Workflow
西山居
icon
Search documents
历史进程中的国产单机游戏
Hu Xiu· 2025-03-31 00:30
上世纪90年代中期,是即时战略游戏的黄金时代。 1995年,受到《命令与征服》的启发,北京一所大学的教师姚震做了一个新游戏的demo,并在获得投资后将其开发完成,这款游戏就是1997年上市的 《生死之间》。 《生死之间》背景设定在了浩瀚的宇宙苍穹,1代的设定是一个略俗套的在卫星上争夺能源的战争,等到续作《生死之间2》的时候,设定则变成了略显时 髦的AI觉醒。 游戏中一些设定带来的玩法让一些玩家记忆犹新,比如在这款游戏中你可以操纵自己在太空中的基地撞向对手。 《生死之间2》 《生死之间2》上市的同一年,目标软件推出了自己的首款游戏《铁甲风暴》,同样也是即时战略类型,以32世纪的一场星球争夺战为背景。 游戏中有一个非常有创意的设定,那就是用于作战的机甲单位的三个模块(武器系统、动力系统和运载系统)可以自由组装,不同的组合可以有不同的火 力、装甲、速度等,配合科技系统极大地丰富了游戏的可玩性。 一年后的1999年8月,由李青等几名清华大学学生组成的祖龙工作室所开发的宇宙题材3D即时战略游戏《自由与荣耀》由洪恩软件发行。 当时3D技术已经开始在游戏中应用,而作为当时最流行的品类,即时战略游戏也开始3D化,但是全3D的 ...
《天涯明月刀》主创离职背后:MMO 要往哪走?
雷峰网· 2025-03-03 12:03
Core Viewpoint - The departure of key personnel from Tencent's Polar Aurora studio, particularly the producer of "Tianya Mingyue Dao," highlights the challenges faced by MMORPGs in adapting to changing user demographics and market conditions [2][5][6]. Group 1: Personnel Changes - Yang Feng, the producer of "Tianya Mingyue Dao," and Gu Tingting, the market head, have left Tencent, which is significant given their high-level positions [2]. - Their departures are rumored to be linked to the unsuccessful implementation of a seasonal model in "Tianya Mingyue Dao Mobile," which saw a brief rise in rankings but subsequently fell out of the top 500 in sales [2][3]. - Gu Tingting's departure coincided with discussions about the need for MMORPGs to evolve to meet the expectations of different player demographics [6][8]. Group 2: Project Challenges - The new project "Glow," which was developed over three years with significant investment, ultimately failed despite substantial resources being allocated from the "Tianya Mingyue Dao" team [3]. - The internal dissatisfaction stemmed from both the failure to innovate under Yang Feng's leadership and the perceived inadequate financial rewards for the team [4][5]. Group 3: Market Dynamics - The article emphasizes that the MMORPG market is changing, with older players seeking nostalgia and younger players desiring quick, engaging experiences [6]. - The need for MMORPGs to adapt to these shifting player expectations is critical for future success [5][6].