After the two best-selling TOP 5, talk to the production team: Why does Kuro always turn the tables?
Text/Qiuqiu
"Singing Tide" is 1.2, but there may be some people who don't understand how it turned over 1.1.
After all, no one expected that in only one version, this game has made substantial progress in terms of characters, plot, performance, performance optimization, etc., and even many players said: 1.1 is its open beta version, so much so that Grape Jun also doubted in the previous article: Is Kuro still hiding clumsy?
In order to understand this problem, we might as well shift our attention to the sister of "Singing Tide", "Battle Double Pamish" (hereinafter referred to as "War Shuang").
"Battle Double" can be said to be one of the few still popular second games, some B station netizens have counted the ranking of the second game in July, it has been online for nearly 5 years, it has more than a number of new products, and the estimated turnover has increased by 143%, ranking 17th - although it is impossible to determine what inheritance and complementarity the two games have, but if you can find out the current state and accumulation of "Battle Double", it must also be helpful to understand Kuluo, a somewhat "rebellious" Keyun Road manufacturer.
It just so happened that "Battle Double" held its first large-scale offline exhibition in early August, and Grape Jun took advantage of this to chat with Young, the head of R&D of "Battle Double", and Ken, the head of marketing and publishing of Kulo Games.
01
"The origin of the second dimension in Guangzhou?
I guess it's a joke."
Grape: After more than 4 years, how has the size of the "Battle Double" team been?
Young: Since the game was launched, the size of our team has basically continued to grow.
Set Meal: At the end of the animated short film every year, we will put the staff of all the project team including R&D, middle office, support department, etc., as our old internal tradition of being on TV - just by looking at the list, you can see that we are almost 400 people this year.
Grape Jun: But in fact, you have also experienced a lot of personnel changes, for example, many core members of the new ACG project are from Kuluo, and some people have even said: The main talents of Guangzhou ACG are from Kuluo, what do you think about this?
Young: I haven't heard much of the discussion, maybe it's a joke.
I think change is a normal phenomenon, the team cannot be static in the process of development, everyone will flow for various reasons; However, as long as the team always maintains the design idea of respecting players and characters, the overall direction and content output of the project will not be seriously affected.
Grape-kun: Are you going to have productivity anxiety right now? Because I think "Battle Double" should be one of the few second games that implements the concept of "half anniversary".
Young: The overall production capacity and scale of "Battle Double" are large, which is enough to support the development of our subsequent content. For example, during the live broadcast of the new version, we mentioned to players that we wanted to make a box garden world of hanging gardens, but after the live broadcast, we received a lot of feedback from players about the content and quality, and we are currently adjusting it according to the feedback...... The design and implementation of this box garden content will indeed have certain challenges for the current team's technical capabilities and productivity efficiency.
Grape King: In addition to R&D, what is the status of "Battle Double" in terms of global distribution? Because "Singing Tide" was released globally as soon as it came up, everyone still doesn't know Kulo's distribution ability.
Set Meal: Some of the overseas markets of "Battle Double" were first handed over to other publishers, and this year we have taken it back little by little to operate independently. But to be honest, the version updates and content progress in overseas markets are not the same, so we have stepped on a lot of pits in localization, scheduling, and user habits, but we have also accumulated some overseas operation strategies.
After the launch of "Singing Tide", the two games formed more of a state of mutual communication.
Grape: Overall, how do you assess the current state of Battle Double?
Young: At present, the project is in good shape, and we are still exploring and trying to give players more new content, more good experiences, and tell the story of the follow-up of the battle double.
Ken: Because it has been 10 years since the establishment of Kuro, looking back, you will find that from the beginning of the project to the long-term operation, we have adhered to the original intention of making better action games: "Battlefield Double Ponytail" is a side-scrolling action, "Battle Double" is a box garden action, "Singing Tide" is an open world + action, and Kuro may have "other + action" projects in the future.
With the support of the original intention and accumulated technical hard power, we are confident to make more long-term projects and achieve the company's goal of "an old signboard that can operate for more than 10 years".
02
How did Songlun become a "fragrant producer"?
Grape: I don't think you have a lot of reserve between you and the player.
Set Meal: We hope to have some interesting ways to make players better follow and accept the content of Battle Double, and guide them to stay excited about the future of the game. For example, we will make some small shows with memes during the live broadcast preview, or the characters in the COS game dance or something, including the producer Song Lun has also been redressed by many players Women's Clothing, AI face change of the second creation content - this may be the origin of his title "Xiangyan Producer".
