In 2016, the VR industry as a whole experienced great ups and downs. After all capital and developers poured in and created false prosperity, many manufacturers fell into the unrealized threshold. In Wang Ke's view, the current VR market has actually been steadily rising, especially in overseas countries. In this case, each platform has its own profit opportunity and profitability. Under these profitable possibilities, if you know exactly what kind of practices and styles your team is suitable for, which platform you should go to, and which platform you are going to avoid, you will find a place on your platform.
The first method of death: dead on the PC platform
The PC platform refers to platforms such as Steam and Oculus. From an advantage point of view, Steam has a huge user base, good payment habits, large platform inclusiveness, opportunities for independent developers, and many opportunities for small items and small styles. And it is the easiest way to cash out now. Any style can be realized on the top and the opportunity is the greatest. What is the danger? As we all know, everyone in the VR game type is keen to shoot such games. However, such products are basically occupied in the head and similar games are played at a high risk. In addition, when choosing Steam as an overseas platform, it is important to understand that competitors are no longer confined to domestic but overseas. They are more challenging for Steam, for local game experience, and for game creation experience than at home.
The second method of death: dead on the host platform
It goes without saying that the host platform is a PSVR. Its advantage is 50 million users and it has a very high conversion rate and payment rate. Now if you want to quickly cash out, PSVR is the best way. However, PSVR has two extreme problems. One is that users in this area are more hardcore, and many interesting small products go up. It is hard for everyone to find out. This leads to higher on-line costs and developers need to spend a lot of time to meet each other's needs. Requirements to meet the on-line standards. As a result, there is a long process to implement before game development. After the development of the game, there is still a process to go. This process is likely to be fatal. At this stage, many small teams may be willing to bet their money for a month and put the product on the line, expecting the product to make money. If you choose PSVR, you need to go through two or three months of testing so that the game is not online and the company is gone.
The second problem is that Sony has always been dominated by the advantages of big IP in his closed loop. The competition faced by developers here is much more competitive than that of Steam. Today, Sony is very good at making money. Once two to three years later, after the big products with traditional advantages can return to VR, can they still make money like today? Will all the money be flocked to the top few games?
The third method of death: dead on the mobile platform
Many data platforms indicate that mobile VR is likely to become the flash point of the phenomenon-level VR products. The current mobile platform, with a large number of users, can be done by anyone with the lowest threshold. However, the biggest problem with this platform is that if it is a free product, you will find that you have a large number of downloads. If you are a paid product, your downloads are minimal. There is a problem with the poor payment rate here. Many mainstream companies will choose to use a direct or semi-buy mode to bring VR devices to the market because of its low cost. There are players among the audience, and the vast majority are not players at all. These people try after plugging in the phone, picking up the free product and going down in one lap. Paying is actually very difficult to impress these people, and it may take a long time to wait for users to really get up and wait for the real popularity of the equipment to see the rise of the mobile terminal.
The fourth method of death: dead offline platform
The offline platform is the best way to cash out now, but some people have indicated that their user base is not retained on offline platforms. What developers worry about is that the offline platform does not require too many products. Wang Ke said, "I believe there will not be anyone on the offline platform to receive players. When I say that I come up with a menu, there are probably hundreds of games. You can just pick and come and play. More may still be. It will develop in a more serious direction and go deeper and wrap around the periphery of a game."
If the offline experience shop goes in this direction, the user will definitely play from the three or five games in a shop. As a CP, you need to consider how many products you need to experience offline stores. There are also iterations in the form of hardware, the first generation of which is an egg chair, and devices that use the HTC Vive. The device will continue to exist, and then there will be a lot of packaging around the device. HTC's own Tracker can be applied to a large number of peripherals, allowing the offline experience to become richer and more severe. The hardware will iterate and the offline experience shop will iterate. People who do CP can stand iterative, and offline experience stores may end up with a batch of experience shops and live again every iteration. Experience offline shop experience such a round, CP may also have experienced such a round.
The fifth death method: died in the field of B
The only way to solve the livelihood is to B, whether it is to receive car manufacturers' orders or access to real estate business income is good. You want to feed your team. This is the best help and the most effective help. The small team of five or six people can rely on small to B orders to satisfy their own business. To B, many people come across pits that are money back. Everyone is not a businessman. The money collection is a very difficult task for the small group of developers. Many people are paralyzed because 100,000 or 200,000 dollars cannot be returned. What is your company's goal? I'm relying on B to support myself for the time being. In the future, I'm still going to be a great company to play games. You always do to B will cause you to slowly become a sales company, the core is sales. Your company's value will become a salesperson, and the fate of your company will be in the hands of customer sales. Also don't do technology, and don't paint. It becomes another thing.
