Conclusion (Patreon)
Content
I feel angry at myself for being depressed these days.
So I rethought today, what am I going to do.
Is it to make a lot of money by making games?
If that's the case, then I'm doing it the wrong way to begin with.
The way to make money with a game is to hire a programmer and a artist.
And then finish the game quickly in about six months or a year.
Keep mass-producing games to make money.
I found that if I was making games with the idea of making money, then I probably wouldn't be motivated to make games anymore.
It's true that I can't get the attractive benefits that I have in front of me anymore.
But this should not be my purpose of making games.
So I was angry that I had the idea to stop making the game.
I've spent so much time laying the groundwork for this game, designing the characters and writing the settings.
Now all my games are around the Attack it worldview, if this game is interrupted, there will be no more follow-up.
That is, if I interrupt here, then I do not want to continue to make games.
And this game if I give it up now, then it is really worthless.
So what I should be looking for is not the value of the game that sells, but the status of its existence in the game industry.
I have to make this game a legend, that's the value of this game.
The above is my conclusion on the failure to sell this game on steam.
Before I said that the future plan of this game is probably to make a short version of 6 stages, or a complete version of 7 + 6 stages.
A while ago I also had to do the finishing of this part, the result is that I think 7 + 6 stages may be too long, and many of the later stages are the same content.
So I finally decided to organize into 7 stages.
All in all, this game will continue until it becomes legendary.
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我啊,對這幾天一直在消沉的自己感到生氣。
所以今天又重新想了一次,我到底要做甚麼。
是利用做遊戲賺大錢嗎?
如果是這樣,那我一開始做的方式就是錯誤的。
要用遊戲賺錢的做法應該是去聘請程式以及繪師,
然後在半年一年左右的時間迅速完成遊戲,
透過不斷量產遊戲才是賺錢的做法。
我發現如果我是用想賺錢的想法去做遊戲,那我大概不會再有動力去做遊戲了。
確實眼前那份相當誘人的利益我已經拿不到了,但這不應該是我製作遊戲的目的。
所以我很生氣,我竟然會有中斷遊戲的想法。
我已經花了這麼多時間為這款遊戲打下基礎,設計人物並寫好設定。
現在所有遊戲都是繞著Attack it的世界觀在進行,如果遊戲中斷的話,就不會再有後續了。
也就是如果我在這裡中斷的話,那我也不會想繼續做遊戲了。
而這款遊戲如果我現在放棄它的話,那它就真的沒價值了。
所以我該追求的不是這款遊戲賣出去的價值,而是在這個業界它存在的地位。
我必須讓這款遊戲成為傳說,這才是這款遊戲的價值。
上面就是這次steam無法上架的事情的結論。
之前我有說這款遊戲未來的計畫是可能做成6關的簡短版本,或是7+6關的完整版本。
前陣子我也有對這部分做整理,就是7+6關可能過於壟長,而後面多的關卡有不少都是相同內容。
所以我最後決定整理成7個關卡。
總之大概就是這樣,這個遊戲會繼續的,直到它成為傳說。