Chapter 160 Working on the plane
Jester did not ask what was going on the phone. Logically speaking, he and Claudia were only partners, and he had no need or obligation to agree to her slightly rude request.
But when Claudia said the request in a confident and calm tone that was completely different from before, Jester couldn't help but think about the few days he had been with the other party, remembering the past of the tavern in a traditional British tavern, remembering the scene when he was sent back to the hotel after drinking Irish stout beer for the first time, and remembering a lot.
So, almost involuntarily, Jester agreed. In his heart, he not only thought Claudia was his partner, but also said that the other party was his friend. He also understood the other party's experience and knew that this woman who seemed to wrap himself in steel and demonstrated her abilities everywhere was actually a very fragile woman.
The reason for not asking is very simple. When the other party wants to tell you, it will naturally say it. If you ask rashly, it will naturally be inappropriate and inappropriate.
However, according to Jester's guess, what could make Claudia so silly may be that something happened in her family or her relatives had a problem. Jester first booked a flight ticket from Los Angeles to London tomorrow morning overnight. Then he closed his eyes and began to think. Judging from his understanding of Claudia, she had no feelings for her two half-brothers, but she was not the case with her father who drove her out of the house.
Jester recalled some details when he first met Claudia, especially her expression when she suddenly introduced her background and family to herself.
Gradually, Jester seemed to have discovered that Claudia had concealed something from her at the beginning. The stories she told did not seem to be true, especially in her description of her father. The expressions and eyes on Claudia's face were constantly flashing in her mind. When she talked about her two useless brothers, her eyes were cold and ruthless, and the corners of her mouth were raised to express disdain.
But when talking about her father, her expression was not the case at all.
Jester took behavioral psychology in college. In this school, he believed that people cannot hide their micro-expressions, because these micro-expressions are subconscious actions and are not controlled by the brain at all. They are like non-conditioned reflexes. This is an innate ability that people have without exercise, and they cannot be changed by exercise no matter how they exercise.
Because it is just an elective. It is just a superficial topic of this subject. Jester has not had any deep contact with it. He is not as good as an agent in the behavior recognition department of FBI, who can analyze the specific ideas of a person from the changes in the subtle expressions of a person. However, he can see that Claudia had the same expression, but had completely different micro-expressions when describing her father and her brother.
When he said goodbye to the members of the R&D team in the morning, Jester was full of apology because he was the overall person in charge of the project. He needed to coordinate groups with different development directions that had been divided according to different functions - combat systems, map systems, prop systems, etc.
Because the concept of this game was first proposed by Jester, no one else has ever really come into contact with what an excellent srpg game should look like. Maintaining these systems that are split into separate developments in a general style is the most important task for the producer.
If a huge game is not corrected and coordinated by the producer, there will be serious problems. For example, it is like an arpg game that originally added a turn-based combat system, slg or srpg-style grid map, which has become a four-dimensional one.
However, the members of the development team also expressed their understanding, and in the early stages of development, there were not many areas that needed to be coordinated. And it was only a few days before they discussed it themselves.
After getting everything done, Jester boarded the plane to London.
The long flight spanned the entire day, and Jester did not sleep. Although he left the United States, he did not leave his work. Even if it was just a matter of Mars entertainment, it was not only the "Flame Emblem" he was personally responsible for, such as Sean Dabilly and Sid Mel's development. The Dawn was also the first to plan, and the framework and setting of the entire game were completed by him. There is also the Sever Daberwater who has established his own studio. His "Contra" is also being developed in full swing. Even Will Wright, who has already made the name of "Ballotelli's A World of Alien Adventure", is also developing the next game with Balotelli as the protagonist.
The development problem of Seifer Daberwater's "Contra" is the smallest, because his team has already performed a similar type of game - horizontal scrolling, clear version passing, and platform shooting game "Ballotelli", so they just need to make it again at a more compact rhythm.
So Jester just gave his own advice in their development report, for example, it is best to add a hidden level that cannot be entered in ordinary ways, such as the eight underwater levels. The others have not been modified too much because these people can handle it very well.
However, Sean Dabilly and Sid Mel had a very big difference in "Dawn", because "Dawn" has huge content, so it must not be supported by the capacity allowed by home computers. This can also be said to be the first large-scale arcade game produced by Mars Entertainment.
When the team started to speed up the final sprint of the game, some conceptual conflicts occurred between the two, such as Sean Dabilli, who advocated the simple pleasure brought by fighting, believed that there was no need to make the game too realistic, as this would increase the difficulty and make it difficult to obtain pleasure.
But Sid Mell's philosophy is exactly the opposite. He believes that the reality of the game is the easiest to enhance the sense of substitution. Only after the sense of substitution can players be attracted by this game day and night. No one of them can convince each other, so they each wrote a report about the game "Dawn" and gave him, the real designer of this game, to make a decision.
To be honest, Jester essentially agreed with Sid Meer's suggestion, because his proposal represents the direction of future games and everything moves closer to reality. However, now is not the future, and the current technical conditions cannot be achieved at all. If Sid Meer requires to simulate real air combat, if this is forcibly done, it will only be a waste of time to increase the difficulty and the loss will not be worth the effort.
The traditional view of playing games for fun is very consistent with the current situation, especially in the "Dawn" team, there are many employees who have personally led the development of "Saroman Snake". These people have been baptized by the development of "Saroman Snake". They will definitely be able to make a game of the same type and style.
So, after thinking for a while, Jester decided to write a letter to Sid Mel himself. This time, Sean Dabilly, who chose his choice for "Dawn", would inevitably make Sid Mel unhappy, but Jester also asked in the letter how the pirate Age of Discovery game he had discussed with him before, and if possible, the project of this game will be started immediately after the development of "Dawn".
As for Will Wright's report, it's much simpler, because they just completed "Ballotelli's Alien Adventure" a year ago, and for nearly half a year, they have been spending time with the hardware development team. They have learned about the R&D process and overall performance of Dreambox throughout the process, and basically have no rest time. It can be said that these people are the game development teams that understand dreambox's performance and limits best. Therefore, according to the convention of later game companies, Jester directly gave them a long vacation.
Just this month, Will Wright's team ended his holiday and returned to the company to report his work. According to the results of "Ballotelli's Great Adventures in Another World", Will Wright was fully qualified to propose to set up his own studio, and Jester also asked Mark Seney to ask Will Wright for his opinion, but Will Wright unexpectedly declined. It was not that he was unwilling to do so, but that he felt that his ability was not enough to support a studio, so he planned to continue studying in Mars Entertainment.
So, Jester also handed over the next game with Balotelli as the main character to Will Wright.
During this period, Will Wright's team was also discussing what kind of game the next game with Balotelli as the main character. Although there were a lot of discussions, the selected games were not very satisfied. In this report, Will Wright's team decided to choose several types, hoping to get guidance from Jester.
Balotelli was created by Jester to replace Mario in history. Miyamoto has now started the development of Zelda, so the Super Mario game may have been dead. Therefore, Jester attaches great importance to the character of Balotelli.
Moreover, the current hot sale and supply incurred by "Ballotelli's Alien Adventure" confirms this.
The game style of the Balotelli series is cartoon, it is funny, it is easy to use, but it can maintain depth. In short, it is fun and can never get tired of playing. Jester simply read the results discussed by Will Wright's team, which are generally in line with Jester's classification of the game with Balotelli as the protagonist. (To be continued, please search for Astronomy, the novel is better, updated and faster!
ps: A book recommended by a friend, "The Most High in Shadow", is very different infinity stream.
Chapter completed!