As in July of previous years, Shanghai’s hot doesn’t look like it, which seems to explain the enthusiasm of many game developers and players for ChinaJoy. Before the official start of the exhibition, many companies have already started various preheating activities, such as retiring Sony in a circle of friends. In Shanghai's Century Park, the China-Europe VR Game Developers Competition hosted by helmet hardware vendors also attracted the attention of many people.
In addition to the live demonstration of their work, before the game, Lei Feng network (search "Lei Feng Net" public concern) interviewed these developers simply, as a VR content provider, they released on Google Daydream, VR content realization and other issues the opinion of.
Google announced the Daydream plan at this year's I/O conference, which will undoubtedly have a certain impact on the current VR content developers. During the interview, some domestic developers stated that Daydream has enabled the Android mobile phone to have a solidified standard, which is more like the parameters of the mobile phone. Only after reaching certain parameters can the mobile phone be said to be a VR mobile phone. And users do not use VR this function, it will become the indicator of their choice of mobile phones, like the camera's camera pixel, is not important how many megapixels, it is important to have this feature . There are also developers who believe that with Daydream installed on mobile phones, more control methods will be added. The original carton glasses can only be clicked and lacks core control.
In addition, how the VR content development team realizes how to “live†before VR is widely used is one of the challenges faced by the entire VR industry. However, each team has its own coping strategy.
Developers from Shanghai Mengguo.com stated that they mainly took a shorter development cycle and tried new game methods. "Because of the short development cycle, we can guarantee that the completion of products will be faster. We will not invest in large projects because of capital and costs, causing large losses and adapting to the living environment." At present, they are actively working with some lines. Under the experience shop cooperation, will also do some projects for the B-side.
The co-founder of Beijing Vision Vision Network introduced that due to seeing the disadvantages of the C-side, they started to face the B-side market and combined software and hardware in a way that bundles gaming and non-helical hardware devices. gained profit. The operation director of MagicView Interactive stated that they currently have no income, all the costs are invested in content development, and the online and offline business model is just beginning to explore. Even though the investment has gradually cooled, “a good team still has the opportunity to take To invest, it is mainly to look at the advantages of products and teams. "
For the profit model of cooperation with offline experience shops, some developers believe that this is also in the process of exploration and hope that the offline experience will be more enriched. For example, a 5-10 person large-scale multiplayer offline experience, which is obviously different from the experience shop play at home, but this is also the charm of the offline experience.
Lei Fengnet asked the foreign developers about the realization of the problem. Some people think that before the people started to buy games, even before buying a VR helmet, they needed a lot of good games for developers. Obviously, the current helmets are not good enough. When the game becomes more and more years, the helmet is better and people will start buying. Some developers have stated that some offline experience places are gradually emerging in the United States. VR experiences are more commonly called “killer applications†in the United States. Many people experience it, but what they want to do creates something of value. When the game has its own value, it will promote sales.
Obviously, due to the different market environment, domestic and foreign developers have their own views and understanding of how to make money, as well as coping strategies.
Even with this or that difficulty in front of us, we still saw a lot of creative VR works on the July 28th finals. In this final, there were 16 domestic and foreign VR game teams (11 overseas and 5 domestic) who participated in the demonstration on the spot. The judges had already experienced all the games before the competition. After the demonstration, they made judgments. Sea and BombU scored second and third respectively.