Chapter 6 Pro Gamers and Studios

Here is a little bit of ink to introduce the real status and situation of studios and professional players, because this book is an online game novel that is relatively close to reality, and the relevant parts of the book are very different from other online game novels.

Most of the top gamers have a slightly down-to-earth attitude towards the studio, and the real studio is nowhere near as lofty as the novels and most players think.

In fact, the vast majority of studios are just black workshops, and even many studios did not even have an independent work location in the early days, and they directly paid monthly in Internet cafes.

The ordinary employees of these black workshops have an extremely poor working environment, only for food and clothing, and there is no overtime pay for the long working hours, and there is no social insurance and one housing fund.

I once said to a friend: If you want a person to quit online games, the best way is not to cut off his Internet, but to send him to the studio, when the hobby becomes a job, and it is a boring job, enthusiasm and interest will be gone.

As for the studio's game level, it is not so high, but it is difficult for ordinary players to really get in touch, in their eyes, they are so much better than themselves anyway, and they can't face up to the huge difference between top players and studio players.

Let's give you a general explanation of how the studio works.

The ideal structure for a studio is a three-brace structure.

Usually the boss with the most shares is responsible for collecting virtual currency and items from ordinary employees, and then seeking transactions and taking on training tasks, etc.

This right of receipt is related to the content of performance appraisal, and there is usually a lot of trickery in currency transactions due to changes in exchange ratios and bargaining with large customers, and it is basically impossible for the boss to hand over this work to others.

Although this work is not tiring, it is tiring and requires a lot of energy from the boss, so as long as the studio is a little larger, the boss himself generally does not level up or make money, so even if the boss's technical level is good, it will decline quickly.

The other two supports of the so-called three-support architecture are software technical support and game skill support, one is responsible for the development of plug-ins or auxiliary software, and the other is to study and sort out strategies and bugs, adjust the game direction and assign tasks.

The former is a guarantee that the studio will significantly increase its revenue, and the latter is the true leader of the studio team.

The three-support architecture is theoretically a guarantee for the studio to continue to grow and develop, but the reality is far from the case, and most studios do not have the latter two supports.

This is entirely due to interests, and these two supports are equivalent to the R&D institutions of the enterprise, but for the vast majority of studios, the R&D institutions are completely unnecessary.

If you want to maintain these two supports, the boss needs to allocate considerable benefits to these two supports for a long time, but relative to this benefit, the return of the support is difficult to be proportional, or the latter two supports are never irreplaceable.

Plug-ins and auxiliary software, the studio only needs to go to the website that specializes in making these things to buy it, this investment is compared with the cost of raising a person who is engaged in software for a long time? Obviously not, and there may not be a professional website doing well, so this support is gone.

Engage in strategies and research plays,The degree of secrecy in online games is very low,Not to mention that some players will take the initiative to publish some relatively advanced strategies,The studio won't let me read the strategy.,If it doesn't work, go to the server that opened first to steal the teacher.,Learn to go to the new server to organize a team brush.,Under normal circumstances, how can a player's research ability be compared with a large army.。

If you pursue a higher level, you can buy a strategy directly from the master, even if the master himself has mastered some special strategies and skills, it is difficult to maximize resources, but the studio can improve the utilization rate of resources through large-scale mechanized operation, and buying a strategy is much more cost-effective than raising a high-level player for a long time.

In fact, most studios only have a super simplified version of the third support, which guides the studio's specific work by reading strategy posts and team leaders who have learned from the experience of the leading server.

Even the two supports are half-crippled or gone, and the master group naturally does not need it, and the core competitiveness of the studio is not in high-level players, but in the production capacity that is more mechanical, denser, and more collaborative.

For example, when someone finds a bug, they can continue to apply for a small account to make money at the beginning of the game, which is difficult to keep secret, even if the discoverer doesn't say it, it will spread quickly.

So an ordinary player brushes 50 times to the sky, on the one hand, he doesn't have enough patience, and on the other hand, because he only has one person, and then brushing will delay the level.

However, the studio can arrange for several people to continue to brush until the yield of the BUG is reduced to unprofitable, or the BUG is blocked, and the income obtained in the process has been transferred by the studio several times.

The style of the studio is actually far lower than players think, and many studios will not easily change the game to operate.

On the one hand, they are not sure enough, on the other hand, the owner of the studio is a little rich and safe, and he does not have much ambition, and he can make stable money.

