PixelPioneers: The Birth of a Gaming Empire

Chapter 107: Chapter : 106 : Speech



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When the game exhibition was held in full swing, the game developers and executives of game publishers had already left the area and entered the hall of the International Expo Center, as the hall is divided into several areas.

Due to the limited stage, John's speech time was arranged in the afternoon.

John, who represents the company, and the I.D. card hangs around his neck. Listening to the speeches of the industry's insiders in the exhibition areas can be regarded as gaining lessons. Although they won't talk about it in detail, it's more about the overall situation, but John also wants to see if he can learn something.

Unlike the crowd of people in the exhibition area outside, the inside of the hall is less crowded, and there are still many empty spaces inside the hall. Some recognized developers come together with their groups.

On the stage is Bernie Roscoe, the main developer from the Essence-based Fire Phoenix Studio, which is mainly responsible for mobile games and client-side online games.

Its "Legendary Fantasy" still maintains the data of an average daily activity of 1 million in the past 7 years. At the peak of this game a few years ago, 40% of Essence's annual revenue was this game contribution.

That is to say, this game has long been the feat of Bernie under Essence, although he has not produced any worthy of praise in recent years. But I have to say that "Legendary Fantasy" is enough for him to live for a lifetime.

Vanity and cost are the main content of Bernie on the stage. It does not sound like a game explanation but like an explanation of psychology and human nature.

"In the development and design of games, we must first understand what players need, or what kind of content they will pay for. Hardcore players are a minority, and more players are casual players. Social elements are their main gameplay and the gameplay of social elements brings another thing, that is vanity, leaderboards, announcements, including special fashion, these are the use of players' vanity."

"The same is not limited to vanity points, including the PK and equipment drop mechanism of the early games, that is unboxing, card drawing, and other gameplay, using the player's greed and gambler psychology. The greed of discounts, such as the probability of a limited time discount card, these are the points that attract players to pay."

"But while using players' negative psychology to expand revenue, we also need to pay attention to it, that is, the value in the game and the economic chain. Take "Legendary Fantasy" that I developed as an example, I can say it with no humility, at least so far in the game world, there is no game that can achieve the economic balance level of "Legendary Fantasy", a game ten years ago."

"The players in "Legendary Fantasy" today are only divided into three categories, one of which is our core player, the second is the player who wants to make money in the game, and the third is the nostalgic player," Bernie said confidently while standing on the stage.

Listening to Bernie's words, John in the audience maintained a denial of this game development concept, but he had to face a fact. That is to say that the other party is right, not all players want to play fun games. Most of them are casual players, what they care about is what kind of social atmosphere this game can provide. What they play is not the game itself, but who the game is with.

Recalling the game in the Parallel Memory, John combined with what Bernie said before.

"It's nothing high and low, it's just a different user group," John secretly said, smiling at Bernie who continued to explain on the stage and turned to leave.

While you still have time, let's look at other things. The whole hall is divided into many areas and John wandered through two areas. The main designer of a second-tier game developer from New York talked about the idea of game-level design.

The head of the game department from UEGame introduced their newly developed engine, as well as the main image conversion processing and AI logic behavior. This piece of stuff is a bit harder. With the thoughts about game design he heard before, from UEGame's speech, John heard something almost incomprehensible.

[ ===== ]

In the afternoon, located in a special session of the independent game area, John inserted the u disk that had been prepared into the interface and opened the ppt file that was done.

The special session is not big, at least it is much smaller than the special session of Bernie that John visited in the morning, but the number of people who listened to it below is very large, including Martel and Baker. These people in the game industry that John knows are all sitting below.

Although playing the cards in the independent game area, there are many well-known gamers at home and abroad, including some well-known overseas first-tier and second-tier publishers such as UEGame.

"Hello everyone, regarding the introduction, I believe everyone has learned before the special session, I will not introduce more and go directly to the topic." John smiled and opened the first page of the PPT.

The core choices that game developers need to face

"First of all, some of the most easily overlooked things about game developers are that they haven't figured out what is the core experience they want to create. This is not a simple addition and subtraction problem, only suitable and unsuitable." John stood on the stage giving a speech.

"Taking Outlast as an example, if you look at the additive element alone, the design idea for Outlast is like this. The third-person over-the-shoulder action shooting game, the horror element zombie theme, and the materials will be in a tight state to create a tense atmosphere and let players need decrypted levels, dynamic difficulty that determines game difficulty based on player performance. It sounds like a game of Resident Evil, but I have to say that the game presented by this design idea will be a mess. You must know what your core gaming experience is."

With John's speech, some of the audience fell into contemplation. But some people are somewhat disappointed, who wouldn't be able to say these things? What they want to know more about is some details, such as how to design the pay points in the game.

At the end of John's speech, there are 15 minutes of question time for the audience.

"Hello, I would like to ask how can we run the game well?" Some audience members asked John.

I wondered how I asked such a question, but how did he answer it? He didn't understand the procedure, and now John shook his head: "Sorry, I may not be able to answer this question because I don't know how to manage that."

Listening to John's words, the expression of a group of people suddenly became weird.

After answering a few more questions, John walked off the stage and was stopped by Martel.

The latter looked at John rather dumbly: "Your hype is in good hands, as this can also make you popular."

John: ???

John looked at Martel dumbfounded. What am I doing again?

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