Grape King: What do players think about this?
Young: Our players are very enthusiastic and thoughtful, in fact, we often pay attention to their feedback and discussions in the community, sometimes their brains and ideas coincide with ours, and their familiarity with the operation of game characters is much stronger than ours, so we often invite them to communicate online or offline. Ask them what they think of the game version and characters.
Grape Jun: Are there any more specific exchange cases or easter eggs?
Set Meal: Just like the "Battle Double" tea party in early August, this is the first large-scale exhibition we organized, and we thought a lot at first, such as restoring all the scenes of the game, all the characters of the COS game, holding voice actor meetings, producer interviews, interactive games, performances, broadcasts, food stalls, sponsorship, ...... However, there are many obstacles to implementation.
In the end, we discussed the main plot of the game as the core theme of the exhibition, and restored the highlights of the plot of "Battle Double" for more than four years...... In the end, these setups received enthusiastic feedback from players - of course, through the experience of this exhibition, we hope to have an offline exhibition every year as a finishing point for the game's work throughout the year.
Grape Jun: At the level of publicity, how do you communicate with players? What are the changes in the strategy at this stage compared to the new launch?
Set Meal: There hasn't been much change, in my opinion, the role of publicity is to dig out and amplify the content that cannot be intuitively displayed in the game, which is also what we have always thought about publicity.
For example, the design idea of the animated short film "Cocoon when Spun" is different this time, in the past, we wanted to show why the character had a new body, or put some highlight content. This short film is more like the climax of the game's plot, and many players will be more curious about the future plot of the game after watching it: why the timeline loops repeatedly, why Lucia gritted her teeth, and so on.
There are a lot of details like this, such as we will release the line "I love you" of Lucia ·'s vow to the warm-up level in advance to increase the player's interest - many players may only be shocked when they first hear it, but when combined with the in-game plot and character action performance, everyone may know the weight of this sentence.
Including this time, we also produced an additional children's song called "The Dumb Frog Looking for the Clover", which may feel inexplicable when you first brush it, but after combining the plot, they may understand the reason why this song was born.
Further back in the version of the Cradle Parade, we were also thinking at the publicity level, was there an opportunity to compose a graduation song for the commanders when they graduated from the Faos Academy? Although this kind of content is not strongly related to payment, when the song "Long Road Home" was released, seeing the messages that the commanders were touched, it made us feel that we had done the right thing.
03
What is the purpose of the air war?
Grape King: How did the new character "Lucia· Oath", which was released on the 4.5th anniversary of "War Double", come up with it?
Young: The character design of "Battle Double" was set from the early requirements stage: what kind of theme the version needed, and what kind of positioning (such as the fire C of the oath) and performance (the plot setting of the fire) were needed based on the theme...... Game characters are not created to highlight elements and action mechanics, everything ultimately has to serve the characters.
We did make some breakthroughs in the design of this oath. For example, decorate characters with less saturated fire effects and coronas; For example, I tried to make a breakthrough in the three-dimensional sense of space in battle, although there were similar performances in air combat in the past, but this time it is a complete design that really combines combat performance and character mechanics.
Grape King: What challenges will you face in the iteration of combat that increases the dimension of air warfare?
Young: The technology is relatively easy to overcome, and the challenge is how to serve the game environment and the player experience – what are you doing air combat for? More flashy action mods? Or is it a more enjoyable gaming experience?
At the beginning, there were omissions in the plan we envisioned, resulting in generally good feedback from players who are familiar with the game and characters, but players who are not familiar with it will suffer from the experience due to the variety of character moves and complex operations.
Therefore, after the character was launched, we added some patches to optimize the above problems, such as setting some hegemony and invincibility states for the character, and reducing the situation where the player's operation is easily interrupted - even so, frankly speaking, in terms of the combat environment and the underlying experience, there are still some problems in the design and implementation of air combat, and the overall experience needs to be improved, and we will continue to iterate in the future.
Grape: Is the oath a little too hard in the action special effects performance? For example, some players have reported that character special effects have blocked a lot of combat information.
Young: It's actually a common visual balance issue in the industry, but we're still trying to find a way to balance the trade-offs, such as favoring the ability to enhance the character's performance, so that commanders don't have to pay attention to battlefield information and enjoy the visual presentation.
Grape King: Will the focus of the subsequent game battles change? For example, there are fewer special effects, and the action mechanics are more interesting.
