Qiao Hua laughed, "Make another one? Chen Mo, games like this aren't cabbages that you can just pluck from the ground? You don't have to worry at all. With your talent, you'll reach S-grade sooner or later. Why the rush? "
Chen Mo replied, "I understand, thank you director Qiao."
Chen Mo got the gist of it after listening to Qiao Hua's explanation.
Obviously, the judges in this world were similar to the judges in Chen Mo's previous world. They would consider many factors when judging a game, not just the number of players, profits, and popularity.
For example, in Chen Mo's previous world, PlayerUnknown's Battleground was extremely popular, but it didn't get Game of the Year, losing to The Legend of Zelda: Breath of the Wild.
When evaluating a game, many judges would take into account the factor of "artistry", which could be considered in many ways.
For example, the structure of the game's world.
For example, was the story and character design unique and unique.
For example, whether the level design and puzzles in the game were complex enough and interesting enough.
For example, whether the game's gameplay was innovative from the traditional gameplay, and whether it was welcomed by the players.
All of these factors would be taken into consideration by the judges.
Although games like League of Legends, Outlast, and Minecraft were the pinnacle of their genre, the biggest problem was that in the eyes of the judges, they only excelled in certain genres. They could get Best PC Game, Best Horror Game, Best Puzzle Game, or Best Innovative Game, but something as important as Game of the Year was very hard to get.
Because these games weren't comprehensive enough, they were at a disadvantage in terms of world, story, and level design.
In the eyes of the traditional and conservative judges, no matter how many players there were, no matter how popular the game was, if it wasn't artistically good enough, they wouldn't give it the Game of the Year.
Chen Mo was thinking.
There were many restrictions on what game to choose.
There were two major limitations. One was time, and the other was experience.
It was already November, and the Game of the Year Awards was in early February, which was three months away.
Chen Mo had to make a VR game before the awards, and get Game of the Year at the awards to have a chance of getting the title of S-grade video game designer.
Otherwise, if he missed this year's Game of the Year Awards, he would have to wait until next year for the Game of the Year Awards. Wait another twelve months? Chen Mo couldn't wait that long.
Making a VR game in three months?
It sounded a bit ridiculous, but it wasn't entirely impossible. After all, Outlast took three months to complete.
VR games were different from each other. The entire game flow of Outlast only took a little more than an hour, and as long as the script and art resources were in place, it would be done very quickly.
However, it also depended on what kind of game it was.
After all, Outlast was a small production. What if they wanted to make an open world? There was definitely not enough time.
It would take a long time just to construct the entire world and a huge amount of art resources. It would take at least a year and a half to port the mega game series to the VR platform.
Moreover, Chen Mo didn't have any experience with large open worlds. So far, Chen Mo's games were all unconventional in the eyes of others. To sum it up, it was fast and economical as long as it was top quality.
Moreover, Chen Mo didn't plan on putting in so much effort to move large scale games. After all, his goal this time was to win the award and become an S-grade video game designer. The less effort he put in, the better.
This meant that Chen Mo needed a game like this.
Suitable for VR platform.
The less resources, the better. It would be best if it could be completed within three months.
It had to fit the taste of the judges, have a certain level of artistry, and have a chance of winning 'Game of the Year'.
Moreover, the 'uniqueness' of the game was more important than the actual 'quality' of the game. A unique type of game that had never been seen before had a higher chance of winning the favor of the judges.
In the eyes of the designers of this world, these conditions were impossible.
Completing a game of the year in three months? It was ridiculous no matter how you looked at it.
However, Chen Mo just happened to have a game like that.
Overwatch, a product from Blizzard.
Chen Mo was a bit surprised when he thought of this game. However, after some consideration, it seemed to be the best choice.
Of course, in Chen Mo's previous world, Overwatch had a lot of controversy. The biggest controversy was its lifespan.
Compared to Changshou's League of Legends, Dota, and CSGO, Overwatch didn't have as many players as the other three. It was also far behind in terms of reputation, popularity, and competitiveness.
Of course, the factors involved were complicated, so I won't talk about it for now.
However, what if they were to compare who had won more awards?
In Chen Mo's previous world, in 2016, Overwatch won Game of the Year from TGA, DICE, GDC, and IGN. It could be said that it swept most of the most prestigious awards in the video game industry, making Blizzard the biggest winner of 2016.
Moreover, Overwatch beat Uncharted Waters 4, which led to a heated argument between console players and Blizzard fans. Normally, a heavy award like Game of the Year wouldn't be given to a competitive game. Many players thought that Uncharted Waters 4 was already the best game of the year.
Some players even said that so many successful competitive games hadn't won this award, so why did Overwatch win it? Could it be that Blizzard bribed them with money?
If it only won one or two awards, there would still be some controversy. However, if it won almost all of the Game of the Year awards, then it could only mean one thing. Overwatch was indeed favored by a large number of judges, which was why they gave the honor of Game of the Year to a competitive game.
It wasn't hard to understand.
Although Overwatch didn't do well in terms of competitiveness, its strengths lay in its character design, gameplay innovation, story background, and cultural content. These were all areas that the judges placed a lot of emphasis on.
Moreover, for Chen Mo, Overwatch also had a very obvious advantage, which was that it was easy to make.
The first version of Overwatch only required the creation of a few battle maps and a dozen or so heroes. It was different from other AAA games, which required hours of planning for the main game flow, or the creation of a large enough open world.
Creating a game that could compete for the title of "Game of the Year" in three months?
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