Figuring out the cycle law of game iterations can find the edge of industrial map innovation

Source: Internet
Author: User

In the case of a "four-lane", the same "power-up" (such as 3D games) of the client-side games and web games, one can be "full speed", while the other may be stuck or even congestion.

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Wen/Zhang Shule
Originally contained in "People's post and telecommunications," March 18, 2016 "Music Travels" column

The previous column noted that the HTML5 game had not yet reached the point of eruption in 2016. The reason for this judgment is that it is supported by the historical cycle law of the game iteration.

On the surface, mobile online games and HTML5 games have appeared in the division, which seems to be with the PC-side online games at the same time there is a competition between the client online game and web version. From the game screen, are in different terminals (mobile phones, computers) on the client and the Web side of the game between two games ecology. This is actually a small cycle of the game industry, that is, the client and the web side of the two game forms, at the same time appear in the same platform, but due to different performance capabilities, thus presenting the client online games, web-based game supplemented by market conditions. From the game technology, the client appears on the top-level technology content of the game products, to be higher than the end of the web game for more than a generation. Or in short, the client online games began to enter the "heavy" game stage, the Web-side game to "light" game-based. Of course, the difference between "light" and "heavy" is only a relative expression. Even so, compared to PC-side online games, the mobile phone in the performance of "heavy" game app game, its performance is also mostly equivalent to the level of PC Web game.

From the perspective of screen changes, have you seen the law? Whether on the PC or mobile side, although the web game has a range of advantages across screens, platforms, and installation-free, it's always "trailing" the client-side game, playing the role of "picking up the ocean" behind it. Usually shown as a "lightweight player" of the web game, its initial players just in the previous generation of PC client game to cultivate the game habits, this part of the players prefer casual games, do not want to further "heavyweight" game upgrade.

In such an iterative process, the promotion of the game to "heavy" direction of development, is inseparable from the game engine upgrade, after the upgrade, whether the client or the Web side, can carry more "heavy" game, and drive it. For example, the HTML5 game "legendary World", which claimed to have been running through tens of millions of dollars this February, has been used by the game engine, which is said to have been able to achieve 3D games, not only that the game engine has even begun to explore the virtual Vision (VR) game direction. What kind of experience is this? Even in mobile app games, 3D games are still rare. Perhaps this explains to some extent that in the game engine aspect, the HTML5 game has already begun to close to the app game.

But this is just a "car", but also a "road". To put it more bluntly, it depends on whether the "expressway" in the network adds a "lane". Do not think the client-side game is just a "heavy" point, the technical content is a little higher, the performance of something more. In fact, the client is like a box, the game inside the necessary elements are packaged in the player's PC or mobile phone, the player needs to play, just and the network to do some basic data interaction, a small number of "express" point of each other things. Web-side can be different, free installation, free download of the other side, is the player's terminal is nothing, every time you play the game, you have to constantly go to the game supplier there to extract elements; the two sides need frequent interactive "express", the player side constantly receive the game elements, and then back to the real-time game dynamics, during which " "Far higher than the client." In short, the same "power-up" (such as 3D games) of the client-side games and web games, in the case of a speed of only "four-lane", one can "go full speed", while the other may be stuck or even congested. Therefore, the HTML5 game had to make itself lighter, stay in the 2D world, Less "courier volume" to prevent "traffic jams."

Now, the 3G is moving towards 4G, the lane widened, the "high-speed road" peak speed, and so on, and so on, the network infrastructure is getting better, HTML5 game will really usher in the outbreak point. By the time, players in 2D or 3D games, you can according to their own needs, self-willed to play a.

Zhang Shule: zsl13973399819 book has "cross-border-the Internet era must first understand the big defeat"

This article from "Wudang faction Zhang San Crazy" blog, please be sure to keep this source http://zhangshuyue.blog.51cto.com/2133969/1757396

Figuring out the cycle law of game iterations can find the edge of industrial map innovation

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