From confessing to Jiang Nansun a hundred times, he began to live forever
Chapter 115 Unexpected Excitement
Chapter 115 Unexpected Excitement
Although Jobin was quite looking forward to this little day trip, after all, it wasn't what he wanted to do now.His main energy is still on the game demo.
The demo process is not long, and it will not become a demo if it is too long.
The overall play time is about two hours.
Among them, the main plot is only about half an hour.
But this game demo has actually made the basic gameplay and art style of the game.
"The overall style is a bit too bright." Jobin touched his chin and said to the producer: "Although this area is just one of them, it's better to be darker."
"What does the boss mean... make it black and white?"
"Well, since it's a standard secret realm, it's not easy to make it too bright. The overall tone is darker and more cruel. It's best to add some doomsday style."
Wang Manni was frantically writing shorthand.
"But isn't this style a bit out of place?"
"It can be designed so that the outside of the city is in this doomsday style, and the inside of the city becomes peaceful with singing and dancing." Qiao Bin said with a smile: "Otherwise, although it is realistic that there are people in the secret realm, it is too strange."
"Okay." The producer was persuaded.
Just because this design is corny doesn't mean it's wrong.
This is also a typical plot flow mode.
From the wilderness, gradually came to the civilized city, and then a series of stories unfolded around this city.
"Then there is the novice tutorial." Jobin fiddled with the mouse, and said helplessly: "The novice tutorial is completely reset, and the current one doesn't work."
"what?"
"Don't think that most players will have the patience to read your short composition. In fact, most players are very impetuous. Instead of making some small composition, it is better to force the design to teach players how to fight."
Jobin thought for a while, and gave an example: "For example, to fight the same monster, first force the player to control the corresponding normal attack to fight once, and then force the player to use internal force attack to fight once, and then add the new system bit by bit until the All the content is released, and every time the player gets a new system, they will enter the mandatory tutorial interface."
"This...will anyone like it?"
"Listen to me, most players are not high-level players. For them, if the game tutorial is a dialog box that pops up, they will just X-click it immediately." Jobin said without hesitation.
"Yes, you are right!"*2
At this moment, a scene that stunned Qiao Bin appeared. Wang Manni, who was writing quickly, and the producer, who was listening to Qiao Bin's introduction, nodded in unison and agreed with Qiao Bin's words.
Jobin slapped his forehead, and suddenly remembered that he just said the key word, which activated the causal skill of the special achievement title he had obtained before.
This……
It really makes people feel speechless.
Fortunately, this is just an episode.
Then Jobin began to talk about his views on the game demo from the perspective of a player.
Overall, Jobin's evaluation of this demo is quite high.
After simplification, there are three attack methods in the game: normal attack, internal force attack and killer mace.
Common attacks include block and knife-throwing in soul-like games, and internal force attacks have completely different moves, and generally come with internal force attribute attacks. As long as they are activated, each move will consume part of the internal force.
The killer mace is more powerful, but the killer mace generally needs to accumulate momentum before it can be used.
Of course, in terms of power, it is generally higher than internal strength attacks.
In terms of overall experience, it is somewhat similar to the big map of soul games.
Much like the "Elden Ring" that was released before.
But their game is a service game.
That is end tour.
The reason why I chose a client game instead of a stand-alone game is purely because the cost of the game itself is too expensive.
If you want to reproduce the map of the Great World of Secret Realm, you must use a lot of resources.
Even if there is an official background, the money should still be paid.
At most some relief.
But this kind of deduction is only a reduction of the original one billion red notes to [-] million.
Anyway, according to the previous plan, the initial cost of this game reached [-] million U.S. dollars, and the subsequent annual cost is [-] million U.S. dollars.
The reason why it is so expensive is because it has a lot of content.
The main storyline has a volume of forty hours.
It is already close to the overall volume of some 3A masterpieces.
In addition, large world exploration, stronghold clearing, and various world tasks must be added, all of which are extremely time-consuming projects.
And because there are a lot of added content, just the initial version is enough for players to play for a month without repeating the same.
But that also creates a problem.
That is the size of the game is very large.
Just this demo has already reached 10G.
It is estimated that the first version has reached 50G.
This is already the size of a 3A game.
However, after that, with the development of a version every year, the area will only become larger and more numerous.
The content will also gradually increase.
According to preliminary estimates, the final product can reach about 100G.
It is basically equivalent to the size of a top 3A.
With such a volume, if it is only developed as a stand-alone or console game, the cost will not be recovered.
Only by making it into a terminal game, or even a mobile game, can the cost be paid back.
