Almighty Video Game Designer
416 Making a game of the year in three months
"Another one?" Qiao Hua laughed. Chen Mo, this game isn't like cabbages, you can't just pull them out like that. Actually, you don't need to be anxious at all. With your talent, it is only a matter of time before you reach [S] class. Why are you in such a hurry?"
"I understand," Chen Zhao said."Thank you, Minister Qiao."
After Qiao Hua's explanation, Chen Mo had a general idea.
The judges in this world were similar to the ones in Chen Mo's previous world. They would consider many factors when evaluating a game, and not just the number of players, profit, or popularity.
For example, in Chen Mo's previous life, PlayerUnknown's Battleground didn't win game of the year despite its popularity, but lost to Legend of Zelda: Breath of the wilderness.
When evaluating a game, many review boards would consider the 'artistic' aspect. This consideration was multi-faceted.
For example, the structure of the entire world setting.
For example, whether the plot and the related characters were designed with a unique style.
For example, the level design in the game, and whether the puzzle-solving content was complicated and interesting enough.
For example, whether the game was innovative and popular with players.
Such things would all be included in the scope of consideration of the judges.
Even though games like League of Legends, outlast, and Minecraft could be said to be the best of their genre, the biggest problem was that in the eyes of the judges, they were only outstanding in certain types of games. They could win best PC game, best horror game, best puzzle game, or best innovative game, but it was usually very difficult to get a major award like game of the year.
Because these games were not comprehensive enough, they were at a disadvantage in terms of the world's background, story, level design, and so on.
In the eyes of the more traditional and conservative judges, no matter how many people played the game and how popular it was, if it wasn't artistic enough, they wouldn't give it to the game of the year.
Chen Zhao was thinking.
There were many restrictions on which game to choose.
There were two major restrictions. One was time, and the other was experience.
It was already November, and this year's annual Gaming Awards ceremony was at the beginning of February, so there were still three months left.
Chen Mo had to make a VR game before the award ceremony and win game of the year in order to get the S-grade videogame designer title.
Otherwise, if they missed this year's annual Gaming Awards ceremony, they would have to wait until next year for the next best game of the year. Wait for another twelve months? Chen Zhao could not wait.
Then, what about making a VR game in three months?
It sounded a bit ridiculous, but it wasn't completely impossible. After all, Chen Mo had completed outlast in three months.
VR games were different from VR games. Outlast's entire game process only took slightly more than an hour. As long as the script was set and the art resources were in place, it was done very quickly.
However, it also depended on what game he was playing.
Outlast was a small production, after all. If they wanted to make an open world? There was definitely not enough time.
It would take a long time to construct the entire world and the massive art resources. It would take at least a year and a half to migrate the Super-large series of games from his previous life to VR.
Moreover, Chen Mo didn't have any experience in making a large open world. So far, Chen Mo's games looked like they were unconventional, which could be summarized as: Under the condition that the quality was guaranteed, it was both fast and economical.
Moreover, Chen Mo didn't plan on spending so much effort to move those mega-sized games. After all, his only goal this time was to win the award and become an S-grade video game designer, so the less he spent, the better.
This meant that Chen Mo needed a game like this.
Suitable for VR.
It would be better to save as much resources as possible, and it would be best to complete it within three months.
It had to meet the judges 'taste, be artistic, and have the hope of being' game of the year '.
Moreover, during the selection process, the game's "characteristics" were more important than the actual "quality." It was a special game genre that had never appeared before, and it had a higher chance of winning the judges 'favor.
In the eyes of the designers of this world, these conditions should be completely impossible to achieve.
Three months to complete a game of the year? No matter how he thought about it, it was nonsense.
However, Chen Mo happened to have a game like that.
Overwatch, a product of Blizzard.
Chen Mo was a little surprised when he thought of the game, but after some consideration, it seemed to be the best choice at the moment.
Of course, in Chen Mo's previous life, there was a lot of controversy surrounding the game, the biggest of which was its lifespan.
If it was compared to the long-lived LOL, DOTA, and CSGO, Overwatch was not as good as the three competitive games in terms of player retention. It was also far behind in terms of reputation, popularity, and competitiveness.
Of course, there were more complicated factors in this, so he didn't talk about it for now.
However, if they were to compete to see who had won more awards?
In Chen Mo's previous life, in 2016, Overwatch won game of the year in all three games: TGA, women, GDC, and IGN. It swept away most of the most prestigious awards in the video game industry, and made Blizzard the biggest winner of 2016.
Moreover, the fact that the Overwatch defeated mysterious Sea 4 had caused a heated argument between console players and Blizzard fans. Normally, games of the year would not be given to competitive games, so many players thought that mysterious Sea 4 had already been decided as the best of the year.
There were even players who said that so many successful competitive games had never won this award, so how could Overwatch win it? Could it be that Blizzard stuffed him with money?
If it had only won one or two awards, it would have been a little controversial. But if it had won almost all of the annual game Awards, it could only mean one thing: Overwatch had indeed gained the favor of a large group of judges, which was why they had given game of the year to a competitive game.
In fact, this was not difficult to understand.
Even though Overwatch wasn't a competitive game, its advantages were in character design, playstyle innovation, story background, and cultural implications. The judges placed great importance on these aspects.
Furthermore, to Chen Mo, Overwatch had an obvious advantage, and that was that it was easy to make.
The first version of Overwatch only required a few battle maps and a dozen heroes, unlike other Triple-A games, which required a few hours of planning or a large open world.
To make a game that could compete for 'game of the year' in three months?
Overwatch was Chen Mo's best choice at the moment.
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