Game Development: Starting with Healing Players
Chapter 711

An Animation Studio Held Back by Games (Request Subscriptions and Monthly Tickets)

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After Sekiro: Shadows Die Twice launched, games from major developers also began going live one after another, with some achieving impressive results.

At the same time, the buzz generated by the opening event for the new World of Warcraft expansion was equally explosive.

Combined with all kinds of cutting-edge technology, it left many domestic game designers deeply impressed.

As the manufacturing processes behind Huanyu VR and zeus VR continued to mature, newer models had also been released. Their prices were not much higher than those of high-end PCs.

VR platform users had already surpassed PC platform users as early as last year.

The focus of major game developers had likewise shifted toward VR rather than remaining limited to PCs.

This prompted many designers to discuss what the mainstream direction of gaming would be in the future.

Would PCs only be able to accommodate niche indie games, with blockbuster phenomena becoming difficult to produce?

"From Call of Duty: Modern Warfare to World of Warcraft, we have to admit that VR's market share is getting higher and higher!"

"Indeed. And with new brainwave-control technology emerging, the way players experienced games had changed as well. Some games with previously unique genres had also made their way onto the VR platform."

"But VR games still have one fatal disadvantage: development costs are too high. If that can't be reduced, then this will basically remain a carnival for major game companies."

"That's true. It feels like major game developers will lean toward the VR platform in the future, while PC and other platforms will become more of a haven for indie games, right?"

Of course, quite a few game designers disagreed and were not so pessimistic.

"That's too absolute. Regardless of the platform, the most important thing is still the game itself. Can you say

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