My game, you have no right to award
Chapter 2 I Want to Be 3A!
Chapter 2 I Want to Be 3A! (Please Read)
The original definition of 3A games is: A lot of money, A lot of resources, A lot of time.
That means spending a lot of money, a lot of resources, and a lot of time.
However, this only represents the large scale of the game production, not the quality of the game. Therefore, after Black Monkey came out, the definition of 3A games in China was changed to: high cost, high volume, and high quality.
Only by making 3A can we achieve mission goal 2 without any risk. After all, this parallel blue planet is still in the dark ages of China's game industry. Even the two-dimensional mobile games that require krypton gold to draw cards are just getting started and are far from the state before Black Monkey released the trailer.
At that time, although China's game industry had not yet produced any well-known 3A games, through OEM for top foreign studios or because of the rapid expansion of pay-to-win two-dimensional games, the domestic game industrialization level had already been raised to a fairly high level. It only lacked someone who was willing to take the lead to open the door to 3A games.
Although it sounds more difficult to make a 3A game in this environment, as the saying goes, opportunities and risks coexist, and greater risks mean greater returns. If it can be launched at this time, I am afraid that the popularity will be no less than that of Black Monkey.
Now that we have decided to make a 3A game, the next step is to decide on the game type and subject matter.
Zhou Kuang's company has only about 40 employees, and their level is currently unknown. However, judging from the fact that they have only launched one successful mobile game, their level is probably not that high.
In addition, these 40 people are configured for mobile games, so whether they are fully compatible with the transition to 3A games still needs a big question mark.
At this moment, the type of game that Zhou Kuang thought of was a soul-like game.
Souls-like games, also known as soul-like games, are a type of game developed from "Demon's Souls" and "Dark Souls". The biggest feature is the extremely high difficulty of the game and the cruel death penalty.
It took less than a decade for this type of game to go from a niche to mainstream, and in Black Monkey's era, Souls-like games were everywhere, reaching the point of being rampant.
In fact, the simplest and most direct explanation is just two words.
cost.
For industry insiders, the cost of Souls-like games is generally recognized to be low. This is a huge advantage for small and medium-sized studios in development, as it can reduce a lot of risks.
At its root, From Software, the creator of the Souls series, focused early on creating game types that were risk-reducing but innovative.
The Souls series' signature fragmented narrative often leaves viewers feeling lost, but this is actually quite cost-effective. Writing a well-written, coherent script requires a highly skilled screenwriter, but crafting a single story segment might be the job of an average writer.
When it comes to scripts, there are a thousand Hamlets in the eyes of a thousand people. Some like it and some don’t. If you try to please both, you will often only produce a boring story.
But fragmented narrative is different, because the story is inherently fragmented and vague. No matter how the player judges and imagines, they will interpret it as the one they are most willing to believe, and they are naturally advantageous.
Of course, the premise is still that the quality of the story itself cannot be too low.
In terms of action mechanics, compared to other action games, the action system of Souls-like games is quite simple. It is basically attacking, dodging, and blocking. There are not so many fancy mechanisms, so the cost of making it is naturally low.
In terms of maps, a lot of costs can also be saved. Due to repeated deaths caused by the high difficulty, the small map will not be easily perceived like other games, not to mention the ability to reuse map scenes.
Many Souls-like games have been criticized for having too repetitive maps, even those made by From Software.
All in all, for Zhou Kuang's company, it is still possible for a team of forty people to make a short and powerful Souls-like 3A game.
Now that he had made up his mind, Zhou Kuang turned on his computer and started searching, but he didn't find any trace of the Soul-like game.
At first he thought it was because he was not familiar with the names of the games in this world, so he simply searched for recommendations for high-difficulty single-player games, and then checked the games recommended by these netizens one by one, but there was still no trace of Souls-like games.
Zhou Kuang was stunned for a moment, then a smile appeared on the corner of his mouth. In this parallel world, the soul-like game has not appeared yet!
Then he won't be polite.
"Ding!"
"Detected that the host has completed the hidden achievement: A newborn calf is not afraid of a tiger!"
"Conditions for achievement: The first game is to be a AAA game!" "Achievement gift packs are being distributed!"
"Distribution successful!"
The panel in Zhou Kuang's mind appeared again, but this time it turned into a huge lottery turntable.
Countless prizes passed by the pointer and finally stopped on a strange monster in the style of ink painting. The creature had three eyes, four legs and six arms, like a mythical creature.
"Congratulations to the host for obtaining the S-level art talent recruitment ticket!"
"Automatically used for you!"
"Item Effect: Automatically recruit an S-level artist to your company!"
Zhou Kuang's face instantly lit up with joy. Although he didn't know how the specific system recruited people, as long as one was making games, everyone knew the importance of top talents!
An S-level art talent can instantly make the style of an ordinary game become its most outstanding advantage.
What's even more coincidental is that he remembered that the head of their company's art team had jumped ship to one of the two major domestic game manufacturers not long ago, and their art work is currently being temporarily managed by a senior original artist.
The pressure that Zhou Kuang had been accumulating in his heart also eased. With such talents, at least his company would not go bankrupt.
The next step is to convey my ideas to the entire company and let them concentrate on making this 4A stand-alone game based on Unreal Engine 3.
……
……
……
After lunch, Su Jing found him again.
"Mr. Zhou, the front desk said someone wants to see you."
When Zhou Kuang heard this, his heartstrings were instantly moved.
"Did he say what he wanted to see me for?"
"No, he just said he wanted to meet the CEO of Meggame." Su Jing said, "Mr. Zhou, do you want me to reject him?"
"It's okay, it's okay, bring him here!"
Zhou Kuang quickly stopped Su Jing. If it was really as he thought, wouldn’t rejection be pushing away talented people?
"Okay, Mr. Zhou, I'll go right away."
The other party turned and left, and Zhou Kuang cleared his throat, stood up and stretched himself, smoothed the corners of his clothes, and then sat down in the boss chair, crossed his hands, resting them on his chin, with a deep expression on his face.
There's no way, he has never been a boss.
After a while, there was a knock on the door.
"Boom boom boom!"
"Mr. Zhou, I've brought the person here."
"Please come in."
Zhou Kuang sat up straight.
The new book has been signed, please read it! orz
(End of this chapter)
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