Chapter 337: Hideo Kojima's Choice
The day when the carnival opens.
Jester was basking in the sun lazily inside his manor in Los Angeles.
He was with him, and Hideo Kojima who also did not participate in this carnival. In fact, Hideo Kojima himself was not willing to go to the carnival because he had not played games all year round.
Of course, there is a reason why Jester and Hideo Kojima meet.
"Xiaodao, you have been in my development team for a whole year. A year ago, I transferred you to the development team, and then we improved the main line of the game and a large number of side lines. Do you think you will stay here until my game is completed, or leave now and officially start the development of your "Spilent Dragon Spy Shadow"?"
Jester asked this question to Hideo Kojima who was sitting next to him while drinking a drink.
This question made Hideo Kojima feel a little embarrassed.
Indeed, what he wants to do most now is the development of his game. After all, because conditions did not allow it, he participated in the "Era" project. However, the new engine developed specifically for the next generation has been debugged and has excellent performance. Coupled with the terrifying functions of the next generation of hosts, it will definitely make people who have never seen it look at it with admiration.
In fact, even Hideo Kojima was surprised when he saw the performance of the new engine again.
With a new engine, "Spy Shadow of Hidden Dragon" can be officially developed. After all, the game he wants to make is far less huge and terrifying than Jester's "Times" plan.
However, staying in the "Times" project and participating in this game development plan that will be recorded in history, for him, he feels like he is involved in history. As a game designer, he can formally participate in the development of such a game and watch him from project establishment to completion with his own eyes.
That must be a great honor.
But since then, until 1995, I would not have time to make the game in my mind.
Seeing Hideo Kojima, he did not answer immediately, Jester continued: "I support any of your ideas. Whether you want to continue to stay in the "Times" project team or want to make your own game now, I support you unconditionally. Moreover, the "Times" project team does need you very much. Of course, from your eyes, you can look forward to how eager you are to develop the most perfect game in your mind that you have been conceived for five years."
Hideo Kojima frowned.
It was really hard for him to make a decision for a while.
Jester looked at Hideo Kojima's expression. He knew what he was thinking. He didn't persuade him further. He just nodded: "Just do what you want and desire most now. Don't force yourself."
In fact, Jester hoped that Hideo Kojima would continue to stay in the "Time" project team, because no one knew better than Jester that Hideo Kojima existed. How helpful it was to the entire development team, but Jester also saw some of the current Hideo Kojima's ideas from Kojima's recent behavior, especially after Hideo Kojima saw the demonstration of the new engine of the "Time" project.
His thoughts became stronger and stronger.
Of course, Jester hopes that Kojima can be completed as soon as possible for the game "Spinning Dragon Spy", because in this world, even Kojima himself will not know better than him how great this game will be in the future.
No one knows what kind of lofty status Kojima will gain in the gaming world with this game.
Even if Jester closed his eyes now, he could recall the shocking, cold style, tough characters, nervous game and almost perfect military details in the series "Spian" - never a game has ever told a story about anti-war in such a serious way. Few warriors in the history of the game can show his vicissitudes so abundantly. From the black and blue sea of Alaska, Shadow Moses Island has been embedded in the vision of many players, becoming a long-standing story.
"Xiaodao, I've seen three different development plans for "Shining Dragon Spy Shadow", which are excellent in terms of themes and content."
Jester saw Hideo Kojima for a long time and had no explanation, so Jester spoke up on his own initiative.
But before Jester could say a few more words, Hideo Kojima sighed.
"Boss, I really hope to continue working in the 'Time' project, but I really want to complete the most perfect game in my mind. Your new game has a grand idea and is almost perfect in design. However, this is not what I hope to complete the most. I have not participated in the development of any game in the past five years. When I was in Japan, I only conducted some planning reviews. Over the years, I have conceived this game in my mind all the time. It's just carton modeling. I have done more than 3,000 times."
When Jester heard Hideo Kojima say this, he already knew what he meant.
So, he didn't hesitate or feel unhappy. He smiled and said, "Okay, after you go back, you will prepare for the development of "Spian Dragon Spy Shadow". I will authorize the new engine to you... How many teams do you need?"
"It doesn't take many people, thirty people are enough. After all, I have done so many times about the game I want to make just a paper prototype. All the scenes can almost be reproduced directly in my mind, and there is no need for too many people to participate..."
Jace nodded: "Okay."
In fact, the paper prototype was a development technique that Jester began to use in Mars Entertainment when he was developing "Thor Hammer".
That is, before making a scene, we first use paper to make the model to make it, so that everyone can have an intuitive impression.
In this way, both programs and artists can easily understand some of the planning ideas.
In fact, this is also the first game development technique born from fps games in the original history, especially games like fps. This kind of development technique will be particularly common in the future.
FPS game design levels, use paper prototypes to simulate continuous movements with square or hexagonal maps in turn-based movements, so you can design level maps and team strategies, which is very simple. What Hideo Kojima wants to make is a sneaking game. In fact, in the production of scenes, you can refer to the design method of this FPS game.
So, when Hideo Kojima learned about the development method of "Thor's Hammer", he immediately went to the headquarters to study for a while.
Then, over the years, he has been using this method to perfect the simulation of the game scenes in his mind. It can be said that Hideo Kojima has designed all the levels of the game he is going to make.
Jester trusts Hideo Kojima's ability extremely. After all, this is the greatest game designer born in the Japanese game industry after Shigeru Miyamoto and Yu Suzuki. Its influence on the industry is unparalleled, especially his innovative spirit of daring to deny himself, which is worth learning from every game designer.
Don’t forget your original intention.
It is something that every game designer knows, but almost not many people can do.
In the year when "mgs", which is the birth of "Spian Dragon Spy", due to the numerous masterpieces, players at that time were already very picky.
I have some experience in how to play any game, but when I put it there, I broke the rules and regulations. How should the action game be defined? How to be wonderful? Every producer has his own answer to these questions. Should mgs be regarded as an action game? It can be said that there was considerable controversy at that time.
Even at that time, there was no way to accurately position this brand new style of game.
You say he is a shooting game, but there are not many elements of shooting, you say he is an action game, but there are not many action games, you say he is an adventure game, but there are not many things he decrypts, you say he is an RPG game, but there are not many elements of playing.
The impact of mgs on traditional games is undoubtedly subversive. No one told you that the game can be played like this before: mgs tells you that cigarettes can detect infrared rays at close range, tells you that night vision goggles should be used to snipe in the dark, tells you that electronic interference bombs are most valuable in dense surveillance areas, and tells you that killing enemies is not the best way to complete tasks.
"mgs" certainly has its own answer, which tells players: Action games that use their imaginations are the best.
There is no doubt that this is a close to full mark.
Each boss has no specific combat mode, and each scene has a different route of progress. Although the concept of the game giving players thought to them may not be suitable for the fast food era, it has become a unique landscape.
Whether electronic games are art is also very simple, and it is a positive sentence in most people's hearts. Of course, some producers will give answers directly through their works. They present exploration, innovation and exquisite hearts one by one, which ultimately convinces people. It seems a bit inconsistent to describe "mgs" with words like greatness, but it is indeed the case.
Jester remembers that he once had a friend who said this.
That was when Chen Xinghan won the 12-year GDC Game of the Year and won six of the ten awards with a sweep attitude.
"If Chen Xinghan can have such creativity and talent until he is fifty, then he will be the next Hideo Kojima." (To be continued, please search for Astronomy, novels are better, updated and faster!
Chapter completed!