Following the half-year conclusion of a year-long start-up, the "failure" conclusion of a year-and-a-half-year-long start-up was also released. The same formula and taste. In addition to being disappointed, I am also excited. It's not that I have no heart or lungs, or that I have no face or skin. When we are disappointed, and when we are ignored, some negative emotions are reasonable. What's more, what I hate most is "hot face and cold ass". I happily put forward my thoughts and opinions, and I was directly ignored, or nodded and then lost. I want to make a successful game. I try to do my best, but I can only do my best, because I am only a client programmer, I can't manage other things. I want to change but cannot.
I want to make a game with gimmicks, cool points, and time-consuming points, because this is what I want to play now. However, leaders will consider from the perspective of charging points (commonly known as traps), planning will consider from the perspective of system production and output, and everyone thinks they are right, no one realizes that we are on the wrong road and are drifting away. They often say, "this thing is done according to what I said, and I pay for/take charge of the problem." "Your idea is just to code your opinion ".
Even if the project fails at the end, I never realized it was caused by a certain mistake. It still outlines a bright, but impossible prospect for employees.
Although the first project failed, it was launched at least. In addition, it can earn a drop-in-the-box salary. During the six months of operation, the main failure is:
1. The UI is too ugly and the first impression is poor.
2. There are too few gameplay methods and there is no motivation for players to continue playing.
The second project is the game of princess canopy 2. The gameplay of Angry Birds adds the elements of RPG. This project is completely dead and stops when the program is basically completed. No one summed up the cause of the failure. In my opinion:
1. The UI is too ugly and the first impression is poor. This is not what I said, it is what the carrier said. What else do I say when I give my comments? You don't understand the beauty of art. The program planning is ugly, but the art cannot be changed. (It may also be because we are embarrassed to say that this is too ugly and can only be side-by-side ).
2. Low project completion. This numerical system has never been involved in numerical planning, so it has been stranded. The configuration of checkpoints and monsters is also slow. Three maps were provided only after half a year of planning, and when we said we needed to complete the map, we vowed that 100 maps could be configured in one month. Credibility is low.
3. There is no performance plan to control the overall Scene Style and skill effect. Our planning doesn't know what kind of effect we want. We only know that we need to develop a skill and make changes if we are not satisfied with it. The map element is ugly, but art does not regard it as ugly and does not care about the game performance at all. It's just a matter of planning and raising demands, requiring a person, a light effect, a map object, and then an art to do such a thing. Planning doesn't know what kind of style and performance are perfect, and art creates one resource after another like a factory.
4. Low playability. Unlike the princess canopy, it can have expressive Character styles and skills to support scenes. Unlike traditional mobile games, it also has elements that can be repeatedly challenged and repeatedly refreshed. The entire PVE process is monotonous and boring.
5. Do not pay attention to the subject matter. At the very beginning, I proposed that we should be a theme for three kingdoms, and control Zhao Yun and Guan Yu to burn down the Chibi. At this time, the core point of the game is not the challenge of the level, but the development of characters and the configuration of monsters in the level. However, leaders and planners agree that the themes of the Three Kingdoms have been ruined, and our art may not be designed by Zhao Yun or Guan Yu. As a result, our plan is not limited to the Three Kingdoms, but to the chaos of historical figures. However, what was finally designed was the little witch, the swordsman, the magician, and the archer, which completely modeled on the princess's tent. So the operator questioned the difference between this game and Princess tent and Princess walk you (another fake princess tent game. How to promote homogeneous processing. I have not mentioned the subject matter for more than five times, and I finally lost it. I even planned to say, "the subject matter is not important, and players will not pay attention to the story ". In any case, I cannot agree with this idea. A good theme can greatly improve the players' sense of identity, and they also feel more like playing games. players playing Zhao Yun, Naruto, and Xiao Feng certainly feel more like playing swordsmen and magicians.
Why are we making the same mistake over and over again? We do not recognize the mistake because we are unwilling to do so. If you fail to sum up the lessons learned, the final result will fail again. For example, in the third project, the only lesson learned by leaders and planning is that we outsource art resources. If we can first think about what kind of game we want to play, why do players want to play such a game, why are players so cool to play, and whether or not we will play our own game. If we have all these questions, we can make a game in one go. Otherwise, we will be more confused and less confident.
For example, in the second project, our project manager (actually planning) never thought about what a perfect game would look like. What kind of performance is recognized by us, what kind of skills we like, and what kind of system is perfect. All the planning efforts are put on writing the planning case. No one is doing the numerical value or anything, and no matter what the performance is. The boss finally gave his opinion. Well, we can optimize it. As for the features of the game, the opening and closing ports are all deeper. Our equipment reinforcement system is more in line with China's mobile games, and we have a robbery and intrusion system. But are these reasons to attract players?
