Game Development Giant - Chapter 827
c821 somatosensory plan
Of course, Blizzard also explained the argument that players are raging about that they shouldn’t design an expansion pack that can’t fly.
In the blue post, this is what they said.
“Actually, we did design the expansion pack based on flight, but besides flight, there are many other contents. As a result, these contents made the flight unable to proceed smoothly.”
“For example, when Warlords of Draenor was launched, our server could not bear the large number of players logging in. As a result, the technicians magically increased the number of people on a single server by several levels. This solved the problem of carrying capacity, but the result was There are now a lot of problems in the test server where players are forced to dismount/kick out of the dungeon.”
“For another example, a few weeks ago, there were several bugs that allowed players to fly on Draenor through illegal channels (such as druids leaving Ashran in flying form.) We fixed these bugs online, and the results are these The fix disrupted Draenor’s flight mechanics, making normal flight impossible.”
“Obviously, we should have expected the problems these contents might cause to flight, but we underestimated their severity (and the difficulty of fixing them). Of course, we cannot not make fixes because of this, because they directly affect the official server (especially the official server) It was a server load issue), who could have thought at the time that it would affect subsequent flights.”
“Between tens of thousands of people logging into the game right away, and problems that may or may not happen in the future, we made an immediate decision. However, such a decision finally led to the results, and now, we must work on 6.2.1 and 6.2 .2 faced them.”
“Then, let me ask again: If you knew that the new content might cause flight problems, why did you add these contents in this patch, thus delaying the launch date of flight and making players unhappy?”
“Because we know that this part of the content will not cause flight problems, and the result is indeed no conflict. There is no content in 6.2.1/6.2.2 that will cause flight delays.”
“There are multiple teams responsible for development, each performing their own duties. The team that fixes Draenor’s flying issues is not responsible for the mercenary mode, career balance, pets, mounts, etc.”
This is a very good reflection of the unpredictability of technical problems.
Correcting one error may lead to another error. This is a very common thing in game development, but sometimes it is necessary to correct the current error first, as for problems that may or may not arise later. That will be left to the future to solve. For example, Blizzard’s features mentioned the problem of Warlords of Draenor just after it was launched.
At that time, due to some reasons – too many players were online at the same time. After all, the number of players briefly returned to level 100, and there were many players, probably most of them. You can only block the blue bar, look at Kurander Wildhammer riding the gryphon’s legs.
The inability of players to go online is probably the biggest problem an online game faces.
Therefore, Blizzard’s engineers did not hesitate to choose to solve this biggest problem first. As for the impact that fixing this problem may have on the future – who can care so much, it is the lesser of two evils.
Naturally, this is just one of the reasons for many bounced issues.
There may be as many as seven, eight or even a dozen reasons for delayed tickets. It is not that simple to make a good game.
In fact, Jester understands why Ubisoft’s games have too many bugs. For example, “Assassin’s Creed: Unity” had so many bugs that it was jokingly called a big bug by players. In addition to the lack of QA personnel, this is also related to the development model of Ubisoft which is different from other companies. Ubisoft is the best coordinated and coordinated game company in the world.
How powerful can their overall coordination be?
To give a simple example, during the development of The Revolution, Ubisoft can use its studios located in different continents, countries and cities around the world to work at the same time. Some people are responsible for the engine, some are responsible for modeling, some are responsible for maps, and some are responsible for maps. Responsible for the level…
All of this work is carried out simultaneously in its studios around the world.
The headquarters then integrates these separately developed subsystems. It becomes a complete game – it looks very simple, but in fact, because this development model is bound to produce an uncountable number of bugs, and Revolution is said to have more than a thousand developers in total . There may be more than 500 QA personnel.
This number is really too small.
Even if QA time takes up half of the entire development time, it is not enough for them to find all the bugs, or even most of them.
Even if the found BUG is fixed, the QA staff may not be able to find out whether there are other reasons for fixing the BUG – because there are too many.
And this game cannot open a test server like WOW to provide a large number of players with trial play. Act as a bug finder.
Therefore, when players see big BUGs, the BUGs in this game will be like autumn rain, continuous and continuous. Of course, the overall planning and development of this technology is definitely a high-end technology. In fact, in the game where Jester is located In this era, Ubisoft is the only game company in the world that can play this game well and carry out coordinated development with more than a thousand people distributed all over the world.
After experiencing the lessons of Big BUG, Ubisoft reduced the graphics and systems of Big BUG, streamlined the number of development teams, and even cut off part of the system. For example, one of the few bright spots in Big BUG— —Online system.
By the time the next game “Hong Kong Heroes” was released, the situation had obviously improved a lot.
When comparing the smoothness of the picture and the number of bugs, especially the number of vicious bugs, to “The Great Revolution”, I don’t know how much better it is.
Now the development of “Monster Hunter” has actually entered the final stage. Although it is said to be the end of one of the three games, the actual situation of these three games is that one mother has three children. Therefore, when one of them comes to the end, , although the progress of the other two games cannot catch up with the European and American mythical versions, most of the technical problems faced by the other two games have been solved.
Now, in addition to supervising the remaining two versions, Jester’s other most important work is about to begin.
For Jester, after completing “Monster Hunter”, the most important work is of course the development of the next game console – which is also the first somatosensory game console in his plan.
In fact, Mars Entertainment’s hardware development team has been developing the development plan for the somatosensory game console in secret for ten years – these ten years will be extremely terrifying for the accumulation of somatosensory game console technology.
Once it breaks out, the entire industry may turn its attention to it.
In the original world, the reason why Nintendo was able to recover from the NGC’s fiasco was two pieces of revolutionary hardware. Both pieces of hardware had a great relationship with the late Nintendo president Satoru Iwata. One was Satoru Iwata. The NDC that worked hard to promote the revolutionary dual-screen design, and the other is the WII, which triggered a wave of sales frenzy after its release that year. (~^~)