However, although there is currently a mobile game plan, Qiaobin still plans to launch a mobile game in the end.
One is to withdraw funds, and the other is to make corresponding adjustments, and then launch a mobile game version with data interoperability after the game operation is stable.
Of course, the picture quality of the mobile game version will inevitably be reduced, and corresponding adjustments will also make changes.
In general, the demo is flawless.
Although there are still some problems in some details, it is obviously a good game.
"Send this version to station B." Jobin said casually.
"Ah? But isn't this version going to be changed?" the producer asked subconsciously.
As a result, as soon as he finished speaking, he saw Qiao Bin looking at him in surprise, and did not speak.
"What's wrong with my words...?" the producer asked tentatively, feeling a little guilty.
"You said that we are a little-known company. Even if it has an official background, gamers don't care about it. They only care about whether your game is fun or not. If there is no progress, why do people expect more and more from your game? No expectation, If there are no players in the server, aren’t we wasting money?”
"Uh—okay." The producer had to admit that he was indeed only suitable for being a producer.
Jobin didn't respond.
After all, this can be regarded as a common problem in the domestic game circle.
The vast majority of game producers are too professional, which leads to various confusing operations when they operate their own games.
Just like a while ago, a stand-alone machine claimed to be a creative workshop, but in the end it set up its own creative workshop, but it was boycotted and ridiculed by the players.
From the perspective of a layman like Jobin, the producer of this game did nothing wrong.
If his game wants to be released in China, it really needs a self-owned creative workshop.
But the problem is...
The creative workshop he launched himself is very difficult to use.
It is completely different from the usage habits of most platform creative workshop producers.
This leads to less content in this own creative workshop.
When everyone is complaining that this thing is not easy to use, no matter what its original intention is, it can only be eliminated in the end.
And this is what the producer "takes for granted".
From the perspective of a game producer, this behavior is understandable, but it cannot be supported.
Because even a professional producer knows that the existence of creative workshops is indeed a way to greatly increase the life of the game, but in the final analysis, it still depends on the support of high-end players to exist.
If even this group of people are offended, how about a creative workshop?
It's better to just pretend to be dead.
None of those indie games that "play dead" were ridiculed because they didn't have a creative workshop.
I have to say that this can be regarded as a wake-up call for the majority of game producers.
Make games, they can, release games, they can't.
(End of this chapter)
Although Jobin was quite looking forward to this little day trip, after all, it wasn't what he wanted to do now.His main energy is still on the game demo.
The demo process is not long, and it will not become a demo if it is too long.
The overall play time is about two hours.
Among them, the main plot is only about half an hour.
But this game demo has actually made the basic gameplay and art style of the game.
"The overall style is a bit too bright." Jobin touched his chin and said to the producer: "Although this area is just one of them, it's better to be darker."
"What does the boss mean... make it black and white?"
"Well, since it's a standard secret realm, it's not easy to make it too bright. The overall tone is darker and more cruel. It's best to add some doomsday style."
Wang Manni was frantically writing shorthand.
"But isn't this style a bit out of place?"
"It can be designed so that the outside of the city is in this doomsday style, and the inside of the city becomes peaceful with singing and dancing." Qiao Bin said with a smile: "Otherwise, although it is realistic that there are people in the secret realm, it is too strange."
"Okay." The producer was persuaded.
Just because this design is corny doesn't mean it's wrong.
This is also a typical plot flow mode.
From the wilderness, gradually came to the civilized city, and then a series of stories unfolded around this city.
"Then there is the novice tutorial." Jobin fiddled with the mouse, and said helplessly: "The novice tutorial is completely reset, and the current one doesn't work."
"what?"
"Don't think that most players will have the patience to read your short composition. In fact, most players are very impetuous. Instead of making some small composition, it is better to force the design to teach players how to fight."
Jobin thought for a while, and gave an example: "For example, to fight the same monster, first force the player to control the corresponding normal attack to fight once, and then force the player to use internal force attack to fight once, and then add the new system bit by bit until the All the content is released, and every time the player gets a new system, they will enter the mandatory tutorial interface."
"This...will anyone like it?"
"Listen to me, most players are not high-level players. For them, if the game tutorial is a dialog box that pops up, they will just X-click it immediately." Jobin said without hesitation.
"Yes, you are right!"*2
At this moment, a scene that stunned Qiao Bin appeared. Wang Manni, who was writing quickly, and the producer, who was listening to Qiao Bin's introduction, nodded in unison and agreed with Qiao Bin's words.
