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Chapter 216 Large arcade frame

Previously, Jester thought he had made two RPG games in a row and wanted to change his style. However, this time someone in his design team also proposed to go out to set up a studio, but Jester refused. According to Jester's opinion, if you want to set up a studio, you must have experience in making games, after all, you can only succeed.

Although they refused to set up a studio, Jester still promised to make a game as a producer first and see the results. After all, the reason why their previous games were good was that Jester reasonably designed this book based on the successful experiences of later generations.

Originally, Jester planned to pick up the plan for the action-clearing version of the Teenager Tortoise that he had put on hold. After all, the Teenager Tortoise cartoons are now popular all over the United States. Using the influence of this cartoon to produce a game above the level, I think the sales will definitely be good.

However, after Jester saw their sixteen-bit arcade base version that was ahead of home machines, he gave up on his idea. After all, the "Knight of the Round Table" that Sean Dabilly is now preparing to be developed with a sixteen-bit substrate.

That's it. It seems that suddenly, Jester seemed to have lost a lot of interest in continuing to make games on eight-bit machines. After all, the effects of some games are impossible to complete on eight-bit machines. After thinking about it, Jester inadvertently saw a document from the team who came back from Sega's learning of large-scale arcade production.

They had finished their holidays and returned to the company to serve, but a few days later, there seemed to be no new tasks for them. The head of the team, Jed Smith, discussed before the holiday. Jest did not think about it at that time, but just asked him to take a vacation first, and talk about the specific projects after he came back, and then hire more people.

However, because Jester had too many things to do during this period, he forgot about this, so Jed Smith's inquiry.

However, when he saw this document, Jester's eyes lit up. He thought this was a good project. He had done so many games before, some were on arcades, some were on home machines, and electronic pets on handheld machines. He found that he had never only made somatosensory games.

He originally planned to make a game similar to Taiko Master, but because he discussed it with the hardware developers several times, because Jester's requirements are too high. The cost of completing hardware is too high and it is not worth the cost, so he temporarily canceled this plan.

In fact, Taigu masters cannot be considered a real somatosensory game. The research and development of large somatosensory arcades is much more difficult than this. For example, it is impossible to reach Sega's current level without three to five years of technical accumulation. This is why Jester sent a hardware team to Sega to study.

When he thought of large somatosensory arcades, Jester felt a passionate feeling in his heart. He did lack more in-depth understanding of this aspect in his previous life, although in the world he knew, many of the technologies of this super-large arcade were actually accumulated in the home game console.

Since thinking about this, Jester also felt that he had lost interest in developing eight-bit home games, so he simply tried to make such a somatosensory game, which might be a good choice. So what kind of game should I make?

After thinking for a while, Jester didn't make any better decisions, so he simply called Jed Smith's people to ask carefully. It was also easy to make a decision.

In the conference room, the entire team of more than 20 people returned from Sega, plus seven or eight who had just entered the company were also very excited when they heard that Jester planned to participate in the development of a somatosensory game. After all, according to Jester's position in the gaming industry, basically all the games they made were sold out.

In fact, the discussion process is not complicated. The team has discussed more than ten times about what type of games they developed after returning to Mars Entertainment, so there is still some common discussion in the minds of these people. Jester is not familiar with large somatosensory arcades, so he will not interfere.

In his eyes, the games he made are not important. For him, he can find suitable prototypes for any type of game in his memory to learn from.

The team who came back from Sega only gave Jester three types of advice, namely flight, racing and shooting - this was not beyond Jester's expectations. In fact, although he had not had a deep understanding, the arcade somatosensory games in later generations were mainly these categories, but there might be a sports category, which became popular with the popularity of Nintendo Wii somatosensory games.

Jester knew that Nintendo's light gun on Nes can actually be regarded as a somatosensory game, and at the beginning, many of the sales of Nes were improved by the combination of this light gun and "Fighting the Duck". As for the dreambox mentioned at the CES exhibition, which was purely bragging, he did not intend to use this thing on the eight-bit computer because it was of no value.

However, on the sixteen-bit gaming consoles under development, there are indeed ideas for developing some accessories, including light guns similar to NES.

To be honest, playing "Fighting Duck" at home is indeed a very good choice, especially for young children, who are the easiest to gain fun from such simple games. Although Jester also wants to make games that children like like Nintendo, the effect is not good.

"Flying class?"

Jester muttered quietly, and the people around him didn't say anything, waiting for Jester's decision. Their duty was to explain to Jester that they were sure of what types they were made, and as for what types were made, it was not their duty.

This is the responsibility of the game producer.

In fact, in Jester's mind, making flying games is indeed a good choice, because the development of several previous flight home and arcade games has stored a lot of this technology for this game type, which can be used directly, especially in order to create the most realistic explosive effect, the development team of "Dawn" convened all the artists in the entire company and spent several months to complete the task with a purely hand-painted start.

Moreover, on the microcontroller of large somatosensory arcades, the explosion effect completed with this pure hand-drawn is definitely much better than on ordinary arcades.

However, Jester himself is not interested in flying shooting games. It is not that this type of game is not fun, but that because of the scene problem of the game, this type of game is natural and niche. The problem of this kind of scene is still in 2D, and the period when this platform flying shooting is the mainstream is not very obvious. In the 3D era, this shortcoming of this type of game will become the most critical reason for them to withdraw from the mainstream game types.

This is why when eight-bit and sixteen-bit computers were used, the sales of flying shooting games were so high. However, after the 3D game era pioneered by PS in 32-bit computers, sales of other types of games increased steadily after adding 3D elements, but the sales of such games suddenly declined.

Has the quality of this type of game been worse? It is a matter of opinion about the quality of a game, but one thing will not change, that is, when a whole series of games begins to decline, it is not a matter of the quality and level of a certain game, but the vast majority of players have already lost interest in this type of game.

Just like the decline of RTS games in the era when Jester lived, how long did RTS games go from being the king of PC games to almost no one cared about?

Jester once calculated that it was only just over a decade from the Sand Craft Ii that lasted about three or four years, and to the 2010 when StarCraft Ii was officially released. RTS also had its own glorious period. Once upon a time, StarCraft and WarCraft Iii almost became synonymous with e-sports.

Is it because StarCraft 2 is not well produced?

Many people say that this game is not well made, and that Blizzard players have never played this game at all. Yes, compared to the almost irreplicable greatness of StarCraft i, especially the version of the Birth War, StarCraft ii may seem a little mediocre, but this is compared to the game that Sc, which will not have been available in the past and in the future, and is even more impossible to have in the future.

In fact, StarCraft Ii is the second most fun RTS game in the world. It is an absolute masterpiece. The plot mode in it may be possible to say it is a masterpiece, and the decline of this game is just because of the decline of the big game type RTS.

The reason why 3D flying shooting games are becoming more and more niche is that in the 3D flying environment, there are not only front, back, left and right, but also level up and down. This is the biggest difference between them and racing games and shooting games.

Maybe some people say that these games also have a level of up and down in a 3D environment. How can games that are not xyz three-axis called 3D?

In Jester's eyes, this is purely a quibble. When controlling an aircraft flying in a 3D environment, in addition to maintaining a balance between front, back, left and right, up and down, it also needs to maintain a balance between up and down. Racing games do not need to do this because they are naturally balanced at the same time.

Such an increase in operation difficulty will inevitably lead to fewer and fewer players who like this type of game, and eventually they will become niches.

The same is true for the final RTS game from the hottest game type to the niche. (To be continued, please search for Piaotiansi, novels are better, updated and faster!
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