米哈游亦曾差点倒闭...搞手游,国内只能内卷,出海可能还有机会
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">台上一分钟,台下十年功。在镜头拍不到的<span style="color: black;">地区</span>下功夫,是演员的自我修养,在玩家看不到的<span style="color: black;">地区</span>下功夫,是游戏制作人的专业素质。人可执棋,却<span style="color: black;">亦</span>为子,这<span style="color: black;">便是</span>老于的写意人生。</p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">刚才</span>在基努·里维斯合作《疾速追杀4》的甄子丹,曾经在一次采访中被问到<strong style="color: blue;">“你最满意的作品”</strong>时,给出了一个<span style="color: black;">非常多</span>电影工作者都会给出的答案,“下一部,永远是下一部”。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">虽行业<span style="color: black;">区别</span>,但这个答案<span style="color: black;">针对</span><strong style="color: blue;">游戏制作人于晓楠</strong><span style="color: black;">来讲</span>,<span style="color: black;">亦</span><span style="color: black;">一样</span>适用。刚完成“上一款游戏”的制作,于晓楠又带领团队马<span style="color: black;">一直</span>蹄地投入到“下一款游戏”的筹备<span style="color: black;">其中</span>,这个前期<span style="color: black;">周期</span>,会经历选类型、定内容、做Demo、民间调查等<span style="color: black;">周期</span>,<span style="color: black;">通常</span><strong style="color: blue;"><span style="color: black;">连续</span>2个月</strong>,熬过这段考验,<strong style="color: blue;"><span style="color: black;">有些</span>游戏<span style="color: black;">最后</span>被立项</strong>,但当然,<strong style="color: blue;"><span style="color: black;">亦</span>有<span style="color: black;">更加多</span>游戏就此胎死腹中。</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">这个行业的<span style="color: black;">状况</span>很<strong style="color: blue;">残酷</strong>,人员的离职、<span style="color: black;">研发</span>的难度、政策的改变等哪怕一丁点风吹草动,都会牵连到游戏的<strong style="color: blue;"><span style="color: black;">最后</span>上线发行</strong>。于晓楠说,“市面上所有能见到的游戏,其实只占游戏<span style="color: black;">研发</span>总量的30%,剩下的60~70%还<span style="color: black;">无</span><span style="color: black;">研发</span>完,就没了。”像是封存于极地冰川中的浩瀚大海。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">而<span style="color: black;">做为</span>一名专业的游戏制作人,于晓楠要做的,<span style="color: black;">便是</span>心无旁骛,<span style="color: black;">奋斗</span>培养出<strong style="color: blue;">一款又一款叫好又叫座的游戏</strong>。他时常<span style="color: black;">处在</span>高压之中,要面对紧迫的时间线,并行处理海量事物,长此以往,循环往复。<span style="color: black;">乃至</span>,他的<strong style="color: blue;">职业生涯</strong>,就<span style="color: black;">伴同</span>着游戏们的<strong style="color: blue;">生命周期</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">他又必须步履<span style="color: black;">一直</span>,<strong style="color: blue;"><span style="color: black;">由于</span><span style="color: black;">倘若</span>玩到好游戏是玩家的爽点,<span style="color: black;">那样</span>,好游戏的上线,<span style="color: black;">便是</span>他的爽点。</strong></span></p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 初露锋芒</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">掰着手指算起来,这<span style="color: black;">已然</span>是于晓楠在游戏行业驻扎的第12个年头,而90后的他在圈子里被<span style="color: black;">叫作</span>为<strong style="color: blue;">“老于”</strong>,只因他<strong style="color: blue;">博览群“游”</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">犹记得,当初应聘<span style="color: black;">第1</span>份工作时,面试官惯性会问,<strong style="color: blue;">“你玩<span style="color: black;">太多</span>少款游戏”</strong>,这放在其他人的答案可能<span style="color: black;">便是</span><strong style="color: blue;">十几二十款</strong>,而老于的数量是<strong style="color: blue;">四五百款</strong>。“熟读唐诗三百首,不会作诗<span style="color: black;">亦</span>会吟。”他说,这是游戏制作人的基操,<strong style="color: blue;">要见多识广</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">乃至</span>,从四五岁起,老于还只是<span style="color: black;">少于</span>的时候,就<span style="color: black;">起始</span>接触游戏了。他玩的<span style="color: black;">第1</span>款游戏是《大富翁2》,后来到初高中时,流行玩CS、魔兽世界,他所在的济南市经常举行周末友谊赛,从班级对抗赛、到学校对抗赛,<span style="color: black;">少于</span>大杀四方,武勇无双,<strong style="color: blue;">数一数二的游戏水平<span style="color: black;">亦</span><span style="color: black;">因此呢</span>传遍千里。</strong>“我对游戏当时是比较痴迷的,<span style="color: black;">然则</span>还<span style="color: black;">无</span>荒废学业的那种。”解释完,他憨厚一笑。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">顺理成章地,老于大学毕业后在济南一家游戏<span style="color: black;">机构</span>上班。<strong style="color: blue;">当时正值中国手游市场兴起</strong>,即使有腾讯、百度、<span style="color: black;">外链论坛: http://www.fok120.com</span>畅游、完美世界这些大厂,<span style="color: black;">亦</span>不乏创业<span style="color: black;">机构</span><span style="color: black;">乃至</span>工作室的机会,<span style="color: black;">由于</span><span style="color: black;">特别有</span>可能,<strong style="color: blue;">一款游戏的<span style="color: black;">火热</span>,就养活了一家<span style="color: black;">机构</span>。</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">相比之下,老于所在的<span style="color: black;">机构</span>虽不是大厂,但<span style="color: black;">亦</span>有将近200人规模。