Almighty Game Designer: Briefly explain a few questions
Maybe some readers will be deceived into thinking this is the fourth change, 2333.
However, there are still a lot of dry goods in the things I wrote this time, and there is no need to spend money to subscribe. You can take it as a Zhihu answer and learn a little bit of superficial knowledge.
I actually don't like to argue about some details with others. So are games and novels. For example, when this book first started, many people said that this is unreasonable, there is unreasonable, and when original games come out, there will be many people who say that this is not good, that is not good.
This kind of comment, in fact, I don’t really like to reply, but if I don’t reply, I seem to have a guilty conscience, and I’ve been asked, as if there’s really a problem with what I’ve written. of.
So put these together and give you some common sense questions about popular science.
What I want to say is not only in games, in fact, in novels, the Internet, technology, self-media, marketing or traditional business, this is a universal law, and most of them come to pick the fault People don't understand this truth.
So if you want to start a business, want to enter the game industry, want to write a book, or be a micro business, write an official account...
The following content should all give you a little inspiration.
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First of all, everyone must understand that there is no perfect product in the world.
In other words, if you want to pick something, you can definitely pick it out.
Take the mobile phone industry that everyone is very familiar with as an example. Can you find a perfect phone?
Even if it is an apple that seems to be close to perfection in all aspects, it has a fatal flaw that is...expensive.
You have to say that Xiaomi can't get the goods! Huawei is low cost performance! Samsung will blew up! Apple cost-effective scum! Yes, what you said is correct, but this does not conceal the fact that you are a master of leverage.
Because there is no perfect thing in the world, you can't make a mobile phone that is cheap and easy to use, and it crushes other products in all aspects.
You don’t have a black technology system, do you?
This is true of mobile phones, this is true of games, and the same is true of novels. Almost all products you see are like this.
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So, if I want to make a mobile phone/a game/a novel, what should I do?
Since there is no perfect product in the world, don't I need to do it? Is it not perfect anyway?
Of course not.
Materially speaking, to make a thing is to sell it to make money; mentally speaking, it is to meet the needs of some people.
As long as the things you make are needed by this society and at the same time it can bring you benefits, then it is meaningful and valuable.
As for whether it has shortcomings...it must have, and there may be many.
This is not just to justify "the product is flawed", but it means that you, as a producer, need to understand that you are not a god, and within limited resources, you have to make choices.
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Why don't I like to discuss this issue too much, because most people who pick faults, whether it is for games or novels, their mentality is "consumer" rather than "producer".
If they can’t think about the problem from the perspective of the producer, then I’m going to explain that I’m talking with the same duck, and it’s a waste of words.
What do you mean?
As a consumer, you can spray on the Android system sb, which is expensive and prettier, but as a producer, if you say that, you may be... Gongsun Taijun?
If you are a producer, then you must understand that all the shortcomings you spray have their reasons, and in many cases, it is even a deliberate choice.
Why is Xiaobaiwen so popular?
For many authors, it’s not that they can’t write old Baiwen. They also know that writing Xiaobaiwen will be undermined and scolded by readers. However, Xiaobaiwen sells well.
When you laughed at the author's sloppy writing and naive plot, you didn't know that he might have written this deliberately, and it was selling well.
So, it is meaningless to stab and spray a producer from the perspective of a consumer.
Because you are only evaluating something based on personal preferences, not based on market rules.
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If you understand the difference between "consumer" and "producer" above, then continue to look down.
Consumers are asking questions, and producers are solving them.
So what if I am a producer, as big as starting a business to make a disruptive app, as small as writing an article of 100,000+ from the media, what should I do?
The first step is to figure out who you are producing for.
That is your target user.
If I am civilized, then I can design a game of ten hours.
If I am the king of pesticides, then I must reduce the game time of one game to fifteen minutes.
Look, if the target users are different, the things you want to do are also completely different.
Many people like to talk about some specific parameters away from the target users. The mistake is that the product is intended for the most common people by default.
The same argument can be applied to many successful games.
Moba has more than 100 heroes? How high is this learning cost, who will play it?
How many hours does civilization take to start a game? What about it?
Black Soul is completely being abused, how can there be so much shaking M?
Look, the mistake of this argument is that it fails to understand the target audience, and wishfully believes that these games are meant to satisfy everyone's needs.
In fact, for the core players of these games, the problem you think is not a problem at all.
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So, I want to make a game or write a book.
First of all, I should understand who I am making it for.
You have to compare Rainbow Six with Chicken. It’s really not comparable in terms of numbers, but it doesn’t prevent these two being good games.
Rainbow Six can perfectly satisfy its target users, which is considered a success.
