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Coconut Island Studio
• Coconut Island Studio
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• 7
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•       - WHY

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    •   ——
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    •   ——

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    •    ——

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•
    •    ——

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    •
Video
World of Goo(   )
World of Goo(   )

 • IGF 08
World of Goo(          )

 • IGF 08
 • Steam/WiiWare/iOS
World of Goo(          )

 • IGF 08
 • Steam/WiiWare/iOS
 • 2D Boy
World of Goo(          )

 • IGF 08
 • Steam/WiiWare/iOS
 • 2D Boy
 • Wi-fi
World of Goo(              )

 • IGF 08
 • Steam/WiiWare/iOS
 • 2D Boy
 • Wi-fi
 • Experimental Gameplay
World of Goo(              )

 • IGF 08
 • Steam/WiiWare/iOS
 • 2D Boy
 • Wi-fi
 • Experimental Gameplay
 •
Video
Castle Crasher
Castle Crasher
• IGF 07
Castle Crasher
• IGF 07
• 2009 Xbox Live Arcade
Castle Crasher
• IGF 07
• 2009 Xbox Live Arcade
• Tom Fulp & Dan Paladin
Castle Crasher
• IGF 07
• 2009 Xbox Live Arcade
• Tom Fulp & Dan Paladin
• Newgrounds.com
Castle Crasher
• IGF 07
• 2009 Xbox Live Arcade
• Tom Fulp & Dan Paladin
• Newgrounds.com
•
Video
Flower & flOw
Flower & flOw
• thatgamecompany
Flower & flOw
• thatgamecompany
•        (Jenova Chen)
Flower & flOw
• thatgamecompany
•        (Jenova Chen)

• thatgamecompany “AAA   ”
Flower & flOw
• thatgamecompany
•        (Jenova Chen)

• thatgamecompany “AAA   ”

  • Abstract
Flower & flOw
• thatgamecompany
•        (Jenova Chen)

• thatgamecompany “AAA   ”

  • Abstract
  • Artistic
Flower & flOw
• thatgamecompany
•        (Jenova Chen)

• thatgamecompany “AAA   ”

  • Abstract
  • Artistic
  • Accessible
thatgamecompany
thatgamecompany


•
thatgamecompany


•
•
•   EA                 2007

•   Capcom                    2007

•        Ensemble          2009

•   Ubisoft                          2010

•   EA                 2011

•   THQ       Kaos            2011

•   Activision Neversoft 2010
• PC: Steam, Direct2drive, Bigfish
• PC: Steam, Direct2drive, Bigfish
• Mac: Mac App Store, Steam
• PC: Steam, Direct2drive, Bigfish
• Mac: Mac App Store, Steam
•          : App Store, Android Market
• PC: Steam, Direct2drive, Bigfish
• Mac: Mac App Store, Steam
•          : App Store, Android Market

•             : XBLA, PSN, WiiWare
3000

                                         1300

• PC: Steam, Direct2drive, Bigfish
• Mac: Mac App Store, Steam
•          : App Store, Android Market

•             : XBLA, PSN, WiiWare
3000

                                          1300

• PC: Steam, Direct2drive, Bigfish             2


• Mac: Mac App Store, Steam              29


•          : App Store, Android Market

•             : XBLA, PSN, WiiWare
3000

                                          1300

• PC: Steam, Direct2drive, Bigfish              2


• Mac: Mac App Store, Steam              29


•          : App Store, Android Market        4500

                                          -2007
•             : XBLA, PSN, WiiWare
3000

                                          1300

• PC: Steam, Direct2drive, Bigfish              2


• Mac: Mac App Store, Steam              29


•          : App Store, Android Market        4500

                                            -2007
•             : XBLA, PSN, WiiWare
                                     7700
•
•
•
•
•
•
• Independent Game Festival (IGF)
Video
• Experimental Gameplay
• TIGJam/TIGSource
Video
• Global Game Jam
• Ludum Dare
•
•
•
•
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•
•
•
•
•
• inpla.net - IN
• inpla.net - IN
• cocoachina.com
• inpla.net - IN
• cocoachina.com
•
• inpla.net - IN
• cocoachina.com
•
•                  - IGF China
• inpla.net - IN
• cocoachina.com
•
•                  - IGF China

