Briefly explain a few questions

There may be readers who are deceived into thinking that this is the fourth watch, 2333.

However, there are still a lot of dry goods written this time, and you don't need to spend money to subscribe, you can take a look at Zhihu to answer and learn a little shallow knowledge.

I don't really like arguing with people about details, and games are too. For example, at the beginning of this book, there were many people who said that it was unreasonable here, that it was unreasonable there, and when the original game came out, there were also many people who said that this is not okay and that it is not okay.

This kind of comment, in fact, I don't like to reply, but if I don't reply, it seems that I have a weak heart, and I am asked, as if there is really something wrong with what I wrote, which I can't bear.

So put these together and give you some common sense questions.

What I want to say is not only in games, in fact, in all aspects of the Internet, technology, self-media, marketing or traditional business, this is a universal law, and most people who come to find fault do not understand this truth.

So if you want to start a business, want to enter the game industry, want to write a book, or do a micro-business, write > the following content should give you a little inspiration.

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First of all, we all need to understand that there is no such thing as a perfect product.

In other words, if you want to pick any thing, you can definitely pick it out.

Let's take the mobile phone industry that everyone is very familiar with as an example, can you find a perfect mobile phone?

Even an apple that seems to be close to perfection in every way has a fatal flaw...... Expensive.

You have to say, Xiaomi can't grab the goods! Huawei is cost-effective! Samsung will blow itself up! Apple cost-effective scum! Yes, you're right, but that doesn't hide the fact that you're a barbar.

Because there is no such thing as a perfect thing in the world, you can't make a phone that is cheap and easy to use, and crushes other products in every way.

You don't have a hack system, do you?

It's like that, it's like that, it's almost everything you see.

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So, what should I do if I'm going to make a phone/a game/one?

Since there is no perfect product in the world, is there no need for me to do it? Can't do it perfectly anyway?

Of course not.

To make a thing, materially speaking, is to sell it to make money; Spiritually, it is to meet the needs of some people.

As long as you make something that is needed by this society, and it can bring you benefits, then it is meaningful and valuable.

As for whether it has any drawbacks...... It definitely has, and probably quite a lot.

This is not to excuse the fact that the product is flawed, but that you, as a producer, need to understand that you are not a god and that you have to make trade-offs within your limited resources.

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Why don't I dwell on this too much, because the vast majority of people who find fault with it, whether it's for games or not, have a "consumer" mentality rather than a "producer".

If they can't think from the perspective of a producer, then I am wasting my tongue to explain that I am talking from the same duck.

What does that mean?

As a consumer, you can spray Xiaomi and can't grab it, spray Android system SB, spray Apple is expensive and pretend, but as a producer If you say so, then you may be ...... Gongsun Taijun?

If you are a producer, then you have to understand that all the shortcomings you spray have a reason, and many times, even a deliberate trade-off.

Why is Xiaobaiwen popular?

For many authors, it's not that they can't write Lao Baiwen, they also know that writing Xiaobaiwen will be brushed low stars and scolded by Lao Bai readers, but Xiaobaiwen sells well.

When you laugh at this author's scumbag writing and naïve plot, you don't know that he may have written it on purpose, and it sold really well.

Therefore, it makes little sense to pick and spray a producer from the perspective of a consumer.

Because you're only evaluating something based on your personal preferences, not according to the laws of the market.

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If you understand the difference between "consumer" and "producer" above, then move on.

Consumers are the ones who ask questions, and producers are the ones who solve problems.

So if I am a producer, as big as starting a business to make a disruptive app, as small as writing a 100,000+ self-media article, what should I do?

The first step is to figure out who you're producing for.

That is, your target users.

If I were civilized, I could make a game ten hours.

If I were the king of pesticides, I would have to compress a game to fifteen minutes.

See, if the target user is different, then what you want to do is completely different.

Many people like to talk about specific parameters out of the target audience, and the mistake is that the default is that the product is aimed at the majority of ordinary people.

The same argument can be applied to many successful games.

More than 100 heroes in a MOBA? How expensive is this learning, who plays?

How many hours does it take for civilization to start a game? What's the trouble?

Black Soul is completely masochistic, how can there be so many shaking M?

See, the mistake of this argument is that it doesn't understand the target audience and thinks that these games are meant to meet everyone's needs.

But actually, for the core players of these games, what you think is a problem is not a problem at all.

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So, I'm going to make a game, or write a book.

First of all, I should understand who I am making it for.

If you have to compare Rainbow Six to eating chicken, it really can't be compared in terms of numbers, but it doesn't prevent both of them from being good games.

Rainbow Six is a success if it perfectly satisfies its target audience.

