This article was first published on Zhihu, author: Rickle.Tsang Contact email: [email protected];
https://zhuanlan.zhihu.com/p/548769647
Preface
My experience will be a good reference for many game enthusiasts who have been in the social industry for many years or newcomers who want to enter the game industry?
Taking advantage of the time and opportunity, I will share this experience with you. It is a review of myself and my hopes for the game industry. The experience is still simple and cannot be explained. Do my best to let friends who want to enter this industry avoid detours and step into the door faster or make this industry more tolerant, which will satisfy my original intention.
Convention first talk about yourself, with more than 20 years of gaming experience, 3000+ gaming time, education and academic qualifications (why is it a professional? The bias in gaming has seriously affected academic studies. You must get a good education to have a more effective stepping stone). You have been engaged in other non-game industries for 6 years.
OK, to be honest, I entered this industry at the age of 28 (the great god Miyazaki Lao Thief I rely on entered the game industry at the age of 29, so let’s cheer up). In 2019, my career before entering the industry was an online businessman. As the well-known reason (epidemic) was idle at home. After fierce ideological struggles, I decided to invest in the game industry. In fact, when I learned about the profession of game planning in 2018, I planted this Gu in my heart. Now the current madness attack makes it easy to understand this behavior.
You want to ask me what I regret the most so far in my life? That is, you have not entered the game industry as soon as you graduate... (I guess some people will refute me that entering the game industry is the last thing I regret...)
So, young people under the age of 28, especially graduates, have already gained a considerable advantage if you want to enter this industry. As long as you are willing to work hard, there is no problem entering the industry.
Then why go through a fierce ideological struggle? Just relying on determination and courage, not having a full understanding of myself and having a sufficient understanding of the game industry is not what I should do at my age. I expect that a strong confrontation with reality will inevitably arise. There are also many people who want to jump into the game industry but cannot figure it out. Here we can give you a reference and analyze whether I am really suitable and worth entering this industry.
First first point, what are you going into the game industry for?
If you just want to make quick money, it is not recommended to enter the game industry. Because this is an industry with a very high elimination rate, it requires continuous learning and 96 (all improvements have begun in 2021, many have double breaks), overtime is the norm, intra-volume is serious, the requirements are getting higher and higher, and the platform is also the key. Without the self-motivation of dreams as a horse, it is difficult to stick to the end, and there are many people who change careers in the end. To put it bluntly, you think it is a job, it is a straw dog, and only when it is a pursuit can it shine on you.
Especially during the time I switched to the game industry, every planner I encountered had written on their faces, and almost all turned against me. Most of them wanted to change careers, which made me truly experience the confusion of "The people outside want to go in, and the people inside want to come out". Of course, a small number of them may be teasing, but one aspect shows that there is indeed a lot of pressure in the planning position.
Second point, is the game industry a youthful life?
Youth Farm is actually a false proposition. In fact, you lag behind your peers in the development of the company. The real proposition is survival of the fittest. There is a saying in Zhihu that is particularly appropriate: "The core is actually whether an individual has improved over time and has not improved his ability. This is the so-called youth Farm."
I have also come into contact with a senior with 7 years of game planning experience, but from his actual professional level, it can only be comparable to game planning with 1-2 years of experience. With the same experience, but without equal ability, he will eventually lose in the youth dinner.
In addition to the above factors, it also leads to another One question: luck and ability.
Application Market
Before this, let me talk about the application process in the industry.
Now many companies will be stuck in the resume and want to enter the industry game Many "newcomers" in planning will use experience, age or even education from any angle. It does not mean that these are not important. Game planning is not a professional background, and it is a generalist profession that needs to be brainstormed. The upper and lower limits are very large. It requires accumulation in all aspects, the accumulation of games, life and humanities. It does not question the advantages of young people to deal with 996, but please do not directly ignore the precipitation of time. Age is not a derailment with the times. Many excellent foreign planning companies change from different positions. Jobs, five years and eight years of work are a bonus for planning work. At least you will have a diversified view of the problem. As for academic qualifications, people who play games according to the experts generally have strong learning ability. If they are very enthusiastic about designing games, they can basically learn without a teacher and can get started soon. There is also industry experience. I have also given an example above. Many in-service planning skills are not as good as those of a potential newcomer. You can count successful games in China. Education and experience are at most the basis for final judgment. It takes multiple dimensions to judge whether it is appropriate, and the employment of people also needs to be diversified. This should be the point where the personnel department should work harder. It is a serious dereliction of duty if it is not a good person but a hardware screen. This does not refer specifically to HR. HR is actually more of an executor at the external level.
