Chapter 1454 The triple pattern of 'Ghost General 2'!
Seeing this, Yu Fei was a little confused.
"Ghost General 2" has a grand pattern? Is it a more difficult puzzle than "Real Estate Agent Simulator" and "Safe and Civilized Driving"?
Don't think so?
Yu Fei himself is the chief designer and participated in the entire design process of "Ghost Commander 2" from beginning to end, and he also has a clear understanding of the current data of this game.
Why compare it with the two games "Real Estate Agent Simulator" and "Safe and Civilized Driving"?
Both of these games have had a huge impact on reality. One has broken down the traditional intermediary industry, and the other has triggered changes in the driving school system.
How good is "Ghost General 2"? If nothing else, it can't compare with these two games in terms of sales?
With confusion, Yu Fei continued to read.
…
""Oniji 2" is a fighting game."
"Fighting games have long been in decline and are a game genre that is about to become obsolete. It would be unfair to say that it is a niche game."
"Since it is a niche game and the player base is already small, if we invest huge sums of money to develop it, isn't it obvious that we will lose money?"
"This is a fact that all players know. Don't the game designers know it? How is it possible?"
"Then the only explanation is that the designer knew that it was a niche game, but for some reason, he still invested huge sums of money and was willing to risk losing everything."
"Everything that seems unreasonable on the surface must have a deep motivation behind it."
"If this is a major fighting game company with many classic IPs, then this move can be explained by 'inertia' and 'persistence.'"
"The problem is that Tenda Games has never had fighting game development experience, and the first fighting game was just a stud: among the three game studios, they used the most elite development teams; they used "Ghost General", which was developed during Tenda's early days.
It’s a well-known IP that it’s famous for; it also invests heavily in research and development.”
"Considering that the chief designer Yu Fei is not a designer with a particularly strong voice, behind all of this must be President Pei's direct promotion despite all opinions!"
"In this way, the deep motivation behind Mr. Pei's move is worthy of careful discussion."
"Many people say that the sales volume of "Ghost General 2" seems to be average?"
"If you think so, then I can only say that it is too small and the pattern is too small."
"Who gave you the illusion that Mr. Pei regards sales as the only dimension to measure games?"
"In terms of making money, how many games are now more profitable than GOG and "Sea Fortress"? Other major companies don't make krypton gold games, maybe they don't know how to do it, but Tenda doesn't do it? Tenda can do everything, but it still insists on producing games.
Games like Game Maker, Struggle, and Duty & Decision.”
"Therefore, the emergence of "Ghost General 2" must have a deep meaning behind it! It is also the overall pattern of the entire Tenda Game Empire!"
"That is: maintain game diversity, explore game boundaries, and influence the game environment!"
"Mr. Pei definitely knows these contents, but the designers most likely don't. Next, let me analyze them one by one for you!"
…
Yu Fei blinked his eyes, his expression a little confused.
I have to say that Qiao Laoshi was right.
As a designer, he really doesn’t know this so-called big picture!
Of course, it’s hard to say whether other senior designers in Tenda’s game department know this.
Maybe this kind of thing is a tacit understanding in the Tenda game department? After all, the whole Tenda team has a culture of emphasizing hard work and not bragging. The topic of "big picture" doesn't seem like it at first glance.
A topic that will be brought up in any department meeting at Tengda.
But not saying it doesn’t mean it doesn’t exist.
A company without a pattern cannot go far, and a company that only boasts a pattern but does not do practical work cannot go far either.
As for Tengda, it was precisely under the leadership of Mr. Pei that a unique ethos was formed: there was a big picture, but it was never explained.
Yu Fei continued to look down.
…
"One of the patterns is to maintain game diversity."
"This is actually easy to understand. Everyone knows that we humans need to protect rare animals and protect the diversity of the natural environment."
"Many people may think, what is the meaning of it? Many rare animals have no intersection with normal people's lives, so they will become extinct if they become extinct? So many animals have become extinct, and they have not had any impact on our lives.
What's the impact?"
"We humans protect rare animals in order to maintain biological diversity."
"Maybe we can't see how important and decisive it is now, but at least protecting biological diversity retains one more possibility for our future. Otherwise, when a large number of species really become extinct, they will only remain in museums.
If it is useful in the future, will it be too late for us to regret it?"
"If you keep it now, you may not need it; but now it's gone, what if you need it in the future?"
