Almighty Game Designer

A Few Simple Explanations

There may be readers who are deceived into thinking that this is the fourth watch, 2333.

However, there is still a lot of dry stuff written this time, and there is no need to spend money to subscribe. You can read it as a Zhihu answer and learn a little bit of superficial knowledge.

I don't really like to argue with others about some details, even games and novels. Like when this book first started, many people said it was unreasonable here and there, and when the original game came out, there were also many people who said that this is not good and that is not good.

This kind of comment, in fact, I don’t like replying very much, but if I don’t reply, it seems that I feel guilty, and I am stopped by the question, as if there is really a problem with what I wrote, this is something I can’t bear.

So put these together and give you some common sense questions.

What I want to say is not just in games, in fact, in novels, the Internet, technology, self-media, marketing or traditional business, this is a universal law, and most people who come to pick faults do not understand this.

So if you want to start a business, want to enter the game industry, want to write a book, or do a micro-business, write an official account...

The following content should give you a little inspiration.

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First of all, everyone must understand that there is no perfect product in the world.

In other words, if you want to pick on anything, you can definitely pick it out.

Or take the mobile phone industry that everyone is very familiar with as an example, can you find a perfect mobile phone?

Even an apple that seems to be close to perfection in every way has a fatal flaw in that it is...expensive.

You have to say, Xiaomi can't get the goods! Huawei is cheap! Samsung will blow itself up! Apple's value for money scum! Yes, you're right, but that doesn't hide the fact that you're a jerk.

Because there is no perfect thing in the world, you can't make a mobile phone that is cheap and easy to use, and crushes other products in all aspects.

You don't have a black tech system, do you?

Mobile phones are like this, games are like this, novels are like this, and almost everything you see is like this.

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So, if I want to make a mobile phone/a game/a novel, what should I do?

Since there is no perfect product in the world, is there no need for me to do it? Not perfect anyway?

Of course not.

Materially speaking, making something is to sell it to make money; spiritually, it is to meet the needs of some people.

As long as what you make is needed by the society and it can bring you benefits, it is meaningful and valuable.

As for whether it has any shortcomings...it certainly has, and probably quite a few.

This is not to excuse "the product is defective", but to say that as a producer, you need to understand that you are not a god, and within limited resources, you have to make choices.

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Why I don't like to discuss this issue too much, because most of the fault-finding people, whether it is for games or novels, their mentality is "consumer" rather than "producer".

If they can't think from the perspective of a producer, then my explanation is to talk about chickens and ducks, and it's a waste of words.

What does that mean?

As a consumer, you can spray millet and you can't get it, spray Android system sb, spray Apple expensive, and pretend, but as a producer, if you say that, then you may be... Gongsun Taijun?

If you are a producer, then you must understand that all the shortcomings you spray have their reasons, and in many cases, it is even a deliberate choice.

Why is Xiaobai Wen popular?

For many authors, it's not that they can't write old white texts. They also know that writing small white texts will get low stars and be scolded by old white readers. However, small white texts sell well.

When you laugh at the author's sloppy writing and naive plot, you don't know that he may have written it on purpose.

And it sells really well.

Therefore, it is meaningless to criticize and spray a producer from the perspective of a consumer.

Because you are only evaluating a thing according to personal preferences, not according to the laws of the market.

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If you understand the difference between "consumer" and "producer" above, then keep reading.

Consumers pose problems, and producers solve problems.

So if I am a producer, big enough to start a business and make a subversive app, or small enough to write a self-media article with 100,000+, what should I do?

The first step is to figure out who is using what you produce.

That is your target user.

If I do civilization, then I can design a game to be ten hours long.

If I were the king of pesticides, then I would have to compress a game to fifteen minutes.

Look, the target users are different, so what you want to do is completely different.

Many people like to talk about some specific parameters away from the target users. The mistake is that the default is that this product is aimed at the most common people.

The same argument can be applied to many successful games.

moba has more than 100 heroes? How expensive is this learning, who plays?

How many hours does it take to start a game of civilization? What about trouble?

Black Soul is completely abused, how can there be so many shaking M?

See, what's wrong with this argument is not knowing the target audience and wishful thinking that these games are meant to satisfy everyone's needs.

But in fact, for the core players of these games, the problem you think is not a problem at all.

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So, I want to make a game, or write a book.

First of all, I should understand who I am making it for.

If you have to compare Rainbow Six with Chicken, it's really incomparable in terms of numbers, but it doesn't prevent both of them from being good games.

Rainbow Six perfectly caters to its target audience, and that counts as a success.

