Game Entertainment Empire

Chapter 22 There is still a long way to go

In the office of NetDragon's game publishing department, Zhang Shaoming came back from the just-concluded meeting, looking at the report in his hand, Zhang Shaoming's face was still full of wonder.

The one-week sales of "Time Wheel", which is in charge of Chang'an Studio and planned by Lin Jiayi, exceeded 350,000. This number did not meet expectations but it is not unacceptable.

But the most important thing is that compared to a game in the same period, the performance of "Time Wheel" is not enough.

The sales volume exceeded 100,000 in a week, and on the last day, it achieved sales of 40,000, directly topping the daily sales list of the official game platform.

"The Binding of Isaac" is a niche pixel style independent game, showing potential beyond everyone's expectations.

"If NetDragon were to run this game, it would probably blow the results of "Time Wheel"." Zhang Shaoming sighed.

Although "The Binding of Isaac" is a good game in his eyes, he didn't expect it to be so good. If he can predict the future, he should also report to the leaders above and focus on it. If this game is finally made, then maybe he can go further.

…………

Players' tap-water word-of-mouth publicity, the promotion of Galaxy Network, and the popular articles of third-party eating melon game media have made the popularity of "The Binding of Isaac" soar rapidly, including some players who have heard of it but are not very interested. The Binding of Isaac" was so popular, I was curious to try it.

Then try and try, and people fall into the big pit of "The Binding of Isaac".

The random element game is not a very popular and novel game theme. The random element game has been born many years ago.

At the same time, until now, there are some games that are trying, but although the random elements can make the game very interesting in theory, there are almost no games that actually do it.

And now the emergence of "The Binding of Isaac" has lit a beacon for this type of game.

When players are raving about the game in various forums, post bars and other social media, and the game media is also blowing "The Binding of Isaac" with the heat, the game circle in the industry is also studying "The Binding of Isaac". The reason why this game can be released by NetDragon, and the "Time Wheel" that Lin Jiayi is the main planner to give up.

That's right, it's to put "Time Wheel" down. Although the current sales of "The Binding of Isaac" on all platforms has just exceeded 100,000, the sales of "Time Wheel" have exceeded 350,000, but the follow-up sales trend is everyone. It is clear that it is only a matter of time before "Time Wheel" is surpassed.

Media ratings, player ratings, and "Time Wheel" are worse than "The Binding of Isaac". The reason for such high sales now is mainly due to Lin Jiayi's reputation and NetDragon's promotion.

On the seventh day of the festival, the daily sales of "Time Wheel" was only less than 10,000 copies, while "The Binding of Isaac" topped the official game platform sales list with 40,000 copies.

And if you look at the detailed sales trend, you will find that "The Binding of Isaac" is on the rise, with sales increasing day by day; "Time Wheel" is just the opposite. Like most games, it belongs to the kind of Down, day by day less and less.

"This game is very rare. It feels like the original arcade. The boss deliberately adjusted the difficulty of the game to the highest level in order to cheat our game currency."

"In other words, the random elements in the game are great, there is no clutter in other similar games at all, and the various combinations are very interesting."

"I've been playing for more than 40 hours, and I've cleared levels more than 20 times, but every time I play, I still have new fun!"

"The data planning is very well done. Unlike the previous random games, this "The Binding of Isaac" looks random, but it actually planted a seed.

The generation of a logical variable is not infinite randomness in the true sense, but the formation of random numbers in limited data, but the huge combination of props and seeds is actually a kind of 'infinite'. "

"+1 upstairs, I feel that game design and numerical planning are really geniuses. It seems to be random elements, but it is not messy random. Every random variable is controlled very well, but it is not followable. variable."

In the circle of the game industry, various analyses of "The Binding of Isaac" have begun, and they are ready to wait until the protection period expires to introduce interesting elements into their own games.

This is also a very common method. After all, it is impossible to have a patent for the gameplay. If there is a patent for the gameplay, then there should be only one game of the same type on the market, but in order to ensure that the gameplay creativity of the game will not be subject to For the first time plagiarism, the official regulations have a certain period of protection, and this period of protection is enough for "The Binding of Isaac" to grow up.

After rejecting some famous self-media interviews, Yang Chen and Wang Yaliang continued to live a small life in a rental house in Jiang City.

At the same time, Yang Chen is also thinking about the establishment of the studio, as well as his own research on some things in "The Binding of Isaac".

I need to improve my understanding of games. Those games in my dream memory are a huge treasure trove, but Yang Chen is also very clear that even if he knows about some things, it is difficult to do.

For example, there are many AAA-level masterpieces in mind, as well as some very interesting or even pioneering game designs, but these games will make him feel very interesting to play, so he can do them.

Even though he already had the finished game in front of him, but without detailed GDD and design plans, Yang Chen really didn't know where to start.

A game like "The Binding of Isaac" is not very complicated, and he can now reverse it and copy it directly.

Because it's not difficult, it's just a little game to sell creativity.

But for some big-production games, without the corresponding understanding and experience in such 3A-level projects, Yang Chen has to admit one thing, that is, the memory of dreams is there, and he can even recall many details. Even if he could remember the decoration of a small character's dialogue, Yang Chen didn't know where to start and where to start.

Games, especially such 3A-level masterpieces, are definitely not something you have played or seen before.

If I want to make those masterpieces in my mind, I still have a long way to go.

What I lack now is not only money, but also experience and knowledge reserves.

Yang Chen has a very deep understanding.

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