typeface
large
in
Small
Turn off the lights
Previous bookshelf directory Bookmark Next

Chapter 992 Heavy industrialization of movies and games!

Qiao Laoshi's opening remarks immediately stunned Pei Qian.

Lao Qiao, I didn’t give you any money either?

As for bragging about me so unconscionably?

Look at what you said in this video. Is this human language?

Kingship has no eternity? So those respected foreign game companies will also fall off the altar, and Tenda Games will lead domestic games to the altar and replace them?

What the hell...

Pei Qian simply didn't know what to say.

"Mission and Choice" is just a game, is it okay to forcefully give it so much meaning?

Pei Qian felt an unbearable weight in life.

But then he thought again, Qiao Liang exaggerated so much, objectively it should have the effect of flattering him, right?

After all, although "Mission and Choice" costs a lot of money, Pei Qian feels that the game is still not very meaningful when it comes to "conferring the gods", and many players have a rebellious mentality, and the more they brag about it, the more likely it is to arouse their resentment.

So...Qiao Laoshi's video might be counterproductive?

Pei Qian continued to look down.



"Some viewers may say, oh, Old Qiao, you are exaggerating! Although this is a good game, it is only of high quality and with a good plot. It is inappropriate to forcibly give it so much historical significance."

"I can only say that if you think so, you are thinking about this matter too simply!"

"Perhaps many years from now, when we look back at the development history of domestic stand-alone games, we will find: when did we have the first 'sincere work' that looked good; when did we start to have many small games emerge?

As for Midea's independent games; when did we have a masterpiece that can compete with foreign 3A masterpieces; when did our collection of domestic classic games include more and more impressive games..."

"In fact, for the development of the entire domestic game, these are extremely critical nodes and are great changes in destiny."

"Just like many years ago, when the original "Mission and Choice" was released, no one would believe that this game would usher in a dark age for domestic games that would last for several years."

"Just like many years later, when the remake of "Mission and Choice" was released, no one would believe that it meant that the bright era of domestic games was coming."

"At these key nodes, we stand at the fork in the road of destiny and see thousands of storms. We see the choices made by destiny, but in our memory they are quite dull and ordinary."

"At that time, we thought it was just an ordinary day."

"But actually starting from this day, maybe the whole world has quietly changed."

"Actually, before "Mission and Choice", we already had several very excellent games, such as "Return to the Shore" and "Struggle"."

"But in my opinion, all previous games cannot be compared with "Mission and Choice" in the historical sense of domestic stand-alone games."

"Because "Mission and Choice" has truly transcended history in three aspects!"

"First of all, this game was originally called the 'Shame of Chinese Games,' but the remake completely wiped away this shame and turned it into the light of domestic games again."

"It's like an army that once attacked a certain place but returned with a disastrous defeat. The only way to wash away its shame is to regroup many years later, attack here again, and plant its own military flag at the place where it suffered a disastrous defeat!"

"This is exactly what I said before. "Mission and Choice", as a remake of the former "National Travel Shame", has a strong symbolic significance!"

"Secondly, "Mission and Choice" is a highly completed heavy industry game, which opens up a new possibility for domestic games!"

"In the field of artistic creation, it may seem strange to mention the word 'industry'. In fact, industry means specialized division of labor. There are 'heavy industry movies' in movies, and there are also 'heavy industry games' in games.

"

"The so-called 'heavy industry movies' and 'heavy industry games', in layman's terms, are 'Hollywood blockbusters' and 'AAA masterpieces'. Their characteristics are that their production is highly specialized, streamlined, high in production costs, and global-oriented.

The market is a product of the highly developed entertainment industry!"

"And this is exactly the only way for domestic movies and games to go."



Seeing this, Pei Qian was a little dizzy.

He knew all these words, but when they were put together, he had no idea what they meant...

Heavy industry movie?

Heavy industry game?

Isn't that right? This project just allocated more funds during development. How should it be developed or how? I haven't changed anything?

The previous films "Return to the Shore" and "Struggle" were both good, so how come "Mission and Choice" alone "opened up a whole new possibility"?

Pei Qian scratched his head, simply unable to understand.

But he also wanted to know what tricks Qiao Liang could play, so he continued to read.