Have you ever seen a studio that played Lineage 1 for 8 years? Have you ever seen a studio that hasn't changed games since the Fantasy Journey to the West open beta? The Great Voyage ONLINE ghost service to a server with no more than 100 living people, before and after the two games were completely closed to change agents, have you ever seen the studio that has not changed?

Personally, I've done a statistic that may not be very accurate, at least half of the studios are converted from a gamer who plays pretty well, who has extremely little adaptability and a serious lack of adventurous spirit.

As long as this game is still profitable, I won't change the game, and even if I do, I only dare to change games with very similar game types.

Long-term mechanized labor has actually deprived them of their creativity, and their thinking has become ossified. It's like a worker in charge of the assembly line in a factory, once they are laid off, it is difficult to get to work.

Reality is always far from imagination and ironic, isn't it? The most disloyal group for an online game is the established large guild that the game manufacturer has actively invited to enter, and the emerging guilds that come out of this game are in the middle, and the most loyal are often the studios that are regarded as parasites.

It's a bit far, let's talk about leveling and brushing copies, the studio's main leveling number can be worked in three shifts, ensuring that he doesn't go offline, he doesn't have to queue up, he doesn't need to sleep, he doesn't need to find a group for leveling, the team configuration is reasonable, and ordinary players are not competitive at all compared to it.

In terms of PK, the studio's mechanical brushing of copies is much faster. The long-term cooperation between studio players and the fact that they are all sitting together in reality, how can ordinary players PK, even if they win, the studio shouts faster than ordinary players. Of course, studios usually avoid fights because that would affect their coins.

For the studio, a hard-working worker is far more cost-effective than a master.

Does this indicate that the studio's game level is high? Apparently not. In fact, in terms of real level, most of the low-level workers in the studio of RPG online games are not as good as some ordinary senior players, they are just stained with the light of the studio team. In contrast, the level of a single professional gamer who can mix well is mostly very good.

This is the difference in vision and the confusion of some concepts, the so-called professional players in RPG online games, not to mention the top players, compared with the top players, there is a clear gap.

(I forgot to write it earlier, but here I will write that among the three highest-level levels of RPG online games divided into this book, the top players are the worst.)

The top 20 of a 10,000-person server (theoretical data is sufficient) are barely qualified, and it depends on the real abilities of the individual.

The requirements for top players are much higher, the top 5 of the highly competitive servers, the top 3 of the non-competitive servers, and the level of play in multiple games cannot fluctuate too much.

A top player must not only be at his personal peak, but also not have to have 2 or 3 strong points in his abilities, and at the same time not have too obvious shortcomings, and make enough amazing results to be regarded as a peak player at a certain time in his peak, usually all the servers of a game with little influence may not be able to have a player who meets such a standard.

Abilities include leveling ability, PK ability, team leadership ability, command ability, organizational ability, large team management ability, social ability, market ability, etc. It is inevitable that some of these abilities will overlap and influence each other, but the ability to lead the team and the ability to command are two abilities, not one, which is not wrong here, and will be explained later.

Therefore, there is no gap between the peak players and the top players in a single ability, or even a slight inferiority)

So where exactly is the gap? The first is the question of pursuit, and the first pursuit of professional gamers is real money income.

For example, if a professional player or studio gets their hands on the server's first piece of ultra-rare equipment, they will definitely sell it for a sky-high price, and they can slowly farm it again in the future anyway. On the contrary, top players will definitely use the key equipment they can use, and even if they play the second piece of core equipment, they will consider not shooting in the short term in order to maintain their advantage.

For example, for professional players, it is enough to have a set of leveling equipment, and at most add a set of equipment for a specific dungeon. Top players often have multiple sets of equipment, and it is the norm to prepare special PK equipment, and even some players will prepare corresponding targeted sets for different main opponents.

The second is the time arrangement, professional gamers spend most of their time playing money and brushing books, and for them, wasting time is a waste of money.

But a top player is different, they need to spend a certain amount of time on PK for a long time to ensure their PK level.

A player written in the novel can beat all opponents as long as he has great operational talent and awareness, which is completely deceiving children, a real PK master needs to spend a lot of time on PK to practice, be familiar with the opponent's skills and routines, summarize and innovate their own response routines, and constantly update with the opening progress of the version and the game.

Without long-term practice and rich experience in coping, no matter how talented you are, you are scum.

The strength of studio and professional players is actually only relative to ordinary players, and three top players with a certain tacit understanding and professional collocation can properly abuse a small team of six studio players into dogs, let alone heads-up, which is not on the same level at all.

