Losing Money to Be a Tycoon
988 Re-industrialized Film and Game!
Teacher Qiao's opening statement stunned Pei Qian.
Old Qiao, I didn't give you any money.
Do you have to go against your conscience to praise me?
Look at what you're saying in the video. Is that human language?
No King Rules Forever? That was why the respected games manufacturers overseas would also fall off their pedestal, and Tengda Games would lead domestically-produced games to the top and replace them?
What the f*ck…?
Pei Qian did not know what to say.
'Mission and Choice' was just a game. What was the point of forcing it?
Pei Qian felt like his lifeforce could not take the weight.
However, on further thought, Qiao Liang had gone overboard with his bragging. Objectively speaking, he should have been despised right?
While 'Mission and Choice' spent a lot of money, Pei Qian still felt that it was not enough to make the game 'god-like' after all. What's more, many players had reverse psychology. The more they bragged, the more they would feel disgusted.
Thus… Teacher Qiao's video might backfire?
He continued reading.
…
"Some viewers might say, 'Aiya, Old Qiao, you're exaggerating too much! This might be a good game, but it's just too good in quality with an okay plot. It's not appropriate to give so much historical meaning to it.'"
"I can only say that if you think that way, you're thinking about it too simply!"
"Perhaps many years later, when we look back on the history of domestically-produced standalone games, we will realize: When did we have the first 'sincere work' that looks good? When did we start to have many small but beautiful independent games? When did we have a huge system that is comparable to foreign 3A games? When did our classic domestically-produced games gather together and have more and more memorable good games…"
"Actually, these are all extremely critical nodes to the development of domestic games. They are all huge changes in fate."
"Just like many years ago, when the original work of Mission and Choice was released, no one believed that this game would start the dark era of domestically-produced games that would last for years.
"Just like many years later, when the remake of Mission and Choice is released, no one would believe that it means the golden age of domestically-produced games."
"At these critical junctures, we stand at the crossroads of fate, seeing the wind, clouds, and rivers. We see the choices made by fate, but they are rather dull and ordinary in our memories."
"At that time, we thought that this was just an ordinary day.
"However, from this day onwards, the entire world might have quietly changed."
"Actually, before Mission and Choice, we had a few outstanding games like Repent and be Saved and Struggle.
"However, in my opinion, all the previous games could not be compared to 'Mission and Choice' in the historical meaning of domestically-produced standalone games."
"That's because 'Mission and Choice' has surpassed history in three aspects!"
"First of all, this game was originally called the 'shame of the domestic games industry'. However, the remake completely washed away the shame and turned it back into the light of domestically-produced games."
"It's like an army that had once attacked a certain place but returned in defeat. The only way to wash away the humiliation is to regroup and attack this place again many years later. Then, they would plant their own flag at the place where they had been defeated!"
"This is exactly what I said before. 'Mission and Choice' is a remake of the previous 'shame of the domestic game'. It has a strong symbolic meaning!"
"Secondly, 'Mission and Choice' is a heavy industry game that has a high completion rate. It opens up a new possibility for domestically-produced games!"
"In the field of artistic creation, the word 'industry' might seem a little strange. In fact, industry means professional division of labor. There are 'heavy industry movies' in movies, and there are also 'heavy industry games' in games."
"The so-called 'heavy industry movies' and 'heavy industry games', in layman's terms, are 'Hollywood blockbusters' and '3A blockbusters'. Their characteristics are that they are highly professional, streamlined, have high production costs, and are targeted at the global market. They are products of high success in the entertainment industry!"
"This is a necessary path for domestically-produced movies and domestically-produced games.
…
At that point, Pei Qian felt light-headed.
He knew these words, but he had no idea what they meant when they were connected…
Heavy industry movie?
Heavy Industry games?
That's not right. I only arranged for more funds for this project when it was being developed. I haven't changed its development method.
Previously, Repent and be Saved and Struggle were doing well. Why was it that only Mission and Choice had a new possibility?
Pei Qian scratched his head in confusion.
