Crossover: 2014
Chapter 286 Product VS Work
Chapter 286 Product VS Work (continued)
I was happy to see this game blogger with the ID "Hamsters Never Sleep" praising Lin Hui.
But this game blogger's criticism of other game developers is a bit too much.
Some games do not need to be updated frequently, and even one more update is not necessary.
And like the game blogger "Hamsters don't always sleep", it's okay to say it in private, but it's not appropriate to say it in public, especially on Weibo.
The key is that the scope of attack is too wide, what a f*cking hatred!
Especially the game blogger whose ID is "Hamster Never Sleeps", although the number of fans on Weibo cannot be compared with "Melancholy の Youyu".
But it also has more than a million fans.
In this case, it is almost the same as saying that this remark is ridiculed by a large group of people.
That's why, after she posted this long Weibo, it really caused a thousand waves with one stone.
After the game blogger "Hamster Never Sleeps" posted a long Weibo with an obvious group mocking nature, many people couldn't sit still immediately.
A Weibo user with an ID named "Passerby C who knows a little bit of development" published a long Weibo.
Lin Hui clicked on the homepage of this "passer-by who knows a little about development".
Lin Hui saw that this person's profile reads "domestic unknown game designer, technologist, amateur science enthusiast"
Well, this profile is pretty honest.
It is indeed an unknown game designer, anyway, Lin Hui has never heard of such a person.
As the saying goes, peers are enemies. Lin Hui can get a general idea of his position when he sees the "unknown designer" in the profile of "Passerby C who knows a little about development" without clicking on his article.
Sure enough, the long microblog published by "Passerby C who knows a little bit of development" responded to the previous remarks of "Hamsters always don't sleep":
"Not all games are small stand-alone games made by Gray Forest!
A large-scale game design process is extremely complicated, and all aspects of the game, such as program bodies, scripts, configuration tables, and art resources, must be considered..."
How could it be possible that Lin Hui didn't understand what "passerby C who knows a little bit about development" said.
The so-called program body is nothing more than the basic framework on which the client or server of the game can run.
The program body is like the foundation and pillars of building a house, mainly some of the most basic functions, such as how to start the client/server, how to establish a connection between the client and server through the network, etc.
The realization of the program body is generally the main task of the programmer.
Of course, the client side of mobile games in previous lives can usually be done with the game engine/engine.
For example, using the Unity engine/engine can handle the development of mobile game clients.
Like many national mobile games in previous lives, their clients are basically done with the Unity engine/engine.
With the help of a mature game engine/engine, the construction of the mobile game client program body is actually not very time-consuming and labor-intensive.
For a slightly more complex game, in addition to building the client, there is also a need to build the server.
On the server side: Except for some small stand-alone games, all online games need one or more sets of servers to carry the player's online data.
If it is a general type of small game, only one set of servers is basically enough to host all players.
But like some large-scale interactive mobile games, it is unrealistic to rely on only one set of servers to host all players.
When there are multiple groups of servers, the client needs to select a region server before starting the game.
For players, the server side is almost imperceptible.
But for developers, the development of corresponding functions is essential.
Generally speaking, each login behavior of an online game player is a behavior of entering the server.
Most of the game data of most online games are also stored on the server side.
In this type of game, many gamers behave in the game.
It also runs the calculation on the server side, and then displays it to your client side synchronously.
It is not difficult to see from the above description that the two important functions of the server are nothing more than storing and computing data.
As for the script mentioned by "passerby C who knows a little bit of technology", it is not complicated.
It is nothing more than used to realize the gameplay logic in the game.
Even when all the content of the game can be implemented in the program body, there is not much need for scripting.
However, the advantage of the script is that it is simple to write, easy to modify, and easier to meet the variability and diversity of the gameplay. You can even update the script file to modify the game logic or fix bugs when the game is running.
If the program body determines whether the structure of the house is a high-rise building or a villa residential area.
The role played by the script is to determine the function of the house.
Scripts are generally implemented by fellow programmers.
But not necessarily, some simple scripts such as content editors can also be used.
Even some great players will engage in some script tossing games.
As for the configuration table mentioned by "passer-by C who knows a little bit of development", it is generally used to fill in values, text and other content, mainly to enrich game details and enhance game experience.
