[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"origin-game-development-starting-from-a-2d-game":3,"chapter-game-development-starting-from-a-2d-game-game-development-starting-from-a-2d-game-chapter-58":6},{"origin":4,"title":5},"chinese","Game Development: Starting from a 2D Game",{"chapter":7,"nextChapterSlug":19,"prevChapterSlug":20,"totalChapters":21,"novelImage":22},{"id":8,"novel_id":9,"title":10,"slug":11,"index":12,"content":13,"wordcount":14,"created_at":15,"updated_at":15,"volume":16,"translator":17,"content_hash":18},2271119,4435,"Chapter 58: Loudly Announce, Quietly Act!","game-development-starting-from-a-2d-game-chapter-58",58,"\u003Cp>To create a 2D anime-style game capable of competing with Genshin Impact.\u003C\u002Fp>\n\u003Cp>Is it hard?\u003C\u002Fp>\n\u003Cp>To some smaller game studios in the industry, this isn’t even an issue.\u003C\u002Fp>\n\u003Cp>After all, to them, making any kind of game has always been simple.\u003C\u002Fp>\n\u003Cp>Whatever game is popular, just copy it!\u003C\u002Fp>\n\u003Cp>When another studio releases a hit xianxia game, they churn out a similar wuxia game.\u003C\u002Fp>\n\u003Cp>As long as the core gameplay is roughly the same, they’ll just tweak the story a bit and adjust the character models.\u003C\u002Fp>\n\u003Cp>There’s always plenty of players—no need to worry about user acquisition.\u003C\u002Fp>\n\u003Cp>If they happen to attract a few big spenders, the game won’t just survive—it’ll turn a profit.\u003C\u002Fp>\n\u003Cp>Even if they don’t, the loss is minimal—just one game that flops.\u003C\u002Fp>\n\u003Cp>In Xia Country, any game company or indie studio that hasn’t had a few flops on its record isn’t even worth mentioning in the industry.\u003C\u002Fp>\n\u003Cp>As for other aspects, there’s no need to consider them at all.\u003C\u002Fp>\n\u003Cp>Graphics?\u003C\u002Fp>\n\u003Cp>A web game with “one hit = 999” damage? Who cares about graphics—players still flood in to spend money!\u003C\u002Fp>\n\u003Cp>Story?\u003C\u002Fp>\n\u003Cp>Auto-play rewards, gear dropping everywhere—doesn’t that feel better than spending hours to complete a single quest?\u003C\u002Fp>\n\u003Cp>Then add PvP and a power ranking system—how could players resist spending?\u003C\u002Fp>\n\u003Cp>Thinking this way, transitioning into anime-style games doesn’t seem so hard after all!\u003C\u002Fp>\n\u003Cp>It’s just changing the art style from familiar realistic to more cartoonish.\u003C\u002Fp>\n\u003Cp>Most importantly, the old crude “big legs” aesthetic won’t cut it anymore—you must dress them in all kinds of stockings; that’s the soul.\u003C\u002Fp>\n\u003Cp>Of course.\u003C\u002Fp>\n\u003Cp>These are just naive assumptions held by small game studios.\u003C\u002Fp>\n\u003Cp>The top-tier and upper-tier game companies in Xia Country’s industry all know: creating a game that can rival Genshin Impact is not simple—it’s extremely difficult.\u003C\u002Fp>\n\u003Cp>Leaving other factors aside, even just the cel-shading technique alone is a major technical barrier for the vast majority of game studios.\u003C\u002Fp>\n\u003Cp>After Genshin Impact became popular, many studios internally analyzed the game.\u003C\u002Fp>\n\u003Cp>They discovered that Genshin Impact largely uses a cel-rendering style, which has significant limitations.\u003C\u002Fp>\n\u003Cp>The most obvious one: it’s hard to pack too much detail into textures.\u003C\u002Fp>\n\u003Cp>This means achieving perfect details and refined characters requires far more polygon surfaces.\u003C\u002Fp>\n\u003Cp>However,\u003C\u002Fp>\n\u003Cp>the more polygon surfaces a model has, the greater the performance drain on players’ devices.\u003C\u002Fp>\n\u003Cp>In Genshin Impact, even a basic character model exceeds thirty thousand polygon surfaces; some bosses surpass fifty thousand.\u003C\u002Fp>\n\u003Cp>It’s not that fifty thousand polygon surfaces are inherently impressive.\u003C\u002Fp>\n\u003Cp>Many modern realistic PC games already have character models exceeding one hundred thousand polygons.\u003C\u002Fp>\n\u003Cp>Major console games can go beyond two hundred thousand.\u003C\u002Fp>\n\u003Cp>But those are PC and console games…\u003C\u002Fp>\n\u003Cp>Genshin Impact’s tech team must have found a completely new method to solve the problem of draining mobile device performance.\u003C\u002Fp>\n\u003Cp>Otherwise, their approach wouldn’t be about making money—it would be about killing players’ phones.\u003C\u002Fp>\n\u003Cp>Another issue is artistic foundation.\u003C\u002Fp>\n\u003Cp>Across Xia Country’s entire game industry, artists with that level of skill are not nonexistent—but they’re extremely rare.\u003C\u002Fp>\n\u003Cp>Although creating a 2D anime-style game to compete with Genshin Impact isn’t simple,\u003C\u002Fp>\n\u003Cp>driven by the massive market potential, these challenges don’t seem insurmountable.\u003C\u002Fp>",524,"2026-06-19T22:23:19.067Z",1,"Qwen3-Next 80B","b2f1ec069abd189bef0bb8f3170a37357a009f9f5e1a48aa51beaccf6e175396","game-development-starting-from-a-2d-game-chapter-59","game-development-starting-from-a-2d-game-chapter-57",89,"https:\u002F\u002Fnovelzhen.com\u002Fimages\u002Fcovers\u002Fgame-development-starting-from-a-2d-game-cover.jpg"]