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133. Make an exclusion

Under the influence of the money offensive, the studio opened successfully.

Thanks to Cao Kun's connections, the studio components were quite smooth, and various personnel, whether they were on-campus students or off-campus short-pack studios, were quickly contacted.

The development cycle of mobile games, especially Java and brew games, is relatively short. The length of the development cycle of the game has a great impact on the development team of the entire company and the related management.

Generally, the development cycle of Java and brew games is within one month, but it also depends on the design of the game itself.

Developing a game requires formulating a team's development strategy and direction, a mature development and verification standard, and forming a team's development system through the team's opinions. Make reasonable and appropriate theme selections around game development standards.

Initially, we need to solve what type of development or how to develop ideas so that all team members can recognize such product type selection strategies.

In general, it is analyzing product strategy selection based on two factors. One is external market analysis, including product type, game content, gameplay, place of listing, etc. for information collection and summary, and segmentation of the market. The other is to analyze the team's development ability, market publicity ability, funding ability, resource status, etc.

The most important thing to find problems from the inside is, but we can’t say that there is a market that is difficult and cumbersome.

The creators of the market are generally those with leading technology or market share, which requires a long-term training process. When doing things for a team, it is best not to choose larger game content at the beginning. This is not a good practice mode for newly formed teams. Starting from small games, you can refer to the games on the market. The first project must be controlled within 1 month. When completing a small project, the team members will be very happy.

As for the specific production process.

First of all, the product needs to have a proposal. The proposal mainly explains the introduction, operation and its advantages of the game. You should know that after proposing such a game idea, many companies will spend a lot of time to hold meetings and carefully study and discuss whether the game idea proposed is possible. Sometimes, it even takes a whole day to discuss it. This method is actually undesirable. Everyone has something to do and is very busy. If you spend a day doing anything, you will have a resistant mentality. Even at the meeting, there is no result. Everyone can say that in the end, there is always no one who can make a decision. The game proposal can be solved by mail or chat. Moreover, before an idea matures into a game, it is best not to put it forward.

Before it was proposed, if the proposer had a lot of omissions about such a way of thinking, it would not be possible.

It is a good idea to hold a game brainstorming meeting. This meeting is not about discussing each specific game, but you can imagine it at will, whether it is for one game or several games, it will be just related to game insights. In the brainstorming meeting, there is no need to have any constraints, and it is completed in an active and exciting atmosphere from the beginning to the end. In addition to all developers participating in this meeting, relevant administrative (records), marketing personnel, and project management personnel are also required.

When a game is determined to start, planning requires an overview, introduction, operation, game type, etc. of the game, and determining the art list.

The art list is for artists to see. When determining the art list for the game, it is best to negotiate the project with the artists and follow the results of the discussion between the two parties. When there is a difference, it is best not to make neutral results that combine the two. You can only choose an opinion and enrich and rest, rather than completely violate it.

Another solution is to involve project decision makers, which requires the market and product sensitivity. After determining the list of perfect art, the artist begins to look for art materials or manuscripts to create. This depends on the way of working.

When the planner completes the planning of the entire game, it is necessary to hold a discussion meeting for developers. Relevant developers and quality monitoring personnel adjust and rest the planning of the entire planner. Strive to achieve a final standard for everyone to develop a project with a good interest in development. It is best to have a project proposal form for this meeting to help them better implement the meeting. Finally, the planner makes corresponding adjustments based on the opinions of other personnel to complete the planning plan of the entire project. Finally, it is handed over to the project manager for review.

After passing, the game was officially included in the development project.

The artist's drawings are basically done. If there is a map, the planning must complete the editing of the game map during this period, or recruit professional level designers. However, generally, the planner will complete the drawings themselves. When everything is done, the planning plan and art can be handed over to the programmer.

In the writing of the game, planning requires active communication with the program because problems will arise during the writing of the game.

Programmers should read and understand the planning carefully, and do not guess. If they don’t understand clearly, they need to communicate and negotiate with the planning in a timely manner. Do not miss the problem at the end.

After the game demo is completed, the program handes the demo to the planner or relevant testers for testing. Modify the program through the bug form until there are no obvious problems.

During this period, the planner or market personnel will carry out corresponding market and product promotion.

In fact, this process is not complicated. For Jin Xiao and the others, the real question now is what kind of game should be developed.

In layman's terms, it is definitely a game that players like, but what game do players like? This requires analyzing the differences between players and finding their audience. According to Jin Xiao's idea, the audience of the first game in the mobile game studio should be from the post-90s to the post-95s. No matter how big it is, if you have already started a family and started a business, the game is no longer attractive, and it is even smaller? The consumption ability is not good, and going to school is obviously more important.

