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Page 107
The problem is, you're making a soap opera, fine, but you can't even skip ahead or speed it up?!
This is very painful.
When the elements that initially attracted players become things they dislike, that's the direct reason why a large number of players quit.
In its previous life, miHoYo naturally saw these problems as well.
Unfortunately, it comes down to the same thing.
In a market without competition, capital is inert.
Unless a game of the same type that can threaten Genshin Impact's position appears one day, it will be like the developers of FGO.
Why stand up when you can make money lying down?
Aren't you tired of standing?
However, in this world, miHoYo is clearly not so at ease.
Because there was a monster right behind him.
Otherwise, miHoYo wouldn't have held a meeting at this time.
of course.
Criticizing a company also requires considering the time frame.
At this point in time, many of Genshin Impact's ideas include lowering the progression curve and focusing on story presentation.
These are all major innovations.
Otherwise, miHoYo wouldn't have been able to create such a revenue miracle.
not to mention.
The underlying logic behind the entire Genshin Impact project is to create a vivid fantasy world.
This results in a large number of appealing characters.
Then sell these characters with weapons.
Later generations criticized miHoYo as actually a pop culture aggregation company disguised as a game company, and this is exactly the point.
If the emergence of Spark Games necessitates a shift to a gameplay-centric approach, then the very concept of Genshin Impact would never have existed.
So after listening to the report, David...
I thought about it.
We decided to stick to the original plan.
He stood up and stood in front of the two maps.
"The emergence of competitors is indeed unexpected."
"However, it is precisely at times like these that we must not panic."
"Spark Games does have its strengths in gameplay, but precisely because of this, we insist on focusing on the storyline as the core."
"To give a more vivid example, it's like a food street. We and Xinghuo both opened shops, and we both sell pancakes."
At this point, David picked up a napkin from the table and placed it in his left hand.
"Now, Xinghuo Games has opened a stall, selling jianbing guozi (Chinese crepes), while we plan to sell crepes."
"Should we continue selling crepes at our stall, or switch to selling jianbing guozi (Chinese crepes)?"
"The answer is actually quite obvious."
To be fair, David does have management skills.
The core ideas of this problem were analyzed clearly in just a few words.
The morale of the Genshin Impact development team has also improved considerably.
Everyone thought about it and it seemed to make sense.
Although they are all open worlds, not all open worlds are the same.
There's no need to get flustered by other people's success.
However, after David finished speaking...
The main program of Genshin Impact still raised a question.
"Brother Dawei explained it very well, he basically clarified our thinking. However, Brother Wei, there is still a problem." "If we insist on focusing on the plot, with our current production capacity, can we compete with Xinghuo Games? This... I personally have a question mark. As everyone knows, Xinghuo Games' game development speed... is also well-known in the industry."
After the main program's problem was explained, the meeting room fell silent again.
Admittedly, on a food street, people sell jianbing guozi (Chinese crepes), while you sell crepes.
The problem is, if someone can make a jianbing guozi in a minute, but you have to wait half an hour...
Those players aren't stupid either.
After hearing this question, Dawei also felt a headache coming on.
Many of the problems they are facing now simply didn't exist in the Honkai Impact 3 era.
Because Honkai Impact 3rd had no competitors when it was being developed.
The sudden appearance of a game like Spark is really upsetting.
If Genshin Impact insists on story-driven presentation, what if it adopts a gameplay style focused on building up the game's core elements?
It's important to understand that story presentation provides slow feedback, allowing players to gradually immerse themselves in the world.
Gameplay mechanics require quick feedback...
Chapter 141 follows the same plot.
a long time.
David tapped the whiteboard behind him.
"How about we introduce some other weapon acquisition channels in the early stages, allowing players to have the opportunity to obtain high-level weapons in addition to the gacha pool?"
As soon as David said this, the main program immediately agreed.
“I think it’s feasible. We can launch some gameplay around this point, such as mining and crafting, to attract players to explore the map in the early stages.”
"It gives them a chance to forge high-level weapons from the ores they mine..."
"Yes, yes, yes, and we can also do some special missions, like the Sword in the Lake."
"Or, could we build an underground maze? Specifically for looting equipment."
As soon as David spoke, the entire conference room instantly became lively.
David also sighed.
Finally, he stood up and set the tone.
“Then release some of the weapons. Wang Cong, you take the lead in setting up a gameplay team... Think carefully about how to use this resource to increase player retention in the early stages.”
~~~
"We need to form a storytelling team!!"
Just as the Genshin Impact project team, which focuses on the storyline, was establishing a gameplay group.
Inside Spark Games, the newly formed Spark Sixth Team was also holding a meeting.
However, the topic they were discussing made one wonder if the Genshin Impact project team had placed the topic in the wrong place.
Compared to miHoYo's conference room.
The atmosphere in the meeting room of Spark Games was much more relaxed.
The projection shows feedback collected from players over this period.
Compared to other companies.
Lin Li places great importance on collecting player feedback.
This is because it represents the current market environment.
In each era, the mainstream players' needs for games are clearly different, and this was the case in late 16 and early 17.
Anime-style games are just beginning to emerge.
Players are very forgiving of games. As long as developers can make the characters look good, the graphics and illustrations are exquisite, and the gameplay isn't too bad, they can basically make money.
However, with the increasing variety of products on the market, maintaining this mindset will only lead to trouble.
"At the last meeting, we set the framework for the game's design. This time, I'll explain the main storyline to you."
It stands to reason.
Lin Li didn't actually need to call all the developers of Starfire Group Six, which is Star River Paradise, to this meeting.
All you need to do is give them the outline of the plot.
But he still managed to call everyone over.
Even so, it's very troublesome.
After all, even though the Spark Sixth Group has just been established, it already has a scale of nearly one or two hundred people.
Although it's not as big as miHoYo's later "game factory" which often boasts thousands of titles.
There were quite a few people.
Spark Games didn't even have a conference room that big; they had to temporarily dismantle the desks in the office area to fit so many people in.
---
The reason Lin Li went to such great lengths, even going through a lot of trouble to rearrange his office, was to hold a large meeting.
The main reason is that most of the employees in Spark Group Six are newcomers.
The word "new" refers to someone who has just joined the company.
In China, many game developers have a habit.
They believe the plot is unimportant.
The storyline has a very low priority in development. In the development of traditional PC games, the writing team is often the lowest-ranking member of the entire game development team.
Because other resources, such as programming and art, are difficult to modify once they are produced.
But revising the copy is very easy.
Therefore, many development teams in China consider copywriting requirements to be the most basic.
This habit has become even more pronounced in the era of mobile games.
Especially at this point in time, before Genshin Impact has proven itself.
But Lin Li, who came from a later era, naturally understood.
The storyline of a 2D mobile game can even affect the life or death of the game.
Girls' Frontline 2, Dust White, and Narutsho all proved this point.
It could even be argued that mobile games with anime-style graphics need to pay more attention to the storyline and the player's gaming experience than PC games.
What is plot?
Storyline is a very important part of the user experience in anime-style mobile games.
What is user experience?
A purely subjective personal feeling that a user experiences while using a product.
Games are, of course, products, and players are users.
Players are actually less tolerant of mobile games than PC games.
A few years ago, during the era of PC games, downloading a client could take several hours. Therefore, even if the first impression was not good, people would usually have the patience to play it a little longer, otherwise, wouldn't it be a waste of time to download it?
With the advent of mobile games, the network became faster; 4G and gigabit networks arrived.
If the game experience is even slightly unpleasant, I will quit immediately.
You don't even need to search for the uninstall button in the folder; just long-press the app to delete it, saving you space on your phone.
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