Jobin slapped his forehead, and suddenly remembered that he just said the key word, which activated the causal skill of the special achievement title he had obtained before.
This……
It really makes people feel speechless.
Fortunately, this is just an episode.
Then Jobin began to talk about his views on the game demo from the perspective of a player.
Overall, Jobin's evaluation of this demo is quite high.
After simplification, there are three attack methods in the game: normal attack, internal force attack and killer mace.
Common attacks include block and knife-throwing in soul-like games, and internal force attacks have completely different moves, and generally come with internal force attribute attacks. As long as they are activated, each move will consume part of the internal force.
The killer mace is more powerful, but the killer mace generally needs to accumulate momentum before it can be used.
Of course, in terms of power, it is generally higher than internal strength attacks.
In terms of overall experience, it is somewhat similar to the big map of soul games.
Much like the "Elden Ring" that was released before.
But their game is a service game.
That is end tour.
The reason why I chose a client game instead of a stand-alone game is purely because the cost of the game itself is too expensive.
If you want to reproduce the map of the Great World of Secret Realm, you must use a lot of resources.
Even if there is an official background, the money should still be paid.
At most some relief.
But this kind of deduction is only a reduction of the original one billion red notes to [-] million.
Anyway, according to the previous plan, the initial cost of this game reached [-] million U.S. dollars, and the subsequent annual cost is [-] million U.S. dollars.
The reason why it is so expensive is because it has a lot of content.
The main storyline has a volume of forty hours.
It is already close to the overall volume of some 3A masterpieces.
In addition, large world exploration, stronghold clearing, and various world tasks must be added, all of which are extremely time-consuming projects.
And because there are a lot of added content, just the initial version is enough for players to play for a month without repeating the same.
But that also creates a problem.
That is the size of the game is very large.
Just this demo has already reached 10G.
It is estimated that the first version has reached 50G.
This is already the size of a 3A game.
However, after that, with the development of a version every year, the area will only become larger and more numerous.
The content will also gradually increase.
According to preliminary estimates, the final product can reach about 100G.
It is basically equivalent to the size of a top 3A.
With such a volume, if it is only developed as a stand-alone or console game, the cost will not be recovered.
Only by making it into a terminal game, or even a mobile game, can the cost be paid back.
However, although there is currently a mobile game plan, Qiaobin still plans to launch a mobile game in the end.
One is to withdraw funds, and the other is to make corresponding adjustments, and then launch a mobile game version with data interoperability after the game operation is stable.
Of course, the picture quality of the mobile game version will inevitably be reduced, and corresponding adjustments will also make changes.
In general, the demo is flawless.
Although there are still some problems in some details, it is obviously a good game.
"Send this version to station B." Jobin said casually.
"Ah? But isn't this version going to be changed?" the producer asked subconsciously.
As a result, as soon as he finished speaking, he saw Qiao Bin looking at him in surprise, and did not speak.
"What's wrong with my words...?" the producer asked tentatively, feeling a little guilty.
"You said that we are a little-known company. Even if it has an official background, gamers don't care about it. They only care about whether your game is fun or not. If there is no progress, why do people expect more and more from your game? No expectation, If there are no players in the server, aren’t we wasting money?”
"Uh—okay." The producer had to admit that he was indeed only suitable for being a producer.
Jobin didn't respond.
After all, this can be regarded as a common problem in the domestic game circle.
The vast majority of game producers are too professional, which leads to various confusing operations when they operate their own games.
Just like a while ago, a stand-alone machine claimed to be a creative workshop, but in the end it set up its own creative workshop, but it was boycotted and ridiculed by the players.
From the perspective of a layman like Jobin, the producer of this game did nothing wrong.
If his game wants to be released in China, it really needs a self-owned creative workshop.
But the problem is...
The creative workshop he launched himself is very difficult to use.
It is completely different from the usage habits of most platform creative workshop producers.
This leads to less content in this own creative workshop.
When everyone is complaining that this thing is not easy to use, no matter what its original intention is, it can only be eliminated in the end.
And this is what the producer "takes for granted".
From the perspective of a game producer, this behavior is understandable, but it cannot be supported.
Because even a professional producer knows that the existence of creative workshops is indeed a way to greatly increase the life of the game, but in the final analysis, it still depends on the support of high-end players to exist.
If even this group of people are offended, how about a creative workshop?
It's better to just pretend to be dead.
None of those indie games that "play dead" were ridiculed because they didn't have a creative workshop.
I have to say that this can be regarded as a wake-up call for the majority of game producers.
Make games, they can, release games, they can't.
(End of this chapter)
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