In the past eight years, we have watched online game companies fall in the saliva, and also watched more new game companies stand up in the saliva. After everyone has had enough addiction, should we consider: should we be better and less harsh on domestic online games?
The suffering of domestic online game companies
China entered the era of online games eight years ago, and China people's research and development of online games must be after this. A few years ago, the development environment of domestic online games was similar to that after the founding of New China, which was "poor and white": money, technology, talents and policies were needed. At this point, you may feel that even the new China is not as good as the new China: the new China is more or less protected by the big brother of the Soviet Union and a large group of technical experts.
Lack of funds is one of the biggest obstacles to the development of domestic online games. The agent of the game and R&D funds come from the private sector, which is the difference in the development environment between online games in China and animation in China. In business, we have no reason to ask these bosses to give money and make selfless contributions to the distant future of China's online game industry. The most obvious problem of insufficient development funds is that the development team is too small to attract more experienced and capable developers to join the team. The general game framework takes a long time to complete. Supplementary content, details are economical, and it looks like a game. Even so, team members need to work overtime day and night. The bosses who put money in are usually very grumpy and always wait to exchange games for money. This is also the fundamental reason why domestic online games are poor in playability and rough and simple.
The lack of technology and talents is mainly due to the late start of domestic online games, and the accumulation in this area is far from enough, which is difficult to solve in a short time. In recent years, due to the high cost of acting as an agent for foreign games and the increasing operational risks, the situation of losing money and earning money has occurred from time to time. In this case, game R&D teams have been established, and some traditional operating companies have also set up development departments, and the battle for R&D talents has started. After the successful listing, Mr. Jinshan breathed a sigh of relief: we can finally retain developers through the right issue. Successful game companies such as Giant and Perfect, which went public last year, also gave priority to developers.
The scarcity of talents also leads to uneven quality of talents, which is common in many development teams, such as ugly paintings by painters, poor code of programmers and poor planning ability. Even in many teams, only a few responsible members have some experience, and most others are newcomers to game development-you can't blame them, Rome was not built in a day.
As for policy support ... Unlike the high tariff protection of automobiles and digital products, the quota of imported movies, and the inability to play foreign cartoons in prime time, domestic online games have little policy support and protection in the development process. On the contrary, it is obstructed and restricted by all walks of life, and the development environment of domestic online games is not ideal. Those bosses who invest money to promote the research and development of domestic online games, no matter what their purpose is, deserve the respect of us online game lovers. In a completely free and equal market environment, they have the right to choose their own development mode and accept the test of the market.
Imitation is for better innovation.
A researcher at China Academy of Social Sciences called product imitation another innovation. He summed up the success of Wenzhou people: when Wenzhou people make a product, they imitate it at first, "copy" and "copy" others, and then they start to build their own brands and products to a certain extent. It is a stage that most Wenzhou people who are new to the market have to go through in order to get good things from others. Under the background of no capital, no technology and no resources, the cunning and bold Wenzhou people initially made a market of their own by "imitation". Buttons, shoes, clothes and lighters, which were once the "four economic pillars" of Wenzhou, all came from imitation. The most successful place for Wenzhou people is that they are not only satisfied with imitation, but imitate for better innovation.
If I apply this rule to domestic online games, maybe many friends will strongly oppose it, on the grounds that it will only be copied and there is no innovation at all. At the beginning of the company's establishment, the primary goal was not innovation, but survival. In the current environment, the vast majority of domestic online game companies are still in the survival stage. If a game is not done well, it will be dismissed immediately. Under such circumstances, should we choose to imitate the successful pioneers to save our lives, or should we open up a thorny forest in which no one can tell the future? Even South Korea, where the online game industry is very developed, has a replica version of World of Warcraft from time to time, not to mention the weak domestic online games.
World of Warcraft didn't fall from the sky. The father of UO joked, "I want to praise World of Warcraft, which is basically a clone of Endless Mission, but it has been redesigned perfectly and accurately. However, there are many signs that this game mode will fail. Players of these games are often confused about how much damage is caused per second and how to maximize DPS. When you do this, you are no longer playing a role, but playing with a backpack management games. "
Quantitative and qualitative changes of domestic online games
From the initial pure agency operation to the later tentative small production, and then to the "domestic visual masterpiece" that pays attention to selling photos ... Although the progress is slow, domestic online games have been trying to emerge through quantitative change. I'm going to use the metaphor of Einstein's little bench again. Last time I used it, a player angrily pointed out that Edison made the small bench. After the younger one, I specifically checked that it was Einstein. Although the teacher thought the bench he handed in was ugly, the first one was rougher. Although the recent domestic online games are described by many people as "pickles or imitations", you should be patient when shaking your head. What we seem to be shoddy may have been painstakingly completed by their lonely developers. If their second work is better than this, it is progress.
Nowadays, domestic online games are on the road of quantitative change, and a little accumulation is a valuable asset for domestic online games. Historical lessons tell us that the Great Leap Forward was wrong and it was impossible to produce 10,000 Jin per mu. We are like spectators standing by, pointing to a group of hard-working chickens and shouting: change! You turned me into a fucking phoenix! When these chickens are squatting on the wall with frightened wings, you must never go up and kick them. This is really not good.