The development of the game has been 40 years since the 1980s, and the oldest group of players are close to 40-50 years old. , Hideo Kojima is almost 60 years old, but in the early days of China, due to the prevalence of piracy, the first generation of game producers in the exploration stage have been ruthlessly suppressed and abandoned by the times. Since the millennium online game era, the in-app purchase system has fundamentally got rid of piracy, allowing the domestic game industry to enter the era of golden development, which has only been twenty years. In the first half of the time, foreign game agents cut off a group of people, and in the second half, those who have made efforts to develop their own work, are frankly the only history of web games and mobile games, but there is no There is no history of consoles in the history of the PC game. Naturally, the second generation of game producers do not have enough qualifications to support this world. There is a lack of a palace-level game producer. I really don’t know if this is normal, so favoring graduates may be determined by the national conditions. For graduates, this is a blessing.
At the same time, I want to warn older people to change careers. A cruel reality that cannot be changed in the near future, whether in the game industry or the IT circle: older people like me who are not very good at education, the interview opportunities will be cut directly by 95%, which is also a common problem and microcosm of society, as well as the 35-year-old crisis and so on... Therefore, please enter the industry as soon as possible. But... That's right, but, if you have a strong obsession with games, please stick to your choice. The walls of prejudice are broken by capable people. As a pioneer, I look forward to witnessing the growth of this power.
In terms of work experience, inexperienced school recruitment is the best and most effective way. If you have a good academic qualification, 985221 fresh graduates are more likely to enter a good project team for a good company, then they will be half successful. There are also many game creative competitions incubation and support. Those who are in school can actively participate. If you really don’t catch up with the school recruitment, you can also try internal recommendations. If you want to go to the social recruitment, the difficulty will increase a lot unless you have a work. If you are not aware of the job, then 95% of the social recruitment industry needs to have industry work experience. In 21 years, most of the recruitment is 1 to 3 years of experience. In 22 years, half of the recruitment positions will take 3-5 years or more. Social recruitment has become a special job-changing session, so the road to game planning is very narrow. Today, the industry basically relies on fresh graduates to transport fresh blood. If you don’t have experience, you will either have awesome connections or keep your expected salary to the lowest level and enter a small company. This path is also relatively difficult.
If you are lucky enough to enter a company with potential and have a senior god willing to take you, then you are really lucky. You must be grateful. The accumulation of previous experience and the construction of later works. Whether it is the company platform or the team working together, they are all noble people in your career.
Luck
Luck is an uncontrollable part. For example, if you enter a hot project, even if it is a small execution, you will have project endorsement. Then your future game path will be easy, or you will have a certain expertise. For example, in the research and development stage of NetEase Harry Potter project, you need to recruit planning that is particularly familiar with the Harry Potter series, which will be lowered compared to other requirements. Having said that, the probability of explosion is a very rare one. More often, the project is half done and then various reasons are cut off, or after it is launched, various reasons quickly disappear into the market. In this year's 2022 industry environment, the market is harsh, small and medium-sized companies are sluggish in their labor, and jobs are already shrinking, and major companies are constantly laying off employees. The tricks that were originally given to new employees may have been replaced by a large manufacturer with three or six years of experience. For everyone in the industry, there is no worst luck, but even worse.
ability
This sounds a bit general. In summary, I personally think there are the following six points:
A. Learning ability (semi-impermeable)
Entered the game industry, and all starting from scratch requires a lot of learning. Different planning positions require continuous learning of relevant knowledge:
- fill in the form and be proficient in excel functions;
- writes documents to express concise and easy-to-understand, logical rigor and format specifications; l25
- value, understand and use combat formulas/economic cycle/growth curve/club points/VBA;
- level, corresponding to white model construction/level layout/balance;
- combat, strike sense/rhythm/strike feedback/skill design/look/state machine/behavior tree/monster AI;
- text Case, familiar with worldview construction/plot and dialogue, tool Twine/Yarn/ink;
- prototype diagram, tool Axure/Visio/SketchUp;
- UI class, Axure/ugui/fairygui;
- ground editing class, Tiled/World Creator;
- engine class, Egret/Unity/UE4&5/cocos2d/Laya/Shader rendering;
- management tools, svn/git/zendao/Perforce/Pipeline/wiki/feishu/TAPD;
- other Lua hot updates, resource extraction, SDK access, etc.,
Nearly every position requires different skills and knowledge levels, and the education that the recruitment company values also represents the level of this learning ability. If you want to learn, go to professional website forums and actively join major planning Q groups. There are a large number of learning materials in the shared files. Bilibili is also a good choice in terms of videos.
