Time Travel: 2014

Chapter 399 Distinguishing Products and Works (Part 2)

Generally speaking, every login behavior of an online game player is an act of entering the server.

Most of the game data of most online games are also stored on the server.

In this type of game, many gamers behave in the game.

It also runs calculations on the server and then displays them synchronously on your client.

It is not difficult to see from the above description that the two most important functions of the server are nothing more than storing and calculating data.

As for the script mentioned by "Passenger C who knows a little bit about technology", it's not too complicated.

It is nothing more than used to implement the gameplay logic in the game.

Even when all the content of the game can be implemented using program bodies, scripts are not really needed.

However, the advantage of scripts is that they are simple to write and easy to modify, making it easier to meet the variability and diversity needs of game play. You can even update the script file to modify game logic or fix bugs while the game is running.

If the program body determines whether the structure of the house is a high-rise building or a villa residential area.

The role of the script is to determine the function of the house.

Scripts are generally implemented by fellow programmers.

But that’s not always the case, some simple scripts such as content editors and other planning/planning can also be used.

Even some great players will play some script-torturing games.

As for the configuration table mentioned by "Rider C who knows a little bit about development", it is generally used to fill in values, text and other contents, mainly to enrich the game details and enhance the game experience.

For example, what is the attack power of a weapon, and what is the HP of a certain character.

This part of the content is generally the responsibility of the planner/planner.

Even many plans/plans are edited directly using excel tables, and then converted into xml files, or script tools are written to export them into specified file formats, such as json.

These formats can take up less space than Excel, and are convenient for encrypting configuration table files.

When it comes to art resources, it’s equally simple.

All visible scene maps, character models, interface pictures, music and sound effects and other content in the game can be said to be art resources.

Art resources most intuitively affect the presentation of game content.

It's like the final touches after a house is built.

Things related to art are generally made by art students.

But the location of these things is often decided by the planner.

So a game value is wrong, or doesn't feel reasonable.

Just criticize the planner/plan.

The tone in the Weibo post of "Passenger C who knows a little bit about development" is as if Lin Hui doesn't know anything about some of the technical indicators used in the development of complex games.

In fact, these things mentioned by this person are not unfamiliar to Lin Hui, but are quite familiar. It's just that Lin Hui rarely shows them off. There is no need. The experience that the game brings to the user is the most important. Understand the technical indicators. Isn’t it just words on paper that the experience of making more things becomes worse?

Lin Hui disdains these things.

"Passenger C who knows something about development" seems to be very interested in this field.

Regarding all aspects of large-scale game design, "Rider C, who knows a little bit about development," listed nearly a thousand words eloquently before summing up:

"In a nutshell, games are also a type of software. Game development is similar to traditional software development processes, which also follow: design → coding → testing → operation. After entering the maintenance stage, the above process still needs to be repeated.

This series of processes is like the processes in a factory assembly line. Maybe you can say that these processes are boring, but the birth of industrial products is inseparable from this step.

Analogous to the birth process of industrial products, the birth of a game, especially a large-scale game, is also inseparable from some tedious processes. If it does not follow a strict development process, there will be no birth of a game. "

"Passenger C who knows a little bit about development" went on to write: " @The statement that hamsters never sleep is quite irresponsible. No matter what the developer thinks of a game during the development process, it will never be the same during the development process. During the process, the game to be developed can only be called a product, and cannot be called a work blindly and subjectively.

Blindly treating a product as a work and incorporating too many subjective factors into product development will only lead to interference with normal product development.

As for why GRAY FOREST keeps updating its products? It can be interpreted in many ways from different standpoints.

Interpreted as the continuous improvement of the work, this statement can only be said to be wishful thinking.

If several software developed by GRAY FOREST are regarded as products, the constant updates and product iterations just illustrate the immaturity of the products..."

According to the statement of "Passenger C who knows a little bit about development", this person feels that games should be regarded as products, not works.

Previously, "Hamsters never sleep" was based on treating games as works rather than products.

After "Hamsters never sleep" posted a long Weibo post, many people also stood up and posted refutations.

However, the initial post was basically about the purpose of updating the game GRAY FOREST.

The content of these rebuttals is neither to the point nor to scale.

They look like stragglers.

Until a Weibo user with the ID name "Passer C who knows about development" posted a long Weibo post and refuted "Hamsters never sleep".

Others who also refute "hamsters never sleep" seem to have found the central flag.

Focusing on the views put forward by "Passenger C who knows a little bit about development", the previous view of "hamsters never sleep" was besieged.

Whether it's "Ranger C who knows a little bit about development" or "Hamster never sleeps", both of them are big Vs and have quite a lot of fans.

For a while, there was a heated discussion surrounding "should games be regarded as works or products?"

(Of course, the so-called intense discussion is only a relative term.)

It coincides with the opportunity of GRAY FOREST to update several games.

Many passers-by who originally only cared about game updates unconsciously participated in related topics.

Many people even expressed their opinions and jumped out of Etlin Hui's Weibo account one after another.

Lin Hui was speechless about this. You just have to enjoy yourself while discussing what you are talking about. What else do you want me to do?

Lin Hui didn't like to get involved in such inexplicable disputes.

When it comes to games, are they products or works?

As a passionate game developer, Lin Hui certainly regards games as works.

But when it comes to the bunch of games that Lin Hui has made before, almost none of these products went through the "creation" process in the process of being released by Lin Hui's hands. Instead, they were shipped directly after a little polishing.

In this case, not to mention treating the game as a product, Lin Hui even failed to achieve the process of treating the game as a product.

Lin Hui simply regards games as commodities.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like