
America: the Godfather of Game Production
by Hana's Hands
About This Novel
Lin Lixin traveled to Los Angeles in 1984. This year, Atari, the North American gaming overlord, fell. This year, the new king, Nintendo, holds the FC Famicom and is full of ambitions. This is the darkest day in the history of gaming, but it also brings new opportunities. From "Tetris" to "Minecraft"; from "Civilization" to "Hearts of Iron"; This year, Lin Lixin punched Nintendo and kicked Sega, making Sony tremble in fear before entering the venue... "On my business card, I'm a game developer. But in my heart, I'll always be a gamer."
What Readers Think
Rating
Community(0)
Official(4)Scraped 1d ago
A pure [url=bn]game article[/url]
A pure game article, game articles must be about games, and don't write about messy business wars, politics, and emotional dramas. This book is very well written.
The fast-paced game production article does not include other elements and appears to be very pure, focusing only on the game content. Even if other related content is mentioned, it is ultimately to serve the game and return to the elements of the game. The selection of game themes is relatively diverse, and they are all iconic games of that era. It deserves praise for not coming up with future games just because it has a system. The system does not directly sell game content for the protagonist to copy directly, but improves the efficiency of production through the improvement of capabilities and provides an identification function for the protagonist to discover talents. There is no such thing as being as invincible as a plug-in because of the system.
This is the book that really makes games. There is no key policy, no dark wind and darkness, and all the premises are for the purpose of making games.
To be honest, the beginning is quite good. From game project establishment to development to release to offline feedback, the entire line is very clear. The most important thing is to have a clear background and timeline, which are the most fundamental things in the novel. Then, at the end, there are behind-the-scenes of the game production, similar to the kind of game origin videos on the Internet. You may be able to know the causes and consequences of a game in half an hour, but it does not mean that a game can be made in half an hour from production to release. After watching it, I feel like I have been transported into the game world. There is no time and no background. I only know that I have played one game after another. I don't know how long it has passed, and I don't know how the background has changed. Highly recommended for those who like pure game production.
Rating
Community(0)
Official(4)Scraped 1d ago
A pure [url=bn]game article[/url]
A pure game article, game articles must be about games, and don't write about messy business wars, politics, and emotional dramas. This book is very well written.
The fast-paced game production article does not include other elements and appears to be very pure, focusing only on the game content. Even if other related content is mentioned, it is ultimately to serve the game and return to the elements of the game. The selection of game themes is relatively diverse, and they are all iconic games of that era. It deserves praise for not coming up with future games just because it has a system. The system does not directly sell game content for the protagonist to copy directly, but improves the efficiency of production through the improvement of capabilities and provides an identification function for the protagonist to discover talents. There is no such thing as being as invincible as a plug-in because of the system.
This is the book that really makes games. There is no key policy, no dark wind and darkness, and all the premises are for the purpose of making games.
To be honest, the beginning is quite good. From game project establishment to development to release to offline feedback, the entire line is very clear. The most important thing is to have a clear background and timeline, which are the most fundamental things in the novel. Then, at the end, there are behind-the-scenes of the game production, similar to the kind of game origin videos on the Internet. You may be able to know the causes and consequences of a game in half an hour, but it does not mean that a game can be made in half an hour from production to release. After watching it, I feel like I have been transported into the game world. There is no time and no background. I only know that I have played one game after another. I don't know how long it has passed, and I don't know how the background has changed. Highly recommended for those who like pure game production.
Featured in 7 Booklists
Official(7)
Game cool articles Looks very refreshing




It is a good replacement for a certain book about game production that was not available on the shelves, and it is published in the American Game Empire.




Game text copy. It's the writing method of Bunsho-ryu, changed into a game. The rhythm is basically copying games. It becomes a big hit and everyone is shocked. Then they copy the next game and continue to be popular. Everyone is shocked again. The writing method is a cycle, and it is a classic writing method of Bunsho-ryu. Although the writing style is old, the rhythm is well controlled and it is quite interesting. Extended reading: Zhuolu Zhongyuan 1983: I play games in Tokyo




Creativity: 🌕🌕🌕🌘 Writing style: 🌕🌕🌕🌖 Settings: 🌕🌕🌕🌗 Travel to the United States in 1984, and after the collapse of Atari, create the strongest gaming company that surpasses Nintendo. Traditional game production writing started with arcade machines. The rhythm is smooth and the plot progresses quickly. It is not like some novels that were written in ancient times for a long time. However, this kind of theme with no new ideas will not get high creative scores. [Comprehensive score: 71.5]













