Chapter eight hundred and fortieth copy concept
Logically speaking, such games should not be too high in sales, because only a few players who like this style and can accept this style. Generally, the best at-games on the market are already very good if they can sell for one million copies. The works of Itagaki Forsaki, a master of At-game, are only this order of magnitude.
However, Jester's game can be measured using this theory. It is just that the pre-sale of one of the three versions is the shocking 400,000 copies in five days before the release!
Based on this pre-sale figure, it is speculated that the digitalization after the release will be at least 1.5 million to 2 million copies.
Moreover, this is just one version of three versions.
If all three versions can reach this sales figure, the game with a total sales volume of 6 million is not considered a niche work in any case. In fact, if there is a game that can sell 6 million sets, I don’t know if there will be any game that will appear in a year.
Inside a conference room at Mars Entertainment Headquarters.
"...Let's go back to this type of game itself. A rpg game mm game is also rpg. The most important thing, what is the thing players want to see the most?"
This is a discussion on how mm games should be developed.
The supporter is Jester, and the participant is the person who was instructed by him to participate in the test of the game ea that day.
Of course, the test of EQ has not started yet, but they can discuss in advance how an mm model should meet the rpg in their minds.
In other words, if you were asked to be responsible for the development of an mm, how would you develop it?
Everyone was expressing their opinions, and Jester did not participate in the discussion. He just listened quietly and then took notes silently. In the imagination of these most elite developers or designers of Mars Entertainment, a game with various possible or impossible brains is constantly taking shape. In their imagination, Jester found that they were actually much more crazy than what they wanted to do.
Of course, this is a good thing.
"The most important thing is that we want to create a world that is somewhat abstract. To be more specific, the biggest difference between mm and traditional rpg is not in the content and methods of the game, but in the construction of the environment. We must create a social system in which people must constantly cooperate to make games more convenient."
"This is not a game with a lot of content that can be played by one person. Of course, I'm not saying that one person can't play it. I'm saying that this is a game that requires socialization and interaction, and that's crucial in this game."
When he heard this speech, even Jester himself nodded silently.
Then he quickly recorded it on the notebook in his hand.
In fact, this is the biggest difference between mmp and traditional rpg. If traditional rpgs need to build a world as real as possible, so that players can play the role of this world in this world, then mm game wants to build a society. What he needs is not only players playing this role in this world, but also different players need to interact with each other like in society.
And this is also the greatest charm of mm.
After listening to everyone telling their understanding of mm games, Jester suddenly thought of a very special question, and he wanted to know how to solve it if this problem was placed in front of these excellent designers.
Therefore, Jester did not evaluate the pros and cons of what these people said before, whether it fits his own ideas.
He just stood up and patted his palms, then asked a question.
"mm has such a difficult problem, that is, with the increase of players in a server, many players may want to kill a certain monster, explore a certain area, or complete a certain task to get rare drops or rewards. But the problem comes, it is very likely that some people are always killing these waves, while other players cannot kill them. This may cause a vicious competition. If you are asked to design, you will think about how to design it?"
Jester asked the question with a smile.
Then look forward to their answers.
In Jester's world, this thing has a perfect solution, that is, the copy.
The emergence of dungeons is also due to the needs of players. When Blizzard mentioned their ideas about o around 2001, he mentioned the concept of dungeons. It is very likely that they encountered such things that need to be solved with dungeons in the game of eq. Eq also completed the first real copy area in the history of mm in the game around 2003.
Of course, Blizzard likes this kind of thing that I first announced a concept and then asked others to explore whether this concept is feasible or not. When A was first, Blizzard's approach to rpgrts was more radical. They also announced it first, and then asked a Japanese company to make a game with similar ideas. As a result, it found that the market response was not satisfactory, so Blizzard redesigned the model of A.
So what is a copy?
In fact, the concept of dungeon appeared very early. This concept was first developed in the board game "Dungeons and Dragons". In fact, people who have never been exposed to dungeons may feel a bit mysterious and high-end when they hear it, but in fact, to put it bluntly, this is a copy.
To be more specific, the program explanation is that a map can be copied in a limited number according to player needs and allocated to each team or group, and becomes their exclusive for a period of time.
In other words, any player, a team or a team, as long as they want, they can completely regard a certain area as an area that belongs entirely to them and only to them. This area is called a dungeon.
