Chapter 816 Invitational Test
In fact, whether it is the Mars Entertainment Carnival that Jester has organized for more than ten years or the Blizzard Carnival that he has experienced recently in the future.
The speeches at each opening ceremony are always the same.
It’s nothing more than just recalling how good we were in this year, how popular the game was, how supportive the players were, and then announce the next game that will meet players soon. Although this is the case every year, players are just taking this set.
Before, Jester admired Blizzard's method of carnival, because this is really useful for cultivating loyalty. Countless players, players from all over the world, crossed a distance of tens of thousands of kilometers like pilgrimage, and came to a place just to attend a party and go with some like-minded people. What is this not a pilgrimage?
No wonder when Jester watched Blizzard Carnival reports before, domestic media liked to use the word pilgrimage to describe it.
Now that I think about it carefully, it is still very appropriate.
In this carnival, the main stage was given to Jester's "Monster Hunter". It's not that "Britain Battle" did not appear on the main stage, but that the finale was Jester's game.
There was no e3 exhibition this time, and the video demonstration of "Monster Hunter" was shocking when it was first unveiled.
But it is enough to use this big scene once. Using it once when it was first unveiled will help enhance players' confidence and expectations for this game. When it comes to the second time, you don't need to do this. Players have enough expectations for this game. Now they want to know more about the content in this game, and Jester also knows that this is a requirement that players should be met.
Isn't they here to attend the carnival just for this?
When a large amount of information about "Monster Hunter" was disclosed, the players' emotions were also mobilized. While Jester was explaining, he showed the animation of the use of five general weapons through the large screen behind him, and the scene was screaming.
The most important thing is that when Jester announced that the A-version of "Monster Hunter", which is one of the three versions based on European and American myths and legends, will conduct the first invitation test at the end of this year, the cheers at the scene reached the highest point, and of course. This time, the invitation test of "Monster Hunter" is somewhat different from the invitation test conducted by Mars Entertainment.
In the previous invitation test, Mars Entertainment chose those loyal players and invited them.
Invite them to the Mars Entertainment headquarters to experience this game, because before, they could only perform this way, but now with the addition of the hard drive to DreamWave 3, they can now adopt a completely different test method.
That is to issue test invitations to some players who have Mars War Network account, allowing them to directly download the test version of the game into their dream wave 3 through the Internet to conduct tests.
The biggest benefit of this can be increased several times, or even ten times the number of testers.
Being able to monitor players' experience and feelings during the game through special software, collect various data, and facilitate making more heavy and beneficial modifications to the game will be very convenient for the entire development process of the game, allowing us not only to discover problems through internal qa tests, of course, before inviting players, we must have conducted number theory qa tests internally.
Some bugs or vulnerabilities that have too much impact on players' games have been fixed.
The reason for saying this is because in the past, Mars Entertainment invited players to their headquarters to participate in the test, which was all inclusive. Even if Mars Entertainment was rich, it would not be possible to invite too many people. At most, it was only invited about 300 players to the headquarters to test during the "Haoxia" test, but those who participated in the test signed a strict confidentiality agreement.
But since Mars Entertainment conducted invitation tests through the Internet this time, it means that it will not sign a confidentiality agreement?
In fact, large-scale testing will only be adopted by most game companies more than ten years later. Many game companies like to test only a small part of the content to attract players. However, when the game was officially announced, players found that the game had just experienced a good experience, but it was not playable.
The most typical example is Dark 3.
When the Dark 3beta was tested, it could only test some blowing hand, special effects and other things. These things were not a big deal for a company with excellent technical capabilities, but this time the most important equipment system can allow players to continue to refresh their motivation again and again. However, it cannot be reflected in the short test content.
Through the feedback obtained by beta, Blizzard saw countless enthusiastic players.
They think their game must be extremely good.
So, they were extremely confident when it was released, but the reality was that the second chief designer of the development team admitted during the interview that we had let down the expectations of players.
After that, the development team of Diablo 3 learned from the mistakes. Although there were many reasons for the failure of the first version of this game, there was a possibility that it could have been saved. If they could provide more content for players to experience during the beta test, the ending would definitely not be like this. So, before Ros was launched, Blizzard almost took out all the new Ros content for players to experience.
Only the feedback obtained through this 80% content is truly meaningful.
This also leads to one thing, that is, the beta test of a large number of game content is meaningful. Of course, the content here refers to the most important gameplay of the game. For games like Darkness, players must experience what your equipment system is like in the overall situation, not how much content is published.
For adventure action games like Shenhai, what is important is the level and scene design ability. This does not require much content, but requires a complete and amazing level.
For example, in the reset version of the Shenhai Trilogy, Sony uses the level used to play the player's trial experience is the hotel helicopter in the classic Shenhai 2. This level can be said to be one of the most elite levels of Shenhai 2. It is of course extremely suitable to use this level to attract players.