<span style="color: black;">机构</span>融资之后,打算从济南<span style="color: black;">搬家</span>到北京。老于那会儿刚毕业,踌躇满志,想都没想,就毅然决然地跟着<span style="color: black;">机构</span><span style="color: black;">起始</span><strong style="color: blue;">北漂</strong>了。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 北漂老于</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">从济南到北京之后,老于仿佛打开了新世界的<span style="color: black;">前门</span>,那是一幅什么样的光景呢?他回忆说,<span style="color: black;">机构</span>数量、工作面貌、加班文化、生活方式等等,<strong style="color: blue;">那差距,可能是上百倍的。</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">老于去北京的<span style="color: black;">第1</span>天,领导就爆出一句金句:“做游戏不加班能算是做游戏的吗?”更滑稽的是,后来老于在北京<span style="color: black;">爱情</span>了,女<span style="color: black;">伴侣</span>某天告诉他,下班要去买遮阳帽,他还纳闷说下班哪里还有太阳,转念一想才恍然大悟,原来人家是“下班之后天还亮着”,而他是<strong style="color: blue;">“从来<span style="color: black;">无</span>在天黑之前下班”</strong>,那段日子,<strong style="color: blue;">他的工作<span style="color: black;">便是</span>生活,生活<span style="color: black;">便是</span>工作,两点一线</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">但在高强度的工作之余,老于还会抽空去上培训班,就像一个上满发条的陀螺。他说,干这行的,要么是<strong style="color: blue;">从小就<span style="color: black;">爱好</span></strong>,要么是<strong style="color: blue;">培训班出身</strong>,而他,想两样儿都占。他在培训班学习游戏策划的系统性知识,从简单的<strong style="color: blue;">软件</strong><span style="color: black;">把握</span>,到怎么把你的<strong style="color: blue;">思维立项</strong>,到怎么把一个<strong style="color: blue;">游戏<span style="color: black;">商场</span>化</strong>,到<span style="color: black;">怎样</span><strong style="color: blue;">构建<span style="color: black;">繁杂</span>的游戏数值</strong>,零零总总8个月时间学完,<span style="color: black;">全部</span>人<span style="color: black;">不可</span>说焕然一新,但起码充实且<span style="color: black;">愉快</span>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">老于的想法<span style="color: black;">亦</span>纯粹,<strong style="color: blue;">自学不<span style="color: black;">必定</span>能成才,但不学<span style="color: black;">必定</span>成不了才</strong>。<span style="color: black;">包含</span>此时此刻,<span style="color: black;">tel</span>那头的他,手头边就放着一本书<strong style="color: blue;">《游戏数据分析:从<span style="color: black;">办法</span>到实践》</strong>,他说自己牵头制作的《天下为棋》手游版<span style="color: black;">近期</span>进入了发行<span style="color: black;">周期</span>,他想买本专业书<span style="color: black;">瞧瞧</span>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">有了足够的输入,如今的老于无论从质量还是数量,<span style="color: black;">亦</span>有了足够的输出。当被问到<strong style="color: blue;">“制作过<span style="color: black;">那些</span>游戏作品”</strong>时,老于<span style="color: black;">已然</span>需要掰着手指头来算,有《放开那三国》、《全民嗨钓》、《吾当道》……<strong style="color: blue;">其实还有<span style="color: black;">更加多</span>的,但都<span style="color: black;">仅在</span>海外市场上线。</strong>《吾当道》当年的成绩<span style="color: black;">亦</span>是千万流水级别。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">计算机在输入和输出之间,是运算。制作人在输入和输出之间,是运营。<span style="color: black;">因此呢</span>,当说到<strong style="color: blue;">“游戏制作人<span style="color: black;">怎样</span><span style="color: black;">详细</span>养成?”</strong>,老于打开了话匣子。</span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/4fc6cce4006d467caa82667bb5b8893a~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=RXAisQA9EQssmXwZfnttw%2Bt8j70%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 制作人的“理想国”</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">游戏制作人</strong><span style="color: black;">(Game Produce)</span>,从某种<span style="color: black;">道理</span>上讲,确实就像是一部电影的<strong style="color: blue;">导演</strong>,需要全程参与游戏的找投资、立项、策划、<span style="color: black;">研发</span>、营销、<span style="color: black;">商场</span>化、运营……</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">制作人是什么地位?维基百科将游戏制作人定义为:<strong style="color: blue;">“负责监督<span style="color: black;">全部</span>游戏<span style="color: black;">研发</span>团队的顶级领导”</strong>。<span style="color: black;">全世界</span>有<span style="color: black;">非常多</span>顶级的游戏制作人,任天堂的宫本茂、科乐美的小岛秀夫、宫崎英高、刀塔传奇的主创王信文等,影响了行业里一代又一代人。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">在老于看来,一个成功的游戏制作人,应该具备<strong style="color: blue;">四种能力</strong>:</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">第1</span>,对项目的管理能力。</strong><span style="color: black;">这儿</span><span style="color: black;">触及</span>到时间线、预算、花费、节点、团队的整体有一个大局观。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">第二,对游戏品质的把控能力</strong>,制作人<span style="color: black;">必定</span>要<span style="color: black;">晓得</span>好游戏是怎么做出来的。<span style="color: black;">这儿</span><span style="color: black;">触及</span>到游戏的认知、类型定位、题材故事、打磨<span style="color: black;">调节</span>。“游戏策划,<span style="color: black;">都数</span>时候容易越做越大,越大就很容易跑偏,但其实一款好的游戏要懂得取舍,好的制作人<span style="color: black;">亦</span>是。”</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">第三,公关和<span style="color: black;">处理</span>能力。