expressions but not ideas.
Because the gameplay of "Bubble Hall" is too simple, under the premise of borrowing from the gameplay and changing the expression, it is almost inevitable that the game made is highly similar, so it is normal for players to subjectively identify it as plagiarism, and it is precisely for this reason that in fact, the simpler the game, the more difficult it is to determine whether it is plagiarized.
If Chuxin does "Bubble Hall", it is possible for Longteng, Huanyu or any company to make a "QQ Hall", and it will always come, and when the time comes, it will be a big deal to fight in the ring head-on, fight operation, Gu Feng thinks that he is not afraid of anyone.
Thirdly, there is too much gap between the players and the game.
This is a problem caused by the design of the game itself.
As mentioned before, the gameplay of this game seems simple, but in fact, the upper limit of operation is not low.
Everyone is a rookie in the early stage, and under the rookies pecking each other, the game is naturally happy and enjoyable.
But over time, there will always be some people who will slowly transform into old birds, in this matching mode where there is no limit to the level and rank, everyone randomly chooses a room in a hall to start the game, which is bound to cause the old bird and the rookie to often appear in the same game.
After playing a dozen or so in a row, some players always make you think you can't kill it, on the contrary, it is as simple as killing you and blowing up a brick with your hand, which is bound to be extremely poor for the rookie's game experience.
Over time, under the potential screening of such a matching mode, there will be fewer and fewer rookies in the game and even players who are quite good at operation, only those old fritters who have played tens of thousands or even hundreds of thousands of games still enjoy the game, and the game will naturally become cool unconsciously.
It's not that hard to solve this problem.
First of all, you can add a ranked mode, and try to attract both skilled veterans and players with a heavy competitive mentality to this mode.
Secondly, a matchmaking mechanism is set up in the non-ranked mode, and the matchmaking mechanism will try to match opponents who are roughly the same as the average rank, average win rate, and average number of games in the room, although this still cannot completely avoid the problem of old birds abusing vegetables, but at least it can greatly reduce the probability of this kind of thing.
Finally, the matchmaking hall is divided into several different fields according to the rules of the novice field, the master field, and the master field, and players must follow the rules that can be high and not low, that is, players whose strength is in the master field can enter the master field by leaping to the master field, but cannot be downgraded to the novice field to fry fish.
Under the triple measures, even if it is still impossible to completely eliminate the phenomenon of food abuse, it is unlikely that the game will cause players to withdraw from the game on a large scale for this reason.