• Game Jam
Coconut Island
Coconut Island


• iDragPaper
Coconut Island


• iDragPaper
• Band Band Jump
Coconut Island


• iDragPaper
• Band Band Jump
•
Coconut Island
Coconut Island

• Finger Balance
Coconut Island

• Finger Balance
• IGF China Crossout
•
•
•
•
•
•
•
•
•
•
•

    ——   .
Ending Video

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独立游戏浅谈和中国独立游戏现状

Hinweis der Redaktion

  1. 探讨一下独立游戏和中国的独立游戏\n请知道独立游戏这个概念的同学们举个手\n
  2. 推出过多款游戏,其中几款较为成功\n人员来自全国各地,甚至来自世界各地,全都是热爱游戏的人\n右边是办公室的照片\n
  3. 推出过多款游戏,其中几款较为成功\n人员来自全国各地,甚至来自世界各地,全都是热爱游戏的人\n右边是办公室的照片\n
  4. 要解释这个WHY有2点\n1是为什么会出现独立游戏\n2是什么条件导致了独立游戏可以存活下来\n
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  29. 自有资金支持开发——基本上意味着没有发行商,但不排除在游戏完成后找到发行商\n
  30. 自有资金支持开发——基本上意味着没有发行商,但不排除在游戏完成后找到发行商\n
  31. 自有资金支持开发——基本上意味着没有发行商,但不排除在游戏完成后找到发行商\n
  32. 经常有人说游戏是一种艺术品和商品的结合,其实就是指商业模式是左右游戏开发的重要因素。主流游戏,就是指以发行商模式进行开发的。简单来说发行商模式就是,大发行商和工作室签订游戏开发协议,工作室按发行商的需求,为发行商开发游戏。这里工作室可以是独立的,也有可能是发行商自己旗下的工作室。\n\n大投入没有大产出,导致了做热门续作、复刻经典版本 成为发行商赚钱的不二法门,新作减少\n\n关于独立游戏崛起的时代原因,或者说什么条件使得独立游戏可以在这个时代得以存活乃至发展,稍候会详细阐述。我们先来看看被玩家证明的,这个时代所需要的独立游戏是怎样的。\n
  33. 经常有人说游戏是一种艺术品和商品的结合,其实就是指商业模式是左右游戏开发的重要因素。主流游戏,就是指以发行商模式进行开发的。简单来说发行商模式就是,大发行商和工作室签订游戏开发协议,工作室按发行商的需求,为发行商开发游戏。这里工作室可以是独立的,也有可能是发行商自己旗下的工作室。\n\n大投入没有大产出,导致了做热门续作、复刻经典版本 成为发行商赚钱的不二法门,新作减少\n\n关于独立游戏崛起的时代原因,或者说什么条件使得独立游戏可以在这个时代得以存活乃至发展,稍候会详细阐述。我们先来看看被玩家证明的,这个时代所需要的独立游戏是怎样的。\n
  34. 经常有人说游戏是一种艺术品和商品的结合,其实就是指商业模式是左右游戏开发的重要因素。主流游戏,就是指以发行商模式进行开发的。简单来说发行商模式就是,大发行商和工作室签订游戏开发协议,工作室按发行商的需求,为发行商开发游戏。这里工作室可以是独立的,也有可能是发行商自己旗下的工作室。\n\n大投入没有大产出,导致了做热门续作、复刻经典版本 成为发行商赚钱的不二法门,新作减少\n\n关于独立游戏崛起的时代原因,或者说什么条件使得独立游戏可以在这个时代得以存活乃至发展,稍候会详细阐述。我们先来看看被玩家证明的,这个时代所需要的独立游戏是怎样的。\n
  35. 经常有人说游戏是一种艺术品和商品的结合,其实就是指商业模式是左右游戏开发的重要因素。主流游戏,就是指以发行商模式进行开发的。简单来说发行商模式就是,大发行商和工作室签订游戏开发协议,工作室按发行商的需求,为发行商开发游戏。这里工作室可以是独立的,也有可能是发行商自己旗下的工作室。\n\n大投入没有大产出,导致了做热门续作、复刻经典版本 成为发行商赚钱的不二法门,新作减少\n\n关于独立游戏崛起的时代原因,或者说什么条件使得独立游戏可以在这个时代得以存活乃至发展,稍候会详细阐述。我们先来看看被玩家证明的,这个时代所需要的独立游戏是怎样的。\n
  36. 经常有人说游戏是一种艺术品和商品的结合,其实就是指商业模式是左右游戏开发的重要因素。主流游戏,就是指以发行商模式进行开发的。简单来说发行商模式就是,大发行商和工作室签订游戏开发协议,工作室按发行商的需求,为发行商开发游戏。这里工作室可以是独立的,也有可能是发行商自己旗下的工作室。\n\n大投入没有大产出,导致了做热门续作、复刻经典版本 成为发行商赚钱的不二法门,新作减少\n\n关于独立游戏崛起的时代原因,或者说什么条件使得独立游戏可以在这个时代得以存活乃至发展,稍候会详细阐述。我们先来看看被玩家证明的,这个时代所需要的独立游戏是怎样的。\n
  37. \n
  38. 发售在pc, steam, wiiware, iOS/App Store平台\n
  39. 发售在pc, steam, wiiware, iOS/App Store平台\n
  40. 发售在pc, steam, wiiware, iOS/App Store平台\n
  41. 发售在pc, steam, wiiware, iOS/App Store平台\n
  42. 发售在pc, steam, wiiware, iOS/App Store平台\n
  43. 发售在pc, steam, wiiware, iOS/App Store平台\n
  44. 发售在pc, steam, wiiware, iOS/App Store平台\n
  45. 发售在pc, steam, wiiware, iOS/App Store平台\n
  46. 发售在pc, steam, wiiware, iOS/App Store平台\n
  47. 发售在pc, steam, wiiware, iOS/App Store平台\n
  48. 发售在pc, steam, wiiware, iOS/App Store平台\n
  49. \n
  50. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  51. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  52. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  53. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  54. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  55. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  56. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  57. (次要)2D ACT游戏类型近年来缺乏、大厂商忽略、玩家渴望\n(主要)专注于打磨,精雕细琢\n
