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Chapter 992

Words:2299Update:22/06/18 02:23:40

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Pei Qian was stunned by Teacher Qiao's opening remarks.

Old Qiao, I didn't give you any money, did I?

Do you have to go against your conscience and praise me?

Look at what you said in the video. Is that what a human would say?

Royalty is not eternal? Therefore, those respected foreign game manufacturers would also fall from the altar. Tengda Games would lead domestically-produced games to the altar and replace them?

What the f * ck …

Pei Qian did not know what to say.

'Mission and Choice' was just a game. How could he forcefully give it so much meaning?

Pei Qian felt an unbearable weight on his life.

However, on further thought, Qiao Liang had exaggerated so much. Objectively, it should have the effect of killing him, right?

After all, even though Mission and Choice cost a lot of money, Pei Qian felt that this game was still lacking in 'god-conferment'. What's more, many players had a rebellious mentality. The more he bragged, the easier it would be for them to feel disgusted.

So … Teacher Qiao's video this time might have the opposite effect?

Pei Qian continued watching.



"Some viewers might say, aiya, Old Qiao, you're exaggerating too much! This might be a good game, but it's only of good quality and a good plot. It's not appropriate to forcefully give it so much historical meaning. "

"I can only say that if you think that way, you're thinking too simply!"

"Perhaps many years later, when we look back at the development history of domestically-produced standalone games, we will realize: when did we have the first 'sincere work' that looks good? When did we start to produce many small and beautiful independent games? When did we have a huge game that can compete with foreign 3A games? When did we have more and more good games that left a deep impression in our domestically-produced classic games …"

"Actually, these are extremely crucial nodes for the development of domestically-produced games. They are all huge changes in fate."

"Just like many years ago, when the original 'Mission and Choice' was released, no one would believe that this game would open the dark age of domestically-produced games for several years."

"Just like many years later, when the remake of 'Mission and Choice' was released, no one would believe that it meant the arrival of the bright era of domestically-produced games."

"At these critical junctures, we stood at the fork in fate. We saw the winds and clouds. We saw the choices made by fate, but in our memories, they were rather dull and ordinary."

"At that time, we thought it was just an ordinary day."

"But from this day onwards, perhaps the entire world has quietly changed."

"Actually, before Mission and Choice, we already had a few very outstanding games, such as Repent and be Saved and Struggle."

"However, in my opinion, all the games in the past cannot be compared to Mission and Choice in terms of the historical significance of domestically-produced standalone games."

"That's because Mission and Choice has truly surpassed history in three aspects!"

"First of all, this game was originally known as the 'shame of the domestic games industry'. However, the remake has completely washed away this shame and made it the light of domestically-produced games again.

"It's like an army that once attacked a certain place but failed miserably. The only way to wash away the shame is to regroup after many years, attack the place again, and plant their flag on the place where they failed miserably!

"This is exactly what I said before. 'Mission and Choice' is a remake of the 'shame of the domestic tourism industry'. It has a strong symbolic meaning!"

"Secondly, 'Mission and Choice' is a heavy industrial game with a high degree of completion. It has opened up a brand new possibility for domestically-produced games!"

"In the field of artistic creation, it might seem strange to mention the word 'industry'. In fact, industry means a professional division of labor. There are 'heavy industrial movies' in movies, and there are also 'heavy industrial games' in games. "

"The so-called 'heavy industrial movies' and 'heavy industrial games' are, in layman's terms, 'Hollywood blockbusters' and '3A masterpieces'. Their characteristics are highly specialized, streamlined, high production costs, and facing the global market. They are highly developed products of the entertainment industry!"

"And this is precisely a path that domestically-produced movies and domestically-produced games have to go through."



Pei Qian felt a little dizzy at this point.

He knew all these words, but he did not understand what they meant when they were connected together …

Heavy industrial movies?

Heavy industrial games?

That's not right. This project had only been developed with more funds. It should be developed as it should be. I haven't changed anything.

Repent and be Saved and Struggle were fine previously. Why did only Mission and Choice 'open up a brand new possibility'?

Pei Qian scratched his head, unable to understand.

