"Brother Ya, can a small game of this size really become popular and make money?"
Ishikawa Dong stared at the requirements on the paper and asked worriedly.
According to Chen Ya, this game is not simple...
But it's too simple.
It's not difficult to do.
Not to mention companies and studios, even if you just recruit a few students and get them together, you can create this "game".
Asking Ishikawa Do to do it is simply overkill, and it will make him feel like "Is this the purpose of my perfect GPA?"
Chen Ya put his hand on his shoulder, with a faint smile of an experienced person on his face:
"Don't worry, with my operation, you just need to A it, don't think too much."
Ishikawa sat down, hugged the keyboard and said, "Brother Ya, why don't you start today? I'll finish it tonight."
He also wanted to show his true strength in front of Chen Ya.
"Don't you want to rest? Doesn't the school check the dormitories?"
"It's okay, I'm familiar with everyone in the student union, this is easy to deal with." Ishikawa Dong said.
"OK."
Chen Ya dragged a chair over from the side and sat down next to him, crossing his fingers: "Let's build the framework today. I will tell you the requirements and you will implement them."
Ishikawa Atsushi is holding the keyboard, staring at the screen, and has entered working mode.
This was the first time I worked seriously in front of Chen Ya after the interview.
First impressions are important, so make sure you make them well.
"First of all, this game is a match-3 game, built on the Xunchat mini-program. The ranking points are calculated by region, and the rankings are connected to the national network. However, you only get points if you pass the level, otherwise you get no points." Chen Ya said.
"Yeah." Ishikawa nodded and wrote this down in his notebook.
"The overall clearance rate is very, very low and should be controlled at 0.1%."
"Hmm?"
Chen Ya's second sentence left Ishikawa Dong stunned.
He couldn't help but ask, "With such a low completion rate, doesn't that mean the game is incredibly difficult? Can we guarantee a strong audience for the game?"
Ishikawa Atsushi has been exposed to the basics of game design. In game theory, the more difficult the game is, the smaller its audience will be.
In contrast, games that are simple, easy to play, and simple to play naturally have a much larger audience.
Chen Ya said: "As I said just now, you just need to execute it, and I will worry about the rest."
Ishikawa Dong typed out Chen Ya's request word by word again. After thinking for a while, he felt that he had some understanding:
"The pleasure of completing a difficult challenge is also what the game pursues. Maybe you are right, Brother Ya."
Chen Ya continued, "There are two sections in the game. One section is where the bricks are stacked, and the other is the brick slot. You put the bricks in the slot, and when you have three in total, they can be eliminated.
"There are only 7 slots. Once they are full, the game ends..."
Ishikawa tapped his lips, thought for a moment, and said, "In that case, the more types of bricks there are, the harder the game will be. The level design can increase the difficulty by gradually increasing the types of bricks..."
Chen Ya smiled and nodded: "The requirement for the first level is that no matter how the player clicks, even if they click randomly without any plan, they can pass the level."
Ishikawa said, "So, in the first level, there can only be... 3 types of bricks at most?"
"You calculate very quickly." Chen Ya was very satisfied.
There are 7 slots, which can be split into 2*3+1. If you want to win no matter how you arrange the bricks, you can only have 3 types of bricks.
This is a very simple math problem.
Ishikawa understood this arrangement perfectly. The seemingly unchallenging requirement of "winning no matter how you arrange the game" seemed irrational, but it was actually quite clever.
When designing a product, a general principle to adhere to is "even if the user is mentally retarded, he or she can understand how to use it."
The same is true for games.
The first level of the game is equivalent to a tutorial for beginners. At this time, users don’t know how to play and often play it randomly.
If they kill themselves playing, they will have negative emotions. The first bite of the game must let players taste the sweetness and give them spiritual encouragement, so as to lure players to continue playing.
Ishikawa Dong drew inferences from one example and said, "Then, the second level will have 4 types of bricks. The third level will be more difficult, with 6 types of bricks, but with the introduction of prop settings. The fourth level..."
"You're wrong," Chen Ya shook his head. "What you're talking about are all very mature settings. Our game isn't like that."
"Ah?" Ishikawa Dong was stunned. "But, Brother Ya, doesn't a very mature setting mean... these settings are correct..."
Match-3 games are a very old and mature category. Our predecessors have almost made all kinds of match-3 games. You can find any mode of match-3 in the history of games.
Contrary to what most people think, making a game that already has a mature paradigm does not require you to come up with new ideas, because if you come up with new ideas, you often need to change the mature paradigm.
Then, it means failure.
This goes against common sense, but you only need to think about one question to explain this truth -
If making an innovative match-3 game can be successful, then why haven't we seen any successful and innovative match-3 games after all these years?
This problem is terrible and can be called the "Fermi Paradox" of the gaming industry.
The answer is also terrible - because all the innovative match-3 games have failed.
They fell to the ground, silently, so you couldn't see it.
Some people eat crabs, and some people eat spiders. Why don't we see people eating spiders these days?
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