~: Briefly explain a few questions

It may be that some readers have been tricked into thinking that this is four more, 2333.

However, there are still a lot of dry goods written this time, and you don't have to spend money to subscribe. You can just read and understand, and learn a little shallow knowledge.

I don't really like to argue with others about the details, the game is also, the novel is also. At the beginning of this book, many people said that it was unreasonable here. When it was unreasonable, and there were original games, there would be many people saying that this would not work.

This kind of comment, in fact, I don't like to reply, but I don't reply. It seems that I feel guilty. I was asked, as if I wrote something that really has problems. This is something I can't bear.

So put these together and give you some common-sense questions about science.

I want to say more than just games. In fact, in terms of novels, the Internet, technology, self-media, marketing or traditional business, this is a universal law, and most people who pick faults do not Understand this truth.

So if you want to start a business, want to enter the game industry, want to write a book, or do micro-business, write the public number...

The following content should give you a little inspiration.

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First of all, everyone must understand that there is no perfect product in the world.

In other words, any thing you want to pick a thorn can definitely pick out.

Or take the example of the mobile phone industry that everyone is very familiar with. Can you find a perfect mobile phone?

Even if it seems that Apple is approaching perfection in all aspects, it also has a very fatal flaw is... expensive.

You have to say that Xiaomi can't get the goods! Huawei's low cost! Samsung will blew itself! Apple price slag! Yes, you are right, but this does not obscure the fact that you are a good person.

Because there is no perfect thing in the world, you can't make a mobile phone, it's cheap and easy to use, and all other products are crushed.

You don't have a black technology system, are you?

The mobile phone is like this, the game is like this, the novel is the same, almost everything you see, almost like this.

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So, what if I want to make a mobile phone/a game/a novel?

Since there is no perfect product in the world, is it unnecessary for me to do it? Is it not perfect anyway?

Of course not.

To do something, materially, to sell and make money; spiritually, to meet the needs of some people.

As long as the things you make are needed by the society and it can bring you benefits, it is meaningful and valuable.

As for whether it has any shortcomings... it certainly has, and probably quite a lot.

This is not to excuse the "product is flawed," but to say that as a producer, you need to understand that you are not a god. Within a limited resource, you have to make a choice.

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Why don't I like to talk too much about this issue, because the vast majority of people who pick faults, whether for games or novels, are mentally "consumers" rather than "producers."

If they can't think about the problem from the perspective of the producer, then I will explain that it is a waste of words when the chicken talks with the duck.

What does that mean?

As a consumer, you can spray Xiaomi can not grab, spray Android system sb, spray apple expensive, loaded forced, but as a producer if you say so, then you may be ... Gongsun Taijun?

If you are a producer, then you have to understand that all the shortcomings you spray have their own reasons, and in many cases, even a deliberate trade-off.

Why is Xiao Baiwen popular?

For many authors, it is not impossible to write old white papers. They also know that writing small white papers should be brushed low stars and be read by old white readers. However, Xiao Baiwen sells well.

When you laugh at the author's writing **** and the plot is naive, I don't know that he may have written it on purpose, and it is really good.

Therefore, it is meaningless to pick a thorn and spray a producer from the perspective of a consumer.

Because you are just evaluating something based on your personal preferences, not on market rules.

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If you understand the difference between "consumer" and "producer" above, then continue to look down.

The consumer is asking a question and the producer is solving the problem.

So if I am a producer, I am a big entrepreneur to make a subversive app, and I am writing a 100,000+ media. What should I do?

The first step is to figure out who you are producing for.

That is your target user.

If I am civilized, then I can design the time of a game as ten hours.

If I am a king pesticide, then I have to compress the game time of one game to fifteen minutes.

Look, the target users are different, then the things you have to do are completely different.

Many people like to talk about specific parameters from the target users. The mistake is that the product is aimed at the most common people.

The same argument can be used in many successful games.

Does moba have more than 100 heroes? How high is this learning cost, who plays?

How many hours does it take for civilization to start a game? What about it?

The black soul is completely abused. How can there be so much shaking?

Look, the mistake of this argument is that you don't figure out the target audience, and wishfully think that these games are to meet the needs of everyone.

In fact, for the core players of these games, the problem you think is not a problem at all.

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So, I want to make a game or write a book.

First of all, I should understand who I am going to give.

You have to compare the rainbow number six with the chicken, which is really better than the number, but it does not prevent both of them from being good games.

Rainbow Six can perfectly satisfy its target users, which is a success.

