Depth interpretation
Because it can play games without networking, it can get rid of many restrictions. It only needs a computer to experience the game, and at the same time it can realize the interaction between players through multiplayer mode. Nowadays, many stand-alone games are carefully produced, which can present better pictures and excellent gameplay. Compared with online games, it is more playable, with more kinds of games and countless types of games. But if you don't have good configuration, you can also play some games that don't need high configuration. Stand-alone games are often more delicate than online games, and the plots are more vivid. A series of game experiences under the story background of the game theme often give people an immersive feeling. Moreover, many stand-alone game series with many works tell a wonderful story of ups and downs like movies, allowing players to integrate themselves into the story and go to another world of their own to create their own epic and legendary experiences. At present, the main stand-alone game makers are EA, Activsion, Blizzard, Nintendo, 2K Games, KONAMI, Glory, CAPCOM, THQ, Infinity Ward, Ubsoft, falcom and other companies. The advantage of stand-alone games is that they are not easily addicted, do not involve too much time and energy, and pay more attention to leisure and entertainment. They are really interesting games!
Edit the development history of domestic stand-alone games in this paragraph.
Germination stage
Although the game industry has developed for many years, it is still too late to subdivide domestic computer games, stand-alone games.
From 1989 to 199 1 year, chaos began. Some Beijing college students who were exposed to foreign things earlier made up several games to play. At that time, there was no internet in China and the communication channels were very limited, so it failed to attract attention. On the contrary, several foreign games, such as Police and Thieves, have spread like "colds" in some universities with "apples". After 1993, a media with the main content of promoting electronic (computer) games appeared in China, which excited many video game enthusiasts. During the period of 1994, several pioneering media of domestic computer games were established one after another, and companies specializing in computer game development and production, such as Golden Disk and Leading, were also established and put into operation, and domestic games also ushered in a golden age of great development. A series of pioneering domestic games, such as "Red Cliff" and "Bayi Eagle", are of great interest to Hong Kong and Taiwan media and companies that have been paying attention to the mainland game industry. Some game makers in Taiwan Province Province, such as Zhiguan Technology, Third Wave and Spectrum Consulting, have also stopped their business in mainland China. Everyone is keenly aware that a new round of business opportunities has arrived.
initial building stage
Although computer games started late in China, their development is not slow. As a latecomer, the confidence, courage and sense of urgency of colleagues in the domestic industry really make players feel gratified. Remember these young people who have sweated in the domestic game industry. It is their innovative spirit and courage that make domestic games flourish in a less relaxed environment: Jinpan Company, a multimedia production company headquartered in Tsinghua University, is also a pioneer in the development of professional computer games in China. Because of the military quality of its leader, Mr. Yang Nanzheng, he is quite good at strategic games. Leading company-this company,/kloc-0, opened in March, 1995, mainly devoted to the development of domestic traditional theme game software, intelligent learning software and educational software based on learning machine platform, and later also sold excellent overseas game software as an agent. Guandu, completed by 1996, is the first large-scale game software based on Windows 95 in China, and it is also the first game software exported overseas in large quantities in China. Jinshan company-this is a high-tech enterprise specializing in computer software development in China, which is famous for WPS. Last August, Lenovo Group formally invested in Jinshan Software Company, making Xishanju of Jinshan a powerful game production group in China. His early works include The Revelation of Zhongguancun, Civil Aviation of China, The Famous Thunder War on the Anti-Japanese Land, Love among Chivalrous Men, etc. At present, "Chivalrous 2 Love" is being actively developed (reported in the game square). Shang Yang Company-This company has a good reputation. A blood lion swept away the interest of players all over the country, and the fire civilization that has been tested for several rounds also makes people feel unwilling. This technology company supported by CYTS is not only not rich in funds, but also has strong development ability. I think it will have a good stamina to develop it, but I don't know why its games are always not as good as its advertisements. Tengtu-an old brand like Longtou, Soul of the Water Margin is a rare masterpiece, but unfortunately it soon withdrew from the game production industry. Its studio has survived a difficult period. During this time, Octopus Studio has launched a role-playing game called "Killing People to Heaven". Creative Eagle-Between Life and Death became famous in one fell swoop, and its fine working attitude left a good impression on us, which is also the reason why its "Between Life and Death II" was a great success. Target software, an emerging force in domestic game production, has few works, but with a Real Storm, it has left a good impression on domestic players, and its production strength is one of the best in domestic production groups. However, the single product is the fatal weakness of such companies. Software-Kim is a famous educational software manufacturer in China. This year, he suddenly appeared in the ranks of domestic game producers with a "Freedom and Glory". I heard that this game is still loved by many players in game halls all over China. Although Hong En is an expert in making educational software, it is still unknown whether he can be so successful in making games. After all, no game production company can live happily. Jin Zhida-Shenzhen new game development company, a "Jianghu" attracted domestic players to "cry"; A "Jianghu Biography" caused controversy on the Internet. Man in Jianghu is China's first graphic mud.