For example, what is the attack power of a weapon, and what is the blood volume of a character.
This part of the content is generally the responsibility of the planner/planner.
Even many plans/plans are directly edited with excel sheets, and then made into xml files, or written into script tools to import into specified file formats, such as json and the like.
These formats can take up a lot less space than excel, and it is convenient to encrypt the configuration table file.
It is also very simple when it comes to art resources.
All visible scene maps, character models, interface pictures, music and sound effects in the game can be said to be art resources.
Art resources most intuitively affect the presentation of game content.
Similar to the finishing touches after the house is built.
Things related to art are generally made by art students.
But these things are often decided by the planner where to put them.
So a game has the wrong values, or doesn't feel right.
It's right to scold the plan/plan.
"Passerby C who knows a little bit about development" said in the long Weibo that Lin Hui didn't know anything about some technical indicators used in the development of complex games.
In fact, these things mentioned by this person are not unfamiliar to Lin Hui, but quite familiar with them. It’s just that Lin Hui seldom shows them off. Isn’t the experience of getting more things worse is just talking on paper?
Lin Hui disdained these things, and couldn't stand the "passer-by C who knows a little bit of development" being obsessed with this. Regarding all aspects of large-scale game design, "passer-by C who knows a little bit of development" eloquently listed nearly a thousand words before concluding:
"In a nutshell, games are also a kind of software. Game development is similar to traditional software development processes, and they all follow: design→coding→testing→operation, and then enter the maintenance stage, and the above process still needs to be repeated.
This series of processes is like the process of a factory assembly line. Perhaps you can say that these processes are very boring, but the birth of industrial products is inseparable from this step.
Analogous to the birth process of an industrial product, the birth of a game, especially a large-scale game, is also inseparable from some cumbersome processes. It is impossible to talk about the birth of a game without following a strict development process. "
"Passerby C who knows a little bit about development" went on to write: "The remarks of @席苏常不晚 are quite irresponsible. No matter what the developer thinks in the development process of a game, but in the development process We can only call the game to be developed a product, not a work blindly and subjectively.
Blindly treating a product as a work and mixing too many subjective factors in product development will only lead to interference with normal product development.
As for why GRAY FOREST keeps updating its products?There can be multiple interpretations from different standpoints.
Interpreted as the continuous improvement of the work, this statement can only be said to be wishful thinking.
If the software developed by GRAY FOREST is regarded as a product, the constant updates and product iterations just show the immaturity of the product..."
According to the statement of "Passerby C who knows a little bit about development", this person thinks that games should be regarded as products, not works.
Previously, "hamsters never sleep" belonged to treating games as works rather than products.
After the "hamster never sleeps" posted a long Weibo, although many people also stood up and posted a rebuttal.
However, the initial articles were basically discussed around the purpose of GRAY FOREST updating the game.
The content of these rebuttals is neither to the point nor scale.
It looks like a straggler.
Until a Weibo user whose ID is "passerby C who knows a little bit of development" posted a long Weibo post and retorted "Hamsters don't always sleep".
Others who also refute "hamsters never sleep" seem to have found the central flag.
Around the point of view put forward by "passer-by C who knows a little bit of development", besiege the previous point of view of "hamsters always don't sleep".
Whether it's "passer-by who knows a little bit about development" or "hamster never sleeps", both of them are big Vs and have quite a lot of fans.
For a while, there was a heated discussion around "should games be regarded as works or products".
(Of course, the so-called intense discussion is only a relative term.)
It coincides with the opportunity for GRAY FOREST to update several games.
Many passers-by who originally only cared about game updates also unconsciously participated in related topics.
Many people even expressed their own opinions, and jumped out of Aitlinhui's Weibo account one after another.
Lin Hui is very speechless about this, you discuss yours, what should I do?
Lin Hui didn't like to be involved in such inexplicable disputes.
When it comes to whether the game is a product or a work?
As a sentimental game developer, Lin Hui certainly regards games as works.
But when it comes to the bunch of games that Lin Hui has made before, these products almost did not go through the process of "creation" in the process of being released by Lin Hui, but were directly carried out after a little polish.
In this case, let alone regard the game as a product, Lin Hui didn't even do the process of treating the game as a product.
