The hand swims the upstart hogrocket a flash in the pan: The transformation is too fierce, spends too fast!

Source: Internet
Author: User
Keywords We hand tour work transformation outage we hand tour work transformation outage we hand tour work we hand tour transformation work outage transformation we stop hand tour work we transformation we hand tour hand tour stop work work transformation transformation outage outage we hand tour we the work we we the hand swims the hand swims the transformation the hand swims the work the work the work the transformation outage transformation transformation outage outage outage we hand tour work transition stop we hand tour work we transformation hand tour stop work transformation outage we hand tour work We transition hand tour outage work transformation outage we hand tour work transformation outage we the hand swims the work we the transformation we the hand swims stops the movement we the hand swims the work the hand swims the work the work we the transformation the transformation the transformation the hand tour the movement the transportation the movement the work we the hand swims the work the transformation we the outage we the hand swims the hand swims the work transformation work outage transformation outage we hand tour work transformation outage we hand tour work transition stop we hand tour work transformation we hand tour stop work transition stop shipping
"Editor's note" At the moment, many Chinese game makers are trying to transform the game development platform, both PC game manufacturers and host game manufacturers are flocking to their hands. But the competition ring changed, the tournament tricks also change, the strong and not necessarily strong, and even may make very embarrassed, struggling! Hogrocket was founded in March 2011, an overseas Hand tour development team, the team of three cast members from the game of the Big Guy Blizzard (Blizzard). From the host game to hand tour, hope to be in the new field of their fists, in the development of informer game, Hogrocket quickly in the industry quickly after leaping, and then the instant decline, fell to the bottom. Why did the Hogrocket in November 2012 announce the outage? What led to their failure? The failure of the mainframe to switch to the mobile Internet, and the rate at which it consumes more than it actually earns, may be more enlightening to domestic developers and investors, Hogrocket. Hand Tour Indeed is emerging, many game entrepreneurs are beginning to choose Hand Tour, Hogrocket co-founder Peter Collier also said, "Although Hogrocket has died, but the hands of the industry is still alive", but that said, but any transformation will face many risks. So someone chose the transition, there are some people choose not to turn, before the titanium media an entrepreneurial story, "The original" Golden Hill five Tigers Zhan Zhen Yang: Entrepreneurship, to survive first, Zhan-Yang is the choice to temporarily do not turn, in the all over the investment people are looking for a hand tour, he is still doing the end of the tour; But turn and do not turn will be very painful, last talked about Zhan Zhen Yang not turn the story, today we look at the story of Hogrocket turn. Pocketgamer.biz in the recent interview with Hogrocket co-founder Peter Collier, summed up the failure of Hogrocket, titanium media in particular to compile the text: "Shorole Li Tianqing/Titanium Media Translator" Hogrocket the first, The only game, the little Intruder, was released in September 2011, and its developers ' relationship to the previous studio has been more of a gimmick to pay attention to the game. In just two weeks, game prices dropped from $3.99 to $0.99, and then up to 1.99 dollars. At the beginning of the game, it quickly went to the 94th place to pay for the game, but then dropped the top 1000. The subsequent limit allows the game to achieve a maximum of 47 digits, and then it is off the top 1000 again. At the end of November 2012, Hogrocket officially ceased operation. In 2011, as the operation ceased to operate in Liverpool's studio, the former Blizzard creations staff Peter Collier, Ben Ward and Stephen Cakebread created a laterHogrocket Studios-however, in November 2012, Hogrocket's outage sparked a firestorm in the media world. In our exclusive interview with Pocketgamer.biz, Collier revealed that the iOS platform game "Small Intruder" production studio Hogrocket's operations began to scurry in early 2012. In his own words, the media did not notice it because he and his partners "did not disclose a bit of wind to the outside world." and Hogrocket outage, so now in playdemic work Collier gained what experience, and he is how to take the path from the mainframe to mobile device application research and development? We have received more information from Collier about Hogrocket's operations over the last two years. Pocket Gamer: What can you tell us about Hogrocket's decision to stop? Peter Collier: This decision is caused by two urgent factors. First, Ben was being transferred to the South, which made our cooperation a hindrance. Then there is the economic problem-the speed with which our Provident fund is