2025-01-27 10:42:21|Myriagame |source:minecraft skins
When a large amount of funds began to pour into the VR market, the industry was completely fired, and VR products have sprung up. According to relevant statistical reports, as of the first half of this year, more than 90 VR equipment companies haveThe above are cheap and inferior products, and the services provided cannot satisfy everyone’s psychological expectations, especially games and film and television related to VR.The value of existence, why is it farther and farther from the public, and what makes this industry reach today, today I will decrypt the reasons why the VR content is cut in detail.
Independent projects have become the norm, and the giant project has a lot of power but it is difficult to escape.
The VR game "Allison Road" is one of the recent independent works that have been cut. This product was once considered to be the spirit of "Silent Hill P.T. (Silent Hill)" on the VR platform.In just two months, Allison Road completed the achievement of the Lights favored by Steam and a crowdfunding of 1.5 million US dollars. Later, it also received the financial support of Team 17, but stopped developing in a good good.
One of the VR racing games under EA is another representative. This work is produced by the "Need for Speed" team Criterion Games, and it was announced as early as 2014.They should have been able to win the voucher steadily, but the interval between the two years has not allowed this game to grow. EA eventually cut the project.
Under the business strategy, the cut works may be reborn in another form. EA's subsequent statement proves this: "CriTerion Games will follow the creativity to the next work", and independent developers who lack support may be inAfter a failure, you must accept the ending of the annihilation.Generally speaking, the cutting of VR content is divided into two forms: persistence and strategic back cutting.
The causes of independent projects are different from the cutting of the giant projects. The former may be subject to problems such as capital, R & D power, etc., and the latter may be an intended to have a business strategy. We may wish to analyze these reasons a little.
Affordinated back: The upper limit of the ability of the developer is not enough to control the difficulty of making the work
The situation of being forced to cut off generally occurs in startups and independent producers. Relatively speaking, their ability in terms of funds and research and development power is indeed limited. Once the difficulty of controlling the work is difficult, it is likely to make the product make the product.Unlimitedly put on hold.And some large manufacturers with certain resources may also abandon the development of content due to the production of producers and market value shrinking.
The most direct reason for the cutting is the issue of funds.In 2009, the E3's "Best Display Award" was awarded to the 5th Cell, a well -known development team. Their "graffiti adventurer" of their works quickly established a good reputation and was supported by Warner Mutual Entertainment.By February 2010, the sales of "graffiti adventurers" in NDS exceeded one million copies.
At this point, 5th Cell has the support of comprehensive R & D team and word of mouth. The future is beautiful.However, Warner's withdrawal caused a load -bearing blow to the development team. Due to the lack of capital support, the studio could only cut off more than 40 employees, and there were also some core employees.After that, the 5th Cell was no longer able to support his work that was cut.

Similar to this, the Yandre Simulator developed by YandreDev (sickness simulator) also encountered capital pressure after DEMO was launched.YandreDev has a dilemma on whether to participate in the crowdfunding. If you cannot get funding, then this game can only choose to change a development method or face the chopping.
Similar independent developers and startup teams are not in the small number. They are as thin as the quality and cost of the content and costs, and the difficulty of controlling the control time.
The second reason is mainly reflected in R & D power.In general, the departure of the producer will affect the team's R & D power. The layoffs and personnel changes that companies start due to poor situation will also affect R & D power.
The "Silent Hill (Silent Hill)", which was originally intended to develop in the VR, was finally cut off because of the team that was not able to take over from the development of Koshima Hidekos.The situation of "Locke Dash 3" is also the same. The work was initially promoted by the rice boat, but since he left CAPCOM in 2010, the development operation has gradually become unsustainable. Although CAPCOM insisted on one year, the game eventually ended upStill announced the termination of development on July 18, 2011.