</strong>“做游戏不可能一帆风顺,免不了会踩坑,<span style="color: black;">乃至</span>是天坑,制作人应该带领团队去处理这些坑,让游戏顺利<span style="color: black;">研发</span>下去。”</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">第四,复盘和运营能力。</strong><span style="color: black;">都数</span>时候,游戏上线只是一个<span style="color: black;">起始</span>,上线之后还需要看数据、做复盘、调查用户、再打磨游戏,这是一个循序渐进的过程。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">讲完这些<span style="color: black;">办法</span>论,老于声情并茂地介绍起基于这些<span style="color: black;">办法</span>论创作出的《天下为棋》。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">最<span style="color: black;">首要</span>的,既然是游戏作品的制作人,游戏<span style="color: black;">自己</span>的定位,是<span style="color: black;">不可</span>回避的关键。而《天下为棋》从故事题材上就比较讨巧,它刻画了一个<strong style="color: blue;">暗黑风格的武侠世界</strong>;从游戏类型上,老于并<span style="color: black;">无</span>随大流,而是<span style="color: black;">选取</span>了一个小众但<span style="color: black;">善于</span>的<strong style="color: blue;">“战棋+肉鸽”</strong>游戏类型,这<span style="color: black;">亦</span>是他权衡再三的结果:</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">首要</span></strong>,<span style="color: black;">思虑</span>到团队不大,若想在白热化的市场里分一杯羹,就要做自己<span style="color: black;">善于</span>的事,而团队里都是武侠迷和战棋迷,做起来相对得心应手。<strong style="color: blue;">其次</strong>,虽然战棋游戏市场小众,但总玩家人数却不少,从而能达到<strong style="color: blue;">长尾效应</strong>——<strong style="color: blue;">“中国任何游戏只要做得够精品,总有人<span style="color: black;">爱好</span>,有人<span style="color: black;">爱好</span>就有市场。”</strong></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/0900015f2c124167ae2000b6d0953dc6~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=EDzBajnbj5cl4pAndD1qGhGNQ0E%3D" style="width: 50%; margin-bottom: 20px;"></div>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/d05300d98534434e8027963e94d2b029~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=dgr3Pw2XHvodDz4EenNm7Bmh%2FWs%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">配图来自《天下为棋》截屏</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">这种细致入微的把控,<span style="color: black;">乃至</span>细到游戏引擎的<span style="color: black;">选取</span>上。与游戏类型的小众化相反,在<span style="color: black;">研发</span>工具上,老于和团队却<span style="color: black;">选取</span>了更<span style="color: black;">公众</span>化的Unity。<span style="color: black;">原由</span>就两点,<strong style="color: blue;"><span style="color: black;">第1</span>,好招人;第二,很<span style="color: black;">熟练</span></strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">“<span style="color: black;">倘若</span>看数据,Unity占比中国游戏<span style="color: black;">研发</span>市场60%以上,<span style="color: black;">这般</span>来想,它的毛病最少、辐射性最广、<span style="color: black;">况且</span>好招人,能<span style="color: black;">处理</span><span style="color: black;">咱们</span>大部分问题。”结果是,<strong style="color: blue;">好的生产力工具如虎添翼</strong>,《天下为棋》<span style="color: black;">亦</span><span style="color: black;">因此呢</span>有个更广阔天地,<span style="color: black;">研发</span>出了“与众<span style="color: black;">区别</span>的”美术风格,即实现了<strong style="color: blue;">把辉光效果用在UI上</strong>的风格。</span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p6-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/9ffba5280e494686b8312c5b6b1bb981~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=2jpU47Y0w1ONBjokMe0ZKGoQHBY%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">经过</span>Unity引擎中镜头处理插件Post-Processing,达到更加真实的灯光、光影效果,完全改变游戏美术呈现效果。</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 听玩家的,但<span style="color: black;">亦</span><span style="color: black;">不可</span>都听玩家的</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">前前后后,<span style="color: black;">全部</span>游戏制作了3年,<span style="color: black;">最后</span>于两年前在STEAM上线。<span style="color: black;">因为</span>制作精良、设计巧思,这款游戏<span style="color: black;">火速</span>收揽了一批真爱粉,玩家<span style="color: black;">广泛</span><strong style="color: blue;">对玩法和美术风格<span style="color: black;">暗示</span>好评</strong>,<strong style="color: blue;">但痛批了剧情和难度设定</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">老于无奈地说,<span style="color: black;">大众</span>吐槽这款游戏太难了,玩家不想体验悲剧,更想体验爽感,但<span style="color: black;">做为</span>游戏<span style="color: black;">背面</span>的操盘手,他却认为,游戏<span style="color: black;">本来</span>的设定<span style="color: black;">便是</span><span style="color: black;">表现</span>困难和遗憾,<span style="color: black;">这般</span><span style="color: black;">才可</span>让玩家难忘。<strong style="color: blue;">“悲剧是把美打碎了拿给人看,它还是在<span style="color: black;">表现</span>美,这<span style="color: black;">便是</span>它耐人寻味的<span style="color: black;">地区</span>”</strong>。毕竟尼采曾经曰过,悲剧的消亡,<span style="color: black;">便是</span>神话的消亡。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">然则</span>无论<span style="color: black;">怎样</span>,老于都会跑到一线,去跟玩家交流互动,<strong style="color: blue;">“你<span style="color: black;">能够</span>把我理解成是<span style="color: black;">最后</span>的托。”