Lin Hui simply regards games as commodities.
(End of this chapter)
I was happy to see this game blogger with the ID "Hamsters Never Sleep" praising Lin Hui.
But this game blogger's criticism of other game developers is a bit too much.
Some games do not need to be updated frequently, and even one more update is not necessary.
And like the game blogger "Hamsters don't always sleep", it's okay to say it in private, but it's not appropriate to say it in public, especially on Weibo.
The key is that the scope of attack is too wide, what a f*cking hatred!
Especially the game blogger whose ID is "Hamster Never Sleeps", although the number of fans on Weibo cannot be compared with "Melancholy の Youyu".
But it also has more than a million fans.
In this case, it is almost the same as saying that this remark is ridiculed by a large group of people.
That's why, after she posted this long Weibo, it really caused a thousand waves with one stone.
After the game blogger "Hamster Never Sleeps" posted a long Weibo with an obvious group mocking nature, many people couldn't sit still immediately.
A Weibo user with an ID named "Passerby C who knows a little bit of development" published a long Weibo.
Lin Hui clicked on the homepage of this "passer-by who knows a little about development".
Lin Hui saw that this person's profile reads "domestic unknown game designer, technologist, amateur science enthusiast"
Well, this profile is pretty honest.
It is indeed an unknown game designer, anyway, Lin Hui has never heard of such a person.
As the saying goes, peers are enemies. Lin Hui can get a general idea of his position when he sees the "unknown designer" in the profile of "Passerby C who knows a little about development" without clicking on his article.
Sure enough, the long microblog published by "Passerby C who knows a little bit of development" responded to the previous remarks of "Hamsters always don't sleep":
"Not all games are small stand-alone games made by Gray Forest!
A large-scale game design process is extremely complicated, and all aspects of the game, such as program bodies, scripts, configuration tables, and art resources, must be considered..."
How could it be possible that Lin Hui didn't understand what "passerby C who knows a little bit about development" said.
The so-called program body is nothing more than the basic framework on which the client or server of the game can run.
The program body is like the foundation and pillars of building a house, mainly some of the most basic functions, such as how to start the client/server, how to establish a connection between the client and server through the network, etc.
The realization of the program body is generally the main task of the programmer.
Of course, the client side of mobile games in previous lives can usually be done with the game engine/engine.
For example, using the Unity engine/engine can handle the development of mobile game clients.
Like many national mobile games in previous lives, their clients are basically done with the Unity engine/engine.
With the help of a mature game engine/engine, the construction of the mobile game client program body is actually not very time-consuming and labor-intensive.
For a slightly more complex game, in addition to building the client, there is also a need to build the server.
On the server side: Except for some small stand-alone games, all online games need one or more sets of servers to carry the player's online data.
If it is a general type of small game, only one set of servers is basically enough to host all players.
But like some large-scale interactive mobile games, it is unrealistic to rely on only one set of servers to host all players.
When there are multiple groups of servers, the client needs to select a region server before starting the game.
For players, the server side is almost imperceptible.
But for developers, the development of corresponding functions is essential.
Generally speaking, each login behavior of an online game player is a behavior of entering the server.
Most of the game data of most online games are also stored on the server side.
In this type of game, many gamers behave in the game.
It also runs the calculation on the server side, and then displays it to your client side synchronously.
It is not difficult to see from the above description that the two important functions of the server are nothing more than storing and computing data.
As for the script mentioned by "passerby C who knows a little bit of technology", it is not complicated.
It is nothing more than used to realize the gameplay logic in the game.
Even when all the content of the game can be implemented in the program body, there is not much need for scripting.
However, the advantage of the script is that it is simple to write, easy to modify, and easier to meet the variability and diversity of the gameplay. You can even update the script file to modify the game logic or fix bugs when the game is running.
If the program body determines whether the structure of the house is a high-rise building or a villa residential area.
The role played by the script is to determine the function of the house.
Scripts are generally implemented by fellow programmers.
But not necessarily, some simple scripts such as content editors can also be used.
Even some great players will engage in some script tossing games.
As for the configuration table mentioned by "passer-by C who knows a little bit of development", it is generally used to fill in values, text and other content, mainly to enrich game details and enhance game experience.
For example, what is the attack power of a weapon, and what is the blood volume of a character.
