Thanks to Jin Jin, Jin Hu, and Ma Suichen, the two of them received 20,000 rewards.
Everyone was very clear about the theme of this book. It was about plagiarism. In other words, it was about using current literary works to show off in the parallel world.
Ever since this book was published, readers had been asking, 'Why don't you write about domestically-produced games?' Why not create an original game? If you're so awesome, why don't you make your own games?
Previously, he didn't want to talk about this because he felt that it was meaningless. However, since he had a lot of thoughts today, he might as well talk about it.
Previously, when they heard that an all-out war was going to take place in the Three Kingdoms, many people were very happy online and on the bullet screen. Moreover, the promotional video was indeed very well done. However, I felt very sad. We could only hope for a foreign company to produce our own Three Kingdoms theme. It really made me feel helpless.
Am I not writing domestically-produced games? On the contrary, I have basically written all domestically-produced games that I think are of passable quality.
Even if it's a game like Kings of Glory, I actually don't have much of a problem with it. I'm more open-minded about 'randomly changing' historical themes. If the elementary school students didn't even know who Zhong Kui was and how to pronounce the word 'Kui' after playing Kings of Glory, I think it's a good deed to help them understand the word 'Kui' and let them know that such a historical figure existed.
Wasn't it better to know something than to know nothing?
I've always felt that domestically-produced games, even if they're games with paywalls, as long as they can play a little positive role, it's worth writing about.
Like Onmyoji, Tale of Wuxia, and The Shores of the Earth, they couldn't compare to these foreign masterpieces in terms of quality, but they still wrote them. A lot of people ask why you keep writing about foreign games. I want to write about domestic games, but the problem is that there's nothing left to write about at this stage.
It's not that I'm worshipping foreign things, but the current game industry is like this. The domestic game industry is not up to par, and they can't produce AAA masterpieces. I want to write, but I don't have the material.
Why didn't I create my own games?
First of all, as a plagiarism theme, I haven't finished writing popular IPs yet, so there's no need for me to create original works.
If I were to write an original story, many readers would ask, "Why don't you write about Zelda?" Why not write about the world of Macho Men? Why not write God of War? Can your original work be better than these games?
Yes, there were still many popular IPs. Even if it was an original work, it would have to be done after the popular IPs had been written.
In addition, whether it was an original work or a self-made game, it wasn't something that could be obtained easily.
The research and development cycle for AAA masterpieces could easily take one or two years, and the game's script basically had to be changed again and again. That was all honed and tempered. I have to update 6000 to 8000 pages a day, and I also have to write a plot comparable to a AAA masterpiece? Do you think that's realistic?
In the later stages of the book, after it had stabilized, it would write some original games. However, it might not necessarily be an original plot. It might use the plot of a movie or novel, and only have original gameplay. If some readers hope that I can write a plot comparable to "Doomsday" while updating 8000 pages per day … then I can only say that they are overthinking and that it is impossible.
Unless I don't update for two or three months in a row and only polish the story of the game, can you bear that?
Also, why don't I make my own games?
That was because in China, it wasn't up to the designer to decide what game to make, it was up to the investors.
Apart from having a foundation, AAA masterpieces also needed to throw money, and no one in China was willing to spend tens of millions to make AAA standalone games.
If you were so awesome, you could fork out a hundred million yuan instead of dollars. No problem, you could hire reliable planners, artists, and programmers to make AAA games. The problem was, could you fork out that much?
Those who could afford it were all thinking about how to get more money. AAA masterpieces were laborious and unrewarding. The rich people, especially the bosses of domestic games companies, weren't stupid.
Those who couldn't afford it were all wondering why no one was willing to make AAA games. But if you really had that much money, you definitely wouldn't invest it in the game industry.
Wouldn't it be better to invest it in real estate?
What if you only entered the industry as a game planner? Then even if you became a chief planner or even a producer, you would still have to depend on the publishers and investors. It wasn't like you could do whatever you wanted.
If you were your own boss and dragged along all your employees, the channels would tell you that your game had to be added to the store and top-up activities, or they wouldn't promote it. You looked at your employees who had worked overtime for months and thought about all the money you had invested so far. Did you add the store and top-up activities?
At that stage, you had to change the channels however they wanted you to. Even if you had to change your beloved game beyond recognition, you still had to change it. Otherwise, the channels wouldn't give you a chance to promote your game. No one would see your game, and all your hard work would go to waste. You might even lose all your hard-earned money in a year or two.
That was why I hated channels so much. In the current domestic games industry, channels held R&D hostage, especially small R&D companies, who had no right to speak.
Moreover, in the process of R&D, all kinds of people might hold you back. For example, if the program wasn't good enough, the art wasn't good enough, and if you couldn't make up for any of them, the quality of your game might collapse. A good idea might end up being a pile of trash.
As for the awesome programs and art, they all cost money.
In other words, money was everything. I didn't have the money, and I didn't have the ability to change the situation, so I changed my interest to writing books.
At least you didn't have to depend on the channels, and there wouldn't be anyone holding you back. You could write it seriously and make the readers happy, and that would be considered a success.
I believe that many people read this book with the same mindset. It was because something that couldn't be realized in real life could be realized in the book.
There weren't any designers and bosses like Chen Mo in real life, but I hope there are in the book. I hope he can make games that shock the world, so that every player can experience the shock and emotion of a good game.
The above was a bit of knowledge for students who didn't know anything about the game industry, but were curious about it.
As for the domestic games industry, could it be saved? I didn't know.
Of course, I was still relatively optimistic. The domestic games industry would have good AAA games sooner or later, it just needed time. Maybe five years, ten years, or even longer.
'If everyone really cares so much about the domestic games industry and wants to support domestically-produced games, then I think everyone should just be down-to-earth, work hard, earn money, and buy more legitimate games. That would be enough.
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