A friend of mine is engaged in game multimedia, so he often comes into contact with people from domestic game companies. Once he met an employee of a certain company and the two chatted. The employee said that he liked Super Smash Bros. Nintendo, and said that copying the form of Super Smash Bros. in China and changing to a two-dimensional skin would definitely succeed. My friend is very surprised, is there only skin in the chaos? The employee said, what do you know, the most important thing in a game is art. All gameplay is sidelined, and the game is only good if the art is good, and no one plays the unsightly game. My friend also said that after he came into contact with many domestic gamers, it was mostly this remark, and he felt that art is more than gameplay. Believe it or not, but if you fill up the unfriendliness in the comment area, don’t blame me for blocking it directly. To add, art and gameplay have always been an either-or relationship. Excellent art can improve the player’s gaming experience, and gameplay will in turn affect art. But the current domestic problem is the excessive pursuit of art. In fact, it is not very understandable. The artist is responsible for attracting people to play a game, and the gameplay determines how long players can play. But in the current two situations in China, gameplay is not very important. The first is the legendary game. This kind of game is to cheat one to earn one. Not to mention the gameplay, the artists are often at a “dead” level. It’s just that strengthening the artist can see obvious benefits (more people are willing to click in), so they are willing to spend money on the art, as for the gameplay? This kind of game enjoys basically the soaring value and the thrill of the second person, which is not a game at all. The second type is the card drawing game. The core of this game is collection. Then naturally you have to let players have the desire to collect. Obviously, excellent card surface or modeling can prompt players to draw cards and go to gold. Of course I know someone is going to talk at this time, fart! Is it obviously the strength of the card? Whoever draws if there is no strength. But this is not a contradiction. Whoever stipulates a high-strength card must have poor art? Is it strong and good? Therefore, there are absolute positive benefits to improve art. At the same time, this kind of game basically does not pay much attention to gameplay. The main reason is that in the final analysis, it is a collection game. In fact, many people play a card draw. In fact, the heart of the gambler is also used here, but this has nothing to do with the gameplay of the art, so it will not be expanded. Up. The second is that gameplay is actually very subjective. It is much more subjective than art. Good art can be recognized by most people, but gameplay is likely to be self-defeating. Compared with art artists with absolute positive returns, they are devoted to gameplay. The R&D is a bit thankless. The last is the difficulty. It is much easier to train a good artist than to train a game producer. Of course, I don’t mean that art is a very simple thing. On the contrary, as a person who doesn’t draw straight lines, I’m right. A powerful painter is full of longing. But compared to the wild exploration of gameplay, the art can still be traced. Capital is chasing profit. Since the investment in art is small and the return is stable, naturally a large amount of money will flow to art. The final result is the game’s drawing, modeling, and music getting better and better, but it’s not fun at all. Nintendo, who has made wild blows, overthrew and reworked most of Metroid 4 that had already been completed, for the reason that it was not fun. I hope that one day a company with this kind of courage will appear in our country. At that time, our wild blow may appear. In the end, you are welcome to point out if there is any error. It is best to bring actual examples, but hope that there is no weirdness between players. please.

zhiwo

By zhiwo

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helpmekim
7 months ago

You think this is art, but in fact it is the ultimate expression of industry. You thought it was born out of nowhere, but it is actually a accumulation of decades. The accumulation of this kind of technology requires a lot of time and a lot of money. This thing is not counted on for small and medium-sized manufacturers. There is no difference between letting them do it and letting them commit suicide. It took Mihayou three years and 100 million dollars to barely produce a one-tenth of the finished product. Do you think who can resist this 3A trial and error cost? Also Tencent NetEase. But do you think they are possible?

heloword
7 months ago

If it is an online game, Yuanshen is already a phenomenon-level game. It directly climbed to the top of the 27-nation krypton gold list. Mihayou made a lot of money. If it is a stand-alone game, it is impossible, because there is a big mountain. The irony of the name Tencent in China is that a small studio with no resources and no talents can make a lot of well-known games, such as Ghost Valley Bahuang, Gu Jian Qi Tan series, but they have a lot of resources. Companies with huge talents often feel too risky and refuse to make stand-alone games. Of course, there is no problem in making money in their fields of expertise, because large companies are subject to many aspects, such as shareholders, market conditions, etc. However, Tencent Doing a monopoly that most companies can’t do. Just a few days ago, Tencent sold the offline version of Guigu Bahuang for 2.8 yuan. To put it another way, Tencent is selling pirated Taobao. Take a shot and change a place, and at all, it’s not a game company Youxingkong cracked the game. Their initial position was to piracy, move and hack your Tencent. It should never be done. The largest company in China lacks this little money. Well, there’s no shortage of money. Why do you do this kind of thing? It’s nothing more than holding me and I can’t make this kind of thing. No one wants to make this kind of game. I will either be acquired by me and die, or I will use my own huge volume. Advantages smash you, and then you die

