Time Travel: 2014 - Chapter 387
c387 Hard core professional analysis
Sure enough, sand sculpture players seem to be two different creatures compared to players.
Of course, not all posts are so weird.
There are still many hard-core professional analysis articles.
Some of the analysis articles were even a bit shocking to Lin Hui.
For example, in the NeoGAF forum, Lin Hui saw a person with the ID name “flyingtiger” who not only analyzed the new game “T-rex’s Journey” created by GRAY FOREST (ie Lin Hui), but also analyzed the gameplay and style of the new game. A series of games developed by GRAY FOREST are comprehensively analyzed from the perspectives of specifications and project design, and the analysis is very in-depth.
Whether a game is fantasy, magic, martial arts or science fiction, the art style should be realistic, Q version, 3D or 2D.
These all fall under the category of style specifications.
Therefore, it is not difficult to analyze when it comes to style specifications.
Many high-level players who understand some terminology can basically speak clearly and logically.
It’s not difficult to get a rough idea of things like framework gameplay and program design.
But it’s not that easy for laymen to understand. After all, these are already very core things in game development.
Take the development of a game. Although the core gameplay of the game must be determined during the project establishment process, this is far from enough.
Although we all know that the most important thing about games is fun.
But you must know that the so-called “fun” is not a momentary experience, but a process experience.
In this case, even if the core gameplay of a game is clearly defined, it is often not enough.
After that, the core gameplay will be further enriched and packaged.
In addition, a series of behavioral modules must be built around the core gameplay.
Such as:
How does a character grow in a game?
What content in the game guides and supports player behavior?
What does the game produce and consume in the game?
These are all things to consider.
All of the above things can be said to be behavioral modules.
The behavioral modules related to game play can further be collectively referred to as frame play.
The establishment of the game’s framework and gameplay is very important, and this step is essential in the development process of a game.
If there are no these framework gameplays as supplements to the game, then the core gameplay of a game will be weak in the final analysis, no matter how outstanding it is.
Generally speaking, the specific additions to the framework gameplay are basically completed by game planning.
Some more complex games require system planning and coordination in addition to game planning.
Just judging from flyingtiger’s grasp of the framework gameplay.
Lin Hui felt that this flying tiger was not Xiaobai.
After all, the content of this flyingtiger analysis goes far beyond the framework gameplay.
This analysis article also analyzes the program design.
The key to game design is to clarify the requirements.
For many laymen, project design is probably described as “I want a XXX”.
But this is far from enough.
Even if you know you want XXX, when you explain it, you must have clear and detailed explanations of the composition of “XXX” in your mouth, how to use it, and the rules and procedures.
At least it must be clearly explained what this “XXX” is used for, which functional modules it contains, and what the flow chart is like.
In addition, the subdivision modules and processes involved should also be further elaborated.
Similar to the previous frame gameplay, the project design is also planned.
Planning, at the very least, should be able to clearly explain the functions required in the program design at a glance.
In addition, planning should also be more from the perspective of players and users, simulating how players operate and how the page jumps.
When it comes to thinking about this from a player’s perspective, it’s not a simple human touch.
A more professional description that involves thinking about this from the player’s perspective is called Page-Flow.
This link itself is a task to be planned.
Many times, planning does not fully consider the requirements of players, which is not impersonal.
It’s just that the business level is simply not up to standard.
Judging from the post posted by flyingtiger.
Although this person’s analysis of style codes is not particularly precise.
But this person’s analysis is quite good in terms of framework gameplay and style design.
So is this flying tiger’s job a planner?
Lin Hui clicked on the flyingtiger’s avatar and read the person’s profile.
Hehe, he is really a planner, currently working independently.
Work independently?
So, is this really a wild plan?
Lin Hui also saw many good in-depth analysis articles related to games on the flyingtiger homepage.
Lin Hui clicked and read a few articles, many of which introduced popular science about game production. For example:
Games are just like general software development. Simply put, it is a process of designing first and then coding and implementation. Generally speaking, games may be more complex than ordinary software, although it is impossible to explain in just one or two sentences how the game is made and how different it is from traditional software.
But let’s describe the main work content in the game production process from some simple and basic personnel structure and module content.
A game, from project establishment to development to final release, has a detailed project development process.
Compared with ordinary software, the commercial profits of games are much higher, so competition is fierce and it will inevitably become more and more complex.
And once the game fails, it is very difficult to recover any cost.
Therefore, before a game product is confirmed for development, it must first undergo a strict project review process. Generally, the following things must be done:
Foreground planning: This is usually initiated by the game producer, who proposes a game type and gameplay direction.
Then you must be able to clarify the elements of the idea, connect the main logic, and the expression must be persuasive, so that such a project proposal is likely to be adopted.
Market research: When a project proposal is adopted, it will more or less be compared with existing games currently on the market. Those who are capable will even investigate games under development by other companies. It is necessary to examine whether there are games of the same type and similar gameplay. If not, it is necessary to analyze whether this is a blue ocean that no one has done yet, or it is a dead sea, and this road will not work at all. If so, you need to compare it with the best games and think about whether your game will be competitive if it is made. Should we face the collision head-on and crush our opponents with higher game quality, or should we avoid the conflict and use hot IP or subdivided areas to occupy the remaining market and then achieve overtake.
Demo preview: When your product direction has been determined and market research has been estimated, the next step is to make a demo at a low cost and try it out to see if there are any obstructive problems in the implementation of the core gameplay. In practice Will it be really fun to play once it’s made? If this level is passed, then it is basically certain that the product is ready for development and production…