Qing Shan Qu Zui
Chapter 989 Re-Industrializing Movies and Games!
Old Qiao, I didn't even bribe you, did I?
Why are you praising me so shamelessly?
Look at what you're saying in this video, is that even human language?
"No dynasty lasts forever?" So those foreign game giants who are respected will also fall from grace, and Tenda Games will lead domestic games to the altar and replace them?
This is too much...
Pei Qian simply didn't know what to say.
"Mission and Choice" is just a game, is it okay to forcibly give it so much meaning?
Pei Qian felt a weight that life couldn't bear.
But then he thought about it, Qiao Liang's excessive praise should objectively achieve a kind of killing-with-praise effect, right?
After all, although "Mission and Choice" cost a lot of money, Pei Qian felt that it was still a bit short of being "god-tier", and many players have a rebellious mentality, the more you praise it, the easier it is to cause their resentment.
So... Qiao Laoshi's video, maybe it will backfire?
Pei Qian continued to watch.
...
"Some viewers may say, hey, Old Qiao, you're exaggerating too much! Although this is a good game, it's just that the quality is excellent and the plot is good, it's not appropriate to forcibly give it so much historical significance."
"I can only say that if you think so, you're thinking about this thing too simply!"
"Maybe many years later, when we look back at the entire development history of domestic single-player games, we will realize: when did we have the first 'sincere work' that looks pretty good; when did we start to have many small and beautiful independent games; when did we have a masterpiece that can be compared with foreign AAA games; when did we have more and more impressive good games in our collection of domestic classic games..."
"In fact, for the entire development of domestic games, these are all extremely critical nodes, all huge changes in fate."
"Just like many years ago, when the original version of 'Mission and Choice' was released, no one would have believed that this game would open a dark age of domestic games that lasted for several years."
"Just as many years later, when the remake of 'Mission and Choice' is released, no one will believe that it means the arrival of the bright age of domestic games."
"At these key nodes, we stand at the crossroads of fate, seeing the wind and clouds, we see the choices made by fate, but in our memory it is quite dull and ordinary."
"At that time, we still thought it was just an ordinary day."
"But in fact, from this day on, maybe the whole world has quietly changed."
"In fact, before 'Mission and Choice', we already had several very good games, such as 'Turn Back is the Shore', such as 'Struggle'."
"But in my opinion, all previous games cannot be compared with 'Mission and Choice' in terms of the historical significance of domestic single-player games."
"Because 'Mission and Choice' truly achieved a transcendence of history in three aspects!"
"First of all, this game was originally called 'the shame of domestic games', but the remake completely washed away this shame, and made it a light of domestic games again."
"It's like a certain army that once attacked a certain place but was defeated and returned home in disgrace. The only way to wash away the shame is to regroup many years later, attack here again, and plant their flag at the place where they were once defeated!"
"This is exactly what I said before, 'Mission and Choice', as the remake of the 'shame of domestic games', has a very strong symbolic meaning!"
"Secondly, 'Mission and Choice' is a highly complete heavy industry game, it has opened up a new possibility for domestic games!"
"In the field of artistic creation, it may seem a bit strange to mention the word 'industry'. 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', to put it more simply, are 'Hollywood blockbusters' and 'AAA games'. Their characteristics are highly professionalized production, streamlined processes, high production costs, and they are aimed at the global market. They are the products of highly developed cultural and entertainment industries!"
"And this is precisely an inevitable path for domestic movies and domestic games."
...
Seeing this, Pei Qian was a little dizzy.
He knew all these words, but when they were put together, he didn't understand what they meant at all...
Heavy industry movies?
Heavy industry games?
That's not right, this project just arranged more funds during development, but how to develop it is still how to develop it, right? I didn't change anything, did I?
The previous "Turn Back is the Shore" and "Struggle" were all fine, how come only "Mission and Choice" has "opened up a new possibility"?
Pei Qian scratched his head, he simply couldn't understand.