B. Game experience (explicit)
is the accumulation of games, the depth and breadth of familiarity with games, from a personal perspective, this should be more of an "education" in the game industry. Unfortunately, judging from my experience of submitting resumes and interviews, employers do not attach great importance to this. A lot of game experience will keep you from being cramped with the game type. It provides the most energy during the game planning process. There is a saying in : Good designers copy creativity, and great designers steal inspiration. At a certain stage of design, you will think of a certain game at the first time, refer to its advantages, follow its routines and improve it, so that you can go all the way. For example, a game that perfectly combines match three and puzzle solving "HTM4 Another Case Solved ". One of the core gameplay is to use the props and time accumulated in the early match three synthesis to search the room (the longer the time is, the easier it is to search the target and complete the task). In the SLG tower climbing gameplay or RPG level gameplay, it can be completely improved to synthesis the drop props stitched into the dungeon to obtain the final advantage in the treasure Exploration level (to increase strength more for killing monsters), and form a new gameplay.
In addition, after you join the work, this game experience is difficult to effectively accumulate. You know, in addition to busy work, a lot of learning and the experience of competing games, it is difficult to spend more time playing other games, so before entering the game industry, there is nothing wrong with playing more games. Many classic old games are references to classic cases, and you can learn from one example and learn from one example. There is a cliché question here: Are people who love playing games and have a lot of experience in gaming suitable for game planning? I can't give an accurate answer to this. After all, game planning is a generalist profession, but one thing that is certain is that excellent game planning must be someone who loves playing games and has a lot of gaming experience. You may also say that Hideto Miyazaki has never played much game. This type of player is a talented player. I will talk about this later. This type is still a very rare type and is atypical.
C. Design thinking (non-explicit)
"I have an idea..." I believe many people are very familiar with this sentence, right? An important indicator that distinguishes player thinking and planning thinking is analysis ability and problem-solving ability. So does your idea have a positive effect in guiding the entire game? For example, in the KVK national war system, two countries that are fighting in private and coordinated with each other will always be injured by accident. So why not set up an alliance diplomatic system? That is, after the alliance is established, both sides cannot be attacked. This is a great convenience for players, but for planning, what positive significance does this setting have? When we go back to the issue of accidental injury, if there is accidental injury, there will be emotions. Emotions will cause confrontation, confrontation will cause consumption, and consumption will cause profits. So do we still need to erase the profits? Stephen Chow In Peking University , there was a reply to students who were dissatisfied with the ending of " The Big Tale of the Westward Journey ": If everyone is in love, what else can I find?
In many interviewers, some questions are often asked: How would you design this system? How would you plan this event? To be honest, I don’t think this is a good question. Judging from my personal response, it will be boring and even poor. At most, you can see your analysis and solution skills from the questions, because good or bad is more of the experience of users and players. Remember that the director of the game director of GDC issue Ubisoft discussed interview game planning. Many great game designers are not good interviewers, while many poor game designers are very good at coping with interviews. Therefore, if you do a good job of , you can get more trial and error opportunities. There is no particularly effective interview experience here. I just want to explain the correct thinking as a game planner.
is often a design that is generally considered cool, and players will like it. I can't tell why, but I just know that it cannot be verified through formulas and cannot be copied through experience, that is, gameplay, that is, gameplay. The only reference point for design thinking is his work (project). This harsh condition makes it hidden very hidden. The best way to show this method is to solve the problem. If I were an interviewer, I would definitely recommend a game and let the interviewer write an experience report: what are the advantages and disadvantages of the core gameplay, why it attracts players, how to improve the shortcomings, why, etc. When it comes to the most common design plagiarism issue, some people may sneer, but for beginners of planning, plagiarism is the most direct and effective way to improve their level. As the saying goes, "Strategically despise skin replacement, and tactical emphasis on skin replacement." You can learn why others design this way from plagiarism. When it is difficult for you to absorb more nutrition in plagiarism, you should stop plagiarism, use your design thinking, and stand on the shoulders of the giant to create a broader height than it, rather than staying under its shadow. Only in this way can you create your own successful works.
