ant?”

“That’s because this is relative to ‘small-scale production’.”

“The so-called ‘small-scale production’ means that the creation of artistic works does not have a system and development.
Whether it is a movie or a game, its success or failure depends on the ability of the director and producer.
This means that the creation of artistic works is extremely risky.”

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“If you make the right bet, everyone will be happy; if you make the wrong bet, you will lose everything.”

“In other words, this’ small-scale factory production ‘is extremely uncertain.”

“There are many 3A games overseas that are ‘annual product’ games.
They can produce 3A games steadily under the same series of works.
What’s more, the quality can basically be guaranteed.
With a fixed group of players, the risks that developers take would be greatly reduced.”

“On the other hand, domestic standalone game producers do not have any similar ‘annual product’ games.
They often rely on inspiration and ideas to take on extremely high risks.”

“This heavy industrialization production model is to standardize the processes of various fields and nurture talents of various specializations.
That way, the level of artistic works would not fluctuate too much according to the designer’s’ ideas’.
It would remain at a higher level.”

“That way, the development of the entire industry would be healthy, orderly, and stable.”

“Most of Tengda’s previous works might look amazing, but they are all products of ‘small workshops’.
They might look bright and beautiful, but in fact, these games are highly dependent on Boss Pei’s endless imagination!”

“Be it Repent and be Saved or Struggle, while we are amazed by these games, don’t forget that these classic games are extremely difficult to recreate.
Other games companies would not be able to learn from them.”

“However, ‘Mission and Choice’ is different from other games.
This game is not unconventional, but stable.
As long as Boss Pei is willing, he can produce a second or third series in the future and continue the plot.
As long as the quality is high, many players will still pay for it.”

“In fact, this worldview can be expanded further.
It would not be a problem to create a FPS game in the annual product series.”

“This means that Boss Pei was already trying his best to eliminate the dependence of the game on his own inspiration when designing Mission and Choice.
He was trying to get closer to the industrialization production model!”

“Lastly, the innovation of the game ‘Mission and Choice’.

“We might be trying to recreate the creative model of industrialization but Boss Pei is still innovating in many ways.”

“For example, there are many problems with instant strategy games in today’s perspective as a relatively ancient game model: the requirements for operations are too high, and most people find it difficult to play; the competitive nature of the game leads to the lack of fun… All of these severely constrain the development of the immediate strategy type of game.”

“Even the manufacturers who made Starcraft and Fantasy Battle did not have a good solution when faced with this problem.
Continuing the tradition could satisfy the core players’ demands but it was obvious that even in the hearts of these designers, they did not think that the game would become popular after it was remodeled.
Therefore, they did not invest much at all.
Instead, they used a perfunctory, deceiving, and leek cutting method.”

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“‘Mission and Choice’ is a question of how RTS games should be designed in the current context.

“Reduce the difficulty of the game so that ordinary players can play it easily.”

“Weakening operations, increasing tactical playstyles, allowing players to use their brains more than their hands, and not lose interest;”

“Use the best art style and exquisite plot to create a real world for all players.
Use the plot to drive the players’ emotions.
Let players resonate with the protagonist when they experience the game.
Create a strong sense of immersion.”

“Endless Mode, PvP Mode, Editor.
These content enriches the gameplay and extends the game’s lifespan;”

“The application of the latest artificial intelligence technology has opened a new door for RTS games!”

“Of course, many viewers might not have played these contents yet, or they might not be interested in the game’s endless mode and game editor.
However, no matter what, these have greatly increased the upper limit of this game, greatly increasing its playability!”

“Therefore, ‘Mission and Choice’ is definitely not just ‘spending more money’.
More importantly, it can be said to be the first game in the country to be produced by ‘heavy industrialization’.
It set a good example for all domestic game manufacturers!”

“The example of Mission and Choice has proven that our country’s game industry is still far behind that of other countries, but at least we are on the right path!”

“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’.
At that time, our cultural industry will truly stand at the peak!”

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