helpyme
7 months ago

impossible. I have always sneered at the so-called “Ninth Art”, because modern games are actually a product of large-scale industrialization, and they cannot express the true intentions of their creators. It is reflected in reality that they are carried out to catch up with the release date. Delete and modify. Making games is actually the integration ability of the industry. When the integration ability is high enough, all kinds of big production games can naturally be incubated. And China’s so-called “game companies” do not essentially have such large-scale industrial integration capabilities. Tencent and NetEase are only nominal game companies, but they are essentially foundry companies like Foxconn or sales companies like Pinduoduo. Specifically, they are plagiarism, plagiarism, and money-playing capabilities. They themselves will not produce. Creativity does not have the ability to produce ideas, they will only suck blood on the creator of the idea. And to create a game, you can’t just suck blood, but actually put forward ideas, your own ideas, and then produce them with a perfect assembly line. Do Tencent and NetEase have such a pipeline? not at all. They mobilize a production team of a few hundred people are still controllable, but mobilize a team of thousands of people all over the world, will they have such a leading game producer inside? Is it possible? Will a person with this ability not lose his ability in a sales company like Tencent NetEase for a long time? So it is impossible for Tencent NetEase to create a phenomenal masterpiece and give them 20 years? It’s impossible to give them 200 years. Only a real game company can make a masterpiece. Is there a game company in China now? Isn’t it all about selling goods?

sina156
7 months ago

It is recommended that the goal be lowered. The phenomenon-level masterpiece is not just GTA, the big cousin of Zelda, I suggest to follow Neil, Sekiro and so on. We do not lack technology, we do not lack the market, what we lack is some thinking about the game, it is a pity that we can’t learn this. You do light chase and I also do light chase, the effect is the same. But the starting point for your game is to let the player feel the connection between people (death stranding), let the player find their playfulness (Nintendo), and be “malicious” (Miyazaki Hidetaka). The best stand-alone games are those of the players and designers who have a clear heart. Across time, space, and language, when I play here, I know the mood and starting point of the producer. Only one producer or team can become a first-class production team after finding their own style and starting point. On top of this, the game was polished to the extreme in its own style, and the Legend of Zelda: Breath of the Wild, Red Dead Redemption 2, GTA5 appeared. Such a game. But these will take time, and changes in the market and player groups are indispensable. Considering that the development of such games now takes at least three to five years, and our market and game industry must have the ability and conditions to develop such games within fifteen years, I feel a little suspicious. But we can choose goals such as Sekiro and Neal first. As a medium-sized game, we have also achieved our own style and achieved the best, but it is easier to achieve. Fill your pockets with gold first, and then consider filling the warehouse with gold.

yahoo898
7 months ago

Phenomenon is a work that wants to break through the original communication path and allow a large number of outsiders to participate in the experiment. In the console game market, there must be game consoles that have broken the circle (Wii and NDS) first to let non-players enter the pit. After this threshold, there may be a broken game. Mobile games are prone to exploding phenomena only when there is no threshold “cheating”. How many people can buy a game console just to experience Zelda and Red Dead and spend thousands of them. Even if it is a low-threshold animation and comics, in addition to the migrant manga, the EVA in the 1990s, Ai Yazawa’s “NANA” in the 00s, and the giant in the 10s I can’t think of anything else for the time being. The home machine 3A is a dead end, it is nothing more than the pursuit of picture details + similar open-world task flow + stockpiling to fill game time. Think about how many years there has been no revolutionary gameplay design for home consoles-either send a bunch of “to-do list” to the 3A open world, or reset the classics.