This part of the content is generally the responsibility of the planner/planner.
Even many plans/plans are directly edited with excel sheets, and then made into xml files, or written into script tools to import into specified file formats, such as json and the like.
These formats can take up a lot less space than excel, and it is convenient to encrypt the configuration table file.
It is also very simple when it comes to art resources.
All visible scene maps, character models, interface pictures, music and sound effects in the game can be said to be art resources.
Art resources most intuitively affect the presentation of game content.
Similar to the finishing touches after the house is built.
Things related to art are generally made by art students.
But these things are often decided by the planner where to put them.
So a game has the wrong values, or doesn't feel right.
It's right to scold the plan/plan.
"Passerby C who knows a little bit about development" said in the long Weibo that Lin Hui didn't know anything about some technical indicators used in the development of complex games.
In fact, these things mentioned by this person are not unfamiliar to Lin Hui, but quite familiar with them. It’s just that Lin Hui seldom shows them off. Isn’t the experience of getting more things worse is just talking on paper?
Lin Hui disdained these things, and couldn't stand the "passer-by C who knows a little bit of development" being obsessed with this. Regarding all aspects of large-scale game design, "passer-by C who knows a little bit of development" eloquently listed nearly a thousand words before concluding:
"In a nutshell, games are also a kind of software. Game development is similar to traditional software development processes, and they all follow: design→coding→testing→operation, and then enter the maintenance stage, and the above process still needs to be repeated.
This series of processes is like the process of a factory assembly line. Perhaps you can say that these processes are very boring, but the birth of industrial products is inseparable from this step.
Analogous to the birth process of an industrial product, the birth of a game, especially a large-scale game, is also inseparable from some cumbersome processes. It is impossible to talk about the birth of a game without following a strict development process. "
"Passerby C who knows a little bit about development" went on to write: "The remarks of @席苏常不晚 are quite irresponsible. No matter what the developer thinks in the development process of a game, but in the development process We can only call the game to be developed a product, not a work blindly and subjectively.
Blindly treating a product as a work and mixing too many subjective factors in product development will only lead to interference with normal product development.
As for why GRAY FOREST keeps updating its products?There can be multiple interpretations from different standpoints.
Interpreted as the continuous improvement of the work, this statement can only be said to be wishful thinking.
If the software developed by GRAY FOREST is regarded as a product, the constant updates and product iterations just show the immaturity of the product..."
According to the statement of "Passerby C who knows a little bit about development", this person thinks that games should be regarded as products, not works.
Previously, "hamsters never sleep" belonged to treating games as works rather than products.
After the "hamster never sleeps" posted a long Weibo, although many people also stood up and posted a rebuttal.
However, the initial articles were basically discussed around the purpose of GRAY FOREST updating the game.
The content of these rebuttals is neither to the point nor scale.
It looks like a straggler.
Until a Weibo user whose ID is "passerby C who knows a little bit of development" posted a long Weibo post and retorted "Hamsters don't always sleep".
Others who also refute "hamsters never sleep" seem to have found the central flag.
Around the point of view put forward by "passer-by C who knows a little bit of development", besiege the previous point of view of "hamsters always don't sleep".
Whether it's "passer-by who knows a little bit about development" or "hamster never sleeps", both of them are big Vs and have quite a lot of fans.
For a while, there was a heated discussion around "should games be regarded as works or products".
(Of course, the so-called intense discussion is only a relative term.)
It coincides with the opportunity for GRAY FOREST to update several games.
Many passers-by who originally only cared about game updates also unconsciously participated in related topics.
Many people even expressed their own opinions, and jumped out of Aitlinhui's Weibo account one after another.
Lin Hui is very speechless about this, you discuss yours, what should I do?
Lin Hui didn't like to be involved in such inexplicable disputes.
When it comes to whether the game is a product or a work?
As a sentimental game developer, Lin Hui certainly regards games as works.
But when it comes to the bunch of games that Lin Hui has made before, these products almost did not go through the process of "creation" in the process of being released by Lin Hui, but were directly carried out after a little polish.
In this case, let alone regard the game as a product, Lin Hui didn't even do the process of treating the game as a product.
Lin Hui simply regards games as commodities.
(End of this chapter)
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