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八篇系列:Trip Hawkins将游戏从业者定义为Software Artist

发布时间:2018-09-05 09:04:04 Tags:,

八篇系列:Trip Hawkins将游戏从业者定义为Software Artist

第一篇

Electronic Arts创始人Trip Hawkins当年创立EA带着的信念,他把游戏从业者定义为Software Artist(the dream of developers as artist),他从好莱坞电影工业和出版工业吸取经验并把它们应用到游戏开发和发行上

I Studied all of the business practices of all the media industries:Hollywood,Publishing,and so on,I tried to copy and steal everything that they were doing and to apply it to what we were doing

甚者Trip Hawkins进一步构想,游戏将会进一步发展成像音乐或者其他传媒市场一样

Electronic Arts was Trip’s vision,He said that software was going to like records or any other media

甚至游戏有可能在未来直接取代了电影和电视节目的娱乐属性

To EA,games would replace TV and movies as the entertainment mefium of the future(The vision was that one day ,games would be a standard form of media as big as movies and music)

然后就是更高阶的定义

We imagined that one day ,half of all people would play games every month ,people of all ages,we saw games as an art form

而其中最关键的就是Talent Centric(营造环境,吸纳优质人才的创造力)

All media,all great media,is created by collaboration of talented people,the difference between a great movie and a shitty movie is talent,A good book and a shitty book ,it’s all about talent

有对的人,你将创造人力智慧的精华

没有对的人,你搞出来的只是一坨屎

……………

对于国内游戏业来说,还在路上

https://www.zhihu.com/question/292789983/answer/485183836

第二篇

续上一条,顺便再说一下Trip Hawkins的最后一次对行业相对有影响力的发声(说完之后没几天,他就从Digital Chocolate离职了,当然Digital Chocolate也没落了)

这次质疑的是:应用商店解决不了游戏的曝光问题,但却苛刻地分走了30%的充值收益

就是应用商店对产品分发的无能为力导致了开发者群体不再有机会做独立发行,转而让整个行业重回依赖有资源发行商的老路

从最开始的:Hey,if you are a developer,just come to me,you don’t need a publisher

最后又逆向重回:Publishers could solve the discovery problem for some developers in way that App Store could not

当然,反过来说,作为最早在iPhone games上认为F2P才是未来的手机游戏公司,在移动端F2P狂飙突进的2011和2012,没有做出适应性的产品,从高位跌落,只能是自己菜,是Trip Hawkins自己作为CEO的问题,这个锅应用商店也背不了

SimCity BuildIt(from venturebeat.com)

SimCity BuildIt(from venturebeat.com)

第三篇

早上有人问我开发者怎么看待自己公司的抄袭行为

我想了想只能搬出大神Brain Reynolds来阐述下什么叫真正的屁股决定脑袋

在被问到怎么看Dream Heights抄袭Tiny Tower时,Brain Reynolds的回答:有些很溜的游戏表达,就是从A游戏拿一点,从B游戏拿一点,再加点新鲜的东西,再施点魔法,Duang,就变成一款流行的游戏(It was like some of this and some of that,and then some of completely new stuff thrown in)

以上这句话看起来也是抄的,一部分来自

Mark Pincus:I don’t fucking want innovation,you are not smarter than your competitor,just copy what they do and do it until you get the numbers(你比竞争对手聪明吗?没有?没有还不给我抄去)

另外一部分来自

Sid Meier:We’ve talked about this one third,one third,one third rule,where there’s one third of the new game that is still got that core mechanic,one third of maybe brand new ideas that we haven’t tried before,and then one third that’s refining some things that could have been improved a little bit for the lastgame(三段论:沿用一部分,优化一部分,创新一部分)

然后Brain Reynolds说了下一句:你为什么会抄得被骂,那是因为你抄得菜啊

The games in question are games that are being accused of taking too much ,and not adding enough

逻辑就是:你要把抄游戏抄成换皮只能是你自己菜

在抄袭问题上被骂到面目全非的Zynga,在Brain Reynolds的单方面对外公关包装就成了:I feel like Zynga is substantially a driver of innovation in the space

然后那个怼Farmville怼得特别凶的作者Ian Bogost在底下回了一句:No face was saved here…

然后底下还有一个评论直呼Brain Reynolds的人设瞬间塌了:I previously respected until the publication of this very interview

