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Countless good games are optimized and killed.

2025-02-28 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Shulou(Shulou.com)11/24 Report--

The review of vegetable bags (thousands of miles)

Typesetting (Lu Jiu)

The eagerly awaited three Kingdoms theme game Wolong: the fall of Heaven is finally on sale. Have you taken Guan Yu to beat Liu Bei?

(big brother! Don't blame your second brother for being unfaithful! (I didn't.

Alas, it's not because I don't want to play.

As a loyal fan of the Renwang series, I waited for Wolong to unlock in the middle of the night on weekdays. I didn't dare to touch any of the previous demo for fear of ruining the freshness of my personal experience, excitedly downloading 40G, rushing into the game, rubbing my hands, etc., and planning to vent my majestic and heroic historical feelings on the handle in the wee hours of the morning.

But the challenge was a great success. Was blocked by the optimization of the dog problem.

But I'm not the only one who has achieved great success. When I came together this morning, I found that Wolong's steam store page had been flooded with blood-red bad reviews.

Of course, most of the current situation of this bad review frenzy is not because of the poor quality of the content of the game itself.

After all, long before, through demo, most players already had certain expectations for the game's combat system and level design, and spoke highly of the energetic combat mechanism, which was born in Renwang and independent of Renwang. On the other hand, several series of ninja groups are thoroughly and numerically driven action games with combat as the core, and the taste of the early soul and the later period of brushing seconds is basically unchanged. For this kind of games, although the gimmicks of the three Kingdoms have attracted more attention to the plot design, the glorious magic reform of the three Kingdoms or the Japanese-style plot framework is not worth studying, and most of the cases are just additions. In a sense, the players' high evaluation of the combat system can largely cover the evaluation of the game as a whole.

However, no accident, this glory also turned over because of the extremely bad optimization.

Before the release of demo, most players encountered countless vicious problems. Just dropping frames, stutters and splash screens are minor problems, and now PC completely rejects keyboard-and-mouse operations, and the slow movement of the view makes people get carsick, the movement is delayed, and signs of violent transplants abound. CG slow motion, lock 60 frames cause extremely bad problems such as forced vertical synchronization that do not match the number of frames in the system, and there are few corrections in the official version released on March 3, and even the optimization of the version played by steam and Microsoft xgp is not equal, and many people say that the optimization of Microsoft version is better.

Now, no matter how good your game content is, people can't even play it, let alone evaluate the way you play it.

It is almost customary for glory to turn over on optimization. Not long ago, the glorious hunting game Heart of the Wild created a similar situation because of exactly the same optimization problem. Earlier, the Origin of final Fantasy, which is in charge of the ninja group, forcibly lowered the picture level to the age of PS3 because of special optimization problems.

As a rare game that dares to challenge the supremacy of "grotesque Hunt" on the common fight track, "Wild Heart" plays a surprising new game of playing florets in a narrow category. In particular, many players feel that the amazing "three-dimensional maneuver" style of action flexibility does make its own characteristics-but how the deadly performance in the optimization problem makes this game, which should have been a promising alternative to food, stop at the delicacy of a small number of players.

Screen expression is not a glorious strength, and there is no excellent screen expression can not make the configuration of standard players smooth game, then most of the charges of bad reviews can only be put on well.

(fortunately, the glorious optimization should not involve Lysa 3 at the end of the month.) in fact, we can find, especially in the past two years, in the word-of-mouth of popular players, "optimization" can more and more "determine" the nature of the wave of public opinion that a game suffers in the early days of its release. Most of the time, this early wave is likely to accompany the life of the game, and even destroy the final reputation of the game.

The "Old Man Ring", which is arguably the best of the year and recently announced the news of DLC, was not as convincing to most players when it was first released.

In the early days, a lot of bad reviews of the old man ring focused on the unbearable frame drop phenomenon at the first sight of the big tree guard. This is because From Software's optimization of the open world is divided by map blocks, and the Tree Guard is a BOSS that can follow players over a wide range, and it just so happens that most players' battles with Tree Guards often occur in the position where the block is triggered to read the picture repeatedly, resulting in frame drop.

But these attacks on optimization were eventually reversed by gradually stepping into the underground world and praised by the magnificent underground stars, and finally the voice was repeatedly overshadowed as the player's progress was updated, so as to achieve a word-of-mouth reversal.

But the old man ring is only one of the few games that can successfully beat the early optimization problems by late quality. Most of the bad games optimized in the early stage will eventually drown in the optimization.

The sub-era version of Wizards 3: hunting, which called her out shyly, was named on DSOGaming's list of the 10 worst optimized games in 2022, and even "free" failed to save it. CDPR has not even finished dealing with 2077 of the mess and still has to clean up the follow-up of the wizards of the next era. Update the optimized patch every month, and you can imagine their baldness.