D. Communication ability (explicit)
The level of dealing with people, accurately expressing information to others through language. I think doing sales before entering the industry game planning will greatly improve this ability. This should also be a basic skill necessary for promotion to the main strategy or producer. At least your team must learn about your intentions through communication, or convince those members who are not satisfied with your plan and respond negatively. This is even more so for the small planning that has just entered the industry. I have come into contact with some planning myself. There are some shy people, and it is undoubtedly difficult to carry out work like this, and it is difficult for leaders to see your work ability. At some levels, planning even requires fighting with program programs. Programs hope that the code is the same model, and game planning needs to break rules and innovate at certain stages, so planning is naturally the enemy of the program. It can be said that it is a true love and killing each other. Sometimes we can take care of the program's labor force to a certain extent, but we cannot just live by giving up strengthening the game experience in exchange for ease of work. Appropriate battle is necessary. Remember that the game is built around the player experience, and the core goal is to do a good job. The general direction is that we must discuss with the team members and carry out work in the right direction.
E. Foresight Tentacles (non-explicit)
's sensitivity to new things, that is, insight, quickly capture the market trends and dynamics. This can actually be accumulated through daily contact. Experience new games more and go to related websites such as gameres, gamelook, game grapes, Youyanshe, B station, GDC, gameasurta (Game Developer) and other aspects to browse the latest information, and be able to understand some industry ecology, game directions, market hotspots, etc. New game prospects can also expand your brain and gain some creativity. This is more like fitness exercises, and you must persist in maintaining a keen state of the game industry.Like the recently popular "Stray", the game library has been expanded by introducing the mind. The creation of the game library has expanded: from the perspective of ant-man, shuttled through the market, explored those hidden corners, playing dogs, rats, and a little more delicate, ants, geckos, and even cockroaches. The background can be ancient, modern or future. The experience of animals or insects can be used to explore the human world and nature affected by humans. There are too many extended subjects such as social conditions, environmental ecology, life forms, wars, natural scenery, etc., and the water warm duck prophet. Isn’t the central idea of protecting the environment, anti-war, and harmony between man and all things come out?
F. Comprehensive knowledge (non-explicit)
is a reserve of knowledge of various types. This is more like a hobby-driven ability. For example, if you are passionate about film and television, you will know the use of game camera techniques in a subtle way; if you love the two dimensions, you must chase the fans and be able to match the second time. Yuan cited classics; play the Three Kingdoms game, naturally understand the history of the Three Kingdoms and then extend to other history; those who play sailing games will definitely be turned over by you to memorize the geography; those who are addicted to science fiction will become fans of the Three-Body Body; those who like ball sports will pay attention to the charm of sports in-depth experience of the competition; those who love reading will be easier to conceive copywriting. When you do related games in turn, these knowledge reserves will undoubtedly make you twice the result with half the effort, so a wide range of hobbies is one of the potentials that is suitable for planning, and all the roads are connected to games.
review
and the above six abilities have a "non-explicit" attribute. What does it mean? It is the ability that others don’t know and cannot be examined. Only you know, the HR interviewer or even your main strategy is unknown.
In addition to the above abilities, there is another decisive factor here, which is very important. The ceiling of game planning ability, commonly known as talent.
I remember one of my main strategies interviewed me that they told me that they were like making product assembly lines. I highly disagree. Games are works of art, not products. I do not deny the commercial value of games. Art and business are not mutually exclusive. What I understand is that developing games must have the same craftsman spirit as making artworks, and only commercialization is used in promotion and operation. However, if the game only wants to make money blindly, it will only make the game freeze in the ranks of electronic drugs forever.
I think half of the talent for planning should be the temperament of an artist. The essence of art lies in expelling ugliness. It is like obsessive-compulsive disorder that makes the planning constantly perfect its game works. In addition to the gameplay itself, such as game music, plot, easter eggs, etc., it is also an experience pursuit.
