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Chapter 600 How to develop

How to develop a huge game.

This is the first problem that Jester has to face now, because the number of game development teams in this era is far less than that in later generations, and the game is much simpler in the system than in later generations. For example, a rpg game is an rpg game. If it is in later generations, in a sandbox rpg game, various other types of gameplay will not be added in a sandbox rpg game, so how can you be embarrassed to call yourself an rpg game?

For example, the elements of action, such as the elements of first-person shooting, etc.

Most of the current development teams are developed in such a development environment. In a development team, dozens of people are coordinated into a huge team, and the program is responsible for part of the program, and the artist is responsible for part of the art. However, this development method is adapted to some simple systems and in the current development environment.

But in Jester's eyes, it is impossible for this team of more than 200 people or even 300 people to adopt such a group of people to develop together.

Such multi-system gameplay must also be split during development.

This point, Jester can obviously learn a lot from future game companies. For example, Ubisoft's Global Studio can develop a game at the same time by 1,000 people, and this thousand people are even in more than a dozen countries on the earth.

For example, in the development of "Star Citizen".

It is to subdivide the game into many independent games and then develop it. After all these independent games are developed, the original independent games will be combined to make them a unified and harmonious game. Although Jester does not know whether it is successful or failed in "Interstellar Citizen", its research and development method is worthy of reference for Jester.

For example.

"Star Citizen" takes their air combat part separately, leaving a development team responsible for creating a game similar to an arena mode.

Also, separate the part of their mmo business, allowing an independent development team to develop a similar mmo framework, allowing players to use this separate framework to establish a company and operate it.

In "Interstellar Citizen", there are many such subdivided systems.

A large number of ideas were split and developed, and each project even had its own names and code names.

In this way, a game that was originally extremely complex and could never be completed will be transformed into a dozen or dozens of individual games that seem not so difficult to develop. Then, the most difficult thing for the development team is to combine these separate subsystems into a complete total system that can be run in a collection.

For example, in his subproject.

The single-player plot project is called "Fourth Second United", but in fact, this 42 Second United is also the content of the mmo game. The specific mode is quite complicated and hard to describe, so I won't go into detail.

The fps project is called "Star Marines".

The planetary surface linkage project is called "planetary".

And so on, so on. These are things that can be run independently and provided for players to experience. According to many people, these things can even be independently produced to make a 3A-level work. The reason why "Star Citizen" can not only crowdfund so much money from players is because they are constantly issuing subsystems like this for players to try and continuously enhance players' confidence. Of course, the most famous one is their ship selling.

In Jester's eyes, this kind of development idea is worth learning from, and it is also what he intends to adopt in his new game development process.

Such new development ideas that have never appeared before were naturally discussed at the first development conference.

Before the first development meeting of the project code-named "Time" by Jester, Yu Suzuki ended some of his trivial matters in Japan and rushed to the United States in advance. In fact, the original plan was that Jester asked Yu Suzuki to go to Kuraku to meet them, and the first development meeting was prepared to be held in Japan after the trip to Kuraku.

However, due to some things, several people in the team did not pass the visa, so Jester simply ended this trip to the middle school.

I plan to make this plan after the end of GDC.

So Yusuki came directly to the United States to participate in the first developer meeting of the 'Time' project.

So far, Jester has only recruited teams of less than 100 people with resources and his lofty status in the electronic game industry. The members of these teams are not only limited to Mars Entertainment, but also one-third of the members, and are the elites of many other game companies.

They were all shocking speech by Jester at the carnival, the incredible game he described, and resolutely quit their current job and came to Jester's development team.

Some senior programmers, even before, did not work in games. Many of them are Microsoft, ibm, and Apple. The most outstanding talents in these companies, but they are also game enthusiasts. They are also extremely eager to participate in the development of great games, as Jester said, hoping to do their part in this game that will definitely become a legend.

In fact, while there are many people who question, laugh at, contempt, Jester's new game plan.

But, the same.

How many people hate him will love him. This is also a truth that will never change, and the facts are the same.

However, it is impossible for nearly a hundred people to participate in the first development conference. First of all, there is no need. Secondly, the first development conference was discussed from a strategic perspective. What kind of game is this and how it should be developed. It only requires some senior management of the development team to have a clear concept, in such a large-scale project.

It is necessary to make sure that there is only one voice, and Jester is confident that his prestige can suppress all objections.

To Jester's surprise, Hideo Kojima actually temporarily stopped the development of his next-generation hide-and-seek game and volunteered to join Jester's development team.

However, after thinking about it, he understood that the model under development has undergone a second redevelopment in order to achieve the functions he requires. During this period, Hideo Kojima was also doing nothing, so he could change his mind. Moreover, the game described by Jest was indeed the game that Hideo Kojima longed for.

Movie narrative style game.

"Is the game development still going well?" Jester met Hideo Kojima before the meeting began.

To be honest, Jester has indeed not talked about games with Hideo Kojima for a long time. First of all, both of them are very busy. Secondly, Hideo Kojima and his team are working on game design at the hardware development center in Los Angeles, and Jester spends most of his time at the Mars Entertainment Headquarters outside Los Angeles.

Therefore, the two didn't have much time to meet.

Although we always meet a few times during high-level meetings every year, there are not many opportunities to take time to chat alone.

But despite this, many people still know the relationship between Jester and Hideo Kojima.

Hideo Kojima is the producer that Jester attaches the most and valued the most. Although Jest has not stated it clearly, it can be clearly seen that Jest's attitude towards Hideo Kojima is obviously more important than Hiroshinobu Sakaguchi and Yuji Nakamoto, who are also popular designers who have been discovered by him, should pay much attention to this. Mark Seney once asked about this.

Why do you think of Hideo Kojima so much?

Although "The Legend of the Dragon" is indeed a very amazing game, the ff series created by Hiroshi Sakaguchi and the games developed by Yuji Nakamo are far superior to Hideo Koji in terms of sales, reputation, and loyalty of players and fans.

Moreover, in recent years, Hideo Kojima has not developed any game.

This made Mark Seney very confused about what Jester thought, and Jester's answer did not satisfy him much.

At that time, Jester just smiled calmly.

He said this.

"Mark, in my opinion, Hideo Kojima can be a symbolic character. He has such potential. Others, at most, are just an excellent or relatively outstanding game designer, and are not the same type of person."

And Mark Seney would not be convinced by Jester like this.

He asked a question back then.

"Just with Hideo Kojima's only game, you can see so many things?"

When it was Jester, you could clearly hear the sarcastic scent in Mark Seney's tone, but Jester didn't care much at the time. He just used a very calm expression, but answered in a very firm tone: "Yes."

"I've made you embarrassed during this period."

When he saw Jester, Hideo Kojima said embarrassedly. In fact, he also knew some rumors in the company, but Hideo Kojima didn't want to argue, because the entire Mars Entertainment, perhaps no one except him and his not-so-large team, and Jester, could understand his ideas.
Chapter completed!
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