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Chapter 992 Heavy industrialization of movies and games!

Qiao Laoshi's opening remark shocked Pei Qian.

Old Qiao, I didn’t give you money either?

As for bragging me so unconscience?

Look at what you said in this video, is this human word?

The royal power has no eternality? So those respected game manufacturers abroad will also fall from the altar, and Tengda Games will lead domestic games to the altar and replace them?

This is fucking...

Pei Qian didn't know what to say.

"Mission and Choice" is just a game. Is it okay to force it to give so much meaning?

Pei Qian felt a weight that life could not bear.

But he thought again, Qiao Liang was so over-provoking, objectively, it should have a positive effect, right?

After all, although "Mission and Choice" costs a lot of money, Pei Qian feels that it is not that interesting to say "Fengshen" in this game. Moreover, many players have a rebellious mentality, and the more they play, the more they are, the more they are disgusted.

So... Qiao Laoshi's video this time may backfire?

Pei Qian continued to read.

...

"Some viewers may say, "Oh, Lao Qiao, you've been hyped too much! Although this is a good game, it's just because of its excellent quality and good plot. It's not appropriate to force so much historical significance."

"I can only say that if you think so, you'll think about this too easily!"

"Maybe after many years, when we look back at the development history of domestic stand-alone games, we will find that when we have the first 'sincere work' that looks good, when we start to emerge many small and beautiful independent games; when we have a masterpiece that can compete with foreign 3a masterpieces; when we have a collection of domestic classic games, there are more and more impressive good games..."

"In fact, for the development of the entire domestic game, these are extremely critical nodes and huge changes in fate."

"Just like the original work of "Mission and Choice" was released many years ago, no one would believe that this game will usher in the dark age of domestic games that lasted for several years."

"Just like many years later, the remake of "Mission and Choice" will be released, and no one will believe that it means the arrival of a bright era of domestic games."

"At these key nodes, we stand at the fork in the road of fate, and see the wind and clouds, and we see that the choices made by fate are quite dull and ordinary in our memory."

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

"But in fact, from this day on, maybe the whole world has quietly changed."

"In fact, before "Mission and Choice", we already had several very excellent games, such as "Looking Back is the Strait" and "Struggle".

"But in my opinion, all the previous games cannot be compared with "Mission and Choice" in the historical sense of domestic stand-alone games."

"Because of "Mission and Choice", we have truly achieved transcendence of history in three aspects!"

"First of all, this game was originally called the 'National Games Shame', but the remake completely wiped out this shame, making it the light of domestic games again."

"Just like an army that once attacked a certain place but returned home in a crushing defeat, the only way to wash away the shame is to regroup many years later, attack here again, and plant their own military flag at the site where they were once defeated!"

"This is exactly what I said before. "Mission and Choice" is a remake of the once 'Shame of National Travel', and has extremely strong symbolic significance!"

"Secondly, "Mission and Choice" is a highly completed heavy industry game, which opens up a brand new possibility for domestic games!"

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

"The so-called 'heavy industry movies' and 'heavy industry games', in a common sense, are 'Hollywood blockbusters' and '3a masterpieces'. Their characteristics are that they are highly specialized, process-based, high production costs, and are aimed at the global market. They are products of the highly developed entertainment industry!"

"And this is exactly the only way for domestic movies and domestic games."

...

Seeing this, Pei Qianren was a little dizzy.

He knew all these words, but if he was connected, he didn't understand what it meant...

Heavy industry movies?

Heavy industry game?

No, this project is just arranging more funds during development. How should it be developed or how to develop it? I have never changed it anywhere?

The previous "Looking Back is the Strait" and "Struggle" were both good, but why did "Mission and Choice" "open up a new possibility"?

Pei Qian scratched his head, which was simply incomprehensible.

However, he also wanted to know what tricks Qiao Liang could do, so he continued to watch.

...

“Why is ‘heavy industrialization’ so important?”

“Because this is relative to ‘small workshop-style production’.”

"The so-called 'small workshop-style production' means that the creation of literary and artistic works does not have a systematic system and development. Whether it is a movie or a game, its success or failure depends to a large extent on the ability of directors and producers, which means that the creation of literary and artistic works is extremely risky."

"If you bet right, everyone will be happy; if you bet wrong, you will lose all your money."

"That is to say, this kind of 'small workshop-style production' has great uncertainty."

"There are many 3A masterpieces abroad that are 'New Year's goods' games, which can produce 3A masterpieces stably under the same series of works, and the quality can be basically guaranteed. With a fixed player group, the risks borne by developers are greatly reduced."

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

"This heavy industrial production model is to standardize the processes in various fields, cultivate talents from all majors, so that the level of literary and artistic works can not fluctuate too much with the designer's 'ideas', and always maintain it at a relatively high level."

"In this way, the development of the entire industry is healthy, orderly and stable."

"Although most of Tengda's previous works looked amazing, they were all products of 'small workshop-style production'. Although they looked glamorous, in fact, these games all rely heavily on Mr. Pei's endless fantasy ideas!"

"Whether it's Back to the Strait or Struggle, we are amazed by these games, and don't forget that these classic games are extremely difficult to reproduce, and other game companies are basically impossible to draw experience from them."

"But "Mission and Choice" is different from other games. This game does not go astray, but is stable. As long as Mr. Pei is willing, he can release the second and third parts in the future, and continue the plot. As long as the quality is excellent, many players will pay."

"Even this worldview can be further expanded, there is no problem with a new year-round fps game."

"This shows that when designing "Mission and Choice", Mr. Pei was already working hard to eliminate the game's dependence on his inspiration and strive to move closer to the heavy industrialized production model!"

"Finally, there is the innovation in the game "Mission and Choice".

"Although he is trying to create a heavy industrial model, Mr. Pei still innovates in many aspects."

"For example, as a relatively ancient game mode, real-time strategy games have many problems from the perspective of today: the operation requirements are too high, and most people are difficult to get started; the game's competitive nature is too strong, resulting in insufficient fun... These seriously restrict the development of the game type of real-time strategy."

"Even manufacturers who have made Star Sea and Fantasy Wars have no good solutions when facing this problem. Although continuing tradition can satisfy the demands of core players, it is obvious that even in the minds of these designers, they do not think that the remake of the game will become popular, so they did not invest too much budget at all, but adopted a perfunctory, fooling, and cutting leeks."

"Which Mission and Conquest explores the question of how rts games should be designed in the current context."

“Reduce the difficulty of the game and make it easy for ordinary players to get started;”

"Weak operations and increase tactical gameplay, so that players can use their brains more than they do, and do not lose their fun;"

"Using excellent art style and excellent plots, we create a real world for all players, use plots to drive players' emotions, let players resonate with the protagonist when experiencing the game, and create a strong sense of substitution;"

"Endless mode, battle mode, editor, these contents enrich the gameplay and extend the life of the game;"

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

"Of course, many viewers may not have played these contents yet, or are not interested in the endless mode and editor of the game. But no matter what, these greatly increase the upper limit of this game and greatly enhance its playability!"

"So, "Mission and Choice" is not just about 'spends a lot', but more importantly, it can be said to be the first game in China to try to make in a 'heavy industrialized' way, setting a good example for all domestic game manufacturers!"

"The example of "Mission and Choice" proves that although the game industry in our country is still far from that in foreign countries, at least we are on the right path!"

"I hope that in the near future, more and more producers will embark on the road of ‘heavy industrialization’ in our film industry and game industry. By that time, our cultural industry will truly stand at the top!"
Chapter completed!
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