The core experience of a game is the most basic element of a successful game

Source: Internet
Author: User
Keywords Tencent executive Steve producer game
Tags basic example game game characters games internationalization internationally joining

Absrtact: At the Geek Park GIF Conference, we heard Steve Gray, the executive producer of Tencent's game, about the key factors that made Chinese wind games internationalized. Steve Gray, before joining Tencent, was an internationally renowned game producer who participated in and led the production

At the Geek Park GIF Conference, we heard Steve Gray, the executive producer of Tencent's game, describing the many key factors that made China's wind game internationalized.

Steve Gray before joining Tencent is an international well-known game producer, he participated in and led the production of the game contains the Final Fantasy VII (Final Fantasy 7), "Send Before the Night", "The Lord of the Rings", and also participated in the "Apollo 13" and other well-known films of special effects.

In the view of Steve Gray, all the key to the success of the game is quality, the core experience of the game is a successful game the most basic elements.

In addition, he proposed to the Chinese game ("cavalry" for example) internationalization of three different dimensions, covering the game a number of stages of the necessary elements.

The first is the internationalization of the development team, he told the game case production process brought together from China, North America and Europe in different regions of the international team, together they build the game to the bottom of the graphics, rendering technology and core engine. At the same time, the international team is responsible for the early game characters, such as human settings, environment and other artistic creations. People are the key to cultural compatibility in games, a simple example (I add, non-speaker original): "Final Fantasy" in Asia, such as the popular RPG series in Europe and the United States is far less prevalent than in Asia, and "Ghost Fable", "Dragon Age", "Conan Times" and other European and American Games in Asia are not the same high response. One of the key differences is the human set, Asian game people tend to lean thin, handsome, while the European and American game characters are more hale, thick strokes. In this regard, Steve suggested that the internationalization of the game must be in the human context of the cultural differences and preferences between the two sides, combined with the Oriental set agile, lightweight, and Western cultural preference of strong, tough.

The second aspect is the game plan and the bottom technology guarantee new game play method and the experience. Steve put forward the concept of "Motion-to-motion" in the demo game, so that the online large multiplayer game can truly achieve real instant combat in big scene, large-scale battle, let MMORPG become real MMOARPG.

Finally, Steve proposed that in the international market, a new game production and operation model is needed. He called it "Game as a Service". For example, he believes that a good game can open to the core players early test, allowing players to participate in the production of the game, increase the interaction between the producer and the player, and eventually jointly with the market to launch High-quality, match the player's preferences and expectations of the game.

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