“Why is ‘heavy industrialization’ so important?”

"Because this is compared to 'small workshop production'."

"The so-called 'small workshop-style production' means that the creation of literary and artistic works does not have a systematic system and development. Whether it is a movie or a game, its success or failure depends largely on the ability of the director and producer. This means that literary and artistic works

The creation is extremely risky."

"If you bet right, everyone will be happy; if you bet wrong, you will lose everything."

"In other words, this kind of 'small workshop-style production' is extremely uncertain."

"There are many 3A masterpieces abroad that are 'New Year's' games. They can stably produce 3A masterpieces under the same series of works, and the quality can basically be guaranteed. There is a fixed group of players, and the risks borne by developers are also greatly reduced."

"On the other hand, domestic stand-alone game manufacturers do not have any similar 'new year' games. They often rely on inspiration and ideas and take extremely high risks."

"This heavy-industrial production model is to standardize the processes in various fields and cultivate talents in various professions, so that the level of literary and artistic works will not fluctuate too much according to the designer's 'ideas', and will always be maintained at a relatively high level.

superior."

"In this way, the development of the entire industry will be healthy, orderly and stable."

"Most of Tenda's previous works, although they look extremely stunning, are all the product of 'small workshop-style production'. Although they look glamorous, in fact, these games are all highly dependent on Mr. Pei's endless whimsy.

think!"

"Whether it is "Return to the Shore" or "Struggle", while we are amazed by these games, we should not forget that these classic games are extremely difficult to reproduce, and it is basically impossible for other game companies to learn from their experiences."

"But "Mission and Choice" is different from other games. This game does not take eccentric directions, but is stable. As long as Mr. Pei is willing, there can be a second and third part in the future to continue the plot.

That’s fine, as long as the quality is excellent, there will still be many players paying for it.”

"Even this world view can be further expanded, and there will be no problem in releasing a series of FPS games for the New Year."

"This shows that when designing "Mission and Choice", Mr. Pei was already working hard to eliminate the game's reliance on his own inspiration and strive to move closer to a heavy industrialized production model!"

"Finally, this is the innovation in the game "Mission and Choice"."

"Although he is trying a heavy-industrial creation model, Mr. Pei has still made innovations in many aspects."

"For example, as a relatively old game mode, real-time strategy games have many problems from today's perspective: the operation requirements are too high, making it difficult for most people to get started; the game is too competitive and makes it fun.

Insufficiencies... these have seriously restricted the development of the real-time strategy game genre."

"Even the manufacturers that have made "Star Ocean" and "Fantasy War" have no good solutions when facing this problem. Although continuing the tradition can satisfy the demands of core players, it is obvious that even in these

The designer didn’t think that the remake would be a big hit, so he didn’t invest too much budget at all, but adopted a perfunctory, confusing, and cutting-off approach.”

"Mission and Conquest explores the issue of how RTS games should be designed in the current context."

"Reduce the difficulty of the game so that ordinary players can easily get started;"

"Weaken the operation and increase the tactical gameplay, allowing players to use their brains more than their hands, so as not to lose the fun;"

"Using excellent art style and sophisticated plot to create a real world for all players, using the plot to drive players' emotions, allowing players to resonate with the protagonist when experiencing the game, creating a strong sense of immersion;"

"Endless mode, battle mode, editor, these contents enrich the gameplay and extend the life of the game;"

"Especially the application of the latest artificial intelligence technology has opened a new door for RTS games!"

“Of course, many viewers may not have played these contents yet, or may not be interested in the game’s endless mode and editor. But in any case, these have greatly raised the upper limit of this game and greatly enhanced its playability.

Got it!"

"So, "Mission and Choice" is not just about 'spending more money', but more importantly, it can be said to be the first game in China that attempts to be produced in a 'heavy industrialization' way, setting a precedent for all domestic game manufacturers.

A great role model!”

"The example of "Mission and Choice" proves that although there is still a big gap between our country's game industry and foreign countries, at least we are on the right path!"

"I hope that in the near future, more and more producers in our film industry and game industry will embark on the path of 'heavy industrialization'. By then, our cultural industry can truly reach its peak!"


This chapter has been completed!
Previous Bookshelf directory Bookmark Next