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如何将游戏带向排行榜单上

发布时间:2014-08-22 10:11:11 Tags:,,,,

作者:Ben Bascom

引言

当我最初在Xbox One发行《Nutjitsu》时,我们只面向美国市场发行。从那时以来我们最常被问到的一个问题便是:“什么时候你会将《Nutjitsu》带到我们国家?”我知道美国外部的NinjaBee粉丝真的想要玩这款游戏。

collage(from gamasutra)

collage(from gamasutra)

我完全能理解,因为我自己也是如此。在英国长大的我们总是需要面对与其它国家不一样的游戏发行日期。尽管我并不打算在此解决这一问题,但是我希望能够通过分享自己在许多排行榜单上的经验去帮助其它开发者加快与世界各地粉丝分享内容的进程。

工具包

首先,让我们将你置于某一场景中,即你有可能在职业生涯的某些时候所遇到的情况。你滞留于一个无人岛上,逃离那里的唯一方法便是将你最新的游戏带到世界各地的排行榜单上。实际上,我现在便听到一些叫喊:“我一年中有两次会掉进这个无人岛中!”很好,你应该与大家分享你是如何从那里逃出来的!

以下是我关于排行榜单的生存工具包:

伴随着激活的开发秘籍的可游戏且具有完整功能的结构

创造安装说明书

秘籍和提示文档

概要文件和登录信息

游戏玩法视频—-30分钟

游戏设计文件

帮助文档

盒装/封面设计

现在,并不是每个排行榜都会要求所有的这些内容。有些排行榜只需要这些文件的印刷本,有些则是需要DVD或蓝光光碟版本。然后你将希望持有所有的这些内容因为这能够使事情变得更加轻松。

细节

虽然没有明确要求,但带有所有激活的开发秘籍的结构将让评论者能够更轻松地访问游戏。如果评论者面对的是大块界面,秘籍将帮助他们克服问题。如果你的游戏拥有许多需要打开的内容,那么概要文件和登录信息便能够发挥作用。账号应该具有许多未打开的内容。

在编写安装说明书的时候,我们最好能够假设阅读它们的人并不具有基本的技术知识,并且他们不知道如何使用游戏开发工具包。根据我的经验,这并不是什么问题,但我不想冒险。基于这种方式进行阅读,即个体在阅读指示时可以推动你的结构的运行,即使这是他们第一次看到一台主机或运行可执行内容。

时机

重要的是留下足够的时间让你的游戏获得评级。如果你并未支付额外的费用给排行榜所提供的加快评级过程,你便需要6周的时间去接受分类判定。当然了,你需要冒险假设整个过程会非常顺利。特定的排行榜,如澳大利亚的排行榜需要四周的时间,并只接受实体递交。所以不管你的游戏多大都不重要,你需要通过电子邮件进行发送。除了进程缓慢外,你还需要在此进行注册。这又需要额外的一周或两周时间。

如果可能的话,我会建议你留出3个月的时间去筹备排行榜的提交。你可能在2个月内便能够完成这一过程,但额外的那个月能让你去修改误差—-特别是当这是你第一次经历这一过程。

成本

基于你所创造的游戏类型和分销方法,成本也会有所不同。例如,如果你的游戏只提供数字下载并且小于450兆,它便符合PEGI的休闲游戏费用(游戏邦注:这是正常价格的一部分)。

在递交过程期间,你可能会招致一些额外的成本。举个例子来说吧,如应对日本不同类别排行榜时。如果你不认识任何会读或写日语的人,你便需要聘请这样的人去帮忙。

综述

尽管这些信息并不具有开创性,但是直到你真正被丢到无人岛上并需要想办法逃离时,你便会发现这是项艰巨的任务。希望本文能够帮助快速逃离可怕的无人岛!

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Getting your game rated

by Ben Bascom

Introduction

When we first released Nutjitsu on the Xbox One, we only released it in the United States. One of the most common questions we have received since then is, “When are you going to release Nutjitsu in my country?” I know a lot of NinjaBee fans outside the US really want to play this game.

I get it, I’ve been there myself. Growing up in the UK, it was frustratingly common to be handed a different release date than elsewhere. While I’m not about to solve the problem here, hopefully, sharing my experience with some of the many ratings boards will help expedite the process for other developers wanting to share their content worldwide.

The Kit

First up, let’s put you in a scenario that you are likely to encounter at some point during your professional career. You are stranded on a desert island and the only way to get off is to get your latest game rated by every ratings board across the world. Likely, see? In fact, I hear the cries now, “I get stuck on that island twice a year!” Good, you should all share how you got off it!

I can’t speak for others but here is my ratings board survival kit:

Playable, feature-complete build with dev cheats enabled

Build installation instructions

Cheats and hints document

Profile and login information

Gameplay video – 30 mins

Game design document

Help manual

Box/cover art

Now, not every ratings board is going to require all of this. Some of the boards will want printed copies of these files and some will want them on a DVD or Blu-ray. However, you will want to have all of this on hand as it will make things a lot easier.

The Details

While not explicitly asked for, a build with all of your development cheats enabled allows the reviewers to access the game more readily. If a block surfaces for the reviewer, cheats can often help them overcome the issue. If your game has a lot of content to unlock, the profile and login information you send can also help here. The account should have plenty of unlocked content.

When writing the installation instructions, it’s a good idea to assume the person reading them will have no basic technical knowledge and they don’t know how to use game development kits. In my experience, this hasn’t been an issue but I like to play it safe. Write them in such a way that the individual reading the instructions can get your build running even if it’s their first time seeing a console or running an executable.

If your game doesn’t have a help manual to send to boards that require it, your GDD may be sufficient as long as it is detailed enough. However, I would also recommend including a separate copy of your controller map and any how-to-play screens your game might have.

Timing

It’s important to leave enough time to get your game rated. If you are not paying additional fees for the expedited ratings process most of the boards offer, it can take up to six weeks to receive a classification decision. This is, of course, taking a risk in assuming the process goes smoothly. Certain boards, such as Australia’s, have a four week turnaround and will only accept physical submissions. It doesn’t matter what size your game is, you need to send it to them via mail. In addition to a slow turnaround, you will also need to register with them. This can add another week or two to your timeline.

If at all possible, I would recommend allowing three months for ratings board submissions. You can probably get it all done in two but three allows some room for error – especially if it’s your first time through the process.

Cost

Depending on the kind of game that you have made and the distribution method, costs will vary. For example, if your game is digital download only and less than 450MB total size, it will qualify for PEGI’s casual game fee which is a fraction of the normal price.

During the submission process, there are some additional costs you may incur. One example is in dealing with the Japanese classification board. If you don’t have someone who can read and write Japanese, you will need to hire someone to help you.

Roundup

While this information isn’t groundbreaking, until you’ve been thrown on the desert island and had to fight your way off, it can be a daunting task. Hopefully, this brief guide will arm you with the information you need to be prepared and help your stay on that island to be quick.(source:gamasutra)

 


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