</strong><span style="color: black;">有些</span>玩家的好<span style="color: black;">意见</span>,老于会采纳,并更新到游戏里。他说<strong style="color: blue;">有时候,玩家意见和游戏设定会有矛盾,此时制作人需要权衡采用。</strong><span style="color: black;">亦</span>正是<span style="color: black;">由于</span>和玩家保持互动,直到近期,《天下为棋》的手游版都快上线了,依然有忠实玩家天天在群里讨论和催更。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">充分<span style="color: black;">认识</span>玩家群体和用户习惯之后,老于<span style="color: black;">亦</span>梳理了端游和手游两种<span style="color: black;">区别</span>的<strong style="color: blue;"><span style="color: black;">商场</span>模式</strong>。从他的经验来看,<strong style="color: blue;">端游适合“买断式收费”,手游适合“混合制收费”</strong>,<span style="color: black;">区别</span>的<span style="color: black;">商场</span>模式,<span style="color: black;">亦</span>对应了<span style="color: black;">区别</span>的游戏人群。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">在端游上</strong>,<span style="color: black;">例如</span>STEAM上的玩家<span style="color: black;">广泛</span>很硬核,且<span style="color: black;">已然</span>习惯了一次性买断付费,这就<span style="color: black;">需求</span>游戏制作需要<span style="color: black;">注重</span><strong style="color: blue;">好的口碑、好玩的内容、足够标新立异</strong>,<span style="color: black;">由于</span>你的口碑,直接决定了平台对游戏的推广力度。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">在手游上</strong>,<strong style="color: blue;"><span style="color: black;">首要</span></strong>玩家的时间更碎片化,<span style="color: black;">没法</span><span style="color: black;">长期</span>去玩一个硬核游戏,<span style="color: black;">因此</span>游戏的<strong style="color: blue;">难度就必须降低</strong>。<strong style="color: blue;">其次</strong>中国玩家的付费习惯很反差,<strong style="color: blue;">不想要花小价钱入门玩游戏,但却会花大价钱买一件别人<span style="color: black;">无</span>的装备</strong>,“<span style="color: black;">例如</span><span style="color: black;">她们</span>不愿意花30元买断游戏,但却愿意抽68元比别人牛逼、比别人<span style="color: black;">美丽</span>,<span style="color: black;">乃至</span>为了这个游戏打得更爽,愿意花内购付费、看<span style="color: black;">宣传</span><span style="color: black;">得到</span><span style="color: black;">更加多</span>道具。”这是<strong style="color: blue;">“腾讯流”</strong>养<span style="color: black;">成为了</span>玩家这个习惯,先要体验游戏,才可能会花钱,这<span style="color: black;">亦</span><span style="color: black;">引起</span>,<span style="color: black;">有些</span>国外游戏在中国市场,一<span style="color: black;">起始</span>会<span style="color: black;">水土不适应</span>的<span style="color: black;">原由</span>。</span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/a962ffef38b944eb9511a4786a4e5e71~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=jLEDKYBzE%2BIuUjn0xcuNdQFzpIA%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 当手游疯狂内卷</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">说回到制作人,<span style="color: black;">做为</span>游戏团队的灵魂<span style="color: black;">名人</span>,<strong style="color: blue;">一方面</strong>,要对团队的里里外外有深入<span style="color: black;">认识</span>,<strong style="color: blue;">但一方面</strong>,过分事无巨细的微管理(micromanagement)会压抑<span style="color: black;">研发</span>组同僚的<span style="color: black;">心情</span>和创造力。在这个过程中,团队很容易<span style="color: black;">显现</span><span style="color: black;">歧义</span>,而老于<span style="color: black;">一样</span>经历过<strong style="color: blue;">团队<span style="color: black;">歧义</span></strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">导火索<span style="color: black;">便是</span>“改Bug”。或许是老于<span style="color: black;">无</span>表达清楚,或许是技术<span style="color: black;">无</span>理解明白,<span style="color: black;">便是</span>一个小小的“点击物品”的设计,老于认为会影响玩家体验,就<span style="color: black;">期盼</span>技术改掉,但技术反驳说,这一改等于重做不说,<span style="color: black;">况且</span>只能自己加班重做,否则会影响项目进度。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">然则</span><span style="color: black;">歧义</span>,<span style="color: black;">常常</span>是<span style="color: black;">无</span>完美的<span style="color: black;">处理</span><span style="color: black;">方法</span>的,要么双方僵持不下,要么一方妥协。</strong><span style="color: black;">最后</span>,技术拗<span style="color: black;">不外</span>偏执狂老于,妥协了。但老于<span style="color: black;">亦</span>讲江湖义气,“我这人很自觉,是我让你加班的,我陪着你还不行么!”</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">而那段长达8个月的加班时光,<span style="color: black;">亦</span><span style="color: black;">作为</span>了老于<span style="color: black;">迄今</span>最难忘的日子。<span style="color: black;">白日</span>,他和技术<span style="color: black;">由于</span>项目吵到脸红脖子粗;<span style="color: black;">夜晚</span>,<span style="color: black;">她们</span><span style="color: black;">一块</span>吃饭聊天打游戏,<span style="color: black;">而后</span>继续通宵改Bug;到了<span style="color: black;">次日</span>,又刷新了美好的一天。<span style="color: black;">最后</span>,在这个无限循环的日子里,<span style="color: black;">一块</span>把游戏作品打磨地更好。