"And the same is true in the gaming field."
“Have you ever realized that today’s games are becoming more and more homogeneous? This phenomenon is not obvious on other platforms, but on mobile game platforms, there are basically three or four limited games that devour all players on the platform.
Wipe it clean."
"This is like a species invasion in nature. When a species is too strong and has no natural enemies, the living environment of other animals will be devastated until the entire forest is occupied by the dominant species."
"In the field of games, some games are naturally short and fast, easily stimulating people's sensory pleasure, and relying on anxiety, hatred and greed to create stronger stickiness. Such games are expanding rapidly and have a huge advantage in the competition.
It can also bring more substantial profits to game developers.”
"Of course, I am not criticizing a certain game type. It is the players' own choice to play whatever they like."
"But the problem is, if all game manufacturers make this kind of game, what about other types of games? What about players who like other game types? Maybe in the past, you had a dozen different game types to choose from.
But as you play, you will find that there are only three or four game types left to choose from."
"Even in the future, you may not have a choice at all, because even those three or four game types only have some differences in the gameplay mechanism. The built-in paid krypton gold system and the liver-damaging system of pulling in retention are also different.
It has become seriously homogenized.”
"If a game genre dies, then it will be impossible to develop and evolve, which means that the fire has been completely extinguished."
"Maybe in the short term, it looks like the extinction of a species, and it doesn't seem to have much impact on our lives; but in the long term, it is an irreparable loss. Maybe it survives and can play a role in the future.
What a big effect it will have? No one can predict this."
"Therefore, the reason why Tenda Games continues to invest huge sums of money and use the best teams in the industry to develop these relatively unpopular niche games is to arouse the attention of ordinary players to this game category and make it more popular in a specific soil.
As for its complete demise, it will leave a spark for game diversity."
"This is a thankless task, and most companies are unwilling to do it. And there are no major fighting game manufacturers in China. If Tenda doesn't do it, the domestic gaming industry may lose this category of games forever."
"So that's the first point, maintaining game diversity."
"Pattern 2, explore the boundaries of the game."
"Tengda not only wants to pass on a niche game category, but also digs deeper into this declining game category on the basis of its predecessors to find design answers for the new era!"
"This is reflected in "Mission and Choice": through ingenious design, Tenda allows players who don't like real-time strategy games to play it, allowing this game to successfully break through the circle."
"The same is true for "Oniji 2". On the one hand, it perfectly reproduces the feel and combat mechanism of fighting games, retaining the most essential content, making fighting game masters feel that this is an authentic game.
Fighting games have not suffered serious deviations; on the other hand, it has changed the niche nature of fighting games to a certain extent, making it easier for the general public to get started, thus giving it the possibility of breaking out of the circle!"
"How does "Ghost General 2" achieve this? Mainly from three aspects."
"First of all, well-designed PVE combat system and levels."
“In the past, fighting games have discouraged players because they have high entry barriers and weak fun. Although traditional fighting games are also divided into two parts: PVE and PVP, the numerical design of the PVE part is relatively conservative, making it difficult to bring people to the game.
Excellent experience for players.”
"Because the values are conservative and the attributes of the player and the monster are close, it is difficult to adjust the difficulty: if the monster AI is too weak, the player can easily pass the level without any challenge; but if the monster AI is too strong, it will bring problems to the player.
Huge difficulties and intense frustration."
"For traditional fighting games, PVP is the real core fun. But the problem is that PVP is more difficult to balance and more discouraging for novices. Without thousands of hours of training, it is impossible to experience the true fun of fighting games."
"So, "Ghost General 2" has made drastic improvements on this point. The most obvious example is that the PVE aspect has introduced the design ideas of "Return to the Shore" to strengthen the attributes of the enemy and weaken the enemy's AI. The focus is to test the player's foundation.
operate."
"In this way, the difficulty value can be maintained at a more reasonable level. Players can feel the challenge and suffer a little bit, but they will not be too frustrated. They can see their own growth and progress every time.
"
"Coupled with the mobs cutting grass, lateral movement and exquisite level design, this makes the PVE part of "Ghost Commander 2" full of fun, allowing a player who has never been exposed to fighting games to quickly get started."
"In other words, the PVE part is a novice tutorial and a guide to the core fun PVP part. Other fighting games have not done this well, but "Oniji 2" has done it!"