Almighty Game Designer

Chapter 960: Simply explain a few questions

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Maybe some readers will be tricked into thinking that this is the fourth update, 2333.

However, there are still a lot of dry things written this time, and there is no need to spend money to subscribe. You can take it as a Zhihu answer and learn a little superficial knowledge.

I actually don't like to argue with others about some details, games are the same, and so are novels. For example, at the beginning of this book, many people said that this was unreasonable, and there was unreasonable, and when the original game came out, many people would say that this is not right and that is not good.

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

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

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

So if you want to start a business, enter the game industry, write a book, or start a micro-business, write a public account...

The following content should give you a little inspiration.

First of all, everyone must understand that there is no perfect product in the world.

In other words, if you want to pick a thorn in anything, you can definitely pick it out.

Or take the mobile phone industry that everyone is very familiar with as an example. Can you find a perfect mobile phone

Even Apple, which seems to be perfect in all aspects, has a fatal flaw that is... expensive.

You have to say, Xiaomi can't get the goods! Huawei's low cost performance! Samsung will blow itself up! Apple's price-performance ratio is scumbag! Yes, you're right, but that doesn't take away from the fact that you're an asshole.

Because there is no perfect thing in the world, you can't make a mobile phone that is cheap and easy to use, and crushes other products in all aspects.

You don't have a black technology system, do you

This is true for mobile phones, games, novels, and almost all products you see.

So, if I want to make a mobile phone/a game/a novel, what should I do

Since there is no perfect product in the world, is there no need for me to do it? Not perfect anyway

Of course not.

Materially speaking, making something is to sell it to make money; spiritually speaking, it is to satisfy the needs of some people.

As long as what you make is needed by the society and it can bring you benefits, then it is meaningful and valuable.

As for its downsides...it sure has, and probably quite a few.

This is not an excuse for "the product is flawed", but that you, as a producer, need to understand that you are not a god, and within limited resources, you have to make choices.

Why don't I like to discuss this issue too much, because the vast majority of people who criticize, whether it is for games or novels, have the mentality of "consumers" rather than "producers".

If they can't think about the problem from the perspective of a producer, then if I try to explain it, it's a waste of time talking to a duck.

What does that mean

As a consumer, you can complain that Xiaomi can’t get it, Android sb, and Apple is expensive and pretentious, but as a producer, if you say that, then you may be... Gongsun Taijun

If you are a producer, then you have to understand that all the shortcomings you spray have their reasons, and in many cases, it is even a deliberate trade-off.

Why is Xiaobaiwen so popular

For many authors, it’s not that they can’t write old white essays. They also know that writing small white essays will get a low star and be scolded by old white readers. However, small white essays sell well.

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

Therefore, it is meaningless to criticize and spray a producer from the perspective of a consumer.

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

If you understand the difference between "consumer" and "producer" above, then continue reading.

Consumers ask questions and producers solve them.

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

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

That is your target user.

If I do civilization, then I can design the time of a game to be ten hours.

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

Look, the target users are different, so what you have to do is completely different.

Many people like to talk about some specific parameters away from the target users. The mistake is that it defaults that this product is aimed at the most ordinary people.

The same argument can be used for many successful games.

Moba has more than 100 heroes? How expensive is this learning, who plays

How many hours does it take for civilization to start a game? What about trouble

Black Soul is completely being abused, how can there be so many shaking m

See, what goes wrong with this argument is not knowing who the target audience is, and wishful thinking that these games are meant to satisfy everyone.

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

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

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

If you have to compare Rainbow Six with Chicken Eater, it is indeed inferior in terms of numbers, but it does not prevent these two games from being good games.

If Rainbow Six satisfies its target audience perfectly, that's considered a success.

I never said that "Jianghu" is going to be as popular as "League of Legends" or "Chicken Eater", it only needs to be popular among a certain group of players.

That said, it's a well-regarded genre that isn't meant to please everyone.

In fact, innovation means that you must be different from existing successful games.

If the game of "Jianghu" lasts 2 hours, some people will say that the time is too long and three times longer than "PUBG Mobile", who will play it

If the game of "Jianghu" lasts for half an hour, some people will say that in half an hour, you can't show many martial arts things.

If "Jianghu" removes the martial arts connotation, some people will say, isn't this "PUBG Mobile" with a different skin, who wants to play this if you have chicken? Bad gameplay.

Look, who wouldn't pick a fault

First choose a successful game as a yardstick. If you do something different from it, then you won’t succeed;

I am not arguing about who is right and who is wrong, but that this kind of discussion is meaningless in itself, and it is just a waste of life.

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

When do players pay for a game

When the game has a flash point that attracts him.

In other words, the shortcomings of the game are not important, it is just that those who are not the target users are excluded, maybe even if you do not have this shortcoming, they will not buy it.

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

This is true for novels, self-media and even micro-businesses.

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

You go and learn more about the structure of me eating tomatoes, learn the jokes of elbows, learn the reversal of Xiaolong, and learn the diligence of the three young masters.

Then even if you are not talented, you can still write better.

You have to say, Tomato and San Shao are too white and stupid, the elbow writing is not pretentious enough, and those urban gods lack logic...

Then according to your vigor of picking pricks, you can only be a prick for the rest of your life.

Anyone can find fault.

The question is, can you make a bright spot when there are many flaws

In the process of making a game, you are faced with choices every moment.

To give a simple example, why does "Onmyoji" need a liver

You have two options.

If you don't like it, the word of mouth of the game will increase and the players will feel relaxed, but the viscosity of the game will decrease and the lifespan will be shortened.

Liver, the word-of-mouth of the game has declined, players are tired, and casual players are discouraged, but the viscosity of the game has increased, life expectancy has been extended, and income has increased.

There is no best-of-both-worlds choice, whichever you choose has its own advantages and problems.

So how should you choose at this time

It's simple, think about who your target audience is.

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

But if this game is made for office workers, it must not be liver, because they don't have time, you have to give them some designs that save money and time.

At this time, if you don't understand these things, just jump out and say, who would play such a crazy game

Sorry, there are really many people playing, and you can't represent anyone.

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

It doesn't make sense to get stuck on one point.

Because you are a blind man touching an elephant, you have no idea what an elephant looks like, if you touch a long trunk and say that an elephant looks like a snake, you will only make a joke.

This is 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 a "producer", but only from the perspective of a "consumer".

Of course, I am a full-time author now, not a designer who leads the industry trend. I am definitely not authoritative enough to say whether a certain game will be popular.

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

In the game industry, it is normal to have different opinions on the same game, just like I am not optimistic about OW, but some people in the game industry like it very much.

This is normal, because everyone has different tastes and sees things from different angles.

But, why do I look cold and lazy to explain, because most of the people who ask questions have not even gotten started, and haven't even figured out the most basic laws, and they criticize this and that based entirely on their own preferences. I can't be bothered to explain this.

Are you saying that I have solved this advanced math problem wrong, and I have to explain junior high school math knowledge to you from the beginning in order to let you understand

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

If I find that this thing does have flaws that cannot be justified, then I can directly change the settings later, right

But if you have this kind of vision, you should be the same as me, look at the advantages of things first, instead of proudly picking on the thorns.

Back to the game "Jianghu".

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

Does it have a bright spot

Is there any irreplaceability

Does it meet the needs of a specific player group

Are its flaws fatal

Any game that answers "yes" to the first three questions and "no" to the last is considered a success.