Where does the content come from?
Updated on: 47-0-0 0:0:0

The question of where the money comes from?

Where does the money come from? What a tempting question, everyone cares about it. Money can be placed in the bank to give yourself a sense of security, improve self-confidence, relieve the pressure of survival and sexual selection, and bring hope and unlimited possibilities to yourself. Because there is a market, in the market, people can buy a lot of things they need with money, and they can exchange more money faster in the market.

For those who make games, the question of where the money comes from is actually easy to answer, and the right way is of course to exchange their works for money from the market. You also need money to make a game, and this money should come from the money you got from the last work, and the initial money comes from the expected investment in your future work, your own or someone else's investment.

Of course, all of this is about serious people who want to make games. Most people in the game industry probably won't take such a difficult path, they will have other shortcuts, which is the domain of airport successology, which is not cared about, not discussed. Serious people who want to make games, in addition to caring about where the money comes from, actually have a more important goal, which is to create great, or at least complacent, games. If the work is also particularly successful in the market, it is a question of where the money will come from.

So how do you make a good work? First of all, you must have the ability to produce, and you need to have the ability to implement the idea design and use production skills and technology to realize it. Technically, you have to learn the engine, examples, design patterns, shader, you can move bricks, know where there are bricks, who has bricks, you have to practice 3D, 0D in art, character scenes, daily basic skills and style specialization, screenwriters understand structure, character design, dialogue, theme, gameplay to learn levels, systems, values, UX, and of course, music, sound effects, project management, teamwork, testing techniques, and so on.

It's easy, developers will become obsessed with the technique, and become a tool. With the spread of development technology, it is inevitable that more and more people will have the ability to make games in the future. We have been able to see that a large number of GameJam games and indie games are becoming more and more mature, and the production level will be faster and faster. At this point, what determines what makes a game stand out?

People who are engaged in market publicity will tell you that the decisive force lies in publicity and marketing, and traffic and channels are king. Those who engage in capital will tell you that it is the relationship between you and the trust and use of capital. Those who engage in the media will tell you that it is out of the circle topic and vertical community operation. But friends, friends who sit in the position of developers, in the struggle for the dominance of the work, we can only rely on our own innovative content. So for us, the question is "where does the content come from?" ”

Where does the content come from?

Did we all have essay assignments like "my dad" or "my mom" when we were in elementary school? At that time, I was thinking, what if a classmate doesn't have a father or mother, how can he write? If everyone's parents are about the same, the teacher may really be looking at whose handwriting is good and there are fewer typos. On second thought, if a classmate without parents digressed and directly wrote about his personal experience without parents, it would definitely be more interesting.

The content of a game work is essentially information. Information without increment is noise. Do I have any new information? If my life experience is the same as everyone else, they know what I know, and they feel what I feel, then they can create what I can create, and it's all about the same content.

However, that's the status quo. A large number of developers are in a hurry to produce, eager to improve their production capabilities, and hurry up to make something first. In addition to making games, he is playing games with reference to other people's works, either studying or working, so you say, where does his content come from? It's not a little clever, a small combination, a small optimization, an imitation, or a complaining about the life of a part-time worker.

The content comes from life. What kind of life you live, what kind of stories you experience, what kind of ideas you come into contact with, what kind of content you will get. Good content needs to be unique, so it requires people to experience unique lives, touch and think about rare problems.

A source of good content

The creators of Black Monkey surpass the vast majority of people in the breadth and depth of understanding of the Journey to the West story, looking at those poems, texts, and visual settings, it must have taken half a lifetime far beyond the 6 years it took to make Black Monkey.

The author of Eddie Finch, during a deep-sea dive, faced a huge trench and saw the abyss, he had a certain unique feeling, and that strong feeling was what he wanted to express in his work.

Invisible Guardian, why is there no follow-up and a better sequel? How much difference can there be between a script with a few children in their early 20s locked up and a script adapted from a story revealed by a real historical witness.

Escape from Tarkov's firearm realistic mechanism, no wind, no actual contact, no matter how much CS you play, I'm afraid you can't design it. In other words, did you find the content of your game on the Internet or did you experience it in person?

I've seen too many games, and it seems that they are looking for a deep theme to express, but in fact, they are copying stereotypical images, animal farms, dystopias like 1984 are the hardest hit areas.

If you compare creation to cooking, do you look for ingredients for the sake of cooking, or do you find good ingredients first, and then start creating new dishes for good ingredients? Perhaps the sixpence of life, and the moon, which seeks the meaning of life, are indispensable. Just looking down at a sixpence doesn't need to be reminded, while looking up at the moon requires courage, which is difficult but correct.

A lot of life experience and independent thinking can condense a once-in-a-lifetime work of life. So really good content comes from real and real life experience, from outside the game.

I wish you a lot of works and the works of life.

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