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Chapter 545 The most taboo is arrogance

Jester naturally agreed.

This is the manifestation of status.

Although Jester doesn't value fame too much, fame is a good thing after all, and having a reputation is much better than not having a reputation.

Since Jester agreed to this, he immediately felt a flame burning in his heart. Perhaps it was because of the human trouble that he was trying to be a teacher. He felt that he had a mission to let those who were about to hear his class know why they wanted to play games, or what kind of vision they should not use to play games.

In Jester's opinion, as a game developer, there are many taboos.

The biggest taboo is not to be arrogant.

The arrogance here means that you must not take things you don’t understand or experience, but just take a few glances at them and think that it’s not like this. Give me a few people and some time, and I can do it.

Why do you say that?

In fact, Jester saw some lessons from many developers in China in the future.

These people are not very capable, but have a good temper.

Cowhide is so bragging. In fact, cowhide is cowhide, and it is useless at all. What else can you get besides making people laugh.

For example, a famous game producer in later generations and the chief producer of the "Xuanyuan Sword" series, named Yang Yuansheng, bragged about such a cowhide in public.

"I'm not bragging, give me two hundred people, three years, I can also make wizard 3!"

Then, a group of players from a certain game in the same camp as Xiansun knelt down and licked Yang Yuansheng. That kind of scene was so squirted away from the thirty-one page overnight.

Jester was watching it very happily at that time.

In fact, this matter is very simple, because the game "The Witcher 3" was developed by Polish Baimao for three years, a development team of 200 people, and spent 10 million US dollars. Therefore, Yang Yuansheng, the main storyteller of "Xuanyuan Sword", had the beginning of the sentence.

In fact, in Jester's opinion, domestic designers say this kind of thing not once or twice.

For example, Yao Zhuangxian, who appeared in the same school as "Xuanyuan Sword", once had a similar theology: "The games abroad are all brainless and thrust, and the entertainment is OK, but our games have connotations."

When Jester saw this news, he simply thought that there were such shameless people in the world.

Whether it is connotation or entertainment, it can’t be discussed in terms of anything that you, Yao Zhuangxian, can’t be the shit you.

But later, Jester figured it out.

In fact, it is just that those who don’t know are fearless.

For example, the joke that Yang Yuansheng said was that he gave me 200 people and I could make the Wizard 3 even after three years. Jester thought the biggest possibility was that he had never played "Witch 3" at all. He didn't know how awesome, great and excellent this game was.

He had no idea how awesome he was bragging about.

This is not a casual statement, because many of Jester's friends are domestic game manufacturers, and the designers and even the game consoles do not know. I have never even heard of Blizzard, Valve, Ea, Ubisoft. Not to mention playing Wizard 3, I guess, they don't even know that CDPR is Poles.

In fact, in Yang Yuansheng's eyes, he may think that "The Witcher 3" is just an ordinary 3a masterpiece.

But, what is the masterpiece of 3a?

I used to say something about 3a masterpieces and 3a masterpieces, but I haven't explained it carefully. I forgot what a subtitles and which a subtitles are, and these are not accurate.

Aaa-level masterpieces do not mean that they invest in as much as possible, how long it takes to produce, how many people participate - Aaa-level masterpieces represent the highest production level in the industry within a certain period of time. For example, "Final Fantasy 14", the strange flower. If this game was released in two thousand years, it would be a 3a-level masterpiece in 2000, which sets the industry myth. Even from Jian 3 to 2000, it can be a pioneer in mmorpg, and the overall requirements in 2015 have become higher, so these games have become tuition fees, strange flowers, jokes, and a model for ridicule of the losers in my article.

The tuition fees for so many large-scale projects paid by the Tianchao online game industry have proved countless times that it is not a matter of overnight success to obtain the ability to produce aaa-level projects. It is not simply a massive investment. Then recruiting hundreds of people can successfully make a 3a masterpiece. It requires at least several generations of continuous investment and continuous output, and it also needs to accumulate in failure to promote the birth of an excellent work.

Let's give a simple example.

It is also the "Witcher" series of the Polish small factory cdpr. This game was only truly recognized as a level 3a masterpiece when it was "Witcher 3". No one has ever said that before "Witcher 2" and "Witcher 1".

