Author: Robust Bang Written in: 20240223
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Yesterday I wrote a film review in which I talked about the difference between production films and art films, the audience, and other differences, and of course that wasn't enough to show how different they were, and today I suddenly thought of another interesting topic, which is whether there is the same category as movies in games, or similar categories. Because my plan for my future is to become a game author, it is necessary for me to understand the difference in this regard, firstly, to facilitate my own creation, and secondly, to facilitate commercial operation, that is, I hope to have an overall understanding of the sales of my game.
The previous entrepreneurial experience confused me for a long time, I think I didn't lose money, because a lot of things happened during the period, so that my way of thinking, experience, etc. have changed very deeply, I think I am always improving, I will not completely deny my plan from the gain or loss of money, so I think my experience is quite rich, can let my spirit be nourished, and at the same time raise myself for nothing.
So today I'd like to discuss the difference between a mass-produced game and a boutique game and an art game in the game. The main purpose of this post is to guide my work plan for the whole year of this year.
At the same time, it is similar to "personal entrepreneurship is a life of death", I advise you not to fall into the muddy waters of independent developers, you will definitely fail", "This year's environment is not good, you will be doomed if you do this" This kind of topic will not be discussed too much for the time being, because my development direction may be different from others, and the way I do things is to see what I want to do, not what the market tells me to do, even if I am determined to lose money, as long as I want to do it, I still have to do it, and at the same time I will try my best to compromise the economic problems, because many of my practices do not need to spend too much money, but it does take a lot of time, after all, slow work makes fine work. I once spent nine years writing an RPG script and it still hasn't been finished, and some people say I'm done, I say I'm not done.
So I may position myself as a "pure idealist", and I don't plan to change this at the moment, because if I could, I might have changed 20 years ago, and I think that now is a great opportunity to create (creation is not entrepreneurship, the two are different), of course, there are people who have completely different views, because my desire to create is more ** during this time, which means, I have to do it, otherwise I can't be comfortable, for individuals, this is a must, So it's a purely subjective and emotional thing, I'm not a rational animal myself, because I'm half an artist, can you expect an artist to go to the company and work honestly? In my experience, this group of people simply can't do it, and there is a group of people who would rather be beggars than go to work. Of course, most of their abilities are very good and outstanding, but they just can't be realized.
What I want to say is that, for example, Ang Lee's films, and Yang Dechang's and Jia Zhangke's films, it is obvious that they have more literary and artistic components, so commercialization is not very easy to do, and its connotation needs to be slowly understood, and from the perspective of commercialization, there are many elements lacking, for example, just like Dream of Red Mansions and Douluo Continent.
I read a post about how to fool your child into falling in love with "Dream of Red Mansions", I think this parent's idea is a bit weird, why do children have to fall in love with Dream of Red Mansions? What if the child is obsessed with Jia Baoyu and Qin Zhong? Does this parent understand what the hell is going on in the Red Mansion? It took me three years to understand part of the truth in the book Red Mansion. Judging from my one-sided thinking, this parent doesn't understand what is going on at all, but everyone thinks that those who love to read famous books are good children.
Secondly, in terms of the difficulty of appreciation, the threshold of appreciation, Ang Lee's **, it is difficult to appreciate, such as the award-winning "Crouching Tiger, Hidden Dragon", the cast in it is very strong, how you interpret this movie depends on how you look at "Wang Dulu", why? Because Ang Lee is actually interpreting Wang Dulu, rather than expressing himself purely by himself. Therefore, most people who find it boring can't understand these literary films, not that these literary films are worthless.
Returning to the game, for example, some games that are very popular, I don't play many new games, just take "Crossfire" as an example, I've played this game, but I think it's a very commercialized game, and the public likes to see it, relatively speaking, "Dwarf Fortress" This game, it's more literary, I personally haven't played it, or I haven't fully understood "Dwarf Fortress". I think that's the difference, but the author is expressing himself.
The former author expresses more public emotions, and the latter author is expressing more subtle and hidden emotions, so I think if you want to do a good work, it depends on what you want to express and what ideas you want to convey. If it's too idealistic, it's not easy for players to interpret it.
So I came to the conclusion that I was going to make a game of Luc Besson, which meant that I had to learn from Luc Besson, and I had to find a balance between commercialization and self-expression, otherwise I would never have been able to sell my first copy. I'm going to have to make sense of it for a while, and I still have a lot of books on games and culture that I haven't read, and the list is long, but it's all necessary, and I need to be ready for project management.
I don't feel like I have a long way to go, I feel like a game in itself, and I'm more focused on whether it's "interesting or not". I'm sure no one likes to read my tirades, and I don't think anyone will read this post, so I'm relieved.