I have never said that "Jianghu" is going to fire to "League of Legends" or "Eating Chicken". It is enough to be popular among specific players.

In other words, it is a good type of game, not to meet everyone's requirements.

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In fact, innovation means that you must be different from existing successful games.

If the game duration of "Jianghu" is 2 hours, some people have to say that the time is too long to be three times longer than "Jesus Survival". Who plays?

If the game time of "Jianghu" is half an hour, some people have to say that half of your martial arts things can't be shown.

If "Jianghu" removes the martial arts connotation, some people have to say that you are not changing the skin of "Jesus Survival". Who has to eat chicken to play this? Made a bad gameplay.

Look, who is wrong with picking problems?

First choose a successful game as a ruler, you do not like it, then you can't make it; you do the same, it is plagiarism.

I am not fighting who is right or wrong, but rather that this kind of discussion is meaningless and wastes life.

You like it, he doesn't like it, you think it's ok, he doesn't think so, no one can represent the target user.

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When will the player save money for a game?

When the game has a sparkle that attracts him.

In other words, the shortcomings of the game are not important, just to eliminate those non-target users, even if you do not have this shortcoming, they will not buy.

The key is the merits of the game, and it is irreplaceable.

This is true of novels, from the media to the micro-business.

Therefore, the difference between consumers and producers is that consumers are picking up problems and producers see advantages.

You go to learn more about the structure of the tomatoes I eat, learn the smiles of the elbows, learn the reversal of the little dragons, and learn the hard work of three less.

Then even if you can't afford talent, you can write better.

You have to say that tomatoes and three are too white and too stupid, elbows are not enough to force, and those urban gods lack logic...

According to the strength of your pick, you can only make a street in your life.

Whoever picks the problem will be.

The question is, can you make a bright spot in case of a lot of problems?

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In the process of making a game, you are encountering choices all the time.

To give a simple example, why does Yin and Yang Master have liver?

You have two options.

Not liver, the game word of mouth rises, the player is easy, but the game viscosity is reduced and the life is shortened.

Liver, game word of mouth fell, players tired, persuaded casual players, but the game viscosity increased, life expectancy, income increased.

There are no choices for the best of both worlds. How do you choose, there are corresponding advantages and problems.

Then how should you choose this time?

It's very simple, think about who your target users are.

If the game is for the student party, then of course it is the liver, the students have so much time, and they will not run.

But if the game is for office workers, it certainly can't be liver, because they don't have time, you have to give them some time-saving design.

At this time, if you don't understand these, just jump out and say, who will play this kind of liver game?

Sorry, there are so many people playing, no one can represent you.

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Therefore, whether it is a game, a novel, or a certain software or hardware, it is necessary to look at the problem comprehensively, and to see the deep rules behind it.

It’s meaningless to catch a point.

Because you are a blind person, you don't even know what this elephant looks like. When you touch a long nose, you say that the elephant looks like a snake, and it only makes a joke.

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Why do I not like to discuss these issues, this is the reason.

Because the vast majority of people who ask questions are not thinking about problems from the perspective of “producers”, but only picking them from the perspective of “consumers”.

Of course, I am now a full-time author, not a designer who leads the industry. Authoritativeness is certainly not enough to assert whether a game will be hot.

In fact, even if they are both top-notch and have different views on the same issue, there will be no gambling between Rebs and Dong Ayi.

In the game industry, it is normal to have different opinions about the same game, just like I am not optimistic about ow, and some game industry people like it very much.

This is normal, because everyone's tastes are different and the angle of view is different.

However, why do I seem to be too lazy to explain, because most of the people who ask questions have not even gotten started, and even the most basic laws have not been clearly understood. They criticize this criticism entirely on their own preferences. I am too lazy to explain this.

You are not saying that my high-level question is wrong. In order to let you know, I have to tell you about junior high school mathematics from the beginning.

Of course, if someone can use objective laws and professional knowledge to systematically analyze a game or not, then I would be happy to discuss it with you.

If I find that this thing does have a hard wound that can't be justified, then I can change it directly at the back, right.

But if you have this kind of vision, you should be like me, look at things first and look at the advantages, not proudly to pick the thorns.

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Go back to the game "The Rivers and Lakes".

If you want to ask if this game can be made, can you make a profit, think about these problems.

Does it have any highlights?

Is there irreplaceability?

Does it meet the needs of a specific group of players?

Is its shortcoming deadly?

For any game, as long as the first three questions are "yes" and the last question is "no", then it is successful.