Opinion Comments] The impetuous domestic game industry: impetuous R&D teams, impetuous game investors

Let’s talk about investors first:
  Due to my recent work, I have come into contact with many companies and individuals with investment backgrounds in the gaming circle, including big-name companies such as Tencent and Shanda, as well as government investment backgrounds in several remote provinces and cities. personnel, including many individual investors who have some spare money and a little understanding of the online game market.
  The general attitude of big-name companies is that we are not qualified to talk about cooperation; when talking about investment, we should wait for you to make it before buying it, or wait for you to make it before copying it (of course, they say it more implicitly);
  the government background generally requires that in the past few years Financial statements require the company to move elsewhere and what will happen after the operation. . . These are difficult for us to satisfy, and no other high-tech company can support us.
  There are two types of individual investors. One is: I have money and some background. You are working for me. It has nothing to do with you after the operation. If you feel reluctant to part with it, just sell the plan to me. I will give you tens of thousands. The price is sky-high. Before this, I never thought that a project could be sold for tens of thousands, but I believe that after this game is made, looking back, the project may be worth more than tens of thousands. Every project is the child of the planner. I I'm reluctant to sell, I want to accompany him to the operation, to the day he is tested by players, even if there is only one person online.
  Another way is: Give me a timetable, okay, according to your timetable, if you need 50,000 yuan in the first month, then I will give you 50,000 yuan then, and if you need 60,000 yuan in the second month, then I will I’ll give you 60,000 yuan in the second month. . . But you must ensure that the product is released within 6 months, publicly tested within 8 months, and profitable within 10 months. . . I'm sorry, you asked us to guarantee product development while also providing us with financial guarantees. You can't let us bear the risk of funding being cut off after a few months of production. We don’t want to be scolded by players, we don’t want to be a blood lion again because of pressure from investors, and we don’t want our beautiful baby to dress up as a beggar and walk the streets. We can’t talk about it.
  Finally, I selected an individual investor in a remote area who had an official background and understood game operations. He contributed the least money, and his geographical location was relatively remote, which was not conducive to recruiting experts. However, he was relatively aware of the high risks involved. , the production cycle is also very relaxed. I have always tried my best to avoid being invested, and we are currently in the mutual inspection stage, but there is no way. Without money, you cannot recruit a good lead engineer and a good original painting design. . .
  The impetuous domestic gaming industry, impetuous investors, and impetuous speculators. . .
  Many friends are unhappy with playing games, especially if they are unhappy with a game in the public beta stage that is being heavily promoted. So please don’t scold the producers, but scold the investors instead. They are willing to spend a lot of money to advertise, but they are not willing to give them a few more lenient terms. Months to perfect. Please exclude big-name companies that often work for a few years, often employ hundreds of people, and often produce works worth hundreds of millions of dollars. They die from the company's rigid system and rising bureaucracy.
  Let’s talk about the production team:
  How long does it take to produce an online game with average 2D/3D effects? The fastest one I know took 2+ months. They copied the planning of a foreign game and replaced it with the shell of a bankrupt game. It was euphemistically called outsourcing. Then various platforms were bombarded with advertisements and combined operations, announcing that the online sales exceeded XX million. . .
  Take a look at the game schedule on 17173, Google new online games, and contact the game production group. Are there so many complete production teams? How many of them can only be called shell companies?
  A game is first and foremost a program, and the most important person in [Source: GameRes.com]the team is the programmer.
  How many works that should have been successful have been compromised, stalled, and died due to threats, resignations, and thefts from the main developers mid-development? As for others, any production staff who only pursues efficiency and finishes work early and collects money early may make their previous efforts in vain.
  Off-topic: The original host of our project (the host of a big-name domestic company) let us go due to salary, location and other issues. The only good thing is that he has no objection to the equity, maybe because we have given him enough , this incident also prompted my decision to find an investor. . .
  A good master plan is half the success, and a bad master plan is all the failure. As a planner, I am very envious of this.
  The impetuous gaming world, the impetuous producers. . .
  I would like to use this article to remind myself to stay away from glitz in the days that are destined to be difficult in the future, even if one day I am left with only a stack of plans. . . Because there are countless shortcomings of bad games, but the advantages of good games are only two words: fun. If I had to use another word to describe it, I believe it would be: happiness. It's not that difficult, is it?
  mutual encouragement!

 

Original text: http://data.gameres.com/article.game?id=145284

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Origin blog.csdn.net/chzhe/article/details/5820513