The root cause of our team's illness is that we have never clearly defined our position. We do not know that we are a startup team. We are a new company independent from the parent company. Although we are very small (to be honest, there are more than 20 people), we are a company. Therefore, the leaders will manage their employees with the attitude of the management company, and plan to guide the game projects of the start-up companies in the way they do things. We have never considered a single-host mobile game (for example, Ninja has to die and runs cool every day) to do online games. However, in terms of personnel capabilities, we cannot hold on to a large project.
In my opinion, the entrepreneurial team should work together for seven or eight people, so that Members can speak out without any scruples and finally make a satisfactory game. However, the actual situation is that art is not involved in the game at all, just like a factory to make the resources to be done on time. I want to participate, but I am also disheartened when my comments are ignored n times. We didn't sit together to discuss how our games should be played, how our art works, how our functions should be designed, and whether we have any good ideas, what else does the program provide technical support. I can't raise my opinion, but it's hard to tell everyone what it means. We can only continue to "please" to "seek" in the form of encouragement ". This kind of team should be successful.
What kind of team can start a business successfully? I can only think about it.
1. There must be a bold leader who can bring ample funds and recruit appropriate talents. Programs, planning, and art are indispensable. The program expresses the idea of planning and shows the content of Art. Where is the short board, it will greatly increase the probability of failure. Capital is also very important. Today's mobile games are not like two years ago, and even a few millions still don't want to get gold in the mobile game field. If only million yuan is still thinking about making a big profit on mobile games, and you don't have a clear game you want to play, it's almost the same as buying Brazil for million yuan in the World Cup. It seems that I can make a profit, but I will lose all my money if I am not careful. If you have millions of failures, you will be able to fail several times. It is possible to sum up the lessons learned.
2. Talent is very important, just as if you don't know a chef and don't want to open a restaurant. No reliable friends who do not have art, planning, or program (indispensable). However, if our company recruits some employees, it is purely self-defeating. When I first came here, the program owner (Friends) said that our art is perfect, and our planning is done by netlong, it's just a program familiar with mobile games. However, the reality is cruel. The perfect main beauty has never painted anything, nor will it supervise the effects of other finished art products. I don't know what to do every day. The primary beauty is the good brother of the leadership. You have to give it to others.
3. Personnel management is very important. More than 20 employees, COC manufacturers have earned hundreds of millions, but our team has burned millions. Many employees are idle, and their daily work is surfing the Internet, playing games, and getting off work on time. As a matter of fact, I am currently idle. When the second project is suspended, new tasks are not assigned. I am also playing the arpg game I want to do in my company every day. Our company is small and dirty. We have a product manager, an operation manager, two project managers, two main plans, one main beauty, two main processes, one Finance, one assistant, two QA, add a group of artists and programmers, such as me and client programmers. When we first became an independent company, we also set up departments, including R & D department 1, R & D department 2, R & D department 3, Operation Department, art department, and Planning Department. All I want is how to make everyone a whole team, but we have to switch ourselves.
4. A good game development direction is very important. I don't know what a mobile player thinks about all over the world, but I know what the highlights of a game are, what a game is, and what a game is, what is a promotion point for a game. Our third project is the subject matter of the King of boxing. Although there is no IP authorization, we did it without hesitation. Speaking of the title of the King of boxing, my first reaction was to make a horizontal pass game, similar to the King of fighting. No one agrees. I recognize this because there are a lot of games that pass through the horizontal version. Later I thought about another idea. I combined the Battle System of the Goddess of northern Europe with the King of boxing to create a very good RPG Game. No one on the market has done this, if it is done well, it is definitely a very popular, very cool, and very cool game. You can click the role button to control the role attack. Then, when the hit slot is full, you can release the kickoff. This system perfectly integrates the feeling that the boxing Lord will kill and the elements of RPG, and the ever-changing combat experience can be generated because the attack time is in the hands of players. But such a perfect proposal is gone. Finally, what should we do? Probably the legend of the turret + I am a hero + self-innovation. If such a game succeeds, my world view will collapse.
5. Good Version planning is very important. If the fixed version is changed for various objective reasons, it will be delayed. As a program, it may be wrong to estimate the time for some reason. After all, writing a new game from the ground up is not a well-developed game that adds new features, which inevitably causes some delays, at this time, the accumulation of programs is very important. This time I refactored the code for some reason for a week, and then I won't make the same mistake again. On the contrary, if the program does not accumulate, we will certainly make the same mistake over and over again.