Game Development Mad God

Vol 10 Chapter 921: High ambition: hard lock (2)

Of course, no matter what kind of setting it is, in Lin Yan's view, changes are inevitable in the new work. Even though Lin Yan likes the sound effects of the previous game very much in his heart, on the whole, although the game is well made, its shortcomings are also very obvious.

The first point is that the picture quality displayed in the game is not good, or it can only be a medium-low level, so when the game starts to shape, the first thing to change is the picture quality of the game. Of course, Burning Sky game itself has the world's top game quality production technology in the entire industry, so it naturally has a very big advantage in the screen.

For this game, Lin Yan uses artifacts to produce the best picture quality level that the entire industry can reach at this stage. Whether it is in physical effects or light and shadow special effects, the level of this game is the best in the industry. Yes, whether it is the CG animation in the game or the actual effect of the game, this game can be said to be the best level, and it can give the player a very real texture at first glance.

And this feeling is something other games can’t reach at present, at least for most games in the world, it’s far from reaching the level that Burning Sky can achieve at this stage. In Lin Yan's view, the works compared with this game in terms of quality and special effects definitely do not exceed the number of five fingers.

Therefore, in terms of the main rigid index of the game, Fentian Games is actually in a leading position in the entire industry. Even if a company can compete with Fentian in terms of image quality, it cannot be ignored. A fact. That is, the image quality of the game itself is very expensive. It can even be said that a top-notch game. At least half of all the investment is burned in the image quality. From this we can also see the image quality itself. Need to consume resources.

For some companies, although they also master the top image quality production technology, their own shortcomings are also very obvious, that is, the lack of resources can only allow people to configure the most for a few works in terms of game production. Good picture. Take the game "Dead Space" for example.

According to Lin Yan's knowledge, when the game Dead Space was first released in 2008, Lin Yan believed that this game was based on the standards of the production company at the time, and the picture quality was at least an order of magnitude higher than that of the original game. The quality can only be said to be moderately satisfactory, and everything seems to be very moderate. Although the later game itself is also very good, in Lin Yan's view, because of the mediocre picture quality, the subsequent impact on this game is still very large. of.

So the picture quality is actually very important. Just like the first impression of a beautiful woman will always be better than that of a normal-looking woman, the same is true for a game, otherwise Lin Homura himself wouldn't bother so much in this regard.

For players, the image quality also directly affects how they feel about the game. For many people, the quality of the game directly affects their gaming experience. A good image quality can instantly attract players. , To devote yourself to the adventure of the game.

But the general picture quality often brings at least one sentence, "This game picture is really not good."

Although there are only some differences in details, the impact can be very huge. If there is no good first impression, no matter how well the game itself is internally shaped, it will not help, and the same will be affected. Players are swept into the garbage classification. Especially for current players.

With the advancement of technology, the image quality of the game is no longer what the previous rough character modeling and architectural modeling can meet. Many games now have improved the image quality of the game to an almost abnormal requirement. So a good game picture quality is definitely a requirement of the soul for a game.

Although the core gameplay and specific game experience of the online game itself are different from the stand-alone game, there is a relatively looser requirement for many hard indicators, but such looseness is only relatively speaking, and according to Lin Flame’s idea, whether it is an online game or a stand-alone game, the quality of itself is actually quite important. If a serious online game has better picture quality than a normal stand-alone game, then the game itself is in the hardware The indicators are actually quite good.

In fact, it is not just Lin Yan’s past life, even in the current world, the online game itself is technically incomparable to the stand-alone game. The production of the stand-alone game itself can be said to be very sophisticated, whether in the picture The quality of the game system and the shaping of the game system are very good.

But for most online game departments, the screen can only be said to be general, and the game system is even more complicated. There are dozens or even hundreds of systems that need to be controlled by the player, and more often they are not. Give the player a new way of playing, but let the player have a new worry and so on.

Even for many games, on the game screen paper, various switches, enter buttons, and activity icons, etc., also affect the overall aesthetics of the game itself. It can be said that although the online game is good, it itself The score in shaping is definitely far worse compared to the stand-alone game

The core experience of the stand-alone game itself can be said to be very clear, almost as long as you play for a while, you will know where such a game is the most refreshing, but for current online games, the core experience itself has already been It was covered up by other and less important game content.

For example, those copies that are very popular in online games. Although many game copies can add a lot of game content to the game and make the game look heavy, but more often, it is also a part of the core experience of the game. This kind of concealment, even completely concealing the content of the game's theme, even in Lin Yan's opinion, such a design is a complete failure, and the one that failed can no longer fail.

This is not to say that there can be no copies. In fact, it is purely because of things like copies, which are not suitable for flooding in the game. This is definitely a huge blow to the core experience of the game.

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