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Chapter 81 Different Routes

Two flowers bloom, each with one branch.

While Wanhu is developing its own studio strategy, the scale of the Ritchie production team has become increasingly larger.

Except for the three people who joined the computer club, they have been learning professional skills and will continue to do some gangsters before they are more basic and miscellaneous tasks.

There are many people with higher computer skills in this university joining.

In addition, many professional people have been found in script writing, even stickers, etc.

It has to be said that this is the advantage of the United States as the first country in the electronic technology revolution.

There are so many outstanding talents here.

It can be said that about half of the people in the Ritchie production team have the same strength as Hudson Nakamoto.

You know, Nakamoto Shinichi was a high-end strategic talent at the time when Hudson was at its peak and nine thousand years old.

But in this school, the treasures that Hudson cherishes are almost as good as they want, as if they are wholesale. As long as you have money, you can be inexhaustible.

In fact, it is precisely because the United States has such a rich talent reserve.

People who make electronic games in the United States will just solve the problem that the game is not fun and the game is boring, and the sales of the game they make will not be bad.

That's right.

The ideas or flaws of electronic game manufacturers in Japan and the United States have begun to part ways.

The drawback of Japan's video game production is that it lacks technical strength.

In terms of pictures and other aspects, there are natural disadvantages, after all, there is insufficient talent.

However, in terms of game design, I have accumulated a lot of experience.

As the birthplace of fun games, Japan's experience in this area can be said to be the world's number one.

The United States is exactly the opposite.

Although the United States has also made many games, it is even longer than Japan's history of making electronic games.

However, perhaps because of culture, American game makers do not pay attention to the fun of games, or they cannot make the game fun.

However, the games produced by these excellent talents must be very efficient in operation, the pictures must be very good, the soundtrack must be OK, and it must be not fun.

It is not accidental that companies that are good at summarizing like Blizzard can rise.

It can be said that American players also need fun video games!

However, everyone's understanding of how the game becomes fun has also deviated.

Japanese game manufacturers prefer to use games to express a story.

Through this game, players can even experience the rise and decline of dynasties that span hundreds of years through linear processes.

While the waves are magnificent, there are also the joys and sorrows of specific characters.

It can be said that when everyone finally plays this game, as long as they can be brought in smoothly, they will definitely think that the game is excellent.

Even if the theme of this game is refined, it may be just a simple story like "The brave dragon quarrel, the brave defeated the evil dragon".

But even if the story is so simple, the game is still very, very fun, and it is unbearable.

American game makers find that they have flaws in making games.

On the one hand, they want to create fun games based on the excellent DND "Dungeons and Dragons" board game tradition.

On the other hand, there is another group of people who directly intend to let players compete with players, or let players improve their own ideas for a game.

Like Blizzard's "Warcraft" is like this.

Although professional novelists were invited to write a novel version of the entire game, try to make the novel look good.

However, players' understanding of the plot and interest in single-player battles are far less happy than the battle.

You know, as a creature, humans have the desire to win at all times.

Humans are fighting in the real world, pointing at other people's heads with Kikura. Although it looks exciting and plays very exciting, they will die if they are not careful.

Electronic games provide people with a new possibility, which is to transfer the desire for victory from reality to virtual.

Through confrontation between people, people finally get pleasure.

You know, people are eager for things that are not actually dangerous and exciting.

Like roller coasters, they seem extremely thrilling, but they are actually designed things, and countless people like them.

Humans like the pleasure that life hangs on the line or fights with others.

These pleasures are even carved in the genes and are not transferred by human will.

Just like some people, normal gameplay is difficult to make them feel happy again. They can only experience the strange way of suffocating and dying, and finally reach the paradise they want to reach.

One is to take you to see through storytelling, while the other is to ignore the specific plot and emphasize only fierce confrontation.

The two routes of making games can be said to make players feel correspondingly happy.

However, in many ways, the confrontation between players and players is sometimes much more potential than watching stories and playing plots.

You know, most humans are really lazy in their brains.

They don't care about thinking, they don't even want to read the text.

Their requirements for video games are to give themselves greater pleasure in the shortest time.

How can you get the greatest pleasure?

Is it more interesting to kill all the stupid computer characters in the game or to fight against real players?

Of course, technology is also constantly developing.

It does not mean that computer characters are always mentally retarded and vulnerable.

In fact, after entering the twenty-first century.

In order to make players feel at ease in many electronic games, they should try to minimize the chance of computer operation.

Even many single-player adventure games made in Europe and the United States.

Looking at this game from a different perspective is like a large-scale stage play.

Everyone is fixed in a certain position, and when the player comes, he appears according to the scheduled route.

Just like a racing game, even if it is slow, even if it is the last one, it will easily catch up with the first place when playing on the computer.

But even the number one will be surpassed by the computer players behind.

Why is racing games designed like this?

It is to create a tense range of chasing each other.

You know, game manufacturers hope that players can spend more time playing their own games.
Chapter completed!
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