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Chapter Five Hundred and Twenty-Six Commodities or Works of Art

Jester arrived on the stage.

There was a silence in the venue, and everyone looked at him with anticipation.

Because everyone knows that Jester is the finale of this e3 press conference. Although some people have introduced many games that Mars Entertainment will be released in the future, most of them are like Mark Seney or John Carmack, saying that our games will be more and more good in the future.

This is also the company's plan. What Jester thinks is to introduce the next generation of games to players as soon as possible.

This will make players feel expectant about the next generation.

Of course, there are also several works that will be released in the second half of this year, mainly on the console, not particularly heavy works. Apart from the rehearsal of previous works, the new copyright works are just small productions. Such works cannot be said to be of no attraction to players or media in the audience.

However, compared with the works of real heavyweights, it is still much weaker.

Jester looked around the scene on the stage with a smile on his face. He did not talk about the two games he was working on at the beginning. Whether it was the American RPG he bet with Richard Garrett or the new RTS games he had said several times, they were all the focus.

It is said that the novel of the new RTS game is being written and will be released before the game is officially released.

This is something new in the gaming world.

It’s not that no one adapted the game into a novel, for example, Mars Entertainment had done this before. And the famous Tom Clancy was invited, but later because of Jester’s back, Mars Entertainment had a falling out with Tom Clancy.

However, this was done after the game was released.

Before the game is released, I will write a novel for the game. This is the first time in the entire game industry. As a human being, this is not the game adapted from the novel.

"Before I'm talking about the game I'm going to release, I want to ask everyone about something. This matter is closely related to what I want to say below, or even what I want to say next. That's..." When talking about the key point, Jester was slightly silent, as if he was hesitating whether he should say it.

Of course, the players and the media below the stage were naturally extremely looking forward to it. They shouted in unison, saying things like that.

Jester also smiled and nodded.

"Actually, when Mars Entertainment was first established, I gave a speech to the first group of people who entered Mars Entertainment. I said a lot during the speech, all of which were heartfelt words. I mentioned a question, that is, in your eyes, what kind of perspective should a game be viewed?"

After Jester finished speaking, he saw that there seemed to be some confusion in his eyes when everyone in the audience was still there, and he did not understand the meaning of the sentence he said.

So he explained again.

"Specifically, that is, you know, at the beginning, when people talked about art, there were only six things, that is, the six major arts that many people talked about, namely, architecture, music, painting, sculpture, poetry and dance. Later, with the advancement of technology and culture, film also became a new type of art, called the Seventh Art, and then, television appeared, and the Eighth Art appeared."

"So I was wondering, have you ever seen a game with the perspective of seeing artwork?"

"I don't just think that this is just a game for entertainment, a toy for coaxing children to play with. It has no deep value and no benefits can be obtained from it. It is not like watching movies, sometimes it is consolidated in the soul and is sublimated."

"Of course, I'm not saying that games can do that."

"I mean it's very simple, that is, have you really never seen games not just as entertainment toys? Has any games ever given you this feeling, oh, this is not a commodity, but a work of art."

After Jester finished speaking, the scene became silent again.

Looking around, the players below, media interviewers, or visitors from some other game companies, Jester looked expressionless. He just watched so simply, waiting for everyone to answer them. However, for a moment, it seemed that everyone was stunned by his question, and no one raised his arms to answer Jester's question.

And Jester was not in a hurry either.

In fact, when asking this question, what Jester remembered was an old story before he traveled through time, and it was also a debate on a domestic forum. Of course, that debate was not as explicit as it is now.

At the beginning, that post looked at why there was no good game in China from the perspective of an industry game planner.

The person who posted this post claimed to be a 15-year history of PC games and 8-year history of Wows. He also played some senior players in domestic online games that most Warcraft players have not been exposed to. Moreover, the poster is currently working as a planning company in a top five game company in the industry in China, and is still following up on new games in recent years.

Of course, this poster mainly talks about online games.

In the first sentence at the beginning, the poster made a brief explanation of his most fundamental view of the game.

That's it.

“It’s ultimately a commodity.”

Then, this domestic gamer who was a domestic and well-known domestic game company began to conduct a very detailed review of how a product should be made. How did he review it? There was a lot of nonsense, and Jester could not remember so clearly, but he still remembered some of the general key points.

For example, since it is a product.

So how to design this product is very simple. You just need to pay attention to the most important factors of a product.

For example, products must abide by market rules, and merchants, that is, game developers, must choose the most beneficial direction to develop products. What kind of development direction is the most beneficial? It is very simple. It is accurate to put it all over the world. First of all, this direction is low-risk.

As the name suggests, if there is a high risk, then failure is not a loss of money?

Secondly, it is to have high profits.

If the profit is low, even if you succeed, you won’t make much money. Why spend so much time?

How should domestic game developers understand these two points? What did the other party say, a veteran player and senior planner?

The first point is the so-called low risk.

It is very simple. The risks of mature things that others have made are far less than new things made by new ideas and ideas. From topics, forms, core gameplay, system frameworks, to the naming of each design or even props and items, even if you don’t talk about the huge differences in workload, just talking about risks, copying is better than new things. Of course, this is for merchants, that is, developers.

So how do you explain high returns in the eyes of this developer?

How to get more income, two ways - let more people pay or let those who pay pay more.

This is the purpose of the two charging methods: time charge and prop charge. Why are more and more games using prop charge? This domestic planner explains that the reason is that the consumption power gradient of Chinese online game players is too high.

How do you understand this sentence?

In fact, wow can be used as an example to understand it. In fact, many players who like online games like wow don’t have a deep understanding of this concept and sneer at the so-called rich people. In the player era, everyone spent some card money on wow, but couldn’t see the gradient. Later, they opened a mall and bought a star lord for one or two hundred yuan. Some people said they were rich. Later, they played Sword 3 and made a big orange martial arts for a few thousand yuan, and the difference had begun to widen. Later, they played domestic props and paid games, and they really saw the coal boss who spent a million yuan.

Many people think that these are entrusted things, but in fact, this is not accurate. This domestic planner explained it.

What is the situation?

Some are indeed some, but most of them are not. For players whose consumption reaches a certain level, the project team will take the initiative to get the player's contact information, pull the group to the bottom, ask for opinions regularly, and hold meetings. In other words, this type of player is what these planners attach the most importance to.

As for those ordinary players, you are nothing in the eyes of these planners.

And how big is the gap?

The bottom player can’t afford a point card worth 15 yuan a month. The top player spends 100,000 yuan a minute without blinking. In the time charging mode, these two people can only charge a point card worth a few dozen yuan a month. In the prop charging mode, these two people may find millions of dollars. Such a simple math problem, what would you do if you are a game planner?

Of course, because that is a forum where wow players gather.

Therefore, this poster likes to use wow players as examples. For example, after he talks about this huge gap, he continues to use wow to give examples.

One of the mistakes that players, especially wow players often make is that no one plays here/no one plays around, this game is dead.

Here we also emphasize that wow players are only a tiny part of the Chinese player group, although this group is very characteristic. The perspective of players’ success or not is obviously different from that of merchants. The former often starts from themselves and sees the average number of online players at most. Generally, if I don’t play the game that my friends don’t play or discuss on the forum, it’s dead.

But is this the case?

Jester also thought about it at that time.

I'm afraid it's not. (To be continued, please search for Astronomy, novels are better, updated and faster!
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