In today's games, I can't find this feeling. Games are slowly passing through its wild development period in China and no longer simply stay on the needs of the game. As the ninth art, the aesthetic angle of the game will become higher and higher. Why is the game fun, its worldview, what it wants to express, and what positive role it has, whether it is for policy considerations or cultural output, these are the key directions that games need to consider in the future. For example, I have a bold dream to make the best Three Kingdoms SLG in China. In terms of gameplay, I think the current SLG is far from reaching the level I think. The world and even China's impression of Three Kingdoms games is still on the glorious KOEI of Japan, and even the most famous Three Kingdoms strategy version in China. The game character Facebook still quotes KOEI. In a certain aspect, it is indeed a trick, and it lacks the workload of Facebook creation. In terms of player familiarity, it caters to hot topics and makes the game more popular, but in terms of cultural output, it is actually a regression. What we need should be to create the Three Kingdoms games that belong to China in its original flavor, which is in line with the way of heaven. At least the characters of the Three Kingdoms are shaped and introduced by the Japanese. We have succeeded in film and television. The copyright of "Romance of the Three Kingdoms" became popular in Japan, but in terms of games, we are indeed very backward. I hope that future game planners who see this will understand what kind of game they want to make, what kind of sense of accomplishment they want to get, and finally realize their game dreams.
From the perspective of the game circle, a misunderstanding is reflected, that is, recruitment planning is more about science students. Although science is essential as the foundation of planning work, to carry forward the game, it is more about starting from multiple dimensions such as vision, hearing, feeling, humanities, psychology, and expression techniques. The planning work should be more suitable for art students.
Company and Project (PVE stage)
What is mentioned above is individuals. Now let’s talk about companies and projects. First of all, the difference is between large companies and small companies. The difference is quite big. For small companies, due to the shortage of manpower in the project, the scope of work may be in various aspects. "I work as a job and have multiple jobs" is like the company I just entered. , it all starts from execution planning to systematic planning, which also takes into account numerical, copywriting, and local editing. It is more flexible and has many contacts. If someone leads it, the basic knowledge you can learn is also wider. In this case, 996 may be a blessing, and you will grow fast when you are tired. Large companies have clearer division of labor, more fixed positions, stronger professionalism, and much better technical level than small companies. Small companies sometimes need a lot of cleverness to achieve the same effect. It is said that it is hard to cook without rice. Therefore, whether you enter a small company or a large company, it is a good choice for newcomers. In a nutshell, find a job first and then choose a job.
For projects, planning is relatively limited. For example, the boss only wants to change the skin, so the planning can only draw cats according to the tiger. Operation needs to increase krypton gold activities, so it has to dig holes. Art cannot achieve the expected results, so it has to come up with alternatives. The program cannot achieve it, so it has to change the expression method. Sometimes, in order to rush the construction period, some functions need to be given up. The situation of planning and programs turning the blame on each other is common. In this way, it is often the original design. The result of a good project is not satisfactory with expectations. Many online games are poorly performed, and players are scolding the planner at the first time. In fact, more of the underlying reasons are not in the planning. On the premise that the upper level only wants to make quick money (most...), many plans show the state of being flat, and the game projects become handing in homework to deal with it. I think this is also the main reason for the fall of many plans. Within the scope of our ability, controlling the quality, even making breakthroughs, simulating a better framework, and finding good practices is the growth we can truly achieve in the project.
In technology and project management (PM), large companies will have better advantages. For small companies, there are no such rules and regulations, and projects are promoted faster. Generally speaking, large and small companies are all about profits. In terms of numerical points, there is a deliberate nature of forcing krypton, because it will affect the player's experience. This matter must be divided into small R, large R and non-R according to users. It can be understood that it is necessary for companies to create profits, and art requires money to burn, otherwise subsequent games will be unsustainable. Zilu is convinced to be virtuous, Zigong gives up and stops good, and the same is true for games. As a planner, we must understand that krypton gold is to enhance the experience, and we cannot cater to krypton gold by weakening the experience. These two cannot be put before the horse. It is actually quite difficult to plan to freely increase the game balance and profits. When we succeed, we must remember that creating a better experience is the prerequisite for obtaining greater benefits.
Some small and medium-sized companies have their PM capabilities, especially in the R&D stage, a bug or function fallback is enough to make the entire project stagnate and rise to a higher level position. They must master certain PM capabilities, pay attention to and learn everywhere, enter the project team, and plan more cumulative project success details. This is an important ability to efficiently and forward-looking project.
