Losing Money to Be a Tycoon

Chapter 989 - Heavy Industrialized Movies and Games!

This opening statement of Old Wet Qiao directly stunned Pei Qian.

Old Qiao, I didn't slip you any money, either?

How dare you blow my brains out like that?

Look at what you're saying in this video, is that human language?

Kingship without eternity? So those respected foreign game makers will also fall from the altar, and Tengda game will lead the domestic game on the altar and take its place?

This fucking ......

Pei Qian simply didn't know what to say.

Mission and Choice is just a game, is it okay to force it to have so many meanings?

Pei Qian felt an unbearable weight of life.

But then he thought to himself, Qiao Liang blew it so much that it should objectively have a holding effect, right?

After all, although "Mission and Choice" spends a lot of money, but Pei Qian feels that this game to say "sealing the gods" is still a little bit meaningful, and many players have a reverse psychology, the more blowing will easily cause them to resent.

Therefore, ...... might be counterproductive this time.

Pei Qian continued on.

......

"Some viewers might say, gee old Joe, you're blowing it! It's a good game, but it's just over-quality and a good plot, so it's not appropriate to force so much historical significance on it."

"All I can say is that if you think that way, you're making this thing too easy!"

"Perhaps years from now, we'll look back on the entire history of Chinese console games and realize: when did we have the first 'sincere work' that looked good; when did we start churning out a lot of small, beautiful indie games; when did we emerge with a To be able to compete with the giant foreign AAA masterpieces; when will we have an increasingly impressive collection of good games in our domestic classic game collection ......"

"In fact, for the development of the entire domestic game, these are all extremely critical points, and they are all huge changes in destiny."

"Just like many years ago, when the original Mission and Choice was released, no one would believe that this game would start the years-long dark era of domestic games."

"Just as many years later, when the remastered version of Mission & Choice was released, no one would believe that it meant the beginning of a bright era for domestic games."

"At these critical points, we stood at the fork in the road of fate, and we saw fate make choices that were quite dull and mundane in our memories."

"At the time, we thought it was just an ordinary day."

"But actually, since that day, maybe the whole world has quietly changed."

"We've actually had some really good games before Mission and Choice, like Turn Back, like Struggle."

"But in my opinion, all the previous games can't compare to Mission & Choice in the historical sense of domestic single player games."

"Because Mission and Choice, truly transcends history in three ways!"

"First of all, this game was originally known as the 'national game of shame', but the re-release has completely washed away that shame and turned it back into the light of domestic gaming."

"Like a certain army that once attacked a certain place and failed miserably, the only way to wash away the shame is to regroup years later, attack the place again, and plant its own flag at the spot where it once failed miserably!"

"This is exactly what I've said before, and Mission and Choice is extremely symbolic as a re-release of what was once that 'national tour de force of shame'!"

"Secondly, Mission and Choice is a highly accomplished heavy industrial game that opens up a whole new set of possibilities for homegrown games!"

"In the field of artistic creation, it may seem strange to mention the word 'industry'. In fact, industrial means specialized division of labor. There are 'heavy industrial films' in movies and 'heavy industrial games' in games as well."

"So-called 'heavy industrial movies' and 'heavy industrial games' are, in layman's terms, 'Hollywood blockbusters' and '3A masterpieces', they are characterized by highly specialized, process-oriented production, high production costs, and are aimed at the global market, and are the product of a highly developed entertainment industry!"

"And that's exactly one of the paths that domestic movies and domestic games must take."

......

Seeing this, Pei Qianren was a bit dizzy.

He knows all these words, but when they are linked together, he doesn't understand what they mean at all ......

A heavy industrial film?

A heavy industrial game?

No, this project is just a matter of arranging more money for the development, how it should be developed or not? I haven't changed anything either.

The previous films "Turning Back" and "The Struggle" were fine, but "Mission and Choices" is the only one that "opens up a whole new world of possibilities"?

Pei Qian scratched his head, it was simply incomprehensible.