However, he also wanted to know what Qiao Liang could brag about, so he continued reading.



"Why is' heavy industrialization 'so important?"

"That's because this is relative to 'small workshop production'."

"The so-called 'small workshop production' means that the creation of literary works does not have a systematic system and development. Whether it is a movie or a game, its success or failure largely depends on the ability of the director and producer. This means that the creation of literary works is extremely risky."

"If you bet correctly, everyone will be happy. If you bet wrongly, you will lose everything."

"In other words, this' small workshop production 'is extremely uncertain."

"There are many 3A masterpieces overseas that are 'New Year goods' games. They can steadily produce 3A masterpieces under the same series of works. What's more, the quality can basically be guaranteed. There is a fixed group of players, and the risks borne by developers are greatly reduced."

"On the other hand, domestic standalone game manufacturers do not have any similar 'New Year goods' games. They often rely on inspiration and ideas and take extremely high risks."

"This kind of heavy industrialization production model is to standardize the process of various fields and cultivate various professional talents. That way, the level of literary works can not fluctuate too much with the designer's' ideas'. It can always be maintained at a relatively high level."

"That way, the development of the entire industry would be healthy, orderly, and stable."

"Most of Tengda's previous works might look amazing, but they were all products of 'small workshop production'. They might look bright and beautiful, but in fact, these games are highly dependent on Boss Pei's endless ideas! "

"Be it Repent and be Saved or Struggle, we should not forget that these classic games are extremely difficult to reproduce while we are amazed by them. It is basically impossible for other games companies to learn from them."

"However, Mission and Choice is different from other games. This game does not take an unconventional path. Instead, it is stable. As long as Boss Pei is willing, he can produce a second and third installment in the future. He just has to continue the plot. As long as the quality is good, many players will still pay. "

"This worldview can even be further expanded. It would not be a problem to produce an FPS game series for the New Year."

"This means that Boss Pei is already working hard to eliminate the game's reliance on his own inspiration when designing Mission and Choice. He is working hard to move closer to the heavy industrialization production model!"

"Finally, it's the innovation in Mission and Choice."

"Boss Pei might be trying to industrialize the creation model, but he has still made innovations in many aspects."

"For example, as a relatively old game model, real-time strategy games have many problems from today's perspective: the requirements for operations are too high, and most people find it difficult to get started; the competitive nature of the game is too strong, causing it to be not fun enough … These are all seriously restricting the development of real-time strategy games."

"Even the manufacturers who created 'Starcraft' and 'Fantasy Battle' did not have a good solution when faced with this problem. Continuing the tradition might be able to satisfy the demands of core players, but it was obvious that even these designers did not think that the remade game would become popular. Thus, they did not invest too much in it. Instead, they used a perfunctory, deceptive, and harvesting leeks method. "

"On the other hand, Mission and Conquer explores how RTS games should be designed in the current context."

"Reduce the difficulty of the game so that ordinary players can easily get started;"

"Weaken the operations and increase the tactical gameplay so that players can use their brains more than their hands so that they will not lose the fun;"

"Use excellent art style and excellent plot to create a real world for all players. Use the plot to drive players' emotions so that players can resonate with the protagonist when they experience the game, creating a strong sense of immersion;"

"Endless mode, battle mode, editor. These contents enrich the gameplay and extend the game's lifespan;"

"Especially the application of the latest artificial intelligence technology. It has opened a new door for RTS games!"

"Of course, many of the audience might not have played these contents yet, or they might not be interested in the game's endless mode and editor. However, no matter what, these have greatly increased the upper limit of this game and greatly increased its playability! "

"Therefore, 'Mission and Choice' is not just 'spending a lot of money'. More importantly, it can be said to be the first game in the country to be produced in a 'heavy industrialization' method. It has set a good example for all domestically-produced game manufacturers!"

"The example of 'Mission and Choice' proves that even though there is still a huge gap between our country's game industry and foreign countries', we are at least on the right path!"

"I hope that in the near future, more and more producers in our film and game industries will embark on the path of 'heavy industrialization'. At that time, our cultural industry will truly stand at the peak!"

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