  58. \n
  59. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  60. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  61. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  62. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  63. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  64. 禅派游戏 Zen game\n治愈系\n散文式\n\nHe talked about how all of us wield power via modern technology. We use mobile phones, computers, and other technology to exert our will on what is around us. In turn, games focus on giving us further power to wield in their worlds--through guns, superpowers, magic, and more. But Chen felt there was something missing.\nthatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.\n
  65. 影响游戏情感的元素:\n画面\n音乐\n镜头感\n游戏节奏\n动态难度控制\netc\n\n
  66. 影响游戏情感的元素:\n画面\n音乐\n镜头感\n游戏节奏\n动态难度控制\netc\n\n
  67. 影响游戏情感的元素:\n画面\n音乐\n镜头感\n游戏节奏\n动态难度控制\netc\n\n
  68. 看完3个独立游戏,回到刚才所说独立游戏崛起的时代,为什么可以这样说?\n
  69. 因为这是一个伟大的新时代\n
  70. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  71. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  72. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  73. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  74. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  75. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  76. 前面说到的发行商模式形成的恶果正在伤害整个行业。我们可以看到大发行商的日子也不好过,这几年不断有传出关闭工作室,也就是开发部门的新闻。\n\n四叶草-幻侠乔伊、大神\nEnsemble - 帝国时代、Halo Wars\nNeversoft、7 Studios - 吉他英雄\n
  77. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  78. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  79. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  80. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  81. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  82. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  83. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  84. 以Steam为例\n2004年向公众开放,2005年出现第三方游戏(除Valve之外),2007年大发行商游戏相继登陆Steam,2007年5月,1300万用户和150个游戏。2011年7月,3000万用户和1300个游戏。\n以iOS为例\n2008年7月向公众开放,到2011年7月3年时间内,共上架50万以上的应用,其中29万是游戏,共有2亿iPhone用户下载应用超过100亿次。\n以Xbox Live Arcade为例,它的游戏定价从$5-$15不等\n2004年12月向公众开放,2006年3月达到300万次下载量,2007年3月达到2500万次下载量。游戏Uno成为第一个百万级下载游戏。\n\nPSN作为和XBLA类似的平台,它目前的用户注册量已达到7700万人。\n\n
  85. 3. 平台也需要高质量的内容充实市场,目前大发行商由于既得利益关系,对于数字下载平台上的动作较为迟疑,所以数字下载平台上的超大作并不很多,这正是独立游戏发展的好机会。\n
  86. 3. 平台也需要高质量的内容充实市场,目前大发行商由于既得利益关系,对于数字下载平台上的动作较为迟疑,所以数字下载平台上的超大作并不很多,这正是独立游戏发展的好机会。\n
  87. 3. 平台也需要高质量的内容充实市场,目前大发行商由于既得利益关系,对于数字下载平台上的动作较为迟疑,所以数字下载平台上的超大作并不很多,这正是独立游戏发展的好机会。\n
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  129. \n
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  131. \n
  132. \n
  133. 1、山寨只拷贝了游戏最表象的一层东西。由于缺乏重要的中间开发环节,并没有真正学到“为什么是这样设计的”\n
  134. 1、山寨只拷贝了游戏最表象的一层东西。由于缺乏重要的中间开发环节,并没有真正学到“为什么是这样设计的”\n
  135. 1、山寨只拷贝了游戏最表象的一层东西。由于缺乏重要的中间开发环节,并没有真正学到“为什么是这样设计的”\n
  136. 1、山寨只拷贝了游戏最表象的一层东西。由于缺乏重要的中间开发环节,并没有真正学到“为什么是这样设计的”\n
  137. \n
  138. \n
  139. \n