老于笑着说,那阵子啊,<span style="color: black;">大众</span>都有种半死不活的状态,<span style="color: black;">不外</span>团队<span style="color: black;">亦</span><span style="color: black;">因此呢</span><span style="color: black;">创立</span>了<strong style="color: blue;">革命友谊</strong>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">老于和团队之<span style="color: black;">因此</span>这么拼,一方面是<span style="color: black;">由于</span>对<span style="color: black;">制品</span>的精益求精,另一方面是<strong style="color: blue;"><span style="color: black;">全部</span>行业越来越卷</strong>。Game Analytics调查了超过15种类型8500款活跃游戏的2.7亿活跃用户得出数据报告,端游的生命周期<span style="color: black;">通常</span>为<strong style="color: blue;">3~5年</strong>,<span style="color: black;">乃至</span>数十年;页游的生命周期大幅缩水至为<strong style="color: blue;">6~18个月</strong>;而手游的平均生命周期<span style="color: black;">仅有</span><strong style="color: blue;">6~12个月</strong>。手游似乎很难摆脱昙花一现的<strong style="color: blue;">“魔咒”</strong>,且<span style="color: black;">这般</span>的<span style="color: black;">状况</span>越来越严峻。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">回忆起过往,老于<span style="color: black;">亦</span>唏嘘不已,他说哪怕往前推5年,每年都会有十几二十款手游是过亿流水,可能一个十几二十人的小<span style="color: black;">机构</span>,只花了一两百万,做出来一款游戏,这款游戏<span style="color: black;">一月</span>能给<span style="color: black;">机构</span>挣好几个亿,小<span style="color: black;">机构</span>瞬间就变<span style="color: black;">成为了</span>大<span style="color: black;">机构</span>。在当年,<strong style="color: blue;">米哈游、莉莉丝</strong>都是这么发迹的,米哈游当初在濒临倒闭时,靠着其中一款《崩坏》,把自己给拯救了。<strong style="color: blue;">“这种传奇故事<span style="color: black;">此刻</span>是越来越少了”。</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">当下,中国游戏市场的氛围<span style="color: black;">出现</span>了巨变,<strong style="color: blue;">游戏、玩家、资本越来越精细化,市场慢慢加大,玩家每年<span style="color: black;">增加</span>,但却不像前两年增的<span style="color: black;">那样</span>广。</strong><span style="color: black;">此时</span>候,丰富的经验、好的团队、好的创意<span style="color: black;">便是</span>加分项,<span style="color: black;">然则</span>你<span style="color: black;">亦</span>别想<span style="color: black;">经过</span>一两个好想法,<span style="color: black;">或</span>一个刚组建的团队,就能产生一个大爆款,这种机会越来越少。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">与此<span style="color: black;">同期</span>,出海的机会越来越多。<strong style="color: blue;">“出海,是以后每一个游戏<span style="color: black;">研发</span><span style="color: black;">机构</span>必须要<span style="color: black;">思虑</span>的了。”</strong><span style="color: black;">原由</span><span style="color: black;">便是</span>,<strong style="color: blue;">越来越精细化的游戏市场</strong>,以及,<strong style="color: blue;">越来越难申请的国内版号</strong>。“任何一款游戏<span style="color: black;">研发</span>,都需要<span style="color: black;">思虑</span>海外<span style="color: black;">原因</span>,<span style="color: black;">包含</span>游戏画风的<span style="color: black;">选择</span>、游戏内容<span style="color: black;">选择</span>、<span style="color: black;">乃至</span>游戏的换皮再<span style="color: black;">研发</span>,<span style="color: black;">是不是</span>利于海外营销,这些都是必须要<span style="color: black;">思虑</span>的。”</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">相比较国内市场,海外市场机会<span style="color: black;">更加多</span>、上线速度更快、便于<span style="color: black;">有些</span><span style="color: black;">机构</span>快速取得盈利,<span style="color: black;">同期</span>海外<span style="color: black;">针对</span>国游的接纳越来越高。反过来,海外玩家<span style="color: black;">亦</span>在接触国游,海外游戏<span style="color: black;">机构</span><span style="color: black;">亦</span>在学习中国<span style="color: black;">机构</span>的变现机制。老于滔滔<span style="color: black;">不停</span>说道,<strong style="color: blue;">“进欧美市场需要更注重画风,相对更好做的是东南亚,<span style="color: black;">由于</span><span style="color: black;">她们</span>的文化更接近中国。”</strong></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/74101ab4498b4078af77caee9b1c5ed2~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=MosWh6TWJ6A9XhzEyhgG1fmu%2F5Y%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">▋ 个人不要躺在功劳簿上,团队要拧成一股绳</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">在文化圈,<span style="color: black;">咱们</span>习惯了听到“xx金牌制作人”的说法。但当被问到“有<span style="color: black;">无</span><span style="color: black;">爱好</span>的游戏<span style="color: black;">研发</span>大神?”,老于想了很久说,“<span style="color: black;">好似</span><span style="color: black;">亦</span>没有<span style="color: black;">尤其</span><span style="color: black;">爱好</span>的,我<span style="color: black;">爱好</span>的都是某家<span style="color: black;">机构</span>、某个团队<span style="color: black;">或</span>某款游戏。”在他看来,<strong style="color: blue;">个人再厉害<span style="color: black;">亦</span>需要依靠团队,而一个好团队更能发挥出<span style="color: black;">每一个</span>人的价值。