Although MMORPG games have been impacted by MOBA games, a skinny camel is bigger than a horse, and there are still many loyal players at this stage.
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Compared with stand-alone games, online games are more in line with the tastes of mainstream players. Once the number of players increases, it is easy to become a long-term money tree uncontrollably.
The sales of stand-alone games will decline after a few months at most. People will get tired of playing them for a while, and if they spend money to buy stand-alone games, except for buying some DLC, there will be no other subsequent expenses.
But online games are different. Even relatively conscientious time charges will result in a steady stream of credit card money. If it becomes popular, it will be difficult to deal with it later.
Games like GOG and "Sea Fortress" are bloody lessons.
Therefore, Pei Qian is not willing to play online games unless he has an idea that is particularly certain to lose money.
It is slightly easier to lose money in stand-alone games.
Everyone who had been talking about it before and couldn't reach an agreement at all lowered their heads and thought carefully.
Indeed, what Mr. Pei said makes sense!
It seems that everyone can do what they want, but if the discussion continues like this, it will be difficult to reach a consensus.
It's better to follow Mr. Pei's idea.
In the field of stand-alone games, which game types does Tengda do less of?
This question is really not easy to answer.
So far, Tenda has made many stand-alone games, some relatively popular themes, and many niche themes.
"Return to the Shore" is an action game, "Struggle" is an interactive movie game, "Mission and Choice" is an outdated real-time strategy game, and there are games like "Game Maker" and "Animal Island" that are not easy to define.
Specific types of games.
Are there any other game types that Tenda has done less of?
Everyone lowered their heads and began to make calculations.
This is mainly because Mr. Pei never rests on his laurels. After a certain game type is successful, he stops playing it for a long time and immediately develops another type of game.
Therefore, it is a little difficult to find areas that Tenda has not yet entered.
But after all, there is strength in numbers, and someone has found a game type that has not been done so far.
"Fighting game?"
"Music game?"
"We haven't done any sandbox games either."
"There are also racing games. Although there is "Lonely Desert Highway", this is obviously very different from a serious racing game..."
Pei Qian couldn't help but praise these people.
Okay, this brainstorming meeting was not in vain!
As expected, everyone thought of things that I never thought of.
Pei Qian silently memorized these game types.
Music games are not considered for the time being, mainly because the money is too small and it is not interesting to make.
And this thing is also very difficult to mess up. You can’t make an out-of-tune audio game, right?
All things considered, it is unlikely that you will lose money, and even if you lose, you won't lose much because it is difficult to invest more money.
Fighting games are a good choice, but the problem is that they don’t burn enough money.
If there is no better idea, it can be used as an alternative.
Forget about sandbox games, the risk is too great. The lifespan of a successful sandbox game is ridiculously long, and Pei Qian doesn't want to take this risk.
Racing game?
Well, this sounds like a pretty good choice!
Among these game types that have never been done before, racing games cost the most and are relatively difficult to produce.
If you want to make a racing game, the scenery must be good, right? There must be many maps, right?
Just making these beautiful scenes is a huge expense in art.
Moreover, the vehicle needs to be made, right? To use a real car, you have to negotiate cooperation with the vehicle manufacturer and buy the copyright, right?
You have to have a radio station when you drive, right? You have to listen to music, right? You also have to spend money to buy the copyright of the songs.
Moreover, racing games are also relatively difficult to produce.
Because players have very high requirements for the feel of racing games, if the driving feel is not adjusted properly, players will definitely be scolded by them.
Although many players themselves cannot tell what is wrong with the driving feel of a certain in-game vehicle, they can clearly feel whether the car is easy to drive or not.
If it's not easy to open, it must be the manufacturer's fault.
It is not easy to achieve the word "easy to drive", which requires a long and meticulous adjustment process.
Because most players use keyboards or controllers to play racing games, and these two input devices are very different from the steering wheels of real cars.
Take the keyboard as an example. Using the four WASD keys to control the accelerator, brake and direction can actually only simulate four states: depress the accelerator to the bottom, depress the brake to the bottom, and turn the steering wheel to the left or right.
There is no way to simulate the linear operation of the steering wheel like "turn 30 degrees to the left and reduce the accelerator slightly" using the keyboard.
In this case, in order to give players a better gaming experience, manufacturers have to use complex adjustments to achieve a certain assisted driving effect, so that players can use a few buttons while driving with the keyboard.
Cope with various complex curves without linear operation.
Whether this is done well or not will determine the player's driving experience and determine whether the car in the game is "easy to drive" or "hard to drive".
