Chapter 7: Chapter 7: You Have No Dreams
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Compared to the world in dream memory, the speed of the game review, in reality, is much faster, as the next day John received a text message from his mobile phone about the official review of "Binding of Isaac". It did not surprise him; the game was rated 17+ by the rating agency. After all, although it is a pixel style, there are still many restricted-level performances in the game, such as illustrations, scenes, and monster styles.
"The game will sell well, at least sell 100,000 copies!" Luna watched John open the web pages of several game publishing companies, and then sent the demo version, and said these expectations.
Hearing this, John, who just sent the email, was a bit crying and laughing: "Silly girl, we invested 400,000 in the entire game. If we only sold 100,000 copies, the price is set at 10 Dollars. After that, the platform will be deducted and released. After the company's share, and after paying taxes, we will only gain some profit."
It sounds like 10 Dollars and selling 100,000 copies is a lot, but after deducting the platform's share, the issuer's share, and taxes, it can be said that John's hands are far less than he thought. Counting the time cost, make a small profit under the premise of maximum return. If it is an individual who invests in the game platform, after deducting the platform's bonus and tax, 100,000 copies will make money.
But John doesn't want to be like this, because such an effect is too slow, and it may even make the game a hidden gem. This kind of example is not uncommon in the world. Because the game maker cannot promote and advertise, he can only spontaneously publicize in some places such as the post, resulting in no one knowing the game. Finally missing the time and missing the craze, resulting in a game that could have been a big fire without many surges.
This kind of work is not rare, and there are even specialized video creators who unearth this kind of game, and then analyze it based on the quality of the game itself and the situation at that time. Of course, this is not the most uncomfortable thing for developers. It may be that your game has no fire, and other people have borrowed your game's creativity, and then they have fired. This is not uncommon in the game circle.
John has enough confidence in "Binding of Isaac". This confidence is not just about himself, but more about the trust in another world in the dream. And more importantly, that is the game itself is excellent, mainly the gameplay design. Standing on the shoulders of giants and watching others solve a puzzle, you will express 'Ah, this thing turns out to be so simple, I can do it by myself'.
John is now the man who is standing on the shoulders of giants. From the perspective of a game maker, he looks at this game. He is sincerely convinced by the gameplay design of this game. The composition of random elements, in reality, this kind of random element game is not uncommon but has a lot of defects.
But the random game that understands the world in dream memory, that is, the game called roguelike in that world, after referring to several models, John already has a rough design idea. Random means that not all elements are random and that only brings clutter. The real random game fun is to construct unlimited fun in the limited data props. Anything different can be combined to create a brand new gameplay, instead of just trying hard.
Numerical design and special effects are the foundation of this type of game. The excessive pursuit of so-called randomness is just the upside-down. Gameplay is the core selling point of this type of game. Leaving aside the main infinitely possible dungeon shooting and prop monster elements, then there is not much weight in "Binding of Isaac".
Plot? Indeed, the plot of "Binding of Isaac" is wonderful, but there are too many games with good enough plot.
The plot of "Binding of Isaac" has elements of the Bible; some players may not necessarily think that the plot of this game is very good, and may even be a bit incomprehensible.
Similarly, games that rely on plots to attract players also have a more fatal flaw, that is, players are easy to clear through. Even if the world is more full of piracy than the memory of dreams, reality has very perfect laws to effectively combat the piracy industry.
Finally, the more important point is that the gameplay is patent-free. Although it is not the same as the memory in the dream, a small company has a game, and a large company can copy a game on the same day.
But there is no special patent for gameplay. There is only a limited time protection for the characteristics of the gameplay. The relevant gameplay elements are officially registered after the game is reviewed, and there will be a period of protection. If the value, art UI, code, and proprietary elements are different, then it will not be judged as plagiarism.
If John chooses to put the game on a certain platform and sell it slowly, John is even more worried that the word of mouth of the game has not been gained at all, and is watched by some game creators and then launched according to the model. A game of similar gameplay.
When the big companies have more complete resources and more money to promote, even though John has another world dream memory, he doesn't think that his game quality can be comparable to others. After all, in game development, money is too important. At present, even if he has given himself a complete 3A-level game in front of him, John has no way of realizing it.
"Set a small target, 500,000 sales," John said with a smile.
In his dream memory, the final sales of this game in that world are close to ten million, and the world where he is located has a stronger sense of genuineness, and the laws against piracy are more standardized. Even in a different world, the quality of the game is placed in the problem of setting 500,000 sales as the initial target here should not be too big.
Luna didn't know anything about what John thought. After listening to John's words, Luna looked at his face and said seriously: "You are kidding-! Let's stop and be honest."
500,000? 10,000 copies of your last game were not sold.
"You have no dreams." John stretched his waist, patted Luna's arm, and said with a smile.
Luna, who was laying on John, just pouted. Okay, she didn't know where John came from. Although she said that, she also played "Binding of Isaac", and it felt quite interesting and fun as the consumer. But in this kind of game, can we sell 500,000 copies?
She didn't know much about the game industry, but she thought about it. If she is an ordinary player and spends money to buy such a game, she is unwilling. After all, from the style of painting, she has been dissuaded.