The reason for the cut of "Fez2 (Fitz Adventure 2)" is a bit strange, but in the final analysis, it is also the reason for R & D.Phil Fish, the chief producer of FEZ2, had a spoken corner with media reporters after the development of development. Phil Fish announced his withdrawal from development, making it difficult for sequels to produce.In addition, the content is also affected by some agreement and policies.For example, the development of "Star Wars 1313" is caused by the chaos of the project induced by Disney's acquisition of Lucasarts. Fallout Online's difficulty is limited to the copyright disputes between Bethesda and Interplay.Between protocol deviation.
The annihilation of these contents is really regrettable. They usually have considerable potential, and their quality is also very expected, but for various reasons, they can only be abandoned by forced.
Strategic back cut: courage to let go of cost, adjust the direction in time to achieve greater success
The company that is famous in the industry has been recently acquired by Tencent for $ 8.6 billion. Supercell has created a "COC Like" boom with tribal conflict.Since its establishment in May 2010, Supercell has chopped 14 games in just 6 years.
The earliest "Gunshine" performance developed by Supercell is actually quite good, but just when this game continues to make a profit for the company, Supercell has chopped the work.They believe that Gunshine is not a game that can attract players for a long time, nor can they bring happiness in the fragmentation time, and conflict with the company's philosophy.
Although such works can bring benefits to the enterprise in the short term, once they continue to move forward on the incorrect road, companies are likely to encounter Waterloo in future development. It may be the best choice to stop the project as soon as possible.
Adhering to the consistent iron -fist policy, Supercell's chopping strategy has directly contributed to the birth of the tribal conflict (COC), thereby making Supercell a huge success. The subsequent "Island Strange Soldiers" and "Royal War" are also very good, and all of thisAchievements must be based on the attitude of Supercell daring to let go.
Similarly, there are Blizzard's "Titan" project under Blizzard. Although Blizzard has bet on the project for nearly 7 years, they found that this is not the game they want during the subsequent development process, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game, so they are in the game.After re -evaluation, it was announced to cut this work.However, Titan's design elements were retained, and finally reused by "Overwatch", and the popularity of this game is obvious to all. As of May 11, players have played a total of 37,623,607 games.4.9 billion minutes.

It now seems that there are only a few series of works through Supercell and Blizzard Chai Knife, but it is difficult for us to draw the ranks of those who have been cut into failed works. They are not crude and have certain profitability.And these works have been transformed into "the value of failure" under the business strategy, which has paved the way for developers' further success.
Strategic cutting has positive significance for the long -term development of the enterprise, but it requires a certain short -term tolerance
Although strategic shakes are of positive significance for the development of the enterprise. Developers can timely select the secondary products, or eliminate those products that are contrary to the strategy of ideas, and focus on the next cost into more valuable development.However, this behavior requires a certain amount of pressure in the short term, because they need to throw the energy and financial resources of months or years into the trash can. If they do not have strong courage and resource reserves, it is usually difficult to start.
EA and Blizzard belong to a wealthy enterprise. EA acquires several categories of studios. The number of products is countless, and they have their own deployment in each field.The cut of a product can almost have any impact on them, so EA can close the studio at will and develop new products unscrupulously.Blizzard has really become a commercial company through the revenue of World of Warcraft, and then united with Activity, and its volume is also very large.
However, not every company is so rich, and the members of Supercell are even better.The way Supercell solves resources seems a bit broken. Page games on Gunshine and Facebook allowed them to get the first bucket of gold, and SUPERCELL subsequently gave up the continuous profitability of these games and directly invested the harvested resources into the next development.Once unexpectedly, the entire team needs to face the danger of dissolution.
Judging from these examples, the chopping of VR content may not be a bad thing. To some extent, chopping can ensure the quality of the developer's subsequent output. Enterprises need staged milestone products to develop.On the other hand, this will become a nightmare for the weak development team. For example, the principle of EA business supremacy has stifled many very potential ideas and made the works on the market tend to homogeneity.For emerging VR content, failure will definitely be more frequent than success.How to draw enough experience from many cut products, and finally transforming experience into better works is one of the key links to promote the development of the entire virtual reality.After all, rebirth is better than annihilation.
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