consumed makes me feel very uneasy. The profit of the little intruder simply doesn't support our next operation. Aside from these two decisive factors, closing hogrocket is still a difficult choice for us. It gave us a great deal of success in a very short time, and it made me feel like we were abandoning the opportunities we created. The Pocket Gamer:ios version of "The Little Intruder" has been released for a while, and in the months after the release, what benefits do you have? Peter Collier: We released the "Little Intruder" upgrade package and a free version. In fact, we stopped all project development at the beginning of 2012--we didn't want to let the outside world know anything. At the same time, the company can only be in the "small invaders" to get the meagre benefits of the thin ice, but 2012 this year, "adhere to and apply" in different directions we learned from Hogrocket. Pocket Gamer: In your interview in September 2011, you said you had a more "interconnected experience" for mobile devices than stand-alone applications. You also said that "you have been involved in both business and creative perspectives, and that it is pleasant to be in every aspect of the marketing of the game." Does this point of view change? Peter Collier: Of course not, the commercial and creative aspects of game development still make me feel very happy. In fact, the connection between the two makes me passionate. Pocket Gamer: In general, what do you think about Hogrocket's integration into the mobile research community? Will it be difficult because of its stand-alone research background? Peter Collier: Leaving won the popular joyThe single developer of Love--blizzard, for example--is both an opportunity and a challenge to me. It is widely believed that the mainframe application research and development side turns to put into the mobile device application research and development, only in order to announce oneself in the game development "the achievement" aspect position. We have received some media attention through the operation of Hogrocket, but this also let us be criticized by the peer is too blatant. This is far from the truth. Our experience is interesting--and perhaps sympathetic--but it is important that we allude to a large environment in the industry that is moving from stand-alone to mobile applications. This dynamic shift makes mobile application development play a role like "single Game Brother", which creates a blind spot when there are some interesting insecurities. Pocket Gamer: Now that you're working in a social-gaming studio playdemic, how much of this shift has changed your job? Peter Collier: I was the leader of Facebook's social title game team at Playdemic. A colleague recently suggested to me that such a job would be like making a magazine, which is a very appropriate analogy. We regularly update our content, and we also keep trying new topics to enhance our overall experience. The crucial difference between this and past work is that it is driven by analysis. Sometimes, even in subtle changes, we can see progress in acquisition, retention, or monetization. I often find new things by being surprised by the behavior of the player, so I enjoy it! Pocket Gamer: Back to Hogrocket's outage, you used the word "indefinite interruption". Do you expect to re-enable it in the future? Peter Collier: It's just the way I say stop, but never say it's impossible. I think Hogrocket is a great name-it's sad to see that it's not being used. Pocket Gamer: How do you describe your time at hogrocket, and what advice do you offer to developers who are planning to move from stand-alone to mobile application research? Peter Collier: I think the time I worked at Hogrocket was priceless-this experience opened up many doors that I couldn't open from anywhere else. I feel more complete, but also with the elder, which has been the most positive factor. My advice to the transformational development platform: Don't be afraid to take the time to do the right research to figure out what forces are at work in the marketplace and why. You are doing business and you need to make money--to lose the romanticism of "making the perfect game." Save your masterpiece until you can afford it. Making decisions is important, overcoming endless debates and learning from them. Face your strengths and weaknesses, let your expertise to play! If you are a team, for God's sake, you have to stay in the same room. Modesty-you will be more wrong than you think in many things. Don't be afraidTo deal with operators, learn to game, to know 100, 000 pounds 50% than 10, 000 pounds 100% more. Make your story interesting so that people can spread it-it makes the work of the journalist simpler and improves your reporting rate. Use all channels to reach out to Apple and negotiate with them. Use concise, fast, and visual information to explain why they should promote your game, and introduce your own plans to them. The role of freedom is powerful, but be careful to set it up at the very beginning of the game. Don't be afraid. Although things can sometimes get a mess, these experiences will make you more employable.
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