period of expansion
But in any case, for better or worse, in the initial stage of domestic games, we have seen the gratifying sight of birds flying high. But domestic gamers have been used to colorful European and American games for many years. With the change of aesthetic concept and the improvement of aesthetic taste, their evaluation standards for a game are getting higher and higher. Therefore, many players can't stand the dullness and lack of interest in computer game creation, which is also an invisible pressure on domestic games themselves. Looking at the accumulation process of domestic computer game creation in recent years, it can be said that every developer and producer is calmly analyzing the ideas contained in the game, the art that the game can express, the potential market that the game can tap and open, and the cultural atmosphere that the computer game may bring to us. It not only analyzes the immediate difficulties, but also analyzes the bright prospects. However, as a player who expects domestic games to "stand up", he still sees the dilemma that many works "speak better than sing" and "do worse than speak". It's the same old problem: only a sense of quality can produce quality products. The key to making computer games is to have a good "notebook" first, which requires the extraordinary talent of game planners and the foresight of many participants. The optimal allocation of resources is also an important link to make game works into fine works. Under the conditions of the production company, we will invest ideal manpower and material resources to create the ultimate advantage. In a sense, the hardware environment is an important condition for an excellent work. At present, there is still a big gap in domestic games in this respect. Many working groups just started with "workstations" with only P II/P III. This charm is formed through the deliberate innovation of art design and music, which can be seen everywhere in every computer game. But these are not absolute. Will the production technology of Tetris be higher than our current 3DMAX D3D game? Some people say that computer games are a new art, while others simply classify it as the "ninth art". Art or not, in fact, the key is to find their own correct content, theme and aesthetic orientation, which is a long-term and arduous task for the domestic computer game industry. Since computer games are recognized as a kind of culture, we should follow the laws of culture to develop and think about topics. Computer games are games, just like movies are always movies. No matter how you change it and add technical content, you won't make a game. This is a qualitative difference. Only games and movies that suit your taste like this will not arouse the disgust of players' eyes and hearts. Domestic game companies and game producers cannot be expected to have the strength of European and American super game companies such as EA and UBI within one or two years. Moreover, even a company with such strength cannot be guaranteed to be acquired by a bigger guy, but at least there is a spirit to be reflected. I think this spirit is "dedication". The development and production of computer games is actually a complex system engineering, and the process of playing games is by no means as simple as playing games. Game making itself is full of spirituality and difficulty. Since it is a hard process, we must be diligent and tolerate no slack. If young game developers are unfortunately infected with the infectious disease of China Men's Football Team, I'm afraid the game industry in China can only shout at home. Commercial games naturally have their own rules. Piracy will certainly destroy part of the domestic game market, but isn't foreign games facing the same pressure at home? Especially for the problem of piracy, in the short term, we may not be able to rely on the law and the government to provide comprehensive protection in this regard. Help yourself is as important as helping others. Computer games are a new cultural phenomenon and a new sunrise industry. As a latecomer in this cultural category, we still have a long way to go compared with developed countries and regions in terms of theory, development, research and investment, but the urgent problems to be solved may be more than the above. The professional attitude, introspection and self-esteem of the game developer may be much more valuable than the money in the player's pocket. [ 1]