However, he also wanted to know what tricks Qiao Liang could come up with. Thus, he continued watching.
…
"Why is' heavy industrialization' so important?"
"That's because this is relative to 'small-scale production'."
"The so-called 'small-scale production' means that the creation of artistic works does not have a system and development. Whether it is a movie or a game, its success or failure depends on the ability of the director and producer. This means that the creation of artistic works is extremely risky."
"If you make the right bet, everyone will be happy; if you make the wrong bet, you will lose everything."
"In other words, this' small-scale factory production 'is extremely uncertain."
"There are many 3A games overseas that are 'annual product' games. They can produce 3A games steadily under the same series of works. What's more, the quality can basically be guaranteed. With a fixed group of players, the risks that developers take would be greatly reduced."
"On the other hand, domestic standalone game producers do not have any similar 'annual product' games. They often rely on inspiration and ideas to take on extremely high risks."
"This heavy industrialization production model is to standardize the processes of various fields and nurture talents of various specializations. That way, the level of artistic works would not fluctuate too much according to the designer's' ideas'. It would remain at a higher level."
"That way, the development of the entire industry would be healthy, orderly, and stable."
"Most of Tengda's previous works might look amazing, but they are all products of 'small workshops'. They might look bright and beautiful, but in fact, these games are highly dependent on Boss Pei's endless imagination!"
"Be it Repent and be Saved or Struggle, while we are amazed by these games, don't forget that these classic games are extremely difficult to recreate. Other games companies would not be able to learn from them."
"However, 'Mission and Choice' is different from other games. This game is not unconventional, but stable. As long as Boss Pei is willing, he can produce a second or third series in the future and continue the plot. As long as the quality is high, many players will still pay for it."
"In fact, this worldview can be expanded further. It would not be a problem to create a FPS game in the annual product series."
"This means that Boss Pei was already trying his best to eliminate the dependence of the game on his own inspiration when designing Mission and Choice. He was trying to get closer to the industrialization production model!"
"Lastly, the innovation of the game 'Mission and Choice'.
"We might be trying to recreate the creative model of industrialization but Boss Pei is still innovating in many ways."
"For example, there are many problems with instant strategy games in today's perspective as a relatively ancient game model: the requirements for operations are too high, and most people find it difficult to play; the competitive nature of the game leads to the lack of fun… All of these severely constrain the development of the immediate strategy type of game."
"Even the manufacturers who made Starcraft and Fantasy Battle did not have a good solution when faced with this problem. Continuing the tradition could satisfy the core players' demands but it was obvious that even in the hearts of these designers, they did not think that the game would become popular after it was remodeled. Therefore, they did not invest much at all. Instead, they used a perfunctory, deceiving, and leek cutting method."
"'Mission and Choice' is a question of how RTS games should be designed in the current context.
"Reduce the difficulty of the game so that ordinary players can play it easily."
"Weakening operations, increasing tactical playstyles, allowing players to use their brains more than their hands, and not lose interest;"
"Use the best art style and exquisite plot to create a real world for all players. Use the plot to drive the players' emotions. Let players resonate with the protagonist when they experience the game. Create a strong sense of immersion."
"Endless Mode, PvP Mode, Editor. These content enriches the gameplay and extends the game's lifespan;"
"The application of the latest artificial intelligence technology has opened a new door for RTS games!"
"Of course, many viewers might not have played these contents yet, or they might not be interested in the game's endless mode and game editor. However, no matter what, these have greatly increased the upper limit of this game, greatly increasing its playability!"
"Therefore, 'Mission and Choice' is definitely not just 'spending more money'. More importantly, it can be said to be the first game in the country to be produced by 'heavy industrialization'. It set a good example for all domestic game manufacturers!"
"The example of Mission and Choice has proven that our country's game industry is still far behind that of other countries, but at least we are on the right path!"
"I hope that in the near future, more and more producers in our film and game industries will embark on the path of 'heavy industrialization'. At that time, our cultural industry will truly stand at the peak!"
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