</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">他举例说,曾经他非常欣赏某位主创,<span style="color: black;">一样</span><span style="color: black;">亦</span>是策划出身的这位大神,在巅峰期<span style="color: black;">研发</span>了中国<span style="color: black;">第1</span>款超过10亿流水的手游,是他刺激了全中国手游的<span style="color: black;">研发</span>,证明原来手游<span style="color: black;">能够</span>小成本、大制作,<span style="color: black;">乃至</span>在当年,所有面试官都会以这款游戏为范本,来测试应聘者的分析能力。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">然则</span>功成名就之后,老于认为他<span style="color: black;">亦</span>变得偏执,<span style="color: black;">例如</span><span style="color: black;">由于</span>自己做过摇杆游戏没成功,就认为做摇杆游戏都是<span style="color: black;">白痴</span>,但后来吃鸡游戏的<span style="color: black;">显现</span>,果断让他打脸,<span style="color: black;">由于</span>他的这种偏见,他的<span style="color: black;">机构</span>莉莉丝好几年都<span style="color: black;">无</span>好作品,直到后面放下<span style="color: black;">有些</span>偏见之后,才有<span style="color: black;">更加多</span>的作品。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">老于<span style="color: black;">亦</span><span style="color: black;">因此呢</span>得出结论,一个团队<span style="color: black;">或</span>一个人能做好,最<span style="color: black;">重点</span><span style="color: black;">便是</span>——<strong style="color: blue;">期望</strong>,而<span style="color: black;">仅有</span>都认同某件事,才会产生期望值,从这个<span style="color: black;">方向</span>看,无论是玩游戏<span style="color: black;">亦</span>好,<span style="color: black;">或</span><span style="color: black;">研发</span>游戏<span style="color: black;">亦</span>好,都是一个升级打怪的过程。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">况且</span><span style="color: black;">针对</span><span style="color: black;">研发</span><span style="color: black;">来讲</span>,更重要的是,把怪打死。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">END</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">于晓楠,游戏制作人,任职于济南初芯网络科技有限责任<span style="color: black;">机构</span>。关键经历介绍:中视网元/巴别时代/黑岩信息技术/北京嗨钓/嘉亿聚鑫。</p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">采访实录</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:我<span style="color: black;">晓得</span>你博览群游,你自己比较钟意哪种游戏类型?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">其实我<span style="color: black;">无</span>最<span style="color: black;">爱好</span>的,<span style="color: black;">然则</span>我对RPG类、SPRG策略类游戏是比较<span style="color: black;">爱好</span>的。我觉得这类游戏故事性更强,更能代入到人的感情里,可能更吸引我<span style="color: black;">有些</span>,感觉是<span style="color: black;">不但</span>在感受这个游戏,更能感受游戏的世界观,比较舒服。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">例如</span>魔兽世界、鬼谷八荒、袖珍模拟器这些游戏,我都很<span style="color: black;">爱好</span>。当然英雄联盟这类游戏,我玩的<span style="color: black;">亦</span>都很好,但可能不如这些游戏<span style="color: black;">那样</span><span style="color: black;">爱好</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:从制作的<span style="color: black;">方向</span><span style="color: black;">来讲</span>,设计一款战棋类游戏,难点<span style="color: black;">重点</span>在哪?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">对关卡和平衡性的把握,对<span style="color: black;">咱们</span><span style="color: black;">来讲</span>是最难的。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">一样</span>都是战棋,<span style="color: black;">倘若</span>你做法<span style="color: black;">区别</span>,它游戏<span style="color: black;">已然</span>完全不<span style="color: black;">同样</span>了。尤其是<span style="color: black;">咱们</span>在《天下为棋》中,<span style="color: black;">每一个</span>关卡都有自己的特点在里面,<span style="color: black;">乃至</span>每颗棋子的技能、攻击范围、攻击模式都不<span style="color: black;">同样</span>。<span style="color: black;">例如</span>远程攻击,<span style="color: black;">能够</span>设计成打全屏的、打直线的、斜着打的,比较多元化。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">在这其中还要找到平衡点,去进行<span style="color: black;">所说</span>的设计,其实是蛮困难的。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:<span style="color: black;">那样</span><span style="color: black;">一样</span>的问题,怎么去做好一款肉鸽游戏?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">我觉得你要去做肉鸽,就要<span style="color: black;">注重</span>“肉鸽”这两个字,肉鸽是一种随机类的元素,虽然它让玩家体验到了乐趣,<span style="color: black;">然则</span>它<span style="color: black;">亦</span>会破坏游戏的平衡性,<span style="color: black;">因此</span>需要你在平衡性和肉鸽元素中反复寻找平衡点。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">既要让玩家在关卡中体验到<span style="color: black;">愉快</span>,但<span style="color: black;">亦</span><span style="color: black;">不可</span>破坏整体的平衡,这是非常重要的。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:能<span style="color: black;">详细</span>举个例子吗。</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">例如</span>玩家去玩一个关卡,<span style="color: black;">非常多</span>最常用的肉鸽元素,其实<span style="color: black;">便是</span><span style="color: black;">有些</span>属性的、道具的或技能的给予,这种东西其实对游戏的影响是比<span style="color: black;">很强</span>的。我给玩家三种技能,让<span style="color: black;">她们</span>去<span style="color: black;">选取</span>,<span style="color: black;">乃至</span>每次开局,角色、技能都<span style="color: black;">区别</span>,<span style="color: black;">然则</span>玩家又要打同一个关卡,<span style="color: black;">此时</span>候,制作对关卡的处理上、技能的设计上就非常有难度了。