So after experiencing the above layers of screening, it is almost predictable. If you just entered the game industry and can really enter the core content of game design, it is very good to have one of the twenty people. I have used a word here, game design, right, not game planning, this is a ability that needs to be improved to the main strategy or producer level to unlock.As I said before, design thinking, one of the abilities, can only be truly reflected and exerted at this stage.
Current status of the game industry (PVP stage)
After chatting with individuals and going to the company, then talking about the ecosystem. The current game industry is even more pursued and promoted by capital. On the one hand, it is the huge domestic market, and on the other hand, it is the geometric growth of players. The consumption capacity and user growth have entered a bottleneck, and the value-added does not increase. That is, under the pressure of inventory competition, the game can be said to be no longer simple, and the maximum rate of return is achieved. 648 krish gold has become the industry standard. Companies are often market-oriented, and they copy whatever games the market is popular. They pursue a safer and stable return on investment . The role of planning has been greatly reduced. On the other hand, because innovation has the risk of not being verified by the market, it is not easy for the development team to accept new ideas. From the perspective of planning, you need to be very responsible. Once innovation fails, all the blame will be borne by the planner alone, and your career may be over. This is not to recommend blind innovation, but to advocate making your own characteristics. To achieve this, the ability to integrate and implement projects for implementation is more important than innovation capabilities. From the perspective of the company, innovation is equivalent to putting all the treasures on the planning, which requires the ultimate individual ability and the risk coefficient is undoubtedly higher.
So most companies are nothing more than to make money in the world, and they also pursue copying games and changing skins. They would rather separate the cakes than make new cakes. Although the results of this practice are weak, they still cannot stop them from going forward and entering the circulation system to receive the big waves. The homogeneity of games has made everyone almost the same, a large number of bad money flooding the market, squeezing and driving out a small amount of good money, but we must also recognize the fact that a large number of game companies are successful, and thousands of troops walk on a single-plank bridge because the market does not have enough good money. This is the opportunity, but we don’t know that not taking risks is the biggest risk. I am not satisfied with the game in the domestic market and the players are not satisfied. This is the motivation.
From the powerful Tencent , it has the highest-end programs and artists, the best-in-class game producer, and the largest traffic channel platform. Why can't I create a popular and phenomenal good game? To put it bluntly, there are only two problems: one is the company system problem; the other key is "people". What system is
? Reference + powerful promotion + natural channels = success. Since copying and pasting can be successful, why do I still have to spend my manpower and material resources to innovate? This question has nothing to do with reputation, but only about success. However, this set of unsatisfactory porcelain jobs that have been tried in the past have reached a bottleneck period and are no longer good. Tencent never gave everyone the impression that it was an innovative company, and its advantages became disadvantages. In almost every move, players were like mother-in-law looking at their daughter-in-law, and they didn't like it no matter how they looked at it. The benefits of this system will naturally deteriorate. Recently, Tencent has also made great moves. Whether it is a drastic reform is expected to be carried out in the future, and it can only be left to time to test.
people, that is, talents, there is a benchmark reference - Jobs, computer - animation - music - mobile phone. Now Apple has entered the film and television and game industries. I am very confident that if Jobs does not die, the game industry he entered may usher in the finale. In the capital-driven environment, games are more of a tool for making money. The business department controls the company's voice, and the product department is manipulated. As a planner to create products, it is easy to lose the original intention of making games under utilitarian driving. Perhaps only people like Jobs who are not influenced by capital, drive innovation with art, and polish products with strict treatment can achieve great success. At least such people have not surfaced in China.As a bridge between art and commerce, game companies are still a few who show the excellence. As an emerging innovation center, Shanghai has almost become a hot spot and is the first choice for many capable and qualified talents. For example, Guangzhou where I am, it cannot be said that it is not bad. It is mainly legendary, web games and skin-changing projects, which are relatively conservative and outdated. I hope to catch up and create a better environment.
Thoughts
An interviewer asked me how I view domestic independent games. At that time, my answer was quite one-sided, saying that they could play games freely, but they were in a situation of fighting alone. In fact, they were the real dreamers in China who were playing games. In contrast, some capital began to sponsor these groups. , whether it is out of the intention of getting a share of the pie is unknown. In any case, it should be called a good deed. They really need financial support and encouragement from players. For example, many excellent domestic games are indeed from independent games or some startups with original intentions, such as " Taiwu Painting Scroll " and "Dyson Ball Plan". Although it draws on "Alien Factory", it is better than the best. In addition to the 3A formation, the most important thing about "Black Wukong" is that as the mythological core and magical culture of the four major Chinese classics, which makes us gamers look forward to it so much.
