Chapter eight hundred and nineteen heat
After reading this post, even Jester came out to reply.
Because of Carnival's relationship recently, Jester has not appeared in the forum often, so many players in the community who like to discuss things with people in the forum think that this is Jester's interest and will not come again.
Jester replied after this post, and he himself agreed with this view: "The Exotic Soul-Secret Song is different in any way. Except for the fact that they are produced by a designer and a game company, to be honest, when designing "The Monster Hunter", I also hesitated for a long time whether to design the core."
"For this issue, or doubt, I have discussed it with many people, my colleagues, friends, etc. I even flew to Japan and asked the opinions of people like Itagaki Satoshi. Their opinions were different. Mr. Miyamoto's idea was a bit like my previous development idea, which was easy to get started, but it was difficult to master it. He thought it was a basis for guaranteeing quality and sales. Itagaki Satoshi told me that he thought it was a little more difficult to do the act game, which made people feel a sense of fear. As soon as they saw this game, they could have the idea of this act game."
"And, Mr. Itagaki Masashi told me that it is really difficult to make simple act games like act games. If you do it without brains and one-click to the end, then what is the arpg game called the act game? Then why don't I do arpg, but act?"
"Besides, players who like to play Act games all like to challenge themselves..."
"I hesitated for a long time in these two choices, and in the end I adopted the view of Itagaki Sonoshiro, so I don't think this game would be too popular, because it is indeed not very friendly to those who have never been exposed to this type of game. If my other games, some mild players can get enough fun in the game from easy to use."
"Then in Monster Hunter, some mild players may have a very frustrated game experience. Yes, I used the words very and frustrated to express it, because that's the case, whether it's our internal alpha test and some of the players we invited to try it out at our headquarters. Some players who don't like Act games very much, such as a fan of Mr. Sid Meyer's "Civilization" series, said that he couldn't get any fun in this game."
"The same is true inside us, many people. To be precise, more than one-third of the people who participated in the Alpha Test expressed the same view, that is, they cannot have fun in this game, and even one-third of them can't even pass the lowest level hunting certificate at the beginning, let alone the more powerful monsters behind them."
"This issue has also caused a lot of discussion within us."
"Because we are well-known, the first principle of recruiting players is to come to work here. No matter what kind of job you are, you have to be a game enthusiast. If you are a game enthusiast, then you have a higher chance of being hired. Unlike other companies, you only need to be outstanding in your ability."
"We are gaming companies, not any other companies, so this is particularly important to us."
"We always believe that only a person who is passionate about games can design passionate games. No matter how outstanding a person's ability is, if he has no interest in games, then what he designed will be more like a commodity than a game."
“This seems to us not to be allowed.”
"In our company, it is basically different from other companies. For example, there are all a bunch of otakus. Really, you want to rap, you hide from each other, drink Coke, you want to tell which game came out on which console n years ago, who made it, and which one is better. Countless people jumped out, everyone has their own answer, and even if you don't agree with his answer, he can talk to you all day long. It's true that you want to reverse your "wrong" Yes, in their eyes, you like this but not that game is a mistake."
"Tell me what I encountered recently when I was wandering around the headquarters. In front of the building near District B, because we stipulated that smoking is prohibited in the building, a group of people squatted at the door to smoke, and by the way, they discussed the darkness of Intel's next structure. At that time, a Latin girl from the logistics department jogged over, but no one looked at her..."
"Okay, let's get back to the point. This time, a large number of people in the interior called us very frustrated to play the game. They didn't say it wasn't fun, but they used a worse word to evaluate it, that is, there was no fun in the game. But at the same time, there were many people who said that the game was really great, and after each hunting success, there was an unparalleled sense of accomplishment."
"Just as this post says, a game actually has two kinds of evaluations: unparalleled and useless. At that time, we were also confused. Many people didn't know if we should continue to design this way, or change the style to make the game easier."
"We had a very intense discussion after that."
"The whole discussion process lasted for several days. We basically didn't do any work in those days. We were just discussing, from our initial planning, we discussed one by one to see what went wrong with us. But after we re-examined the entire development process, we were surprised to find that we did very well, and everything was carried out according to our initial planning."
"But, in this way we encountered the biggest problem: when the game was basically formed, redesign a game?"
"Returning back and doing things is not new within our company. We have projects that you know or don't know have been reworked back and forth. Some are a whole game that is directly reworked, and more are the rework of some small projects."
"At this time, I said, since we didn't make any mistakes, why do we need to do it again? I thought about it myself, what kind of game should we make? Is it a game that everyone loves and can play like "American Cubes" and "Super Balotelli"?"
