Zhu Youxing remembers that there were dozens of games launched on Steam every day, and tens of thousands of games launched in a year.
The biggest contribution among them should be independent games.
In Zhu Youxing's view, there are two cornerstones of the game industry, one is independent games, and the other is large-scale industrial production.
These two types of game-making methods are complementary to each other, and each should have its own soil.
Now the total number of games on the Battle.net platform is just over a thousand, of which nearly a hundred are all types of games provided by Youxing Electronic Entertainment. Some slightly outdated games that were previously logged in FC and SFC are all logged in Battle.net
On the platform, in order to make these games compatible with the new platform, Youxing Electronic Entertainment has also specially formed an old game optimization team.
The money from the sales of these old games is enough for this team to break even. Such a self-sufficient team, Zhuyouxing, has no more requirements, because the significance of what these teams do is far more important than ordinary making money.
Zhu Yuxing especially remembers that he had to rack his brains to find an old game just to play it, which was very troublesome.
But for ordinary game manufacturers, re-optimizing and re-releasing old games for these niche players is a thankless task. For this small profit, it is better to let the team do it.
Things of value.
This is the result driven by capital.
Of course, it is normal for capital to pursue profit, but everyone’s pursuit is different.
Zhu Youxing doesn't want the niche players in this world to experience the bad experiences he had, so he has been insisting on doing this, just like he has been insisting on producing the original game console FC, without seeking profit.
But I hope that more people can understand video game culture in this way.
Various industries such as film and television dramas, novels, and animations have their own ways of preserving history. Works from decades past can be revisited. However, once video games undergo upgrading of game consoles, they may face the problem that old games cannot be played.
Dilemma, this is actually tantamount to abandoning history, Zhu Youxing does not like it, he hopes that even if a hundred years have passed, those people can have the opportunity to play ancient games and experience the glorious moments of the game pioneers.
That's a long way off, now Zhu Youxing hopes that the team can solve the current problem of the number of games.
In the field of cultural creation, the production of video games should be regarded as the one with the highest threshold. You need to know everything, programming, art, music, level design, camera language design, etc.
Other cultural products are not as complex as video games, which naturally discourages many people who are interested in game creation.
But Zhu Youxing couldn't seem to find any good solution for a while.
The Unreal Engine team has lowered the barriers to game development as much as possible.
In accordance with Zhu Youxing's requirements, the team has been doing its best to simplify the process, add character templates, reduce program writing, and add various templates to directly integrate them.
But this is still a very high threshold for ordinary people.
In fact, even in the era of Zhu Youxing, this problem has not been greatly alleviated.
But at that time, Unreal Engine had already done an excellent job in this regard. Now I can only barely reach the effects and production difficulty of the Unreal 3 period. I need to go further to lower the difficulty.
Therefore, Unreal Engine should be regarded as the choice of advanced game developers, not the choice of entry-level developers.
At this time, Zhu Youxing thought of a very classic game development software called rpgmark. This thing became quite classic later. This can be added to Unreal Engine.
However, this is actually a bit boring. So is there a way to make games that won’t feel too boring and is easy to develop?
"Do you have any good ways to lower the threshold for more people to make games and let them experience the joy of game creation?"
Belred thought for a moment after hearing this.
He actually feels that there are so many games nowadays, so many that he can’t even play them. He doesn’t quite understand: Do games really need so many games?
But since it was the president's request, he thought carefully and replied: "President, how about we open more courses to teach others how to make games?"
Zhu Youxing said: "This is also possible. At the same time, we can also add some simple courses related to game production on the Internet. However, it still treats the symptoms rather than the root cause. I still hope to have some simpler methods of game production."
Zhu Youxing said while searching various games on the Battle.net platform.
Many of the more than 1,000 games currently available are of pretty good quality and seem to be developing very well at the moment. Bamboo Games seems to have really demanding requirements.
But after experiencing the prosperous age of games in his previous life, it is normal for Zhu Youxing not to be satisfied with the present. People in this world still cannot understand it.
The number of games is never too many, the more the better, and the more types the better, because when the scale is large enough, it can cover as many interested people as possible.
Mainstream games can only attract mainstream users, but relatively less mainstream people need a huge number of games to attract their attention.
"President, can we add some game creative production competitions? This may also increase the number of game productions."
"Okay."
Just like Gamejam, a game production event in the previous life, it is also a good idea to gather many people who are interested in making games to form a group to make games.
It seems like it would be good to try it in several directions.
While Zhu Youxing was thinking, his eyes suddenly stopped on a game.
It was a game he made himself, and it was one of the games that was competing for the European market: Counter-Strike.
Due to its very strong competitive nature, this game caused a great response once it was released.
Originally, the Internet cafe culture in the world was not particularly popular, and most people in Internet cafes just surfed the Internet with nothing to do.
Later, StarCraft appeared, allowing these people to experience a very refreshing duel experience on the computer for the first time.
As the saying goes, fighting with others is endless fun, but most people still prefer this feeling of fighting.
Therefore, games with competitive attributes can also gain extra attention.
However, what Zhu Youxing was thinking about at this moment was not the competitive nature of Counter-Strike, he was thinking of another thing.
Counter-Strike was originally a modified version of a game, also known as a mod.
Counter-Strike was later called the greatest mod in the world, opening up a new world to countless game makers.
The game does not require you to rack your brains to consider the program or character modeling at the beginning. As long as you have a sufficiently open source system, imaginative players can imagine countless ways to play the game.