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">由于</span>我不可能把两个技能设计的差距过大,那样的话,较难的技能就<span style="color: black;">无</span>人选了,但我又想让玩家体验<span style="color: black;">区别</span>的肉鸽<span style="color: black;">构成</span>,<span style="color: black;">因此</span><span style="color: black;">最后</span>要做到,无论玩家选哪一个都能通关,<span style="color: black;">况且</span>都能去好好的玩这个游戏,只是体验<span style="color: black;">区别</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">简单<span style="color: black;">来讲</span>,我让玩家选远程、还是近战,玩家都能打过这关,<span style="color: black;">然则</span>玩家用远程角色去打和近战角色去打,是完全不<span style="color: black;">同样</span>的,<span style="color: black;">乃至</span>有的攻击快、有的攻击慢,这些是<span style="color: black;">经过</span><span style="color: black;">各样</span>技能的<span style="color: black;">选取</span>去组合的,<span style="color: black;">然则</span>它整体要达到一种平衡点<span style="color: black;">便是</span>:玩家都会觉得好玩,<span style="color: black;">况且</span><span style="color: black;">不可</span>让<span style="color: black;">她们</span>有这种感觉是,都只选近战就<span style="color: black;">能够</span>了,<span style="color: black;">或</span>都只选远程就<span style="color: black;">能够</span>了。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">你要做到的<span style="color: black;">便是</span>,要让玩家觉得,无论选你哪一个都能过关,<span style="color: black;">况且</span>还都能体验到<span style="color: black;">区别</span>的游戏乐趣,这<span style="color: black;">便是</span>肉鸽。这其实实现起来是挺难的,但这<span style="color: black;">亦</span>是肉鸽最重要的一点。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:《天下为棋》里,有<span style="color: black;">无</span>你比较<span style="color: black;">爱好</span>的角色?当然你可能会说都<span style="color: black;">爱好</span>。</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">我确实都<span style="color: black;">爱好</span>,但最<span style="color: black;">爱好</span>Boss。可能是<span style="color: black;">咱们</span>花在正面的设计上,不如<span style="color: black;">咱们</span>做反面设计<span style="color: black;">那样</span>用心。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">就像你说的,其实它是一个多角色<span style="color: black;">一起</span>闯关的过程,<span style="color: black;">因此</span><span style="color: black;">咱们</span>给了玩家<span style="color: black;">非常多</span>的可选性,那就<span style="color: black;">表率</span>了,其实<span style="color: black;">亦</span><span style="color: black;">无</span>谁主谁次的区分,都需要你去养成进行通关,<span style="color: black;">然则</span>Boss可能不<span style="color: black;">同样</span>,Boss真就<span style="color: black;">仅有</span>这么一个。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">因此</span>对它的设计,<span style="color: black;">咱们</span>花的心思是<span style="color: black;">更加多</span>一点,<span style="color: black;">由于</span>其他角色和别的角色搭配用,怎么都能弥补短板,<span style="color: black;">然则</span>Boss不<span style="color: black;">同样</span>,你<span style="color: black;">倘若</span>设计弱了,它<span style="color: black;">便是</span>真的弱了,那就真的是没什么难度了。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:我理解游戏<span style="color: black;">研发</span>可能就像画画<span style="color: black;">同样</span>,它不是一次成型的,后期<span style="color: black;">亦</span>会<span style="color: black;">持续</span>的去打磨,《天下为棋》后期会做<span style="color: black;">那些</span>改善吗?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">会的,一是会在章节上增长,二是会优化特效,三是会对<span style="color: black;">有些</span>新功能进行<span style="color: black;">有些</span>拓展,但这些都只会在手游版<span style="color: black;">表现</span>了。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">在这个过程中,<span style="color: black;">咱们</span><span style="color: black;">由于</span>用了Unity引擎,跟Unity的技术交流<span style="color: black;">亦</span>比较多,一来二去跟Unity<span style="color: black;">创立</span>了良好的合作伙伴关系,<span style="color: black;">近期</span>还加入了Unity的“黑马计划”,它是一个生态项目,Unity会对生态里的<span style="color: black;">机构</span>做<span style="color: black;">有些</span>赋能。接下来的6月8号在北京,Unity会开一个技术开放日Open Day,我<span style="color: black;">亦</span>会<span style="color: black;">做为</span>路演嘉宾,上台谈谈“PC独游转手游”的心得。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:整体聊下来,我感觉这个行业很卷,游戏制作人需要<span style="color: black;">始终</span>在路上,<span style="color: black;">或</span>说<span style="color: black;">始终</span>被项目的进程推着走。</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">能够</span>这么说,<span style="color: black;">做为</span>团队<span style="color: black;">来讲</span>,确实<span style="color: black;">便是</span><span style="color: black;">这般</span>一个重复的过程,<span style="color: black;">咱们</span>永远在<span style="color: black;">研发</span>的道路上。当然,<span style="color: black;">倘若</span>说<span style="color: black;">咱们</span>需要运营这款游戏的时候,可能会再招一两位额外的运营人员、额外的技术。