"Of course not."
"What we want to do is a challenging act game. Difficulty in getting started is its characteristics, its advantages, not its disadvantages, and I think we are a little too nervous. In fact, the development idea of this game at the beginning was to make a type of game, consider a type of player, and ignore other things. This is the core of the development of this game."
"We are not developing games for all game players. We are just developing games for one type of game players. I once said to some niche game developers, that is, there is no need to make games that hundreds of people need to support, but to firmly grasp the game that holds the hearts of 100,000 people. Then, we hope to pass on the fun of this game to the next generation..."
"You know the story after that. Of course, the version you played at Carnival was a version that we have reduced the difficulty. Our internal alpha version is about 30% more difficult than you played..."
This long post by Jester received crazy likes from players as soon as it was posted.
This answer perfectly answered the quarrel about the previous incident, although Jester did not explicitly state his expectations for the sale of this game.
But it can be seen that in Jester's eyes, a fun game, a game that meets his characteristics, is much more important in Jester's mind than a game that sells better.
This is also the production game that Mars Entertainment has always adhered to.
"What do I sell the best in our game? That's because we make the best games."
Since Jester likes to answer questions on forums, many game media, other game forums, and even some game websites have arranged special personnel to collect records. Of course, it is not just to collect records of Jester's posts, because this is also a tradition of Mars Entertainment. They have their own special game forum, and this forum is of course not a decoration.
On this forum, they have a dedicated team of account managers, who will answer players' questions. Designers will also go to their own sections from time to time to reply.
Therefore, many people who want to get first-hand information certainly need to wait at any time, but now some different media will unite, such as a media responsible for several sectors, and then inform each other after new news.
It is different from the heated discussion that "Monster Hunter" has caused in the player group. After all, "Monster Hunter" has only completed a rough idea. According to the development team's answer at Carnival, this game has only been completed between 60 and 70%. It is possible to play, but it has not yet reached their perfect form, so it will take at least half a year to improve and test.
In the real world, after the release of StarCraft expansion pack "Britain War", it quickly ignited the passion of RTS game players. This expansion pack played a very important role in balancing the entire game. Two months after its release, players' popularity with this game reached its first high.
Because whether it is gdc or vga, they actually have strict selections for annual games.
For example, you can only select the original game, but you won't choose the expansion pack.
This year's candidate game was announced in January, because "StarCraft" is an expansion pack this time. Although this expansion pack directly sublimates the game, it still cannot become a candidate for the game of the year.
This makes many rts game enthusiasts extremely dissatisfied.
In desperation, VGA is a selection composed by the media, and they responded the fastest. After all, they have the most contact with players. They temporarily added a new award at this award ceremony, that is, the best expansion pack. Of course, everyone knows that this award must be specially set up for "Brother's Battle".
This situation has also attracted great attention in the gaming industry. After all, this is the first time that a expansion pack has transformed the game.
Coupled with the original version of "Starcraft", it is an extremely excellent game.
This is even more valuable.
Before, game companies in the industry have never paid so much attention to expansion packs. It can be said that this time Pardo has taught many people a lesson. As for Wa, it is also very much attention. However, because the information revealed on the Carnival is really small, there is not much discussion, but at the Carnival.
Pardo said what is the difference between Wa and other RTS games such as StarCraft, and he summarized it with a very simple sentence.
"When I was discussing how to make this game with Boss, Boss was studying how to merge different types of games. For example, Tomb Raider did a good job. Although it was a little later than expected, you will be able to play him by Christmas. This is a great example of a combination of action and adventure, but in addition, how can we combine it?"
"For example, one of our teams is thinking, can we combine fps or tps with dark like elements?"
"So can we have some brainstorms and what happens when we connect with some of the most unlikely game types. So, Boss said a thought of combining. He looked at me, his eyes glowing, and said to me with a happy face, "Rob, look at how do you combine the two types of rts and rpg?"
"To be honest, when I heard Boss' words, my mind was stunned. RPG? Can Fengma Niu connect if he doesn't want to be shut? Is this a joke?"
"But, I immediately had an idea, what if there is really a lot of potential?"
"Soon, while I was thinking about how to combine these two types, my boss, Mr. Jester, had already started to talk to me about how to design the "Wa" after combining the RPG and RTS elements..."
"Believe me, my mouth was opened in surprise at that time and I could hold two eggs!"
In the Carnival development team interview, Robert Pardo shared some experiences about developing wa with players like this. (~^~)
Chapter completed!