Suppose the player is a post-95s office worker working in a first-tier city. He abandons his lunch break and works for 8-12 hours a day. The mobile games he has played are about hundreds of models, which has formed a relatively clear mobile game usage scenario:

The time to take a taxi or subway ranges from 1-2 hours a day;

The rest time after getting up early and returning late is 2-4 hours a day;

The time to take a high-speed rail or plane during business trips ranges from 4-8 hours per month.

Logically speaking, these three usage scenarios cover fragments, small continuous and large continuous periods, and there will always be a suitable mobile game.

But now there is an embarrassing situation in the mobile game market. Every time players of this age have the desire to open a mobile game and scan the various games stored in the device, they will always feel "not fun". Even if they barely open a game, they will not feel enough pleasure.

Why does this happen?

Let’s talk about card games first.

A large number of players have been addicted to a Nordic-style card game, and the gameplay should be the first-generation card similar to "My Name is MT".

However, as time goes by, the freshness of the collection of multiple characters begins to decline, and a simple combat mode cannot produce strong pleasure. Even after the third-generation card game "Dota Legend", the homogeneity of the combat gameplay of each product becomes more and more obvious. After the core combat cannot produce enough fun, the new gameplay or the unlocking of the system at the beginning can still form a source of pleasure. However, after experiencing all the gameplay of a single game, it is easy to find that the gameplay and system of each game are quite similar. Therefore, changing the game cannot meet the demands of these players.

As a free player, daily tasks are the main way to obtain numerical growth. After unlocking all gameplay, the player's daily sense of working becomes stronger and stronger. When the pleasure brought by numerical growth decreases rapidly, working becomes a very uncomfortable experience, and the core fun of the card game is to draw cards.

However, the card drawings of many domestic games are not exquisite enough, and most of them are three-headed "earth q" style. Most of them have limited financial resources, which makes the card drawing fun unsustainable. Therefore, card games have become an absolute forbidden area for many players to choose games.

So if you don’t have a great idea, then Jin Xiao will definitely not choose the card game. Including himself, he actually doesn’t like playing card games very much.

Then there is the mmorpg game.

In the era of PC games, many players have been addicted to mmorpg, especially games represented by World of Warcraft. Logically, these players should be considered target users of mmorpg.

In the mobile game era, the shortcomings of mmorpg games, such as the routine of combat operations, have become increasingly obvious: in essence, there are irreconcilable contradictions between values ​​and operations, so in most mmo mobile games, values ​​are still the basis for determining the outcome of the battle. Similar to card games, after core combat cannot generate enough fun, it is second to go back to the next level. Numerical growth and unlocking new gameplay have become new goals for some players. However, the gameplay between mmo, system and even ui are becoming more and more similar. Therefore, changing the game can no longer bring pleasure to players.

Compared with card games, due to the richer content and longer growth lines, most mmo feels more working than cards. Due to time and energy, due to the frequent lack of daily rewards, players will have a very strong psychological gap and be troubled by negative emotions.

For many players, mmo's social gameplay is also a false proposition.

It is difficult for them to take time to maintain sufficient growth rate and maintain relationships with other players in the game. Compared with real social interaction, social interaction in the game cannot bring them enough fun.

In terms of appearance, the themes, gameplay and art of domestic mmo are indeed becoming more and more similar. With the launch of a large number of martial arts fairy 3d    Mmo, many players’ impression of mmo is getting worse and worse.

Therefore, needless to say, Jin Xiao can basically eliminate this type of game, but it is not completely eliminated. He just put it aside for the time being.

Then let’s talk about slg, which represents "Clash of Clans".

The content of slg is consumed relatively long, and with the strong PVP mechanism, players will not get tired of its content. But at the same time, slg's plundering gameplay and guild system put forward more requirements for online duration. Taking "Clash of Clans" as an example, the waiting time for later feedback such as building upgrades is getting longer and longer, which can easily make players lack the motivation to go online. However, if it is not online for a long time, a large amount of resources will be plundered by other players.

Moreover, frequent guild battles have put forward more requirements for online duration at the social level.

Similar to daily tasks, social pressure can certainly increase user stickiness, but when the binding is too strong, if potential tasks such as guild battles and donating troops are not completed, players are likely to have negative emotions. In today's market environment, there are fewer and fewer new slg products, and there are fewer choices.

The core gameplay of "Royal War" is very interesting, but the reasons for the loss of players are also very similar, namely, the game experience that is repeated frequently in a short period of time, the pressure of ranking and rank decline, and the sense of working with unlocking treasure chests.