I never said that Jianghu was going to be as popular as League of Legends or Chicken, as long as it was popular with a certain group of players.

That said, it's a genre game with a good reputation, and it's not meant to satisfy everyone.

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In fact, innovation means that you are necessarily different from the existing successful game.

If the game of Jianghu is 2 hours long, some people want to say, it is too long to be three times longer than "PUBG", who will play it?

If the game of "Jianghu" lasts for half an hour, some people want to say that you can't perform a lot of martial arts things in half an hour.

If "Jianghu" removes the connotation of martial arts, some people want to say, aren't you just a "PlayerUnknown's Battlegrounds" with a different skin, who wants to play this if you eat chicken? Badly done gameplay.

Look, who wouldn't find fault?

First choose a successful game as a yardstick, if you don't do it the same way, then you won't succeed; If you do the same as it, that's plagiarism.

I'm not arguing about who is right and who is wrong, but I'm saying that this kind of discussion itself is meaningless and a waste of life.

You like it, he doesn't like it, you think it's okay, he thinks it's not, none of you can represent the target user.

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When do players pay for a game?

When the game has a sparkle that attracts him.

In other words, the shortcomings of the game are not important, they just eliminate the people who are not the target users, and even if you don't have this shortcoming, they won't buy it.

The key is the merit of the game, whether it is irreplaceable.

, self-media and even micro-business, this is the case.

Therefore, the difference between consumers and producers is that consumers find faults and producers look at the advantages.

You go and learn more about the structure of I eat tomatoes, learn the jokes of elbows, learn the reversal of Xiaolong, and learn the diligence of the three less.

Then even if you don't have talent, you can write better and better.

You have to say that tomatoes and three young people are too white and stupid, their elbows are not written enough, and those urban gods lack logic......

According to your provocative energy, you can only fight the street for the rest of your life.

Anyone can find fault.

The question is, can you make a highlight when there are a lot of problems?

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In the process of playing the game, you are faced with choices at every moment.

As a simple example, why does Onmyoji have liver?

You have two options.

No, the game's reputation rises, and players are relaxed, but the game viscosity decreases and the lifespan is shortened.

Liver, the reputation of the game has declined, players are tired, and casual players are discouraged, but the game viscosity has increased, the life span has been extended, and the income has increased.

There is no best of both worlds, and there are advantages and problems to how you choose.

So what should you do at this time?

It's simple, think about who your target users are.

If this game is made for the student party, then of course it is liver, students have so much time, no matter how liver they are, they will not run.

But if this game is for office workers, it must not be liver, because they don't have time, and you have to give them some time-saving design.

At this time, if you don't understand this, just jump out and say, who will play such a liver game?

Sorry, it's a lot of people, and you can't represent anyone.

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Therefore, whether it is a game, or a certain software or hardware, you must look at the problem comprehensively and see the deep rules behind it.

There's no point in catching a point tangled.

Because you are a blind man touching an elephant, you don't know what this elephant looks like, and when you touch a long trunk, you say that the elephant looks like a snake, and you will only make jokes.

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That's why I don't like to discuss these issues.

Because the vast majority of people who ask questions are not thinking about the problem from the perspective of "producers", but only from the perspective of "consumers".

Of course, I'm a full-time writer now, not an industry-leading designer, and I'm certainly not authoritative enough to say whether a game will be popular or not.

In fact, even if they are both top figures, they have different views on the same issue, otherwise there would be no gambling contract between Rebus and Aunt Dong.

In the gaming industry, it's normal to have different opinions about the same game, like I'm not bullish on O, and some people in the game industry really like it.

This is all normal, because everyone has different tastes and looks at things from different angles.

However, why do I seem to be so cold and too lazy to explain, because most of the people who ask questions have not even reached the beginning, have not even figured out the most basic rules, and criticize this and that completely based on their own preferences, I am really too lazy to explain these.

Do you have to say that I solved the high math problem wrong, and I have to teach you junior high school math knowledge from the beginning in order to let you understand?

Of course, if someone can systematically analyze the success or failure of a game with objective laws and expertise, then I would be happy to discuss it with you.

If I find out that this thing does have a hard flaw that can't be justified, then I can just change the setting later, right?

But if you have this kind of vision, you should be like me, looking at things first and looking at the merits, instead of proudly picking thorns.

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Back to the game "Jianghu".

If you want to ask if the game can be successful and profitable, think about these questions.

Does it have any highlights?

Is there irreplaceability?

Is there a need to meet the needs of a specific group of players?

Is the flaw of its existence fatal?

Any game is considered successful as long as the first three questions are "yes" and the last question is "no".