For a large-scale project, all minor problems that are optional in small companies will lead to catastrophic consequences. Just in the research and development field, for a large-scale project, when it is split into several blocks, there are a large number of business in each block that needs to be dealt with. After each block is processed, the overall unity and availability must be ensured. There are countless difficult bugs. How to ensure qa/qc has become a huge problem. The so-called 3A masterpiece is synonymous with high quality, high availability, and low bugs.

Ubisoft, who can manage more than 1,000 people at the same time, and do the same project in every corner of the world. There is only Ubisoft's game company with such management and collaboration capabilities.

Most of the time for wizards is about 3 years, and in 3 years, half of them may spend their time doing qa, which is something that domestic companies cannot consider. Gu Jian’s bugs were released when it was released, which is a typical example of insufficient qa. Why is this happening? Does it mean that when large-scale projects are released, they even need to go on even if they know there are bugs?

Of course not, this involves a probability issue.

If there is a bug, the probability of a normal game happening is one in ten thousand. Do you think you should deal with it? After all, there are more bugs in 1%. In fact, it is already very good that the qa of the Tianchao can eliminate the bug with a probability of 1%. However, when it is actually released, because there are too many players, such as 200w users, each user has an average of 5 games, which is 1,000w times. What if the average number of times is 20?

A 100-hour game has almost the same number of startup times as 200, and the disk reading is about 1500 times. Please multiply this data by the number of people, and multiply by the probability of bug occurrence...

That's really an astronomical figure.

It is difficult for Tianchao to do a good job, mainly because small manufacturers have insufficient investment in QA, and it is difficult for QA to accumulate enough experience in large-scale projects. Tianchao's Internet industry has never attached enough importance to QA. However, for Internet companies, it is actually possible, because the main business is only placed on the server side and reducing the complexity of client business. It is no problem.

If an application-like software finds a bug, it can be quickly fixed, and even reduces the business pressure of the client, simplifies the client's business, and allows the server to undertake more business. If the user passes in one night, there will be no bugs tomorrow.

But stand-alone software vendors, especially game vendors, you ask game vendors to invest 50% of the cost on qa and qc... This is almost unimaginable in the Celestial Empire, and the classic work "The Myth of Man and Moon" clearly states that qa must account for at least 50% of the entire development time.

In the game, especially the 3A masterpieces, most of them have more stand-alone content, all the business is on the client side, and all the bugs are basically there.

So if a 3A-level game project is planned to be developed with 200 people for three years, and is also run by these inexperienced teams in China, the biggest possibility is that the scale is too large, which leads to a serious shortage of QA in the later stage, and there are a large number of bugs in the game. From the perspective of R&D, this really requires projects one by one. QA slowly accumulates from small projects, so that R&D can be truly reliable.

In Lao Geng 5, you can feel the weakness of planning and execution to the later stage.

If you compare Lao Roll 5 and Wizard 3, you will find that Lao Roll 3's quests are actually of lower quality than Wizard 3 except for a few main lines.

The quality of the Wizard 3's side line is generally much higher than that of the Lao Geng 5.

Due to the accumulation of this kind of fine tasks, coupled with the production of Laogun 5 forging system, many players have no motivation to play small tasks in the later stage. Also, as a sandbox game wizard, this problem is avoided.

So can it be said that Lao Geng 5's plan is weaker than Wizard 3's?

Obviously, this comparison is unscientific. Lao Geng5 is likely to have limited the overall budget to plan.

Continuity and correlation of tasks in multiple areas. As a sand table game, the more correlations you make, the greater the workload will become and the more fun it will be.

The development cost of Lao Geng5 should be around 50 million. According to inflation and the difference in wages between the United States and Eastern Europe, the same amount is also true for the wizards. Why is the development cost similar? The experience in this area is quite different?

It is probably during planning that the R&D and planning are not coordinated well, and the final execution of the planning is deviated, resulting in tasks being scattered, without a trip task network, and the entire worldview relies too much on several large main lines.

This is just a list of the third-level A masterpiece Lao Gang 5. Even the game design of Lao Gang 5 has this problem.

If it is placed on the producers of ordinary small companies, such as the arrogant Yang Yuansheng, how can he control it? Game opening is never something that can be done by just patting his head.
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