My game, you have no right to award

Chapter 47 Studio Opening

Chapter 47 Studio Opening

But on another platform, the style is completely different.

The American forum reddit, commonly known as Reddit, is often referred to as the American version of "Tieba".

This is the largest forum in the United States, with countless sub-forums on various topics, and users can like or dislike posts and comments.

Those with more likes will rise to the front, and those with more dislikes will fall.

If the like-to-dislike ratio drops to a certain level, it will be deemed "controversial" and the comment or reply will be folded.

Of course, users can click on the collapsed comments at any time and still open them to see the collapsed content.

The advantage of such a system is that users can see so-called "high-quality" reviews.

The downside is that this turns every sub-forum into a huge information cocoon.

Only users with the same idea can gather together.

Once someone breaks in, or expresses a different opinion, or even a different angle, this comment will be madly downvoted.

Users who already agree with this point of view will feel a sense of superiority when they see the number of likes turned into negative numbers for those with different opinions.

In order to get likes, they will mock or even insult users with different opinions, forcing users with different opinions to choose to leave.

Countless times, they post opinions that they agree with in the sub-forum just to get likes, which makes the members of this sub-forum constantly strengthen this sense of identity.

The actual gameplay trailer of "Netherworld Mountain and Sea" was also forwarded to Reddit and various sub-forums related to the game.

For example, there is the r/gaming section with more than 40 million members, the r/Steam section with 4 million members, and the r/Games section with 3 million members.

The most active channel is the Games channel with the least number of users. A post that simply forwarded the video of "Youming Shanhai" received more than a hundred replies.

Coincidentally, this section is where conservative rednecks in the United States gather, so it is not difficult to imagine what the "information" they identify with is.

"Chinese people really like to copy things. They only copy other people's ideas."

"This trailer looks fancy, but I bet it's full of bugs when I actually play it."

"A Chinese game? I'll have to think about it."

"What's with the name 'Netherworld Mountains and Seas'? lol"

"The game is so dark it's almost impossible to see. The aesthetics are terrible."

"This trailer is a terrible edit."

In short, they are using various methods to belittle the trailer or simply spreading rumors.

However, even if Zhou Kuang made a masterpiece of the old man's ring level, such people would refuse to buy it just because of the four words "Made in China".

This is no longer an ordinary gamer, he must strike hard!
They are not the target audience of "Netherworld Mountains and Seas" at all, so Zhou Kuang naturally doesn't need to care about what labels they put on his game.

Just curse if you want!
Zhou Kuang will never hear these noises in his life.

……

……

……

Finally, after some time, Megvii Games moved into their new offices. They occupied the entire twenty-first floor and half of the twenty-second. The remaining half was allocated to Qingyan Studio, led by Ma Tu.

However, the recruitment has not been completed yet, and there is still some time for adjustment, so the progress of the "Youming Shanhai" project is quite slow.

Moreover, the project leader changed from Ma Tu to Feng Qi halfway through, and the most critical main planner changed, so naturally the direction and method of production had to change.

Fortunately, Zhou Kuang didn't need to worry about this. Feng Qi was busy interviewing new employees, revising project plans, and getting familiar with the team.

So Zhou Kuang put all his energy into Qingyan Studio.

Apart from changing their office location, nothing else changed. The producer was still Ma Tu, and even the twenty people were colleagues who knew each other and had worked together for a long time.

So, he asked Ma Tu to start producing the "Vampire Survivor" project immediately.

Zhou Kuang has already provided a complete set of planning proposals. In addition, this project is different from "Netherworld Mountains and Seas", so the scale is completely predictable.

Everything about "Netherworld Mountains and Seas" is unknown, so his initial requirement was to do whatever is possible.

"Vampire Survivor" is just a product that an independent author has been working on for a whole year. Even with subsequent updates and repairs, the volume is still not that large.

Therefore, his requirement for Ma Tu was to produce the EA version within one month, which is the early access version on Steam, commonly known as a semi-finished product.

That is to say, let the twenty of them complete the original author's work in a year in one month.

Isn’t this too much?
Then Qingyan Studio will spend another 1-3 months to perfect the entire game, improve the quality, add more game content, and finally complete the production of the entire game.

This is the ideal situation.

If the progress is not satisfactory, he also requires that the entire game must be completed within half a year.

After all, Zhou Kuang doesn’t plan to make just this one survivor game. He has plans for several other survivor-like games lined up for the future!
Even if it takes more time to build the framework of the first game from scratch, and you can use the same framework to save time later, it will still take at least two or three months to copy a game.

The amount of art assets that can be produced per unit time is fixed.

So his idea is to spend 8-12 months to complete 3-4 survivor-like games, and then launch Vampire Survivor on Steam around this time next year.

A new survivor-like game will be released every month and will continue to be produced for six months to a year.

In this way, Qingyan Studio can take the biggest piece of the pie with about eight survivor games of different types and styles!
If the market gets tired of survivor-like games prematurely because of their continued investment in the game, he can also ask Qingyan Studio to stop at any time.

Since the production cycle is short, the sunk cost is very low, so there is no regret in giving up half of the game.

In this way, Zhou Kuang will not suffer any loss no matter what. It is a business that is sure to make money.

In two years, Netherworld Mountain and Sea would probably be finished. After all, he estimated that a single playthrough would take 20-40 hours.

A longer gameplay time means a longer production cycle, higher costs, and naturally greater risks.

The currently set play time is the best result after weighing the game effects and risks.

After two years, Qingyan Studio will be able to challenge some independent games with higher difficulty and larger scale.

As for the game itself, Zhou Kuang currently has no plans.

After all, if "The Netherworld" is not successful, all plans will be in vain.

If they succeed, they will definitely continue to expand. What they do and how they plan will depend on the scale after the expansion.

(End of this chapter)

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

You'll Also Like