Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter five hundred and eighty fifth

Jester naturally saw the idea of ​​Itagaki Toshinori.

This does not require any mind reading technique. You just need to look at the face of Itagaki Baonnori's face at this time to make a very clear judgment.

"I said it before, we are discussing this, so let me say something first, as a way to attract jade."

Jester said with a smile.

"Ichigaki, have you discovered many games with high difficulty, but in fact, they have good reputation or sales. For example, it is "Ninyu Dragon" you have participated in. You should know the difficulty of this game."

"Yes."

Of course, he is very familiar with Itagaki Aoshinobu. After all, he has participated in the research and development of this game from beginning to end.

His hobby for game difficulty was also inherited from the development of "Nindun".

He really likes this hard-core gameplay.

"To be honest, I can be sure that I am not sadistic. My friends I know and no one in the company are, but we all like this game very much. Sometimes when we rest in the lounge, we will choose this game, and even shout while playing it, how come I am dead again! But I can't stop, holding the handle, and resurrect again and again, and play again and again."

"That's an unspeakable experience, I believe you have it."

However, this time, Itagaki Baoni's answer surprised Jester. He shook his head and said in a very affirmative tone: "Boss, I have to say that you guessed wrong. I don't have the experience you mentioned, because I passed the level smoothly when playing "Ninyu Dragon". I think the difficulty of this game can only be said to be a bit challenging at most, and it is not too difficult."

When Jester heard this joking words like Itagaki Baonin, he was speechless for a moment.

Unexpectedly, the other party was still mocking him for being a disabled person at this time.

But if you have any hand, just hand. Anyway, this kind of game is not what you are good at, so you should talk about something you are good at.

Jester soon started the topic again.

"Let's not talk about the difficulty of "Ninlong" for now. In fact, I just want to express one of my views. I'm not a jittery m, but why do I have to play such a game? I think there must be some reason here, so I analyzed it and finally found that there may be two points that are crucial to me."

When Jester said this, Itagaki Baoni also became serious.

"The first is the theme of the game, and the second is the quality of the game."

These two points are just a general nature. Itagaki Aoshino could not tell the meaning of Jester to express from these two points, so he did not openly interrupt, but listened quietly to Jester to continue speaking.

"The theme of the game may be the primary factor when a player decides whether to come into contact with a new game. In addition to this being a game in his own company, I must understand it. I also think the dark ninja style is cool... Yes, it's that simple, but it's very important. Excellent game themes will make players curious about the game works. Curiosity will be greater than fear of the difficulty of the game. I have heard countless people say that this game is difficult before."

"But I'm going to play this game, definitely not because the game has a high reputation. Almost everyone who plays it. Whether it's abusive or not, they say that this game is very good. Let me give you another example. There is a point where the development team of "Nind Dragon" made a golf game. Even if the evaluation of this game is blown to the sky, no matter how difficult it is, I won't play it because I'm not interested in this subject."

"But in my eyes, the theme of ninja should be so difficult, because it is not so cool, it is not as cool as it is not difficult."

Hearing Jester's analysis, Itagaki Nodno.

However, Jester's analysis is obviously not over yet.

He continued.

"Then there is the quality of the game. In this regard, you have participated in the development of several games and you should have a deep understanding. So, I also said in detail that in my opinion, only games with very high game quality are qualified to improve the difficulty. Otherwise, the feeling that the player may be disgusting, and you will not feel that it is cool to do so."

"If your difficulties are not made to make players feel cool, it is a failure."

But Itagaki Baoni still didn't say anything. He nodded thoughtfully while listening.

"High-difficulty games will keep players dead/fail. Then players need a reason to keep playing. I want to call this reason the core attraction of the game. You must make players feel that there is something they like very much to help them overcome that psychological difficulty. Of course, the sense of accomplishment you mentioned is indeed one of them. For example, I once received a letter from a primary school student. The name of this primary school student is James Duncan Rover. He said that the motivation to let him persist in opening the game "Conra" is because he wants to be the first person in their school to open up "Conra", and in fact he did it too..."

"I'm a bit far from it. Let's go back to the topic. This attraction is not limited to difficult games. Any game should have an element that keeps players interested in it when making it."

"The core attraction can be manifested in many forms. For example, I have summarized a lot of experience over the years. There are about five, six, seven or eight points. I will just say it casually and say whatever I think. I have never made an outline before. If there is any omission, I will tell you in detail after I have time. These are some of my experiences in these six years of development career."

Jester stopped at this point.

He thought for a while and should be sorting out his own logic and organizing his words. Perhaps what he wants to say next is not something casual like he said.

And Itagaki Baonnori's expression was never serious.

"First of all, immersion, players should care about everything that happens in the game world during the gameplay. A good game will make players concentrate on the subtle transformation of gameplay. To summarize this theory in one sentence, it is: I have to pay attention, otherwise I will lose."

"Secondly, meaningful choices. The choices made by players during the game should affect the results of the game. The more the game responds to the player's behavior, the stronger the player's immersion in the game, and people often pay more attention to what they can exert greater influence. It is better to summarize this theory in one sentence, that is: everything I and other players do are important."

"third……"

“Boss!”

When Jester said this, Itagaki Bashi suddenly interrupted Jester. Just as Jester looked at Itagaki Bashi with confusion, Itagaki Bashi said with a blushing face: "Boss, can you repeat the previous two points again? I didn't remember..."

At this time, Jester discovered that Itagaki Baoni actually took out a stack of white paper, and then, like a primary school student listening to a teacher's lecture and taking notes, was quickly recording what Jester said before.

This made Jester feel a little funny, but he didn't care about him.

Jester repeated the two points he had said before, and then he continued to say it after asking Itagaki whether he had written it down and received a positive answer.

Moreover, in order to allow Itagaki Toshino to record better, Jester deliberately put his speech very slowly.

"Third, purpose, people like to do things purposefully, and in games, players will ask questions like this: Why do I do this? Why is this important? Any ambiguity will distract players from playing games. Good games should provide clear goals. People don't like to waste time and energy on doing things that don't get meaningful results. They still summarize in one sentence, that is: I know what I have to do, and what I do is important."

When he finished speaking, Jester added: "This point is very similar to the second point, but they are different."

Seeing Itagaki Nod, Jester continued to speak.

"The fourth point is depth, constantly providing players with things to learn, whether it is about the game, the player himself or other players, being proficient in a certain skill or a difficult operation method is an attractive goal for players, because it makes them feel that they have an advantage over others. Good games have depth, and always let players have something to study. It is still a summary of one sentence: playing this game makes me feel very powerful."

"The fifth point is that players express that everyone is born unique. The game allows players to show their personality and talents to explore their innate tendencies and thus reflect the value of social people. People like to allow them to show off their personality. In a word, it is still a summary: Chess masters must have very strong logical thinking."

When he said this, Jester glanced at Itagaki Bashi. Sure enough, Itagaki Bashi laughed as he thought.

"Okay, don't laugh for now, let's continue."

"The sixth point is flexibility. Good games can adapt to various game modes of players. The balanced mechanism forms an automatic adjustment system. It always makes players feel that the experience is not only interesting, but also unique. In a word, it is: games always make me feel interesting."

When talking about this, Jester did not continue to talk.

Instead, he emphasized the tone.
Chapter completed!
Prev Index    Favorite Next