Young: We'll make adjustments based on version positioning. As mentioned earlier, the character design of "Battle Double" determined a lot of things in the early stage, not that the previous character is gorgeous, the next one must be even more gorgeous, which is also easy for players to get aesthetically fatigued - playing any character is like watching an animation, and the operation experience is very different.
Set Food: "Battle Double" has also done a lot of action mechanics and interesting characters before, such as Bambinata's special effects are relatively simple, mostly some silk threads, ballet and other elements, used to highlight the setting of character puppets and dancers, and at the same time bring a better look and feel to the commander.
Grape: In addition to the characters, what other differentiating designs did you make in terms of combat experience?
Young: We've been iterating on the combat system and gameplay, in addition to the new character's air combat system, we've also launched a new gameplay "Simulacrum Trial", which no longer requires players to quickly cut and amplify moves, interrupt backswing and other damage-seeking racing gameplay, but focus more on the interaction with bosses, the smoother the player's operation, the more skilled the use of moves such as dodge and flicking knives, the higher the score will be.
In addition, in terms of the pre-war teaming strategy, "Battle Double" has always been teamed according to attributes in the past. Since this year, we have been experimenting with the strategy of effect teaming, which is relatively immature at the moment, but it will be the direction of our long-term iteration.
04
The player is the most important thing in the story
of the ring
Grape King: In addition to the combat experience, the plot of the new characters has also made many players break their defenses: the commander/player died more than 70 times, and Lucia died with a kiss in tow...... Can you share your mental state when you were working on this episode?
Set Meal: It's not that you have to be a knife character or a knife player, but it's more about the sense of substitution and whether you can leave an impression on the commander. There is also a cool plot, but it's not very real if it keeps being cool.
Grape-kun: It doesn't have to be a knife, it should be a very touching feeling.
Young: Actually, we've also seen what players have to say about this episode, and if we score it out of 10, we noticed that the community has a rating of -8, -9, or even -10: first, because the content of the plot really touched a lot of commanders, and second, the plot was written out of context when it ended with a tragic ending.
For the former, Lucia's plot development is related to our overall narrative design, such as a certain story line is destined to have a tragic ending, and Lucia tries her best to save the world and the commander, but she can't make the story lead to perfection - this kind of desperate rescue, but still tragic plot experience, from the results of the results, can be regarded as meeting the expectations of the early planning.
For the latter, "Battle Double" is a long-term content product, and the plot arrangement of each version has certain restrictions, and it is impossible to say that one version will not be updated, and the next version will be updated with one million words.
However, it can be revealed that the current game plot is only temporarily moving towards the tragedy, out of the feelings of the player and Lucia, everyone will definitely not give up, and will definitely find a way to go back to the tragedy, find Lucia, change the world line, and let the story go to a good node.
Grape King: Lucia's plot can also be regarded as a climax point of "Battle Double", for example, the new body has a lot of "strongest" concepts, and the plot also introduces the setting of the timeline...... How to continue to break through in the follow-up game plot?
Set Meal: "War Double" is still young, and there are many things to talk about in the plot, such as the origin and evolution of the Parmish virus, and the further excavation of human forces...... At present, all human technology is a specific development for the Pamish disaster, so even if the virus is solved, we still have the original goal of exploring the sea of stars.
Grape: But in fact, some long-term second tours will try to avoid infinite nesting dolls, so as to replace part of the world view, setting, stage and protagonist in the plot - how will "Battle Double" face nesting dolls and expansion in the future?
Young: Wardouble has so far told stories about the development of the planet and the Pamish disaster, and the characters have met and learned from these stories and established emotional connections with the players, so we don't easily tell new stories and abandon the emotional links of the past, but create more and better story content around the characters and commanders.
Set Meal: The story of "War Double" must be a story about commanders and constructs.
Grape: I feel like you're too far ahead of the narrative in terms of how much emphasis you place on the player...... What is your experience in this area?
Young: It's hard to say what experience there is, but if we do, when we do game storytelling, we always put the player first, put the character we want to create second, and finally maybe the part of the narrative ingenuity that improves the storytelling ability.
Grape Jun: Everyone may be aware of this, but there may still be public opinion risks in actual implementation.
Young: Respect for players and characters shouldn't just be formulaic standards, it should really go deep into the players, put yourself in their shoes and torture the story logic, rather than always saying "I think".
Grape Jun: Is the current environment good or bad for "Battle Double"?
Set Meal: Whether it is around the commander or Chinese sci-fi, it is all the content determined at the beginning of the project of "Battle Double", which makes the game always serve the same core users for more than 4 years...... Changes in the external environment and user ecology have little impact on what we want to do.
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