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">然则</span><span style="color: black;">重点</span>的人员永远在<span style="color: black;">研发</span>中,<span style="color: black;">她们</span>每做一款,<span style="color: black;">便是</span>有<span style="color: black;">提高</span>,<span style="color: black;">此时</span>候就不要把<span style="color: black;">她们</span>落在运营上,重复<span style="color: black;">哪些</span><span style="color: black;">商场</span>化功能的<span style="color: black;">研发</span>了,我个人觉得那是一种浪费,<span style="color: black;">她们</span>应该走在技术的最前沿去做更好的游戏。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:<span style="color: black;">针对</span>制作人<span style="color: black;">来讲</span>,在这种循环往复重复<span style="color: black;">研发</span>的周期过程中,你们的爽点或者说成就感在哪里?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">可能<span style="color: black;">便是</span>看到自己的游戏被玩家认可,能赚到钱,还有<span style="color: black;">便是</span>,它上线吧。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">游戏就像是<span style="color: black;">咱们</span>的<span style="color: black;">孩儿</span>,可能它刚<span style="color: black;">起始</span>立项是一个胚胎,它要上线了<span style="color: black;">便是</span>它出生了,<span style="color: black;">而后</span>它挣了钱了<span style="color: black;">便是</span><span style="color: black;">成长</span>了,这个过程中的<span style="color: black;">每一个</span>点,都能带给你<span style="color: black;">必定</span>的成就感。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">例如</span>玩家认同<span style="color: black;">咱们</span>、游戏成功的做了出来、<span style="color: black;">大众</span>给予<span style="color: black;">咱们</span>的好评、<span style="color: black;">针对</span><span style="color: black;">咱们</span>的支持、玩家的充值<span style="color: black;">针对</span><span style="color: black;">咱们</span>收入上的<span style="color: black;">增多</span>,都会让<span style="color: black;">咱们</span>觉得有了成就感。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">最基本的,<span style="color: black;">咱们</span><span style="color: black;">不可</span>让<span style="color: black;">孩儿</span>胎死腹中,这就很残酷了。最卷的可能<span style="color: black;">便是</span>腾讯,<span style="color: black;">她们</span>是“养蛊式”<span style="color: black;">研发</span>,当初腾讯在<span style="color: black;">研发</span>吃鸡游戏的时候,是三个团队<span style="color: black;">一块</span><span style="color: black;">研发</span>这款游戏,最后玩家能见到的<span style="color: black;">仅有</span>一款,其实<span style="color: black;">哪些</span>游戏在<span style="color: black;">研发</span>到一半,就被腾讯<span style="color: black;">机构</span>给砍掉了。<span style="color: black;">因此</span>,成功把游戏上线,是个最关键的过程。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">码客人生:从个人经验来看,投资人<span style="color: black;">一般</span>最关心的问题是什么?</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">投资人最关心的,<span style="color: black;">第1</span>是团队的稳定性,第二是你能<span style="color: black;">不可</span>做出一个好的<span style="color: black;">制品</span>来,这可能跟团队经验、成熟作品、技术<span style="color: black;">研发</span>、跟你制作人<span style="color: black;">自己</span>是有很大关系的。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">其实一个游戏的好坏,它<span style="color: black;">最后</span><span style="color: black;">亦</span>是<span style="color: black;">源自</span>于制作人对游戏的理解,<span style="color: black;">仅有</span><span style="color: black;">晓得</span>什么样的游戏是有精度的,才有可能做到一个精品游戏。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">反正从我<span style="color: black;">此刻</span>感觉,投资人越来越理智了,有时候他投资以后,他<span style="color: black;">乃至</span>觉得,<span style="color: black;">第1</span>款游戏<span style="color: black;">无</span>取得一个<span style="color: black;">很强</span>成功,<span style="color: black;">不碍事</span>,<span style="color: black;">然则</span>能<span style="color: black;">不可</span>后期取得成功,这很重要。像腾讯<span style="color: black;">来讲</span>,腾讯<span style="color: black;">亦</span>不是每一款都是爆款,投资人投了,肯定不是干一锤子买卖。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">例如</span>有些小游戏,你花了半年就做完了,你们之后还有<span style="color: black;">无</span>别的想法,还能<span style="color: black;">不可</span>再去<span style="color: black;">研发</span>,<span style="color: black;">况且</span>是一款比一款好,能<span style="color: black;">不可</span><span style="color: black;">这般</span>去<span style="color: black;">提高</span>,这<span style="color: black;">亦</span>是<span style="color: black;">她们</span>比较看重的。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">最后说到底,跟你团队合作,<span style="color: black;">非常多</span>时候还是看制作人<span style="color: black;">自己</span>的人品、素质、综合能力强不强。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">【注】本文配图除有<span style="color: black;">尤其</span>标注之外,其余皆为<span style="color: black;">文案</span>概念配图。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;">本文来自码客人生,未经授权禁止转载</strong></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/0d2babbfd64d4ab091d66aee0014a1cf~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1728819185&x-signature=L39Dg8pxFiINmy1J1NWTt0M2MJg%3D" style="width: 50%; margin-bottom: 20px;"></div>
楼主发的这篇帖子,我觉得非常有道理。
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