The sixth death method: dead in the trend
Follow the trend is a common thing. The current game is a variety of Xian Xi at random, VR is also the same, casual look is a variety of shooting and playing zombies. The advantage is that these genres are proven because they have achieved good results all over the world. So if you do it again, it seems that there is little risk.
Just talked to overseas and host several camps, to consider a few platforms where they accept this approach does not accept. After the head's advantages have been fully formed, how much will we have to go inside? This is something that all domestic developers must seriously think about now. If we do not make innovations now, we will start to surpass now if we have no people in VR and we are still on the same starting line globally.
The seventh death method: dead in interactive design
The biggest difference between VR and traditional games is in interactive design. Our own summary of interactive design is the most important three points, one is the game rhythm design. VR you need to wear a heavy helmet for a long time, you wear something to keep playing, not much time. When we were doing the “Bohai Sea,†we first did a part of the socialization of the pirate quay, such as blacksmiths, fishermen, and prostitutes. This was a state of rest. The sea has a slow-paced form of navigation and strategic structures such as moderate interactions. In the end, there are BOSS links, strong interactions, and the sweat of the player's palms. Non-stop interleaving allows players to immerse in VR for longer. In the VR, the player wants to try to say that I want to touch something and touch something. We think a good design, UI is no longer there. More is to let you touch the object with your hands and restore people's things in the beginning of life design. Apple's mobile phone came out so eloquent, because the way you flipped the book was implemented on the phone. VR goes one step further. The closer it is to the real design, the more freedom it has.
Eighth Death: Dead in Technical Art
We know that technology and fine arts have become particularly large extra points for this industry after VR. We have never seen an object so closely, and we haven't experienced the game on the ground. You really stand in an environment and you want to get a thing close to yourself. The quality becomes very important. The picture is fine, the texture is fine, and the picture is satisfied. It all becomes very important, but it is very likely that the cart before the horse is upside down. We have been in contact with many teams. They are not good at telling me whether the game is good or bad, but they are externally advertised as having the best fine arts. We have the best technology. We can make the arts beautiful and delicate, and let you reflect the exquisite art. world. But we are doing VR, VR is the carrier, we are doing games. This thing in the game is not able to run, let everyone like this is the most important.
The ninth death: death in confidence
We have experienced this round of VR decline. Many people have no confidence, but I am full of confidence. 2017 is the year when many standards are born. We know that Microsoft standards have emerged and Daydream has emerged. All game types have appeared, and platforms have emerged. History is strikingly similar: PCs basically defined the X86 system in 84 years and we still use it today. Pentium 93 appeared, and PCs began to spread to everyone's home. To Ben 3, there was an exponential rise in the entire market. The latter few are similar, the only difference being that the time interval has become shorter, and it has doubled and shortened. The same is true for smart phones. In 2012, the 7650 defined what was a smart phone. Nokia 7650's mobile phone is no different from today's mobile phone, color screen, GPS, camera, until the iPhone has defined a new standard. In Windows 95, we ushered in a surge, VR is also the same, Oculus appeared in 2015, and by 2017 we found that the Windows standard and Daydream standard came. The future of VR is very bright.
Gaming Headphones is a headset suitable for playing games. For game users, a game headset with excellent performance can allow players to experience the immersive feeling in the game. For competitive game players, the game headset can also assist game players and enhance combat effectiveness.
In the case of headphone use, we found that game use would be a large part of the demand, especially the need to use a pure headset to get better listening effect when both music and games are in use.
Compared with music headphones, Wired Game Headphones pay more attention to sound field and positioning sense (for example, shooting and shootout games need positioning), and the amount and intensity of low frequency are aggravated, so as to meet the user's experience of game sound effects. Music headphones, in essence, pay more attention to sound quality. The effect in the right range is super good, with pure sound quality and penetrating sound.
Among the many headsets, Wireless Gaming Headphone have the advantage of sensitivity. The relatively closed listening environment is also more conducive to game players to feel the details of the sound and improve their judgment of the sound. Therefore, compared with traditional headsets, gaming headsets have more advantages in positioning ability, can better express the sense of direction of sound, and are more suitable for 3D games to express sound clearly. In addition, player-oriented game headsets are often enhanced with low-frequency volume sensing to facilitate the game's plot and make it easier for players to immerse themselves in the game.
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