leexin
7 months ago

I can’t find out those “cloud experts” who say that there is no shortage of technology in China. I don’t know what the basis is. If there is no shortage of technology in China, do you still need to find foreign outsourcing to make games and be pitted by high prices abroad? The Great Sage’s return. Prior to the release, we emphasized the hope of domestic production. After we emphasized the outsourcing of garbage, we only invested in each system of gta5. R Star has produced a game before testing, horse riding, interactive driving, etc. This is to promote the technology domestically? The old farm-made aircraft carrier? You haven’t seen them test it, just say that there is no lack of technology. Lei Lei said that it’s not that boxing is not popular in the country. I can beat Tyson. Domestic cloud players also like to wash the ground. Before saying that the Chinese market is not suitable for the game Ghost Valley Yabara slapped the slap while talking about the audit, while hiding the Zelda Animal Crossing Mario Pokémon in his hand to the moon, and talking about piracy destroying the world, and quickly took out the old gods of the Aoshi Three Kingdoms Meteor Butterfly Sword as an example. Block the mouths of the 3 aunts to prevent them from saying that a few years ago, they publicly stated that they would never crack the domestic market. While talking about the game ban, hiding the calendar and tearing off the game support plan notice. Others thought they had a time machine. Domestic games seized the market. It’s not good to say a few words about becoming a charity, right? I’m going to say that the domestic stand-alone games are gone. Cloud players have not been to work? Or is game development all about play? Can cloud players judge the game from the game itself? Do players still have to worry about the developer’s heart? I’m afraid that the stand-alone game company will not be able to sustain it anymore. Our modeling, rendering, animation ui and writing code are not worried. What do cloud players worry about? Is it possible that when the judges of the culinary arts competition are judges, which story tells the worst, then I will tell a few miserable rides and hacks, the earliest couples. These two programmers are cross-professionals. There is no support plan and no domestic players’ careful care and boasting. Slowly succeeded in this situation, right? Those crying poor technology companies known as game companies are going to be miserable? The subway left the company and the company went bankrupt. The boss used his own money to finish the game and didn’t let the employees add one minute shift. Is the quality of the game worse than domestically produced? What is the basis for cloud players to feel that domestic production has improved? The picture has improved? That’s because daz has an Asian preset library, zb has a preset, ue store is free, ue bridge assets can be exported domestic games, the biggest problem is what I am weak, I have reason to smelt steel and cloud players every day to help The washing ground 3a game hasn’t been made yet, I just want to make 3a day by day. Does it make sense? The game can’t do it. I don’t want to be more technical and ethical. Kidnapping progress is quite fast. Given that some cloud players don’t even know the gap concept, they will just open their mouths and howl. Let’s take an example of the three major pillars of foreign rpg games. The Pillar of Eternity, Baldur’s Gate, was plugged in by the Polish idiot. The potato factory, including the potato factory, has a deep relationship with these games. It is even the enlightenment textbook of many masterpieces nowadays. Ground-based Stupid Donkey Witcher 1 almost can’t make a cup match. I gave the stupid donkey technical support. Domestically produced is almost equivalent to no ground-based technology. Cloud players who say ugly will just yell and don’t know the producer’s game concept at all. Basically, the progress you have seen is not there. It’s just changing the template from the template. Can you make 3A if you make the template by yourself? Cloud players are really awesome. They don’t know what’s wrong. Blindly and confidently. Rolling all over the floor. Anyway, it’s so difficult to learn more knowledge and rationality. Rolling all over the floor is easiest. What has changed in 20 years? Do you see which manufacturer is really laying the foundation? I still think that the old peasant should look at how handsome the aircraft carrier is in the air loft. Just look at the domestic games. Many falling down animations and then get up. The obvious curve problem. The sky hdr texture bird is also texture water. It does not even add the physical table embedded in the ground. This is what you call technology. Do you know that the domestic manufacturers u3d can’t understand it? ?

greatword
7 months ago

If you play a lot of games, or if you are a diehard fan of a certain game company, you will find some fucking things. For example, the new work A, you bought it back eagerly, and found that hey, this scrolling work is well familiar, isn’t it from the old work B? The feel of this gun is adjusted, and at first glance, it was taken from C. Are you like Ubisoft, are there any innovations in Far Cry, Hall of Valor, Watch Dogs… They are all made from what they have accumulated. Ubisoft, I R Nima! Refund! Refund! shut up! take my money! In itself, innovation is rare in the game industry. It depends on who accumulates more, optimizes better on the basis of accumulation, writes better stories, and controls rhythm more popular with consumers. Innovations such as game forms, actions, and interactive methods are all unavoidable. Accumulation-Optimization-Script-Rhythm, these four points can be stable output with a good effort. Last year, Dark Horse Island had a good rhythm and a good script, mainly because of a comfortable rhythm. Its technical ability is indeed strong but not superb. I think that for domestic games, there may be more opportunities to stand out in the last two points. It is more suitable for Chinese scripts and rhythms. For example, this year’s “horror game” fireworks is a script suitable for Chinese culture, and the rhythm is slightly less controlled. In 20 years, I am quite confident in the domestic phenomenal stand-alone machine. But like Zelda and gay he loves, all four points are well done, and there are no obvious loopholes, which is really difficult.

