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published in(发表于) 2016/4/30 5:49:36
You don’t know the history of industry: game industry crash 33 years ago,

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You don't know the history of industry: game industry crash-games 33 years ago, VR-IT information

Today we featured a documentary about hosting the game for all the video game movie, it's biggest bright spot is telling us the game craze in the problems and experiences, particularly detailed analysis of the "83 game industry crash," the cause of this event, as well as the North American market views on VR games. Every day will be "IP" and "VR" these two terms on the lips of the domestic game who can get good references and recommendations.

Video tour of the ET linkage failure: game products not only need information, IP, should focus on content quality

In the 80 's of last century, the famous host games company Atari had history with the Universal Studios earliest IP cooperation: developing film of the same name of the ET game products and movies synchronized selling the game, what we now call "shadow tour in sync." From game products of publicity strategy Shang said, regardless of is publicity timing also is IP content, Atari are touch has a put good brand: first, ET is 80 generation of hot works, is we now of super hot IP, and this IP also is most easy adapted game of science fiction class movie, and this Department movie works at a released on had Deng into North America box office champion. Secondly, the games were launched in the movie golden period, it can make the products made in the similar game stunt to attract fans to buy.

But the result is: Atari release millions of ET game cassette, all these articles. And because of this incident, the gaming industry has produced a series of chain reactions: consumer expectations for video games has reached a record low, all game consoles was no difference between them, known as "83 game industry crash."

Since the timing and content of IP are not wrong, then where are the reasons that caused the failure? Documentary tells us, because there is only one point: Atari to get ET authorization, and synchronized with the film last, game making only 5 weeks, poor quality due to production cycles are too short, "in the game content is only a patchwork to defective products," said in the documentary. And consumers are not fool, of course, won't buy.

Players like game content: with a sense of accomplishment, feature-rich, into strong

If the downturn says 83 were host game, then 85, is once again a brilliant time. Super Mario Nintendo products, host game into North America Consumer vision again. So, why Nintendo would succeed? From the documentary analysis, the main reason lies in the game content. So just what kind of game content, is the player most like it? Documentary about a total of three points: first, the players prefer like heroes in General, feeling of living in a different world; second, the players prefer more narrative games. Namely: plot of flesh and blood, fascinating; third, substituted into the game feeling stronger, more attractive to the players. These three points for game makers are the most basic principles, however in the blind using IP now, these three points can also be considered complete games have been getting less.

Future trends: North American game producers think VR games will become the next hot product

VR is a noun in the most popular this year. But a few years ago, has become popular in North America. In 2014, the documentary filmed in North America, when the movie finally comes to the games industry, there is a consensus about VR and believe that VR will become a hot topic. And facts? At home has at least this is the case. So we agree VR becoming what is the cause of it? Says in the documentary, VR device gives us a better sense of the game into more close to reality in the virtual world, meet players higher expectations.

According to the 83-game industry crash, we can draw the following conclusion: the game does not rely on IP, advertising and publicity can be successful, but is a good game. 80 's popular host games are so now popular tour is likely to do so. According to the documentary, views about VR we know: the future, whether in China or North America, VR will occupy the game industry's main market. When everyone else is using VR device, the content and effects of IP is an important choice plus for the game.


你不知道的行业史:33年前游戏业遭遇大崩盘 - 游戏,VR - IT资讯

今天我们为大家推荐一部有关于主机游戏的纪录片《电子游戏大电影》,它的最大亮点是告诉了我们游戏流行风潮中的问题及经验,尤其详尽地分析了“83年游戏业大崩盘”这个事件的原因以及北美市场对VR游戏的看法。对天天将“IP”和“VR”这两个名词挂在嘴边的国内游戏人来说,能从中得到不错的借鉴与建议。

《ET》影游联动失败:游戏产品不仅需要宣传、IP内容,更应注重游戏内容质量

在上世纪80年代,著名主机游戏公司雅达利曾与环球影业进行历史上最早的IP合作:开发电影《ET》的同名游戏产品,并在电影上映同步售卖该款游戏,也就是我们现在所说的“影游同步”。从游戏产品的宣传策略上说,无论是宣传时机还是IP内容,雅达利都摸了一把好牌:首先,《ET》是八十年代的热门作品,也就是我们现在的超级热门IP,且这个IP还是最容易改编游戏的科幻类电影,并且这部电影作品当时一上映就曾登入北美票房冠军。其次,游戏是在电影上映黄金期推出,这更能让该产品在同类游戏中赚足噱头,吸引粉丝购买。

但结果却是:雅达利发行的数百万份ET游戏卡带,全部滞销。而且因为这件事,游戏行业产生了一系列的连锁反应:消费者对电子游戏的心理预期达到了历史最低,所有游戏主机被无差别下架,史称“83年游戏业大崩盘”。

既然时机与IP内容都没有错,那么导致失败的原因到底是在哪儿呢?纪录片里告诉我们,原因只有一点:雅达利为了拿到ET的授权,并且与电影同步上架,游戏制作仅用了5周时间,由于制作周期过短导致质量糟糕,“在游戏内容上只是东拼西凑做出一个残次品出来,”纪录片中这样说道。而消费者并不是傻子,当然不会购买。

玩家喜欢的游戏内容:有成就感、剧情丰富、代入感强

如果说83年是主机游戏的低迷期,那么85年就是它再度辉煌的时候了。因为任天堂出品的超级马里奥,主机游戏又再次进入了北美消费者的视野。那么,任天堂为什么会成功呢?从纪录片中分析,其最主要的原因,还是在于游戏内容。到底什么样的游戏内容,才是玩家最喜欢的呢?纪录片中一共谈到了三点:其一,玩家更喜欢像英雄人物一般,生活在异世界里的感觉;其二,玩家偏爱更加有故事性的游戏。即:剧情有血有肉,能引人入胜;其三,代入感更强的游戏,更能吸引玩家。其实这三点对于游戏制作者来说是最基本的原则,然而在如今盲目使用IP的当下,还能将这三点考虑完全的游戏已经渐渐变少。

未来趋势:北美游戏制作者认为VR游戏将成为下一个热门产品

VR是今年在国内最为风靡的一个名词。但在几年前,北美就已经开始流行。该纪录片是于2014年北美拍摄完成,在影片最后谈及游戏产业未来时,大家都一致谈到了VR,并且都认为VR将会成为下一个热门话题。而事实呢?至少在国内已是这般情况。那么,大家一致认同VR成为热点的原因是什么呢?纪录片中说,VR设备能给我们带来更好的游戏代入感,更能在虚拟世界中贴近现实,满足玩家更高的期望值。

根据83年游戏产业大崩盘,我们可以得出这样的结论:游戏并非依靠IP、广告与宣传就能成功,更需要的是好的游戏内容。80年代风靡主机游戏是如此,如今流行的手游亦是如此。而根据纪录片中,大家对VR的看法我们也能知道:未来,无论是在中国还是北美,VR都将占领游戏产业的主要市场。当大家都在使用VR设备后,游戏内容与IP效应就将是为游戏加分的重要选择。






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