But he also really wanted to know what tricks Qiao Liang could come up with, so he continued to read.
...
"Why is 'heavy industrialization' so important?"
"Because this is relative to 'small workshop production'."
"The so-called 'small workshop production' means that the creation of literary and artistic works does not have a systematic system and development. Whether it is a movie or a game, its success or failure depends largely on the ability of the director and producer, which means that the creation of literary and artistic works has a very high risk."
"If you bet right, everyone is happy; if you bet wrong, you lose everything."
"That is to say, this kind of 'small workshop production' has great uncertainty."
"Many AAA games abroad are 'annual' games, which can stably produce AAA games under the same series of works, and the quality can basically be guaranteed. They have a fixed player base, and the risk borne by the developers is also greatly reduced."
"On the other hand, domestic single-player game manufacturers do not have any similar 'annual' games. They often rely on inspiration and ideas, and bear extremely high risks."
"This heavy industrial production model is to standardize the processes in various fields, cultivate talents in various professions, so that the level of literary and artistic works can not fluctuate too much with the designer's 'ideas', and always maintain at a relatively high level."
"In this way, the development of the entire industry will be healthy, orderly, and stable."
"Most of Tenda's previous works, although they look incredibly amazing, they are all products of 'small workshop production'. Although they look bright and beautiful, in fact, all these games are highly dependent on President Pei's endless whims!"
"Whether it is 'Turn Back is the Shore' or 'Struggle', while we marvel at these games, we must not forget that these classic games are extremely difficult to reproduce, and it is basically impossible for other game companies to learn from them."
"But 'Mission and Choice' is different from other games. This game does not take a risky path, but is very stable. As long as President Pei is willing, he can release the second and third parts in the future, and continue the plot, as long as the quality is excellent, there will still be many players who will buy it."
"Even this world view can be further expanded to create an annual series of FPS games without any problem."
"This shows that when designing 'Mission and Choice', President Pei has been trying to eliminate the game's dependence on his inspiration, and is working hard to move closer to the heavy industrial production model!"
"Finally, there are the innovative aspects of 'Mission and Choice'."
"Although trying a heavy industrial creative mode, President Pei has made innovations in many aspects."
"For example, as a relatively old game mode, real-time strategy games have many problems from today's perspective: the operational requirements are too high, and most people find it difficult to get started; the game's competitiveness is too strong, resulting in insufficient fun... These seriously restrict the development of the real-time strategy game genre."
"Even the manufacturers that once made 'Star Sea' and 'Fantasy War' did not have a good solution when faced with this problem. Although continuing the tradition can satisfy the demands of core players, it is clear that even in the minds of these designers, they do not think that the remade game will be a big hit, so they did not invest too much budget at all, but adopted a perfunctory, fooling, and harvesting method."
"And 'Mission and Choice' explores how RTS games should be designed in the current context."
"Reduce the difficulty of the game so that ordinary players can easily get started;"
"Weaken the operation, increase the tactical gameplay, so that players use their brains more than their hands, so as not to lose the fun;"
"Use excellent art style and excellent plot to create a real world for all players, use the plot to drive players' emotions, so that players resonate with the protagonist when experiencing the game, creating a strong sense of immersion;"
"Endless mode, battle mode, editor, these contents enrich the game play and extend the game life;"
"In particular, the application of the latest artificial intelligence technology has opened a new door for RTS games!"
"Of course, many viewers may not have played these contents yet, or are not interested in the game's endless mode and editor. But no matter what, these have greatly raised the upper limit of this game and greatly enhanced its playability!"
"Therefore, 'Mission and Choice' is not just about 'spending a lot of money', more importantly, it can be said to be the first game in China that attempts to produce in a 'heavy industrial' way, setting a good example for all domestic game manufacturers!"
"The example of 'Mission and Choice' proves that although our country's game industry still has a big gap compared with foreign countries, at least we are on the right track!"
"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'. By that time, our cultural industry will truly stand at the top!"