(but people seem to care more about Putonghua dubbing.) the sequel to the spirit of the space of death, Callisto, was also hit by bitches at the beginning because of optimization issues. Callisto's poor optimal performance, in addition to making many 4090 of the picture stutter hard, there are also a large number of text and speech confusion, vicious pass BUG and other problems, only PS5 players enjoy peace. After a wave of public opinion about optimization problems, the content of Callisto finally came to the stage to accept a second wave of criticism, and Callisto was officially sentenced to death-not only bad optimization, but also no fun to play.

"fun" and "optimized bad" can exist at the same time, but "high praise" and "optimized bad" cannot exist at the same time.

In the middle of last year, a number of small soul games were released one after another, including the "memory Border" produced by the Taiwan team, and the "rise of Steel" during the French Revolution.

Among them, the map design of "the rise of Steel" has received a lot of praise in the game design for capturing the essence of the key of the Soul series 3D Devil City that turns the corner but has another village-but in the end, the evaluation is still pulled by the optimization problem. The hard level of the picture is not excellent, but the "lowest picture quality" of its decoration nature can explode the memory of many mid-range graphics cards. A distinctive game opened the gap with the public configuration, so it was buried.

In fact, in recent years, most players have paid more attention to configuration than they used to be. Ten years ago, if we were going to die playing game cards, the first consideration would be "my computer configuration is not good". Now when we encounter stutter again ten years later, the first consideration will be "game optimization is not good".

This is the result of the change of consumers' discourse power caused by factors such as market development and technology explosion in the past decade.

(the invention of configuring running points has greatly promoted consumers' pursuit of performance.) who is not a hardware elite with a full range of accessories for players who will now appear in major game review areas? Our group of players, who have always cared about configuration since childhood, were surprised that "this new online game Eternal Tower has 20G hard drives that can't fit at all". Until now, we have become three-year-old working animals-the so-called "inadequate configuration" is no longer the main problem we faced in playing video games as we did a decade ago.

After we have crossed the shackles of configuration, the trouble we encounter is more of an off-site factor. Such as mining tides, such as the scarcity of DRAM particles, such as trade wars.

Now, these off-court problems seem to have been alleviated to some extent, and we have found that even if we have a hard-earned 4090, we can't play the game you want to play smoothly-because the manufacturer can't optimize it.

At a time when the circle of hardware consumers is growing and manufacturers are more and more eager to render configuration anxiety, our generation has gone from ignorance to financial freedom and pursued hardware for decades. and ended up bumping into the optimization problem.

(on March 2, Microsoft announced that it would transplant COD to the Nintendo platform, which dared to challenge the spirit of NS migration optimization should make everyone respect.) with the development of hardware performance at this stage, it is no longer possible to have a "technological breakthrough" like the graphics card crisis of the "isolated island crisis" that made the difference easy for people with eyes to detect. In this case, games have been difficult to serve as a driving force for consumers to update their hardware. At a time when the power of product iteration is slowing down, it is only natural that the right to speak has been transferred to players with some excess hardware performance. The afterheat of hardware pursuit has not dissipated, and the optimization of the game is more clearly exposed to players than at any previous historical stage.

Therefore, under the present circumstances, should we evaluate a game as "performance" and "content performance", which will be more objective and referential?

After all, the game evaluation system should be comprehensive. Now the optimization problem is no longer hidden under the fig leaf of the configuration threshold, and it has become easier and easier to be perceived by the general public. Most large media reviews generally focus only on game content, while players' market reviews pay more attention to the overall experience-but now that the impact of optimization problems on the experience has risen to an unprecedented level equal to or greater than the quality of the game, what do you judge when many people pay for it and can't play it at all? The separation between game media and game players is also getting deeper and deeper, in part because of the separation of optimization and content evaluation.

However, those negative comments that are only aimed at optimization, once they cover the evaluation of the content of the game, it is easy to cause out-of-circle players who have not yet understood the game to get only the most intuitive negative feedback. in the end, with word of mouth, the negative is becoming more and more popular under the uncontrollable trend. The problem is that these negative public opinions, which should only be aimed at optimization, will inevitably decline in the direction of "bad quality" under the inevitable black-and-white trend, and eventually kill a game completely. That's why it's hard to see a game with such a bad optimization but rave reviews these days.

And even if the optimization itself is very good, but under the current evaluation system, "optimized" will become a game, such as the air of the matter. Most players will not give extra points to the game because of good optimization, but will only deduct points because of poor optimization. Therefore, it is almost difficult to see the evaluation of "optimization is great, but the game is bad", because optimization is relatively invisible when it is good, and it only exists when it is bad.

Therefore, especially when most of the hardware performance of the players has reached a certain standard, if we want to provide consumers with a set of community-based game evaluation platform more objectively, I think that in the future, the good reviews and bad reviews of the games may have to be specially divided into two parts. one piece to the optimization score, one piece of content score. The two do not interfere with each other and do not affect each other. I wonder if the one-sided evaluation of Wolong and Wild Heart can more truly reflect the actual quality of a game than Wolong and Wild Heart.

Of course, the ideal is the ideal. We'd better honestly wait for the honorable optimization patch, and then go to Lv Bu to do a few more.

This article comes from the official account of Wechat: ID:paperji, author: vegetable bag

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