Chapter 41 Visible to the naked eye, the times are
Takahashi, who was working, was quite surprised when he received a call from Ritchie.
I was surprised and also felt a little moved. Sometimes I met an old friend like this.
"John, what kind of game do you think I should make? Real-time strategy games are the most popular now. I want to make a real-time strategy game, but..."
Ritchie's speech was a bit unlogical and verbose.
Takahashi listened quietly, and after hearing him say, "Have you played any games recently?"
The other end of the phone was silent for a while and said, "I have been playing "Civilization" recently."
"Is Sidmel's "Civilization"?" Takahashi asked.
"Yes." Ritchie nodded.
"Then what do you think of Sidmel's "Civilization"? It's fun?"
"It's fun. Before I knew it, day and night passed. I don't know why time sneaked away." Ritchie said embarrassedly.
As a game producer, I am addicted to games made by others and cannot extricate myself. Not to mention the problem of self-control, it is not nice to say it.
Takahashi didn't laugh at him. The game "Civilization" does have that magic.
Go to bed the next round and end the next round.
The game "Civilization" steals players' time in the next round after another.
"If I suggested you combine "Civilization" and real-time strategy, what kind of gameplay would you think of?" Takahashi asked.
"What kind of gameplay..." Ritchie was silent for a while, as if thinking.
Sidmel's "Civilization" is a turn-based game, and the characteristics of this game are similar to a war chess game.
This game can be said to be suitable for players of all ages to play. He does not need to operate it or look at the reaction time. He can think carefully at every step.
The reason why it takes time is because the map is large, there are many opponents, and there are many questions to think about.
When people concentrate, they often feel that time passes quickly.
Ricky thought for a long time, but still didn't think of a good way to organically combine "Civilization" with real-time strategy.
"I can't think of it..."
Takahashi said at this time, "You may be able to let go of your ideas. There will be many differences in a civilization from the wilderness, to the ancient times, to the medieval times, to the modern times, right?
From the style of construction, from the way of production and labor, to weapons, etc.
Why don’t you create a game that is classified into races from the civilizations of various countries, and evolved from the primitive era to the modern era little by little?
To reach the next generation, you can use a technology tree system similar to "Civilization". Only when key technologies are triggered can you evolve to the next era.
Different countries have different roles in different eras.
For example, some were more powerful in the primitive era, some were more powerful in the herds and cavalry, while others were more powerful in farming.
If you can make a real-time strategy game like this based on history, I believe many players will like it."
After Takahashi's reminder, Ricci felt enlightened and suddenly asked, "Then the name of this game is..."
"The name of this game?" Takahashi asked, "It's OK to call it "Age of Empires."
"Age of Empires? OK! It's called "Age of Empires"! I'm going to make a game! Bye!" Ritchie said and left the phone.
Takahashi was not immersed in the conversation just now, but was performing the task in front of him.
Now, he is promoting one thing in all game departments of Wanhu.
It means that no matter it is a two-dimensional or a three-dimensional game, it will be made in three-dimensional in the future. Even if it is a two-dimensional game itself, a three-dimensional model must be established during the production process.
Although it may seem a bit crazy to outsiders, it may seem a bit early to the people inside Wanhu.
However, the cost of three-dimensionality is much lower in both the development process and the final effect.
In the past, hand-drawn animations, if you want to achieve a very smooth performance, the artist needs to go through countless fine adjustments.
Under three-dimensional conditions, you only need to interpolate to get cheap and smooth animation effects.
This is even more true in iterations during the development process. If you want to change the movements of a character, the traditional hand-drawing scheme in the past almost required all of them to be re-drawn. You should know that many games are still in the stage of pixel painting, and re-drawing can exhaust the individual.
However, under three-dimensional conditions, it is quite easy to solve this problem. You only need to change the binding of the bones.
In the end, what the game actually output requires is dot matrix drawing, so it will be converted into dot matrix drawing.
This greatly saves time and labor costs during the game production process.
If it is such a good method, why don't other companies use it?
First, because even though they are in a technological innovation industry, they are not sensitive to the latest technologies.
In addition, they have given up on the future and have not recruited new employees in recent years. Old employees have been very comfortable with the old ones.
If these people cannot accept it if they change rashly, their work efficiency will be greatly reduced.
There have been newcomers from Wanhu, and the difficulties encountered in this regard are much lower.
Once ten thousand households complete this technological revolution, they will make regular games faster, and this faster will naturally cause the blow to traditional electronic game companies.
You should know that at this year's North American Game Exhibition, the modeling method that Vulture Studio, which has contact with Blizzard, is still using clay modeling.
The entire game is also a game composed of clay animations.
If we talk about the game industry, they are far from mature enough to ten thousand households.
The turn-based game they originally made is almost in short supply.
However, they contacted Blizzard, and Blizzard decided to give them financial assistance. However, the game production also required relatively modifications.
The original turn-based battle has been changed to real-time battle.
The clay animation has also been adjusted accordingly, and the changes have not been made so much.
The name of the entire game has gradually been determined, and it is called "Diablo".
Before the game was about to be released, Blizzard directly acquired the small company called Vulture Studio and renamed it North Blizzard.
The game "Diablo" produced by Blizzard in the North has been launched on the market.
This game initially faced with a platform-style personal computer platform.
Then, I logged into several home computer platforms.
At this time, the founder and president of Electronic Arts in the United States left Electronic Arts in the United States and established a new company, jointly launched a host called 3do with Microsoft and Panasonic, Japan.
Chapter completed!