To illustrate it, Team 1 enters the dungeon. They enter the dungeon copy a. Team 2 also enters the dungeon. They will not enter the dungeon, but enter the copy b. A and b will not interfere with each other. At this time, a and b are both called "copy" of the dungeon. More teams can come and enter their own dungeon copy at any time (for example: d, e,) without any negative impact on other teams. In this way, everyone can explore in the dungeon and benefit from it, without having to queue up to kill the same monster.
Because he already knew what the best answer was, Jester felt very special when he listened to his subordinates talking about how to end the question he just asked.
Of course, the concept of copy is not a particularly unthinkable concept.
Especially when basically anyone present is a veteran DND tabletop game enthusiast.
They quickly thought of the setting above dnd, and then began to discuss whether they could move the concept of this copy into the game.
Jester was very pleased. He had actually thought about it before. After some thought, these people would definitely think of the concept of a copy, but what he didn't expect was that they would think so quickly. Of course, thinking about it is one thing, and to what extent it is another thing.
The concept of dungeon is not difficult. However, it is not easy to do a good job of making a dungeon. For example, Jester knew that at the same time as O, a domestic company's game World 2 also added the concept of dungeon in the game, but their dungeon was not very satisfactory. Later, according to Jester, their chief designer was even more impressed when talking about the dungeon of o.
"There is no one in the country that can write about the ai in the copy."
Such an evaluation is not too high.
It was also thirty or forty minutes. The designers present unified their ideas, and the copy was indeed the best solution.
"So how should we design the copy? The number of people he needs, his size, their drops and rewards through the time he needs..." Jester asked more questions. In fact, the essence of mm lies in the copy, which is also the core of the content of pve. Basically, all settings of the entire mm revolve around the copy.
The question Jester asked this time is much more complicated than the previous one just a copy.
Even if he was in front of him, it would be difficult for them to answer so many questions in such a short time. Of course, Jester did not expect them to answer them now.
"You can go back and discuss. We will basically discuss it for one or two weeks now, just discussing how to make an mm-type game. Of course, all the content discussed here is strictly confidential. You have signed a confidentiality agreement before..." Jester once again emphasized the issue of confidentiality when the meeting ended.
In fact, the production of an mm is a problem that needs to be solved immediately in all aspects.
For example, what is the art style? Should you want to be realistic or cartoon?
If you are not sure about this problem, then the artist will have no way to work.
Of course, this is not a problem for Jester. He must choose the cartoon style, because the success of O has proved this point. Cartoon style is not outdated compared to realistic style. In other words, in the past many years, without talking about picture quality, just talking about the style of the picture, the cartoon style may still be accepted by players.
In 1925, Jester played a very famous private server of O level 60, the French Nostal Japanese server, which is the famous French N server for a period of time.
He found that even in 1925, he had been exposed to such a game of "Cultural Group 1886", he would still not be tired of the original O-s that appeared in 2004, and the picture was far outdated, but instead felt that such a picture was easy to accept.
In fact, Jester once watched a video of Blizzard reviewing the history of O's development. In that video, Blizzard talked about the scenes and music in O, especially the scenes. At the beginning of development, they needed artists to complete some characters and original paintings, and they were also facing such a choice.
That is whether the picture needs to be realistic or cartoonish.
Finally, Blizzard chose cartoons, because cartoon-style pictures are more easily accepted by players, and once accepted, this style of pictures is not easy to get outdated.
Reality is indeed what they said.
Time passed day by day, and there was no disclosure of the release of the first version of "Monster Hunter". The score of 1.8 million sets a week is not very dazzling in Jester's game, but it is already a very impressive result. Even the total sales of this game are likely to reach 2.5 million sets.
This is an extremely amazing number.
Moreover, this is only the first version. After the first version is released, the second version will be released soon.
The most important thing is that the first version has a very high evaluation among the player group. This game has been crazyly sought after by all At-game players. Many At-game enthusiasts even call this game a perfect work, and where an At-game game can do it, it has been perfect.
Needless to mention the movement, the work of the world's top action game team has an extremely smooth hand feeling, which can be called a textbook of striking sense.
The most worth mentioning is the collection system of "Monster Hunter". Jester will perfectly reflect the experience gained from the Dark Series in this At-game, and it does not appear abrupt at all. Hunting powerful monsters, obtaining materials, and then making powerful armor or weapons. This process can make all players enjoy hunting the same monster one by one.
And, most importantly, players are not bored at all.
Chapter completed!