loveyou
7 months ago

If you play a lot of games, or if you are a diehard fan of a certain game company, you will find some fucking things. For example, the new work A, you bought it back eagerly, and found that hey, this scrolling work is well familiar, isn’t it from the old work B? The feel of this gun is adjusted, and at first glance, it was taken from C. Are you like Ubisoft, are there any innovations in Far Cry, Hall of Valor, Watch Dogs… They are all made from what they have accumulated. Ubisoft, IR Nima! Refund! Refund! shut up! take my money! In itself, innovation is rare in the game industry. It depends on who accumulates more, optimizes better on the basis of accumulation, writes better stories, and controls rhythm more popular with consumers. Innovations such as game forms, actions, and interactive methods are all unavoidable. Accumulation-Optimization-Script-Rhythm, these four points can be stable output with a good effort. Last year, Dark Horse Island had a good rhythm and a good script, mai nly because of a comfortable rhythm. Its technical ability is indeed strong but not superb. I think that for domestic games, there may be more opportunities to stand out in the last two points. It is more suitable for Chinese scripts and rhythms. For example , this year’s “horror game” fireworks is a script suitable for Chinese culture, and the rhythm is slightly less controlled. In 20 years, I am quite confident in the domestic phenomenal stand-alone machine. But like Zelda and gay he loves, all four points are well done, and there are no obvious loopholes, which is really difficult.

strongman
7 months ago

If you are talking about “The Legend of Zelda: Breath of the Wild”, that’s impossible. It’s not that Chinese manufacturers can’t do it. Few in the world can make it. This is no longer a question of money or money. To be honest with the others, there is a possibility, but the chance is not great. After all, it’s because of the money. This kind of game makes money without xx glory, xx elites make a lot of money, and they are even thankless, because in the Chinese market, it is impossible to pay back, and there is a high probability of losing money in the early stage. So this kind of game can only be done by a rich factory. Then the rich have no ideas, and those with ideas have no money. This is the reality.

stockin
7 months ago

Probably. The Chinese software industry is a freak industry. As long as there is money to make, the production efficiency is very amazing. Let’s talk about technology first. As long as you spend money, technology is not a problem at all. Not to mention the big guys who are now dormant in major mobile game factories, even if they recruit Chinese from foreign manufacturers, they can quickly build a viable force, as for gameplay. , Using money to raise Gu, trial and error can always make up some good games. The premise is that the market is large enough. The current situation of the national single market is that the volume is small and the growth rate is very fast. How small is it? Ghost Valley Bahuang, 2021 will be the first national order of hot styles, the well-deserved national order of hot styles, how much has it been sold? 1.8 million, even if it were all 68 at the original price, it was only just in the early days of 100 million. This number is approximately equal to one day’s running water in the off-season of King Glory, one month’s running water in the sky melon track, and one year’s running water in the life-seekers. Assuming that Ghost Valley’s full-term sales can double, it can be concluded that the current sales of the top products in the national single market are approximately equivalent to two or three days of off-season sales of mobile game head products, or equivalent to one One month’s running water for the waist mobile game. Sudden death can only make a tie with the extremely backward King Gou Ming like Beng Beng. In this market, it is impossible to accommodate a large production of 3a. Then why did I say that it is very possible at the beginning? This involves the second characteristic of the national single-player market that I said. The growth rate is extremely fast. The time limit given by the subject is 20 years. The domestic stand-alone game market (not the domestic stand-alone game market) has developed rapidly in the past two years. It is obvious to all. The number of users has increased sharply, and topics such as ns and 2077 have repeatedly broken the circle. If this momentum is maintained, 10 years will be enough for the national single market to grow into a fat that capital cannot ignore. In the remaining ten years, I have also raised a top 3a. Far aside, just talking about the “Black Myth” in front of me, the effect is amazing enough, although because of its limited investment, I personally think it is likely to be difficult to give birth. If the national bill market is big enough, isn’t the major capital rushing to stuff money for this kind of production team? Even if a group fails, there will be tens of thousands of groups on top. The domestic software industry has never been afraid of failure, trial and error, but afraid of no money.

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