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Chapter 821 Somatosensory Plan

Of course, Blizzard also explained the argument that players blew their 'you shouldn't design an expansion pack that can't fly'.

In the blue post, they said this.

"In fact, we did design expansion packs according to flight, but apart from flight, there is a lot of content, which resulted in the failure of flight to go smoothly."

"For example, when the King of Draenor was launched, our server could not withstand the login of a large number of players. As a result, the technician magically increased the number of people carrying a single server by several levels. This solved the problem of carrying capacity, but it led to the problem of being forced to dismount/kick out of the dungeon in the test server now."

"For example, a few weeks ago, there were several loopholes that allowed players to fly on Drano through unjust channels (such as the Druid left Ashland in flight mode). We fixed these loopholes again, and as a result, these corrections destroyed Drano's flight mechanism and made normal flights unable to proceed smoothly."

"Obviously, we should have expected the problems that these contents might cause to flight, but we underestimated their severity (and the difficulty of correction). Of course, we cannot ignore corrections because they directly affect the formal server (especially the server-carrier issues). Who would have thought that it would affect subsequent flights at that time?"

"We immediately made a decision between getting tens of thousands of people to the game and what may or may not happen in the future. However, such a decision finally led to the results. Now, we have to face them in 61 and 62."

"So, ask again: If you know that new content may cause flight problems, why do you still need to add these contents to this patch to delay the flight launch date and make players happy?"

"Because we know that this part of the content will not cause flight problems, and there is no conflict in the end. There was no content that caused flight delays in 61/62."

"There are multiple teams responsible for development, each performing its own duties. The team that corrects the Draenor flight problem is not responsible for mercenary mode, career balance, pets, mounts, etc."

The unpredictability of technical problems is a very good manifestation.

Fixing an error may lead to another error. This is a very common thing in game development, but sometimes you must first correct the current error before talking about it. As for the possible or impossible problems in the future, it will be left to be solved later. For example, Blizzard Features talked about the problem that King of Draenor was just launched.

At that time, for some reason, there were too many players online at the same time. After all, the number of players had briefly returned to level 100. There were many players, probably most of them. They could only get the blue bar and see Kurand. The wild hammer rode the griffin's big legs.

The inability of players to go online is probably the biggest problem facing an online game.

Therefore, Blizzard engineers chose to solve the biggest problem at present without hesitation. As for who can still manage the impact of fixing this problem in the future, the two evils are the least.

Naturally, this is just one of the reasons for many delays.

There may be seven or eight or even a dozen reasons for the delay in tickets. It is not that simple to do a good game.

In fact, Jester also quite understands the reasons why Ubisoft has too many bugs in game. For example, there were too many bugs in "Assassin's Creed: The Revolution" back then, and it was nicknamed a big bug by players. In addition to the lack of QA personnel, it is also related to Ubisoft's development model that is different from other companies. Ubisoft is the best game company in the world that coordinates and collaborates.

How powerful can their overall coordination be?

To give a simple example, during the development of the Great Revolution, Ubisoft could use studios distributed in different countries and cities across the world to work at the same time. Some people are responsible for the engine, some are responsible for modeling, some are responsible for maps, and some are responsible for levels...

All these work are carried out simultaneously in studios around the world.

Then the headquarters combines these separately developed subsystems to become a complete game. Isn’t it quite simple to think? But in fact, because this development model is destined to generate countless bugs, and the Revolution is said to have more than one thousand developers. The QA staff may be more than five hundred.

This number is really too small.

Even if qa's time accounts for half of the entire development time, it is not enough for them to find all the bugs, and even most of them have no way to find them.

Even if the bugs found are fixed, the QA personnel may not be able to find out whether the way to fix this bug will bring other reasons because there are too many.

And this game cannot open a test server like wow, providing a large number of players with trial play and acting as a bug seeker.

Therefore, when players see big bugs, the bugs in this game will be like autumn rain, endless. Of course, the coordinated development of this technology is definitely a high-end technology. In fact, in the era of Jester, the only game company that can play this well in the world and coordinated development of more than a thousand people in various places is Ubisoft.

After learning the lessons of big bugs, Ubisoft reduced the picture and system of big bugs, streamlined the number of development teams, and even cut off some systems, such as one of the few highlights in big bugs, online systems.

By the time we got to the next work "The Legend of the Condor Heroes", the situation had improved significantly.

The smoothness of the picture, the number of bugs, and especially the number of vicious bugs, compared with the "Great Revolution", I don't know how good it is.

Now the development of "Monster Hunter" has actually entered the end stage. Although it is the end of one of the three models, because the actual situation of these three models is one mother and three children, when one model is approaching, although the progress of the other two models cannot catch up with the European and American mythical version, most of the technical problems faced by the other two models have been solved.

Now, in addition to supervising the remaining two versions, Jester is about to start the most important work.

For Jester, after completing "Monster Hunter", the most important task is of course the next game console and the development of the first somatosensory game console in his plan.

In fact, the development plan of somatosensory game consoles, the hardware development team of Mars Entertainment, has been developing in a secret development state for a full ten years. The accumulation of somatosensory game console technology in the past ten years will be extremely terrifying.

Once it breaks out, the entire industry may be eyeing it.

In the original world, the reason why Nintendo was able to recover from the NGC's defeat was two revolutionary hardware. Both of these hardware had a great relationship with Nintendo's late president Satoshi Iwada. One was the revolutionary dual-screen design of the NDC that Satoshi Iwada tried hard to promote, and the other was the magic machine that triggered a wave of sales after it was released that year. (~^~)
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