Cui Yihong's post-winning experience talker - how to plan a plan to plan a planning program: Cui Yihong Remarks: This article is recorded in "Taiwan's first game study meeting" we first came to a decade. People who will enter the game industry ten years ago, usually they will be considered nothing to produce, or cynical; at that time, the game is English game, and the unit price is also fighting for the Broken English and play. Play. Until 15 years ago, the first Chinese game - the emergence of "Star River Warrior" has changed the entire market. Chinese game! Regardless of the content, as long as Chinese is strong, there is any other game, and all the Taiwanese players are touched, especially those English ability. Then, the second set of Chinese games "The Dragon War" produced by Daewoo Company has launched the opportunity to enter the game industry since then. Early gameplay method Most of the earth-making steel, Taiwan's source of PC Game, the source of the PC Game, that is, there is more copyright concepts, and the news "introduction" has a lot of foreign games, such as the "Dragon Dragon" series, the practice is Remember each game, people, events, parameters, etc., then slowly handle the Chinese version. It is almost independent of the game for the game. When the game architecture begins to become large, the first division of labor is art. At that time, there were many academia people who want to enter the game industry, but they usually fell in the end of the failure. The reason is that they think that the engine is as if it is completed. The knight has many follow-up must be done. This is to say, the early plan is usually nothing to throw out the case, and it is great than the boss. In view of the current demand of the game, only the plans that follow the good ideas cannot be a good plan; have the ability to make the game "mass production", that is, to develop tools. Contains editors, plots, events, etc., although the plan does not need to know very deep, but also have basic concepts, which cannot be easily changed before and after the structure. The most basic conditions of the plan are "all unclear things must be clear." A complete plan must be proposed in two to three months, this plan must have three: creative cases - the object is the boss. The content should be analyzed for market assessments, consumer groups, etc. to obtain support for boss support. Planning case - object is a colleague. The purpose is to achieve colleagues' support and let everyone understand the forward direction of this production, with the development of the group, and obtain mutual opinions exchange discussions. Design case - theoretical complete intent, including all details, roles, conditions, events, parameters, etc., is the ability to make games, this design is the purpose of the game is not The game can also be developed smoothly. Of course this is ideal. Most of the status quo of the country is that the boss puts forward creative, planning to make an assessment, adapting the boss's new intention, developing games under the "care" of the boss, to complete the strategic goal of the boss, plans just tactical commanders. In the case of the real-level consideration, a two-two sets of company strategies in the initial game are necessary. For games, they must understand the important premise of teamwork, and the market operations, etc. The so-called big premise, etc. The proposal can be made further. When accumulating a certain amount of experience, you can start to make the first set of games. The problem encountered at this time is: What kind of game wants? First of all, you must understand: You will play games that will not be a game. This is a very important concept. There are three games related to the game: players, players with creators. The production of the game is given to the person or give the market. Quago and oligoming taste will not represent it will be popular, and it is good to know that it is necessary to understand what the needs of major consumer groups is. At this time, the three times until the principle: 1, the game gives the same level of people from time to time. 2, the company is chariting from time to time, the game is to sell. The boss has a reputation and is respected.
3, the game is not good, it is right or not, it is right or not, it is not worth consumers; selling without selling is right. As for the first time, it should not be yourself; if you can accept the game you can accept, you will win. Of course, it is also possible to do things without compliance, but this will be carried out when you start working in your own, and you will also bear all the consequences independently. So, don't put too high expectations in the first game. By making cooperation, learning efforts makes yourself to rise, when you have the ability to master the basic, then come forward to a higher profound production. It is necessary to understand one thing here, people in different positions will have different considerations, but the final purpose is to make a good game will not change. When the case is carried out, someone must bear the care of the boss and the supervision of the inspection point, so the existence is necessary for making games. It is difficult for everyone to be satisfied, but at least let everyone accept it. Domestic current production game is dominated by a group, and organizes a group of methods to be divided into two: one is a traditional group system. Such groups If the flow rate is not large, the experience is inherited, and the tacit understanding of the group is cultivated by the accumulation of time, and complete the strength and advantages. A disadvantage is that hostile awareness between groups in the company is also easy to grow. The other is a department system. The company is packet in accordance with the type of work, and the dispatch will be sent by each part of the project. This is of course a collection of all elites in a group, but the disadvantage is that there is easy to have a redundant, and such personnel expenditures will be burdened by others, will only increase cost. Therefore, when facing the boss, the plan to bear the development of funds. It is often always fluttering the magazine to get the market, the marketing technique of the game, the production company, sales of numbers. This is the important assessment of the support of the boss. As for what kind of game is fun? As paradise players will criticize the players of the stone era, but some people have a difference in paradise criticism. Every level will have the people who are criticized down. The focus is whether it is precise to lock the target ethnic group, and is only limited to time "Good" is "good". After the introduction of the problem, everyone also proposed his views on the game plan. It was generally organized as follows: ◎ Game is commercial behavior, not a work. ◎ Usually failure caused by the fact that it is not possible to make people to play. There is a plot, there is a picture, but where is the "play" part? Is the user played? Planners do not give people a sitting book or animated work for the game. ◎ Planning If you can't explain everything in the early days, you will only make all the group members to make white workers, which will deepen the setbacks of others, which is the most taboo thing for games. ◎ The game itself can also become a form of creation, but the current game production has been separated from the era of singles, is the creation of the power of the people, so it can be said to be an art for communication. It is very important to achieve a limited time resource manager. ◎ It is recommended to participate in international exhibitions, and exchange more creativity by exchanging exchanges between people. ◎ The view of the marketing is important in terms of time. When the game is delayed, the boss can't refuse, the manufacturer can not unsubscribe, and the intensive report of the magazine will cool down. How many weeks can be added to the game? not necessarily. Plus now piracy, but the damage will be larger. ◎ In the production team, each responsible unit background is different, plans, procedural, art, who come to leaders? The art of communication compromises is here. Planning is not only to the boss, but also to tell the group members, can tell all the members to do, and can also master what everyone wants, whether the game can be developed smoothly.