Then there is a single-player heavy game.

Relatively severe stand-alone products such as "College", "Famine", and "Downwell" are examples.

"Jibo" is a mobile game that was once very attractive to players. Its level system and continuous plot can not only meet the fragmented game needs of most players on the subway, but also meet large amounts of game time. Many players have passed all levels in Hard Mode and have also received most additional equipment rewards. It was not until they encountered the difficulty wall of operation level that they no longer opened this product.

"downwell" is a fast-paced hardcore action game with extremely high difficulty. Similar to "Gaobao", after passing the level and encountering the difficulty wall for two weeks, players also gave up on this game. Unfortunately, there are very few action games with similar operating experiences and innovative gameplay, and it is difficult for players to find products and continue similar experiences.

"Famine" and "Rhythm Dungeon" are representatives of another category of games.

The initial versions of these two products are only suitable for PC platform. Many players have already experienced most of the game content on PC and lack the motivation to replay on mobile platforms. Compared with other categories, single-player heavy mobile games also have stronger competitors: when spending a lot of time on weekends, most players prefer PC and console platforms.

Casual games.

Many players have two needs for casual games: innovative gameplay and interesting graphics.

However, most casual games lack the core gameplay that is repetitive and playable enough. The solution to many games is to add content, and new content is often centered on art, and there is a lack of novel linkage between existing content.

Take "Crazy Zoo" as an example. The core gameplay of this product is interesting, and it tries to extend the life cycle of the game by simulating business and collecting elements. However, the new content recently updated is similar to the existing content. The positioning of several animals is almost no different, and the details are only changed, and the operation experience is almost similar. This greatly reduces players' demand for unlocking new content.

In fact, "Crazy Zoo" is already a product with a long life cycle in casual games.

Many casual games are difficult to stay on the equipment of ordinary players for more than a week. Even with distinctive core gameplay and art styles, the fun and pleasure they bring will be greatly reduced with the increase in retention time.

So, what exactly does the player want?

Overall, many players are eager for a mobile game that is interesting and playable, has a non-homogeneous art style, has a relatively moderate experience, has no sense of working, has sufficient fresh content and can produce a multiplication effect.

However, this is not over yet.

In addition to game design, players will also care about the brand premium of mobile games. This feeling is very subtle. For example, "low" is a subjective evaluation of products with insufficient brand premium.

Then obviously, first of all, products that are homogeneous in skin change and gameplay will inevitably be deducted points; secondly, mainstream products and mainstream categories with a large number of users will also be deducted points, because in the subconscious, many people will enjoy the illusion of being classified as niche elites. Just like NetEase Cloud Music on QQ Music, 3A host masterpiece on Xianxia mmo mobile game.

Correspondingly, European and American manufacturers and independent team backgrounds will get appropriate bonus points, while manufacturers such as Rea who continue to launch innovative products will get significant bonus points.

There is no intention to regional discrimination or label classification, but the preferences of these users are indeed different from those of traditional users in second- and third-tier cities.

On the surface, the preferences of players similar to Yang meet the definition of middle-class players. They mainly come from first- and second-tier cities, have good education, have good income, do not like particularly low games, and pursue certain aesthetic tastes. However, to say that, many players' hometowns are not first- and second-tier cities, and their incomes are less than the middle-class standard of tens of thousands of yuan per month, and they seem to not be classified as middle-class players.

It is obvious that the customer base that meets Jin Xiao's expectations is actually the working people in first-tier cities. Due to the length of work and energy, they basically bid farewell to online games such as mmorpg that require time and have a strong sense of working; secondly, they have young users with certain aesthetic tastes and pretentious needs - their income may be of varying quality, but most of them have received good education or have been exposed to some excellent literary and artistic works. They are willing to express their opinions on games and hope to prove their spiritual independence in this way;

This group of users has a cross between them and middle-class users. They may not necessarily contribute a large amount of income to mobile games, but they are mostly opinion leaders of small communities and are willing to spread the products they really love.

As domestic education improves, their number begins to exceed middle-class players. Along with other players they drive, this group may have become the cornerstone of many product dau. More importantly, they are young enough. As consumption capacity increases, they may help the rise of the next mainstream category.

So in the end, what Jin Xiao chose was a middle product between rpg and card games, which included both the adventure and growth of rpg and the fun of collecting card games. Jin Xiao had come into contact with a game he particularly liked, called "One Piece Setting" and became the object of imitation of his first game in his mobile game studio.
Chapter completed!
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