I never said that "Jianghu" will be popular to the level of "League of Legends" or "Chicken Eater", as long as it is popular among a certain group of players.

That said, it's a well-received genre game that isn't meant to satisfy everyone.

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In fact, innovation means that you must be different from existing successful games.

If the game time of "Jianghu" is 2 hours, some people will say that the time is too long and three times longer than "Jedi Survival", who will play?

If the game of "Jianghu" lasts for half an hour, some people will say, you can't show many martial arts things in half an hour.

If "Jianghu" removes the martial arts connotation, some people will say, you are not "PUBG" with a new skin, who wants to play this if there is a chicken? Rotten gameplay.

Look, who doesn't pick faults?

First choose a successful game as a yardstick, if what you do is different from it, then you will not succeed; if you do the same as it, then it is plagiarism.

I am not arguing about who is right and who is wrong, but that this kind of discussion is meaningless and a waste of life.

You like it, he doesn't like it, you think it's okay, he doesn't think it's okay, none of you can represent the target user.

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When do players pay for a game?

When the game has a shining point that attracts him.

That is to say, the shortcomings of the game are not important, it just eliminates those who are not target users. Maybe even if you don't have this disadvantage, they won't buy it.

The key is the advantages of the game, whether it is irreplaceable.

This is true of novels, self-media and even micro-businesses.

Therefore, the difference between consumers and producers is that consumers pick faults, and producers see advantages.

You go and learn more about the structure of my eating tomatoes, the laughing point of elbows, the reversal of Xiaolong, and the diligence of San Shao.

Then even if you are not talented, you can write better and better.

You have to say that Tomato and San Shao are too stupid, the elbows are not written enough to pretend, and those urban gods lack logic...

According to your stinging energy, you can only be a slap on the street for the rest of your life.

Anyone can pick faults.

The question is, can you make a bright spot when there are a lot of bugs?

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In the process of making a game, you encounter choices every moment.

To give a simple example, why does "Onmyoji" need liver?

You have two options.

No liver, the game reputation increases, players relax, but the game viscosity decreases and the lifespan is shortened.

Liver, game reputation has declined, players are tired, and casual players are persuaded to quit, but game viscosity has increased, lifespan has been extended, and income has increased.

There is no option for the best of both worlds, whichever you choose has corresponding advantages and problems.

How should you choose then?

Quite simply, think about who your target audience is.

If this game was made for the student party, then of course it would be a joke. Students would not run away with so much time.

But if this game is made for office workers, it must not be livery, because they have no time, you have to give them some design that saves time and money.

At this time, if you don't understand these things, just jump out and say, who would play such a liver game?

Sorry, there are quite a lot of people playing, and you can't represent anyone.

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Therefore, whether it is a game, a novel, or a certain software or hardware, it is necessary to look at the problem comprehensively, and to see the deep rules behind it.

It's pointless to catch a point of entanglement.

Because you are a blind man touching an elephant, you have no idea what this elephant looks like. If you touch a long trunk and say that an elephant looks like a snake, it will only make a joke.

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That's why I don't like to discuss these issues.

Because the vast majority of people who ask questions are not thinking about problems from the perspective of "producers", but only from the perspective of "consumers".

Of course, I am a full-time author now, not a designer leading the industry trend. The authority is definitely not enough to say whether a game will be popular.

In fact, even if they are both top figures, they have different views on the same issue, otherwise there would not be a bet between Rebs and Aunt Dong.

In the game industry, it is normal to have different opinions on the same game, just like I am not optimistic about ow, while some people in the game industry like it very much.

This is normal, because everyone has different tastes and different perspectives.

However, why do I seem so cold and too lazy to explain, because most of the people who ask questions have not even gotten to the beginning, and have not even figured out the most basic rules, and criticize this and that based on their own preferences. I'm really too lazy to explain this.

You have to say that I solved this high-level math problem wrong. In order to let you understand, I have to teach you about junior high school mathematics from the beginning?

Of course, if someone can use objective laws and professional knowledge to systematically analyze the success or failure of a certain game, then I'd be happy to discuss it with you.

If I find that this thing does have a flaw that cannot be justified, then I can directly change the settings later, right?

But if you have this kind of vision, you should be like me, look at the advantages first, instead of being proud to pick on the faults.

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Back to the game "Jianghu".

If you want to ask whether the game can be made, whether it can be profitable, think about these questions.

Does it have any bright spots?

Is it irreplaceable?

Does it meet the needs of a specific player group?

Are its shortcomings fatal?

Any game is considered a success as long as the first three questions are "yes" and the last is "no".

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