The biggest problem that the original test of the Diablo 3 is that it is not a game like the God Sea, and the gameplay of these two types of games is also unrelated. The Diablo series plays equipment, but in the beta, it does not reflect the playability of the equipment system at all and the players do not take it seriously, because they never think that the equipment system will be difficult for Blizzard.
Because the perfect equipment system of Diablo 2 is placed there. Even if you can't make a better one, can it be worse than Diablo 2?
So, when players play the unparalleled hand-feeling of Dark 3, they feel that the game must be good.
However, in this way, players are completely deceived by their own "I think", and Blizzard is also deceived by this false feedback from prosperity. The test information they get is not the feedback information they want at all.
After the opening ceremony ends.
Two hours later, Jester was asked about many game questions about the game in the stage in Area B. Some people asked why the Zhanwang account is universal, but only the players of DreamWave 3 can get the game "Monster Hunter", but their PC players can't get it? The same was true for the previous "Hao Hero".
PC players can’t play “Hao Hero” at all!
"Because we develop games, we don't mean that we will determine its platform at the beginning of the development of a game. The process of developing games is like this. We first have a great idea, and then brainstorm based on this idea. Of course, it is also possible that a person first has a lot of ideas and then brainstorm. These two development methods are very common within us."
"When we consider a game, we will not be on which platform we will consider at the beginning, or even in the early stages. At the beginning, we will only focus on how to make this game interesting and fun. As for which platform this game is suitable for logging in, it depends on the gameplay after the game is completed and the design is done."
"Games are games, platforms are platforms. We will not castrate the game in order to let the game log in to a certain platform. Because good games and the best games are the guarantee of everything."
"For example, the RTS game like StarCraft is created for PC. It is not suitable for the console or we have not found a way to get such a game to be on the console, so we will not cut down on its content in order to make this game host, because we think all of its content is indispensable."
"And if we cut content in order to get them to the console, this game is not fun. Why should players buy a game that is not fun?"
"We need to be in charge of the money we spend for players. A game of 60-bits is in the hands of players. We must make the players feel that the 60-bits cost is worth it, instead of after playing our game, the players will have the idea that I might as well take this money to have a Chinese meal."
"Many people may mention the FPS thing. When we completed the preliminary gameplay design, we knew that this was a game for PC. We have learned from internal common sense to move it to the console, but the precise aiming of the sight is too difficult. We tried our best to solve it, but it was not until one day we came up with dual joysticks and auxiliary aiming that we could bring this classic game type to the console."
"The reason we didn't do it before is because we feel that there is no fun to play with the fps game on the console."
"The same is true for Monster Hunter now. The entire game mode of this game is the most suitable for the console. After we completed the initial brainstorming and determined the gameplay, we also put the first choice of this game on the console. Of course, it does not mean that the PC will not appear on it, but PC will definitely not be the priority we will consider now."
"It's like a lot of console players ask me, why can't we play StarCraft on DreamWave 3?"
“It’s very simple, not suitable.”
In fact, in the original history, Blizzard has really released the console version of "StarCraft", but it is not successful. In fact, the console vendors cannot experience the fun of the RTS game, StarCraft, and games like RTS are indeed born for PC.
Because this interview is the interaction between players and the design team.
In addition to Jester's responsible for explaining some things on the game system, there are also artists and people in charge of the technical engine.
The questions asked by players are also diverse.
Not all questions will be asked about Jester. Jester will only answer questions when the gameplay and system are asked.
Soon a player asked another difficult question.
"As we all know, an act game has high requirements for delays. I don't know what you mean by Activating Test Qualifications through Member Accounts. What I want to know is whether we also need to connect to the Internet all the time when playing games?"
When he heard this question, Jace nodded.
"This question is quite good. Indeed, for act games, delays will become very scary, especially for my game. If you are not careful, you will be killed by the monsters you are going to hunt. Therefore, delays are our biggest natural enemy. You are right. When the test is going on, you must always connect to our server to play the game because we have to collect all the data."
"However, after the game is released, players can play games without network connection, but in this case, they cannot perform ladders, challenge tasks, team up, or even carry out the most epic activities we have prepared for players in the game. However, there is no problem with you to play the game."
"And what you are talking about is actually just a matter of determining whether it belongs to the home client or the home server. I can tell you with certainty that the decision belongs to your client, that is, you will have any delays in the data communications of the game judgment."
"When conducting online connections at all times is to collect enough data during testing, and after release, it is to ensure as fair as possible among all players participating in the ladder."
“That’s it.”
Jester also did not hesitate to his own language and explained this issue in detail. (~^~)
Chapter completed!