(Brain Reynolds是Civilization 2的Lead Designer,是Rise of Nation的Lead Designer,是Age of Empires 3 The Asian Dynasties的Lead Designer…)

第四篇

这也是我所喜欢的标题:市场始终在演进,而演进的市场就会带来有别于当下的用户需求,需求的差异就会给探索者新的机会

Popcap曾以Bejeweled在Puzzle上引领潮流,但迭代之后属于King和Jamcity,再迭代之后是Playrix和Peak Games的产品逻辑

Bejeweled再强在Facebook也挡不住Candy Crush Saga的崛起,Candy Crush Saga和Candy Crush Soda Saga再鼎盛一样并不妨碍Toy Blast/Toon Blast和Gardenscapes/Homescapes成为Puzzle的强力竞争者

市场始终都是由探索产品引领的,只要探索就存在机会

第五篇

Greg Street在LOL项目上遭遇了大面积的用户吐槽

好奇搜了一下,原来他刚入职Riot Games的时候,分享了一篇文章谈他自己在社交网络上和玩家互动的8个心得

其中典型的态度,诸如:

A,I try to couch things in terms of intentions or goals rather than promises or certainties用户充满了期待,话如果说太满,容易把自己的路堵死

B,Don’t get sucked into arguments,It’s not your job to win arguments,It’s your job to communicate with players,你的职责是了解在乎你游戏的玩家需求,而不是站在自己的立场去吵赢他们

C,If you insult someone who insulted you,it’s only your comment that will get quoted across the internet别去正面硬杠愤怒的玩家,不然你就会尝尽被断章取义然后一顿批判的苦头

D,The players provide the information ,but the development team makes the final call玩家的诉求很多,并且在他们的立场都很重要很迫切,没有响应就是开发者傻逼,但大部分的需求并不具备普遍意义

E,I always remind myself that players are only passion able because they care,and even when their communication style is hyperbolic or hurtful,they have the same goal that you do:to make your game better玩家的很多批评都只是基于游戏并不符合他们的预期,而写下批评的意图可能只不过是在呼吁开发者有没有可能做成他们想要的样子,甚至有时候用词粗鄙而不恰当,但毕竟指向了两个层面:他们不是目标玩家,或他们是目标玩家但他们的需求更多

第六篇

近几年,国内创业和投资市场,形成了非常差的风气:先行者丛林思维,突破各种底线规则,很快把一个看起来像趋势的方向给玩残了,顺便堵住或者无限拉高了后来者的从业门槛

各种所谓风口方向几乎都带有以上特征:该领域在投产比上很快被污名化(毫无疑问,资本市场率先受伤)

最后推荐Dayz Creator Dean Hall聊Kickstarter的一句判断:***(***指代某些风口产业)Needs Accountability

走自己的路,然后让后来者无路可走,是相当劣质的竞争方式

第七篇

这两天游戏和投资领域的负面新闻刷爆朋友圈,很多朋友也在问相关的情况,我的理解如下:

图一是针对行业,游戏体量占经济比重非常小,但,A,用户渗透影响超级大,有部分媒介功能 B,主动和被动负面消息泛滥(包括一些作恶行为),很难不被严苛监管

图二是针对我们自己的从业状态,我们的优先级始终是做出能和合作伙伴一起变现的价值产品,在这个优先级实现以前,不会太花时间去烦恼行业的变化(虽然也时刻关注行业变化的任何动态)

第八篇

Scott Cawthon就是很典型的开发案例:在漫长的职业生涯里都不咋地,有一款游戏(Five Night at Freddy’s)突然火了,他紧紧地死抓这款游戏的使用价值,快速地出Five Night at Freddy’s系列,不断地洗用户,直到有一天,他发现用户烦了,自己也囧了

There’s nothing he can do to please the game’s fan

聪明的用户很快就能感觉到:一个开发者到底是想在分享美好的体验中变现,还是纯粹想收割他们

行业中的很多负面,基本都是开发者太赤裸的收割欲望造成的

也就是行业充斥着太多不能上台面的手法,一个行业要可持续,有底线规则也很重要,太丛林模式总要有各种反弹的麻烦

本文整理自近期朋友圈,欢迎探讨交流,郑金条,微信zhengjintiao


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