I never said that "Jianghu" will become popular as "League of Legends" or "Eating Chicken". It only needs to be popular among certain players.
In other words, it is a well-reputed genre game, not to satisfy everyone's requirements.
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In fact, innovation means that you must be different from existing successful games.
If the game duration of "Jianghu" is 2 hours, someone would say that it is too long and three times longer than "Jedi Survival", who will play it?
If the game duration of "Jiang Hu" is half an hour, someone would say that you can't show many martial arts things in half an hour.
If "Jianghu" removes the martial arts connotation, some people will say, you are not "Jesus Survival" with a different skin. Who wants to play this with a chicken? Bad gameplay.
Look, who can't find faults?
First choose a successful game as a ruler. If you do something different from it, then you will not be able to do it; if you do the same as it, then it is plagiarism.
I'm not arguing about who is right and who is wrong, but that this kind of discussion itself is meaningless and a waste of life.
You like it, he doesn’t like it, you think it’s okay, he thinks it’s not, none of you can represent the target user.
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When will players pay for a game?
When the game has something to attract him.
In other words, the shortcomings of the game are not important. They just eliminate those non-target users. Maybe even if you don't have this shortcoming, they won't buy it.
The key is the advantage of the game, whether it is irreplaceable.
This is true of novels, self-media and even micro-businesses.
So the difference between consumers and producers is that consumers pick faults and producers look at the advantages.
You go to learn more about the structure of eating tomatoes, learn from the elbow smile, learn from the reversal of Xiaolong, learn from the diligence of the three young masters.
Then even if your talent is not good, you can write better.
You have to say that Tomato and Sanshao Taibai are too stupid, the elbow writing is not enough to pretend, and those urban gods lack logic...
Then, with your aggressiveness, you can only be a rush in your life.
Anyone can pick something wrong.
The question is, can you make a bright spot when there are many problems?
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In the process of making a game, you will encounter choices every moment.
For a simple example, why does "Onmyoji" need liver?
You have two options.
Not liver, game reputation rises, players relax, but game viscosity decreases and lifespan is shortened.
Liver, the reputation of the game has declined, the players are tired, and casual players are advised to quit, but the game stickiness has increased, the life span has been extended, and the income has increased.
There is no best choice of both worlds. How you choose has its own advantages and problems.
So what should you choose at this time?
It's simple, think about who your target users are.
If this game is made for the student party, of course it is the liver. The students have so much time and they won't be able to run the game.
But if this game is made for office workers, it certainly won’t work, because they don’t have time. You have to give them some designs that cost money and save time.
At this time, if you don’t understand these, just jump out and say, who can play such a liver game?
Sorry, it's really a lot of people to play, no one of you can represent it.
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So, whether it is a game, a novel, or a certain piece of software or hardware, you must look at the problem comprehensively and see the deep rules behind it.
Catch a point of entanglement, meaningless.
Because you are a blind person touching an elephant, you don't know what this elephant looks like. If you touch a long nose, you say that the elephant looks like a snake, which is just a joke.
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This is why I don’t like to discuss these issues.
Because the vast majority of people who ask questions are not thinking about the problem from the perspective of a "producer", but only from the perspective of a "consumer".
Of course~IndoMTL.com~ I am now a full-time author, not a designer who leads the industry, and the authority is certainly not enough to assert whether a game will be popular.
In fact, even if they are both top people, they have different views on the same issue, otherwise there would be no betting appointment between Rebs and Aunt Dong.
In the game industry, it is normal to have different opinions on the same game, just like I am not optimistic about ow, and some people in the game industry like it very much.
This is all normal, because everyone has different tastes and different perspectives.
However, why do I seem to be too cold to explain, because most of the people who asked questions didn’t even get to the basics and didn’t even understand the most basic rules. They criticized this completely based on their own preferences. Criticize that, I really don't bother to explain it.
Are you saying that I solved this high math problem wrong, I have to teach you junior high school mathematics from the beginning in order for you to understand?
Of course, if someone can use objective laws and professional knowledge to systematically analyze the success or failure of a certain game, then I would be happy to discuss it with you.
If I find that this thing does have a flaw that cannot be justified, then I can directly change the setting later, right.
But if you have this kind of vision, you should be the same as me. Look at things first and look at the advantages, instead of being proud.
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Back to the game "Jiang Hu".
If you want to ask if this game can be made, can it be profitable, think about these questions.
Does it have any highlights?
Is there any irreplaceability?
Does it meet the needs of specific player groups?
Are its shortcomings fatal?
Any game, as long as the first three questions are "Yes" and the last question is "No", then it is considered a success.
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