But he was also curious to know what kind of tricks Qiao Liang could blow up anymore, so he continued to watch.

......

"Why is 'heavy industrialization' so important?"

"Because it's relative to 'small-scale production'."

"The so-called 'small workshop production' means that there is no systematic system or development of the creation of literary works, whether it is a film or a game, its success or failure depends heavily on the ability of the director and producer, which means that the creation of literary works is extremely risky. "

"If you bet right, everyone is happy; if you bet wrong, you lose your blood money."

"In other words, this 'small workshop production' has great uncertainty."

"There are many AAA masterpieces abroad that are 'annual' games, able to produce AAA masterpieces steadily under the same series of works, and the quality can basically be guaranteed, with a fixed player base, and the risk borne by developers is greatly reduced."

"On the other hand, domestic single-player game makers don't have any similar 'annual' games, often relying on inspiration and ideas, and taking extremely high risks."

"This heavily industrialized production model is to standardize the processes in each field and train professionals in each field, so that the level of literary works can always be maintained at a relatively high level without fluctuating too much with the designer's 'ideas'."

"In this way, the development of the entire industry is healthy, orderly and smooth."

"Most of Tengda's previous works, although they look incomparably stunning, they are all products of 'small workshop production'. They may look bright and shiny, but in reality, all of these games are all highly dependent on Pei's endless streams of whimsy!"

"Whether it's Turning Back or Struggle, while we gush over these games, let's not forget that these classics are extremely difficult to recreate, and it's almost impossible for other game companies to learn from them."

"But Mission and Choice is different from other games in that this one isn't a sword walk, but a four-way tie. As long as Pei is willing, there can be a second and third installment in the future, and just keep the plot going on and on, and as long as the quality is excellent, there will be just as many players buying it."

"Even this worldview can be expanded further, and there's no problem in coming up with an annual series of FPS games."

"This means that when designing Mission and Choice, Pei was already trying to eliminate the game's reliance on his own inspiration, and trying to lean towards a production model that focuses on industrialization!"

"Finally, there's the innovation in the game Mission and Choice."

"Although it's attempting a heavily industrialized mode of creation, Pei has innovated in many ways."

"For example, as an already relatively old game mode, real-time strategy games have many problems in today's perspective: the requirements for operation are too high and most people find it difficult to get started; the overly competitive nature of the game leads to a lack of fun ...... These are all serious limitations to the real-time strategy as a The development of the game genre."

"Even the manufacturers who had made Star Ocean and Fantasy Wars didn't have much to work with when faced with this problem. While continuing the tradition can satisfy the demands of the core gamer, it's clear that even in the minds of these designers, they didn't think the remastered game would be a hit, so they simply didn't put much budget into it, instead resorting to a perfunctory, obfuscated, leek-cutting approach."

"Mission & Conquest, on the other hand, explores the question of how RTS games should be designed in the current context."

"Reducing the difficulty of the game so that even the average gamer can easily get started;"

"to weaken the action and increase tactical gameplay so that the player is more cerebral than hands-on and does not lose the fun;"

"Creating a realistic world for all players with a great art style and a well-developed plot that drives player emotions and creates a strong sense of empathy with the protagonist as they experience the game;"

"Endless mode, versus mode, editor, these enrich the gameplay and extend the life of the game;"

"Especially with the latest artificial intelligence technology, it has opened new doors for RTS games!"

"Of course, many audience lords may not have played this content yet, or may not be interested in the game's endless modes and editor. But either way, these have greatly elevated the ceiling of this game and made it much more playable!"

"So, Mission & Choice is far more than just 'spending a lot of money', but more importantly, it is arguably the first game in the country to attempt to be made in a 'heavy industrial' way, setting the bar for all domestic game makers' A great example!"

"The example of Mission and Choice proves that although our country's gaming industry is still far from foreign countries, at least we're on the right track!"

"Hopefully, in the near future, more and more producers in our film and game industries will take the 'heavy industrialization' path, and at that point, our cultural industries will truly be on top!"