Chapter 992: Heavy Industrialization Movies & Games!

Qiao Laoshi's opening remarks directly stunned Pei Qian.

Old Joe, I didn't stuff you with any money, did I?

As for blowing me so out of conscience?

Look at what you said in this video, is this human talk?

Kingship is not eternal? So those respected foreign game manufacturers will also fall off the altar, and Tengda Games will lead domestic games to the altar and replace them?

What's so ......

Pei Qian didn't know what to say.

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

Pei Qian felt a kind of unbearable weight of life.

But he thought about it again, Qiao Liang blew it so excessively, it should objectively have a killing effect, right?

After all, although "Mission and Choice" costs a lot of money, Pei Qian feels that this game is still almost meaningless to say "Fengshen", and many players have a rebellious mentality, and the more they blow, the easier it is to arouse their disgust.

So...... Qiao Laoshi's video this time may backfire?

Pei Qian continued to look down.

……

"Some viewers may say, oh old Joe, you're blowing too much! Although this is a good game, it is just a good quality and a good story, and it is not appropriate to forcibly give so much historical significance. ”

"All I can say is that if you think so, you think about it too simply!"

"Maybe many years later, when we look back on the development history of domestic stand-alone games, we will find: when, we have the first 'sincerity' that looks good, when we began to emerge a lot of small and beautiful indie games, when, we have a masterpiece that can compete with foreign 3A masterpieces, when, our collection of domestic classic games, there are more and more impressive good games......"

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

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

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

"At these critical junctures, we stand at the fork in the road of fate, and we see the choices made by fate, but they are quite dull and ordinary in memory."

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

"But in fact, from this day on, maybe the whole world has quietly changed."

"In fact, before "Mission and Choice", we also had several very good games, such as "Turn Back to the Shore", such as "Struggle".

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

"Because of "Mission and Choice", it has truly achieved the transcendence of history in three aspects!"

"First of all, this game was originally called 'the shame of national travel', but the remake completely washed away this shame and made it the light of domestic games again."

"It's like an army that has attacked a certain place and returned with a crushing defeat, and the only way to wash away the shame is to regroup after many years, attack it again, and plant its own military flag in the place where it once failed miserably!"

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

"Secondly, Mission and Choice is a heavy industry game with a high degree of completion, which opens up a new possibility for domestic games!"

"In the world of artistic creation, the mention of the word 'industrial' may seem a little strange. In fact, industry means specialized division of labor. There are 'heavy industry movies' in the movies, and there are also 'heavy industry games' in the games. ”

"The so-called 'heavy industry films' and 'heavy industry games', in layman's terms, are 'Hollywood blockbusters' and 'triple-A masterpieces', which are characterized by highly specialized production, process-oriented, high production costs, and facing the global market, which are highly developed products of the entertainment industry!"

"And this is exactly a necessary way for domestic movies and games."

……

Seeing this, Pei Qianren was a little dizzy.

He knew all these words, but he didn't understand what they meant when they were together......

Heavy industry films?

Heavy industry games?

No, this project is just a little more money arranged during the development, how should it be developed or how should it be developed? I haven't changed anything, have I?

The previous "Turning Back to the Shore" and "Struggle" were all good, why did "Mission and Choice" alone "open up a new possibility"?

Pei Qian scratched his head, simply incomprehensible.

However, he also wanted to know what tricks Qiao Liang could blow, so he continued to watch.

……

"Why is 'heavy industrialization' so important?"

"Because it's relative to 'small workshop production.'"

"The so-called 'small workshop production' means that there is no systematic system and development for the creation of literary and artistic works, whether it is a film or a game, its success or failure largely depends on the ability of directors and producers, which means that the creation of literary and artistic works has extremely high risks."

"If the bet is right, everyone will be happy; If you make a mistake, you will lose all your money. ”

"In other words, this kind of 'small workshop production' has great uncertainty."

"There are many 3A masterpieces abroad that are 'New Year's goods' games, which can stably produce 3A masterpieces under the same series of works, and the quality can basically be guaranteed, there is a fixed player group, and the risk borne by the developer is greatly reduced."

"On the other hand, domestic stand-alone game manufacturers do not have any similar 'New Year's goods' games, and they often rely on inspiration and ideas, and take extremely high risks."

"This kind of heavy industrial production mode is to standardize the process in various fields and cultivate talents in various professions, so that the level of literary and artistic works can not fluctuate too much with the designer's 'ideas', and always maintain a relatively high level."

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

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

"Whether it's 'Back to the Shore' or 'Struggle', while we're amazed by these games, we shouldn't forget that these classic games are extremely difficult to replicate, and it's almost impossible for other game companies to learn from them."

"But Mission & Choice, unlike other games, isn't a game, it's a game. As long as Mr. Pei is willing, he can release the second and third parts in the future, and continue the plot continuously, as long as the quality is excellent, there will be many players who will pay for it. ”

"Even this worldview can be further expanded, and there is 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 trying to eliminate the game's dependence on his inspiration, and strive to move closer to the production model of heavy industrialization!"

"Finally, there's the innovation in Mission & Choice."

"Although he is trying to create a heavy industrial model, Mr. Pei has innovated in many aspects."

"For example, as a relatively old game mode, real-time strategy games have many problems from today's perspective: they are too demanding to operate, and most people are difficult to learn; The game is too competitive and not fun...... All of these have seriously restricted the development of the real-time strategy genre. ”

"Even the manufacturers who have made "Star Sea" and "Fantasy War" do not have a very good way to face this problem. Although the continuation of the tradition can meet the demands of the core players, it is clear that even these designers do not think that the remade game will be a big hit, so they do not invest too much budget at all, but adopt a perfunctory, foolish, and leek cutting method. ”

"Mission & Conquer, on the other hand, explores the question of how RTS games should be designed in the current context."

"Lower the difficulty of the game and make it easy for ordinary players to play;"

"Weaken the controls and increase the tactical gameplay, so that players can use their brains more than their hands, so that they don't lose fun;"

"With a great art style and a sophisticated plot, create a real world for all players, use the plot to drive players' emotions, let players resonate with the protagonist when experiencing the game, and create a strong sense of substitution;"

"Endless mode, versus mode, editor, these things enrich the gameplay and extend the life of the game;"

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

Of course, many viewers may not have played this content yet, or may not be interested in the game's endless mode and editor. But either way, all of this has raised the game's ceiling and made it much more playable! ”

"Therefore, "Mission and Choice" is not just 'spending a lot of money', more importantly, it can be said to be the first game in China to try to be made in a 'heavy industrialization' way, setting a good example for all domestic game manufacturers!"

"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 road of 'heavy industrialization', and at that time, our cultural industry will really stand on the top!"