The situation of the handle is slightly better than that of the keyboard. You can use the trigger button to simulate the linearity of the brake and throttle. The handle joystick can also fine-tune the turning angle, but when the handle is turned left or right, there is only a maximum change of 90 degrees.
If you want to use a 90-degree change in direction to simulate a 900-degree or 540-degree change in the direction of the steering wheel, obviously you can't do it that finely.
What's more, in order to be realistic, racing games must calculate the grip of the tires and a series of parameters to ensure that players can complete difficult actions such as drifting and cornering using operations similar to those in reality. Otherwise, racing would be impossible.
The game has been reduced to a casual kart game.
In short, it is relatively difficult and easy to mess up.
Although some racing game templates are sold on the official game platform, these templates often cannot be adjusted very well, and most of the work still needs to be done by yourself.
Moreover, the employee who proposed the racing genre was right. "Lonely Desert Road" is actually not a racing game at all. It is at most an independent game.
It can be said that Tenda has no experience in the development of such professional racing games.
Pei Qian even thought of an even more crazy idea at this moment.
After developing a racing game, it is reasonable to then make a steering wheel or even a simulated driving set including a stand, monitor, and seat, right?
Wouldn’t this cost more money?
Thinking of this, Pei Qian said: "I think racing games seem pretty good."
Everyone nodded.
Indeed, among these choices, racing games are a relatively reliable choice.
Fighting games are outdated and are as niche as audio games. Sandbox games are good. The key is that if you want to make a sandbox game, you must first have a good idea.
Thinking about it this way, racing games are indeed a better choice.
At this point, although President Pei and everyone else's motives were completely different, they miraculously reached an agreement on the final result.
After determining the general direction of racing games, everyone began to think divergently again.
"Racing games must be highly realistic! How about we link it with some real-life competitions and create a rally or regular track mode?"
"Can I buy the copyright of F1?"
"I don't think it's necessary to be highly realistic, let's focus on the fun! Just lower the operating threshold a little, add a few more luxury cars, and let players experience the joy of land aircraft."
"We can add plots! Aren't there a lot of drag racing-themed movies? We can also add more plots to the game to give full play to our consistent advantages."
"Or make a futuristic racing game?"
Pei Qian listened silently and shook his head slightly.
Doesn't even sound like a good idea!
The first thing to do is to pass on buying the copyright of the event. You can consider buying part of the copyright of the car and spend more money. But if you buy the copyright of the event, the game will definitely have natural popularity and traffic, which is absolutely not allowed.
Lower the operating standards, focus on fun, add plot... these ideas sound a bit familiar.
Isn't this what "Sea Fortress" was doing at the time?
Facts have proved that it doesn't seem to work, and it can easily become a mass game and get out of control.
As for the future theme... it reminds me of "Mission and Choice" inexplicably. I'm afraid this group of people have been waiting for a linkage with "Mission and Choice".
Pei Qian thought for a while and asked: "What is the most hardcore racing game that you can think of currently?"
Ye Zhizhou thought for a while: "That should be a rally, right? All the operations in this game are very real, and many drivers even practice in the game."
"But it is precisely because of the reality that many settings are quite unfriendly to novices. For example, different tires in the game have different grips. You need to choose different tires according to different venues, adjust the vehicle, and there are also vehicle damage.
If you have a crash, you need to repair it."
"The worst situation is that in the first picture, a car crashed and the headlights were damaged. In the second picture, it happened to be on a night road, and the entire run was completely smeared. It was quite suffocating."
"Furthermore, other racing games can be turned off to damage cars, but this game cannot be turned off. It only allows novices to repair cars for free. This is also very hard-core."
Pei Qian nodded slightly.
Hmm, can't shut down the car? Sounds like a good idea.
Many players play racing games simply to release the wildness in their hearts through racing, and it is common for them to crash into the flowers and plants on the roadside.
So the first thing many people do when they enter the game is to turn off car damage and hit them casually.
The car cannot be shut down for damage, and the player has to keep thinking about repairing the car. This is obviously a good way to dissuade players from quitting the game.
"But... the rally game is quite successful, right?" Pei Qian asked.
Ye Zhizhou nodded: "Yes, quite successful."
"Because it is very realistic and restores the original appearance of the rally very well, even many professional rally drivers use it for training, so it is very popular among hard-core players."
"Rally racing is very expensive. It is common for ordinary rally drivers to burn millions a year. It is basically impossible for ordinary people to get this kind of experience, so it is a good idea to play in the game to get addicted."