Chapter 530 Deep-seated reasons
In fact, there are deeper reasons why Jester does this.
That is, the American RPG game type has been perfected by countless designers like Richard Garrett in the past decade. This type of game has actually formed a fixed pattern in the minds of many players.
Just let Buddha go, when it comes to such games.
Players will instantly think of "Witchcraft" and games like "Genesis", which is like a template. No matter how outstanding the games made by people in the future are, after the new game and this type of game are released, they will always be impatient to put them into this model for comparison.
Let Buddha be like games like "Witchcraft" and "Genesis" are the same as the standard answers for American RPG.
Other types are not allowed to appear.
This kind of thinking is not only very common in the future, but even in modern times, there will be countless people who think so, "I will not transform myself from ancient times and will not be effective."
Game development and creation are actually very subjective things. Designers can think about it imaginatively. What they think of is art or program derealization. When art or program means that this is too difficult and cannot be completed at all, the planning will compromise, which will speed up the development speed.
And what if the planning does not compromise?
Then the development will continue and eventually evolve into two results. One result is that the team has developed a very amazing game that can be described in exaggerated words such as great and shocking.
Another type is that the project dies and the team breaks up.
Such examples are not uncommon even in the future. Some people follow reality, some people will pursue their dreams. Some people succeed, and some people fail.
For example, the reason why a small Polish factory can make such a great RPG game.
There is their spirit of becoming a virtuous person if he fails to succeed.
In addition to the "Witcher 3", a small Polish factory called the Polish national treasure by the Polish Prime Minister, there is another work that has the characteristics of becoming successful if you fail, that is Blizzard's "World of Warcraft".
You know, when Blizzard launched the project "World of Warcraft", around 2000, Blizzard was at most a large game studio with a little reputation. It was far from the industry giant that became due to the incredible success of "World of Warcraft".
How much did Blizzard pay attention to this project at that time?
There is a very simple example to show that after the establishment of the World of Warcraft project, Blizzard dug up many people from the development team of "Endless Mission". When these designers of "Endless Mission" came to the development team of "Endless Mission", they were directly shocked by the scale of the development team of "Endless Mission".
You should know that at that time, there were only more than 30 people in the development team of eq, and the number of people in the development team of World of Warcraft was three times that of the development team of eq.
It is conceivable how much mental pressure Blizzard was under when he decided to make "World of Warcraft".
Of course, we also have to thank Wei Wangdi, who actually let Blizzard carry out such a project that failed and failed to succeed. And it took five years to do it, which is rare among any investor.
Of course, this does not mean that "The Witcher 3" has been perfect. In fact, there are still many shortcomings in this game, and the biggest reason is that it is because of the small factory. Due to the gap in technical strength, it is difficult to compare with those top game developers in terms of technology when making such a 3A-level masterpiece that shocked the industry.
For example, after Ubisoft released "Call of Duty: The Revolution", it caused a lot of criticism due to bugs and optimization problems, especially on console platforms such as ps4, which made host players extremely dissatisfied. You should know that even in the era when Jester was there.
Consoles are still the main sales channel for such large-scale games.
Just as the CDPR said, although the success of the series "The Witcher" emerged on PC, there would be no "The Witcher 3" without a console. The meaning of this sentence is very obvious. It is impossible to support the development of a 3a masterpiece by relying solely on the genuine sales of the PC side.
Therefore, Ubisoft attaches great importance to the feedback from console players in the game. After several patches, the game "Assassin's Creed: The Revolution" was not so unbearable on consoles, although there are still frame count problems.
But this can only be said to be the limitation of the function of ps4, or Ubisoft's technology has not yet fully understood the function of ps4.
However, this possibility is not great. Ps4 is different from Ps3. When Ps3 was released on Ps4, according to Naughty Dog, it has not yet fully understood the functions of Ps3. Naughty Dog is also the most qualified game company to say this because they have a technical team that was established to specialize in Ps3 functions. And because their "Sea of God 3", "The Last Survivor", which is the benchmark among the Ps3 games released.
The reason for this is that ps3 uses a dual-core cell architecture. The powerful architecture is a good thing for a piece of hardware, but you have to look at its two sides. If it is just a simple piece of hardware, then it is naturally understandable.
However, ps3 is not a piece of hardware that is simply used.
It is also a development tool, and game developers need to develop games on ps3. In other words, it is indeed a good thing that your own hardware is strong, but your hardware architecture also needs to be easy for game developers to use. However, the dual-core cell architecture is very unfavorable to developers' development.
This is also the reason why ps3 fails when it first released.
That is, developers cannot understand the architecture of ps3, so they will naturally develop games very slowly. Even if they can be developed, because they cannot understand the functions of ps3, the games they make are all written and unsightly, not to mention the high price of ps3.
But ps4 is different, this is from x86 architecture.
Just like our computer CPU, the hardware system of this architecture can be said to be the most convenient for game developers to work. This is also an improvement made by Sony that has absorbed some things from P3.
Because of this, is there a possibility that there is no possibility of being unable to understand the functions in ps4 using the x86 architecture?
That must exist.
But if you say that the ultimate function of ps4 is much worse than that you have already understood, it is obviously unrealistic, because the fact is here, ps4 is an x86 architecture.
If the technology is insufficient, a small Polish factory like CDPR, although it has ambitions and has developed a landmark work like "The Witcher 3" that can even compete for the best game of the year, but his subsequent processing is far less rapid and powerful than Ubisoft.
For example, "The Witcher 3" has large and small bugs and low frame rates after its release, which has also caused dissatisfaction among many console players. As the main consumer of this game, cdpr is far from being able to handle these bugs quickly.
It was not until more than a week after the game was released that the patch on the first console was updated and some bug problems were fixed.
But the most critical problem is. After this patch is fixed, although some of the bugs have been fixed, the frame rate has dropped significantly again. On the host, there is a very simple way to judge the frame rate of a game, that is, when the frame rate drops, you will feel dizzy.
After the first update of "The Witcher 3", such a problem occurred.
Of course, some people must say why these problems occur on ps4, and there are fewer ones on xbo? Moreover, on xbo, the frame rate of the same game is much higher than that on ps4. For example, in the game "The Witcher 3", the stable frame rate of xbo may reach 33 and 4 frames, while on ps4, it can only be stable at twenty** frames.
First of all, you need to understand the concept of frame number.
Generally speaking, when playing some console games, rpg, etc., you may be able to play smoothly at 30 frames. For ordinary players, you don’t feel much surprise. However, if you can stabilize 60 frames, you can of course feel that the smoothness of the game will increase geometrically.
If it is less than thirty frames, it may not feel smooth.
After all, the reason why the human eye can automatically convert pictures into movable pictures is that the human eye cannot distinguish single images with more than twenty-four frames. That is to say, when a batch of images keep flashing in front of the human eye at a speed of more than twenty-four frames, the human eye will automatically convert these pictures into continuously active pictures.
This is also the principle of the earliest animation.
Chapter completed!