In this way, in addition to its technological advantages and channel advantages, large companies are actually not flawless. People are still the decisive factor. The core point of the game industry is innovation and quality, so it can make a big move. "Clash of Clans" was also made by a 6-person company back then, and no team can miss it. Smarter game giants will invest in companies that seem to have potential, for fear of missing any potential hit.
As for the version number issue that is most worried about in the game industry, it has seriously lengthened the harvest cycle of game companies. After the game is done, it cannot be launched online. Many project teams cannot survive until that time. This situation is undoubtedly even worse for the game industry. Therefore, if you are lucky enough to enter the game industry, you will find that many of the projects of companies are planning to go overseas. Then look at excellent foreign games. Finally, I found that many of them were developed by domestic unfamous companies. I really have to sigh at their twists and turns. Planners not only need to polish the game well, but also need to analyze and benchmark overseas tastes based on operational data, including 2D, European and American style, Crusoe, Dark Gothic, Pixel, Western style... I really admire the planners, who have been on the road to skill sets.
Thousands of mountains and rivers, a project is finally about to be developed, it looks very good, followed by the market preheating, a series of promotion and operations, it looks more like a newborn baby, and parents who need to work hard to pave the way for it, just like providing books and teaching, meticulously caring for it, and care about its safety and health, etc. Therefore, the success of a project is not only as simple as the time, place, and people. The wine is also afraid of the deep alley. It needs to couple too many necessary conditions... Game creativity & gameplay (planning), game quality (art, program, planning), development team (company), financial support (company), audience theme (market), market demand (market), promotion strength (influence), channel resources (dissemination), operation level (service power), this is a result that requires the joint efforts of multiple parties, and none of them is missing.
Cuju, entertainment that emerged in the Han Dynasty was banned because of the loss of ambition for playing games in the Ming Dynasty. Now it has developed into the world's number one movement. As an inventor, it is not among the powerful countries. It is extremely ashamed. Feeling that Confucius Schools are gradually declining due to the cold weather around the world, as well as the poisonous textbooks that have been rampant some time ago, the recent summer festivals and Xuanzang Temple incidents, our top Chinese culture is constantly weakening under this influence. As a window for cultural output, the development of Chinese comics is staggering, and film and television has rarely achieved success. With the only seedlings of games, we are trapped in the quagmire of self-rescue, and there is always an invisible force to suppress it.The foreign game industry is growing continuously, Poland, Finland, Turkey and other forces are emerging, and the world trends are obviously not behind others. We are indeed doing well in the performance of overseas markets. The industry is not short of high salaries, but most gamers do not have much happiness. The successful commercial games have attracted capital. They are made into multiple appearances, but none of them seems to be able to satisfy themselves. Is it because we think the game is too simple or the game makes us more complicated? I don't know. On the one hand, without the promotion and support of capital, it is difficult for games to break through. On the other hand, we must not only strengthen our correct concepts, but also produce valuable content and generate power in cultural confrontation. It is not only a communication carrier, but also an entrance and starting point to future technology. VR, simulation, and artificial intelligence. I can imagine that in the future, humans will achieve human-computer docking through gameplay. Games will never wither. We expect that the society will give the industry more support and understanding, capital will give projects more space and patience, and enterprises will give individuals deeper tolerance and trust. China's gaming industry will surely move forward.
Speaking of this, I have exceeded the scope. I regret that I did not make a good career plan, which has opened up the difficulty of hell, so that the development path of game planning is not smooth and hovering on the edge of the industry. This cost is too great. As a counterexample, I would like to give all dreamers who want to step into or are entering the game industry a reminder that some skills should be taken from children. In addition, thank you for the predecessors who have gained me and shared knowledge when it is difficult to move forward. It is a blessing for the virtuous cycle of the industry. Chinese games are far from reaching the ideals in my heart, Chinese games are far from reaching the level of affecting the world, and I want to influence it more, even a little bit.
I always fantasize about having a parallel universe. Go back to the past and remind myself to make a career plan as soon as possible, avoid detours, and follow the right path of game planning. If there are people from parallel universes among you, please tell me, okay?