As for the top players, they can't be said to be fully qualified top players without their personal experience against guilds. (You can fight against it, you don't need to win, but you can't be pressured to change servers or games)

Finally, the top players will also spend a considerable amount of time participating in faction battles in order to gain fame and status in the virtual society. Even if there are one or two scum who want to find loopholes and brush up on honor, they only dare to steal it.

And studios and pros will treat farming as a job. Blatant brushing and mutual brushing are very common. For them, fame cannot be eaten or spent.

And for real players, reputation itself is an important part of a player's level of play.

As for the confusion of some concepts, the word "high play" is almost rotten in these years, and here the author proposes a concept, that is, "semi-professional players".

Not to mention the top players above, it is that many high-level players who can use their brains have quite strong profitability.

Many semi-professional gamers themselves don't understand the difference, or are simply misled by novels and competitive games, claiming to be professional gamers.

But in fact, the biggest difference between semi-professional players and professional players is that in the first goal, semi-professional gamers in the game care most about their own game status and future, and their focus is still on the player, they will spend a lot of time to do something that does not get monetary benefits.

The most important thing for professional gamers is monetary income, and their focus is no longer on the player but on the profession, and most of their time is spent earning money, and only occasionally enjoys enjoying the game.

Therefore, only semi-professional players can produce strong men in the true sense, and professional players have already gone crooked.

In RPG online games, the level of the game is never directly proportional to the level of earning, and with the development of the times, it takes more and more investment to be bullish. On the contrary, players do not have too many game pursuits, and they are only interested in money, and the possibility of earning money is much higher.

For example, I told my friends that I didn't spend a penny on the game when it wasn't transformed in the early and middle stages, and in fact, even after the transformation, I basically didn't spend any money on the game unless I went to play alone.

But in fact I have not spent any money? I must have spent it, and I have spent a lot of money when I want to use virtual items, but I earn it if I spend it, and in the end, I earn more than I spend, so I naturally boast that I have never spent money.

For the author, I am still in the game first, and making money is only incidental, if you can't guarantee your "status in the rivers and lakes", then you don't have to think about making money or anything. It's like knowing that I have changed the game, and I can make a lot of money by selling the original account, but I have never sold it because I am afraid of ruining my reputation.

Another example, the author once saw a real couple playing Fantasy Westward Journey in an Internet café on a monthly basis, both of them are professional players, but in fact, Fantasy Westward Journey is only the second online game they have come into contact with (the first one is also turn-based), the game level is really not high, but the husband and wife are very tacit and harmonious, and the author has also taught them a lot of experience.

But even if the level is far inferior to mine, the couple earns much more than me, after removing various living expenses such as mortgages, they bought their first computer 3 months later (the low-end configuration, and they don't need high-end computers to play turn-based), and bought another one a month later, I was still a little envious at the time (at that time, the author wanted to find a wife who could play games with him for a lifetime).

But when I met them again three years later, they were no longer professional gamers.

When I asked them why they didn't become professional gamers, they replied to me: "I'm so tired, and it hurts my feelings, I just run and run in the game all day long, and I only shout at each other about the content of the game. Having said that, the two of them looked relaxed.

RPG online games are like this, in fact, the same is true of competitive online games, professional competitive "players" and professional players who take over the training are two concepts, the player's first goal is to win the game, win the championship, and the commercial value that comes with becoming famous is not their first goal.

They all seem to be professions, but they are different on the inside. When a player retires, he can still be a booster, an anchor, collect materials to make videos, and advertise for online businesses, but at this time he is not a professional competitive player, but a professional player.

Even if some players will do live broadcasts to earn extra money, most of them are part-time, and the motivation of these two to improve their gaming ability is completely different.

The operation level and awareness of competitive professional players are not necessarily worse than those of active players, but there will be a difference when it comes to team combat.

The reason is simple, the process of leveling and collecting video materials takes a lot of time, they can't guarantee a lot of high-level training time, and they don't have a player-level team to train and run in, not to mention not enough competition opportunities to practice.

In the eyes of ordinary players, these players with professions are much stronger than themselves, and they don't seem to make a difference, but the difference is there, it's not that they don't exist, but that players don't pay attention to it.

Of course, the average level of professional gamers in competitive games is much higher than that of professional players in online RPGs, after all, they have to be quite high in order to make money.

Compared to RPG online games, the line between professional players and professional competitive players in competitive online games is much more blurred, and the two may be transformed into each other because of an opportunity or setback.